PLAYTEST RECORD // SHOW YOUR WORK
FILED_FROM: CASPIAN BASIN // DECAPITATION STRIKE
FILING_DATE: 2026-06-10
RESULT: EO IRON VEIL 5-0 // T5
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BARCODE: SIG-BATREP-2026-06-10
援
OPERATOR TACTICS // IRON LINE // RECONSTRUCTED
TWICE
THEY TRIED
EO IRON VEIL 5-0 // T5 // COMMANDER HOLDS
IRON LINE // PART II
DECAPITATION STRIKE
3,000 PTS ASIDE
EO 5-0 // T5
FIRST DESK RUN
// ROLL IN THE OPEN // COUNT THE DICE // BLAME THE TERRAIN // FILE THE REPORT //
// OPERATOR TACTICS // IRON LINE
Five rounds, 3,000 points aside, one race to break the opposing commander across a dead signal corridor. NAF builds its whole approach around putting enough Strain on the Siege Walker to fold it. EO builds its whole approach around not letting that happen. One of them has a better tool for the job.
TWICE THEY TRIED
BY TIB MARLOW
GAME: OPERATOR TACTICS // IRON LINE
FILED: CASPIAN BASIN // DECAPITATION STRIKE // 2026-06-10
TELEMETRY: RECONSTRUCTED // THE DICE ARE ON RECORD.
// DESK NOTE // M. KOSE
Iron Line is the desk's first mass-battle run and it ran longer and noisier than the skirmish reports, as expected. What it gave back is a read on one specific EW ability, Override Protocol, that may be doing more work than intended, and a rules-clarity gap on the Decapitation Strike scenario's VP language that needs one line of text to close. Both are in the workbench.
// DEPLOYMENT
GAMEOperator Tactics // Iron Line (Part II)
SCENARIODecapitation Strike (2D6=8)
CHAOS OF WARSignal Dead Zone (D66=62) // Forced March (D66=42) // No Twist (D66=11)
ATTACKERNAF "Iron Sun" // Overwatch EW // 3,000 pts // Goldenrod (Commander), Ironwatch (Relay), Scatter, 3x Drone Inf, Steelback, Longwatch, Spindrift
DEFENDEREO "Iron Veil" // Iron Curtain EW // 3,000 pts // Warden (Commander), EW Relay, Ironback, 2x Drone Inf, Beast-Mech, Edge, Howl
TABLE3'x3' // Caspian Basin Lumicite extraction corridor // Signal Dead Zone terrain piece at center
OBJECTIVEBreak all enemy Chassis units (Commander only, per ruling). 5 VP if opponent has zero Chassis at game end; otherwise 1 VP per enemy Chassis removed.
TURN CAP5 rounds
The Caspian Basin extraction corridor runs north-south along a line of Lumicite processing infrastructure, the west flank marked by a dead EW relay tower that someone stripped for parts months ago and never replaced. Both forces knew the terrain. Both built their positions around the fact that the tower does not broadcast anymore.
The NAF committed a mixed frontal force designated Iron Sun, commanded from a Heavy Platform (Goldenrod) and supported by an Assault Walker relay (Ironwatch), three drone infantry blocks, an armored platoon (Steelback), a long-range gun platform (Longwatch) anchored at the southern edge, and a scout screen. The Eastern Order deployed Iron Veil: a Siege Walker in the command seat (Warden), an EW relay platform, two drone infantry lines, an armored block, a Beast-Mech, an assault walker (Edge), and an artillery rig (Howl) immobile at the back of the zone. Forced March pushed half of each force 12" behind the centerline, compressing round one into a long-range trade.
The victory condition on both sides was the same: decapitation. Break the opposing commander. Goldenrod versus Warden, five rounds to do it.
Round one was quiet. Howl put the first two Strain on Ironwatch from across the table. NAF responded with a Targeting Lock from Ironwatch's Overwatch suite, applying Clumsy +6 to Warden's target numbers. Warden had no ranged weapons. The lock did nothing useful.
