Mission: Deep Strike (Warfighter AAR)

Started by PanzersEast, November 08, 2014, 11:40:35 AM

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PanzersEast

OPERATION DEEP STRIKE
WARFIGHTER - DVG



Situation:
We have received reliable intel that a high value target will be transported to another location.  According to our source, there will be 3 vehicles escorting the target to his new location.  Your mission is to destroy all 4 vehicles before it reaches its intended destination.  Because of the proximity of the road, you have a limited time of opportunity before potential reinforcements arrive.

LOCATION: JUNGLE

MISSION:RIVER APPROACH
Resources: (45)
Time: 11
Objective Distance: #5

OBJECTIVE: CONVOY
Destroy all 4 Cars
Defeat Cover 3 / 1 Kill Each
Turn Limit: 2 Turns

ASSEMBLED TEAM:





TEAM:



OPERATOR Thomas
(1) HK416
(1) Red Dot Sight
(2) M67 Gernades
Skills: None

OPERATOR Seitz
(1) M14 Sniper Rifle
(1) ACOG Sight
Skills: Re-Aquire

[NPS] Anderson
(1) M249 SAW
Skills: Marksman

RESOURCE TOTAL: 45


PanzersEast

#1



OPERATION DEEP STRIKE
TURN I



#1 = THOMAS
#2 = SEITZ
#3 = ANDERSON


Thomas Draws the Location Card VILLAGE and is a FREE TO PLAY card.

The team comes upon the Village and a LEADER and WATCHER are present.

The WACHER is a priority target as he add +1 to the time counter during the Hostile step.  Luckily there are no Value 0 cards to screen him.
Both Hostiles Target #2 SEITZ.






SEITZ ACTION I

SEITZ fires and defats his Cover with a  roll of 6 and his Sniper rifle gives a penetration of +1 so the roll is a modified 7 (3 is needed).  SEITZ has a ACOG Sight which gives him a +1 to the attack.  I roll a 7 and +1 is an 8.  At range 1 I need a 7 or hight for a kill.  The WATCHER is down and SEITZ receives 2 XP for the Kill.






ANDERSON ACTION I

ANDERSON opens up on the LEADER with his SAW at Range 1.  He needs a COVER roll of 5 or higher and his SAW give a +1 to his penetration roll.  Lucky I roll a 5 and defeat the LEADER's cover.  At Range 1 I need to roll 8 or hight but ANDERSON is a MARKSMAN and has a +1 to his attack roll.  The roll is a 4 +1 = 5 which is a miss!  However, now the LEADER is SUPPRESSED for his next turn because he defeated the Cover roll with a 5.









ANDERSON ACTION II

ANDERSON has a movement of 4 and the entry cost of the VILLAGE is 1.  ANDERSON 2nd action is to move into the VILLAGE.






ANDERSON ACTION III

ANDERSON after moving is in a better firing position and he is taking aim again and at range 0 he needs a 7 or higher and with the modification brings it to 6.  His defeat cover roll is a 3 and with the +1 penetration come to a 4 and he makes the LEADER duck





THOMAS ACTION I



THOMAS plays a MOVE OUT card which allows him to perform a move without taking a ACTION.  I pay the 1 entry cost with the ADVANCE Card.



Next THOMAS takes aim at the LEADER and needs a 6 to hit.  He is outfitted with a RED DOT SIGHT and gets a +1 to the defeat cover roll.  THOMAS plays a SNAP SHOT card which allows him to perform an ATTACK without taking an Action. 

THOMAS fires at full auto (3 die).  I roll a 2 for Cover and 9 - 10 - 5 for attack.  I do not defeat cover so the attack fails.
THOMAS fires again with 1 Action Full Auto: I roll a 4 for Cover +1 = 5 and defeats his cover.  I roll 4 - 10 - 1, THOMAS kills the LEADER, however his mag is now empty.



THOMAS gets 2 XP






We have now cleared the village, however I do not have another location card.  I saved one of SEITZ's action for this purpose and used the cards for free Actions on THOMAS to  allow me to use his last remaining action to DRAW more Cards.






THOMAS ACTION II

THOMAS discards one card and draws 5 New cards.  I draw the Location RUGGED TERRAIN which has an entry cost of 4. 





