I didn't have a lot of time to come up with an interesting and innovative post about wargame designs, rnew reviews, or even play a game. Therefore, I have decided to do a photo dump of images I took for the Men of Bronze rulebook.
Enjoy the ancient Greek eye-candy!
Monday, June 25, 2018
Monday, June 18, 2018
Battle Report: Super Systems 4th Edition- Showdown in the Sands
The Black Hearts
had completed the job easily. The museum
had a state of the art security system to protect the artifacts they had
collected over the years. However, those
security precautions were no match for villains with the capabilities of the
Black Hearts. Guards, alarms, vaults….
All of it was for nothing when the Black Hearts came to collect.
What exactly they
collected was unclear from the video The Union of Semi-Professional Heroes had
been provided. The Black Hearts had
easily penetrated the security and made their way to the Hall of Ancient
History and moved into the South-East Asia wing. There they grabbed a variety of artifacts and
made their way out.
“What are these
miscreants up to?” Mr. Amazing turned to the Riverine. He knew that his companion had a long history
with that region of the world, not all of it good.
“I can’t be
sure….but that was the region where I received my powers. There might be a link,” Riverine
responded.
There was a quick
blast of red light, and then Red Streak was there with Mr. Amazing and
Riverine, “Those goons were spotted out in the desert by a park ranger. He called it in, and the local police have
asked for our help.”
Mr. Amazing nodded,
“Well Riverine, let’s go ask them what they are up to!” With that, the three heroes rushed out of
their lair to intercept the Black Hearts out in the desert.
************
Forces
The Super System 4th Edition book has a few
Archetypes to help you get some quick heroes together. I used them to come up with my two
sides. The Black Hearts are the
“villains” while The Union are the “heroes”.
The Black Hearts
Metalhead- Brick- Immovable Object
Nihilist- Mentalist- The Empath
Troll- Blaster- Blaster- Fates Gunner
The Union (of
Semi-Professional Heroes)
Mr. Amazing- Brick- Mr. Stupendous
Red Streak- Speedster- Speed Demon
Riverine- Brawler- The Shield Slinger
I took those archetypes and made a couple of character
sheets with notes to refer to during playing. You can find out more about these heroes and villains in a previous post.
Set-up
This game will be played on a 4x4 desert board. I am using my classic wasteland table
cover. I then scattered some rocks
around. I also placed a dirt road across
the center of the board.
The Black Hearts are placed within three inches of each
other in the center of the board. They
are in a triangle within 3 inches of each other. The Union can be placed on any table
edge. Mr. Amazing and the Riverine are
blocking each table edge at the end of the road. Red Streak is supporting the Riverine.
Mission
One of the Black Hearts is carrying the “Loot”. It is being carried by Troll. The Black Hearts are trying to get the “loot”
off the board. The Union is trying to
recapture the “loot”. As a secondary
objective, they will want to apprehend one of the Black Hearts for
interrogation.
At the edge of the board waits a Black Hearts burrowing
machine. If they can get there with the artifact,
they can escape.
Mr. Amazing slowly
lowered himself to hover a few feet from the ground. He smiled his pearly white teeth, “Going
somewhere?”
Nihilist snarled
behind her mask, “We need to get to the burrower, we can go around or through
them.”
“Through!” Metal
Head shouted and charged forward.
Turn 1:
The Black Hearts under Nihilist win the initiative
easily. They go first.
Metalhead sees Mr. Amazing hovering and blocking their
path and rushes forward his full AP the engage.
The Riverine runs up towards the fleeing villains to get in close enough
to fight them.
The Nihilist Mind Flares the Riverine, but he manages to
resist its effects. Then, she hastily
follows Metalhead. Meanwhile, Mr.
Amazing moves closer to engage the fleeing Black Hearts next turn and get the
angle on The Nihilist as she has the loot.
Troll turns and tosses a Flame bomb at the Riverine who
fails to dodge. He is hit for 4 Vitality
loss! The Riverine is knocked back 4
inches and flips back to his feet and shakes it off.
