Rough Action recap from yesterday’s Hold the Position scenario featuring the UNA Oppressors (1500/500) as Attacker and the Heroes of the Collectivist Ideal as Defender (1000/1000).
Red Blok: Frontline | UNA: Standard Deployment |
Starting Forces: 12 Krasnye Soldaty lead by the heroic Captain Vrachov (RIP) and geared with a Medic, Mechanic, and three grenade launchers. 1 Sierp w/ Sergeant (Twin Mortars) 1 Hussar w/ Sergeant (1 Med Rocket Launcher & 1 Med Missile Launcher) |
Starting Forces: 9 Wing Troopers w/ Sgt., 2 Laser Gun, 2 Medics 6 Steel Troopers w/ 1 Volcano MG & Medic 6 Steel Troopers w/ 1 Laser Gun & Medic, led by Captain Frunz 1 Iron Rain, Sgt. 1 Defender Cobra 6 Shock Troopers |
Reserves, in the order they came onto the board…
1 Nakolvny (Twin Light MGauss) | 1 Fire Toad |
6 Dragonov Kommandos w/EW, Medic, and 1 AT-Gauss Gun 1 Nakolvny (Twin Light MGauss) |
8 Star Troopers w/ 1 Volcano MG & Medic led by a Lieutenant 2 Steel Missile Team |
10 RPG Soldaty lead by Sergeant w/Two Medics and 1 MGauss 6 Dragonov Kommandos w/EW, Medic, and 1 AT-Gauss Gun |
(You’ll benefit if you expand to full screen and click “show info” at the upper right corner.)
Red Blok Communique:
The Sierp and the Krasnies grounded two UNA squads with indirect fire, which slowed the UNA advance. The Cobra hit the Krasny with their mortar, but didn’t get enough guys to ground the unit. The Hussar hit the Cobra and immobilized it with both missiles hitting and penetrating legs. The Sierp and Hussar were hit but everything bounced off of collectivist steel.
The Sierp continued to dish out the damage and also continued slowing the UNA advance before it was destroyed by the Firetoad with lasguns. The Hussar destroyed the Cobra, but not before another mortar round wrecked the valiant Krasny. The Hussar then destroyed the Firetoad with the lasguns when everything hit (3 rockets and two missiles).
By now, the UNA was reaching the VP areas, but it would not be for long. While the UNA jump troops devasted a group of Dragonovs and polished off most of the Krasny, Captain Vorchav and the Mechanic made it around the back side of a container after making their morale test. The UNA captured points Alpha and Bravo but the UNA troops were getting whittled down by the Hussar, and the two Nakolvnys.
Just as the UNA shock troops took point Charlie, the RPG Soldats came into play and slaughtered the valiant UNA men without a single loss. Backed up by the second unit of Dragonovs, points Charlie and Delta were in total Red Blok control.
Over at Alpha and Bravo, the UNA jump troops polished off the Dragonovs trying to save Captain Vrachov and then the UNA Firetoad with machine guns flanked the container and gunned down Vorchav and the mechanic in an act of revenge for the death of the UNA Force Commander earlier in the turn. The Hussar responded to this tragic event by blowing the MG Firetoad to smithereens with twin missiles hitting dead center.
The outcome was sealed after the Nakolvnys swept points Alpha and Bravo clean. The final score was 12 to 4 (ten to win) in favor of Red Blok’s heroes.
Enemy casualties were very heavy including all three striders, and all but four UNA soldiers (or was it five?).
Red Bloks fallen were:
Captain Vorchav and his entire unit (12 KIA)
Sergeant “Ivan” and his Sierp (1 KIA)
The first Dragonov Kommando squad in full. (6 KIA)
Light damage to the Hussar
No other casualties to report.
Footnote: I lost this battle the first time I played Scott (as attacker) by a 10-3 score. It is very tough for the attacker, but it isn’t impossible. My dice were very hot today (for a change). That is always nice. 🙂
UNA Report:
Along the right flank (from the attacker’s perspective), I advanced with the Max Wing Trooper squad, Volcano MG Steel trooper squad, and the Cobra. The left flank was anchored by the Iron Rain (which ran up the center against the container), Shock Troopers, and my Captain leading a laser gun detachment of steel troopers.
Because Bryan deployed his striders first, my infantry squads didn’t have many targets. (The armor on his striders is impressive!) Because the defender pops into position without moving, overwatch wasn’t triggered. The indirect fire was brutal, tripping up the wing troopers on the right [2 grenade impacts] and the shock troopers on the left [one mortar impact].
After the first turn, I secured the neutral access zone near point Alpha, and brought the fire toad on here in round two and the star trooper reinforcements in round three. The missile team also entered in round three but approached from the attacker’s access zone and crouched by the low wall near the container.
His Hussar was a star performer– enough armor to shrug off everything [even medium missiles], and powerful but erratic fire. The rocket pack was flaky– often missing my striders [until he closed to a point blank clinch], but blowing large holes in my infantry squads.
The Sierp did a great job of slowing the advance along the left; alone it held 2 nanogenerators and 2 VP each round. Once he’d milked all the reinforcement points, it shuffled right a few cm to hold the two VP and a neutral access zone. It needed to go down much quicker than I managed if I was going to delay his VP accumulation.
His representation of my casualties is accurate; only 4 soldiers survived at the battle’s end. Two of them were the missile team at my back line.
It was a fun mission– and really illustrates that army build is huge, and good dice rolls are very nice. Many of my rolls weren’t bad, except for the penetration rolls– I could hit, but couldn’t punch through collectivist steel!