
We’ve uploaded six scenarios and pre-built armies onto the Demo Games page. These scenarios are for testing purposes to get a gauge on how well we’ve costed the Victory Points for Primary and Secondary objectives.
If you’d like to participate head over to the Demo Games page and download the scenarios, units and after action report. When you’re done leave a comment or send us an email with your battle report by September 15th. Below the break we’ll discuss tactics for the Asymmetric Warfare scenario which pits a small number of MS against a larger force.
[MS] Asymmetric Warfare Scenario 1 – 08th MS Team
Strategic Considerations
Federation
You have a very large force with very durable GMs. You will want to use your GMs to keep your Guntanks protected. You can keep the Guntanks looking down roadways or hidden to maximize indirect fire, but remember it requires a minimum distance of 18”.
Zeon
You have a much smaller force but you have an Ace pilot to spearhead your offensive. Consider keeping your Zaku’s with Magella Cannons on the backfield objective, but remember they’re indirect fire range is far shorter than a Guntank so keep that in mind when placing your Control Points.
Tactics
Federation
Your GMs are very sturdy and can afford to take direct hits without using Momentum for Skill Defense. While you have the advantage in numbers your forces are all Pilot Level 0 so they must attack the nearest visible enemy unit unless they are using a Focus action, Indirect Fire or they have the Sniper role.
Unless they are in danger have your Sniper attack last when your opponent’s Momentum is at its lowest for the round. You can easily form a castle with your units so consider the Vigilant Leader Commander trait.
Zeon
Make use of the Ace Pilot “Flawless Evasion” Skill to protect your High–Speed Dom. While the Dom draws the attention of the enemy, your Zakus can press forward either using Full Throttle to gain high ground advantage or hiding behind obscuring cover while advancing.
Remember that Pilot Level 0 enemies must target the nearest visible enemy so use that to your advantage with your High–Speed Dom out front. Consider the Galvanizing Display or Impressive Skill Commander trait.
[MS] Asymmetric Warfare Scenario 2 – 08th MS Team
Strategic Considerations
Federation
You only have three units so you need to be judicious about how you place your Control Points. You can keep one in the backfield with the artillery cannon while the other should be closer to the center objective that way your two units can contest those two.
You can also put both near the midfield to maximize the Melee capabilities of your Gundam units, just be careful you don’t get overrun. In either case Repel the Enemy will be a good secondary objective to choose.
Zeon
You outnumber the enemy and you also have an Ace Pilot. Consider using the Scorched Earth secondary objective to allow your high move Gouf Custom to destroy enemy Control Points while it pushes into enemy territory. Your Zakus are slower so keep that in mind when placing backfield Control Points.
Tactics
Federation
Once more you have extremely durable units who can weather a lot of fire, save your Momentum on Skill Defense against either Giant Bazookas or Melee engagements. All your units are strong at Shooting and Melee, Shiro is best utilized to defend against the Gouf Custom, while Karen’s Beam Rifle is the best way to take out the Dom early.
Each of these Gundam Ground Types has a Skilled Pilot with a useful trait and access to the powerful “Make it Count” skill. Use the Accuracy boost with the Machine Gun and the bonus hits with the Artillery Cannon, Beam Rifle or Beam Saber. It is most effective against enemy Skilled or Ace pilots but can still be useful to taking out a grunt unit on a control point.
Zeon
Make use of the Ace Pilot “Flawless Evasion” Skill to protect your Gouf Custom early on. It’s a versatile unit but it does its best in Melee, just be careful you don’t get into Melee and allow another Gundam to attack you while you are low on Momentum for Skill Defense. Consider using the Dom for hit and run attacks. The Zakus can chip away at a Gundam’s HP and in numbers can take over a Control Point.
[MS] Asymmetric Warfare Scenario 3 – Mobile Suit Gundam
Strategic Considerations
Federation
Once more you only have three units, in this battle type though the Control Points are for bonus Momentum instead of Victory Points. Have your Guncannon’s grab the two Control Points on your side of the field while they lay down a barrage with their cannons. Meanwhile the Gundam should always be pressing forward, he’s a very lethal unit and gives bonus Momentum for destroying enemies.
Zeon
You greatly outnumber the enemy, however, they can turn that to their advantage. If you let your weaker units die early, it will begin feeding the enemy forces large amounts of Momentum which they can use to cut down your forces. Rushing into rapid fire range with all of your units has a huge payout but is a very big gamble. If you can take down a single unit it will cause your opponent to lose 4 VP, but that will be easier said than done.
Tactics
Federation
All of your units are Ace Pilots and hard to bring down, make use of the “Flawless Evasion” skill in the early rounds while trying to bring down as many units as you can. You are going to want to maximize the “Tear through the Ranks” skill to wipe out enemy units. To that end you may want the Gundam to go last, this way you have a chance to burn through the enemies Momentum earlier in the round before Amuro takes his turn.
Zeon
You have the advantage in numbers and both your Gelgoogs and Rick Doms can pose a serious threat to the enemy. Your Zakus while appearing weak, can be a very useful unit to pressure the enemy. If you manage to wear down the enemies Momentum reserves a Machine Gun in rapid fire range can chip away a lot of HP in a single attack, and you have many guns to bring to bear.