And here is the final battle for Kar'A Nine! Strike leader Gesevo and his Concord troops have been thwarted several times but now they are bringing their full force to bear against the Algoryn defenders. AI Leader Tomak is prepared though and leads his own troops onto the field of battle to face Gesevo and his Concord invaders.
For this scenario I decided to throw the book out the window. This is supposed to be the big, climactic battle and I own enough to field larger forces than you get right from the box. Unfortunately I am for space but I'm hoping that I can throw enough terrain on the board to make it an interesting fight.
So... without further ado... let's take a look at the armies!
Concord Reconnaissance Shard Gesevo
Strike Command Squad: strike commander Gesevo (leader 2, slingnet and overload ammo for x-sling), spotter drone
Strike Squad Margil (green): strike leader Margil (leader, slingnet ammo for x-sling), plasma lance
Strike Squad Desthas (yellow): strike leader Desthas (leader, slingnet ammo for x-sling), plasma lance
Light drone support: C3D1 drone with spotter and batter drones
Targeter shard: five targeters
(All the names except for Gesevo were generated using a Star Wars Human name generator)
Algoryn Garrison Shard Tomak
AI Squad Tomak: AI leader Tomak (leader, plasma carbine, slingnet and overload ammo for x-sling), two troopers with x-launchers (slingnet and overload for both), three AI troopers, spotter drone
AI Squad Ratarr: squad leader Ratarr (leader, mag repeater, slingnet and overload ammo for x-sling), one trooper with x-launcher (slingnet and overload ammo), four AI troopers, spotter drone
Assault Squad Talrel: squad leader Talrel (leader), four assault troopers (all with mag repeaters and d-spinners)
Support Squad: two trooper crew with x-launcher (slingnet and overload ammo), spotter drone
Targeter shard: four targeters
(All the names except for Tomak were generated using a Star Wars Mandalorian name generator)
Both of these armies are 500 point scouting forces created using the normal force selector from the current army lists. I tried to limit the number of overhead weapons but that's easier said than done; they tend to be the bread and butter for the Algoryn forces.
The scenario is Let Battle Begin from the main rulebook (
page 142). Both armies have five order dice each so they both have a break value of three. This means once either side has lost three order dice at the end of the turn a d6 is rolled. On a 4 to 6 one more turn is played, otherwise the game is over.
For terrain, I decided to mirror the two sides of the board using the normal terrain from the Kar'A Nine scenarios plus I added in a couple of dense desert "woodland" pieces just to mix things up. Once that was done it was on to deployment, with the Concord on the western edge and the Algoryn on the east.
Turn one began with the AI assault squad running forward into the dense scrub.
The Concord activated next and took advantage of the fact by to take advantage of the follow ability of the command squad. The command squad moved into cover behind a rocky barrier while the nearby C3D1 drone moved up next to them, giving them the added protection of its batter shield.
One of the strike squads was also close enough to be part of the follow order as well and they advance into the rocks to the south, opening fire on the AI assault squad. Surprisingly they even manage to take out one of the assault troopers even though they have the benefit of cover.
The Algoryn activated next with the x-launcher patching through the nearby spotters to get line of sight to the southern strike squad. With a lucky roll, they are able to drop a net round onto the strike squad and inflict the maximum pins possible (
which is four, not five... oops!).
It was about this time that I had my first targeter casualty, as you can see in the bottom left corner of the picture. It got snagged on my tape measure and decided to try to fly. Never a good thing with those delicate flight stands. And me with no super glue... ah well.
The Algoryn pulled the next two activations as well with the targeters moving forward and the central AI squad advancing into position behind the rocky barrier. They opened fire on the southern strike squad but weren't able to get of a clean shot. The Concord went next and moved their own targeters across the field searching for units to attach to.
The northern strike squad then ran forward into the dense scrub. The Algoryn responded by moving into the rocky ground and opening fire on them. Between their mag guns and the sling net ammo for the micro x-launcher, they were able to put two pins on the Concord troops but failed to pierce their armor.
