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[FMAS][long] AAR: Initiative card draw

From: "Laserlight" <laserlight@q...>
Date: Fri, 1 Oct 2004 23:48:57 -0400
Subject: [FMAS][long] AAR: Initiative card draw

The Baabarian tribe is eager to have guests for dinner, but Sgt
Rutherford, Cpl Raynes and Pvt Frock are just as eager to decline the
honor.	In order to reach the riverboat and safety, however, they have
to pass through sheep-infested jungle...

Humans are QD8,  LDR2 with 3 cards apiece.  Sheep are QD6, Ldr3, 2
cards apiece, and have no commander.  There are two Turn End cards in
the deck.

1.1 Black Baart activates first and moves through swamp towards the
prey.
1.2 Vorfleece (who is of course a Baarayaran) also moves closer
1.3 Black Baart moves again, nearly within charge range
1.4 Turn end

2.1 Ewe Baastid advances
2.2 Sgt Rutherford elects to wait
2.3 Ewe Baastid moves again, to where the sergeant would have been if
he'd moved
2.4 Wooliam the Conqueror moves into the swamp where Black Baart was
in 1.1
2.5 Wooliam moves again...hm, might need to shuffle a little better.
2.6 Pvt Frock has a point-blank shot at Ewe Baastid, but is distracted
by a glimpse of a scantily clad jungle princess, or a flying mokey, or
something.  In any event, he misses.
2.2.1 Sgt Rutherford uses his held action and charges into
hand-to-hoof combat.  The bayonet thrust goes home, and Ewe Baastid
falls!
2.7. Turn end

3.1 Sgt Rutherford calls Cpl Raynes, who advances.
3.2 Black Baart charges the sergeant, but the sergeant's flashing
bayonet keeps him at bay (Rutherford won the melee QD roll but did no
damage)
3.3 Vorfleece attacks Raynes (might have been better if Baart had
waited and they'd charged together, but they didn't)  Raynes swings
wildly, Vorfleece slips under and locks his jaws on the corporal's
knee.
3.4 Lambo, at the far edge of the field, finally advances
3.5 Wooliam the Conqueror has his chance to join the fray, and charges
Sgt Rutherford.  The sergeant deftly counterthrusts and stops the
killer sheep, but again fails to do any damage.
3.6 Wooliam presses the attack; Rutherford reverses his weapon and
plants the rifle butt squarely on Wooliam's flank, temporarily
stunning him (5 Impact vs 3 armor)
3.7 Black Baart decides the sergeant is too tough and turns to attack
Cpl Raynes.  A flash of teeth, a splash of gore, and Raynes goes down
kicking...
3.8 Frock finally decides to join the party and attacks Wooliam ("the
only one I could get to").  Despite the fact that Wooliam is stunned
(melee d4, down from normal d6), Frock still has visions of jungle
princesses distracting him...both of them roll 1's.  Sergeat
Rutherford makes a few pithy comments.
3.9 Frock, squirming, takes another swing.  This time he connects!
Wooliam collapses.
3.10  Rutherford rather coldbloodedly decides to head for the
riverboat, reasoning that Baart and Vorfleece will attack
Frock...which looks like not much of a loss for the Imperial Army.
3.11  Rutherford keeps quickmarching toward the river
3.12 Frock yells in indignation and scrambles after the sergeant.
3.13 Turn end

4.1 Lambo can't quite reach Sgt Rutherford, so decides to wait
4.2 Turn end

5.1 Rutherford suddenly swerves left, running between the swamp and a
patch of trees.
5.2 Lambo charges forward, chasing the sergeant and incidentally
getting into position to intercept Pvt Frock.
5.3 Black Baart finishes munching on the late corporal, turns and sees
Frock facing the other way.  He charges but not quite far enough to
make contact.
5.4 Frock spins and fires at the killer sheep at a range of twenty
feet.  His rifle jams...(double ones)
5.5 He screams in rage, clubs his rifle and wades in swinging wildly.
Baart is stunned.
5.6 Turn end

6.1 Baart shakes of the effects of the blow and leaps to the attack.
Frock's backswing catches him squarely on the shoulder, wounding him.
6.2 Vorfleece glides down the slope, deftly sidesteps Frock's swing,
and ....egad, how awful!  Frock doesn't even have time to scream.
6.3 Vorfleece turns to pursue Rutherford, leaving little red
hoofprints.
6.4 Lambo chases the sergeant and is hot on his heels
6.5 Black Baart's second card comes up and is discarded, since he's
wounded.
6.6 Sgt Rutherford flees towards the river
6.7 Rutherford picks up the pace--only a few more yards to safety...
6.8 Turn end

7.1  Baart decides he's too far away to catch up, and merely nibbles
on the late Private.
7.2  Sgt Rutherford bursts through the last few jungle plants and
races up the gangplank.  Safe at last!
7.3 Turn end

Summary: 43 cards turned -7 "end of turn" cards = 36 actions over
seven turns, avg 5.14/turn. Nice and quick--no dithering over which
unit to activate.  The sheep didn't have a CO and the humans only once
made use of the sergeant's "transfer an action" ability (action 3.1);
neither side made much use of coordinated moves or attacks.  The
humans were mainly interested in escaping, and the sheep in attacking
without regard for losses--if they'd had different objectives, they
might have been more cautious.

I think "held" actions should be able to carry past the end of a turn,
but I also think you should only be able to hold one action rather
than multiples.
The topic of "when is a leader qualified to pass actions" didn't come
up--the only time it happened, the sergeant was ahead of and within 6"
of the corporal.

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