My son
and other children are excited and keen to get a blow by blow report of my
performances at major gaming events. This (and other reports) are primarily
intended for them. I only state this to explain why some things are described
in layman terms.
------------------------------------------------------------------------------
Prep!
Team Vic was the nickname
of the Victorian team that attended the Mechwarrior Nationals in 2006. There
was eight of us that year. We all performed well as a group. (There is a 2006
Nationals report link here). Unfortunately, this year, we suffered a player
loss and by the time the Nationals were formalized, Team Vic had not only
shrunk, but the number of players who could physically attend was down to two,
Steve Merlo and myself, Joseph Italiano (Joe).
We both began army construction/testing
about 2 months prior to the Nationals. With only weeks to go, it looked like
the Ares was the hand down favourite. Very little was consistently winning
against it (Either version of my Ares army build). (Version 1 was the Poseidon
with +2 move and +2 attack, Version 2 was +2 attack, +1 defense and 2 HL
Peasants @ 5pts each transported within the Ares). Neither Steve or myself
were keen to play the Ares. Steve attempt to get it banned but failed. The
even bigger problem was that the finalists (top 16) could change their armies
for the second day, after the results of the first day were known. This meant
that the Ares presented another problem, which could result in everyone else
changing over. Acquiring the pieces would have been simple, as they were on
sale at the Nationals. Since we had to submit armies 24 hours prior to the
event and we couldn’t take a large range of pieces, we had to narrow our
options.
After weeks of experimentation, two other
army builds became viable. (Keeping in mind we were expecting to face the
Ares). They were: 1. "Sir Robyn" (AKA, "Sir Robyn bravely ran
away, away, he bravely ran away") and its variations. This build consists
of light Mechs, all fast with Evade and "I See You" (and its
variations), which consists of Jack Nightstalker, shooting through walls. The
later army being a 600 pt versions of what I played at last years Nationals,
which had a 24" range shoot through walls and could target an enemy unit
on your first turn.
In the end, we found that the 3 options
had a rock, paper, scissors effect. "Sir Robyn" was great against
the Ares, "I see You" could take out Sir Robyn was not as good
against the Ares. We decided on the "Sir Robyn" as the first days
option. It was better against the Ares and almost impossible to copy
(requiring numerous uniques). Our army builds were identical, but we had
different PC’s (cause I lost my only copy of one of them). We were both
intending to switch from "Sir Robyn" to the Ares after day one,
because once players knew our army, it was easier to modify theirs to counter
ours.
On day two, we intend to play the Ares,
partly because it is so good and partly to show why it should have been
banned.
We leave for the Nationals by plane on
Friday. After a BattleMaster event that evening, we return to the hotel and
have trouble sleeping. I constantly kept revising the army in my mind. At
breakfast on Saturday morning, I amend my "Sir Robyn" army and
almost switched to playing the "I See You" again. Breakfast debating
on what may be played or could happen increased our indecisiveness.
Unfortunately, we had no idea what types of armies were in use in Queensland
and not knowing the local scene is a big variable. Since the bulk of the
players were local, this did leave us in the dark. On the plus side, I was
down to two armies. (Apparently Bob Hook had submitted four armies and was
talked out of submitting another two).
Steve and I want to finish in the top
sixteen ranked together. (AKA, 1 and 2, 3 and 4, 5 and 6, etc.) so that we don’t
get paired against each other until the Grand Final. (Last year Team Vic had
to knock out other Team Vic players.)
------------------------------------------------------------------------------
My Constructed Army
Ann115 Glory Nyx 112
GS033 Gloria 28
G176 Infernal Flamers 23
Ann114 Fortune Nyx 112
GS032 Fortuna 28
G156 RISC Advanced Pulse
Module 10
Dom134 Vengeance Solitaire
117
L042 Phelan Ward 25
G002 Evade 33
Ann51 Solitaire (BR) 100
P063 Pilot 10
G063 Camouflage 2
600 pts total
PC3 Dust Storm, PC7
Subzero, PC15 Caustic Atmosphere, PC38 Rocky Terrain, M20 Split Up
------------------------------------------------------------------------------
The First Day - Constructed
Day 1 - We arrive
at the Nationals, submit final modifications and get it on. We have 31
players, with five rounds of Swiss. According to Steve’s calculations, 3
wins will get you into the top 16 for sure, 2 wins and a high secondary score
can also scrape it in.