Red Streak races ahead and catches up to the Black
Hearts, but does not have enough AP left to engage them.
Turn 2:
The Nihilist helps the Black hearts win Initiative again.
She flares Red Streak, but he shakes off the mind attack. Then moves away. The Red Steak then buzzes around Metalhead to get in close with
the Nihilist and launch an attack.
However, Metal Head uses his Bodyguard ability to get in the way. The Red Streak’s punch just makes Metalhead
laugh.
Metalhead then triggers his Density Increase and
haymakers Red Streak, which he barely manages to dodge with his speed.
The Riverine runs forward and gets behind cover as he
approaches, wary of Troll’s flame bombs.
This time, Troll launches at Mr. Amazing who is hovering
in the way. He tags the flying man, and
reduces him 6 Vitality with a blast to the face. This knocks him tumbling back 6 inches. Mr. Amazing steadies himself, but can only
fly closer to the fight and can not engage this turn.
Turn 3:
This time The Riverine manages to outlead the
Nihilist. The Union will go first.
Mr. Amazing charges at the Nihilist, but Metal Head is
there with his Bodyguard ability to get in the way. Mr. Amazing charges forward, but Metal Head
snatches his from the air and holds him up and away from Nihilist. He then grabs Mr. Amazing and holds on.
The Riverine comes up behind Troll, and throws his
Trident at him. Fate intervenes and
Troll manages to dodge out of the way of the attack.
In return he runs past and tosses a Flame bomb into the
melee of Metal Head, Nihilist, Red Streak, and Mr. Amazing looking to hit Red Streak. The Red Streak easily avoids the blast, but
the Nihilist is singed in the attack.
“What are you doing
idiot!” she yells. In response, the Troll
just shrugs, “It is what I do!”
Despite the blast, she manages to Mind Flare The Red
Streak. This leaves him “Stunned”. She is then able to move past and away from
him towards safety. The mind flare
causes The Red Streak to stumble after Nihilist, but he can not catch up to her
yet.
Turn 4:
The Nihilist shouts
at Troll, “Get The Red Streak now, while he is disoriented!”
Troll smiles wickedly and tosses his bomb with great
accuracy. It easily hits the disoriented
speedster and blasts him back 5 inches and leaves him with 1 Vitality left.
The Riverine rushed up and grabbed his trident and
launched an attack on Metal Head. The
Trident slammed across the back of the brick’s head, and the shock of contact
bounced it from the Riverine’s hands.
Metal Head slowly cracked a smile.
Metal Head squeezes Mr. Amazing, but fails to damage the
hero. However, he is also unable to free
himself from the thugs grip.
The Nihilist makes it to the burrowing machine at the end
of the road and jumps in with the stolen artifacts from the museum.
Conclusion:
The Nihilist jumped
into the open hatch of the waiting burrower.
She turned and the rest of her team got the hint, get in or get left
behind. Troll scampered after her with
his shambling ape-like gait. Meanwhile,
Metal Head tossed Mr. Amazing aside and ran for it.
Riverine dashed to
his friends aid and crouched beside him to make sure he was okay. AS he did so, the engine of the burrower
rumbled to life, and the great machine tore into the ground with a rumbling
screech. The red Streak covered his ears
as the machine descended into the ground.
“Looks like they
got away,” Mr. Amazing said. He clutched
the side of his head in pain.
“This time,” the
Riverine responded.
Well, I am sure I messed up a lot of rules in my first
play through in a long time. Using the
archetypes in the book was much easier than trying to design my own
characters. They came out pretty well
balanced. When I designed characters on
my own before the results did not work as well as the arch-types.
The villain of the match was definitely Troll. He caused havoc with his Fortune powers. He was tagging people left and right and
easily did the most damage. However,
Metal Heads bodyguard ability combined with Density Increase was really helpful
as well. He was right there to keep
anything from happening to his boss.
Nihilist’s mind flare worked when I needed it to and allowed her to
escape at the end.
