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JudgeDredd -> RE: DVG - Hornet Leader AAR (11/25/2012 3:48:37 PM)
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Over Target - 1(x5) Because of the target, I have to draw 1 Bandit at the beginning of each turn. So I pull a chit and it's No Bandit. Jettison Next is the Jettison Decision - and I choose not to (why would I on the first turn?!) Fast Pilots Attack If you have any fast pilots, then they can attack this turn. I have 1 Fast Pilot - BISON. He can attack the Mig-21 in the Southern Approach Area or the Mig-21 in the Western Approach Area with his AIM-7 Sparrow and decides to attack the one in the Southern Approach Area. He rolls a 3 and with his +1AtA attribute - it's a 4 and a miss! I guess his luck has run out. I'm going to struggle with these bandits about! I do have something else I can use...Situational Awareness. Pilots with Situational Awareness can use that to have another attack (either during the Fast Attack Phase if they are slow or during the Slow Attack Phase if they are fast). TEFLON has a Situational Awareness point. More-over, because he's the Flight Leader, he can assign that point to another pilot. As the SA-11s are more dangerous than the Mig-21s in reach, he assigns his SA point to CRUNCH to fire his AGM-88 at an SA-11. CRUNCH Attacks the SA-11 5n the Centre Area...rolls a 1! With a +1 AtG that's 2...damn...only needed a 4 for th AGM-88! MISS! Sites and Bandits Attack The enemy can only attack with the SA-11 in the Centre Area and the SA-11 in the Eastern Approach Area. The SA-11 in the Centre Area attacks EXTRA. I could suppress...but do not want to lose my AGM-88...so I rely on his evasion. For evasion I gain 2 stress and roll two dice for the attack, choosing the lowest. 4 and 3 are rolled. With the -1 modifier from the Prowler, that's 3 and 2. A 2 is a hit - but only inflicting 1 stress...but that's EXTRA at the limit of his "normal" stress level. Anymore stress and he'll be shaken - incurring a -1AtG penalty! The SA-11 in the Eastern Area opens up and targets EXTRA again. This time CRUNCH has to open up with his AGM-88! He fires one to suppress the SA-11 and rolls 7 (+1 AtG modifier = 8) and the site is suppressed. EXTRA continues - unaware of the danger he was in. There are no bandits in range to attack the squadron. Slow Pilots Attack Even though CRUNCH has attacked in the Fast phase - that was by using an SA point - so he still gets to attack in the slow phase. I have no other pilots with weapons who can attack. CRUNCH He fires an AGM-88 at the SA-11 site in the Centre Area. He rolls a 5 and with his +1 AtG modifier - that's 6...giving him a hit! The SA-11 is consumed by fire. Pilots Move and Adjust Altitude My pilots progress into the Western Pre-Approach Area and drop low - except CRUNCH who need to stay high to fire his AGM-88. Even though I don't need to take CRUNCH along, I need his -1 modifier to site and bandit rolls. Bandits Move Bandits get to move. The rule is if a bandit can attack my units from where it is, then it doesn't move. If it cannot, it moves to the closest set of aircraft. All bandits have to move except the Mig-21 in the Western Approach Area. The Mig-21s in the Southern and Northern Approach Areas moves into the Western Approach area and the Mig-23 in the Eastern Approach Area moves into the Centre Area. End Turn Right...advance turn counter This is the situation at the start of Turn 2. [image]http://i1160.photobucket.com/albums/q499/wmar1967/Hornet%20Leader%20AAR/PB250003.jpg[/image] This is the state of my Squadron at the end of Turn 1/start of Turn 2 [image]http://i1160.photobucket.com/albums/q499/wmar1967/Hornet%20Leader%20AAR/PB250002.jpg[/image] there's an error above where I haven't flipped Spike over to low altitude - I have no problems flipping him before the next turn because it's just an oversight - the intention was already stated to move all pilots to low altitude
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