I am assigned
player #1. Steve Merlo (the rest of Team Vic), gets assigned player number 10.
He is wearing his #10 Uolines soccer team shirt and is assigned table 10 for
his first game. All four of his Mech. have a maximum of 10 range! Hopefully he
will finish higher than 10!
Round 1, Table 1
- Gerard Kalash, nickoff (Qld), a young local player.
My first game on
table one, no where to go but down, great psychological start!
Gerard accepts my
offering of a Tim Tam, as we are told to check our opponents army. Gerard has
forgotten to pay the correct pilot cost and is forced to modify his army. He
drops an infantry unit which leaves him on 586 pts. I feel guiltily having
such an advantage already. He wins the die roll. He plays no PC or mission, I
play Split Up (which mean if I do not engage in any range combat formations I
score a VC 4). It is almost impossible not win this VC.
We both advance
into water and rest, as I wait for my Phelan’s ability to go off. (Phelan’s
ability: You target an opponents Mech. with Phelan on each of you turns (until
the ability works). Your opponent rolls a d6. On a 6, the target and Phelan
can only target and be targeted by each other. This effectively locks out your
opponents big Mech. from the game, so you can smash the rest with your other 3
mechs). By turn 6, Gerard advances and chases me as I do my "Sir
Robyn", bravely running away, waiting for Phelan to trigger. On turn 7,
Gerard consistently chases and assaults with "Bring It" Vulture.
Vulture overheats and gets an ammo explosion and shuts down. My Bannsons
Raider Solitaire misses a rear attack on it. Turn 8, Vindicator (V84) assaults
and misses, while the Vulture vents. Finally, Phelan triggers. Fortune and
Solitaire tag the Vindicator and kill it. My RISC gear blow up! Phelan bravely
runs away. I feel guilty now. I spend the next 7 turns out running away from
his Vulture and scoring VC 3 points with my mechs. He has nothing to lose and
constantly pushes his Vulture to catch me. On turn 18, this results in an ammo
explosion and shut down. Phelan now bravely attacks with pulse and salvages
him.
I score 4 VCs 1186
pts, he scores ) 0 VC s 10 pts
1 win 4 VCs 1186
pts - 0 losses
In Steve’s game
neither player could roll successful hits. His Phelan went off on turn 2.
Eventually Steve salvages one Mech., nothing was killed and no one scores any
no VC 3. Steve wins his game with 2 VCs.
Round 2, Table 1
- Saul Walls (Qld), a young local player.
He refuses my Tim
Tam. He is playing another V83 Bring It Vulture, JF78 Tank and an Ann66 CNC
Nova Cat with increased energy damage gear (base 5 plus half again). Both his
Mechs have long range. I lose the die roll to start. He plays Sub-Zero (-1 to
assault heat) and I play Dust Storm (max. range is 8). His army is strong, but
only 590 points.
He advances and I
bravely run away, waiting for Phelan to kick in. He advances toward my
Deployment Zone to get VC 3. I stay clear. By turn 11, Saul starts scoring VC
3 as I still wait for Phelan. The game is little more than cat and mouse. By
turn 16, he has 3 VC 3. His Nova Cat is in his own DPZ. Despite the fact that
I am winning on VC2 (more points on the field), I want to get VC 3 to keep my
secondary tie breaker high. I base his Nova Cat mech. in his DPZ and move and
attack with the twins giving the Nova Cat 3 heat, with no bad heat effect
rolls. I base him with all 4 Mechs. He runs in with the Vulture (I later find
out the Evade has been errated to one use only and attacks with the Nova Cat.
Turn 17 (when less than 5 minutes are called), I go to 5 VC 3 (yay). I launch
4 attacks with everything and miss! Phelan still hasn’t triggered. Turn 18,
he scores one more VC3 going to 5. He declares an attack with the Nova Cat and
misses as time is called. VC 3 is a tie. Luck was not on my side this game. I
only win because his build total is under 600. Phelan NEVER triggered, big
Ouch!