The Heroes turned out to be underwhelming in this
game. Part of that was the fact that
they were poorly matched up. Red Streak
ended up fighting Metal Head, a fight he could not win. Mr. Amazing was a much better match for him,
but by the time he got involved it was too late. Riverine also ended up being too far away to
be much help in this mission. Oh well, I
can see where the Heroes powers could be really tough to beat, but today the
combos did not work. Perhaps because of
their needs for haste early it left them a bit unorganized when the fighting
happened.
I really like the opposed GOAL roll system, even if
sometimes it felt a bit dice heavy. It
is also pretty tough to take someone out of action leading to drawn out
combats. This fits with the ethos of
Super Hero fighting, but would not work with all genres. I also like the “tool box” nature of the
rules as they give you plenty of things you can add and use as you progress in
skill with the game such as special attacks, powers, vehicles, Henchmen,
etc. Anyway, you can read a full review
of the rules here if you want.
I look forward to playing more of this game and these characters. I mean, who do the Black Hearts work for? Why did they steal artificats from South-East Asia, where the Riverine found his Trident? Who will The Union call in to help them track down the Blakc Hearts? I am excited to look over the Nano Metal guys I have left and start assigning them some powers and having them join the conflict.
Monday, June 11, 2018
Wargaming on a Budget: Toys for the Superhero Genre
Recently, I posted about using toys for gaming purposes. I
think there are three major genres that lend themselves well to toys as game
aids. The first is dexterity based games, the second is car combat, and the third is SuperHero games. Typically, there are
plenty of toys out there that can be used in these genres. A case could probably be made for other
genres such as Mecha/Giant Monsters or Sci-Fi spaceships too.
To prove that I wasn’t all hat and no cattle, I decided to
put my money where my mouth was and show some examples of how this could be
done. I have had the Super System 4th Edition rules
for some time now, but have only run through a partial game using statted up
Skylander toys. That was the original
reason I picked up the rules, so that I could use all those silly Skylander
models on the tabletop instead of just for the game. I will probably still do this, but I feel
like my window for relevance on Skylanders as a wargame has closed.
Anyway, I was at the local discount retail chain store
(Target) and saw something called Nano Metal Super Hero figs in packs of
5. I looked them over and bought 3 for
about $15 or a dollar a figure. I have
also seen people take cheap Heroclix models and repaint them for Super Systems
too.
The first thing I did was use the rules to set-up some basic
teams. Thankfully, the rules have some “arch-type”
pre-made characters that I applied to my teams.
They were:
The Union (of semi-professional
Heroes)
The Union represents a body of “amateur” heroes that have
banded together for mutual support and aid in their fight against crime and
evil villains. They are not technically
part of any government, military, or police force and are free-lancers doing
their own hero work when they can get time away from their normal lives. Generally, they are the good guys and have
some basic ethical and moral guidelines in order to join. However, the key part is the collection of the
dues in order to fund their retirement and benefits package. In addition, there is some mentoring and
support from other more experienced heroes.
That is the main perk of being part of The Union.
Here is a group shot of our current Union heroes: Mr.
Amazing, The Red Streak, and The Riverine.
The Red Streak, The Riverine, and Mr. Amazing |
The Red Streak- The Red Streak became a hero when a lab experiment he was part of involving a super-collider went wrong and he was exposed to trace amounts of an unknown element. This increased his ability to move very fast, and in some cases extra-dimensionally. The exact physics is still up for study by the scientific community. The red Streak is a young physics Grad student. He wants to live a mostly normal college life. However, he looks up to the Riverine and sees him as a hero and mentor. The Red Streak is a Speedster arch-type with the Warp ability.
The Riverine- The Riverine was a private during the Vietnam War and spent most of his career serving on Patrol Boats. On a mission, he was deployed off the boat with his fire team. They promptly got lost deep in the jungle. They were attacked by Rock Apes and his companions were killed. He was thought to be dead, and dragged by the apes through the jungle until they came to a ruined South Asian temple. There, the former Private found a trident. When he dragged himself to it, he felt its power and energy course into and transform him. From then on, he was known as the Riverine, and found his way back to civilization.