Round two was where the game cracked open. EO broadcast Jamming Pulse onto Ironwatch: Fragile (Pulse version, which as it turned out had a more specific break condition than normal Fragile) and Brutal, natural 6 on attack dice counts as 2 hits, until end of round. NAF countered with Predictive Armor, giving Ironwatch Hardened+1 for the close fight it was about to have. Howl hit the Implacable cap and left Ironwatch at 5 Strain. Warden crossed the Signal Dead Zone and closed to combat range.
BOTH COMMANDERS REACHED 9 STRAIN. ONLY WARDEN HAD SOMEONE TO CALL.
What followed was fast and ugly. Warden's Monstrous Attacks at TN 2+ in the Close-vs-Close engagement meant missing only on a natural 1. Eight hits from ten dice. Ironwatch's Hardened buffer absorbed one, leaving seven through. Twelve total Strain: removed. But Ironwatch was not done. Its dying activation, Brutal still active, rolled ten attack dice and hit six times, one of them a natural 6 for two Strain. Seven hits into Warden. The Siege Walker landed at 9 out of 10 Integrity.
Override Protocol is an Iron Curtain Hack costing 4 Signal. It lets the EW relay discard D6 Strain from a friendly unit. EO broadcast it in round 3 and rolled a 4. Warden dropped from 9 to 5 Strain. Goldenrod advanced to close the gap. Combat in round 3: Goldenrod went first and landed 4 hits at TN 4+, pushing Warden back to 9. Warden fired back with Monstrous. Five hits, three of the ten dice were natural 1s that night. Goldenrod hit 10 Strain and broke. Both commanders reached 9 Strain in this game. Only Warden had someone to call.
Round 4: EO broadcast Override Protocol again. D6: 6. The maximum roll. Warden dropped from 9 to 3 Strain. Longwatch hit once from range, pushing Warden to 4. EO's Jamming Pulse caught Steelback on the approach, leaving the armored platoon with Pulse-Fragile status. Beast-Mech, now running Berserk after Warden had pulled past the 4" Autonomous control radius, crashed into Drone Infantry and lost the exchange badly, taking 6 hits in the counter-attack.
Round 5, the final round: EO spent 6 Signal on Dead Zone Surge. Every NAF unit within 18" of the relay gained Cowardly, including Steelback sitting 3 inches from Warden's position. Steelback could not advance. Howl fired and hit once, adding 1 new Strain under the Implacable cap. Under the Pulse-Fragile rule, Steelback needed to accumulate Strain equal to its full Integrity while Fragile, not half, and had only accumulated 3 new Strain while the status was active. Not broken. Longwatch put one more Strain on Warden from range. Warden ended at 5 out of 10, the EW relay untouched at 0, both still on the table when the clock ran out. Beast-Mech finally broke in the final round of combat, but by then nothing in the VP count had any room to move.
NAF brought no Chassis unit to the final board state. Goldenrod had been the only one, and Warden broke it in round 3. Score: EO 5, NAF 0.
// THE TAPE
T1
EO first player. EW: NAF Targeting Lock on Warden (Clumsy+6 // no effect: Warden carries no ranged weapons). Shooting: Howl fires at Ironwatch [1,2,1,1,6] = 2 Strain applied (Implacable cap: 5 remaining). Ironwatch: 2/10. Longwatch fires at Warden [3,1,4,1,3] = 0 hits. No engagements. Edge and Steelback advance toward the center.
T2
NAF seizes first player (5 vs 2). EW: EO Jamming Pulse on Ironwatch (3 Signal // Fragile-Pulse + Brutal until EOT). NAF Predictive Armor on Ironwatch (3 Signal // Hardened+1, Swift+4). Shooting: Howl fires at Ironwatch [2,4,3,4,6] = 3 hits (Implacable cap: 3 applied). Ironwatch: 5/10. Longwatch fires at Warden [2,6,4,5,6] = 3 hits. Warden: 3/10. Movement: Warden closes to Signal Dead Zone // Edge flanks Scatter. Combat: Warden vs Ironwatch // Monstrous TN 2+: [1,3,6,4,2,5,4,6,3,4] = 8 hits // -1 Hardened = 7 Strain applied. Ironwatch: 12 total, BROKEN. Ironwatch dying counter (Brutal active): [2,1,6,5,4,3,6,1,4,4] = 6 hits + Brutal nat-6 = 7 Strain into Warden. Warden: 9/10. Edge vs Scatter TN 2+: 9 Strain. Scrap: Ironwatch removed // Goldenrod cascade +1 (2/10). EO Salvage: +2 Signal.