I score 1 VCs 600
pts, he scores 0 VC 590 pts
I win
2 wins 5 VCs 1786
pts - 0 losses
Steve plays Phil, a
young lad. vs. a Hammerfall. His Phelan went off on turn 2. From there he has
his opponent pretty much in a lock down. Steve runs around and killed some
infantry, scoring 3 VC’s while his opponent scored Last Man Standing for VC
4. Steve wins his game.
Round 3, Table 2
- Richard Shepherd (Qld), Army build was Seka’s Pride with high damage,
armour Piercing tanks, one artillery and some support.
He accepts a Tim
Tam (which influences a decision I make later). I loose the die roll again to
go first. Forget which PC’s were played, but they don’t have any real
effect. Apart from his mech., Seka’s Pride, his army is slow. Due to a pilot
error, his army is not 600 but 595. Phelan goes off on turn one, tagging Seka’s
Pride. He advances as do I with the other 3 Mechs, but not towards him, but
his DPZ. By turn 4, I score 3 VC3. He realizes at this point that he can’t
catch me, I will get VC 2 and 3, just by running around and keeping away from
him. Turn 5, I am on 6 VC 3. Like my first opponent, he looks disheartened and
I feel guilty again. I decide to give him a chance. I launch an attack with
the twins on the Dom77 Kelswa Assault Tank (WH). I mistakenly attack with
Fortune and the RISC range attack, rather than Glory with the Infernal Flamers
Close combat attack. I hit, but miss the decoy reroll, despite having rear
arc. Richard takes a shot with the Kelwsa and rolls very high, doing 6 and
follows up with the other tank doing another 5. Fortune dies. I fail two break
away rolls with two evade Mechs. I only give Seka one shot at Phelan and she
misses. I manage to kill the Kelswa and seem to have the game back under
control, also killing an infantry that based me. Both vehicles are killable
targets, with Seka not being able to do much. I need one or two more turns to
turn the game around. Time is called on turn 11. Why or Why am I being
"nice". I tell my woes to Steve, who hopefully learns from my
mistake.
I score 1 VCs 561
pts, he scores 2 VC 640 pts
I loose
2 wins 6 VCs 2347
pts - 1 losses
According to Steve,
his game vs. Michael was scary. Michael played Crags and was using 2 BR
Solitares with RISC Pulse and a Tank Drop with a DF Schmitt, another drop with
3 infantry and an artillery unit. However, Steve scores a first turn Phelan.
Both players lost their RISC gear after having used it once. One twin was
captured but later rescued. Steve scored VC 2 and 4 (Split Up), while Michael
scored 1 and 3. Steve wins his game.
Round 4, Table 5
- Liam Spires (Qld ?), Ares Poseidon, with +1-+3 pilot and a 4pt BR Peasant,
599pt build
Liam is the only
player actually playing an Ares at the Nationals. (All that worry ...) I look
at his army and feel both sorry and guilty. NO MORE NICE GUY, no more giving
away chances. All I need to do is bravely run away or wait until Phelan kicks
in. Liam rolls a natural 18 to start. My PC is Caustic Atmosphere, each player
rolls a d6, on a 6 result all infantry without battle armour take 1 damage. He
PC has no real effect.
He advances slowly.
Turn 2, Caustic Atmosphere triggers his peasant take a hit. Turn 4, I miss
measure the distance and he assaults my BR solitaire, but misses. Phelan
triggers. Turn 5, Caustic Atmosphere triggers, his peasant takes another hit.
My other three Mechs surround his Ares, one bases. Phelan bravely runs away.
Turn 6, Caustic Atmosphere triggers, his peasant takes another hit. Phelan is
in his DPZ scoring VC3. Turn 7, he can’t move in any direction towards
Phelan due to his path being blocked by my other 3 Mechs which have him locked
in. He is very despondent and I apologize for my army. Turn 8, I have clocked
up 9 VC3, Turn 9, he rolls Caustic Atmosphere triggers, his peasant takes
another hit and dies. He realizes he can’t do anything and wants to end the
game now. After he forfeits, I realize I forgot to offer him a Tim Tam and do
so. He refuses. This was a very quick game, about 10 minutes.