Disgusted with the Military and government of the era, the quit and was a founding member of The Union. The Trident seems to have slowed his aging and allowed him to live an unnaturally long and healthy life. In addition, he gained extra strength and speed beyond a normal mans. Over the years he has become a skilled fighter and tactician with his trident. I used the Shield-Slinger Brawler arch-type for this character.
Mr. Amazing- Formerly
Captain Amazing, he changed his name when other heroes accused him of “Stolen
Valor” as Mr. Amazing had never actually been part of the military. Therefore, he respectfully changed his name
to the more civilian friendly Mr. Amazing.
Mr. Amazing has a day job and identity that he keeps secret from his peers. He is actually a CPA that mostly does tax
returns for blue-collar folks and middle income folks. He gained his powers when he was exposed to
bizarre radiation from a meteorite that landed near his home. Since then, he has the ability to fly, is
very resistant to injury, and super-strength.
He uses the Mr. Stupendous arch-type for a Brick.
The Black Hearts
The black hearts are a gang of mercenary, powered
villains. They will do dirty deeds for
cash, cut diamonds, or other rewards.
Their code is power, wealth, and material comforts. They are aligned as long as the pay is good
enough and it keeps coming. They are not
a complicated bunch, but they know that when the Heroes show up, it is better
to work together than try to go it alone…. Most of the time.
Troll, Nihilist, and Metal Head |
Troll- His upbringing and childhood closely match that of the Nihilist. His family life was in constant turmoil and struggle with incarcerations, narcotics, and foster families filling it. He was a bitter and angry child prone to violence and sarcasm. He became a petty gun runner and drug dealer and slowly rose through the ranks. However, a drug lab raid went bad and left him horribly disfigured in an accidental explosion. From there, he was recruited by an evil organization who outfitted him with armor, weaponry, and gear to match his twisted visual persona. From there, he became an enforcer and eventual criminal mercenary. Troll is the Fate’s Gunner Blaster Arch-type.
The Nihilist- The
Nihilist developed her powers at the end of her high school career in a
dramatic reveal at her graduation. She
had mostly be an outsider her whole life, and developed a malicious
streak. Most of her life she felt
persecuted by the ‘Haves’ and now she strives to show them all the
pointlessness of their materialistic and status chasing ways. The Nihilist uses the Mentalist Empath
arch-type.
Metal Head- Metal
Head was a blue collar worker who developed his powers when he was accidentally
exposed to an irradiated mix of hazardous chemicals at the plant he worked as
an electrician. This gave him super
strength and toughness and the ability to turn into a metal form. He has a love for Heavy metal music and wants
nothing more than to tour the world seeing and discovering rock bands. However, such a lifestyle is not cheap, and
the Black Hearts and their mercenary ways have allowed him to finance his nomadic
lifestyle. Metal Head is the Immovable
Object Brick Arch-type.
Tuesday, June 5, 2018
Battle Report: Castles in the Sky- Raiders of the Storm- Balkan Uprising Campaign
After the Ottoman
League’s victory destroying the Balkan Leagues main radio relay, the Ottoman
attack on Thasos proceeded as planned.
The Balkan League fleet was unable to coordinate a counter-attack and
the landing went in unopposed. Thasos
fell quickly back into the hands of the Ottoman forces.
With the loss of
Thasos in the Aegean and so close to the mainland, this essentially put
pressure on the frontlines as the Balkan forces attempted to break through to
the Dardanelles and push the Ottoman’s out of Europe. However, Admiral Ivanov was still
aggressively pushing eagerly trying to achieve Russia’s goal of access to the
Mediterranean. The Ottoman League
Admiral Al Reis was also buoyed by their recent victory. Both Admiral’s decided now was the time to go
on the Offensive.
Both Admirals chose their orders, and revealed them to be
Offensive. Admiral Al Reis rolled the
dice and found that the next scenario would be a Raid, with the Ottoman’s again
attacking. They rolled up a scenario and
it was to be a Raid, and Admiral Al Reis coordinates his attack to occur during
a storm again.
