Tuesday, September 28, 2021

A Day of Heroes: Scenario 2 - Chalk 2's Run | Turn 5

     I've had absolutely no luck on initiative rolls this game. The AEO won the initiative again. Those cruel, cruel dice. The shaken Somali leader manages to rally during the rally phase and so does my shaken squad. A couple of mobs spawn on the roadblocks as well. I should point out the mobs are supposed to limited to 8 in the counter mix, the more recent printing of the game that I have contains much more than this for some reason. However I am keeping the limit at 8, at this point various mobs have dispersed and reappeared during the game. 

    The AEO began its turn by attempting to move the MMC's in N6 into melee with the crash site. One passed its morale check and the other failed. The one that passed entered into melee, but it was eliminated while my crew unit survived.



    I assault moved Hanson closer to the crash site, and the AEO opportunity fired at him with one MMC and I randomly rolled to determine if the leader would add his LM. (Yes.) Luckily, the fire had no effect and Hanson continued into a building. He fired back but that produced no damage either. 


    At this point I decided it was time for me to move my leader's stack into the crash site, reinforcing the melee technically. On the way there, the remaining unused MMC in N8 fired on the stack, but the RPG missed. I now have reinforced the crash site. Finally. 


    A mob activation occurs and afterwards I move my formerly shaken unit into an adjacent building square out of LOS of enemy units. 


    Meanwhile a mob activation spawns a 0-2-4 on it near Hanson. In the top right corner of the picture you can also see that an AEO squad under a moved marker has reinforced the melee as well during one of the impulses. 


    The AEO eventually tries to enter melee with my lone squad and medic, but they fail their morale checks and have to remain adjacent after moving. On another impulse one of their fellow units moves adjacent as well. 


    The rest of the turn was the usual minor movements and mob activations. Turn 6 may come down to initiative. If the AEO gets it, it can reinforce the melee next turn with the adjacent units. Though even if it does this the chances of winning the melee are slim at this point. That said, if they manage to eliminate any 2 of my units next turn the game will be a tie. If they can eliminate 3, I lose. 


    

No comments:

Post a Comment

A Day of Heroes: Scenario 2 - Chalk 2's Run | Turn 6, Final

     This is going to a less picture heavy post, because my forces met with disaster right at the beginning of the turn. I'm going to sk...