I score 3 VCs 604
pts, he scores 0 VC 590 pts
I win
3 wins 9 VCs 2951
pts - 1 losses
Steve vs. Bruce
Scott, who has Jack and the Wolf Hunter Thor, with Infantry support. Steve
gets a slow (?) Phelan on turn 5. He then twins Jack with Inferno Flamers and
beats him into the ground. From there it was one sided. Steve wins with 3 VCs.
Round 5, Table 5
- Robert Hartley (Qld ?) - V84 Vindicator with L53 and Coolant Pod, WS54 Raven
with IT and Fortuna pilot, Dom43 MHI Hawk Moth, AoD Saxon APC transport with
Sp36 Rhodes Grace repair infantry.
I offer a Tim
Tam, he refuses. I roll a natural 18 to go first. I play PC Rocky Terrain (no
unit that disembarks from a transport can be given an order that turn). His PC
has no effect.
Turn 1, Phelan goes
off on his Vindicator. Turn 3, the twins do their thing. I attack and do 3
heat to the Raven, which shuts down. Vindicator is blocked from attacking
Phelan, Raven vents. I get three Mechs to attack the Raven and kill it. Turn
5, Phelan begins to score VC 3. I tie up Vindicator with a Mech. and push to
attack the Moth, which goes to salvage. Rhodes bases Glory. (It had already
dump Rhodes). Turn 6, I rest. Robert goes for a push capture on Glory, rolls
very high and succeeds. However, he know his victory is almost certainly to be
short lived. After a critical hit from Fortune on his Infantry on turn 7, she
kill it on Turn 8. This frees up Glory and she kill the last vehicle. Robert
desperately runs in his Vindicator, using his Coolant Pod to do so safely. At
turn 9, less than 20 minutes are called. The remainder of the game is me
scoring VC 3, tying up his Vindicator and Phelan doing a "Sir
Robyn". By turn 20, he concedes.
I score 3 VCs 879
pts, he scores 0 VC 344 pts
I win
4 wins 12 VCs 3838
pts - 1 losses
Steve played Rupert
Payne. Both knew they had qualified, they both decided to relax and have fun
in this game, taking wild shots and unnecessary chances. Robert advances
aggressively. Steve didn’t wait for Phelan to kick in and uses the Twins to
Infernal Flamer Requiem, which failed. Ruperts return attack doing 5 or 6
damage to one twin. His Phelan kicks in late, but literally on the turn that
made a big difference. Lot’s of tag team vs. Ruperts other units. Rupert was
winning until RISC Advance Pulse Module took out Jack. Phelan, of course,
bravely ran away. Steve wins VC 1 & 3. Steve wins his game. He is on top
of the board with 5 wins 12 VCs 3199 pts.
TOP
16 - After Swiss Rounds
1. Steve Merlo (Team Vic)
2. Rupert Payne
3. Joseph Italiano (Team Vic)
4. Colin Sobey
5. Bruce Scott
6. Craig Carrington
7. Michael Lewis
8. Robert Hook
9. Liam Spires
10. Nicholas Ellis
11. Richard Shepherd
12. Chris Knight
13. Robert Hartley
14. John Morris
15. Christopher Fuller
16. Colin Toh
End
Part I
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The Second Day - The Finals
Day 2. Sunday
Morning.
Both Steve and I
sleep a little better. I realize after my shower, that even though we are
currently first and third, final pairing means we won’t have to face each
until the grand final, even if we both win each finals round. (YAY). We have a
chance at getting 1st and 2nd.
We are both playing
the Poseidon Ares with +2 move and +2 attack for an even 600 pts. We expect
many players to change their armies to combat "Sir Robyn" and many
do. I later find out that 8 players (including Steve and I) changed our
armies, although our changes were apparently the most dramatic. Players added
Crags and even units designed to counter Phelan’s ability or even do be able
to do damage to Phelan after he triggers.
