October 13 Brikwar: @ Philly / Grudge Match
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- Rev. Sylvanus
- Galidor
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- Joined: Thu Feb 04, 2010 10:14 pm
- Location: Appalachia
October 13 Brikwar: @ Philly / Grudge Match
Welcome to another edition of Rev's battle reports. Finally being back in the NJ/Eastern PA region for grad school, I can once again make routine trips to Redcaps corner and throw down some brik wars with the locals. Hold on to your hats, boys and girls because we've got another match up between yours truly and Dirtycajun (this happens a lot, I know ). Dirtycajun sports his ever-lovely Horror Corps while I'm trying my Space Knights in their first 1v1 battle.
Turn 0/Set-up:
On one edge of the map, the Space Knights emerge. The bulk of the force deploys on the plains, but, as you'll see, i'm in kinda a pickle. I have to work my way through an atrocious bottle-neck to get to the Horror Corps. My hero contingents have set up camp in a nearby castle, though won't be staying there for long.
The Horror Corps has deployed opposite me, complete with two jeeps (with 2 Medix and 3 Mechanix). Heavy / Special weapons teams have deployed mostly around the Post-modern Base that holds none other than The Hula Girl hostage. If you've followed any of the Philly battles closely, you'll know that obtaining the Hula Girl always makes it onto my objective list. For this scenario, the Space Knights must attempt to rescue the Hula Girl before the sadistic machinations of the Horror Sergeant feed her to an alligator (in the pit she's dangling over...).
Here's an Overwatch of the battlefield.
And...yeah...so this is the Corpse of Capitalism, or something likewise symbolic. Dirtycajun and I like to have interactive terrain, so this guy'll show up from time to time I suppose...
Turn 1:
Rev's movement for Turn 1. Now you can see my choke-point dilemma. Two of my Rocket Knights skirt the far edge of the field where a dragon sits idly (and blocks the path). The bulk of the forces trudge through the center where a downed jeep and APC make maneuvering difficult.
Only two of my Crossbowmen were in range and both failed to inflict wounds.
On Dirtycajun's turn, the Pumpkin Walker opens fire on one of my Rocket Knights. It also sent a missile from its pod at the scenery dragon...
...who is now a pile of meat, thanks to the ramming skills of the Corps jeeps.
A heavy weapons dude from the Corps (with the whitish cannons) obliterates another Rocket Knight (side note: the Rocket Knights have been the first of my units to fall in the last two battles I've played...maybe I need to use them differently )
The Ghost of Capitalism is fighting with the skeleton of a DSM?
And a flame-throwing octopus assaults on un-mounted horse?!?!
Turn 2:
The Rocket Knight hits 3 or 4 Corps members with his explosive lance! His horse (who was in the explosive radius) survives.
In order to expedite travel, the Techmage's feat blasts a whole through the castle wall by compacting a magnetic field. After rolling to "scatter" where the debris went, no enemies were hit
The bulk of the Space Knights move forward, some seeking cover, the heavies just itching for something to shoot. Crossbows try to hit a couple targets but fail.
Both Dreadnuts open fire at the walker and the one with the chaincannon inflicts 1 point of Size Damage.
Dirtycajun's turn. So one of the coolest parts about playing with him is that his feats are not only creative, but he names every one of them. This one was called "Evolution of Horror" in which the Horror Sergeant attempted to grow wings!! (Tremors 3 anyone?) A failed feat check gave the Sergeant fins instead (which was silly of me because I momentarily forgot that Dirtycajun's position was surrounded by water )
A mechanix rocket wolf-chick takes up a position of cover.
The remaining Rocket Knight is quickly surrounded by grunts and dispatched.
The Pumpkin walker opens up with another missile destined for the gatling Dreadnut. While the missile failed to scratch, the splash damage wipes out half of my razorbowmen!!
And here, the heavy cannon Corpsman takes 1 size point off of Dreadnut #2.
Turn 3:
Rev's Turn 3. So here we see movement for the Space Knights. You might wonder why the Dreadnut is so far forward. The Techmage had attempted to hack into the Pumpkin Walker to move it farther forward into the choke-point kill-zone. Failing at that, dirtycajun determined that the Dreadnut was moved forward toward his own forces
But that did allow me, thanks to the Dreadnuts, to inflict another size damage to the Walker!
Razorbowmen scramble onto the downed APC for cover but fail to kill any important targets (maybe 1 Corps grunt).
Dirtycajun's turn. And I don't know if I mentioned that he plays with a LOT of mechanix. Who, on my turn, tinkered with and combined the jeeps into the Rumbling Caterpad.
Said caterpillar contraption rumbles forward and WOULD HAVE outright blown up my Dreadnut (following a ridiculous ramming damage roll) had there not been a sturdy jeep in the way to absorb some of the blow.
Ironically, what the Caterpillar could not do, the heavy-cannons fire at and take a size point off of the chaincannon Dreadnut.
Doing his swimming thing, the Corps sergeant assaults the Techmage only to ravage a peasant red-shirt instead!
