Finally, my computer is working!
And, pics are much smaller!
First, TBD and Ammoman (military and medieval, respectively) have an alliance
Clone Army (jifel):
I decided to wait where I was, just nudging a few troops around.
One of my clone minigunners opens up...
...and kills a robot.
I push my walker up an inch, and open fire with 1 missile.
The explosion kills an officer and 2 troops.
my other minigunner opens up and...
damages the mech.
Everyone else saves their action, and will shoot anything that comes in range.
End Clone Turn
Military army (TBD):
Unfortunately, a late alliance made me revive several castle guys and rearange some more, plus retake pictures. Oh well.
The helicopter flies up to the middle of the field, and fires a missile and...
...destroys the Assassin droid speeder, but the droids successfully bail out.
Next, both grenades launchers shoot.
The yellow mech is destroyed.
One side door folds down and a minifig mans the machine gun against the clone army, but does no damage.
The minigun shoots two rebels.
The mech Hero advances, but is out of range to do any thing.
The bombardment tank also advances.
End Military turn.
Medieval Army (ammoman):
The hero decides to boost morale, and add 5 inches to the move of the knights shown (within 3 inches).
(minus 5 to move)
Hes not very motivational. "charge the guys with the missiles that can blow us all shards of armor!" or not.
Still, he advances 5 inches.
The crossbowmen advance.
and are followed by the seige engine.
Oh yeah, the troll advances too.
As do the skellies
Two clone misslemen shoot at the helicopter
And destroy a grenade launcher
The wizard launches a magic missile, that hits the missile clones, but low damage only kills the pilot with the the missile launcher.
Finally, the seige carts move up.
End Medeival turn.
Rebels/mercs turn (moronstudios):
All units move straight for the clone army. Oh crap.
A seige weapon fires, but hits his own man, ansd kills him.
A missile from the surviving mech blows up a minigunner and aclone.
Several rifle shots kill the last minigunner.
End Rebel/mercs turn.
Backstab points (ammoman TBD): 4
Rebels Mercs: 3 (plus one on self)
Damage points taken:
Damage points given:
Thats all for now, folks!
Taking orders for turn 2.