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Subject: Dust Game - Blue Thunder Scenario rss

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Terence Lee
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Blue Thunder Scenario

tlee33 (axis) vs warfinger (allies)

Starting Map:
1 
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Miles Stevenson
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Mission Summary

The allies are searching for a hidden axis base, thought to be somewhere underground in the arctic. The allies have intelligence that the axis forces are planning to launch a possibly weaponized satellite into orbit from this hidden base within the next 48 hours. In this battle, the allied forces send a recon force to find the base. It is on this battle ground that they are met with resistance from the axis forces prepared to defend themselves.

The allied units are the attackers and deploy their units on row A. The axis forces are the defenders and deploy their units on row D. This battle is over when one side has lost all of their units.

 
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Miles Stevenson
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Allied Forces

Per the rules of this scenario mission, both the axis and the allied armies are limited to the following units: x1 vehicle of armor strength 4, and two squads, each with an armor strength of 2.

As the allied forces, warfinger will be deploying:

-Medium Combat Walker: M2-C "Pounder"
-Captain Joseph Brown - ASOCOM "Bazooka Joe"
-Recon Rangers Squad "Recon Boys"


I'll wait to select starting placement of my units until after the axis units have been posted.
 
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Terence Lee
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The axis will be using:

Lothar medium Panzer
Laser Grenadiers
Battle Grenadiers
 
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Miles Stevenson
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tlee33 wrote:
The axis will be using:

Lothar medium Panzer
Laser Grenadiers
Battle Grenadiers

I don't have a "Lothar" in my set. Do you mean "Luther", or are you using something from a different set? That's fine, as long as I can see the stats for it somewhere.


Roll for Initiative:

We will be using the forum dice rolling tool. A 1 or a 2 will count as a hit for each 1d6 that is rolled throughout the game. Anything above a 2 will be considered a "miss".

To roll for initiative, players roll 3 dice and add up the hits. Ties are re-rolled.

One of the allied units I am deploying, "Bazooka Joe", has a special ability called "Black Ops". This allows the allies to use one addition d6 for each initiative roll in the game unless this unit dies.

So to start things off, allies will roll 4d6 for initiative...
 
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  • 501589. warfinger
  • 4d6 =
  • (2 + 1 + 6 + 4) =
  • 13
  • initiative roll
  • Wed Feb 12, 2014 4:35 am
Miles Stevenson
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Allies rolled 2, 1, 6, and 4. My initiative "score" is 2. (After you use the forum to roll, click the little + at the bottom of the post to expand the dice rolls, then click again to see the expanded result of each individual die).
 
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Terence Lee
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Sorry, meant the Luther not the Lothar, which is another medium panzer.
I'll roll 3d6 for initiative....

3d6 = (1 + 5 + 2) = 8
 
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  • 3d6 =
  • (1 + 5 + 2) =
  • 8
  • Wed Feb 12, 2014 4:37 am
Miles Stevenson
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Your first roll was fine (putting in 3d6 instead of using three separate 1d6 rolls). You just need to expand the roll results once more to see the details of each individual die roll. It looks like we tied (using your first roll). So I'll roll again.

1 success.
 
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  • 501594. warfinger
  • 4d6 =
  • (6 + 4 + 3 + 2) =
  • 15
  • initiative
  • Wed Feb 12, 2014 4:43 am
Terence Lee
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Ok, got it...initiative roll again...
3d6 = (4 + 2 + 6) = 12
 
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  • 3d6 =
  • (4 + 2 + 6) =
  • 12
  • Wed Feb 12, 2014 4:48 am
Terence Lee
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Tied again...

rolling for initiative again.
3d6 = (5 + 3 + 5) = 13
 
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  • 3d6 =
  • (5 + 3 + 5) =
  • 13
  • Wed Feb 12, 2014 4:54 am
Miles Stevenson
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3rd roll for initiative...

only 1 success, but that is enough. Allies have the initiative for the first round (we re-roll at the beginning of each round).

The first unit I'll activate is the "Pounder".

Action 1: Deploy into A6.
Action 2: Move to B6.

Axis to move.
 
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  • 501597. warfinger
  • 4d6 =
  • (1 + 5 + 6 + 6) =
  • 18
  • initiative
  • Wed Feb 12, 2014 5:00 am
Terence Lee
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Axis will activate the Luther.

Action 1: deploy to I8
Action 2: pass
 
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Miles Stevenson
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Allies activates Bazooka Joe.

1. deploy to A4.
2. move to b4.
 
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Terence Lee
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Axis activates Battle Grenadiers:

action 1: deploy to I6
action 2: move to H6
 
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Miles Stevenson
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Allies activate Recon Boys:

1. deploy to A3.
2. move to B3.
 
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axis activates laser grenadiers:

1: deploys I5
2: moves to H5
 
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Terence Lee
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New turn:

(I will update the map with our units tomorrow)

Rolling for initiative:
3d6 = (4 + 5 + 4) = 13
 
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  • 501621. tlee33
  • 3d6 =
  • (4 + 5 + 4) =
  • 13
  • Wed Feb 12, 2014 6:08 am
Miles Stevenson
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Cool!

Initiative roll:
initiative roll w/ special ops ability 4d6 = (4 + 1 + 3 + 2) = 10
 
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  • 501622. warfinger
  • 4d6 =
  • (4 + 1 + 3 + 2) =
  • 10
  • initiative roll w/ special ops ability
  • Wed Feb 12, 2014 6:17 am
Miles Stevenson
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Round 2 begins, allies retain initiative.

Allies activate Pounder:
1. move B6 to C6.
2. Pass.
 
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Terence Lee
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Axis turn:
Battle Grenadiers activated:
1)move H6 to G5
2)move G5 to G4
 
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Terence Lee
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Results of Turn 1:

 
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Miles Stevenson
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Allies:

Activate Recon Boys

1. Move from B3 to C2.
2. Move from C2 to D2.
 
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Terence Lee
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Axis:

Activate Laser Grenadiers:
1 - move H5 to H4
2 - move H4 to H3
 
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Miles Stevenson
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Allies:

activate Bazooka Joe:

1. move B4 to C4.
2. pass
 
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Terence Lee
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Axis activates Panzer
1 - move I8 to I7
2 - move I7 to H6

End of turn 2, rolling for initiative.

3d6 = (5 + 2 + 1) = 8
 
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  • 501972. tlee33
  • 3d6 =
  • (5 + 2 + 1) =
  • 8
  • Wed Feb 12, 2014 7:23 pm
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