For the second try-out of the Sci-Fi rules for games with mechsuits and other infantry we based on What a Tanker, some Sharpe Practice elements were thrown into the mix.
In our first game the activation rules from What a Tanker didn't quite work so this time we used the Sharpe Practice system with flags and unit cards/chips.
Units could use an unused flag to interrupt missiles fired at them and respond by trying to jump away or fire chaff/flare/ECM clouds.
My force consisted of 2 mechsuits, 2 power armored troopers and a unit of (very) light infantry without any armor.
My opponent fielded several units of armored troopers, including a menacing looking self propelled grenade launcher.
My guys advanced slowly through the ruins, trying to get a bead on the enemy.
My opponent tried to deflect further missiles by throwing a cloud of countermeasures in the air. With the help of a large amount of movement dice, my mechsuit sprinted through the countermeasures and defeated the single remaining crewman in close combat.
The power armored troopers climbed the unstable stairs of the ruins and rained down grenades on the enemy.
The mechsuits fired at each other and responded with chaff. The chaff would linger until an end of chapter so they had to move around to try and get a clear shot or move close enough for close combat.
In the end, one of my mechsuits was incapacitated and one almost. My opponent still had one fully operational mechsuit and one almost incapacitated (down to 1 action). Victory for him!
A game with only mechsuits would probably have worked better with the What a Tanker rules. The Sharpe Practice rules clearly work better when using more (infantry) units.
My opponent and I are both fans of the Toofatlardies rulesets and I really like toying with them to find a combination that works for Sci-Fi. Plus it allows me to finally use all the 28mm Sci-Fi stuff I collected over the years in games!
No comments:
Post a Comment