My third battle was a surprise. I used Quikwars rules again, but no heros rules. The invading space Xtreme team had 17 soldiers and a mech, all soldiers had a blaster with 2 1d6 damage at 10". The defending army had 25+ people, but only about 10 with blasters. Also a mech, an armored transport and a couple motor cycles. Also barricades which added +1d6 to their armor. All soldiers on both sides had 1d6 armor. This meant quick death. I expected the large supply of blasters to do well against the defenses. But that was not the case, a lack of cover and the fact that a killed defenders gun could be picked up by another defender to keep blasting away made the defense impenetrable.
Xtreme split up, one group to each side. One group was met by the transport with 2 guns and 5 soldiers with blasters. The other side was met by the mech and 5 more blasters. The defending mech did enough damage to the Xtreme mech that it was left with 2 guns (started with 8). 2 turns later after a failed attempt by the Xtreme guys to take out the defending mech, it finished the job on the black Xtreme mech (picture), destroying the remaining guns and a leg. After that, the defending mech had free target practice on the invaders.
Heres how I set up the mechs to work: Each had 8 guns, each gun was 1d6 damage. But it could only fire at 1 target per turn. Now, to damage a mech a blaster/gun rolled a 1d6 and 1's and 2's counted as damage to the mech. So if the combined attack produced one 1 and one 2 rolled, then 3 total dot pieces were removed from the mech, starting with the guns and moving to other parts (legs) from there. |