Space Crusade: Mission 2 - Clearing Action - COMPLETED

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Maturin
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Re: Space Crusade: Mission 2 - Clearing Action

Post by Maturin » Sun Jun 09, 2019 1:42 pm

The Ultramarines move into position:

Spoiler
Image

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Maturin
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Re: Space Crusade: Mission 2 - Clearing Action

Post by Maturin » Sun Jun 09, 2019 1:55 pm

ALIEN TURN

Event Card:

Image

I pick a squad at random... and it's the Ultramarines. Your Plasma gun inexplicably runs out of ammunition and the spare Bolter is whipped out in its stead.

---------------------------------------------------------

There is movement at the top of the map. The door swings open and the Ultramarine Bolters look up in fear as a Dreadnought appears!

It immediately opens fire with its Missile Launcher:

Roll(2d6)+0:
3,1,+0
Total:4

The 4 damage annihilates the first Bolter Marine, and the highest score of 3 is enough to also frazzle the other. Farewell brave Marines.

Its Assault Cannon and Bolter remain unused.

Spoiler
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Next up, the remaining enemies...

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Maturin
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Re: Space Crusade: Mission 2 - Clearing Action

Post by Maturin » Sun Jun 09, 2019 2:07 pm

The 2 Northern blips appear - a Gretchin & an Ork - and fire on the Blood Angels Bolter marine. Both miss.

The final room stirs, and a Heavy Weapons Chaos Marine lumbers down the corridor, targeting the other Bolter marine with his Missile Launcher!

Roll(2d6)+0:
3,6,+0
Total:9

The 3 damage on the one dice is again enough to kill both Marines standing next to eachother. The aliens have definitely found their range after a sloppy start to the mission. We say goodbye to 2 more heroes.

The final action is that of a lone Gretchin. He attempt to fire on the remaining Bolter marine from the doorway but misses.

Spoiler
Image

A deadly turn for the aliens!

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Mantis
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Re: Space Crusade: Mission 2 - Clearing Action

Post by Mantis » Sun Jun 09, 2019 2:24 pm

Jesus!

Well bugger.

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Maturin
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Re: Space Crusade: Mission 2 - Clearing Action

Post by Maturin » Sun Jun 09, 2019 2:25 pm

You're still winning!

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Mantis
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Re: Space Crusade: Mission 2 - Clearing Action

Post by Mantis » Sun Jun 09, 2019 2:29 pm

I was growing attached to those guys though, hurts to lose two guys with one blast and my plasma rifle.

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Re: Space Crusade: Mission 2 - Clearing Action

Post by Sly Boots » Sun Jun 09, 2019 3:28 pm

Well, shit :/

I thought I'd got them into some pretty good cover there :(

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Re: Space Crusade: Mission 2 - Clearing Action

Post by Sly Boots » Sun Jun 09, 2019 3:35 pm

The shocked marines regroup for a final push.

Bolter Apone fires at the gretchin

Roll(2d6)+0:
1,6,+0
Total:7

Hudson moves up to G11 and fires at G8 towards the chaos marine and gretchin

Roll(2d6)+0:
3,4,+0
Total:7

Reroll the 4 = 3

The impressively limber Gorman vaults into G6 to attack the ork

Roll(4d6)+0:
6,5,2,1,+0
Total:14

Latter two are the whites. Reroll the 6 = 2

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Maturin
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Re: Space Crusade: Mission 2 - Clearing Action

Post by Maturin » Sun Jun 09, 2019 3:42 pm

All of your Marines hit their targets and you wipe out all 4 enemies. (By the way I fired Hudson's missile at F8, he didn't have LOS to G8)

The Ork doesn't have enough dice to defend. Consider your comrades avenged.

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So, who's going to take the glory of downing the mighty Dreadnought?

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Re: Space Crusade: Mission 2 - Clearing Action

Post by Sly Boots » Sun Jun 09, 2019 3:51 pm

Btw, on the scoring, do you lose more points for losing a heavy marine than a bolter marine?

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Re: Space Crusade: Mission 2 - Clearing Action

Post by Maturin » Sun Jun 09, 2019 3:55 pm

Yes, it's 5 points for a standard marine and 10 points for a Heavy Weapons Marine or Commander.

It's debatable what the best strategy is. Personally, I'd typically always go for 3 heavies. Unless the mission objective wasn't based on enemy kills (which may happen later on).

Gotta be so careful with their positioning though, or keep Blind Grenades at the ready.

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Re: Space Crusade: Mission 2 - Clearing Action

Post by Mantis » Sun Jun 09, 2019 5:02 pm

Can I use more than one equipment item in a turn?

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Maturin
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Re: Space Crusade: Mission 2 - Clearing Action

Post by Maturin » Sun Jun 09, 2019 5:14 pm

Yes, you can use any number of Equipment cards in a single turn, but you're limited to using 1 Order card (which must be used at the start of a turn).

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Re: Space Crusade: Mission 2 - Clearing Action

Post by Maturin » Mon Jun 10, 2019 11:34 am

So I think we can wrap this mission up pretty quickly in the next move, if Animalmother checks his Order cards. ¬_¬

I was thinking, would you all like a break of 3 or 4 days after this one before I post mission 3?

Space Marines need some R&R, otherwise they can suffer burnout.

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Re: Space Crusade: Mission 2 - Clearing Action

Post by Animalmother » Mon Jun 10, 2019 12:45 pm

I'll finish my move once I get home from work.

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