Wednesday, September 18, 2013

Warpath 2.0 BatRep - Part 2

(This is part 2 of the BatRep. If you haven't read part 1, click here).

So the battle begins. The Orx advance as a relentless wave of claws and fangs, ready to chop everything standing between them and their invaluable prize: One of the Seven Councillors!

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The Corporation forces tactics rely on concentrating fire on anything that comes near the front entrance of the military compound, thus creating a no-man's land there. The Orx units advancing in the middle sustain severe damage, while their outflanking comrades manage to keep a good pace, swallowing bullets all the way to the compound's main door.

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On the Corporation's right flank, an Enforcer Supression team stands at the top of an industrial tower, trying to hold the advance of the green tides, but proves to be no match for the overwhelming numbers of the barbaric enemy, and is completely wiped out at last.

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The marine sections on the compound's roof are devastated by marauder machine guns and artillery shells. A lucky shot from a cannon on the bottom of the batlefield lands directly over the Enforcer Captain, killing him on the spot. There is now a single marine trooper still standing, and he keeps fighting to the bitter end, never retreating!

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A unit of Fraggers reach the surroundings of the compound, smashing an APC Warrior on the way, and then a Firestorm. At this point, there is little Corporation fire power left with enough strength to stop the Fraggers armored battlesuits, and so they keep advacing and reach the door by the end of turn 5.


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Prior to the Fraggers' assault on the facility, a unit of grunts manage to destroy the door and invade the place. The Enforcer strike section holds their ground, and repel the marauders.

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All Corporation armour still standing manouvers to help fight the orx trying to invade the base, and all grunts nearby are killed shortly after. Still, other units close in on the structure, and everything seems lost when the Fraggers reach the door and engage the remaining Enforcers inside.

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The Enforcers hold the line at the threshold, so to reduce the area of contact with the orx masses pushing in. The fight is fierce and bloody, and in the end, only one enforcer holding a burst laser and his Sergeant are still alive.
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It is the end of game turn 6 and Corporation reinforcements enter orbit. The Marauders are out of time and begin an all out retreat. Before turning back, the leader of the remaining Fraggers exchange a last glance with the two surviving warriors of the Corporation. 

In the end, two superhuman warriors, fearless and resolute, were all that stood between the Orx and their spoil. 


The Concillor is informed that the enemy is under retreat. His life is safe. It is unlikely he will venture through such remote territories ever again, though.

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All in all, it was a fun game and I believe my opponent feels the same. We used some home rules here: a vehicle damage chart and custom supression rules.

I don't like the absence of a damage chart for vehicles on Warpath. Just losing tough points until death is not fun when it comes to vehicles, in my opinion, so I came up with the following damage chart you roll on every time a vehicle suffers 1 point of damage:

D6 roll - Result
1 or 2 - no additional effect
3 - forfeits next activation opportunity
4 - loses 1 weapon, ramdomly determined
5 - immobilised
6 - instant destruction

The Nerve rules are currently the broken piece in Warpath, most people agree. I used the following home rule: Everytime a unit is targeted by a number of shots equal to or greater than its Nerve Value for supression, it has to test for it.

Both rules worked nicely, and I'm now willing to try out some home rules to fix melee, which is another aspect that I have issues with. 

There are a number of minor aspects of the rules that I believe need an overhaul, but the system is good, plays smoothly and keeps both players involved in the action throughout the game (RIP I-go-you-go's...).

*End of Transmission*

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