At the behest of halo 3000, I playtested his game. I decided to do it in LDD for two reasons. I didn't have enough little bricks and I wanted to see how a simpler battle report would play out in LDD. Once I got the hang of it, it wasn't too awful...the LDD, I mean. The game is decent so far. This Battle Report/Playtest used these alpha stage rules: http://www.brikwars.com/forums/viewtopic.php?f=6&t=11832. Read on if you're interested.
Blue Turn 1
Gains 10RP. Factory builds Squad of 5 Tanks. Barracks builds Squad of 5 Manned APCs. Blue has 0RP. Tank squad boosts 9” toward large rock formation. APCs boost 12” toward nearest Normal Resource Station NE.
Yellow Turn 1
Gains 10RP. Barracks builds Squad of 5 Manned APCs and begins APC Speed Upgrade. Yellow has 0 RP. APCs boost 12” past bomb shelter toward Normal Resource Station NW. Yellow completes APC Speed Upgrade.
Blue Turn 2
Gains 10 RP. Factory begins an upgrade to an Extra Production Slot. Blue has 0RP. Tanks boost past factory. APCs boost past NE Station, leaving one, and proceed to Unique Station. All APC Infantry disembark. EPS Upgrade moves forward 1 turn and has 1 turn remaining before completion.
Yellow Turn 2
Gains 10 RP. Barracks builds a Squad of 5 Manned APCs. Yellow has 5RP. One APC squad pulls easily into Station NW and unloads. Another superboosts into Station SW and unloads.
Blue Turn 3
Gains 25RP. Factory builds a Squad of 5 Tanks. Barracks builds a squad of 10 Unmanned APCs and begins Specialized Breaching Training Upgrade for its Infantry. Blue has 5RP. New APCs rush out toward Station NE. New Tanks rush out toward rock formation. Tanks and APCs move up toward Station SW and open fire on Unmanned Yellow APCs. Yellow APCs and Blue Tanks act together, followed by Blue APCs. Tanks take out 3 APCs at the same time as the APCs take out 2 Tanks. The Blue APCs finish off the Yellow Squadron. Breaching Training moves forward one turn with one turn left until completion. EPS Upgrade completes.
Yellow Turn 3
Gains 20RP. Factory builds a Squad of 3 Artillery and begins Better Stabilizers Upgrade. Barracks builds a Squad of 10 Unmanned APCs. Yellow has 0RP. The new APCs roll around to the front of the Yellow Factory and open fire on the Tanks, the northern APCs head south to open up on the Blue APCs, and the Artillery rains shells on the APCs. The Yellow APCs all go first, everything else goes second. The Squad of 10 obliterates the Tanks but the northern squad does absolutely nothing. The Artillery destroys 2 Blue APCs. Stabilizers move forward one turn, with one turn remaining until completion.
End of Round Three
Blue Turn 4
Gains 25RP. Factory builds 2 Squads of 5 Tanks and begins Tank Reactive Armor Upgrade. Barracks builds a Squad of 5 Manned APCs. Blue has 0RP. The new Tanks move along the wall up next to the grassy hill while the new APCs move south, pulling into the Station SE and unloading one Infantry squad. The old Blue Tanks moves up but falls short on range. The squadron of 10 Blue APCs angles toward the Central Station to draw a bead on the northern Yellow APCs while the squadron of 3 drives around the research station to open up on the Yellow 10. Yellow 10 goes first, followed by everyone else simultaneously. Yellow 10 annihilates Blue 3. Blue 10 destroys 3 Yellow APCs while Yellow 5 destroys 1 in return. Reactive Armor moves forward a turn, with one turn remaining until completion. Breaching Training completes.
Yellow Turn 4
Gains 20RP. Factory builds a Squad of 5 Tanks. Barracks builds a Squadron of 10 Unmanned APCs and begins the Extra Production Slot Upgrade. Yellow has 0RP. The two Yellow 10 APC squadrons and the Yellow 5 Tanks roar forward toward the Blue 5 Tanks and lay down a withering hail of gunfire. Meanwhile, the stationary Artillery and the Yellow 2 APCs open up on the Blue 9 APCs. Yellow 10 in the back goes first, followed by the other Yellow 10, Yellow 5 Tanks, Blue 5 Tanks, and Blue 9 APCs second, followed by Yellow 2 and Artillery last. First Yellow 10 destroys 2 Blue Tanks. Yellow 5 takes another. Front Yellow 10 takes yet another. The Blue Tanks take an APC in return and Blue 9 takes Yellow 2 out before they have a chance to fire. Artillery finally destroys 3 Blue APCs. EPS Upgrade moves forward one turn, with one turn left until completion. Stabilizers complete.
