My day started early Sunday. Eric and I carried the four pieces of the 5’ X 8’ game board, the trees, buildings, roads, mechs, tanks, etc from the parking garage to the miniatures room of the con. I was given a great spot right in the middle of the miniatures room and right as you entered, so I had an enormous amount of foot traffic walking past the game and a lot of positive feed back. I finished setting up just in time for my start time, so I took roll. Unfortunately, I had to turn a few people away—I really wanted to keep the game to eight people. Just after taking roll and approving the eighth player, the first guy on my list, who was a no show, showed up one minute late. I felt bad, but I had to turn him away too because I allowed a group of three guys to bring in their buddy who was further on the list already. I hope he found another game to play. Anyway, I got on with the game.
Turn1:
Right from the get go, Draconis Combine (Kurita) players elected to bring in their Battalion Command Lance gambling that the large bump in long range firepower was worth giving the Lyran Commonwealth (Steiner) players five points from the start. Beginning in the North (top of the large overhead photos) the DC units rushed full speed in mass on the LC’s right flank. The only exception being the Battalion Command Lance which had to start in the river canyon slogging their way toward the action. The LC provided a static defense and elected not to move. They had split their units into two sectors—right flank on a small hill just south of the river and left flank on the bluffs overlooking the main highway and the river. The right flank was comprised of a lance of Goblin Tanks, one lance of training mechs, and two Warrior helicopters modified with LRMs rather than auto canons. While the left flank was comprised of a lace of Scorpion Tanks, two Demolishers, two Manticores, and a lance of training mechs. The only exceptions were three platoons of infantry scattered about and a Zeus piloted by the Skondia Militia commander who hung back near the aircraft hangers in the rear. You can see the complete force count here and the victory conditions here.
Turn 2:
On Turn two, the 14th Legion of Vega; 3rd Battalion, Charlie Company continued to rush forward on the LC’s right flank while the Battalion Command Lance (BCL) emerged from the river canyon on to highway 189. Just as they emerged from the canyon, a lance of Scorpions rounded the corner and began firing into them with multiple hits which were the first hits of the game. Meanwhile, the rest of the LC defenders stood their ground as the first DC artillery barrage pinpointed the bridge in the center of the board to no effect beyond damaging the bridge and clearing some trees.
Turn 3:
Turn 4:
Turn 6:
Turn 7:
At any rate, it got much worse for the LC on turn 7. With pressure being turned on from their right flank and needing to cool off, the 1st Ad-hoc mech lance backed off near the fuel depot as elements of the Charlie Company jumped over the Goblin tanks and targeted the fuel depot itself just as the mechs of the 1st went alpha strike again. Between the extreme heat of two rounds of full shot and the intense heat of aviation fuel slathered allover their hulls, the Chameleons of the 1st were going to shut down, but unfortunately, not before each of them failed to stop their ammo onboard from cooking off. Each of the three mechs exploded giving the DC three points and tying the game. The Commando of the 1st Ad-hoc barely survived and was so damaged, that he would have to run off board next round.
With such an upset in the game, the LC needed a break and they got one when the last salvo of artillery rounds had an errant round strike right in the middle of the lead elements of Charlie Company knocking over one mech and causing extensive damage to three other mechs, one of which had to begin retreating (Spider). Unluckily, the LC’s change in fortune was fleeting, because the other rounds destroyed one of the hangers and the Karnov AirTransport that was loading up non essential personnel so they could be whisked out of harms way. This gave the DC another point. Those were the highlights of probably the most important round. The 2nd Ad hoc and the BCL continued to exchange long range fire, Charlie Company’s Command Lance descended to the road and engaged the Scorpion Lance, and the helicopters pursued the retreating mechs of Charlie Company with little to show for their effort.
Turn 8:
Turn 9:
Turn 10:
Conclusion:
After ten turns, I asked everyone to give me their opinions on how they thought the next few turns would play out and whether or not they wanted to continue as our time allotted for the table was drawing to a close. I’m sure I could have stayed on the table for a couple more hours, but I did not want people to miss any later games they may have scheduled and dinner was right around the corner. The score at this point was Draconis Carbine 6 to Lyran Commonwealth 8.
After ten turns, I asked everyone to give me their opinions on how they thought the next few turns would play out and whether or not they wanted to continue as our time allotted for the table was drawing to a close. I’m sure I could have stayed on the table for a couple more hours, but I did not want people to miss any later games they may have scheduled and dinner was right around the corner. The score at this point was Draconis Carbine 6 to Lyran Commonwealth 8.
There seemed to be a consensus that ultimately the DC team would win because they still had significant undamaged mechs left. While the LC team had all of their tanks and three mech left, but all of them were moderately to heavily damaged. We surmised that the Catapult and Panther would join the mechs in the base and continue destroying it, they would have to begin fighting LC assets as they rolled or walked in, but those forces would be already damaged and ultimately destroyed. This would especially be true when the remaining four lightly damaged mechs in the central hills felt they could come out and engage the LC forces from the rear—catching the LC forces in a vice. The casualties would rack up fast causing the LC to retreat the rest of their force giving the DC 5 more points. In the final battle, I could imagine the DC player taking out what was easy to destroy while doing their best to avoid the AC20s of the Demolishers (both tanks undamaged when we ended) If the DC team could have gotten the LC team down to six units, they would have had to retreat. Just about everyone thought this was possible considering most of the remaining DC mechs were long range capable and the LC units were a mixed bag. Finally the base was almost destroyed, it would not have taken too much more to finish it off earning the DC player three more points. So there you have it. I think it was much more balanced with the tweaks made and the only reason the LC lost (besides throwing in the towel) is because they allowed the DC units to get in the base by not bringing their heavy tanks into the battle. Even with the DC win, it was only a tactical win, so in other words not by much.
The Rest of the Trip:
In the morning, we packed up and got going, but on my way out, I spent our Kublabucks (coupons you get for winning sanctioned games) on a game about the Spanish Civil War called Popular Front. I also bought two squads of Quar and the Songs of Our Ancestors rule book signed by Josh Qualtieri who adapted the rules from the Ganesha games Flying Lead/Song of Blades and Sequoia Blankenship who illustrated the book. I can’t wait to play it as I was pretty impressed with the rules and figures. Lastly, because I want to move on to other projects, I dropped off the Skondia game board at one of my favorite game shops in Sacramento—Great Escape Games. I know it will be well taken care of and played on by countless players for dozens of games in the coming years. I also want to thank every one of my blog followers who have given me lots of encouragement and feedback as I worked on the Skondia project for the last year. I can’t wait to get started on another. I already have some ideas, but as this post is super long, I’ll bid you adieu.



Great wrap up of a great weekend. Jason undersold how amazing his game looked and was praised. There was only one game board that was clearly better, and jason was at the next level with maybe two other games. Many, many people commented as such. Finally, the heavy armor was a non factor, as it has been in nearly every test game, just once I would have liked to see what those Rhodes AC20s could do.
ReplyDeleteThank you Dylan, I appreciate the comment and the help running the game. I agree with you, regarding the Demolishers. By the third round, I wanted to shout, get those things into the action! They are your best units! However, I wanted the players to come to that conclusion themselves, and I did not want to interfere with the game tactically.
ReplyDeleteWell done AAR. Love the pictures and the summary. The terrain is amazing! Very well done all around!
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