Now, hopefully everybody is concentrating on the game and on the report with no nudes left The fifth and final turn:Flank Imperial-Capitol:
The Sunset Strikers are making their next assault and they destroy easily the egg next to the Wolfbairn Chieftain. Afterwards they finish him, too. That makes one egg for Capital. A tie! Imperial has to get into the offence. But on this flank Imperial lost the chance to get an egg.Flank Mishima-Imperial
Mishima starts with their high aimed push to win the game. Mishima has to get at least 7 eggs. Those are 5 more than they have in the moment. Not impossible but hard to reach. The Ronins are able to get the egg. Not a bad start for Mishima but the turn is not over and this flank was a hard one. The Ronins are able to continue and they destroy the egg next to the Packmaster. That makes the Ronin squad equal to the Wolfbairns in the centre of the table. Awesome work!
They cannot kill the Packmaster, so they call for a Battlewalker to finish this guy. The Packmaster wasn’t able to destroy an egg in this round in any way so it didn’t hurt too much.
As the next model the Deathbringer has to show his talents with eggs because after the Ronins successful egg destruction Mishima needs all eggs. No further mistakes are allowed or the game is lost. And whatever will be, will be. The Deathbringer isn’t able to destroy the egg. Mishima has no chance to win the game and stops his just started push to glory.Flank Capitol-Mishima
Because of the disaster on the second flank Mishima is not even trying to destroy the eggs on this flank. It was in any case a tight thing to do. Capitol has not much left on this flank, too. So everything stays calm on this side of the board.Centre
This is the place where the decision will be made who will win the game.
First Imperial activates the fresh Warhound squad. It should be an easy thing to destroy one egg but then everything changes. The environment check fails. Then a fumble and viola: the two Warhounds are gone into a sinkhole. The single Chieftain cannot spot and destroy an egg all by himself. All the Chief can do is moving to the next egg and to guard it with his life.
That makes it tricky for Imperial to win. A Warhound Chieftain stands still next to one egg but he is still panicked because his whole squad got killed during the last turn. But the actions are left and three hits are necessary. It is hard but possible. But madam fate is still in business. One more time the environment check fails and a fumble follows the check. A flashflood takes the Chief from the egg.
That took all chances from Imperial to turn the page back to the winning side.
On the other hand Capitol has a small chance to destroy the egg with the guard. The handler with his one dog could reach this egg but it would be hard, too.
But Capitol hasn’t to try it because a tie is all they need to win. General
Capital won the game during the last turn.
The intermediate results are:
Capitol 6 eggs
Imperial 6 eggs
Mishima 3 eggStrategy briefing:
Let’s take a short look to the strategies and how they worked out.Capitol:
Capitol had used a mixed strategy of fast assaults with LD initiatives and firepower in the back. The strategy worked out but it was tight. Imperial:
The Imperial strategy wasn’t bad. The weak point of getting fast many points and to defend the margin is always hard but with one or two full (but small) squads at the end there was a good chance to win.
Imperial made two errors. He spent no money for environment equipment and that was the failure what took all chances during the last turn. The second was the Packmaster. It is very difficult to destroy an egg with a single model and he offered not enough LD for initiative. The better choice would have been a high LD model or to spend the money in an in environment equipment. Mishima:
Mishima wait and kill strategy worked not very well. There was a lot of misfortune, too. But there was some mistakes done by the player, too. Mishima spent no money for environment equipment, too. Like Imperial and had to suffer for it, too. OK, the equipment doesn’t help against weapon malfunctions and Mishima had a lot of trouble with that, too.
The other mistake was the movements of the models. The meat shield Toshiro was not enough in the front to save the rest and got killed to fast. But that wasn’t a mistake of Mishima. That was luck for Capitol. Epilogue (or the question of size of force, luck and misfortune, strategies, and the number of turns)
These four factors have the most influence during this scenario. If we take a look at these 4 things regarding to this scenario it will show my point of view.
My experience shows me so far you need the proper strategy for a scenario. The strategy depends on the scenario goal of course but as we see there are different ways how to try it. And this is extremely depending on the size of the force. The Mishima strategy would be in the case of a larger force the better one. At least this strategy would gain the most of it. More guns and rifles will knock out the opponents much faster. And if you build a force specialist to the scenario task you have (in this scenario) not much fire power to match the Mishima force. The same happens if you make the game longer. If you have more turns it is better to wait and to kill the opponents who a rushing to the front.
In other words as smaller the force and limited time as much more risk you have to take to reach the goal and the straight to the goal strategy gives you the better chance to win.
In my opinion the force size and the number of turns are quite ok for this scenario because they give you the chance to try different strategies and it is not only focused to the number and the size of guns.
But in any way if you have no proper strategy you have at least in our scenarios no chance to win because the goals are normally complex enough that you have to keep them in your mind during the force building.
On the other hand you are right everything depends on luck, too. If you have a bad day and you have a lot of fumbles and the opponent has a good day it is hard to win. But normally it equals out on the long term. Of course if you have larger forces all players have to roll much more and that gives the higher chance that luck is not that big influence any more. We play normally games of 750 to 1000 points sometimes we play 1000 to 1500 points. But we try to keep the force size smaller than 1000 points because we play normally 3 or 4 player games and they take a whole day (and sometimes the half of the night) to play.
Small mistakes during the force building (I put this into strategy) has a big influence, too. If Mishima and especially Imperial but some money into Survival equipment they wouldn’t be so weak against the circumstances of the environment. Only Capital invested some money in it and had less trouble.
The error of a too low leadership was the second error of Imperial. Imperial lost all initiative casts.
That destroyed a few opportunities for Imperial.