MgT 1MCr. Unit tournament

Can I actually use that in the contest?
If so i'll push the limit up too 5 entrie, due too one being one hardcore looking dude...
 
Feel free. It was mostly a thought exercise to see if you could spend MCr 1 on a single infantryman at TL12, but I'd be happy to see him take part!

With armour 22 and unlimited amunition he might even have a chance. (until an ARMP round hits him, or the combat drugs wear off and he keels over, or the Grav-Copter someone's probably taken shoots him with an MRL pack....)
 
Isn't there something about plasma weapons having a blast radius? I can't remember and it doesn't list it in the CsC...
 
We have 4 teams now:
The 501st Irregulars: a light infantry unit for skirmishing
Ninja Company: a stealth recon force good at night-fighting and guerrila war
Infantryman Thirty-Seventh Class "Get-Your-Hair-Cut" Vincent: A cut-price marine hyped up on combat drugs, with no cares about the amount of radiation he takes from his weapon.
The 455th mechanised infantry assault platoon: A mechanised platoon with heavy armour support.

I have space for one more. Otherwise I will be running the first round... either this weekend or next week.
 
First contests will be:

Infantryman Thirty-Seventh Class "Get-Your-Hair-Cut" Vincent
VS.
The 455th mechanised infantry assault platoon
in an Urban ambush (Vincent ambushes the 455th)

and

The 501st Irregulars
VS.
Ninja Company
in a Forest Assault/Defend (The 501st defending against Ninja Company)

There is also collins35's unit, which will be in the third round.
We are full now. If you have a unit, I will be accepting more in the next competition.
 
Ouch; I suspect my team may have some trouble with the forest environment. Still, should be interesting to see.
 
Our first round:
Infantryman Thirty-Seventh Class "Get-Your-Hair-Cut" Vincent
VS.
The 455th mechanised infantry assault platoon
in an Urban ambush (Vincent ambushes the 455th)


Dola Campaign, 15th day
The 455th, fighting on the side of the Hegemony, have been routed to the frontline, and will pass through the village of Nephii. It is a one road village, with shops and buildings to either side. They will be moving in a single column, withe the medium tank in the lead, then an APC, then the AFV, then the other APC. All infantry are aboard their vehicles.
Vincent, contracted too the Anarchists, has been deployed behind enemy lines and ordered to create as much havoc as possible until he drops dead from drug based fatigue. He has set up an ambush position in Nephii, and is waiting for enemy combatants to pass through before engaging. The recon probe is watching the road, allowing him to pick his moment to strike.

Combat round 1 (surprise round):
Pharmacopaeia: Gains an additional round each round (2 sig act, 2 min act). Reduce damage by 2 from each hit. May dodge once per round without affecting initiative. Initiative boosted to 16. Strength boosted to 13.
Actions: Stand, Aim, Fire auto at Med tank, Reload weapon.
Auto fire rolls: 9+2(skill)+1(BTL)+1(Skill aug)+1(aim) (tot: 14)
7+2(skill)+1(BTL)+1(Skill aug)+1(aim) (tot: 12)
Damage: 36-8(tank top armour): 28
40-8(tank top armour):32
Hits: 3 x triple, 1 x double, 1 x single: 5, 7, 4, 6, 3
: Weapon destroyed, armour -3, Drive disabled, hull-2, sensors hit.


Vincent pops his combat Pharmacopaeia in time for them to take effect before he begins his attack. Vincent stands as the 455th reach medium range, and opens fire on the lead tank from a rooftop. The Medium tank is hit by a flurry of plasma rounds, striking across its flank and turret. The right track section is melted into slag, and the cannons barrel is split by the fire.

Combat round 2:
Cpt. tactics roll: 11: +3 to init
Init rolls: 11 (for all. they can't get higher than vincent)
Vincent:
Actions: Aim, Fire auto at APC, Reload weapon.
Auto fire rolls: 4+2(skill)+1(BTL)+1(Skill aug)+1(aim) (tot: 9)
5+2(skill)+1(BTL)+1(Skill aug)+1(aim) (tot: 10)
Damage: 31-4(APC top armour): 27
31-4(APC top armour):27
Hits: 2 x triple, 2 x double: 7, 6, 10, 3
: Armour -3, hull-3, Drive damaged, sensors damaged.
455th:
Med tank actions: Aim+ fire auto with mounted MG.
Auto fire rolls: 6+1(aim) (tot: 7)
9+1(aim) (tot: 10)
4+1(aim) (tot: 5)
Damage: 17-20(Vincent armour): 0
1st APC actions:
1st fireteam: Move out, then into cover
2nd fireteam: Move out, then into cover
3rd fireteam: Move out, then into cover
AFV actions:
Gunner: Fire autocannon
Auto fire rolls: 10+2(skill) (tot: 12)
12+2(skill) (tot: 14)
12+2(skill) (tot: 14)
Damage: 27-20(Vincent armour)-2(ignored): 5
29-20(Vincent armour)-2(ignored): 7
26-20(Vincent armour)-2(ignored): 4
Total: 16: End:0, Str: 4
2nd APC actions:
1st fireteam: Move out, then into cover
2nd fireteam: Move out, then into cover
3rd fireteam: Move out, then into cover

