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I've played plenty of Blitzkrieg Commander, so there wasn't a learning curve at all for FWC. Karl picked up the game after just a few turns too.
We played the Surgical Strike scenario, with two 2,000-point armies. I used the Reaper/CAV army lists to create both of our armies; this list, while not expressly designed for MechWarrior units, was nonetheless full of ideal surrogates for the tanks and mechs that we pushed around the tabletop. A MechWarrior Marksman M1 tank was easily statted up as a CAV Wolverine tank, for example. There are also several fan-made BattleTech lists floating around on the web for use with FWC.
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As the photos show, the two facilities were positioned on opposite ends of the table, with several built-up city blocks separating them. The buildings are actually superb paper models from Dream Pod 9 (perfectly in scale at 10mm), assembled by me and Karl and mounted on vinyl tiles to add stability. They're cheap, modular and stackable, so you can create multiple stories and entire city blocks with ease.
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I scored two lucky shots early in the game and destroyed two of Karl's three battle tanks. Behind a heavy mech and a tank bristling with weapons, 6 squads of my infantry advanced steadily on the Noonien Astrophysics Laboratory, led by an elite unit mounted in an infantry fighting vehicle.
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But it was only a matter of time before I overwhelmed the Noonien defenders with sheer weight of numbers. Moreover, a lopsided turn of point-blank shooting by my armored vehicles on the opposite flank had crushed Karl's defenses, leaving behind two burning tanks and a flaming mech wreck. Unopposed, my remaining infantry raced toward Forward Hangar JX-7.
By turn 7 I had moved four squads of infantry into the Noonien Astrophysics Laboratory, thereby allowing me to roll on a cool chart to see if my guys were able to carry out their mission. Indeed they were! Charges were set and the lab exploded while my soldiers evacuated to safety.
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