THE OFFICIAL WEBSITE OF THE HAMMER’S SLAMMERSTHE CRUCIBLE RULES SYSTEM HANDBOOK
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Training Day’s - Slammers versus the West Riding Yeomanry
The game was a short one!The Slammers moved into town from two directions using the roads where possible to increase their speed - the Easy Going rule meant that the speed of the tanks went up from Medium to Fast and the Cars from Fast to Very Fast when they stuck to the black-top.As the Slammers had won initiative with their Tank Troop and - as they had a superb dice throw for Leadership points (a double six meant 18 Leadership points in total, when the 4LPs for Sergeant Scratchard and the 2LPs for being in a Command tank were added) - they not only moved first but powered into the centre of town (their scenario objective was simply advance and hold) using the 1-2-4 rule expending 7LPs to move one tank three times on the road. They also took out three WRY tanks on the way. The whole WRY detachment had the next activation and used their remaining gatling armed tank to take out the main gun on a blower, assuring, at least, that it would do no more damage - well, at least not with it’s main gun: the blowers took out one WRY laser tank using it’s secondary tribarrel by driving up the side of it and hosing it down with rapid fire, risking buring out the barrels to ensure a kill.At this point Lt Cain’s three teams leant out of the windows of their towerblock and started firing at the two blowers that had parked almost directly beneath them.Cain’s team rapid fired two buzzbombs at the furthest blower. The missed with one but found a target with the other which, sadly for them, was shredded by the tanks strip mine defensive systems, which was - after all - exactly what they were designed for.