By Podsy McPod
Posted by Harold
Fireteam Andromeda is available here.
Rise of the Robots: A Fireteam Andromeda
AAR
One of the first sets of figures I bought
for sci-fi gaming are the mini mechs pictured below. I never found a way to field more than a
couple. I was also feeling a little tired
of the desert colour scheme of most of my armies. So I drew up a "mekanoid" army list
using low cost infantry to allow me to field eight mini mechs. It was also a
bit of a gimmick army as it is all rated poor experience level which is not too
much of a drawback as being robots they automatically pass morale tests,
confidence checks in Fireteam Andromeda terms.
The negative side is they cannot use extra commands in an activation
without a commander with the overseer trait on table. So they are vulnerable if
their commanders are lost.
My army is made up as follows. A field commander, 2NCO's, 6 basic infantry
units, one recon unit, and two units of four battle suits (the mini
mechs). The battle suits are armed with
heavy machine guns giving five shooting dice per model. So I have a lot of anti infantry fire power
but my heaviest anti armour weapons are the auto cannons on the recon vehicles
and they are not that great.
My opponent fielded my near future Arab
army the RPK. Consisting of a field
commander, 2 NCO's, two units of tribal militia, 3 units of basic infantry, a
recon unit and an armour unit. The
infantry are average and have support weapons in the squad of RPG's and
attached mixed weapons. The two tribal units
are poor and have only primitive weapons so are near useless in fire fights but
they also have melee weapons and close combat training making them deadly
opponents in hand to hand fighting.
The game scenario roll was for fire fight. This means the winner will be decided on
points scored for objectives taken and units left alive. There are two objectives indicated by the
crashed drone markers. The random
deployment zone roll produced diagonal corners.
I got to choose sides and opted for the side with the objective
surrounded by cover.
My opponent was quick to realise that I had
little answer to his tanks and immediately sped forward with one to the central
objective. He also forgot they were a
single unit and had to keep unit coherency.
He sent his recon around to the left flank to face mine. The two small vehicles are technicals
carrying the tribal infantry. They have
the "light vehicle" trait giving them extra move but reducing their
armour. From previous experience I know
the transported infantry are very vulnerable if the vehicle is destroyed with
them on board. This will be my main
focus as the game begins.
The rest of the RPK infantry are quick to
follow. Again a tank takes the lead.
I begin my own advance taking one infantry
squad into the nearest building. I lead
with the mini mechs. I hope to be able
to shoot up the technicals with the infantry onboard but the gap between the
toxic pool and the building is tiny so I can only get line of sight with one
model. Worse still the enemy recon open
fire and disable one of the mini mechs.
Meanwhile the two recon units face off
around the left flank. These are pretty
much mirror images of each other stat wise so it purely come down to dice as to
who wins. By this time I have remembered
that the enemy tanks have to keep unit coherency and they duly do so.
Now things get really interesting. One unit of enemy militia successfully
disembarks from transport into the central building with the objective. The other one hides behind the building but
has yet to unload from the transport. I
advance on the right flank and get a disabled result on the technical
transport. Luckily the main force of RPK
infantry is still quite far away but it shoots up my lead unit of infantry. Robot infantry can't be shaken but on a roll
of any double they "glitch"
leaving them in effect disabled until able to regroup. Guess what happened to my lead unit.
On the left flank I spend too much time
wading through the terrain. To be honest
it was a right traffic jam. No unit can
move through anything else. One of the
main lessons I will take from this particular game is to be more focused on
planning routes. You need to be thinking
how all your units plan to move for a few turns ahead.
The difficulties of moving around units is
illustrated even more in the next photo as one of my infantry units winds its
way between the bases of the mini mechs.
At this point I am actually feeling pretty
happy. I have one building secure and I
have shaken the tribal infantry around the central objective. The enemy tanks open fire on the mini
mechs. I am not too concerned, being a
vehicle squadron they distribute disabled results around the entire
squadron. So two disabled results will
not destroy a vehicle, in this four vehicle squad it will take five disabled
results to knock out a single vehicle.