Vincent opens fire again, cackling, targeting the second vehicle in line instead. He fires off another flurry of plasma from his weapon, scoring solid hits on the vehicle. The Medium tanks gunner pops his hatch open and grabs his machine gun, swinging it round to target Vincent. He sprays rounds at the target, but this proves ineffective, rounds lodging in Vincent's thick armour. The first APC's hatch clangs open, and men spill out, rapidly moving into the cover of buildings around the street. The turret mounted autocannon on the AFV opens fire, spraying a tight burst of rounds into Vincent's position. When the smoke clears, he is still standing but the walls around him are sprayed with blood, and there are deep holes in his armour. The 4th vehicle in line, the other APC, drops its hatch and spills more infantry into the surrounding buildings.

Combat round 3:
Vincent:
Actions: Activate trauma pack, Aim, Fire auto at APC, Reload weapon.
Trauma pack: 11-3: 8, +5 End: Current health: Str:4 End: 5
Auto fire rolls: 7+2(skill)+1(BTL)+1(Skill aug)+1(aim) (tot: 12)
9+2(skill)+1(BTL)+1(Skill aug)+1(aim) (tot: 14)
Damage: 38-1(APC top armour): 37
37-1(APC top armour):36
Hits: 4 x triple, 1 x double, 1 x single: 6, 7, 10, 4, 5, 8
: Armour -3, hull-5, Drive destroyed, power-plant destroyed, structure -3
APC: 0 top amour, 0 hull, 7 structure, Wheels destroyed, Engine destroyed
1st APC actions:
Crew: abandon vehicle
1st fireteam: Move out, open fire (only rolling AGL, auto)
2nd fireteam: Move out, open fire (only rolling GPMG, auto)
3rd fireteam: Move out, open fire (only rolling AGL, auto)
1st AGL attack roll: 8+2(skill): 10
7+2(skill): 9
12+2(skill): 14
Damage: 19-20(Vincent armour)-2(ignored): 0
15-20(Vincent armour)-2(ignored): 0
23-20(Vincent armour)-2(ignored): 1
2nd AGL attack roll:6+2(skill): 8
4+2(skill): 6
5+2(skill): 7
Damage: 26-20(Vincent armour)-2(ignored): 2
1st GPMG attack roll: 5+2(skill): 7
10+2(skill): 12
9+2(skill): 11
Damage: 20-20(Vincent armour)-2(ignored): 0
15-20(Vincent armour)-2(ignored): 0
AFV actions:
Gunner: Fire autocannon
Auto fire rolls: 8+2(skill) (tot: 10)
11+2(skill) (tot: 13)
12+2(skill) (tot: 14)
Damage: 24-20(Vincent armour)-2(ignored): 2
21-20(Vincent armour)-2(ignored): 0
17-20(Vincent armour)-2(ignored): 0

Vincent health remaining:Str:4 End: 3

2nd APC actions:
1st fireteam: Move out, open fire (only rolling AGL, auto, and one missile launcher)
2nd fireteam: Move out, open fire (only rolling GPMG, auto)
3rd fireteam: Move out, open fire (only rolling AGL, auto)
1st AGL attack roll: 6+2(skill): 8
6+2(skill): 8
6+2(skill): 8
Damage: 18-20(Vincent armour)-2(ignored): 0
16-20(Vincent armour)-2(ignored): 0
21-20(Vincent armour)-2(ignored): 0
2nd AGL attack roll:4+2(skill): 6
6+2(skill): 8
7+2(skill): 9
Damage: 13-20(Vincent armour)-2(ignored): 0
24-20(Vincent armour)-2(ignored): 2
Guided missile launcher: 3: 3 (miss)
1st GPMG attack roll: 8+2(skill): 10
7+2(skill): 9
7+2(skill): 9
Damage: 16-20(Vincent armour)-2(ignored): 0
18-20(Vincent armour)-2(ignored): 0
17-20(Vincent armour)-2(ignored): 0