SEITZ ACTION II

SEITZ plays RELOADING and UPGUNS it using one XP to allow THOMAS to reload without spending an Action.  Next SEITZ discards 2 cards and draws back to his current hand limit of 5 which means I draw 3 new cards.  In the cards drawn I get the location LIGHT JUNGLE which has an entry cost of 4.  RUGGED Terrain provides less hostile to face but require 2 ACTIONS to play and LIGHT JUNGLE is FREE TO PLAY so I can do so now before the end of my first turn and the TIME COUNTER goes to 10.

SEITZ remain at the ENTRANCE because of his SNIPER range benefits, RANGE 2 is his optimal firing distance.




YOU DECIDE:  LIGHT JUNGLE or RUGGED TERRAIN?






Notes:
- Because of the mission RIVER APPROACH, we subtract 1 from the Hostile Value of each Location and Objective.

- I was overdrawn on my cards in the Village which was a Hostile Value of 2, and I drew a value of 4.  Furthermore, I should have subtracted 1 from the hostile value which would have been a 1.  Either way I overlooked that in my haste to setup but they are clearly marked.... but made it fun anyway.

Nefaro

#2
Brought the SAW this time.  A man after my own heart.   O0


Also.. were you rolling 3 dice for each SAW attack?  It only has Burst fire listed on it's card.  That first one you only mention rolling a 4 (maybe that was your highest?).


I think the 'Rugged Terrain' card is the best option.  Otherwise, you're gonna run into an F-Load of extra hostiles over the next two locations.  Better to have to (possibly) expend an extra action moving through more difficult terrain rather than take on twice as many hostiles in two successive locations.

PanzersEast

Quote from: Nefaro on November 08, 2014, 09:52:40 PM
Brought the SAW this time.  A man after my own heart.   O0


Also.. were you rolling 3 dice for each SAW attack?  It only has Burst fire listed on it's card.  That first one you only mention rolling a 4 (maybe that was your highest?).


I think the 'Rugged Terrain' card is the best option.  Otherwise, you're gonna run into an F-Load of extra hostiles over the next two locations.  Better to have to (possibly) expend an extra action moving through more difficult terrain rather than take on twice as many hostiles in two successive locations.

You only role 1D6 for the cover roll regardless of fire mode.

Rugged Terrain is probably the best option here, even with the -1 per location from the River Approach it would stack up and has a potential to delay us from the objective.


PE

MikeGER

Thanks for the AAR  :)  i am glued to the LCD  :)  keep it rolling!

(PS:  i opt for RUGGED TERRAIN ...from my limited understanding of the rules, i hve to get my the pdf)

PanzersEast

#5



OPERATION DEEP STRIKE
TURN II



#1 = THOMAS
#2 = SEITZ
#3 = ANDERSON

Because THOMAS is holding the RUGGED TERRAIN card and only has 1 ACTION left, I advance the MISSION TIMER to 10 and start TURN II.






THOMAS ACTION I

Using his 2 ACTION points, THOMAS plays the RUGGED TERRAIN Location card.  The Card has a Hostiles Value of 3 (30-49 Resource Points), however with the RIVER APPROACH Mission Card we are to Subtract 1 from that which gives us 2.

I draw AMBUSHERS and the card says they are placed in the Location of the from-most Soldiers Location.  So the Ambushers Appear in the VILLAGE where THOMAS AND ANDERSON are located.  I DRAW a 1 so they are targeting THOMAS.  THOMAS and ANDERSON cannot leave this location until the AMBUSHERS are KIA.






SEITZ ACTION I

SEITZ because of the AMBUSHERS movement is just 1 location away, so he takes aim and fires at the AMBUSHERS which he acquires in his scope.  I roll a 5 +1 = 6 defeating their cover of 3 and then an 8 + 1 = 9 to place one KIA on the card.






ANDERSON ACTION I

As the shots ring out ANDERSON takes aim and sprays the AMBUSHERS location.  He rolls a 2 + 1 =3 to defeat their cover, however a roll of 5 - 3 - 3 misses them and makes them hide so they receive a SUPPRESSION counter.  That means of the 3 Kills needed to defeat the AMBUSHERS, we have 1- KIA 1-SUPRESSED -Untouched.