T3
NAF first (5 vs 3). EW: EO Override Protocol (4 Signal) // D6=4 // Warden 9 -> 5 Strain. Shooting: Howl fires at Goldenrod [1,6,1,6,5] = 4 hits (Implacable: 4 applied). Goldenrod: 5/10. Longwatch at Warden // 0 hits (cap: 0 remaining). Movement: Goldenrod advances on Warden // Beast-Mech (Berserk: no Warden within 4") charges Drone Inf 1 = 3 Strain. Edge closes on Scatter. Combat: Goldenrod vs Warden TN 4+: [4,2,2,2,4,3,2,6,1,4] = 4 hits. Warden: 9/10. Warden vs Goldenrod Monstrous TN 2+: [1,1,2,6,1,3,3,1,1,6] = 5 hits. Goldenrod: 10, BROKEN. Edge finishes Scatter (+1 Strain: broken). Scrap: Goldenrod + Scatter removed. EO Salvage: +4 Signal. NAF: 0 Chassis units remaining.
T4
EO first (EO seizes // NAF rolled 2 on seize check). EW: EO Override Protocol (4 Signal) // D6=6 // Warden 9 -> 3 Strain. EO Jamming Pulse on Steelback (3 Signal // Pulse-Fragile + Brutal). Shooting: Howl fires at Steelback [4,6,2,2,1] = 2 hits (Implacable: 2 applied). Steelback: 4/10 [PULSE-FRAGILE // 2 accumulated while Fragile]. Longwatch fires at Warden [4,1,5,1,2] = 1 hit. Warden: 4/10. Combat: Beast-Mech (Berserk) vs Drone Inf 1 // Beast-Mech +2 Strain from hits; Drone Inf 1 counter = 6 hits. Beast-Mech: 6/10. Steelback closes to 3" of Warden, not engaged. Scrap: nothing removed.
T5
EO first (NAF needs 6 to seize // rolled 4). EW: Dead Zone Surge (6 Signal) // all NAF within 18" gain Cowardly. Steelback (Cowardly): cannot advance toward nearest enemy. Shooting: Howl fires at Steelback [3,1,5,4,2] = 3 raw hits // Implacable cap: 1 applied. Steelback: 5/10 // 3 accumulated Strain while Fragile // Pulse threshold = full Integrity (10) // NOT broken. Longwatch fires at Warden [6,3,4,3,2] = 1 hit (TN 5+). Warden: 5/10. Combat: Beast-Mech [4,5,5,4,4,4,3,5,1,3] = 3 hits on Drone Inf 1 (8/10). Drone Inf 1 counter [4,2,2,4,4,3,4,2,5,1] = 6 hits. Beast-Mech: 12/10, BROKEN. Scrap: Beast-Mech removed. Game ends. EO: Warden 5/10 alive. EW Relay 0/10 alive. EO 5 VP. NAF 0 VP.
// WORKBENCH
// HOW IT ACTUALLY PLAYED // QUILL ADAIR
The central design question after running Iron Line is whether Override Protocol is priced right. It costs 4 Signal, returns D6 Strain (average 3.5), and was the only reason Warden survived rounds 2 and 3. Both casts pulled the Siege Walker back from 9 Strain: first a 4, then a 6, for a total of 10 Strain healed across 8 Signal spent. On a unit worth roughly 600 points, that's the difference between a broken commander and a game-winning one. The second cast (D6=6) was the decisive moment of the entire game. Without it, Warden would have entered round 4 at 9 Strain and Steelback would have reached melee range while it sat there waiting to fold.