Vincent health remaining:Str:4 End: 1


Vincent fires on the APC again as medication floods his system, blowing huge chunks of the enemy armour away. The engine is slagged, the remaining fuel beginning to burn slowly. The fire-teams from the first APC get themselves into firing positions and open fire. The rifle and machine gun fire is ineffective, but the RAM AGL's lay down a devastating barrage, or so it seemed. The shrapnel barely penetrated Vincent's armour, bothering him little. The AFV fires again, but its rounds are less effective, mainly blowing away the building around Vincent. The second set of fire-teams find good firing positions further back and begin adding their own fire to the sheer deluge that is impacting on Vincent's position. One of the soldiers grabs up a missile launcher and fires, but the missile slams into the building behind Vincent rather than hitting him, and has no effect.

Combat round 4:
Vincent:
Actions: Aim, Fire auto at Medium tank, Reload weapon.
Auto fire rolls: 7+2(skill)+1(BTL)+1(Skill aug)+1(aim)-1(low Str) (tot: 11)
6+2(skill)+1(BTL)+1(Skill aug)+1(aim)-1(low Str) (tot: 10)
Damage: 44-5(tank top armour): 39
21-5(tank top armour):16
Hits: 2 x triple, 3 x double: 8, 8, 12,
: hull-11, MG destroyed
AFV actions:
Gunner: Fire autocannon
Auto fire rolls: 7+2(skill) (tot: 9)
2+2(skill) (tot: 4)
11+2(skill) (tot: 13)
Damage: 18-20(Vincent armour)-2(ignored): 0
30-20(Vincent armour)-2(ignored): 8

Final Damage:
Vincent health remaining:Str:0 End: 0 Dex: 4
APC 1: Hull 0, Top armour 0, Drive destroyed, Power plant destroyed, structure 7
Medium tank: Top armour 5, Hull 6, Main gun destroyed, LMG destroyed.

Vincent again fires on the Medium tank, slagging its hull and destroying its machine gun. The crew blow open their hatches and dive out, scattering into what little cover remains in the village. The AFV blazes away again, its gun spitting High-explosive rounds at Vincent, and he is finally knocked down by the fire-power. As the firing stops, the infantry gathers around their vehicles again to check the damage. The first APC is almost completely destroyed, and will only really do as salvage. The lead tank is now useless as a combat unit, its weapon destroyed and tracks broken. Even so, there was no loss of life, and the vehicles can still be picked up later. However, the platoon will not be able to make their way too the front-line. They mount up, most of them riding on the outside of the two remaining vehicles, and begin the long trek back too base to re-arm and get an engineering team out to salvage their vehicles.

A few minutes after they have left, alone and bleeding, Vincent finally dies in the rubble as his combat drugs wear off...





That was awesome. I didn't expect Vincent to last longer than the first proper combat round, but survive he did, and long enough to put out A LOT of heavy fire power. I'm not sure who to award the win too. The 455th cannot go onto complete their mission without two of their vehicles, but they did manage to kill Vincent (sort of). Opinions?
I did forget a couple of things, one of which was the armour piercing effect of both the PGMP and the AFV's autocannon. If you can point anything else I missed out that'd be great.
 
Also... this was a fake marine, designed to be nearly as effective but much much cheaper... Look at how damn effective he was... now imagine a real marine doing it... now remember they travel in packs... :D

First round of second contest will come either later today or tomorrow... it will be slower, and not done all at once. It may take a few days. But it will be done.
 
I actually have to apologise. I looked back to see what would have happened if I had remembered the armour peicing qualities of the auto-cannon. The answer? Vincent would have gone down in the second round (The AFV's first round of shooting), and may well have been dead rather than unconcious. It wouldn't have changed the outcome much, as both the APC and the medium tank had already been disabled, but it would have saved a huge load of ammunition at the very least. So I apologise. it's certainly not something that will be forgotten in the future...
 