ANDERSON ACTION II

ANDERSON takes aim again and opens up with the SAW and this time he defats the cover and scores a roll of 6 - 9 - 2.  Now there are 2 KIA on the AMBUSHERS card and 1 open.  The RUGGED TERRAIN has an REINFORCE value of NONE so that is not an issue/








ANDERSON ACTION III

I want to save SEITZ'S last Action to draw more cards so I am not forced to play the LIGHT JUNGLE location.

ANDERSON fires at the AMBUSHERS and rolls a 2 + 1 = 3 to defeat the cover.  Next he rolls a 10 - 10 - 3 to take out the last AMBUSHER.  This team has been rolling some good rolls.  ANDERSON receives 3 XP for killing the last AMBUSHER.









SEITZ ACTION II



SEITZ is now going to try and draw a better location.  I will keep LIGHT JUNGLE in my hand just in case I do not draw another location.  I will DISCARD  3 CARDS from my hand and draw 4 CARDS back to my HAND LIMIT of 5.

Luckily I draw the Location Card HIGH GROUND.  It requires 1 ACTION to play so I will have to advance the MISSION TIMER 1 and then PLAY the Location Card.  This LOCATION will give me a +1 HAND SIZE bonus, however it is another HIGH ENTRANCE COST of 4.







Next turn I will have to spend 1 ACTION to play the HIGH GROUND Location card and then try and move my guys up.  HIGH GROUND is fitting because that is the last Location before we reach our objective of attacking the CONVOY.  So far we have had good roles and this has been the best play though to date for myself.  I will keep SEITZ up to the VILLAGE leaving him at RANGE 2 from the next Location giving him his optimal firing range and I can use the LIGHT JUNGLE card to help pay his entrance cost of 1 to the VILLAGE Location.

Nefaro

#6
Quote from: PanzersEast on November 08, 2014, 10:21:32 PM
Quote from: Nefaro on November 08, 2014, 09:52:40 PM
Brought the SAW this time.  A man after my own heart.   O0


Also.. were you rolling 3 dice for each SAW attack?  It only has Burst fire listed on it's card.  That first one you only mention rolling a 4 (maybe that was your highest?).


I think the 'Rugged Terrain' card is the best option.  Otherwise, you're gonna run into an F-Load of extra hostiles over the next two locations.  Better to have to (possibly) expend an extra action moving through more difficult terrain rather than take on twice as many hostiles in two successive locations.

You only role 1D6 for the cover roll regardless of fire mode.

Rugged Terrain is probably the best option here, even with the -1 per location from the River Approach it would stack up and has a potential to delay us from the objective.


PE

I'm talking about the rolling 3 attack dice (5.56), not the cover (9mm) die.

The SAW only lists a single fire mode:  Burst fire that uses 3 Attack Dice.  The way you related your SAW rolls, you were only rolling one of them per attack?  Which is Single Fire mode.  But the SAW card doesn't allow Single Fire.

You may have shorted yourself a good deal of extra kill potential in your SAW attacks, but perhaps you rolled three and only mentioned one in the AAR?  Although you mentioned the 3 burst fire rolls for other weapons elsewhere.


PanzersEast

Yea, I obmitted the other rolls.  I've always rolled 3D6 for the Saw, I just obmitted the others from the post unintentionally.  I need to make sure it is included.


PR

PanzersEast

#8



OPERATION DEEP STRIKE
TURN III



#1 = THOMAS
#2 = SEITZ
#3 = ANDERSON

I advance the MISSION TIMER to 9.  So far the mission has been going very well and we are approaching our objective.



SEITZ ACTION I



I pay the 1 ACTION to play the HIGH GROUND Location Card.  I then draw the hostile card.  This location has a Hostile Value of 5 -1 (from Mission Card) gives a total of 4.

I Draw LEADER - THUG - ELITE GUARDS.  The ELITE GUARDS have text that states they are moved to the Objective so I will have extra hostiles to face once I get to the Objective Location.







SEITZ ACTION II

SEITZ with his last action MOVES to the VILLAGE and pays the entrance cost with the LIGHT JUNGLE Location Card.





THOMAS ACTION I

THOMAS is going to move up to the RUGGED TERRAIN however it has a ENTRANCE cost of 4.   I play the card MOVE OUT which gives me a free movement without spending an ACTION.  Next I discard 3 cards from my hand and spend 1 Action to draw the may hand back to 5.