Possible alternatives to playtest: cap the heal at 3 Strain per cast; raise the cost to 5 Signal; restrict to one use per unit per game. Any of these still leaves EO a meaningful defensive EW option without one lucky die roll reversing 9 Strain of accumulated work.
The Siege Walker read as correctly sized for what it does, with that caveat. Monstrous Attacks at TN 2+ against a Close Order target produce 8-9 hits from 10 dice on average. No other unit in this game came close to that output. Pair it with the EW healing suite and the unit is essentially unkillable without sustained, coordinated fire from multiple vectors simultaneously. That's a valid design niche. The question is whether the price tag for the EW support is set right.
Two rules clarifications worth flagging:
- Chassis keyword in Decapitation Strike. The scenario awards 1 VP per enemy Chassis-keyword unit removed, and 5 VP if the opponent has zero Chassis units at game end. The Keyword Glossary labels the Hero[x] keyword as Chassis-type, and Commanders carry Hero by default. Relay Beacon units do not appear in the Glossary as Chassis-type. Ruling for this run: only Commander units are Chassis units; Relay Beacon units are not. That made the scenario a 5-VP race for one specific unit per side, which felt right and generated the correct tension. A single clarifying sentence in the Decapitation Strike setup would close this permanently. (Secondary question: if any unit buys the Hero keyword as an upgrade, does it become a Chassis VP target? Worth a ruling.)
- Jamming Pulse Fragile vs normal Fragile break threshold. Normal Fragile breaks a unit at Strain equal to half Integrity (rounded up), which is 5 for an Integrity-10 unit. The Jamming Pulse Fragile override reads: "the target only breaks if it accumulates Strain equal to its Integrity while Fragile is active." This means Pulse-Fragile uses the full Integrity value (10), not half, as the threshold, and only counts Strain accumulated after the Pulse was applied. Steelback ended the game at 5 total Strain but only 3 accumulated Strain while Fragile, which was far short of the 10 needed under that rule. Steelback was frozen 3 inches from Warden by Cowardly, not by breaking. The distinction had no effect on the final VP score but could matter in a closer game. The two Fragile flavors need a clear printed label (normal Fragile vs Pulse Fragile, or whatever the canonical terminology is) so the two break conditions can be looked up independently.
Dice read: mixed luck, as usual. The decisive roll was the D6=6 on the second Override Protocol cast. Without that, Warden breaks at 9 Strain in round 4 and the game result is likely different. On the other side, Warden's round 3 Monstrous attack against Goldenrod produced five natural 1s across ten dice, which is a terrible run for TN 2+ -- expected hits on that roll are around 8 or 9. Five hits was just enough to break Goldenrod at 10 Strain because Howl had pre-damaged it to 5. One more natural 1 and Goldenrod survives round 3 with 1 Integrity remaining and the whole game changes shape. The dice giveth, the dice taketh away.
// DISPOSITION
RESULTEO Iron Veil 5 VP // NAF Iron Sun 0 VP // Decapitation Strike // T5 // Commander holds
CASUALTIES // EOBeast-Mech broken R5 (non-Chassis). Warden 5/10, EW Relay 0/10, Edge 1/10, Ironback 0/10, Howl 0/10 -- all operational at game end.
CASUALTIES // NAFIronwatch (Relay) broken R2. Scatter broken R3. Goldenrod (Commander, Chassis) broken R3. Longwatch 0/10, Spindrift 1/10, 3x Drone Inf operational. Steelback 5/10, Pulse-Fragile active, frozen 3" from Warden at game end.
MVPWarden (EO Siege Walker, Commander). Hit 9 Strain in R2, healed by Override Protocol. Hit 9 Strain in R3, healed again. Killed Goldenrod (5 Monstrous hits at TN 2+) in R3. Survived to game end at 5/10. The entire EO operation was run in support of keeping this unit alive.
THE MACHINES RUN ON OVERRIDE