zondag 13 oktober 2019

The Campaign for Azmodov 7: Break Out Phase

They had withstood, and even repelled, the initial attack.  But the brave soldiers of the Pax Arcadia knew they couldn't keep withstanding the massed ranks of Marines that kept breaking from orbit.  A true overwhelming mass was gathering on the outskirts of the cities, and soon they would begin their break out of the landing zones.  Officers at Central Command could see the legions of debauchery line up, the storm would come very soon...

The third game in our Future War Commander "Colonisation" campaign, as Nemesis and me faced off again for a battle at the club.  This time, I would command once again 3000 points, while he would have a measly 1500 points at his disposal, but the previous battle showed that is no way a sure defeat.

My forces where build around speed and transport capacity this time, as I would need to either occupy his third of the table, or even better get as many troops as possible from his table edge.  He needed to prevent this.


To that end, the Pax Arcadia force brought along a squadron of tanks, containing a mixture of crusader and medium tanks.  Foot support came in the form of conscripts and regulars, hauling around three smart missile launchers, while battery of heavy artillery loomed off table.


Turn 1

I deployed statically, and immediatly rushed as much as possible forward with my three battlegroups.  No shooting would take place for me in this turn, as his scouts where hidden deep down the field and so I pushed forward as much as I could.


Nemesis had split his force in two, as they would arrive with mobile deployment.  His tank section turned up immediatly, and blasted a Razorback and it's passengers to pieces, supported by an artillery barrage.  First blood to the Pax Arcadia!




Turn 2

However, going into the second turn, I managed to do some damage to his tank forces, but a failure to utter a single command by my HQ resulted in his centre being saved from my large guns....

His infantry section didn't show up yet, but his tanks kept my forces at arm's lenght for now, even though suppression was beginning to dim his firepower.


Turn 3

The Emperor's Children hit hard in his center this round, annihilating his tank force, and running over both his FAO, taking out his artillery as they can't return once to the game, and his HQ (but they would return in his next turn), clearing the way as units left and right started moving off the table, or positioning far out of his gunreach to do so in the following turns from their blocked los positions.
A double order didn't help him in this, and his centre as such collapsed completely, and victory was already in the grasp of the pink horde.

In his turn, Nemesis was struck as well by his commander failing to give orders, so apart from his barrage, the Pax guns remained silent...

Turn 4

As his last stragglers in the center where rounded out, the infantry section finally arrived.  While his smart missiles took out another Land Raider, a command blunder caused his troops to fall back... and the units running of the table caused his force to go over it's break point by one...



Nemesis new it was a foregone battle now, with support walkers, Land Raiders and a massive Coyote class walker bearing on him, and threw the towel.  The break out was succesfull, as the Pax Arcadia retreated, soundly beaten due to the fact his infantry showing up one turn to late to try and mount a decent defence...

The central command saw the red arrows on their screens breaking through the thin green lines all over the planet.  The invasion was in full swing, and the tide wasn't being stemmed by the meagre defences.  The overwhelming numbers just hit them to hard, slaughtering troops and civilians alike in their path... soon the cities would be reached, and Central Command must think of a way to bring the population to safety soon!

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