On 6/14, Rob and I tried out another mission from the Frostbite campaign - this time it was "Underground Base". This mission was another combination of twisting indoor passages, and frozen landscape. Victory point markers were placed at all of the building exits, a little closer to the attacker's deployment zones than the defenders. The attacker had the potential to control Karman crystal formations, while the defender had containers and Therian nanogenerators to pull reinforcement points (RP) from. Each player had two deployment zones to choose from at each 'long-side' of the map.
I had a bad feeling about this mission right after Rob deployed his first Sierp within the building. I have fared really poorly in battles where I'm the attacker trying to clean out a defensible position. It's probably been a combination of tactical mistakes, and the fact that it can just be that challenging to pull off. Well, this battle was no different.
I was playing with a different Therian faction for this game. The "Web Striders" - a faction that gives you the advantage of having lower cost tactical 'routines', but at the expense of forcing your units to make morale checks. (I really missed the standard 'Nerves of Steel' Therian ability!) I'm not sure I'll use this list again. The 'Cypher' list is pretty strong, and one I've had success with in the past.
So, anyway... Rob started off the early deployments by getting his Sierps into position within the building. They're fairly weak mechs, but they can cause mischief with infantry - and with the "Frontline" Red Blok faction, they're able to hold objectives pretty well. I tried to get aggressive right off the bat, and rush a Hekat Golgoth right up in the Sierp's face, first turn. That strategy didn't pay off - my dice rolling was terrible - and with the next deployment Rob's Urod popped in to the building and blew away my Hekat.
I decide to shift tactics and pull in the rest of my company in on the other side of the battlefield. My hope was to keep the Assault and Bane Goliaths together to form a solid anti-mech/anti-infantry tandem to hammer Rob's forces on the other side of the map, and secure a defensible position of their own to deal with his Urod (and Kossak). I also had the Storm Arachns available to rush infantry or mechs and do a little sacrificial explody action. This plan failed as well, as Rob's 2nd Sierp really tied up a building entrance preventing my Goliaths from causing much mayhem in the building. My Bane Goliaths did put some hurt on the 2nd Sierp, but he pulled it out of line-of-sight to get some mechanics to work on it.
The mission really nose-dived for me when Rob shifted his Kossak outdoors and wiped out my Assault Goliath unit. My units were spread out some and I was really cut off from acquiring more RP. Since things looked so grim, I decided to concede the game. I think Rob had 9VP to my 3VP, at that point, but it was looking inevitable that he would have no problem securing most of the VP markers and gradually widdle down my forces to nothing.
One of my biggest tactical blunders was putting Babylon Zero in reserve. Dreadful mistake. Babylon is a high impact unit that can dish out some serious punishment. As an attacker, I had really limited options for acquiring RP, which led to Babylon sitting in reserve the entire game. I definitely can't make that mistake again.
I mentioned a little about my dice rolling... well, it was pretty bad the entire mission. Poor dice results prevented me from easily taking out the Sierps which slowed my entrance into the building. I'm not saying that the mission result would have been different - the Red Blok can be challenging to attack - but it would have helped some. Oh well - on to the next battle!