Round 2:
The 501st Irregulars
VS.
Ninja Company
in a Forest Assault/Defend (The 501st defending against Ninja Company)

Dola Campaign, 17th Day
The 501st have been deployed too the Zangrian forest, in order to intercept possible enemy recon units. They are currently set up in a defensive position along line 40, fox holes dug out and providing some cover (-1 to hit). There is a ten meter space between each squad, and two meters between each fox hole, giving a front line eighty meters in length.
Ninja company (N Company, 5th Battalion) has been sent into the Zangrian forest on a recon op, and upon reporting the 501st's location, were ordered to engage, even though it was the middle of the day. The company leader tried to argue for a night engagement, but they were ordered into the assault.
Ninja company are moving in along the front line, the weapons troopers hanging back to provide support fire. The scouts and team leaders are pushing ahead, keeping space of about five meters between the two fire-teams. The command team is further back, ready to respond to problems. Ninja Company's 5th team are spotted at medium range by one of the 501st's squads.

Combat round 1:
N. Comp Tac roll: 8 (0 effect)
N. Comp init. roll: 3 (squad 5)
501st init. roll:5 (1st squad)
501st:
1st squad, firing at N. Comp 5th:
2 x guass rifle auto attacks(+1 skill): 7, 8, 7, 12
Damage (after effect and armour): 15, 16
Team leader unconcious, Scout unconcious
6 x single guass rifle attacks(+2 skill): 7, 6, 9, 7, 5, 12
Damage (after effect and armour): 13, 17
Scout at Str:1 End:0, Scout dead
1 x Gauss LMG auto attack(+1 skill): 5, 12, 8
Damage (after effect and armour): 18, 10
Scout Dead, Support at End:0, Str: 4
1 x single guass sniper attack(+2 skill, +1range): 11
Damage (after effect and armour): 15
Support Dead
Ninja Company:
5th squad, returning fire
Gunner deploys tripod, opens fire. Bio-range finder ignores foxhole cover.
Light auto-cannon auto fire(+1 skill): 12, 10
Damage( after effect and damage): 18, 18
2 x Riflemen uncouncious

Combat round one damage:
Ninja company, 5th squad, lost four men (2 x Scouts, Team leader, Support)
501st, 1st squad, Lost two men (2 x Riflemen)

The 501st's 1st squad opens fire on the approaching members of Ninja company, letting rip with everything they have. The approaching members of 5th squad are ripped apart in the opening barrage, caught by surprise by the level of fire coming their way. The gunner manages to return fire, shredding a foxhole and knocking down two of the 501st's men. Both sides are now alerted to the others presence...


Ouch, that was nasty. It looks unfair, but note that none of Ninja company has any sort of stealth ability. They are made to do recon, and assaulting a fixed position is probably not their best mission ever. But this is not supposed to be completely balanced, and most of all, I'm trying to represent some interesting things (Like commander idiocy, as in this combat). It will probably get better once Ninja company start returning fire properly, but lets see what happens, hey?
Also, Gauss weapons are evil and cheap. That is one hell of a nasty weapon, especially when fired automatically.
 
