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Subject: Mission #1 AAR - first try of the game rss

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David Murray
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Mission 1 - investigation of the scientific plants on Xargon IV.
I set up Mission 1 and randomly selected the Cybers (robotics) as my expected enemy force.

Looking over the mission and the nodes I would need to transverse I set on trying the shortest route possible, if any of the security doors proved to be impassable I would reformulate my plan based on who was still alive in the squad.

My 110 available points were spent on the following selection:
1x Team Leader
2x Fire Team
2x Assault Team
1x Demolition
1x Technician
1x Scientist

Not sure how optimal my choices were but this was my first game so there was a bit of trying some stuff out. I choose 2 each of the four available resources - again to try them all out.

The squad was deployed on the planet and made their way towards the first node (advance 4). With all the combat personnel present the team quickly moved onto the node and met no enemy resistance.

The next node was just inside Building Two (security 3). The technician luckily pulled the ‘+’ chit and then a 4 & 6 chit so the squad were able to enter the node the following turn.

On entering the building they encountered two drones at fire range, they exchanged fire and one of squad took a hit. The drones shrugged off both the squad’s successful attacks due to their armour save. The next turn command skill enabled the squad to modify the range to melee, which the drones were not so skilled. Two turns later both drones were dead but the squad had taken 4 hits, distributed between the 4 combat personnel. They should have used their grenades when they had a chance.
With only a scientist with a science skill it took two turns for the squad to explore the first laboratory node. Fortunately the lab was devoid of any Cybers. One lab down two to go.

The squad explored and moved onto the next node (advance 3) and thankfully found the security door beyond it still passable. It took the Demolition expert three turns to find a way through to the next node Demolition 2 - even with help from the Team leader). The node was again thankfully empty.

Another three turns were needed to finally get into Laboratory 2. As the squad entered the lab they came face to face (melee range) with three drones and a guardian!

The battle did not go well for the squad, after the first round the distance changed to fire range and again the squad had lost their chance to use grenades (I had managed to forget on the first round),
The squad had to use both stymo-packs and the last of the first aid kits in the fight. One particular vicious attack by the guardian, he drew the + and then 4&5 chits for 3 attacks, left my forces severely battered. By the end of the combat only the team leader and the Demolition specialist were still standing.

The two remaining members of the squad forged on hoping that they would not meet any further resistance (a forlorn hope as the final laboratory has a 2+ event range!) with their reduced skill set it took them 6 turns trying to enter the advance 1 node in building 1, eventually I used an intelligence resource to allow them to enter.

Any hope of victory was dashed as they entered the node and discovered the security door was impassable and they had to go the long way round. They made it as far as the node, computer 3, before encountering 2 drones that quickly dispatched the remaining two squad members.



Mission failed, but we will return.....

An interesting very smooth system that packs a lot into a relatively simple rule set. Started thinking about retrying the mission already.
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D Jenner
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TrotskyTrotsky wrote:


The squad explored and moved onto the next node (advance 3) and thankfully found the security door beyond it still passable. It took the Demolition expert three turns to find a way through to the next node Demolition 2 - even with help from the Team leader). The node was again thankfully empty.


I'm fairly certain that demolition checks cannot be modified by any Leader command bonus. Check rule 4.4/"command" on page 5 regarding skills marked with asterisks.

IMO Demo checks seem to be one of the toughest in the game to get past. Wondering if a "demo charge" resource (Pull random chit, add to skill check) wouldn't be a good addition.
 
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David Murray
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Hi - you are correct about the demo skill check - this was my first run through with the game and I made a few errors.
 
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