|"Those about to die, salute you!" The attackers consult their hand of tactical Combat Cards after dropping in to assault our industrial installation|
The scenario was a Sci-Fi one, with three commands per side. Joel and I represented the force guarding an important industrial installation. Keith, Allen, and Mike S's friend Eric were the rival corporate force dropping in from space to wrest control of it from us. Mike S was the rapid response drop force coming to assist our defense. The effect of this was Joel and I deployed first. We chose to deploy our commands back-to-back, with the installation between us. There was a clever mechanism for the enemy's space drop. The player would select a unit and designate a target hex. He would then pull the top card from his stack and consult the "Drift" instructions. This could be Dead On (never happened), 2 hexes towards the nearest friend or enemy (2 separate cards), or 4 hexes off (towards nearest friend/enemy). The drop was humorous, as forces scattered or drifted way too close for their own comfort towards our deployed troops. Mike S dropped in a conservative distance off, and we were set to begin.
|Joel's troops on the left and mine on the right, deployed back to back, guarding the industrial installation from hostile, armed corporate take over|
It helped us that Joel and I began the game with nearly all of our units dug in and in cover, as per the scenario rules. The return fire did not do much to us because tactical modifiers adjust the damage shooting inflicts on the target. If you have an advantaged shot, it makes the damage more deadly, if disadvantaged, less effective. When you shoot, you count up the net shifts up or down, and then flip the top card of your deck. Results range from Eliminated, Out of Action (misleading, you can recover from it), Shaken, Fall Back, or No Effect. So, our dug in and in cover modifiers made their shots do little to us. I had two units with "Shaped Charges" which move the level up 2, plus I was shooting from elevation, which shifted up. So, my attacks were eliminating Allen's units ranged against me, while his were just making my go Shaken, or less.
|Joel blasts away ineffectively against the three big giant robots, at left. Dug in and in cover, with advanced damage control, they were impossible for Joel to damage no matter how many tons of explosives he threw their way!|
|One of Allen's robots bursts into flame as my infantry close assault it (after the fire support unit on the hill softened them up). Fortuitous cards? Or good, combined arms tactics? Guess which *I* will say!|