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Savage Coyote

Battle Report: The Road To CAVCon!

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Here in Carrollton TX at Texas Toy Soldier, we've started our CAVCon testing.  No lists are final, but we are testing out possible combinations and tactics!  So for last night, here are the forces:

 

Ritter Bombard Team 

Attack Section

2x Tiger

Sabretooth

Cougar

 

Fire Support Section

3x Mastadon

1x Panther

 

Specialist

Catamount (metal Cougar)

2x Cougars

Sabretooth

 

vs

 

Malvernis Supression Squad

Attack Squad

2x Poltergiest

2x Banshee

Nomad

 

Fire Support Squad

2x Mogwai (proxied by two Revenants)

2x Shade (proxied by Spectors)

1x Shadow (proxied by a Talon)

 

Specialist

2x Nomads

 

I was controlling the Attack and Specialist squad for the Malvernis while MiniAddicts son had the fire support squad.  MiniAddict had his Ritter ready to go!  I didn't get any photos of the deployment, but needless to say we thought we had spread out enough so the Mastadons didn't stop many of us, but we were wrong.  First turn we had five different units suppressed and unable to advanced towards the enemy.  The Mogwai's strike points missed and not much else really happened!

 

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Turn two:

 

The Malvernis fire support squad hit one of the Tigers for six damage (sixteen combat rolls!) and the Poltergeist dropped a Cougar at long range.  But... yeah but.  They got too close together and the Mastadon's made them pay by suppressing them.  And both Banshee's.  And one of the Mogwai's.  Theme for the night!  One of my Nomads tried to run n' gun the panther but missed, and the stage was set for turn three!

 

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Turn Three:

 

So the Mastadons are needing strike point rolls of four due to their ATC, wizzo, and FCS's in their squad.  MiniAddicts son decided to fix that and completely blew away the Panther.  One Magwai erased it.  The other finished off the wounded Tiger, which come to find out was the CO.  The poltergeists salvo fire to do a damage each to the other Tiger, and the Mastadon's continue their reign of suppression terror, though don't really do much damage (another theme for the night.)

 

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Turn Four

 

Some of my photos missed a turn maybe or, well, I dunno.  Things are a little jumbled.  Sorry!  A Cougar run n' gunned one of my skulking Banshees doing two damage to it, while the remaining Tiger in the attack section shot at the the poltergeists and did some damage.  The Mogwai almost completely erased the other Sabertooth but the whole section couldn't finish it off due to lower rolls.  My banshees tried to respond, but one of them failed an overdrive roll with a double one, so I lost the gun for the rest of the game.  The second banshee slipped behind the Cougar and hit it for four total damage, and he failed his pilot check.  The Mastadon's continued to rain down AoE's and suppress stuff, but again, didn't deal much damage.  My adventurous Nomad died and that was that!

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Turn Five:

 

The lone Tiger and recon Sabertooth had been focusing on the Poltergiests, and the Mastadons finished them off after both of their armor was worn out.  That kind of collapsed that flank for us, and had me worried.  A Cougar finished off the last one with a Run N Gun and looked posed to rampage through our backfield.  My other Specialist Nomad raced out and finished off the downed Cougar, while our fire support couldn't land a strike point any where that mattered.

 

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Turn Six had the highlight of the night and probably the end of the game really.  The Mogwai's both connect with the Catamount and erase it off the board with relative ease.  I suggest using the Shade's Heavy Autocannon on the Cougar.  They are damage 3/6 but the Cougar is armor four, so even two damage will help.  MiniAddicts son rolls a six and a four.  I suggest using the Full Auto rule to re roll the four and fish for a six and a critical.  he rolls and, six!  He rolls the bonus damage and.. a six!  Wow!  So, thats an 11 on the chart.  Three damage and a critical hit!  He rolls the critical hit and, box cars!  Two sixes!  InstantDeath on the Cougar!  I have never actually seen this happen till now!  The Cougar went from rampaging into our lines to stopped cold.  Crazy!  The rest of the turn was kind of a blur and MiniAddict had the wind knocked out of his sails and took a couple turns to really recover, but by then the out come was mostly decided.

 

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Turn Seven to the end:

 

From here its mainly mop up.  The Nomads got close enough to put the Mastadon's under ECM and take away more of their accuracy and they were still struggling to damage.  Trying to play like the tournament, we hit roughly the time limit of two and a half hours.  Adding up the control points, the Malvernis team won that with 10-1, and doing rough math, won on the remaining TV.  It was a close game honestly, and had it played out, I think the Malvernis would have won.  The Mastadon's just couldn't damage the Mogwai at range!

Edited by Savage Coyote
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Thanks for the very fun to read report! If I can make a request, there are a LOT of good looking minis in your reports. Can you take a closer picture of the units before or after the games, so we can enjoy them?

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4 hours ago, Savage Coyote said:

Sure!  next time we play we'll try to do that!

We will hold you to that and we will steal your brushes if you do not.

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I do have to admit that the Auto-Cannon one shot to my Cougar was devastating. We all couldn't believe what was happening when it did. So like what @CAVBOSS said.. "dont count out the little guy"

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A quick piece of advice for MiniAddict:

 

The way that Ritter force is set up, the "Specialist" squad could be a legitimate Recon squad, except for the required primary/secondary balance. However, the Fire Support squad could just as easily be the Specialist squad instead, leaving your current Specialist squad the opportunity to be a Recon squad. That'd buy you the option to bury a card from the draw deck once per turn, for no real drawbacks that I can see.

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23 hours ago, Savage Coyote said:

Can only burry during set up with a recon squad, but yeah we talked about that in the middle of the game! :)

The option remains in the following turns... see p 45 "Recon Squads and the Draw Deck" 2nd paragraph.

Great Battle Report as always!!!

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14 hours ago, CAVBOSS said:

The option remains in the following turns... see p 45 "Recon Squads and the Draw Deck" 2nd paragraph.

Great Battle Report as always!!!

 

 

I knew I'd read that somewhere and then could never find it again!  thanks! 

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15 hours ago, CAVBOSS said:

The option remains in the following turns... see p 45 "Recon Squads and the Draw Deck" 2nd paragraph.

Great Battle Report as always!!!

So to further the discussion on Recon units..


Page 46 Recon Models and Deployment:
"Any models with the recon task may choose to conduct a single move action before the beginning of the first turn once all of the model from both sides that are available for pregame deployment are on the board"

 

So after deployment and before we reshuffle the deck to start turn one "ALL" models with the task of recon(regardless of squad) could move their base move.

So you and I deploy all of our units within 6" of the board. We are now done deploying. It's time for us to send out the Recon Units before turn 1...who goes first and what is the order ?

Edited by miniaddict
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3 hours ago, miniaddict said:

So to further the discussion on Recon units..


Page 46 Recon Models and Deployment:
"Any models with the recon task may choose to conduct a single move action before the beginning of the first turn once all of the model from both sides that are available for pregame deployment are on the board"

 

So after deployment and before we reshuffle the deck to start turn one "ALL" models with the task of recon(regardless of squad) could move their base move.

So you and I deploy all of our units within 6" of the board. We are now done deploying. It's time for us to send out the Recon Units before turn 1...who goes first and what is the order ?

-- If there are eligible models on both sides, reshuffle the draw deck and pull cards until all of the recon-tasked models have moved. Reshuffle and begin normal squad activation.

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48 minutes ago, miniaddict said:

So would the Ritterlich doctrine allow you to bury a card during this round?

No as the turn has not yet started.

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