From: Tom B <kaladorn@g...>
Date: Sun, 27 Apr 2008 15:44:26 -0400
Subject: [GZG] [AAR][SG2] Woods Ambush
PLAYERS: Me and a friend who is an SG-2 noob. Was me introducing him to the game. DURATION: 5.5 hours including setup and teardown and a diversion for pizza. Also covers explaining the game to new player. BATLLESPACE: 6' long by 3' wide heavily forested board with lots of tree stands, shrubs, hills (some climable by vehicles and some not) and a small pond in the middle next to a small slough. Most terrain was passable by infantry (hills +1" to +2" and slough 2x movement). Not many long lines of site. I think the longest shot I saw was probably 52" but the average shot was more like 20-30". BLUE FORCE BRIEF (NAC): NAC mechanized force to travel down 6' length of board to exit off far side. Unknown enemy forces suspected to be executing intercept movement. RED FORCE BRIEF (ESU): NAC column trying to move through area of control. Engage column and destroy, stop them from moving off far end of board as primary objective, destruction as secondary. BLUE FORCE ORBAT: NAC mechanized platoon in 3 8x8 wheeled APCs (HMG armed) and one 8x8 IFV (LMG + AC armed). The platoon was composed of 3 8 man NAC infantry squads (6 rifle + GL, 1 SAW, 1 Laser Rifle) and 1 Gurkha recon section (1 SAW, 1 laser Rifle, 6 Rifles). The infantry was a 1 green, one blue, and one orange quality section. The Gurks got a red chit. Vehicles all had blue. There was also a single figure EW guy and an independent commander (blue and orange respectively) BLUE FORCE ORBAT: ESU infantry platoon backed up by exoskeletons. 4 squads of ESU infantry (7 x rife, 1 x SAW), 4 missile teams (missileer/loader with ENH GMS/P), 1 command stand (5 x Commissar with 1 dog) and 1 support team of gunner and loader (1 x AGL on tripod). The infantry was backed up by one squad of Slow, Heavy Powered Armour and two Infantry walkers (Heavy Gear minis) armed with 2 x SAW each. The PA was D12 armour and the Infantry walkers were class 1 vehicle armour. Quality of troops varied from green to orange with leaders being orange and PA being orange. Walkers had one orange and one blue. These guys also had 1 independent blue medic. SPECIAL RULES: Infantry Walkers: Move 12"/2d12". Class 1 vehicle armour. Manual firecontrol. 2 x SAW (D10 FP). Can use cover and concealment. Exposed weapons rules were not used because I forgot to look them up on stargrunt.ca beforehand. Spotting: Unit QD + Sensor QD vs defense die. Defense die was range die shifted up by 1 for any sort of cover/concealment. Beat on one die, know something is there. Beat on both, know exactly what. Can fire in either case. Automatic if really obvious (someone drives vehicle into open 200m away), free roll if likely (someone walks infantry squad into open 300 m away at the end of their movement), 1 action if not likely (trying to spot previously unspotted enemy unit that has not fired in a woodsline). PA: Can benefit from cover. Extra die type: I use D16s as top die type for rifle firepower, armour and impact for weapons. I don't extend range to 6 bands, but I do allow engagements out to D16 if that is a result of cover shifts. A rifle can still fire to those ranges, it just gets hard to hit. Overwatch: 1 action, counts as fire action, allows you to interrupt movement or other visible actions you see on enemy turn. Allowed tripod or vehicle mounted rapid fire weapons to make multiple engagements without losing overwatch counter. Otherwise, 1 shot = overwatch counter expended. EW: EW guy spent 1 action to get 3 EW chits. Used to JAM comms (NEVER succeeded) and Jam GMS (ditto). REAL GMS/P: Should have also used Exposed weapons on Infantry Walkers rules and Marksmen (both found in rules section of stargrunt.ca). Also chose to ignore green PANIC tests. NARRATIVE: NAC forces moved onto their end of the board in the 1st turn. ESU were allowed to start up to 10" on the board at their end. ESU moved very aggressively forward in a broad line. Their primary objective was to secure one of two defensible lines in woods or on hills. They secured the first line and had GMS teams in firing position by the end of turn 1. NAC had merely got a few inches on the board and debarked infantry. Turn 2, ESU finished securing first defensive line and moving forward to second. NAC started moving dismount infantry and attempting vehicle support. First APC lost to GMS this round. Turn 3, ESU had secured second line very powerfully and were using Infantry Walker firepower to start to suppress and inflict casualties on NAC infantry. 2nd NAC APC lost this round. NAC ICV not having much luck with its 25mm autocannon. ESU AGL starting to supress cupola gunners on APCs. Turn 4, ESU destroy ICV and gun on last APC leaving one unarmed APC. By this point, they have inflicted maybe 3 or 4 casualties on NAC. NAC EW total failure. ESU casualties 1 GMS loader. Turn 5, ESU uses fire to suppress two NAC squads and uses PA to assault (my advice to my foe shows here). PA in melee vs. veteran squad slays 6 of 7 and forces remaining one to flee. Last APC lost for NAC. NAC has taken about 11 casualties by this point. ESU maybe 2. Gurkhas caught in open and suppressed. Bad things ensue. Turn 6, NAC manages to rip some holes in the ESU PA (green squad at range band one!). Causes one kill and one wounded. ESU return fire badly hurts green squad. NAC eventually concedes surrender as ESU forces push up through slough in the middle of the map while holding both flanks strongly. ESU casualties approx 2 dead, 3 wounded. NAC casualties approx 16 dead if you count vehicle crews, 2 routed/surrendered, 6 wounded, all vehicles destroyed. ANALYSIS: I let Lorry get away with some things I'd have called more veteran players on. I provided advice on how to use the PA and how to make effective close assaults. I let him choose his weapons for OW fire at firing time (rifles or missiles for missile teams). I let him operate as if he knew some stuff his player knew but his guys would not. And I let him be a bit gamer-y with lines of sight and troop movements. I also let him fire OW before new activation rather than just making him blow it off despite the lack of new action to his front. On my part, I forgot to include my laser rifles for most of the NAC squads (giving it FP 3 instead of D12) and I probably rolled about 33% 1's and another 15% 2's no matter the number of sides on the dice. I blew a bunch of command transfers, armour checks, and one or two key defense rolls (Gurks in the open getting suppressed in RB 5). None of my HMGs or autocannons caused more than a suppression. I could not, for the life of me, knock out his two infantry walkers. My EW jamming failed every time (about 8 total attempts). For his part, his dice were good for movements, adequate for fire, but he also managed to roll well at key times. Every GMS that hit (he missed with 2 or 3) was a major impact and disabled or destroyed a vehicle. But the point was not for me to win, simply to introduce him to the rules, let him move some guys, and roll some dice. Mission well accomplished and he said at the end that he could see how it would allow more tactical choices than WH40K. I declared victory and we cleaned up. I think I could get him to play again and have some idea how to shake some of the 'gameresque' bits of his play - maybe I hide some of the results to introduce uncertainty or maybe I make mission objectives secret and random from some cards. I'll also let vehicles do more as time goes by. They're weak in SG2 (very very much so) and weak even with my few revisions here. Run as I think they should be, they should last a fair portion of the fight and be dangerous foes. I'm looking forward to other games and more opportunities to use some of my beautifully painted figures (I just got a shipment of NI figures back from my painter and the chocolate-chip inspired camoflage he produced was just magnificent...). TomB