Tuesday, 23 June 2015

Jungle raid; A micro armor playtesting AAR

The last session had uncovered some potential issues, so I set up another scenario to test out some tweaks to the activation and firing mechanics.

Some background:

Having lost the site in the desert to the Solar Bloc, CSA's commanders decided that they would need to strike back at the Bloc somewhere else. Somewhere they'd never expect an attack.

Around the equator of the planet there is lots of mineral wealth to be gotten, if you can keep contol of the mines that is.
This small Bloc outpost protects one of the smaller, but still quite lucrative diamond mines in the equatorial area and would form a good beachhead from which the CSA could take control of most of the mineral mining operations on the planet. This is where they chose to strike.


What was to become the battlefield.

 The Solar Bloc military outpost, about a companys worth of troops are said to be stationed here, along with some armored support.

The CSA forces comes through the jungle to the south.

The lone commander of the outpost spots the invaders, and sounds the alarm!

Before long two platoons of riflemen come running out of the barracks..

..Followed by the first tanks.

Realizing that they need to break through, one squad of Chevalier tanks blow up a section of the fence protecting the base.

 As the first PA unit nears the fence, they are suddenly in a firefight with the Bloc infantry. The heavy fire forces them to go heads down, seeking cover by the fence.

 More Bloc tanks rolls out of the motor pool.

 Another firefight erupts, an while the infantry is supressed..

 .. The PA unit is taken out of action!

 Pushing up to the fence, the heavy infantry of the CSA engage their Bloc counterpart, destroying one platoon of the enemy.

 The T-22's finally manages to draw a bead on the lead Chevaliers.

 The first tank kill goes to the Solar Bloc!


 More infantry swarms out of the barracks. Incoming fire supresses the CSA infantry.

 Another platoon of infantry pushes to the front of the battle across the fence.


 The rest of the CSA unit joins the fight, but they are ultimately supressed as well.

When they advance around a copse of trees, the apcs end up in the T-22's sights. A short exchange of fire later, one of the apcs is a burning wreck.

 Seeking cover amongst the trees, the PA unit is supressed thanks to the heavy fire from the T-22's barreling down on them.

 The T-22's are quickly made targets themselves, when the next unit of Chevaliers swing out from behind some trees and blasts one of them apart.

Slowly being worn down, one of the CSA platoons finally fall to the onslaught of the Bloc assault.

Having been saved from a fiery death, the PA unit moves through the gap in the fence, only to be supressed yet again by T-22 firing on them. Their Chevalier escort isn't far behind, and they score another kill as the turret of a T-22 is turned to molten slag by a hardbeam.

The unfortunate tank.

 Now slightly more exposed, the Chevaliers are forced into multiple duels, but all participants come out more or less unharmed.

The last platoon by the western side of the fence pushes hard, determined to make their comrades earlier sacrifice mean something. In the ensuing firefights, they first destroy one platoon..

..Then, minutes later, the second one disintergates as well! 

 The state of the battle by the start of the 2nd turn.

Having adjusted their aim, the T-22's shots find their mark this time, blowing up one of the Chevalier tanks.

 Moving ever forward, the PA unit goes to work taking out the AA site in the middle of the base. If they can destroy it, air support can be called in to mop up any remaining enemies. 3 out of the 4 cannons are taken out, only one remains..

More fire is traded, and this time it's the CSA that fall back.

The lone Chevalier engages it's opponents, but seem to have sustained some damage to it's targeting computer, he just can't seem to hit.. Lucky for him, his opponents fare little better.

 Realising what the PA unit is up to, the 2 plattons furthest from the fence turn about to engage them before they can take out the last AA-cannon. 

The PA unit fights valiantly, but is ultimately doomed. 

Having been trapped behind the slowly advancing tanks, the 2nd unit of heavy infantry is finally approaching the fence.

On the western side a final firefight breaks out between the rivals, and the Solar Bloc infantry is destroyed.

With the PA out of comission, the mechanized infantry steps up. They need to reach the last cannon of the AA-emplacement. T-22's block their path, but a shower of anti-tank missiles make short work of them!

Rushing to intercept is the Bloc infantry platoons.

Firefights erupt, taking out one CSA platoon, but also supressing two bloc platoons..

..And the subsequent fight knocks out a Bloc infantry platoon as well.

Another section of the fence comes apart when heavy fire is directed onto it, clearing a line of fire for the Chevaliers.

The Chevaliers fire on the exposed cannon, and a stationary target is no match for the heavy firepower they bring. With the air defences down, and the few remaining Bloc troops supressed and exhausted, they wisely surrender.  

The burning AA-emplacement, shot from a low-flying CAS aircraft.


A CSA victory!

Originally I had intended for the CSA's objective to be the destruction of the AA-emplacement, so they could call in air support. 
As it turned out, they managed to take the enemy base anyhow, though they suffered heavy infantry losses.
They tweaks I made ended up making this game session more thrilling, so I'll suggest they stay.

There is still much to be done, but the basics are solid, and the rest is mostly trimmings!

Here are the new terrain pieces I made for this game as well, along with one that didn't feature:


The barracks, made from a few on the smaller monopoly houses I got from Pico Armor.

The Motor pool, a vehicle garage big enough to fit a few squadrons, along with maintenence bays and repair.

The Hangar. Even if I didn't have any air units on account of the lack of rules governing them ATM, I felt that I needed a hangar since I had a landing pad..

This last piece is a bunker/sealed complex, something that might be found in a very hostile environment.

Some of my CSA units posing to show off scale.

I have a Clash on the Fringe AAR for you, hopefully I'll post it later this week, along with a few more infantry units and maybe the beginnings of another 6mm warband, we'll just have to see what I end up working on!

Til next time!

9 comments:

  1. Nice models and table! I love the way you can get such a great perspective in such a limited space with the smaller miniatures.

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    1. The smaller the models get, the grander we can make the terrain I suppose! Thank you for the kind words!

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  2. Building more armies in a week than most people do in a year :-)

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    1. That's the beauty of 6mm and 3mm for you ;) I've started looking into modding Clash for fantasy skirmish too now, I'll let you know how it works out when I've given it a first try!

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    2. I imagine it should be no difficulty at all.

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  3. Thanks very much for posting, really enjoyed it. The photos came out really well, scenery looked smashing.

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    1. Thanks, I'll try and post my latest additions as soon as I manage to finish them!

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  4. btw, was this with the changes we had talked about in email or did you tweak further?

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    1. Sorry I wasn't clearer, it's the same changes I told you about in the email!

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