Forces:
Ottoman League- 21 Armor Points
Sultan Mehmed II- Fatih Captain:
Seyid Al Reis Command:
3- Flagship
Class: Sultan Osman-I Evvel Category: Battleship Armor: 9
Experience: 15- Disciplined Crew
Barbaros Captain: Murat Pasha Command:
2
Class: Berk Efsan Category:
Torpedo Boat Armor:
4
Experience: 7
Italians:
San Bartolomeo Captain:
Paolo Revel Command:
1
Class: Vettor Pisani Category:
Armored Cruiser Armor:
8
Experience: 12- Airship Handling
Balkan League
Imperator Pyotr Captain:
Pavel Ivanov Command:
Flagship- 1
Class: Imperatrista Mariya Category: Battleship Armor:
8
Experience: 6
Pallada Captain:
Matija Yumashez Command: 1
Class: Bayan Category:
Cruiser Armor:
7
Experience: 2
Albatros Captain:
Feliks Golokov Command: 3
Class: Krasnoye Category:
Gunboat Armor: 5
Experience: 5
Kondor Captain:
Nikolay Konovalov Command: 3
Class: Krasnoye Category:
Gunboat Armor: 5
Experience: 3
Sova Captain:
Vladimir Greig Command: 1
Class: Krasnoye Category:
Gunboat Armor: 5
Experience: 6
French:
Brennus Captain:
Theo Aube Command:
4
Class: Charles Martel Category:
Heavy Cruiser Armor:
8
Experience: 14- Blow Smoke
Primauguet Captain:
Jean de Vienne Command:
4
Class: D’iberville Category:
Cruiser Armor:
7
Experience: 13- Marksmen
Mission:
After the success
of the Ottoman Raid on the Balkan radio tower Admiral Al Reis wished to keep
the pressure up on his enemy. He
received word that the Balkan Fleet was beginning to amass near Salonika in
order to begin their own operations.
Admiral Al Reis quickly assembled a strike force of nearby craft in
order to launch a Raid to disrupt the Balkan plans to assist operations near
the front.
The Ottoman Forces
skirted the Aegean at low altitude to avoid detection. They then loitered over the horizon until a
forecasted storm rolled into the region.
They simply followed the storm in and began their attack. The Ottoman Forces would be out-numbered but
they put their faith in surprise and a quick strike.
The Ottoman’s must
do more damage than they take.
Set-up:
A storm is raging across the board at Altitude 5.
The Balkan League is placed in column heading towards one
of the short board edges. The Russian
Flagship leads the way with the French Heavy Cruiser acting as the
rearguard. Between these two solid pillars
is the rest of the fleet. Therefore they
form a rough line:
·
Imperator Pyotr
·
Albatross
·
Palada
·
Sova
·
Primauguet
·
Kondor
·
Brennus
They are travelling at speed 3 and altitudes of 6. This puts them above the storm.
The Ottomans are approaching from the rear of the Balkan
column at Altitude 5, through the clouds.
They are closing at Speed 6.
Their column is:
·
Sultan Mehmed Il-Fatih
·
San Bartolomeo
·
Barbaros
Turn 1:
The Ottoman League wins Initiative with one success for 1
potential command.
Moving:
The Ottoman forces press forward, with the Torpedo Boat
accelerating to speed 9. Meanwhile, the
Balkan League forces speed up to 4 and stay in formation. They are blissfully unaware of the approaching
enemy ships through the storm.
Shooting:
None, no one has the range.
Turn 2:
The Ottoman’s again win with 2 successes and the Balkans
with 1 Command success.
Moving:
The Ottoman’s elect to allow the Balkan forces to go
first. The Ottoman’s continue to close
the gap, they are in Long range, but decide to stay in the storm to get even
closer. It is a risk that they will not
be able to hit the enemy ships enough before they can escape.
