I'll try to get a chat going with the others. Due to having CFS, just keeping up with the game as it goes is pretty much me running at cognitive capacity, keeping notes would be beyond me! I think next time I'll take a snapshot at the start, and then at the end of each turn or something! This is roughly how my first fight went:
AAR1: Rob and Sam versus James and Carby. 2000 pts per side on the Badlands table (this time I got the terrain pretty balanced). UNE mechanised infantry face off against a massive Machine horde.
The (highly experimental) UNE force consists of a full section of Assault Troopers in an APC mounting twin auto-RAM lasers, and a full Recce Commando section in an identical APC. The Machines have fielded a squad of G1 Nightmares with Deadbolts, and another squad with Scatterguns, backed up by an ad-hoc unit of 4 Sniperbots (Wasp missiles) with 4 Predators (Ice Rifles), and a vehicular contingent consisting of a Dreadbot (mecha,Dirge Artillery Missile plus Twin Hornet Pods) and 2 Mk3 Assault Fiends (AnimeMecha with Deadbolt/Thumper GL combo and Hellfire Cannon).
The only real threats to vehicles on either side are the Snipers and the limited ammo Hornet Pods- yeah. I think you can see the problem with my one-trick-pony APC rush, here. The idea was to mow down squads one by one and then, assuming the ADR hasn't taken care of my problems for me, to ram any enemy vehicles...
Turn One: not much action, everybody scurries for position- there's medium cover scattered down the left side, the far right side is a lovely light-cover forest from end to end, and between them is a shelled-out factory blocking LOS. The machines and UNE alike manouvre through medium cover or take cover in the fire-shadow of the factory.
Turn two: APC 2 gets an initiative flipflop (last on the previous turn, first on this turn!) and mows down all but two Sniperbots, who return fire for a total of 2 DC. No sweat! APC 1 turns and heads left with the intent of annihilating the Scattergun squad.
Turn three: The Scattergun squad take a mauling but unsurprisingly don't break. Instead they scatter as widely as possible to foil spread-fire from the lethal Dual Auto-Ram. APC1 continues in pursuit. APC2 declares stationary and disgorges Assault Troopers, who plan to use FR4 Wrist Rockets to wipe out the Deadbolt squad. Mk3 fiends jockey for position and the Dreadbot jumps out from behind the factory to punch 3 neat holes in the APC. Then it direct-fires a Dirge rocket (4"7+) into the Assault Troopers, still clustered round the smoking ruins of their fly ride- and James rolls about all 8s. The squad is virtually annihilated. The Assault Fiend that had been charging them finds itself without anything to rend or tear!
Turn 4: The poor Assault fiend closes with another trooper and finally gets to rip someone in half. He does so. Wishes really do come true! The Assault Troopers are pretty much gone by now. Rob takes APC 1 around and drops his Commandos in an attempt to salvage some glory, but the Machines are cowering in terror. Really they are. They begged for mercy! But the callous humans mercilessly sprayed the area with their own entrails, or something like that. I forget. I was too distraught, cradling my Assault Trooper miniatures in my arms and crying, to clearly comprehend Rob's valiant rearguard action.
In short, we got owned.