For episode 2, we decided to keep with our narrative and have the Ghar do the defending.
The heroic pan-human Concord would attack the transmat station and wipe the Ghar from Xilos!
After reading through the designer’s notes, we increased the points value of the armies to 1,250 in order to give the little gremlins a shot at some more dice so they could invest in building the transmat without it being overly impactful.
I even managed to rummage through my wife’s science class goodies for supplies and made some home-grown kinetic barriers out of cellophane and a cereal packet.
Turn 1 offered a good idea of what was to come. Whatever plan the IMTel had, none of my troops were in on it. The rolls for deployment edges made things very challenging. The howitzer came onto the edge closest to a Ghar assault squad and was mostly isolated. A strike squad showed up on my preferred edge, but without any fire support it quickly went to ground under a hail of ambush fire from the lowly Outcasts hiding behind their kinetic barriers.
An X-Launcher team showed up out in the open. All I think is that the team got lost in the jungle and all the radiation from the Ghar power generators messed up their nav-comms; when they showed up they got caught with their pants down and recycled for turn 2 FAST.
Afte that the Ghar figured out pretty quickly that the secret to this scenario is to pin your opponent’s units enough to make them non-effective, but to not wipe them out.
A lot of great stuff showed up on turn 2, but again the random element of board edges forced some hard decisions with placement. Sadly, the ever-amazing drop command team failed its roll to come on in turn 2! The bravest strike command team ever showed up with a medium support drone and put some serious hurt on a battle suit unit. The plasma cannon on the drone cut straight through the armor on one suit, boosting the C3’s morale!
The recycled X-Launcher managed to show up on the board edge alongside the X-Howitzer and another strike team, which was enough to start putting some pins onto the assault squad.
It would take 4 turns, but eventually the Ghar assault squad would accrue 8 pins from light support drones, plasma carbines and nets.
By the time the right flank finally broke through the assault squad, the transmat station was close to completion. Unfortunately, it was too late for these brave units to reinforce the battered units already assaulting the compound. Before they could reinforce the center, the crafty Outcasts finished the Transmat and won the game.
This was another very challenging but rewarding scenario. Even though I didn’t make it to the center to stop the Transmat build, it could have easily gone my way instead. Such is the way of battle (and dice)! Brendan played a great game and I look forward to next episode!
No guts, no glory!