End of Round Four
Blue Turn 5
Gains 30RP. Factory builds 2 Squads of 5 Tanks. Barracks builds a Squad of 5 Manned APCs and begins APC Reactive Armor Upgrade. Blue has 5RP. The two Manned APC squads and the new Tank squad roar forward. The Blue 10 Tanks cruise up to the rock formation and add their fire to the Blue 3s against the Yellow 9 forward APCs. The Blue 6 APCs move up and attack the Yellow 5 Tanks. All the APCs attack first, followed by all the Tanks. Yellow 9 wipes out the last of Blue 3 while Blue 6 takes out a Yellow Tank. The Tanks return the favor. Blue 10 demolishes 7 Yellow APCs. Tank Reactive Armor Completes and APC Reactive Armor moves forward one turn, with one turn remaining until completion.
Yellow Turn 5
Gains 20RP. Factory builds an Artillery Squad and begins Extra Production Slot Upgrade. Yellow has 0RP. Yellow 10 APCs round the research station to face down Blue 5 APCs while Yellow 4 Tanks move up to confront Blue 10 Tanks. Yellow 2 APCs and the two Artillery squads remain stationary as they attack Blue 5 southern manned APCs. Yellow 10 attacks before Blue 5, the back Artillery fires at the same time as the Blue APCs and is followed by the Yellow 2 and other Artillery, and the two tank squadrons attack each other simultaneously. The Yellow Tanks score 2 casualties but the Blue Tanks return with 3. Blue 5 wipes out Yellow 2 at the same time it is destroyed by the Artillery. Yellow 10 cuts Blue 5 down by 2 and are unscarred in the exchange. Barracks EPS completes and Factory EPS moves forward by one, with one more turn remaining until completion.
End of Round Five
Blue Turn 6
Gains 30RP. Factory builds 2 Squads of 5 Tanks and begins Tank Speed Upgrade. Barracks builds a Manned APC Squad. Blue has 15RP. All the fresh Blue Tanks boost forward, followed by the manned APC squads. Blue 3 APCs fire on the lone Yellow Tank while Blue 8 Tanks take on Yellow 10 APCs. APCs first, Tanks second. Yellow Tank ends up destroying a Blue APC and remains unharmed. Yellow 10 destroys 2 Tanks and Blue returns the favor evenly. APC Reactive Armor completes and Tank Speed moves forward one, with one turn remaining until completion.
Yellow Turn 6
Gains 20 RP. Barracks builds 2 Squads of Manned APCs and begins Breaching Training Upgrade. Yellow has 0RP. The new APCs make a dash for Central Station. Yellows 8 and 1 take aim at the manned Blue APC squadron. The two Artillery squads both drop shots on the front Blue 10 Tanks. Blue Manned 5 goes before its attackers and Blue 10 is out of range to return fire. Blue 5 takes 1 Yellow APC before taking 4 casualties from the APCs in return. Solo Tank misses. Blue 10 takes a whopping 6 kills but their reactive armor saves 3 of them from certain doom. Factory EPS completes and Breaching Training moves up one, with one more turn remaining until completion.
End of Round Six
Round Seven, Final Round
Blue Turn 7
Gains 30RP. Factory builds 2 Squads of 5 Tanks. Barracks builds a Squad of 5 Manned APCs and begins Extra Production Slot Upgrade. Blue has 20 RP. Two forward Blue Tank squads move up and open fire on the Yellow 10 Manned APCs, along with Blue 2. Trying complex Initiative: Front row Yellows, Blue 2, back row Blue 7, front row Blue 6, followed by back row Yellows, front row Blue 7, and back row Blue 6. Front row Yellows attack back row Blue 6 and do nothing, Blue 2 attacks front row Yellows and kill 1, back row Blue 7 attacks front row Yellows and kill 4, front row Blue 6 attacks front Yellows but all casualties will be accounted for so the roll is skipped. Back row Yellows attack back row Blue 6 and kills one (but reactive armor saves it), front row Blue 7 attacks back Yellows and kills one, and back row Blue 6 attacks back Yellows and kills 1. Nightmare. Tank Speed completes and Barracks EPS moves up 1, with one remaining turn to completion.
Yellow Turn 7
Gains 20RP. Factory builds 2 Squads of 5 Tanks. Barracks builds 2 Squads of 5 Manned APCs. Yellow has 0RP. Yellow 10 Tanks move up to Station SW and attack Blue 7 Tanks, along with Solo Tank. Yellow 10 APCs boost toward Central Station. Both Artillery attack Blue Manned APCs. Yellow 7 attacks Blue 6, along with Yellow 3. Yellow 10 Tanks and Blue 7 Tanks attack simultaneously, with Solo Tank going last for the cleanup. Blue 7 saves 1 and drops by 4 while Yellow 10 is cut in half. Artillery wipes Blue 5 Manned off the map. Blue 6 gets the jump on Yellow 7, killing 2. Yellow 7, meanwhile, does nothing. Yellow 3 kills 2 from Blue 6, however. Yellow Infantry wittles Blue down to 1 squad before dying off. Breaching Training completes.
End of Round Seven