The Big One Pt.3 – Conclusion!

(NB – If you’re new here, go check out Parts 1 & Part 2, because otherwise NONE of this is going to make any sense…)

As we left matters at the end of turn 2, the central valley was awash with (now largely dead) Ratmen, but the objective – the crashed spaceship – was now in the hands of a regiment of humble Virum Nascii slaves and heading towards the Baddies’ table edge, and to make things worse the sorcerous cabal of the People’s Front Of Hazzard 237th Freedom Brigade had managed to conjure up a wall of psychic fire across the main approach route!

On the Goodies’ side, the PSLA (or Imperial Guard, depending on your viewpoint) finally showed up, adding a decent chunk of firepower, but as things stood, firepower was not the issue, we had plenty of that – getting it where it was needed was the problem!

Over on the Baddies’ table edge, Dan cackled malevolently as the Holy Soviet Army’s BIG GUNS appeared, in the form of Stompy Uncle Joe and the IS-6 Rampager (which would prove itself almost offensively useless, but there we go) and another regiment of Orcs arrived, but two more still languished on the sidelines – clearly too thick to find the batlefield.. and off we went for the next turn!

Turn 3 –

Baddies’ reinforcements – Stompy Uncle Joe turns up in the power station, the Rampager in the centre with another block of Orcs, and pay attention to the regiment of Virum Nascii Warriors top left- they’ll be important later on….
Goodies’ reinforcements hit the beach! The Guard arrive, along with the (literal) cavalry from the Ancien Regime, as well as the rest of the League Of European Nations troops
The Baddies secure the initiative and opt to move first – Virum Nascii Vrilseers conjure up a hole in reality for the Slaves carrying the spaceship to jump into, but it goes awry, scattering toward the power plant
Atlantic Alliance Silverbugs race forwards, gunning down Virum Nascii slaves and suppressing them
Just as her crew was readying to immolate the advancing Sky Marines, Inferna is riddled with Stinger TOW ADATS and Roswellium-tipped cannon rounds, exploding spectacularly!
Ancien Regime grenadiers finish off the remaining Ratmen in the valley, being reduced to just three men in the process!
Although the Virum Nascii slave regiment is now suppressed and unable to move, No. 2 Rifle squad picks up the spaceship and begins to move back towards the Baddies’ table edge!
A strong roll of Baddie activations sees the IS-6 Rampager managing to knock down a chain link fence, but despite twin 140mm cannons, two heavy and four light machineguns…. that’s all it accomplishes…. meanwhile the Orc Archer regiment picks up the crashed spaceship and hands it over to No. 3 Rifle squad who move further back toward the Baddie table edge – a very skilful hand of “Pass The Spaceship” by Dan!
Newly arrived regiment of Orc Warriors politely thank No. 3 squad and make off yet further with the crashed spaceship!
Although almost all of the Virum Nascii are dead by this point, a survivng Vrilfire rifle team manages to take down two Jagers! Such is the curse of the newly painted model…
Desperate to clear a path through to the rapidly disappearing objective, the M42 Stealth Tank decloaks and twin autocannons lay waste to Da Skooderia, leaving only the Warboss…
… who then rolls Frenzy, clearly thinking “Sod it – WAAAAAGH!!!” and charges straight up to engage Buffalo 2-7s HQ, killing Lt. Grant before Platoon Sgt. Mcauliffe finishes him off!
The surviving T-48 swings into position to block off the valley – between the wrecked vehicles and the wall of psychic fire, there is now no way through for the Goodie troops, it’s all down to the Rocketeers and Silverbugs..
… and then from out of the power plant comes Stompy Uncle Joe, the massive Soviet war mech immolating a Silverbug with his lightning launcher (taking out a Virum Nascii vrilrifle team as collateral damage, but hey)
The Goodies are throwing everything they’ve got in an attempt to force a passage – on the left the Sky Marines are advancing briskly through the hills to take on the remains of Da Skooderia, while Crimson Fists supported by a Centurion hammer at the centre, but the Baddies are getting away…
Remember the Ratmen warrior regiment from earlier? Well so did the PFH 237th’s cabal of sorcerers, successfully managing to teleport it in base to base contact with the Orcs currently carrying the spaceship..
With the dice gods smiling on him, Dan then successfully activates them (being teleported doesn’t mean they’ve had a turn yet) and they shoulder the spacecraft – then leg it straight off the board! It’s a firm victory for the Baddies!

So there you have it, a very smart Hail Mary play with a little luck on his side and my opponent snares victory! In fairness, had Dan not had the luck he would have won the next turn anyway, there was no way I was going to be able to get enough firepower into position to stop his troops running off with the objective. He damn near won at the start of turn 3 anyway, as the Virum Nascii Vrilseers created a reality tunnel for the Slaves to jump in to – had I not got lucky with it scattering, and not managed to suppress them, he would have had it in the bag right then.

Thoughts? Well, I think I did my usual trick of playing it like a straight up battle where the objective was to destroy the opponent – Dan on the other hand actually played the scenario… which was even more galling because I wrote the scenario!!! Reviewing the battle, he played very cleverly, and with all the ruthlessness that befits a Baddie general – the sacrifice of the Virum Nascii “rat bombing” me on Turn 2 and using the tough-as-nails Skooderia units to stymie me in the centre, then blocking the valley choke point with a psychic fire barrier… well played, sir, well played!

Right, after that MAMMOTH battle report I shall be handing the keys over to my colleague and going and lying on the sofa with a wet flannel over my head and quite possibly a large gin on standby…

Stay safe, healthy and thrifty out there wherever you may be in hobbyland, we’ll see you very soon!

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