When the Techmage attempts to retaliate with a lightning-imbued counterattack, the Sergeant sinks into the murky depths...waiting...
Turn 4:
Tapping into his telekinetic powers, the Techmage pulls a canoe from the shores of the Post-modern fortress and creates a bridge to his sergeant adversary. Attacks, however, whiff. The Space Knight noble leaps over debris, confronting the Caterpillar full of Corpsmen with his machine pistol.
And the machine-pistol's arc goes to town!
Razorbowmen finally kill a target, the heavy cannon.
And a Dreadnut attempts to missile the pumpkin sniper. Dud.
Oh! And I forgot to mention. A heavy salvo of fire from the minigun heavies demolished the pumpkin walker. For some reason I don't have a picture of that...
The Horror Sergeant leaps at the Techmage, though I don't think damage got through.
Grunts gang-bang and slay the rest of the Razorbowmen.
More Corpsmen try to engage the Space Knight noble. Attempts fail.
This feat was called "The Enemy was You All Along" - or something...Anyway, dirtycajun was attempting to duplicate and reflect my last attack onto the Techmage himself. The feat failed; so what really happened was that the Horror Sergeant was unmasked as Bonswa the Butler!?!? The REAL horror Sergeant was serving dinner to the Hula Girl?!?!
Final Photo of the Match
We had to call the game after 4 turns because I needed to travel into the city to teach martial arts. Another great game, and this time, my penchant for rolling sixes was less prominent and countered by some of dirtycajuns own exploding dice.
Hope you enjoyed another Batrep from Philly.
~ Rev.
Turn 0/Set-up:
On one edge of the map, the Space Knights emerge. The bulk of the force deploys on the plains, but, as you'll see, i'm in kinda a pickle. I have to work my way through an atrocious bottle-neck to get to the Horror Corps. My hero contingents have set up camp in a nearby castle, though won't be staying there for long.
The Horror Corps has deployed opposite me, complete with two jeeps (with 2 Medix and 3 Mechanix). Heavy / Special weapons teams have deployed mostly around the Post-modern Base that holds none other than The Hula Girl hostage. If you've followed any of the Philly battles closely, you'll know that obtaining the Hula Girl always makes it onto my objective list. For this scenario, the Space Knights must attempt to rescue the Hula Girl before the sadistic machinations of the Horror Sergeant feed her to an alligator (in the pit she's dangling over...).
Here's an Overwatch of the battlefield.
And...yeah...so this is the Corpse of Capitalism, or something likewise symbolic. Dirtycajun and I like to have interactive terrain, so this guy'll show up from time to time I suppose...
Turn 1:
Rev's movement for Turn 1. Now you can see my choke-point dilemma. Two of my Rocket Knights skirt the far edge of the field where a dragon sits idly (and blocks the path). The bulk of the forces trudge through the center where a downed jeep and APC make maneuvering difficult.
Only two of my Crossbowmen were in range and both failed to inflict wounds.
On Dirtycajun's turn, the Pumpkin Walker opens fire on one of my Rocket Knights. It also sent a missile from its pod at the scenery dragon...
...who is now a pile of meat, thanks to the ramming skills of the Corps jeeps.
A heavy weapons dude from the Corps (with the whitish cannons) obliterates another Rocket Knight (side note: the Rocket Knights have been the first of my units to fall in the last two battles I've played...maybe I need to use them differently )
The Ghost of Capitalism is fighting with the skeleton of a DSM?
And a flame-throwing octopus assaults on un-mounted horse?!?!
Turn 2:
The Rocket Knight hits 3 or 4 Corps members with his explosive lance! His horse (who was in the explosive radius) survives.
In order to expedite travel, the Techmage's feat blasts a whole through the castle wall by compacting a magnetic field. After rolling to "scatter" where the debris went, no enemies were hit
The bulk of the Space Knights move forward, some seeking cover, the heavies just itching for something to shoot. Crossbows try to hit a couple targets but fail.
Both Dreadnuts open fire at the walker and the one with the chaincannon inflicts 1 point of Size Damage.
Dirtycajun's turn. So one of the coolest parts about playing with him is that his feats are not only creative, but he names every one of them. This one was called "Evolution of Horror" in which the Horror Sergeant attempted to grow wings!! (Tremors 3 anyone?) A failed feat check gave the Sergeant fins instead (which was silly of me because I momentarily forgot that Dirtycajun's position was surrounded by water )
A mechanix rocket wolf-chick takes up a position of cover.
The remaining Rocket Knight is quickly surrounded by grunts and dispatched.
The Pumpkin walker opens up with another missile destined for the gatling Dreadnut. While the missile failed to scratch, the splash damage wipes out half of my razorbowmen!!
And here, the heavy cannon Corpsman takes 1 size point off of Dreadnut #2.
