Convoy Attack

Agents of the Prosecution Directive ambush a SolRad convoy on the outskirts of District Aben-Sha on Oltra. The Agents have intelligence on Solar Raiders smuggling Gnossian technology and they must be eliminated.

The Agents attack with D12s and save with D10s.

The Solar Raiders attack and save with D8s.

The two middle APCs cannot attack, but save on D10s.

The technical at the back of the convoy attacks with D8s, is armed with a repeater and destroyer and saves on D10s.

The Agents win if they take out both APCs.

The Solar Raider reinforcements will arrive from the road after D6 turns. I rolled a 2, so the Agents will have to make quick work of their opponents.

The front beam tank of the convoy explodes as Agents emerge from the surrounding ruins.
So you know where things are I’ve numbered the buildings for ease of reference.

I skipped the first turns movement phase, assuming that an ambush scenario would begin with a round of firing.

Fire is resolved simultaneously but here’s how it panned out in the order I rolled it.

The Agent on the ground floor of building 4 fires his destroyer at the Technical and misses. Another Agent in building 4 throws a grenade and it lands in the Technical’s truck bed and blows up the vehicle. None of the surrounding Solar Raiders are harmed. The other Agent in building 4 also throws a grenade but no one is harmed. All of the Agents in building 3 fire but to no effect. The Agents behind the trees on the right of the road all fire and kill one Raider next to the destroyed Technical. An Agent from building 2 throws a grenade at the back APC and does nothing.

The Solar Raiders fire and the Technical despite its fire power only manages to kill a single Agent behind the trees on the right and the Raiders by it score no hits. The destroyer armed Raider hits building 3 and kills an Agent. The Raiders by the front APC only manage to kill one other Agent behind the trees.

Despite the destruction of the Technical the Raiders seemed to have fared slightly better killing 3 Agents, and losing one Raider.

The roll off at the start of turn two meant the Prosecution Directive would be moving their Agents first. At this point and with more enemies arriving at the end of this turn I thought the Agents should try a charge.

Although fights are resolved immediately as two miniature make base to base contact, to give you an idea of what’s going on, here’s the Prosecution movement:

Fight to the rear right corner of the back APC is won by an Agent. The Agent at the back of the back APC destroys it. The Agent by the technical is killed by the Raider. The fight to the left of the back APC is won by the Agent. Both fights to the left of the front APC are won by the Agents. The front APC is not taken out by the Agent.

The Solar Raiders chose to counter charge any Agents with weaponry that was capable of taking out the APC, as the APC rammed a fence at the side of the road to attempt its escape.

The grenade armed Agent closest to the escaping APC killed his charger. The Agent by the back APC slew both of his attackers. Both Agents by the yellow car at the very rear of the convoy kill their attackers.

Only a single Raider is killed in the following shooting phase. At the end of turn 2 that’s 4 dead Agents to 11 dead Raiders, one Technical and one APC.

More Raiders arrive as the APC attempts escape in the distance.

The Raiders get to move first at the start of turn 3 and the APC whips around the trees on the right and zips up past building 1. Two grenade armed Agents manage to give chase and keep it within range. The rest of the Agents take cover ready to hold off the incoming enemy reinforcements.

The road from the other end.

The Agent perusing the APC catches it with a grenade at it explodes. At this point the Agents were successful, and I assumed would slip away at the end of the current turn. The shooting phase only saw one approaching Raider killed and a single Agent, at which point the Agents withdrew.

The final score was 12 dead Raiders, the Technical and the two APCs to 5 dead Agents.

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