THE OFFICIAL WEBSITE OF THE HAMMER’S SLAMMERSTHE CRUCIBLE RULES SYSTEM HANDBOOK
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Stop that ship! - a battle for the Spaceport
The Heavy TAS were losing infantry as their building was being raked with fire. The Slammers had taken a lot of hits but were still an effective force, the up armoured combat cars being very difficult to silence.ConclusionWithin three turns the Attackers had not managed to place their bombs. They had taken heavy losses, particularly the TAS as the Slammers had deduced that - with their Powerguns and ECAP weapons - they posed the greater threat. The Slammers had taken heavy losses and really suffered from lower quality leadership meaning they never won decisive initiative against the Alaudae or the heavier TAS. But - at the end - they were still able to manoeuvre and fight hard.Had it gone into a fourth turn, it was still a open book on who would have won.Rules useThe Prime Detachment uparmoured blowers are hard to beat: the elite skills enabling them to try to fix minor failures on the move, to easily double tap weapons and remain, effectively, hull down, always further enhancing their armour renders them almost unstoppable… unless they are up against heavy hitters like the TAS.The Alaudae were using the Laser Burn Through rules which will be in Supplement 5 which gives laser firing weapons a chance to swap two shots for a continuous burst at the risk of frying their guns and they did use it on a number of occasions. It was the only way they were going to get through the front armour of a Blower Tank...
FinallyThe game was bigger than we usually like to play in an evening - four players and seven detachments - but they were all experienced players. We kept the table small and tight (a 6ft by 8ft) and people were in combat from the get go. Urban punch ups are always a challenge with armoured units and this one was no exception.Thankyou to Kevin Dallimore, Peter Merritt and Ivan Congreve for playing.