'Barbarism is the natural state of mankind,' the borderer said, still staring somberly at the Cimmerian. 'Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.'

-Robert E. Howard
Beyond The Black River

Monday, December 1, 2014

Battle at the Town. The Second Battle

Tomorrow's War
Game 2
Nov 30th 2014

Human RESD vs Cyber Droid Threat

This is the second game of Tomorrow's war we have played.  We used the exact same table as last time, but tried some new ideas.  We have been "balancing" our forces based on FP dice, which doesn't produce balanced forces.  We are still working on that.  I am writing this up from memory and pictures.  It is incomplete but should give a feel for the engagement.

The RESD were stationed in a small  town that controls a road through the plains.  

Word of an approaching threat allowed them to take up defensive and hidden positions to strike out at the approaching Cyber Droids.

The majority of the troops took up positions that would allow them to control the road.  Flanks were controlled by a heavy plasma team on the right and an elite recon unit on the left.


As the Cyber droids approach their larger "power armor" robots crossed an open area.  The plasma team opened fire and unleashed a torrent of fire across the battlefield.  The plasma bolt proved largely ineffective against the robots.  This would prove to be a continuing issue. Although I rolled okay here the robots armo'r and advanced repair essentially rendered my attack useless.

A small unit of skimmers moved forward towards the town.  A fire team attempts to spot the small stealthy units, but even as they catch a glimpse of the machines and prepare to open fire the skimmers seemingly waiting for them unleash their own plasma cutting the unit down.
After the horrific onslaught the entire squad, save one trooper left with serious injuries is killed.  If you don't play Tomorrow's war.  After a unit takes casualties you roll a d6 at the end of the turn to see the result.  A 1 results in a death.  I rolled four 1s. 




On the right flank another unit of skimmers has managed to move up and lay down a round of fire wounding my gun team and seriously weakening it's offensive power.  As the skimmers bear down on the plasma team the RESD fire team comes out of hiding and moves back into the trees in an attempt to cut off the incoming skimmers.

The skimmers closed in an attempt to close assault the gun team, but before they can the team gets one more shot off destroying a single skimmer before they swarm the team and finish them off.  

The RESD fire team had also attempted to stop them with reaction fire, but with dice rolls that were consistently like these, not much happened.  The fire team was wiped out shortly afterwards allowing the Cyber Droids on the right flank to move in towards the center.






Meanwhile in the center of town light flyers had moved up with a unit of skimmers, but despite being right on the RESD positions the skimmers with their stealth tech remained hidden.  This was not the case for the first skimmer that came down the center street.  The RESD fire team carrying a heavy plasma and 4 pulse rifles opened up.  The plasma rifle managed to do nothing, bouncing harmlessly off the armor, but the pulse rifles managed to find a weak spot on the armor bringing it to the ground.






Now exposed to fire the fire team takes massive fire from the skimmers and remaining flyer.  It is essentially wiped out in a couple of turns.

This leaves a single unit.  The elite recon team.  From their stealthy position in the trees with light arms they began to inflict some damage on the enemy.  Their superior training and stealth allowed them to take out the last of the light vehicles. 

But even after that it was 5 RESD recon scouts vs a large number of heavy robots and skimmers.  It was only a matter of time. 

Eventually the position would be over run.

We called the game in favor of the droids.

We did some stuff VERY wrong.  We had it in our head that every time a unit reacted it had a -1 reaction to it's next reaction test.  In reality it is supposed to lose one FP die per reaction past the first.

We had some issues with morale, ie remembering it.  using the wrong dice etc.

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