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Re: [GZG] ECC X AAR

From: Indy <indy.kochte@g...>
Date: Sun, 18 Feb 2007 23:32:06 -0500
Subject: Re: [GZG] ECC X AAR

Some very quick notes/amendments to John's great write-up:

On 2/18/07, John Lerchey <lerchey@andrew.cmu.edu> wrote:
> Hi All!
>
> Despite the fact that Yerin and I left Pittsburgh about 2
> hours later than I had planned, we had absolutely NO trouble
> with the drive across PA to Lancaster, and made it in plenty of
> time for my participation in Friday nights FT game, "Old Foes,
> New Horizons"  hosted by Indy.
>
> The game (see the descirption on the ECC website!) held a few
> suprises.  I played the NSL. :)  We got two squadrons, one
> having a SDN with some supporting ships, and my squadron
> having 3 BDNs with some supporting ships.  We started on
> opposite ends of the table, with 3 groups of NAC ships between
> us.  The NAC, in this alternate verse had the new Delafield
> ships (Joel Frock sculpted them for the con, and every
> participant got one!).  Each force had some non-standard kit.
>
> The NAC had 3 ships with advanced drives, AMTs and K-guns!
> The NSL had 3 Cold Navy Terran ships, each fitted with Grasers
> (2 lighter ships with a G-2 each, and one with a pair of G-3s).  The
game was pretty fun, but the NSL die rolls were
> not quite up to snuff, and the potential effect of the Grasers
> was offset by most of the NAC ships having level 1 or 2
> screens. (Grasers do not like screens and level 2 screens
> *really* reduce their effectiveness).

The NSL were having abysmal die rolls, whereas the NAC were having
better than average die rolls (Mike Hudak punctured through one ship
with no less than 7 rerolls in one shot.

> OTOH, the K-guns DO
> like to rip huge holes through NSL ships.  Big holes. Though we didn't
> explicitely know it, we had to stop one of the Delafields and
> two freighters.  We killed the two freighters easily,

"Vaporized" is more like it.  ;-)

> but
> failed to kill ANY Delafields, and handily lost.   Still, it
> was a good game!
[...]
> Sunday morning I played in Indys "Castle Wolfenstien" FMA
> game.  This was a follow-up to the earlier FT game wherein the
> NAC sent a unit back into time (1944) to stop the NSL from
> helping Germany to win WWII.	Forces consisted of a squad of
> US Rangers, a squad of NAC, a squad of NAC infantry, and a
> squad Powered Armor vs. a squad of German Infantry, a squad of
> NSL "advisers", and a pair of tanks - a Mk IV and a Tiger.

The forces (and year they are from) involved were:

NAC:
4 Marine Troopers (2179)
3 Power Armor Troopers (2179)
6  Rangers (1944)

NSL:
4 full-suit body armor panzergrenadiers (2179)
7 Fallshcirmjagers (1944)
1 Panzer IV H (1944)
1 Panzer VI "Tiger" (1944)

> The German infantry bravely stood against a combined attack by
> all 3 "Allied" squads

Actually, just two. ;-)

> while the NSL advisors (me!) set up on
> the other side of the bombed out town to provide cover fire
> and prevent any advances on that side.  The tanks set up with
> the Tiger supporting the Germans and the Mk IV supporting the
> NSL.
>
> The Germans had a rough time of it, being vastly outnumbered,
> and occasionally moving into areas with no real cover.  Still,
> they killed or wounded a good number of Rangers.

The Tiger also wounded early on (turn 2) one of the NAC Marines with
medium-range MG42 fire.

> The NSL
> infantry provided cross fire and helped to keep the US forces
> from advancing.  Meanwhile, we learned, much to our despair,
> that an 88 on a Tiger was barely a match for the NAC PA, and
> that the Mk IV with it's 75 was inferior!  The only thing we
> had that had a decent chance of stopping the PA was my ONE
> trooper with a plasma gun.  The Tiger did hold up the PA for a
> bit, popping 88 shells off of one poor troopers forehead,
> knocking him down a few times, but never hurting him.

The Tiger had a chance to kill the trooper. Was just going to take
some good rolls. Better chance to make the trooper shaken if the
trooper was hit often enough (the first shot from the TIger's 88
smacked the trooper in the forehead, punishing him for peeking around
a corner and knocking him flat, but did no real damage; that was the
only effective hit the Tiger got on the PA)

>The Mk
> IV did about the same thing, but less so, and was close
> assaulted by a PA guy!

That was fun. :-D   I actually didn't anticipate that might happen.

> The melee lasted a looooong time,
> mostly with each combatent hurting themselves.

Not so much hurting themselves in that the 'parry' action by the
defender would end up doing the damage to the attacker. But it's all
cinematic, so you can PSB the CC results away in any manner. :-)

> I *should*
> have had a nice overwatch shot against the PA when it charged
> the Mk IV, but I was mistaken about which of my guys was on
> the first floor of a building and which was on the second, and
> lost the shot 'cause I thought that the guy with the clear LoS
> was a rifleman who could not damage the PA.  D'oh!
>
> Eventually, the PA sent a guy into our end of town and into
> the building we were trying to protect!  I had to activate my
> plasma gunner using my commander to climb down the building,
> run into a sandbag position and fire on the PA!  He caused
> some stress, but that was it.  The PA squad leader moved up
> and looked around the corner of a building and shot at my
> plasma gunner, cleanly missing.  I then had to activate my
> plasma guy, taking one shot at the PA on the obejctive,
> scoring a wound! and then snapping a shot at the PA squad
> leader causing another wound!  An NAC trooper with a plasma
> gun fried the Tiger

After the Tiger had taken a couple of HAMR shots from the PA

>, and the PA fighting the Mk IV pulled away
> from it, breaking it in the process to charge my plasma
> gunner!  Luckily for me, he had no actions left, so I got two
> plasma shots off at him wounding him twice!  (PA get 3
> wounds).

You wounded him once, but hit him twice (the second hit just did
stress). He already had one wound from the CC with the Pz IV.

> The PA in the building, by this time, along with the
> PA squad leader had also been wounded twice (go plasma
> gunner!) and had a ton of Stress - enough so that the one on
> the objective could not activate!

He was a Veteran/2, had two Wounds, was Shaken, and had tons of
Stress. He needed an '11' or '12' to activate on a d10. You do the
math. ;-)

> It came down to my plasma gunner and Steve Barosis PA.  If he
> won initiative and activated, my plasma gunner and our defense
> was doomed.  We rolled and Steve won initiative!  Praying for
> a 1, I watched as Steve attempted to rally his stressed and
> wounded PA trooper.  He rolled a 9

To put it in perspective, Steve needed to beat an '8' on a d10 to
avoid dropping to Shaken (he had two Wounds and two Stress chits). It
was a VERY cinematic moment as he rolled I thought, though, he rolled
a '10'? no matter, his chances were not great and he succeeded).

>and squashed the only guy
> we had left that could damage the PA like a bug!  The game was
> over and the NAC managed to correct history and restore order
> to the future!

Unbeknownst to Jon Tuffley, he is eternally grateful. ;-)

> What a great game!  And what a truly cinematic cliff-hanger of
> an ending!

Yep. I think of of the best games I've run in a long, long time. :-)
Thanks to everyone who played in it.

Mk
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