Shooting:
The ships in the storm only allow Close Range shooting of
0-8 inches. Therefore, no shots are
fired as Line-of-sight does not exist.
Turn 3:
This time, the Balkans win the roll-off with 1 Command
success. They opt to go second so they
can respond to an Ottoman attack.
Moving:
The Ottoman Torpedo Boat maneuvers to stay out of
sight. Meanwhile, the larger Ottoman
ships continue to move in, and do not reveal themselves.
Shooting:
None still as the Raiding fleet stalks closer to her prey
for a devastating alpha strike.
Turn 4:
This time, the Ottoman’s get what they were looking for,
and win Initiative with 3 Orders. The
Balkan ships get 0.
Moving:
The Ottoman burst up out of the cloud bank and press in
on the Balkan forces! The Battleship and
Cruiser come to height 6, while the Torpedo Boat goes to 8. The Balkan ships continue to move
forward. Next turn the lead elements
will leave the edge of the storm and off the board. It is now or never for the Ottoman fleet.
Shooting:
The forward guns of the Ottoman Flagship roar as the
battle ensign is unfurled. The shells
burst against the hull of the Pallada.
The San Bartolomeo joins in with a spread of air torpedoes that crash
into the Russian cruiser. Two are
destroyed by Point Defense guns, but two burst in weak points in the ships
armor. Finally, the Barbaros fires and the
PD gunners on the Kondor take out the torpedo.
The Balkan fleet is quick to respond! The Brennus fires on the Sultan Mehmed
Il-Fatih and causes a burst against her hull.
The Pallada returns fire on the Italian ship and manages two bursts on
the hull. Finally, the Primauguet
surprises the Turkish torpedo Boat by being equipped with side firing Air
Torpedoes of her own, and blasts into the smaller vessel with 2 hits!
End:
Apply Damage- The Barbaros has her Rudder jammed, and a
fire has started on board. The crew rush
to put it out. The Pallada loses two
armor from the opening salvo.
All Friction is removed as both admiral’s roll a 6 to
remove friction.
Turn 5:
The Ottoman Admiral wins with 3 command successes to
1.
Moving:
The Sultan and San Bartolomeo move to try to parallel the
Balkan fleet and use their broadsides to good effect on the Pallada or other
weaker ships.
The Russian flagship manages to break through the edge of
the storm and leave the battle.
Meanwhile, the Kondor and Pallada try to dive into the storm and out of
danger. The Albatros and Sova go up to
try and catch the damaged Turkish torpedo Boat.
Finally, the French ships move to engage the enemy. The Primauguet uses the 1 Balkan command to
re-load her torpedoes.
Shooting:
The Sultan can no longer get a read on the Pallada as the
storm is blocking their vision. Instead,
Admiral Al-Reis orders his men to lock-on to the Brennus. However, they are slow to react to his
commands. The Brennus takes a pasting
with 10 friction markers from Heavy and Light batteries, but non-managed to
cause damage. The San Bartolomeo manages
to Lock-on and hits the French Primaugaet cruiser with 6 bursts from various
guns.
The shots leave the French ships in tough shape, but they
return fire. However, the French cruiser
can not return fire with her torpedoes due to friction. The Brennus blasts the Sultan back with 8
friction bursts of various calibers in a short range slugfest. 1 hit manages to penetrate.
The Albatross and Sova need to gain 1 more altitude to be
able to get the range on the Barbaros.
End:
Apply Damage- The Sultan loses 1 armor point.
Repair- The Barbaros fails to put out the fire, and loses
1 more point of armor.
Friction- The Ottoman’s can remove 1 from the Sultan and
the Balkan ships remove 6 friction from the Primauguet.
Turn 6- Final
Turn:
The Ottoman’s win with 2 command successes to 0.
Moving:
The Barbaros tries to flee as fast as she can. Meanwhile, the Sultan and San Bartolomeo get
ready to light up the Brennus one more time.
The Breenus is immobilized by Friction. Meanwhile, the Primauguet and the Kondor
escape fromt eh storm and the battle.