Turn two opened with the Concord targeters locking onto their targets, the AI assault squad in the south...
...and the AI squad in the north.
Next the Algoryn lobbed another net round at the southern strike squad and again max out the pins, taking the unit to eight pins total. This sends them heading to the hills even though the unit had yet to take any casualties.
The Concord command squad activated text and opened fire with the C3D1 following their lead. The drone fires on the assault squad in the scrub but fails to drop any troops while the command troopers take out one of the nearby targeter probes.
The northern AI squad opened fire on the northern strike squad again but weren't able to get a clear shot. The Concord returned fire, with their plasma bolts connecting but failing to penetrate their reflex armor.
The C3 command open fire with the light drone following suit yet again. This time the AI assault squad goes down to try to get some protection for the plasma light support fire. Even so the squad still gets hit twice but their armor is enough to keep them safe for a little longer.
The turn ends with the central AI squad advancing over the rocky barrier they were positioned behind as they try to get into a better position next turn.
Concord activates first for turn three with the northern strike squad firing on the northern AI squad. Again they fail to drop any of the Algoryn but at least they were able to add another pin to them.
The central AI squad responds to this by advancing to among the rocks and firing back at the strike squad. A lucky shot takes out their spotter drone but otherwise there is no effect on them.
Next the C3 command squad run forward with their loyal light support drone following along. This puts them closer to the AI assault squad but they had failed the recovery test for their down order last turn.
The AI support squad moves next, running into position behind the rock barrier on the eastern side of the board.
The AI targeters moved next, getting into position and locking onto the C3 command squad.
And ending the turn, the northern AI squad fire on the northern strike squad and are even able to take out one of the troopers!
Turn four opens with the Concord command firing on the AI support team, scoring a lucky hit and taking out the spotter drone. No more patch sighting for them! Unfortunately they still aren't able to hurt the crew of the weapon.
Keeping form with the previous turns, the light support drone follows their lead and fires at the assault squad but even with the three targeters assisting it isn't able to score a hit.
The assault squad goes next, running charging forward to engage the command squad but just manage to fall short of the mark.
The northern AI squad activates next, firing on the northern strike squad again to much the same result; no casualties but they did rack up another pin. This proves to be enough as the strike squad tries to activate next but is forced to go down instead!
The AI support team goes next but without any clear targets they just rally to lose their pin. After this the other AI squad charges at the northern strike squad. Even though they are down, they are able to take out one of the C3 troopers as they close and the remaining troopers break and run!
The turn ends with the Concord targeters moving, one group locking onto the support squad while the rest lock onto the assault squad again.
Going into turn five, the Concord are in a desperate position. Having had the two strike squads break means they are only one unit from loosing the game while the Algoryn still have yet to loose a unit. The tides of war are not with them though as the Algoryn activate first with the assault squad charging forward to attack the command squad. Both units loose one trooper as they close but the assault troopers tear apart the Concord troops in the assault.
This breaks the Concord force and while I could have rolled to see if the game went for one more turn... well, there really wasn't much point. The only unit that could actually do anything was the light drone but even then there was no way for them to win.
The curtain comes to a close on the campaign with the Concord having been soundly defeated by the Algoryn In fact overall there was only one scenario that they were able to win out of the five. Really bad track record but what was the cause? In the last scenario the AI support team was very potent, taking out one full squad by themselves. By comparison the light support drone only took out one of the assault troops over three turns of shooting which just goes to show just how dangerous the x-launcher can be. As for the other scenarios it did feel like the C3 were at a bit of a disadvantage, especially in scenario four. Still not a bad way to teach the basics of the game.
Up next, I think its time to build some more small forces and set them loose on each other. For now I'm going to continue using my Concord and Algoryn forces but I've been assembling my Ghar and I have a possible proxy force for some Isorians as well. I'm still limited for table space but you've got to work with what you have. Until next time...