LAMI Hold the Line

Hiromoon

Mongoose
Hello folks.

Tonight my LAMI won a great victory, having wiped out all but the enemy plasma bug all on their own!

Basic Set Up:
1 LAMI LT
4 LAMI Squads
1 SICON
6 Wall Sections
2 Bunkers
1 Reliant Platform w/ Javlin

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It was gruling, but thankfully his Plasmabug didn't hit true till the last round. His Hoppers got the drop on Yellow Squad, which was manning the Reliant. A brief close quarters firefight ensued, reducing the squad to 1 man...

Course, it's pretty crowded there on the field.
HoldtheLineAftermath.jpg
 
GO LAMI GO LAMI GO GO GO LAMI

GO LAMI GO LAMI GO GO GO LAMI

GO LAMI GO LAMI GO GO GO LAMI

So maybe a longer Batrep?

GO LAMI GO LAMI GO GO GO LAMI
 
Well...

He was PL2, I was PL1. I took a gamble with setting up as close to the table edge as I possibly could. On my left flank, holding that bunker is Red Squad, equipped with a missile launcher and sniper. Next to that squad on the right is the LT, followed by Blue Squad, who had a missile launcher. Yellow squad held the center ruins, given the reliant platform and a sniper, and holding my right flank and bunker was white squad, given two missile launchers, with the SICON agent holding the extreme right.

1st Turn (MI) - Red Squad scores 1 Kill hit on the Tanker, Yellow and White get one or two warrior bugs each.

1st Turn (Bugs) - Two warrior bug squarms moved up, along with the tanker. Plasma bug fire kills three memebers of Yellow squad.

2nd Turn (MI) - Red Squad scores another hit with the Longbow, and the Sniper rolls a 6. The other squads seem to take their sweet time and make more warriors dead, but they're still coming.

2nd Turn (Bugs) - Another Plasma Shot, this time it takes out Red Squad's sniper. The bugs again move up.

2nd Turn (Air Phase) - Hoppers! The Bug player brings in seven hopper bugs right in behind Yellow Squad. Yellow reacts by mowing down two of them.

3rd Turn (MI) - Yellow reaps a terrible toll on the hoppers by killing another hopper bug. The hoppers then charge, reducing the number of LAMI to three, who fire again because there's nothing else they can do. Yellow is then reduced to a mere Comms Trooper hiding near the Reliant. Blue Squad decides that it needs to act fast, and they fire, cutting down all but two of the hoppers, who then gut the Comms trooper for Blue, who then fire again. The remaining hopper got the medic. At this time, Red Squad has bounced a missile off the tanker's head, then slaughtered about five warrior bugs, followed by two more. The LT. shot at two warriors, but just ended up pushing them back further. White Squad's missiles literally cut a swath of destruction with a mere two warrior bugs, but thankfully the shooting was much, much better. The hopper reacted, so White squad divided up firezones, and eliminated the hopper while merely harrassing the warriors.

3rd Turn (Bugs) - With the hoppers down, he had to rely on the Plasma again, which only killed two more MI and severely damaged one of my wall pieces. His tanker killed four out of five MI from Red Squad in the bunker, meaning that I actually saved one MI (she got a 6 on her armor save, which led me to grab the nearby Warhammer fantasy battle players and point it out to them). The warrior bugs on my right Flank were NOT having a good time, as they were trying to burrow their way through the bunker walls at the MI Inside, who were waiting for the right time.... And most of them died thanks to reactions. My Left flank was holding though, the tanker was down to two wounds, the warrior bugs were down to about five or so after reactions

4th Turn (MI) - Mop up! Tanker goes down with a lucky hit of a hole punch, the warrior bugs react and move in, only to get cut down by fire from the members of blue and red squads. The LT Promotes the remaining member of Yellow Squad, and White squad wipes out the remaining two warrior bugs, then retreats into their bunker.

4th Turn (Bugs) - Plasma bug fires and smacks into the bunker housing white squad. Only 1 guy lives out of the squad. This is why I pressed for rules that actually made bunkers viable in the game for a rules update (which, of course, got dropped when Evolution was announced).


BTW, Those wall sections are photocopies of the wall sections from the RPG game mat, which I cut out and glued to card board rectangles.
 
Good Job!

In regards to the bunker issue, I agree! All you have to do is roll a kill and the trooper might as well be standing in the open. It's not that hard to roll a kill, many bug types can do it, Plasma, Blister, Firefrys, ect.. As far as other armies any number of weapons can roll a kill. My group have been playing with a 3 or 4+ dodge save for bunker occupants. It may be to much, but with out the save bunkers are of little value.
 
I figured that yout got a bonus to saves when in cover, and that fortified stuff like bunkers and shuch gave about +3 to the save, or am I just completely wrong?

All in all, sounds like a great BatRep! Long live the LAMI!
 
Good batrep Hiromoon. :D I also made up some elevated causeways that connect to the "fort" pieces, but I used scored styrene for my raw material. I As far as your "stillborn" rules go, I'm sure some players may play with the v1 ruleset just like some players still favor the 1st ed. of Space Hulk over the later one. :wink: Therefore I am glad that you posted them as they indeed do make bunkers viable in the game (or at least functional grave stones when they collapse). :lol:
 
Kristovich said:
Hiromoon said:
And this means the bugs will have to try HARDER to dig me out of them!

Can you say Burrower? Or maybe King Tanker, or maybe even Thorny Tanker!
If the LAMI could concentrate their hole-punches, though I doubt they would kill it before it was close up and personal, the burrower would get away with burrowing though :P
 
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