The Sova and the Albatross continue to pursue the burning Ottoman
torpedo boat, and look set to finish her off.
The Pallada continues to flee in the shelter of the storm.
Shooting:
This time, Admiral Al-Reis gets his men to lock-on to the
Brennus. The Italians also lock-on. A barrage of fire hits the Brennus, and racks
up 20 total friction points, but only causes 2 damage!
The Albatross and Sova fire on the Ottoman torpedo Boat
and annihilate the ship, causing it to explode spectacularly with all hands due
to overkill. The Sova gets the credit for
the kill.
The Brennus pastes the Sultan with return fire, and lands
another friction storm but fails to penetrate her armor. Both ships are essentially immobilized by
friction.
End:
Apply Damage- The Brennus had her Rudder jammed and lost
an armor point.
Friction- The Ottoman’s take three off the Sultan, while
the French remove 1 from the Brennus.
They still have combined friction of 30 tokens!
Conclusion:
The Balkan forces win this round of the Campaign, earning
another campaign point. The Ottoman
forces took 5 hits, while the Balkan League took 4. This is another battle where the attackers in
the Raid mission lose. I think I will
need to re-work this scenario.
I also am not satisfied with how Friction is
working. It is stacking up to too high
of numbers on the ships and making them useless. This is stagnating play instead of leading to
tactical considerations and choice. I
will need to revisit this mechanic as well. Perhaps only 1 Friction marker per attacking ship or battery no matter the number of hits? So, a Heavy Battery with 8 shots where 6 hit, the ship would only take 1 Friction.
Lastly, in the last few battles the small ships have been
completely useless. In fact, they have
caused players to lose the battle. Why
would a player take anything other than a Battleship in this current environment? These are some core issues I will need to
address as I continue to re-work these rules.
Feel free to give me any ideas in comments below.
In this battle, I should not have used the Torpedo Boat so aggressively and kept it back until there was a damaged ship to finish off with the Air Torps. It is a challenge with the fast ships to not rush out and instead to hold them back for when their shots can count. Other than that, the storm really helped me get close before launching my attack.
Campaign:
The Balkan League wins the Raid by damaging 5 armor points
to the Ottoman’s 4. The Ottoman’s needed
to outperform the Balkan League in this battle.
These leave the Campaign Points at 4 to 2 for the Ottoman’s still in the
lead in a first to seven race. The
Ottoman’s are 1 decisive victory away.
Damage:
The Pallada’s crew repairs 1 point of armor.
The Sultan Mehmed il-Fatih repairs 1 point of armor
damage back to full
The Brennus also manages to fully repair herself
The Ottoman’s have strategic assets for a value of 14, however
they use 8 to call in reinforcements which leaves them with 6. The Balkan League uses one to completely repair
the Pallada and banks the last 1 to bring them to 4. No one loses any Strategic Assets in this
battle.
The Ottoman’s call
in Reinforcements using their Strategic Assets in the form of an older model of battleship that had been guarding the Dardenelles in case of a Balkan
breakthrough. With the Balkan forces
pushed back Ottoman High Command feels like they can release the Resadiye class ship
the Turgut Reis into action with Admiral Al-Reis forces.
Experience:
All ships gain experience but only the following
levelled.
San Bartolomeo +3 (12)- Airship Handling
Primauguet +5 (13)- Marksmen
With night fall,
the two fleets eventually lose each other in the darkness over the edge of
Greece. The Ottoman’s are unable to
search for any survivors from their lost torpedo boat, and a glum mood hangs
over the crew and officers as they make their way back over the Aegean.
Meanwhile, the Balkan
fleet continues its withdrawal back to Salonica as the Balkan forces on the
ground begin to stiffen their resistance to the new Ottoman reinforcements. The Brennus has again seen the worst of the
enemy fire and is shaken by it. Captain Aube is convinced that Admiral Ivanov
is an idiot and a madman. Tension grows
between the two officers and the coalition but the war has stabilized into
another stalemate.
You can see all the Balkan Uprising Campaign reports here:
Enjoy!
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