Quarter Final -
Game 1, Table 3 Vs John Morris (ACT)
John is playing
a version of anti-Sir Robyn, with Dom120 Thunder Fox with GS36 M Yager and
G144 RISC, Wolf003 Rave with G05 Fluid Gun and GS63 James Garrot, CA130 Miko’s
Blades, Dom34 Shamesh Recon Vehicle, FP69 Paladin Defense System, BF36 CB tech
Rhodes and FFE37 Sniper Arty and Mercenary Faction Pride.
John refuses a Tim
Tam. I play Sub-Zero PC, he plays Perfect Day and cancels it.
This game is a
little weird. I advance, while he POGs (drop artillery tokens) and does the
Sir Robyn with Raven (AKA, he runs away). By turn 3 I do some damage on his
artillery, while he repairs it. The Raven runs into my DPZ as his Thunder Fox
heads their too. On turn 4 I critical miss with the Ares while he begins to
score VC3 and runs away with everything else. The 20-30 minute call goes up as
we begin turn 5. I manage to kill his Sniper Artillery, while he maneuvers and
now begins to close in, since he is losing now. I sit in his DPZ and
anti-personnel the Paladin and the Miko’s Blades for 3 damage each. He
charges with the Thunderfox, hits me for 3 and shuts down. The Raven bases me.
I return fire inflicting 4 damage to each mech. He pushes his Raven and hits
me for 1 damage and 1 heat. Its turn 9 and the less than 10 minutes remaining
is called. I kill his infantry and vent. He vents his Raven and Thunder Fox,
the later restarts to little avail. I kill both his mechs next turn. In
desperation, he rams the Ares with the Shamesh and hits for 2 damage.
Everything he has left closes in. I now have more VC3’s than him. Turn 12, I
kill the Shamesh, while he rams with the Paladin and misses. He only has the
repair infantry (Rhodes) and the Paladin, which have both based me (Rhodes had
pushed to base me). I kill the Paladin and run away form Rhodes. Turn 15, he
only has the Rhodes left with no tokens. I play it safe (fearing a lucky
capture roll) and bravely run away. Currently have 7 VC3s to his 2. I runs
some more (to get distance), while he clears. Turn 16, I bomb his Rhodes (who
only has one click left).
I score 3 VCs 1580
pts, he scores 0 VC 2 pts pts
I win
Score not really
relevant now.
Steve played Colin
Toh in his Quarter final. Colin was playing a Clan Nova Cat/Spirit Cat faction
pure force, consisting of Nebula (Wendigo) w/ assigned pilot (free move prior
to order), Rising Sun (Wendigo) w/ assigned pilot (+1 Vs Heavy and Assault
class mech., but not colossus class, AKA Area), 3 Spirit Cat Hoverbikes,
Spirit Cats LE Scorchers, 2 Clan Nova Cat Battle Armour, Kage Battle Armour
and 2 Cizen Vehicles.
Colin plays Prefect
Day. He advances aggressively to within 6-10’, pushing to do so. Steve tried
to split up the formations with multiple rounds of Anti-Personnel, killing two
Hoverbikes. Colin fires on the Ares and hits for 4-6 damage. Steve moves out
of formation fire arc and tags a mech, for some damage. Colin uses his free
move (anticipation) to get formation fire on the Ares again for 4-6 damage.
Steve then basically shoots, move and vents for the rest of the game, running
towards Colins DPZ. Most of the battle is in water. Steve stops running in
Colins DPZ and slugs it out. (Steve is already is winning VC3). Colin
successfully charges with a salvaged mech and eventually swarms and salvages
the Ares ..... for a loss. Steve gets VC 1 and VC 3, while Colin only gets VC
2.
Semi Final -
Game 2, Table 2 Vs Bruce Scott (QLD)
Bruce was last
years National Champion. He is playing VS110 Slayer Warwolf with G18 Improved
Targeting and L79, DA66 DI Schmidtt tank in a Swordsworn Bishop, DA72 Arrow IV
(Swordsworn), DA71 Arrow IV (Steel Wolves?), DA07 Hoverbike x 3, DA1 Peasant (Bansons
Raiders) x 3, DA02 Peasant (Highlander), DA127 B. Killer Clowns and DA29.
This seems to be a
bit of anti Sir Robyn with a 20" tank drop of 5 AP. He wins the die roll
and Perfect Day’s me ... again. I lose my Caustic Atmosphere.