THOMAS ACTION II

THOMAS takes aim at the THUG as the LEADER is being screened by him.  The LEADER if left unchecked, can reinforce with a draw of 0 and has the Inspire.  THOMAS defeats the cover will a roll of 3  + 1 = 4.  An AUTO attack roll of 9 - 8- 2 scores a KILL and 0 VP.  With the 2 roll I am out of ammo and have to reload. 




SEITZ plays the RELOADING card with 1 XP to allow Reloading of any solider without taking an Action.






THOMAS ACTION I

With the THUG eliminated, ANDERSON moves up to the RUGGED TERRAIN with his first ACTION.  He has a MOVEMENT of 4.






THOMAS ACTION II

ANDERSON opens up on the LEADER spraying his location.  I roll a 1 + 1 = 2 for Cover roll and fail as I needed a 5.  My attack rolls were 4 -4 - 10.





THOMAS ACTION III

ANDERSON takes aim again and fires at the LEADER.  This time he roles a 5 + 1 = 6 and defeats the needed 5.  A attack roll of 3 - 8 - 7 means he hits and kills the LEADER and scores 2 VP.







HOSTILE TURN

The REINFORCEMENT DRAW came up 1 for the VILLAGE location and RUGGED TERRAIN has NONE.  So no reinforcements this turn.



That is all of my actions used so I will advance the TIME COUNTER to 8.  Next we will position all of our squad and get setup before activating the OBJECTIVE.  Keep in mind we have ELITE GUARDS that have moved into the area so we have to be mindful of that.  Also we need to get SEITZ in place at range 2 to be most effective.

PanzersEast




OPERATION DEEP STRIKE
TURN IV



#1 = THOMAS
#2 = SEITZ
#3 = ANDERSON

We have setup in preparation for striking the CONVOY. 

SEITZ - Moves to the RUGGED TERRAIN Location giving him Range 2.

ANDERSON & THOMAS Move into the HIGH GROUND at RANGE 1.  THOMAS drew new cards and used 4 to move with his last action. ANDERSON has a movement of 4 and moved.  We will activate the OBJECTIVE next turn.



HOSTILE TURN

I draw a (4) HIT SQUAD card for the REINFORCEMENT of the HIGH GROUND Location (value is 1).  I progress the MISSION TIMER to 7.




Up next, the Last two rounds to take out the Convoy.  Just a quick note, the CONVOY does not have screening units so we can attack it without having to first take out the units protecting it.




PanzersEast




OPERATION DEEP STRIKE
TURN V



#1 = THOMAS
#2 = SEITZ
#3 = ANDERSON

I have activated the objective and all soldiers are in place.  I draw a DRUG RUNNER and unfortunately a SNIPER to go along with the ELITE GUARD that moved to this location.  The DRUG RUNNER Targets ANDERSON, the SNIPER ironically targets SEITZ and the ELITE GUARDS are targeting THOMAS.






ANDERSON ACTION I

ANDERSON immediately opens up on the convoy with the SAW.  I roll a 6 + 1 = 7 and a 3 is needed to defeat the cover of the CONVOY.  8 - 10 - 7 +1 are rolled so 1 KIA goes on the CONVOY Objective.





ANDERSON ACTION II

ANDERSON targets the convoy again with a COVER roll of 4 + 1 = 5 and a attack roll of 1 - 7 - 3  +1 are rolled so another kill fro ANDERSON.  HOWEVER, he has run out of AMMO and has to RELOAD.





SEITZ ACTION I

SEITZ plays a RELOADING card with a XP to UPGUN and allows ANDERSON to reload without taking his last action.

SEITZ takes aim at the ELITE GUARDS.  A roll of 4  + 1 which does not defeat the ELITE GUARDS cover of 6.






ANDERSON ACTION III

ANDERSON has had the hot hand the entire mission so he continues to lay fire on the CONVOY.  I roll a 2 + 1 = 3 to defeat the CONVOY cover of 3.  I roll a 4 - 4 - 6 and do not hit the CONVOY.





THOMAS ACTION I

THOMAS takes aim at the CONVOY as there are 2 vehicles remaining.  I roll a 2 + 1 = 3 to defeat cover.  Full Auto at the vehcile, I roll a 2 - 6 - 9 and score a KIA, however I expend the MAG.




