Seven Deadly Sins - Rookie AAR

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Burzmali
Posts: 312
Joined: Wed Jul 28, 2004 4:20 pm
Location: Boston

Seven Deadly Sins - Rookie AAR

Post by Burzmali »

Okay, new Hardcore AAR.

First off, all the basics are in play, namely:

No Restoring Team from Saves,
No Recalling from Battle,
No Replaying Battles from Saves,
All Battles must be at against opponents of at least equal skill and tonnage.

In addition, the following AT rules apply:

Initial AT purchases are Random, but determined before Jocks are hired,
No purchasing additional ATs.

As with the Knights AAR, I am adopting some Jock restrictions:

All Jocks hired must be Male Cyborgs,
SEVEN jocks must be hired as soon as economically feasible,
No further jocks may be hired.

Now, the new twist is defining ending conditions for the campaign. I haven't quite settled on how
I should handle this, but I was considering developing a goal for each of the team members, for
example:

Wrath: All surviving members of the Seven Deadly Sins must have a Kills score of at least 7.
Pride: All members of the Seven Heavenly Virtues must be wiped out.*
Avarice: Amass a war chest greater than $7,777,777 million.
Envy: Capture 7 ATs of each class.
Sloth: Fight 7 sets of two battles back-to-back without repairs.
Gluttony: Win a total of 7 battles against 150% heavier foes.
Lust: Win a total of 7 battles against foes with a 2 rank advantage.

So is there anything I'm forgetting? I'll start up the AAR this weekend when I find some time.

* If I can, I will add the Seven Heavenly Virtues to the list of jock name. For reference, they
are Faith, Hope, Charity, Fortitude, Justice, Temperance, and Prudence
Thorgrim
Posts: 1732
Joined: Thu Oct 11, 2001 8:00 am
Location: Portugal
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RE: Seven Deadly Sins - Rookie AAR

Post by Thorgrim »

Notice that having 7 jocks is also conditioned by your leader's skill.
Iceman
Burzmali
Posts: 312
Joined: Wed Jul 28, 2004 4:20 pm
Location: Boston

RE: Seven Deadly Sins - Rookie AAR

Post by Burzmali »

No kidding...
Thorgrim
Posts: 1732
Joined: Thu Oct 11, 2001 8:00 am
Location: Portugal
Contact:

RE: Seven Deadly Sins - Rookie AAR

Post by Thorgrim »

Yea, it's in the guide too [;)]
With 61 leadership you can recruit 7 jocks. 7 jocks is feasible early on, recruitment fee is pretty low. That's where I was getting at, but I guess I must be clearer. [8|]
Iceman
Burzmali
Posts: 312
Joined: Wed Jul 28, 2004 4:20 pm
Location: Boston

RE: Seven Deadly Sins - Rookie AAR

Post by Burzmali »

At long last "this weekend" comes around, sometime last night. So I booted up ToS:WS and cranked out a new team, the Seven Deadly Sins, as detailed above. Once again, I used a random number generator to determine my initial ATs, and drew a Dragonfly, Porcupine and an Enigma. First thoughts, Porcupine, yeah always a favorite of mine, Dragonfly, hmm... jump ports are too helpful yet and I won't be attacking moving targets for a while would have rather drawn a Stingray or Quantum, Enigma, HMG yeah 2 x SRM8 less yeah but I've seen worst. Next, I generated my jocks, the first, Wrath, with enough Leadership to recruit the remaining 6 Sins. I'll post their sheets after 10 or so battles as they aren't too impressive yet. With that, off too the first battle!

Battle 1

Savannah (26 x 26)
Wrath in Dragonfly
Avarice in Porcupine
Gluttony in Enigma

Vs.

Eagle Eye in Fire Fly
Brutus in Club
Basher in Tripwire

The Sins are deployed in the Northwest of the engagement area, slightly to the west of a pass though a mountain range. Eager to start the slaughter, Wrath charges to the North side of the pass while Gluttony takes the southern side. Avarice circles to the South, around the smaller of the mountains, hoping to claim the first salvage. As Wrath and Gluttony settle into position, they begin making intermittent contact with a Club and Tripwire to the West and Southwest. The Club leads the way along the path while Tripwire follows. Avarice comes into range of the Club first, but Wrath's more accurate LL scores the first hit. After a brief rain of missiles, Wrath sends the Club to the ground without a LT, and Enigma scores a HMG hit on a leg actuator forcing the Club too attempt far too many piloting checks for his own good.

As the Club ceases to be a threat, a new AT, a Fire Fly, air drops a hex away from Wrath. As the Tripwire poses less of a threat against recons, all 3 Sins turn to engage the Fire Fly as they evade the Tripwire. Wrath savagely leads the Sins into melee combat, attempting to tear the wings from the Fire Fly in his Dragonfly. Though he misses his charge, Gluttony lands his and sends the Fire Fly to the ground. After suffer a few hits while downed, the Fire Fly stands and smashes Avarice with sequential FT blasts, forcing him to fall back. But not too far back, as from a hex away, Avarice scores the decisive blow, knocking out the Fire Fly's LoT.

The final threat, in the form of the Tripwire, arrives shortly after the Fire Fly falls, and quickly has his HRs damaged by Gluttony's HMG. He manages a few desperate hits on the Sins before falling to a barrage of SRMs, ejecting as his cockpit hits red.


Hungry for a bounty, the Sins surround the frantically standing (then falling) Club taking their time to line up and score hit after hit. Sadly, the Club's jock finds the eject lever before the Sins manage to vap him.

Victory!

Salvage: $ 40820
Bounty: $ 0
Payment: $ 125000
Upkeep: $-31902
Balance: $ 179680
Repairs: $-22259
Profit: $ 157421
War Chest: $ 157421
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