For those not in the know, AESMAG stands for Arbitrarily Egg-Shaped Mecha Action Game by Sky Hernstrom and me. But this is really Sky’s baby. His idea, his art concept, his art mostly. I’m just helping spitball ideas, play test, make play aids. Find more about it here.

Today, with the latest version of the rules I set up a game.
Forces:
House Jalko with an Omelet consisting of a FIMP, Disco, & Devil



House Frittata with an Omelet consisting of a Shiner, Schmanzer, and Dancer



Also, my first game using the new counters Sky ginned up.

Starting set up. House Jalko attacking (from the board edge) a small military installation with a few buildings along the edges. Two forests and two ponds.


Turn 1.
Jalco win initiative. FIMP begins slowly moving up. Devil moves into the forest. Schmanzer and Disco move up into the center of the board. Shiner moves to put the pond between himself and the enemy Meggs. Dancer moves behind building.
Shiner fires at Disco, misses and gains heat.
Disco fires at Schmanzer. Cannon jams. Both chainguns misfire and runawy resulting in three hits on the Schmanzer, one critical which does double damage. Schmanzer is significantly wounded.
Schmanzer fires at Disco. Cannon jams, chaingun misfires run away generating four heat, but no hits.

Turn 2
Jalko wins initiative.
FIMP continues forward. Dancer moves behind tower. Disco falls back behind forest. Shiner does not move. Devil moves to the edge of the forest.
FIMP anime missiles Schmanzer. Two hits, one miss which generates heat. Schmanzer is clearing jam when it is destroyed. Dancer has no shots. Shiner lets heat dissipate.
Devil fires at Shiner but misses, gaining 2 heat.

Turn 3
Frittata wins initiative. Shiner retreats back toward building. Disco moves toward Schmanzer. Dancer closes with Disco and gains cover from FIMP & Devil.
Dancer shoots Small Energy Cannon & Chaingun at Disco. SEC hits, average damage. Chain hits, average damage.
Disco shoots Dancer, with Cannon and Chainguns. Cannon misses. One chaingun hits for half damage.
Shiner shoots FIMP with energy cannon, hits for average damage.
FIMP anime missiles shiner, all miss. One salvo targets Devil but misses.

Turn 4
Jalko wins initiative.
Shiner retreats behind building. FIMP advances. Dancer retreats to woods. Devil moves toward tower. Disco follows Dancer.
Shiner shoots at Dancer, misses, and gains heat. Devil and FIMP have no shots. Dancer shoots Disco with SEC & chain gun. SEC blows off Disco’s leg, immobilizing Disco. Chain gun misfires and runs away, generating 1 hit & 6 heat.
Disco melees dancer and misses.
Dancer overheats, resulting in reactor shutdown.

Turn 5
Jalko wins initiative.
Devil and FIMP move toward Shiner.
FIMP anime missiles Shiner. All miss, generating 2 heat. Shiner shoots at Disco, all miss, generating heat. Devil shoots at Shiner, misses, gains heat.

Turn 6
Frittata wins initiative.
Shiner retreats further behind building. Devil moves to building corner to gain LOS on Shiner. FIMP moves up but has no shots.
Shiner unloads two energy cannons, frag cannon, and chaingun at Devil. Energy cannon hits for maximum damage, frag cannon hits for average. Devil reduced to on remaning hit.
Devil shoots Shiner with SEC and chaingun. Both do average damage.

Turns 7, 8, 9
Devil retreats back from corner out of sight of Shiner. Shiner moves behind building. FIMP moves to cut off retreat. Then Shiner reverses to move out to shoot at Devil once FIMP is out of LOS.
Devil shoots at Shiner. Hits with both Small Energy Cannon and Chaingun. SEC hit is a critical reactor explosion. Unfortunately this invokes the Oppenheimer rule and Devil is also finished. off.

Victory goes to House Jalko which lost one Devil. Has repairable Disco, and barely scratched FIMP. Frittata, Shiner destroyed, Dancer repairable with new reactor, Schmanzer destroyed.


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