We both advance
slowly, staying out of range. I get an indirect shot at the Bishop doing 2 or
3 damage. He return fires with the Slayer doing 3. I miss my next shot before
moving out of range while he clears. It is now turn 5 and the 20 minutes left
is called. I spend a few turns dodging POGs, when I give him a streak option.
He assaults but misses. Turn 8 (less than 10 minutes called). He is now open
to a direct energy attack. I attack and do 5 pts to Slayer, the mech. All but
his mech. withdraw. Time is short and nothing has died. I don’t want to go
to a die roll to determine winner, I have a bad record with that option. Turn
9, I go for broke and assault the transport (this leaves me vulnerable to his
mech., which currently has a maximum of 3 damage). I hit the transport, kill
it outright and destroy the contents, the DI Schmidt, which I considered the
biggest threat. I hit colour on my heat dial for the first time. I fail
cascade and ammo explosion, taking 2 damage. I click the dial and fail another
ammo explosion, taking another 2. I vent just above colours on the heat dial.
He PoGs and advances. Scared off by the bad heat dial roll the turn before, I
decide to clear and take the hits. This was a bad move. Both PoGs hit as well
as his mech., doing 2,1 and 3 damage respectively. Turn 11, I attack and hit
his mech and then walk away. His mech is sickly and hot. He would need to
charge to attack (can’t assault and get a line of fire) which would probably
shut it down. Bruce needs his mech to hurt me, as the Ares will just run away
now, so he clears. Time is called. If he charged and hit, he would have
salvaged me. Bruce had underestimated the amount of damage I had taken. This
was probably the toughest game of the weekend.
I score 2 VCs 731
pts, he scores 0 VC 469 pts pts
I win
Score not really
relevant now.
I am now in the
Preliminary Final. If I can win the next game, its a trip to the USA. I feel
good, as I still have my VC4 mission, Split Up.
Semi-Final, Steve
plays against Colin Sobey, playing a Ann51 Solitaire (BR) with G132 Repair and
GS048 . Dillan (Recruited), WS105 Hammerfall (Atlas) with G173 Streak Missiles
and GS064 One Eyed Jack (recruited to BR) and two CA52 DI Towed Arrow IV (BR)
Artillery.
Steve has ideal
terrain set up. Steve played PC Sniper Steppe (each turn each player get a
range ballistic attack against any unit for a base 7 attack with one damage).
Colin played the mission, Split Up (instant VC 4), Colin hides behind blocking
terrain to use his streak missiles, but Steve stays out of his range. Colin
PoGs each turn, but Steve does a Sir Robyn. Sniper Steppe eventually kills all
of Colins artillery, which have few clicks of life and low defenses. Steve is
up on VC 1 and 2 but is losing 4. Colin realizes he would never get a range
attack on the Ares, so he charges with the Solitaire and hits for 4 damage,
and then advances with Hammerfall. Steve strikes back and salvages the
Solitaire. Colin breaks with the Solitaire and goes for VC3. Steve follows and
attack both his opponents mechs, killing the Solitaire, but missing the
Hammerfall Atlas. Colin attacks and hits the Ares, but the resulting damage
puts the Ares on Armour Piercing. Steve hits Hammerfall again and retreats.
This repeated pattern of Colin assaults and Steve retreating continues. The
slugfest strips the Ares of its Armour and Sniper Steppe inflicts damage on
the Ares too, inflicting a total of 3 and reducing the Ares to salvage. Steve
cheers as he thinks he has won via VC 1 and 3 again.
Steve sat and
fought, instead of bravely running away, because he though he had already won,
because his mind set was on the previous games outcome. (His MW mind was
obviously some form of RISC gear, that blew up, giving him the impression he
had VC 3 when he did not.) All Steve had to do to win, was do a Sir Robyn and
keep out of the Hammerfalls range. Steve looses and is out of the running.
Thanks Steve, now its all up to me to keep Team Vic in.
