JudgeDredd
Posts: 8341
Joined: 11/14/2003 From: Scotland Status: offline
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Over Target - 4(x5) Draw 1 Bandit at the beginning of each turn again...so I pull a chit and it's...DAMN! A Mig-29 has shown up! Jettison Next is the Jettison Decision - No jettison happening here! Fast Pilots Attack BISON He manouvres across the skies and gets in position for a quick burst of 20mm against the Mig-29...a roll of 6 modified to 8 is not good enough! TEFLON Again TEFLON uses his situational Awareness point to attack in the Fast Attack phase. He has the Mig-29 in his sights and fires his deadly 20mm cannon...a roll of 7 modified to 9 for TEFLON is not good enough and the Mig-29 sweeps to the side, skyward and falls... Sites and Bandits Attack Southern Approach Area The SA-6 targets EXTRA. He has a mass of weapons...if I lose him it could be all over. And I can't afford to go evasive either because he already has +3 stress and is on the verge of SHAKEN! A roll of 7 modified to 5 is +1 stress...he's officially shaken and not only loses his +1 AtG modifier but GAINS a -1 AtG modifier!! DAMN! Northern Approach Area The SA-6 attacks BISON. BISON sweeps in for a strafe and a roll of 10 modified to 7 (-3AtG) means he misses. The SA-6 fires and a roll of 8 modified to 6 is a direct hit...severe damage! If he had any weapons or pods, they would all be lost. Another hit and he's lost (until the SAR phase at the end). The SA-8B locks onto CRUNCH. A roll of 1 is a total fail! No hit! Target Area The SA-6 here opens up on CRUNCH. COWBOY drops down and releases a MK-20. A roll of 4 +5 modifier and +2AtG is a hit and the site is suppressed. The SA-13 attacks TEFLON. TALON dives and drops a MK-20...a roll of 5 with +5 is a hit...the site is suppressed. The Mig-29 swoops in for a shot on BISON. A roll of 9 modified to 7 is a hit. HE'S DOWN! I'll have to roll for SAR at the end to see if he gets rescued or if he's lost! why didn't I go evasive? Because I took the risk - it's about looking at the risk and hoping for the right result - because in a campaign you simply can't just add stress to the pilots...sometimes (in a campaign) you have to take the chance. It would have been very easy for me to play this as "1 mission" and not take any risks - but the campaign is full of calculated risks...looking at the stats of the MIG-29 I only really expected a stress point because I had a -2 modifier Slow Pilots Attack EXTRA Drops his MK-83s on the target and modified rolls of 9, 10, 4, 10 and 6 results in 9 hits! Brilliant! 9 out of a possible 15...better than I thought. COWBOY Takes a neat angle of attack towards the target and releases 4xMK-82s...modified rolls of 8, 7, 3 and 7 mean another 3 hits. TALON Drops down low and releases his 4xMK-82s...modified rolls of 7, 9, 6 and 8 results in another 3 hits. The target is bellowing in smoke and consumed by fire - it's completely destroyed! TEFLON He tries for another shot on the MIG-29 - a modified roll of 11 is a hit on the MIG - it's crashes to earth! I have to say - that was easier than I thought it would be. I was pretty lucky in my rolls. My pilots have suffered considerable stress and I've possibly lost one though! Pilots Move and Adjust Altitude My pilots need to take the easiest route out - and that looks like egressing out the Western Approach Area. They go high and head off west. Bandits Move No bandits. End Turn Right...advance turn counter This is the situation at the end of Turn 4. This is the state of my Squadron at the end of Turn 4 I could still lose pilots here!
< Message edited by JudgeDredd -- 12/7/2012 11:53:42 PM >
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