Combat round 2:
N. Comp init.l: 3 (squad 5), 9 (squad 3), 10 (squad 2), 6 (squad 4), 8 (squad 1)
501st init.:5 (1st squad), 6 (2nd squad), 8 (3rd squad), 9 (4th squad), 9 (5th squad)
N. Comp. squad 2:
Actions: Firing on 3rd squad
3 x Flechette rifle auto shots (+1skill, -1cover): 6, 6, 6, 8, 7, 6, 3, 9, 5
Damage: 2, 5
Rifleman 1: End: 0
1 x ARMP shot (+2 skill, -1cover): 13
Damage: 36
Sniper killed
1 x autocannon auto attack(+1 skill, -1 cover): 4, 5, 12
Damage: 14
Gauss gunner unconscious
501st, 4th squad
Actions: firing on squad 4
8 x single gauss shots(+2skill): 11, 11, 9, 13, 9, 10, 11, 6
Damage: 14, 15, 15, 8, 13, 14, 18
Scout dead, Support unconscious, Team leader dead, Gunner unconscious
1 x Gauss LMG auto attack(+1 skill): 7, 5, 10
Damage (after effect and armour): 13
Scout at End:0, Str: 1
1 x single guass sniper attack(+2 skill, +1range): 8
Damage (after effect and armour): 14
Support dead.
N. Comp. squad 3:
Actions: Firing on 2nd squad
3 x Flechette rifle auto shots (+1skill, -1cover): 7, 7, 7, 6, 6, 5, 5, 6, 8
Damage: 3
Rifleman 3: End:4
1 x ARMP shot (+2 skill, -1cover): 8
Damage: 43
Gauss gunner killed
1 x autocannon auto attack(+1 skill, -1 cover): 9, 4, 8
Damage: 15, 15
Rifleman 1, 9 unconscious
501st, 5th squad
Actions: firing on squad 1
8 x single gauss shots(+2skill): 11, 13, 11, 9, 7, 12, 13, 7
Damage: 25, 19, 12, 14, 16, 17
Scout dead, Team leader dead, Gunner unconscious, Support dead
1 x Gauss LMG auto attack(+1 skill): 11, 3, 11
Damage (after effect and armour): 13, 6
Scout at End:0, Str: 1
1 x single guass sniper attack(+2 skill, +1range): 6
N. Comp. squad 1:
Actions: Retreating
Scout 1 flees towards the command unit.
501st, 3rd squad
Actions: firing on squad 2
6 x single gauss shots(+2skill): 7, 11, 8, 7, 12, 12
Damage: 15, 13, 19, 17
Scout unconscious, Support unconscious, Gunner dead
2 x guass rifle auto attacks(+1 skill): 6, 9, 9, 9
Damage (after effect and armour): 5, 15, 11
Scout dead, Gunner dead(more)
N. Comp. squad 4:
Actions: taking pocket nuke, throwing pocket nuke
Throw(-3 skill): 6
Pocket nuke scatters: 8 metres short (distance between squads =30m)
Blast: 45m (hits both scout and enemy squad)
Damage: 46 (both squads wiped out)
501st, 2nd squad
Actions: firing on squad 3
4 x single gauss shots(+2skill): 10, 10, 11, 6
Damage: 10, 12, 18
Scout 1: End: 0, Str: 4, Support End: 0, Str: 2, Gunner unconscious
2 x gauss rifle auto attacks(+1 skill): 10, 7, 5, 3
Damage (after effect and armour): 10
Gunner dead
1 x gauss sniper attack(+2 skill, +1range): 14
Damage: 19
Scout 1 Dead
501st, 1st squad
Actions: firing on squad 5
4 x single gauss shots(+2skill): 11, 13, 8, 10
Damage: 14, 11, 12, 16
Gunner dead

Damage so far:
N. Comp. squad 1: 1 scout remaining (Str:1)
N. Comp. squad 2: 1 scout dead, Gunner dead, Support unconscious
N. Comp. squad 3: 1 scout dead, Support End: 0, Str: 2, Gunner dead
N. Comp. squad 4: All dead
N. Comp. squad 5: All dead
501st, 1st squad: Rifleman 1+2 unconscious
501st, 2nd squad: Rifleman 1+9 unconscious, Gunner killed, Rifleman 3: End: 4
501st, 3rd squad: Sniper killed, gunner unconscious, Rifleman 1, End:0
501st, 4th squad: all dead
501st, 5th squad: No casualties

Total dead: N. Comp.: 18 casualties, 501st: 12 casualties

The contact becomes a full fledged fire-fight, bullets flying everywhere. Auto-cannon rounds rip through trees and people are screaming. Ninja company is getting devastated by the heavier fire-power of the 501st. All of a sudden there is an enormous explosion in the middle of the lines, and one of the 501st's positions is ripped apart by a pocket nuke. A scout makes it back too the Captains position, asking for a retreat order to be called...



That.... that was round two, and it was vicious. Ninja Company has lost over half of its complement, and only its heavy weapons specialists are really capable of doing much damage to the 501st. I've been using the scouts flechette carbines, rather than sniper rifles, because sniper rifles are long range weapons, whereas the snipers of the 501st are the equivalent of designated marksmen... I just thought I would explain my reasons. Also, I only just discovered that the pocket nuke is a charge rather than a grenade. Oh well, it was awesome, and Ninja company are losing badly enough to warrant it.
Next round (possibly the last) will in the next few days :D
 
Wow. Just... wow. I know Ninja Squad were heavily outnumbered from the start, but I still didn't expect it to be this one sided. But yeah, gauss rifles are nasty and at only 1.5k each are highly cost effective.

Incidentally, I reckon the company leader should retreat, find the guy who gave the orders and blow his brains out for incompetence.
 
Ouch, that was nasty. It looks unfair, but note that none of Ninja company has any sort of stealth ability. They are made to do recon, and assaulting a fixed position is probably not their best mission ever. But this is not supposed to be completely balanced, and most of all, I'm trying to represent some interesting things (Like commander idiocy, as in this combat). It will probably get better once Ninja company start returning fire properly, but lets see what happens, hey?
Also, Gauss weapons are evil and cheap. That is one hell of a nasty weapon, especially when fired automatically.