Preliminary
Final - Game 3, Table 2 vs. Colin Sobey (Jebediah) (ACT), playing a Ann51
Solitaire (BR) with G132 Repair and GS048 . Dillan (Recruited), WS105
Hammerfall (Atlas) with G173 Streak Missiles and GS064 One Eyed Jack
(recruited to BR) and two CA52 DI Towed Arrow IV (BR) Artillery.
As has been the
case most of the tournament, I lose the die roll. Colin refuses a Tim Tam. He
appears depressed and mumbles something about "not another Ares". He
plays Dust Storm (Maximum range of 8"), which hurts him more than me. I
get the impression he was running out of applicable PC’s. I play Mission
Split Up, giving me a VC4. I think Dust Storm was more for the anti "Sir
Robyn" army.
He begins by PoGing
me and running his mech into water. Although I can win just by sitting here
and dodging PoGs, I see easy targets in his DPZ. His Artillery can’t move
and he can’t really protect them without great risk. (When will I learn to
play safe and not take chances! He already defeated Steve!) I advance towards
his DPZ. He PoG’s to no effect as I slowly advance. By turn 5 he has his
Solitaire in my DPZ. (Doh!) Now I have to kill something. By turn 6, I am
close enough to assault his Arrow IV and take it out in one shot. He sees the
writing on the wall. With VC 1 and 2 against him, he has no choice but to
attack and hope for the best. At this stage I feel very confident. My only
objective was to make the finals. Winning the finals is just sugar topping. I
hope my confidence is not over-confidence. Turn 8, his Hammerfall advances to
get in range. Ares hits it with energy for 6 and a heat and then does a Sir
Robyn and walks away. Turn 9, the 20-30 minutes time is called. Colin has 2 VC
3. His Solitaire assaults and repairs Hammerfall. Hammerfall assaults Areas
and misses. This repair is annoying. I attack again, miss. Push to attack
again, hit and then move to base him so he can’t repair. I get heated up,
but make my rolls, then vent. Turn 10, Colin assaults with the Solitaire and
misses and also shuts down in the process. His artillery PoG’s me again as I
am unlikely to move away. I hit Hammerfall for 6 more damage and vent to avoid
another heat roll. Turn 11, his PoG’s from last round hits me for 1. He
vents his mech. Ares attacks inflicting 5 damage to each. I think Hammerfall
is destroyed. Turn 12, Colin PoG’s and vents Solitaire. Confidence builds. I
think even I can’t loose it from here. I attack the Solitaire again for 5
and destroy it. Colin has one Artillery remaining. Turn 14, he pushes his
artillery, which is all he has left. All I can think of is, I’ve got a trip
to the US and the worlds. I can easily kill his artillery with one shot, but
because he is putting up a fight, I want to deprive him of VC3. Unfortunately,
the only way to get into his DPZ quickly is to assault, which would end the
game. I show "mercy" and walk into his DPZ. he continues to push his
artillery as I wait to build up VC 3. Colin has his minor victory and pushes
himself to death on turn 16, while I only have 1 VC3 to his 2. I win before
time is called.
I wander around in
a bit of a daze as it sinks in. I made it. I go over to the other Preliminary
final when time is called. Richard Shepherd just lost to Robert
"Bob" Hook. I congratulate Bob on his win to the Worlds.
I score 3 VCs 1190
pts, he scores 1 VC 2 pts pts
I win
Score not really
relevant now. Next game not really relevant now either.
Grand Final -
Game 4, Table 1 vs. Bob Hook (QLD), playing AoD123 Chikako Xanthos with G192
RISC Seismic Damper and GSA04 Aaron Pickle Dill, Dom120 Bartleby Thunderfox,
with Dom G127 Double Rate and GS36 Margaret Yager, Ann03 Combat Technician,
DA07 Hoverbike (Spirit Cats) x 3, DA156 The Scorchers, CA08 Mortar Team (Steel
Wolves) and AoD129 Pathfinders (Merc). I started on table 1 and I finish on
table 1, how profound!
I am now quite
relaxed (probably too relaxed). No pressure for me. I win a roll to go first.
Bob refuse a Tim Tam and gives me the finger (in a friendly way!). My
remaining PC has no effect. Bob plays a hidden mission. He may get VC4?
