Asteroid Blues

Infinity

Blue 03 - Rescue Ops

300 POINTS
Ariadna
Gijared
VS Combined Army
NKorth

Narrative

Captain Hauser was cold and tired. The Haqqislam forces were pushing hard. It didn't really make sense to him, but he had other things to think about. Some HVTs were lost in the Battery and needed to be recovered. It was fairly far from the front so it should be a fairly easy run.

His team was performing admirably. Scouts out front moving nearly silently, even the Irmanhindo twins were maintaining noise discipline. Maybe today wasn't going to suck...

'Captain! Contact forward!' Someday Hauser will learn. Jones, the Foxtrot, was on point and apparently had seen something. 'Jones. What have we got? There weren't supposed to be any Haqq in the area.'
The radio was silent for a moment. Not a good sign. After a brief moment that felt like an eternity Jones replies. 'Not Haqq Captain. It's the aliens sir.'

Captain Hauser had to suppress a surge of rage. If the AEF had been left alone to do their job this never would have happened. Combined. In his Battery. 'Lock and load everyone. Establish ambush positions. Go on my signal. We trained for this men. We'll show these bastards what they get for messing with the soldiers of Dawn.'

It'll be nice to fight the true enemy for once.

Pregame

This mission is part of our Daedalus Fall campaign, Mission 302 Rescue and Civevac. I was filling in for a missing player. Our lists are a little abnormal do to the advancements we've unlocked. I don't have my opponents list exactly, but he had 340 pts to my 325 pts. Intimidating.

There are 12 crash coffins spread about the table. Our goal is to search the coffins and find a Tohaa Diplomat and 6 Tohaa assistants. Once they have been located we must move them to our deployment zone to score max points.

I win the roll off and choose deployment, because there is a perfect place for my Blackjack. He chooses to go first.

Combined army deploys fairly even across the board with Bit and Kiss on my left. Legate, Ko Dali, Dr. Worm, and the Charontid in the center. Samaritan, Q-Drone, and two camo tokens camp out a sniper tower on my right.

I deploy my Blackjack in the tower on my left with Dog Warriors and Irmanhindos hiding behind the tower. In the center I've got A Spetsnaz HMG, a Maverick and a Volunteer. On the right is the Tankhunter HMG and the two Grunts that failed their infiltration rolls.

Round 1

Combined army opens first turn exactly as expected, going after the Blackjack. The first sniper reveals to fire on the Blackjack, but fails to cause any damage. It continues firing, but the Blackjack eventually scores a critical. Now the second camo token begins firing. This time the aliens have a little more luck eventually dropping the Blackjack. Fortunately, it cost him most of his orders.
Dr. Worm does have a clear run to one of the crash coffins so he makes a run for it. He makes it to the objective with and activates it. Rolls a die to check the coffin and gets a 20. In this mission that results in the coffin exploding and anyone adjacent goes directly to the dead state. Bad luck.
Without many options the Charontid moves up and enters suppression.

My turn opens with the impetuous troops moving forward. Unfortunately, the sniper hits one of the Irmanhindos. The Dog Warrior then moves forward and manages to drop smoke.

The sniper tower is becoming a problem, but I feel I can resolve it with judicious application of Spetsnaz. The sniper falls to the HMG fairly quickly. The 112 doesn't have a lot to do with his orders so he approaches the Irmanhindo. Rather than risk first aid via fire axe the Irmanhindo forces himself back to consciousness.
My Chassuer was deployed forward in the tiny gap allowed by the enormous exclusion zone. This put him in a good position to grab an Assistant and run him back to the deployment zone. The rest of my turn is searching coffins and finding nothing.

Round 2

Round 2 opens with Bit and Kiss grabbing an Assistant and returning to their deployment zone. Then the Charontid moves up to try and deal with the Spetsnaz. He doesn't have many orders left and after two attempts the Charontid takes a wound and the Spetsnaz is fine.

Ariadna round 2 is mostly about chasing the objectives, but before we can do that the Spetsnaz eliminates the Charontid. Coordinated orders move groups of troops forward to grab objectives. Between the Grunts, Foxtrot, Mavericks, and Irmanhindos I check over half of the coffins... and find... Nothing. Last order of my turn a Dog Warrior finds the Diplomat in the center objective but I don't have orders left to secure him.

Round 3

With the Diplomat located the goal is obvious. Both the Q-Drone and the Samaritan are positioned for a push, but the Combined army is running low on orders. The Samaritan advances and provokes numerous AROs, but survives.
The Q-Drone moves up and clears an Irmanhindo to clear a path for the Samaritan. The Samaritan engages the Dog warrior hoping to eliminate the were wolf and grab the Diplomat. Unfortunately for him his orders run out before the Dog Warriors life.

My round 3 is pretty simple. The remaining Irmanhindo is positioned to grab the diplomat and make a dash to my deployment zone without taking any AROs. Victory!

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Ariadna
Gijared
Wins

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