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Tabletop AARs / Re: Battle of Hoth
« Last post by SirAndrewD on Today at 12:11:11 AM »
That's actually the problem with them.  They're way too large.  I've tried to do an RPG scenario with mine and it's unwieldy to the extreme. 

Magnificent table piece though.  But yeah, pretty useless in all but the largest scenarios. 

Deeplly excited to see how all this will work when Legion comes out soon.  I've got about a $300 pre-order on that system.
Tabletop AARs / Re: Battle of Hoth
« Last post by Silent Disapproval Robot on Today at 12:02:58 AM »
Guy said he has a couple but they are too big for the map.
Tabletop AARs / Re: Battle of Hoth
« Last post by SirAndrewD on Yesterday at 11:53:42 PM »
You needed to borrow my WOTC AT-AT.
Also a quick question to the community historically. What weapons are effective against elephants? Would pikes and spears be swept away against fresh elephants untouched by any other weapon. Are elephants like horses in that they shy away from spears? Considering the Romans formed empty lanes or gaps in their formations to let elephants harmlessly through. I am guessing the answer is yes. But I guess the question would be one of asking if the elephants are willing to attack solid walls of spears. Did they ever attack Macedonian phalanxs frontally?
Tabletop AARs / Battle of Hoth
« Last post by Silent Disapproval Robot on Yesterday at 11:47:28 PM »
Big 3-day minis convention in Vancouver this weekend.   I'd hoped to get in on the Rorke's Drift game but it filled up a few seconds after the sign-up sheets dropped.  My friends and I signed up for a game of Federation Commander but the guy who was supposed to host it never showed.  The alternate host asked if we'd be interested in playing a Star Wars ground combat game using his own rules system.  We gave it a whirl and it was pretty fun.

Setup was about as you'd expect.  Rebels were in a trench.  Empire was out in the snow fields and needed to clear the trench in 12 turns.  I was assigned to the Empire.

Initial forces included a lot of AT-STs and snowtrooper squads, some with heavy weapons, some with blasters.  (Here are some of the public ones.  We also had some secret forces that would be revealed during the course of play via the use of cards.)

Rebels started with a bunch of infantry squads in the trench, 4 anti-vehicle turrets, and 4 anti-personnel guns as well as several snow speeders and infantry squads, tauntaun riders, and troop transports in reserve.  Here's a portion of their initial setup. 

View of the Rebel trench from our deployment zone.

Close up of Rebel lines (we'd already knocked out their guns by this point.)

The game used a deck of cards to allow special events as well as to place reinforcements.  We had several more AT-STs in reserve as well as 5 more infantry squads on a Lambda shuttle.  (The way the card read, we thought the Lambda shuttle could land up to 2 metres from our deployment edge and drop troops.  Turns out 2m meant 2xmarch distance or 20cm, not 2 metres so we ended up bringing our infantry on way too late to reach the fight.  Not that it mattered as we did nothing but churn out all our AT-STs as quickly as possible and stack them on one side of the map in order to knock out the guns there and then rush the trench.

Our first few waves of AT-STs march onto the board.

We pushed infantry on the left, mainly to draw fire away from our armour on the right (they died like flies but did their job and sucked up a lot of the Rebel's fire.)

We tore the Rebel's guns to pieces in just a few turns and started marching up the map.  They sent out a wave of 8 speeders on the left of the map but we had hot dice and tore those apart as well.  We lost 2 walkers and a few squads.

We got within range to use our anti-infantry guns on the AT-STs but the cover provided by the trench shielded the Rebels from most of the fire.  We'd knock down a single trooper here and there but really couldn't do much damage to them at all while their fire was doing significant damage to our troopers (and we were light in troops due to the misunderstanding of how the shuttle worked.)

We used some of our cards to unleash a rampaging wampa into one end of their trench while flinging a couple of probe droids at the other side.  The wampa tore through quite a few of their men and the probe droid drew a tonne of fire (Rebels had to pass a nerve check in order to be allowed to fire at anything other than the closest target and they failed, resulting in the probe droid eating 50 dice worth of blaster fire).  The Wampa really messed them up as well and they were forced to deploy their elite ranger squad as well as their tauntauns against it in order to take it down.  The Rangers had to deploy on the lip of the trench, exposing them to our fire and they got ripped to pieces by our E-Web blaster teams.

Finally, we got General Veers to project a hologram to "inspire" the troops and get them to charge home to the trenches.  (I just can't believe they actually made a General Veers hologram miniature at some point in the past.)

We had to call the game due to time constrains but it looked very likely that the Empire would carry the day.  We only had 2 turns left to take the trench but our walkers were right up on it and at that range, their anti-infantry weapons would have made short work of the remaining Rebel squadrons.

I am looking forward to trying my Greek shock cavalry. I think they are one of the hardest units in the game to play effecively.
Because they are heavy cavalry, they are not really useful for much but a heavy charge that affects moral much more than it actually does damage.
You are very exposed on their heavier slow mounts, they just don't have the burst of speed you need to get out of trouble I don't think. I will have to be prepared to
lose get very low scores when using them. I don't think the tier IV Greek cavalry are that bad though? They are more medium cav?

Computer Wargaming / Re: Total War Arena coop with Nefaro and HTuna. Good fun.
« Last post by Tuna on Yesterday at 11:03:35 PM »
He got to hear two different American accents. You should have told me to say "Go park the car at harvard yard". For some reason the rest of Americans,  think its really funny when us Bostonians say that.  :crazy2:
What was really strange was that you guys seem like nice people in real life... :D
Especially Nefaro. Yeah I am on speakers because of my tinitus and ear problems. Should try a headset again though.
Computer Wargaming / Re: Total War Arena coop with Nefaro and HTuna. Good fun.
« Last post by Tuna on Yesterday at 10:49:58 PM »
Oops, didn't know we were on speakers, good thing we kept it clean. Fun time, would definitely do again!
Computer Wargaming / Total War Arena coop with Nefaro and HTuna. Good fun.
« Last post by Destraex on Yesterday at 10:45:48 PM »
Just played a few games with Nefaro and HTuna. Good fun and nice to put some voices to names.
We had some really resounding successes and some dismal failures. Arena is both very time sensitive in that you cannot take too much time to do things
in the 15 minutes you have, or your team suffers while your part of the army is out of contact. 

HTuna took Greek Hoplites while Nefaro took Greek Archers and I Barbarian cavalry.
The Hoplites provide a potent wall of spears to protect the archers and a deterent to any attack. If you hit Hoplites from the front you are not going to have an easy time of it. Even if they are not formed into phalanx formation. If they are formed into phalanx formation they are almost impenetrable, however their spears are so tightly packed that even if friendly troops run into them they die.
I tried to provide a scouting element as well as targets of opportunity vanguard role. In addition to trying to protect our archers rear.

My son on his computer next to me, was unusually quiet which was a nice change. Must have been the American accents coming through the PC speakers :P

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