Thursday, May 28, 2026

Regiment Playtest Game 2 - 23 May 2026

 Or, the Boys Learn that Infantry is Better at Close Combat than Shooting

 

Match 1:     

CrazyIvan (Galactic Empire) vs Maddog (Rebel Alliance)

Empire Forces: 

1 AT-AT
2 teams of AT-ST (2 walkers per team)
3 units of Stormtroopers (3 stands each) 
1 e-Web Heavy Repeating Blaster (1 stand)

Empire Support Assets: 

Comms Jamming (penalty to enemy command rolls)
Propaganda Drop (penalty to enemy courage rolls) 

Rebel Forces:

2 each 1.4 FD Laser Cannon (single stand each) 
3 each T-47 Snowspeeder (single stand each) 
5 units Rebel Troopers (3 stands each)

 Rebel Support Assets: 

Field Repairs (repairs a cannon or speeder) and 
Field Triage (heals up to 3 wounds for an infantry unit).

 Turn 1:

The game started a lot like the first game, except for minor deployment adjustments.  Being a big fan of the WWII Russian army, CrazyIvan opted for a general advance of the AT-ST teams followed very closely by Stormtrooper infantry, while the AT-AT carried a unit and anchored the center of the line.  Maddog's only change was to have the Snowspeeders swing to the rebel left flank to cover the more balanced Empire advance. 

Turn 1 had a lot more accurate shooting than in the first game, with the laser turrets taking out one unit of AT-STs while the AT-AT and AT-STs on the other side of the table shot down two speeders with the third making a dash move to quickly get out of the firing arc of the E-Web team.  I need to re-read the rules on flying models because I'm pretty sure that Maddog planned on making an illegal maneuver on turn 2.  With so much mechanical destruction right away, both sides' infantry had to push forward right away.


Turn 2:

Turn 2 saw even more destruction.  The Stormtroopers inside the AT-AT deployed into the treeline and then immediately took casualties from a Laser Turret.  Then Maddog got another activation token and suddenly realized that infantry has more firepower in close combat than shooting at range, so Rebel Troopers charged the AT-AT.  Predictably, or maybe surprisingly, neither side took a single wound.
 
 
The next image is the end of Turn 2.  I'm really sorry I didn't get more pics but I was really busy answering questions from the guys and laughing at the combat results.  The sequence was something like:
  1. Stormtroopers in the woods charged the Rebel Troopers who had previously charged the AT-AT, and somehow both sides caused enough wounds that were were no survivors at all.
  2.  Rebel Troopers charged the Stormtroopers near the destroyed AT-STs marked with black smoke, and were eliminated, but took out two stands of Stormtroopers.
  3. The E-Web Heavy Blaster passed a Command roll, pivoted and shot down the last T-47 before it could make an attack on the AT-AT.
  4. One of the Laser Turrets managed to destroy the AT-STs on the Empire right flank with two shots. 
  5. The AT-AT activated, moved towards the Laser Turrets and then charged the nearest turret.  The outcome was exactly like when somebody stomps on a beer or soda can.

Turn 3... 

was just one roll of dice because the AT-AT activated first and was already within charge range of the remaining Laser Turret that was the last Rebel unit on the table.  The game ended with more jokes about stomping beer cans.






 

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