|Troops not in game position....|
|Sideboard on my terrain storage boxes|
On to the game!
Remember that all pics will be bigger if you click on them.
The crusties are on the bottoms with 2 bare bones squads, 1 tall command mecha (on the left) and 5 smaller scout mecha in the centre and right. The crusties all were quite difficult to hit with high guard ratings.
A better look at the NAC advancing with the Silers through the badlands on the edge of town.
The humans have taken cover in the corn field on the right with their 2 heavy weapons and a gruntz squad. The crusties scout mech have all swung this way to focus on them.
The crusties mecha in winter white camo (cough cough) bouncing through the crate area by the tech park. A nano tech ruined building (complete blog lies/fluff) lies between them and their enemy.
On the right the scout mechs bound forward and find their weapon loadout is overkill for gruntz, but effective on the heavy weapon teams. The other siler shows up to demonstrate one hit, one kill shooting technique.
The big swing in the game happened with some highly effective shooting from all the human squads before the crusties could activate their grunt squads. This is the wonder of random activation.....nothing is totally certain. The large amount of red in the centre of the board is all my lost troops; one squad annihilated, 1 halved.
On the left the silar tank explodes in an exciting fashion but all the infantry are sufficietly far away. The command mecha is carrying a number of critical hits, reducing it's speed and armour/soak but is still a threat.
The crustie infantry squads on this flank are basically eliminated and survivors are retreating rapidly. The NAC are pursuing aggresively.
The crusties and humans on the right have seriously damaged one another in hand to hand combat. The crusties continue, over 3 activations, to make their mental rolls, and eventually outfight the humans (who fail their roll) and run away in condition brown. They flee off the table in their own activation.
Another scout mecha is destroyed, leaving 1 heavily damaged mecha.
The command mech on the left redeploys to the centre to fire at the silar, missing it (like most of the mecha shooting this turn). The silar, however, destroys the command mecha in return, and another exciting explosion almost kills the remnants of the crustie squad lurking at it's feet.
To the left we see the 2 scout mecha driving back the silar moments before one of them is destroyed by the silar secondary weapon system.
The humans are moments away from breaking.
At the end of the game we assessed the table and I felt for sure the crusties had lost. When we calculated VP we found it was 8-7 with the humans squeaking out a win. Dan did note that it felt like a very close game. The lopsided nature of the last turn had coloured my vision a bit, and I agreed it could have gone either way for many turns. I think another turn would have swept the crusties away, but that's what time limits are for.
I'm hoping to get in another game soon, it's an interesting rule set that plays quite nicely. There were a few vague items in the rules, but nothing game stopping, and apparently there is some extensive notes/faqing that I haven't looked up which probably answers a lot of it.
Firing ranges seem a bit short, but that is an advantage as it encourages maneuvering rather than sitting and shooting. You can fire at double the rated range as well, but the penalty means you better be shooting at something big and slow (like a silar) or just plain lucky.
It seems fairly obvious that you can abuse the points building system, but I think as long as you are even handed and not min-maxing it shouldn't be an issue. It helps using other peoples thematic builds in this! For our game we just used a bunch of pre done cards hosted on the gruntomatic site. The card method with all stats on a single card is very useful as well. I expect warmachine players have known this for a long time.