Turn 3:
Rev's Turn 3. So here we see movement for the Space Knights. You might wonder why the Dreadnut is so far forward. The Techmage had attempted to hack into the Pumpkin Walker to move it farther forward into the choke-point kill-zone. Failing at that, dirtycajun determined that the Dreadnut was moved forward toward his own forces
But that did allow me, thanks to the Dreadnuts, to inflict another size damage to the Walker!
Razorbowmen scramble onto the downed APC for cover but fail to kill any important targets (maybe 1 Corps grunt).
Dirtycajun's turn. And I don't know if I mentioned that he plays with a LOT of mechanix. Who, on my turn, tinkered with and combined the jeeps into the Rumbling Caterpad.
Said caterpillar contraption rumbles forward and WOULD HAVE outright blown up my Dreadnut (following a ridiculous ramming damage roll) had there not been a sturdy jeep in the way to absorb some of the blow.
Ironically, what the Caterpillar could not do, the heavy-cannons fire at and take a size point off of the chaincannon Dreadnut.
Doing his swimming thing, the Corps sergeant assaults the Techmage only to ravage a peasant red-shirt instead!
When the Techmage attempts to retaliate with a lightning-imbued counterattack, the Sergeant sinks into the murky depths...waiting...
Turn 4:
Tapping into his telekinetic powers, the Techmage pulls a canoe from the shores of the Post-modern fortress and creates a bridge to his sergeant adversary. Attacks, however, whiff. The Space Knight noble leaps over debris, confronting the Caterpillar full of Corpsmen with his machine pistol.
And the machine-pistol's arc goes to town!
Razorbowmen finally kill a target, the heavy cannon.
And a Dreadnut attempts to missile the pumpkin sniper. Dud.
Oh! And I forgot to mention. A heavy salvo of fire from the minigun heavies demolished the pumpkin walker. For some reason I don't have a picture of that...
The Horror Sergeant leaps at the Techmage, though I don't think damage got through.
Grunts gang-bang and slay the rest of the Razorbowmen.
More Corpsmen try to engage the Space Knight noble. Attempts fail.
This feat was called "The Enemy was You All Along" - or something...Anyway, dirtycajun was attempting to duplicate and reflect my last attack onto the Techmage himself. The feat failed; so what really happened was that the Horror Sergeant was unmasked as Bonswa the Butler!?!? The REAL horror Sergeant was serving dinner to the Hula Girl?!?!
Final Photo of the Match
We had to call the game after 4 turns because I needed to travel into the city to teach martial arts. Another great game, and this time, my penchant for rolling sixes was less prominent and countered by some of dirtycajuns own exploding dice.
Hope you enjoyed another Batrep from Philly.
~ Rev.
Last edited by Rev. Sylvanus on Fri Oct 14, 2011 8:43 am, edited 1 time in total.
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- Theblackdog
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- Rev. Sylvanus
- Galidor
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Yup. We both contributed downed vehicles as terrain in the valley.
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- RagnarokRose
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- Mega Blok
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Wonderful, wonderful, wonderful. I love the creativeness all around, Dirtycajun is a worthy adversary. Also, in response to your question, I would use your knights as less of a 'suicide' type attack and more of a preventative melee/ranged protector units for your archers, as they seemed to die... quite quickly.
- Bragallot
- MULTIPLE, SIMULTANEOUS AND DEVASTATING DEFENSIVE DEEP STRIKES!!!
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Quite generally cavalry is best not sent in first where they can get a lot of retaliation and have to absorb a lot of damage because they're less numerous and the enemy can focus on them more. This terrain wasn't so ideal for cavalry but when you have more space you should probably keep them out of harm's way and screen their advance so you can use their charge to their full potential (preferably against enemy flanks), you should also try to keep them from being locked down in melee because you'll want them to be charging. After the charge you can send in other units to give them cover. That's how I use my cavalry in most strategy games anyway, I don't know how the translates to Brikwars though.the Rocket Knights have been the first of my units to fall in the last two battles I've played...
- Ham
- A 701 error is fine too.
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Really? I have a lightly defended buggy that I count as cavalry and I send it in first every time, and it fucks shit up. Ask NapalmKing about it, he absolutely hates it.
stubby wrote: my floppy penis gets first dibs on it for tradition's sake, but it doesn't seem likely that he'll want to stick around long enough to play.
Wightbagel died for our sins.
- Rev. Sylvanus
- Galidor
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Thanks for the compliment Brikboyz; I wouldn't post them if people were not enjoying the photos and the read.
And thanks everyone for the cavalry suggestions. When I was typing the report, it was just a rhetorical thought, but I'm not well versed in much strategy gaming, so this helps my "skills" a bit (if "skill" is necessary in brikwars, lol).
And thanks everyone for the cavalry suggestions. When I was typing the report, it was just a rhetorical thought, but I'm not well versed in much strategy gaming, so this helps my "skills" a bit (if "skill" is necessary in brikwars, lol).
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- Rev. Sylvanus
- Galidor
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It took many years to find them. All it takes is to spark one other person's interest and then you'll have more battles than you can handleZahru II wrote:I wish I had a similar community here; these battles are awesome well-thought, and FUN.
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