The tanks have relatively low powered auto cannons getting a disabled
result on the lightly armoured mini mechs needs a 3+ on the damage roll, only a
roll of a six can destroy a mini mech with a single hit. The tanks fire, two hits, two sixes for
damage, two mechs are blown to smithereens.
Thankfully fortune is not too one sided.
One of the lead mini mechs is able to get a line of sight to the fully loaded
technical. The ensuing fire knocks out
the vehicle and takes out most of the transported infantry as well.
The enemy militia in the central building
shake off their shaken status and decide to assault my infantry unit in the
adjacent building. I have lots of spare
commands and use one to issue a defensive fire reactive command and shoot the
assaulting infantry as it comes in.
Brilliant shooting from the purple droids as they score seven out of
eight hits. Only to fail to cause a
single casualty when making the damage rolls.
The droids lose three figures in the ensuing melee.
This is where I make a crazy move. I decide to bring another two units of droids
into the melee. I am figuring that the
morale of the enemy militia is weak so if I can force a confidence check they
are liable to run. I am forgetting that
their close combat training gives them two melee dice per model compared to my
one. They also have higher damage power
in close combat. I am guessing they are
using grenades or some similar improvised explosive device not illustrated on
the models.
The survivors from the transport do not
fare so well. They decide to assault the
lead mini mechs. HMG's are pretty useful
in this type of situation and they eliminate the assaulting infantry before it
makes contact.
The game is coming towards turn four. It can finish there, depending on a die
roll. Things are not looking too good
for me. Basically my right flank has
collapsed. Enemy tank fire disables the
two remaining mini mechs on that side.
The next round of assault goes even worse for me. The droids in the building are completely
destroyed and the two units I brought up in support fail to break the enemy
morale and take casualties themselves.
My opponent secures the central objective
by bringing a command stand up to claim it.
I try to advance the mini mechs to dispute it but I am hampered by
having to maintain cohesion with the disabled models in the unit. Even by
stringing out in single file with the maximum allowed separation I can't get
close enough to dispute the objective.
The melee with the droids and militia continues, badly for me.
The die roll for game end is made and it
does end in the minimum number of turns, four.
To be honest I am not sure if I wanted to continue. I really had very little left and most of the
enemy infantry is untouched. The picture
below shows the situation at game end. I
have won the battle of recon disabling all the opposition recon for no loss but
this happened too slowly to have any real effect on the rest of the game. So it comes down to a points count. We have one objective each so it depends on
the scoring value of the remaining units.
Basic choices score more than exotic ones, infantry more than vehicles
and there are deductions for units having heavy casualties, being disabled or
shaken. The points tally is nail
bitingly close...31/30 to my good friend and gaming buddy Colin.
Although it does take a bit of care to
count accurately I do really like the victory point system. It does seem to encourage taking well
balanced armies. I thought the droid army
had a bit of a cheek relying on the artificial trait to pass confidence
checks. This was a boon and gave it
plenty of spare commands. On the other
hand it proved really difficult to remove disabled results from vehicles being
rated as poor. The mini mechs were
vulnerable with relatively weak armour but they could put out a huge amount of
fire. The two destroyed results early on
were a real blow and I would like to see them in action again. So an army I thought I had a bit of a cheek
fielding actually felt very balanced and provided one of the tightest and most
enjoyable games of Fireteam Andromeda I have had.
Excellent stuff. Thanks for the report. Fireteam Andromeda appears to be much more well balanced than other games.
ReplyDeleteExcellent post. I enjoyed reading this one. Original content for Dropship that will have people reading.
ReplyDeleteGBS
www.15mm.co.uk
www.theionage.com
Just got my delivery of Skylarks and Kamel bikes from theionage this morning. They are exquisite. Nearly finished painting my hab domes and towers, can't wait to get them on table. They will feature in the next report for sure.
ReplyDeleteThanks Tim. I will tell Sam Croes you said so. I look forward to seeing your collection on the table. GBS
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