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Savage Coyote

08/07/18 Battle Report - TTS, Carrollton TX

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A few nights ago I managed to get a game of CAV in with MiniAddict and is son at Texas Toy Solider in Carrollton, TX.  Because of the three player nature we were faced with, his son and I were a team with each of us taking 3k points and MiniAddict taking 6.2k or so points!  We set up long ways on the table and the only modification due to the terrain type we had was to play "true line of sight."  Our terrain wasn't leveled well as it was more 40k/Fantasy terrain so this seemed to work.  Forces were all "mercenary forces" by the rules due to composition/unit types"

 

Templar Mercenaries:

2x Centurion

3x Duelist

Spartan

 

Spartan

5x Javelin

 

ADON/Terran Mercenaries:

2x Naginatas 

2x Wolves

2x Poltergiests

 

6x Chieftains

 

Ritter Mercenaries:

4x Lion II's

1x Cougar

 

Catamount (Jaguar model)

3x Puma's (blue Cougar models)

Thug

 

We also decided to use individual model activation with the cards as opposed to section activation.  

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So Turn one was pretty much everyone rushing forward and/or moving forward and activating ECM to discourage target lock pot shots.  The Templar force was a little more cautious in it's approach than our side I think.

 

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Turn 2 was really more of the same, though we had our first suppression with my Catamount suppressing the Spartan that had used it's ECM.  One of the Javelins Run 'n' Gun'd and dropped four damage on my Cougar while the heavy tanks dropped a Javelin on the far left side.

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For all intents and purposes, the game ended on turn three.  We were positioned to be able to do a lot of damage and lucked out in the card deck draws.  We had five or six cards turn in row.  I took charge, activated the Catamount, and fired off his Active Phased Array 2, which netted all of the forward Templar elements.  Next, two Chieftains raced up to the center Spartan (he's behind the rock in the center of the board) and killed him with medium PBG's.  Next, my Thug moved over to put six damage on the far right Shootist.  The Shootist attempted defensive fire and did maybe one damage.  Everything else that shot at the Thug missed (honestly I thought I was trading the Thug to severely hurt the Duelist!). My Lion II's move up and gain line of sight to the second Duelist and kill it with one burn out (marked with a yellow 1.). Three chieftains peel left and kill the second Spartan while the other two Chieftains race over the left side Duelist and inflict some damage.  Our heavy tanks move forward and kill the brave Javelin, while wiffing on the other.  In MiniAddict's defense, his dice were about as cold as you could get.  All night.  It was painful for him and honestly for us because, in situations he should have inflicted damage or killed something (my Thug should have been dead) he'd only hit once or not at all.  The only glimmer of light was one of his Centurions putting six damage tracks on one of my Lion II's.  So there was that.  My Puma's all used their ECM 2 and we moved on to Turn 4.

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Turn Four was mainly advancing and cleaning up for our side.  My Catamount activated APA2 again while my Thug brought down the Duelist (though he burned out and I retreated back around the corner before his Centurion could engage again.  My Lion II's advanced forward and brought the center Centurion down to six damage tracks while follow up Chieftain hits brought it to 12 damage tracks.  On the other side, the heavy tanks damaged the lone Javelin and the Chieftains played tag with the left side Duelist slowly wearing it down, though the Duelist did manage to kill one of them and severely damage the other.  I lost a Lion II to a Centurion but my other three soldiered on.

 

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We called it after turn five, as the Lion II's and three Chieftains finished off both Centurions, the Duelist fell to the LBG of the Puma, and the Javelin was smoked by a Poltergeist or Wolf.  All in all MiniAddicts cold dice made this a lopsided game!  There were a lot of lessons and questions for this game and we look forward to playing again! 

Turn5.thumb.jpg.5921d1745cf42bf04ebc66dba0e1d7e4.jpg

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This was a lot of fun and like you said a lot of lessons learned. 

My advancement was slown because I couldn't get my electronic warfare out there. Tried a couple of times to counter but the dice where never in my favor. Took my Six guns (Duelist) and opened up on a couple of targets and managed to to do nothing more then annoy (missed on almost every shot 1 out of 6 maybe hit). I think I calculated I did a total of 54 damage to their entire force taking only 3 units down.

The PBG and LBG's I feel would have had better performance if I had the electronic warfare going (APA). but I will say that the only time my dice ever worked in my favor was pilot checks.

 

Lesson learned 

Get the electronic warfare going early and often.

If possible get the big guns out there quick

Have dice that work 

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