Thursday, December 10, 2015

Battle for Zorpel: Defense systems

This is the third report on the Battle for Zorpel.

This battle happened during a larger conflict in one of the colonial settlements. Don, Erick, Ford, Harry were sent to activate the defensive systems (by contacting the building with the pillar and the blue structure in the ruins). The robots wanted to destroy the building with the pillar to disable defense systems. The robots had 1 commander, 1 scout and 1 rifleman.
Initial setup. Sorry for the awful lighting...
I started the game with a scurry turn. Erick moved and contacted the first objective, while Don ran towards the second and Harry took cover. The robot commander also moved forward and the robot rifleman advanced to the center of the board.

The robots rolled a scurry turn. The robot commander and scout moved to their objective. Don reached the building, thus completing the human objectives. However, the robots were still active and must be disrupted.

I rolled a scurry turn and moved Don to a better position. The robot scout reacted and moved in contact with the building he must destroy. The robots then rolled a firefight turn. Ford was knocked down and Don took the robot commander out of action.
Robot commander defeated.
I rolled another scurry turn. Ford recovered and took cover behind a building. The other robots also took better positions -- the robot scout took cover behind the building he must destroy. The robots rolled a normal turn. The robot scout failed to set the demolition charges, so the rifleman robot moved to help. However, Erick fired in reaction causing the robot to run back to cover.

I rolled a normal turn. Don advanced and shot the robot scout, for no effect. Harry moved and disabled the knocked down rifleman robot. Ford moved back towards the ruin. The robots rolled a scurry turn. The robot in the ruins ran to cover, in order to help with the demolition charges. Harry and Ford moved in response, getting to better positions.

I rolled a scurry turn but did not move. The robots rolled a normal turn. The scout robot blasted Don, taking him out of action. Harry snap fired at the other robot when he left cover, but missed.

I rolled a normal turn and Harry fired at the robot scout, knocking him down. Ford moved to a position to ambush the last robot. The robots rolled a normal turn. The scout remained knocked down. The other robot reached him and set the demolition charge (Ford snap fired but missed.)
Demolition charge planted!
I rolled a normal turn. Harry took the standing robot out of action and Ford disabled the scout robot. On the next human turn, Harry disabled the demolition charge. Victory for the humans (19 victory points against 0).

After the battle
Harry gained a level, becoming a character of the Heavy class.

The battle at the settlement was a major victory, and the robots had heavy losses. On the other hand, Ford got injured as the battle continued, and must rest for 7 days to recover. [I rolled the campaign events: Milestone reached and Injury].

Conclusion
The battle could have been won by the third turn, but this would not have prevented the robots from achieving their goal. Still, there were no changes in campaign progress.

The next battle will happen two days later, so Ford will not be available. It will be an opportunity mission (something not directly related to the war effort.)

3 comments:

Aleksandar Šaranac said...

Lots of scurry turns. Maybe you should change dice :)

Ricardo Nakamura said...

Yeah, I was suspicious too :)

Weasel said...

Just caught this and was like "that kinda looks like FiveCore game" :-)

Turns out I was right :)