The game begins
with both of us maneuvering for position to get shots. I get a shot on his
Hoverbike formation with Anti-Personnel, but miss. He advances Chikako (RISC
works so I can’t target her with Steak for a turn). Turn 3, I retreat and
shoot a Hoverbike for 4. He uses Chikako to streak me for 4. Drops PoG’s and
pushes to bases me with the Hoverbike I already hit. His RISC gear blow up. I
am now winning VC2 and 3! Turn 4, I shoot at Chikako, Critical Miss (why do I
know this will cost me and how many more critical misses can I keep getting)
and do a Sir Robyn and walk away. Turn 7. I finally hit Chikako for a 3
(modified) with streak. Bob retreats her and fails a repair attempt with the
Combat Tech. Turn 9, I Anti-Personnel a formation of 3 infantry for 3 damage,
then retreat and vent. Bob repairs his mech for 4 and PoG’s. Turn 10,
Anti-Personnel a formation of 3 infantry for 3 damage each again, killing 2,
then retreat to my DPZ and vent. Bob base the Ares with the Thunderfox and
advances other units. Turn 11, I attack the Thunderfox with hand-to-hand and
Critical Miss again. (Is someone trying to tell me something?). I then break
(to avoid mule kick from Bartlegy) and vent. Bob’s Thunderfox misses me, but
his Cbt. Tech repairs Chikako back to full. Bob has 2 VC3 now. Turn 12. I miss
the Thunderfox twice with range attacks, but the Thunderfox misses me in
return. I think the dice gods have deserted me. Turn 14, I kill the Scochers
(just picking off the infantry that is close by). The Thunderfox RUNS AWAY
(can you imagine someone doing that?). Turns seem to just whiz by now. Bob
keeps his mechs back trying and failing to repair, while I slowly pick off
more infantry. By turn 16, the Mortar Squad (the dirty PoGer) is dead. Bob
finally repairs the Thunderfox for 2. The repair Cbt Tech is really annoying
me. Turn 17, I advance and bomb the Cbt tech out of existence. Bob only has
the Mechs and one infantry remaining. I then do a "Sir Robyn" and
vent. The next few turns are spent running and recovering for both of us. Turn
19, I kill of his last infantry and retreat. Bob assaults with Both mechs,
hitting with one. I take 3 damage. His Chikako mech is now sitting in water,
which is 6" away from more water. This is bad. It means his quad mechs
can assault from one water to the next for no heat. Turn 20, less than 10
minutes is called. I shoot at both mechs and miss, then I assault and do 3. He
does his free "heat" assault and I take another 3. I manage to get
out of his assault range, but I am pinned in the SW corner of the board. Turn
21, I clear, with no where to go. He charges with Chikako and hits for 6
damage. Charges with the Thunderfox and hits for 4 which pus me into the Ares
first click of salvage. Bob’s mission was "With Extreme Prejustice"
which of course had no effect. Game over, win to Bob, with 1 minute and 28
seconds remaining. This game was fun and enjoyable, although it did seem to go
on longer than the others.
I score 1 VCs 127
pts, he scores 2 VC 1073 pts pts
I win ... er ...
loose.
Score not really
relevant now. Result not really relevant now either.
Bob has been a
Mechwarrior bridesmaid before, it is only fitting he is now the blushing
bride!
Congratulations
Bob, I think the dice gods were with you this time.
As a novelty point,
after 4 rounds of Swiss, Bob was on 2 wins and 2 losses and on the verge of
failing to make the finals. His last opponent (I believe) was Colin Toh. Bob
won that last game, because Colin failed a last minute charge needing an 8 to
hit and win. (Bob changed his army)!
To do well in any
event, you need skill to build, strategy to play and the dice gods to let you
roll at least average.
Final placing for
Team Vic were:
2. Joseph Italiano
- 2nd Place (Team Vic)
6. Steve Merlo (Team Vic)
(It looks so empty
with only 2 players!)
I would also like
to thank Croftminister, Gary the boss, the OP manager, Doc., Paul, Ray for all
their work and all the participants of the event for providing enjoyable
competition.
Looking forward to
the next major Mechwarrior event.
PS Please forgive
any spelling mistakes!