For part 1, go here. Unless you’ve already read part one. In which case, please keep reading.
Game number 2 for the night was a little different for me as it was the first time I lost the beginning WIP roll and my opponent chose the side of the board I was already sitting at to be his deployment side of the table. I had to move! To be clear, I’d lost the roll before and it was no trouble to move, but it was comical to me that he wanted “my side” of the table. It was cool though, getting to play the same board from a different side of the table, which I hadn’t done to this point.
We decided the mission should be quadrant control again, because this was the easiest to do (see part 1 for a better explanation of quadrant control).
I tried to survey the board, look at the massacre points and plan to not populate those areas when this opponent’s heavies came through. My opponent for the second game was playing the Combined Army. What I know about the Combined Army I can sum up fairly quickly. It’s an alien army of evil! Maybe they are, maybe they aren’t. All I know is that they are supposed to be organic constructs and other alien technology and even that I’m not too sure of. (Look! The new guy hasn’t done his game-fiction homework!)
Since I lost the WIP roll and my opponent chose to go first, I chose to make him deploy first. Once he deployed,
I moved sides and suddenly my game plan opened up. There was one high spot on the board that my previous opponent didn’t make use of, but I chose to do so as I had a sniper. I placed my sniper in the top floor of a ruined building, giving her range and sight to see a majority of the battlefield. My intent was to use her as a deterrent and then pick people off that ended up in plain sight, just out in the open. Additionally, I took the same list as the first game, to assist my learning the game.
After deploying everyone else and successfully hiding Kitsune (DLK), I said I was finished and realized a “fatal flaw” in my initial plan.
My opponent was going first. Dun-dun-dun.
She was a deterrent for one model’s complete move, gaining an ARO (see part 1 of the batrep for definition/translation) on at least one move. Then he had another unit drop smoke in my way and then, utilizing a troop with visual characteristics that allowed to see through smoke, shot my sniper dead without much going on. Though I seem to remember it taking him several attempts to do that. Once he took my high ground advantage away, his turn was done.
My first turn was mostly moving into the closest two quadrants with my Guilang changing quadrants to the zone on my far right. The only thing in this quadrant at the time was a “palm tree-looking” model that, by my opponent’s description was an AD order generator and once placed, it didn’t move until destroyed and some sort of simian with a firearm. Once my 29 point Guilang moved into position at the very edge of that third quadrant, my turn was essentially over. I owned 3 zones, to his one, so 3 points to me at the end of the first turn.
Second turn is currently fuzzy to me, but I know one of his troops came around and killed my Shang Ji (yet another game where my spitfire is silenced too soon!) and then he did some other maneuvering to finish off his turn.
I do remember that, yet again, the second turn was exciting for me. Kitsune came out of hiding and avenged the fallen Shang Ji. Not really, I just wanted to make sure that when contested, I had the appropriate number of points in the quadrant. Then I moved her back around with the thought of killing his “palm tree”, but thought better of it and just kept her TO camo’d in a corner of the third zone. 50 points to his, now, 4. There was much debate on the entry of my Tiger Soldier, but eventually, I just dropped his level down to 2 and walked him in on a table edge. Though I should’ve declared it from the beginning of the game (I had every intention of walking him on from the start of the second game, I just didn’t know I had to declare it), I put him in a position to claim zone 2. With Zone 1 (my immediate left closest quadrant), Zone 2 (immediate right closest) and Zone 3 (furthest right quadrant) all buttoned up, I called my turn as I couldn’t get any shots without fully exposing my troops to very strong firepower. With that turn over, it was 6 to 0, my favor.
It was a great game and a lot of fun. He decided to call it as it was 6-0 with only one turn left, the best score he could muster would’ve been 6-3, without secret objectives. We shook hands and talked about the high points of the game.
We decided, early on, not to do secret objectives. While this was absolutely fine, I do rather wish we had. But, since starting with a 150 point “annihilation” game to now (about 5 games in total), I suppose taking mission based play in steps is probably the best practice.
I have to admit, I really like the Quadrant Control mission. It’s a lot like annihilation, but with a goal other than wiping your opponent off the board. In the second game I did a bit more turtling down and a lot less hunting, but since I was going second, I could react to his actions and then put myself in the best position to win.
A lot of any wargame is luck, but a fair amount is tactics as well, and I found myself playing the mission closely on the second game where I tried to go hunting in the first. Neither is a horrible tactic with regard to this particular mission, but it really felt like I was playing my game when I finished the game. The more I play, the more familiar this game gets. I’m really looking forward to N3 when we’ll ALL be new.
And when you’re having this much fun, it’s hard not to want to play more.