From: Buddy Chamberlain <buddy@m...>
Date: Tue, 3 Aug 1999 10:00:21 -0400
Subject: SGII: Battle Report
I've not seen a whole lot of battle reports on this list, but I enjoy my rare
chances to play SGII so much that I thought I'd share this past weekend's
game. Now, my opponent was my kid brother, Fred (age 12), and he'd never
played before, but even though he was frequntly distracted early on, he caught
on to the game very quickly. So far, everyone I've played SGII with has
totally caught onto the game about half way through the first game, so it's a
good sign that this game *is* easy to learn. (Even with someone as
scatterbrained as me teaching) Anyway, on with the report...
Setting: The battleground was a thoroughly bombarded outpost on the frontier
of the Commonwealth. (this all takes place in a setting I'm currently
ctreating in my spare time) Fred controlled the remaining inhabitants of the
outpost, which consisted of:
two 4-man units of dissidents (Star Wars Micro Machine Gunguns; no
armour, various weaponry equivalent of Advanced Assault Rifle),
a 3-man unit of Serdaran troopers (GZG Jap Mercs; partial armour,
advanced assault rifle),
and a commander (GW Dark Angel Standard Bearer; combat suit, flamegun).
I controlled the Commonwealth "peacekeeping force", consisting of:
a unit of 7 Commonwealth troopers (GZG New Israelis; combat suit, gauze rifle,
two armed with gauze SAWs),
and a unit of 4 BattleCyborgs (GW Terminators; Slow Powered Armour, advanced
assault rifle with GL, one with rotary SAW).
Fred's forces stared on the bulwarks of the outpost gates and in control of
a bunker (with an anti-tank plasma gun) that was about a foot within the
city gates. I started about two and a hald to three feet from the gates in the
plain open. (actually, as the battlefield was our upstair hallway, my troops
started in the bathroom doorway, which provided some cover, but at that
extreme range, it didn't matter)
Battle: Fred's dissidents(Gunguns) held the bulwaks above the city gates as
both of my units rushed forward. His Serdaran unit was inside the bunker, and
his commander started about 5 feet or so deeper within the city. (I didn't
ask, it's where he wanted him. The commander spent the entire battle simply
running from building to building anyway.) As I rushed the gates I trades
shots with him, but no one scored any major hits. he suppressed my troops a
couple times, but since he had hard cover, I did little to him, so after the
fist two turns, I concentrated on making it to the wall. While I knew I was
ina bad position, the superiority of my troops convinced me that once I made
it to the wall, victory would be no problem.
When my units were about a foot or less away from the wall, The dissidents
fled the bulwarks and ran somewhat haphazardly (rolling ones and twos on
combat runs is not fun) towards the bunker and a second defensive wall. My
troops are hesitant to run through the gates and into the
firepower of that anti-tank gun. Instead, my Commonwath troops head
towards a smaller door further down the wall, while my BattleCyborgs climb up
to the bulwark (which has difensive walls facing both directions) and begin to
trade fire with the AT gun. My troopers make it through the door and behind
the ruins of a storage building, trading a few shots with the retreating
dissidents as they enter the bunker.
Then things took a turn for the bad... a bad roll on my part caused the
dissidents firing from the bunker to hit my BattleCyborgs, and the resulting
damage rolls left the unit leader dead and the other three as wounded. Also
their confidence level droped by two, leaving them Shaken.
My troopers meanwhile disabled the AT gun, and since the bunker had no gun
ports facing my current position, the inhabitants of the bunker began to flee
to the second defensive wall, but not before a second round of shooting
finished off two more BattleCyborgs. This gave me enough of a range difference
for my troopers to run to the bulwarks and attempt to heal the last remaining
BattleCyborg (which happened to be the one with the SAW, and I was hoping to
roll that "6"). Well, I rolled a "2", and he died, and so my troops ran back
to the ruined storage building. This put both of us at a range die of d12 with
the hard cover, but since I had slightly better weapons, I figured I could
hold out.
We traded a couple rounds of firing, and he hit, managing to kill off about
half my unit (4 men, including the leader, but I managed to hold confidence!)
Then Fred did somethign totally unexpected. All three units that were at the
wall ran out and charged towards my position. When he reached me (my one
chance at shooting before he got within range for Close Combat totally
missed), he initiated close combat (with his unit of Serdarans), but botched
the combat move roll, and then I got reaction fire, supressing his troops. His
second unit (dissidents) to attempt close combat succeeded, however, and it
was quick and bloody, just as the rules stated. The first round went to me,
but his men stood their ground, and it ended with three hits against him, and
three hits against me (meaning he had one man left standing). We rolled out
the results of the hits, and all three of his men were merely stunned, while
one of mine died, and the other two were wounded, and taken prisoner. From
there, they were dragged to the commander and submitted to the flamegun.:o)
So in the end, the Serdaran-incited rebels held their position, and
the Commonwealth strike team failed to report back to HQ, forcing their
commanders to have no other option but to nuke the outpost. (besides, my folks
wouldn't let me keep my terrain in the hallway any longer)
Well, hope you enjoyed that. I know I sure had fun!:o)
God bless,