Now I am down to 2 ACTIONS with THOMAS needing to Reload and SEITZ having 1 Action left.  If I shoot at the convoy with SEITZ and miss, all enemies will be open to fire at me plus possible reinforcements from the HIGH GROUND and CONVOY itself.



THOMAS ACTION II

THOMAS elects to not reload his weapon, instead I will draw my hand back to 5 to see if I can get something to help SEITZ with the shot.  I DRAW OVERWATCH which I can use if needed at the beginning of the HOSTILE TURN.








SEITZ ACTION II

SEITZ takes aim at the last remaining Vehicle and fires........  I roll another 2 but he has +1 to penetration which gives him a 3.  I roll for the last shot and narrowly misses with a 4 + 1 = 5.  All of my actions are now taken with one VEHICLE remaining in the OBJECTIVE.






HOSTILE TURN



Before the hostile turn I play OVERWATCH from THOMAS'S hand and pay with 1 CARD for the SUPPORT and 1 VP to UPGUN for any SOLDIER.

ANDERSON will take the shot to destroy the last vehicle.  I roll a 5 + 1 = 6 to defeat the COVER.  I roll a 2 - 2 - 8 with the last rounds HITTING and KIA the LAST VEHICLE.  THE OBJECTIVE HAS BEEN DESTROYED

After several play throughs this has been the first one I have won and without taking any wounds.  I had some very good rolls that allowed me not to be hit and the SAW rolls were devastating to the enemy.  I would say this is not the norm, for me at least.  On subsequent play throughs I have been swarmed by the enemy and I believe the RIVER APPROACH was a easier Mission by far.

Up Next we return to the Desert.



Nefaro

Cool stuff PE.

Another question..

on Turn 3 you played the High Ground card on the other side of the Rugged Terrain, but had no soldier in the Rugged Terrain.  I thought that in order to play a new card you needed one soldier adjacent to the empty location before being able to place a new one?

Even if that's the case, it was probably just a matter of order since you moved someone into the Rugged Terrain soon after anyway.  I just want to make sure I remember the rules correctly, so I'm double checking with you.  May start up my first game this afternoon.

PanzersEast

Quote from: Nefaro on November 12, 2014, 04:03:34 PM
Cool stuff PE.

Another question..

on Turn 3 you played the High Ground card on the other side of the Rugged Terrain, but had no soldier in the Rugged Terrain.  I thought that in order to play a new card you needed one soldier adjacent to the empty location before being able to place a new one?

Even if that's the case, it was probably just a matter of order since you moved someone into the Rugged Terrain soon after anyway.  I just want to make sure I remember the rules correctly, so I'm double checking with you.  May start up my first game this afternoon.

No, according to the rules you can play the Location Card even if you are not in foremost location.

QuotePlay each Location card on the Tactical Display Sheet adjacent to the front-most Location card played along the path. You can play a Location card even if you are not in the front-most Location card.

Also, Enemies must be drawn and assigned when the location card is played.

PE

Nefaro

Quote from: PanzersEast on November 13, 2014, 01:30:44 PM
Quote from: Nefaro on November 12, 2014, 04:03:34 PM
Cool stuff PE.

Another question..

on Turn 3 you played the High Ground card on the other side of the Rugged Terrain, but had no soldier in the Rugged Terrain.  I thought that in order to play a new card you needed one soldier adjacent to the empty location before being able to place a new one?

Even if that's the case, it was probably just a matter of order since you moved someone into the Rugged Terrain soon after anyway.  I just want to make sure I remember the rules correctly, so I'm double checking with you.  May start up my first game this afternoon.

No, according to the rules you can play the Location Card even if you are not in foremost location.

QuotePlay each Location card on the Tactical Display Sheet adjacent to the front-most Location card played along the path. You can play a Location card even if you are not in the front-most Location card.

Also, Enemies must be drawn and assigned when the location card is played.

PE

Gotcha.

I still have some loose ends after reading the manual.  I don't think it was organized as well as I'd have liked, so the less searching through it for me the better.

PanzersEast

Quote from: Nefaro on November 13, 2014, 09:00:55 PM
Gotcha.

I still have some loose ends after reading the manual.  I don't think it was organized as well as I'd have liked, so the less searching through it for me the better.

I agree the rule book does not flow well and some items are placed in odd places instead of being grouped together.  I just started using the search function on the PDF version of the rule book.

PE