Sunday, March 18, 2012
Assault on the Redwing Farm (AE Bounty game report for Station 42)
Marshal Reed's posse had managed to stop the mercs without much of a fight. Even they couldn't believe their luck. Scott Redwing had been their only casualty and his wounds were serious but not life threatening. One merc had been killed so Marshal Reed took the wounded mercs into custody.
Notes: Well that was perhaps the shortest battle of AE Bounty we have had. It only lasted three turns. For both forces we used the mercenaries crew. I ran the mercs and I chose to build them using the veteran crew. I chose two old guard squads and used my regular choices to make them "elite" grade. This gave them four action points each turn which I figured would help negate the fact that I gave them Armored Suits which reduced their movement by 1 per turn. I also armed them with powerful but short ranged particle beam rifles. I figured when they got in range they would rain death down on their enemies. Not so much.
For the posse we used a large mercenary crew with; a sergent, two snipers, and three units of fresh meat. Everyone except the marshal were armed with slugthrower rifles and armor piercing ammunition. The Marshal had a boosted LRF particle beam and a personal energy screen. What made the posse so deadly was that both the snipers had the ability "Hunter: human". The Hunter X ability is extremely powerful in an all human setting. Because of this we have decided as a house rule to restrict it to individuals only for this setting. The snipers were able to completely negate the merc's cover and reduce their armor by 1 point with the AP rounds. My wife also managed to roll an insane number of 6s. In fact every sniper shot that hit was a 6 followed by a 6 damage roll. Three of my guys went down by round two like chumps.
It was fun to see the difference between a tweaked out veteran crew and a large crew. Even with the amazing rolls I think this would have been a hard fight for the mercs.