That.... that was round two, and it was vicious. Ninja Company has lost over half of its complement, and only its heavy weapons specialists are really capable of doing much damage to the 501st. I've been using the scouts flechette carbines, rather than sniper rifles, because sniper rifles are long range weapons, whereas the snipers of the 501st are the equivalent of designated marksmen... I just thought I would explain my reasons. Also, I only just discovered that the pocket nuke is a charge rather than a grenade. Oh well, it was awesome, and Ninja company are losing badly enough to warrant it.
Next round (possibly the last) will in the next few days

Ouch.
Note to self. Frontal assault by light infantry on defended positions with automatic weaponry bad. Must remember that one.

I notice that the prediction about using ARMPs on infantrymen was accurate...



That was awesome. I didn't expect Vincent to last longer than the first proper combat round, but survive he did, and long enough to put out A LOT of heavy fire power. I'm not sure who to award the win too. The 455th cannot go onto complete their mission without two of their vehicles, but they did manage to kill Vincent (sort of). Opinions?

Also... this was a fake marine, designed to be nearly as effective but much much cheaper... Look at how damn effective he was... now imagine a real marine doing it... now remember they travel in packs...

That was faintly ridiculous. I suppose it goes to show that (at least until you get into special rules like armour piercing ammo), the High TL gear can actually be worth it. Tempted to put together a no-expense-spared infantryman to test out at some point. I reckon you can probably spend MCr10 on a guy at 'proper infantryman' TL14 if you really push the boat out...



EDIT:
Yup. Just parsing through the core rulebook and Mercenary, managed to strap MCr 5 of augmentation and implants to the guy before I've even given him any weapons.....

Disconcertingly he's also got computer/5 and a free intelligent interface inside his skull, so need to figure out software.
 
One man army is not supposed to use Napoleonic stand and shoot things tactic, if he would use his grav belt and continuously move and change position he would probably fry all men of 455 ;D
 
That auto-cannon could still target him every other turn or so. So he would have died on turn three rather than turn two. Plus there are the guided missile launchers the squads had (there were 11 more). At least one would have rolled over 8. Add that to the fact he only had 5 magazines, and could only kill 2 humanoid enemies per turn, he was much better off targeting the vehicles and doing as much damage as he could before dying. He completed his mission, even though he died.
 
GM note: Sorry, didn't have time till today. This should end this round.


Combat round 3:
N. Comp init.l: 9 (squad 3), 10 (squad 2), 8 (squad 1)
501st init.:5 (1st squad), 6 (2nd squad), 8 (3rd squad), 9 (5th squad)
N. Comp. squad 2:
Actions: Fleeing
N. Comp. squad 3:
Actions: Fleeing


Damage so far:
N. Comp. squad 1: 1 scout remaining (Str:1)
N. Comp. squad 2: 1 scout dead, Gunner dead, Support unconscious
N. Comp. squad 3: 1 scout dead, Support End: 0, Str: 2, Gunner dead
N. Comp. squad 4: All dead
N. Comp. squad 5: All dead
501st, 1st squad: Rifleman 1+2 unconscious
501st, 2nd squad: Rifleman 1+9 unconscious, Gunner killed, Rifleman 3: End: 4
501st, 3rd squad: Sniper killed, gunner unconscious, Rifleman 1, End:0
501st, 4th squad: all dead
501st, 5th squad: No casualties

Casualty list: N. Comp.: 18 KIA, 2 WIA 501st: 12 casualties, 7 WIA

Ninja companies Captain sends out the retreat call, hoping to save as many of his men as he can. Their second squad begin to pull back, heading too the captain, the team leader carrying the unconscious support gunner. Ninja companies third squad does the same, the survivors running back, firing stray shots over their shoulders. Ninja company vanishes into the darkening forest, slipping away from the combat...





Ok, that was odd. Ninja companies remaining squads were first in initiative order, so they managed to pull back before the 501st could fire on them again. Still, victory goes to the 501st. They have less than 40% casualties, while Ninja company took nearly 70%. Plus, the only reason the 501st took more than 2 casualties was that pocket nuke, so make of that what you will. next competition coming soon-ish
Note: If I had allowed the 501st to fire while Ninja company was pulling back, they would most likely have had 24 KIA rather than the 20 casualties.
 
Back
Top