Monday, October 9, 2017

Rampant Stars: Battle Report- Ambush- Battletech

Welcome to my RAMPANT STARS battle report.  This is a generic ruleset for Sci-fi games that are miniature line agnostic, scale agnostic, and usable in any sci-fi setting from a grim dark universe, to Vietnam in space, to the war against the machines.  Rampant Stars uses relatively broad unit types and Sci-Fi traits to allow you to customize for the game you want.  In addition, Rampant Stars uses a three tiered scenario generator that allows for countless variations for the games you play.  Finally, it is designed to be played in one hour of game time.  

Polanski’s Lancers have been hired by Lacstar Industries to grab some rival Klan Enterprises executives from a corporate off-site on the Low-Grav world.  The executives are travelling under the protection of Thor’s Hammers.  Thor’s Hammers have been contracted to protect the Klan executives while having their off-site team building excursion.   

Polanski’s Lancers
Enforcer
Elite Infantry      Effectiveness rating:  10                                Points: 4 (+2 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              2+                           2+                           3+                           2+           1
Traits:
Commander
Rapid Fire- 2 Points

Trebuchet
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+3 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1(+1)
Traits:
Blast Radius- 1 Point
Armored- 2 Points

Quickdraw
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+4 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1(+1)
Traits:
Armor-piercing- 2 Points
Armored- 2 points

Assassin
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+2 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1
Traits:
Rapid Movement (+1 Point)- Roll 1 d6 for Double time
Enhanced Senses (+1 Point)- Ignore battlefield conditions

Total= 24 Points


Thor’s Hammers
Dragon
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+3 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1 (+2)
Traits:
Commander
Power Armored (+3 Points)

Dervish
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (+3)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1(+1)
Traits:
Armored- +2 Points
Blast Radius- +1 Point

Hunchback
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+6 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1
Traits:
Heavy Weapons- +4 Points- 1 Hit counts as 3.
Armored- +2

Whitworth
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (+2)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1(+1)
Traits:
Armored- +2 Points

Total Points= 24 Points


Mission
Missions are generated by rolling 3d6 three times and consulting a mission, complication, and Location chart.  Of course, you don’t have to roll any at all, but for a test game we might as well go for it!  

Ambush
The attacker sets-up terrain per the guidelines.  The defender sets-up their models as close to the center of the board as possible without violating zones of control.  The Attacker can place units touching any board edge.  Defenders are trying to move off the board edge voluntarily and in good order without routing or retreating off.  Once a unit leaves the board they can not return.  Attackers are trying to stop them.  If 10 points or more of the defenders starting units escape, the defender wins.  If they do not, the attacker wins.   

The Attackers are Thor’s Hammers.

EMP Storm
The world is clouded in swirling EMP that threatens communications and disrupts electronics.  The Commander can not use his +1 Command Check bonus due to the disruptions on the comm. channels. 

Location
Abandoned Outpost

Bases and Outposts tend to have a lot of small buildings, bunkers, roadways, fences, and walls to break-up the areas of the base.   Double Time moves always are considered to get the full additional movement roll.     

Set-up
This board is 4x4 in size with ruins scattered all over the board.  The Lancers are around a center building.  Thor’s Hammers are moving in from all sides to attack. 
  

Turn 1
Thor’s Hammers go first after a roll-off.  The Dervish decides to Double Time forward to try and get into a better firing position.  The Dragon decides to Move and Fire and closes in on the Enforcer.  His weapons open up at long range and….due to the range and reduced firepower from moving fails to cause any damage.  The Whitworth moves forward to cut-off the escape route of the Assassin.  The Hunchback stays put and opens fire on the Quickdraw at long range which knocks him down to 4 hits!  Again, the heavy weapon upgrade rules!

A terrible turn for the Lancers as they all fail their Command checks and are shaken except for the Trebuchet who rushes forward into cover. 



Turn 2:
The Dragon and Dervish are impacted by the EMP Storm and shaken.  Meanwhile, the Hunchback opens fire on the Quickdraw, and destroys him utterly!  The Whitworth moves an snap fires on the Enforcer, and  the range and cover educe him by 1 hit.     

The Assassina dn Enforcer rally, but this time the Trebuchet hesitates unsure how to avoid the enemy attack. 



Turn 3:
The Dervish and Dragon rally.  The Whitworth continues marching forward and shooting at the enforcer, but fails to cause any hits this time.  The Hunchback double times to a new firing position. 

The Enforcer rapid fires the Whitworth with his gatling cannon and the hail of fire causes the inexperienced pilot to fallback.  His mech took 3 damage in the attack.  The Assassin uses its rapid movement to make a break for it and stay away from the Hunchbacks firepower.


Turn 4:
The Dragon, Dervish, and Whitworth are all shaken as their scanners struggle to stay clear in the EMP storm.  However, the Hunchback tries to cut-off the fleeing Assassin.    

The Trebuchet stays shaken as well as the EMP storm swirls around.  The Assassin continues his full speed race to the edge of the outpost with the Hunchback stalking him.  The Enforcer follows to give covering fire. 


Turn 5:
The Dervish, Dragon, and Whitworth rally.  The Hunchback turns the corner spraying auto-cannon fire as he slices the pie.  A shell tags the Assassin and reduces him to 7 Effectiveness.  That means even if he escapes it won’t be enough to win now.  Another Lancer must also escape the board edge.  

The Trebuchet rallies.  The Assassin runs to safety outside of the ruins.  Meanwhile, the Enforcer decides to move rapidly to cover instead of shooting at the exposed Hunchback.  Either the Trebuchet or the Enforcer must also escape the board edge now to secure a victory. 


Turn 6:
The Dervish is shaken again.  This time the Dragon Moves and fires, catching the rear of the Trebuchet and reducing him 1 Effectiveness. The Hunchback maneuvers around the outpost and sees the Enforcer rushing away.  He snap fires but the massive Auto-cannon only needs to graze the light mech to do damage.  The Enforcer is knocked down to 5 Effectiveness but passes a morale test to keep in the fight. The Hunchback pilot calls to the Whitworth to help finish off the Enforcer, but the rookie pilot is shaken by the damage to his mech and does not respond.

The shooting from the Dragon must have woken up the Trebuchet pilot who rapid moves away from the source of the shooting.  The Enforcer also uses a burst of speed to get away fromt eh Hunchback and into cover. 


Turn 7:
The Dervish and Whitworth rally.  Too little too late.  The Dragon loses sensor contact again and it shaken.  The Hunchback continues to stalk his Enforcer prey, but the light Mech is out of sight.  It looks like he may escape too!  The Whitworth looks like he is going to let him scoot past. 

The Trebuchet breaks cover and runs for the board edge.  All the Enforcer needs to do is pass a Command check to escape and win the game for the Lancers.  Which he promptly does and escapes!

Conclusion
No turn 8 is necessary as Polanski’s Lancers have managed to complete the Mission victory conditions.  It is hard to call it a victory when one mech was completely destroyed, and all the others were damaged.  However, Thor’s Hammers were trying to keep 10 Effectiveness points from escaping the board, and 12 managed to escape. 

Some key failed morale checks and Command checks by the Whitworth secured the victory.  If that rookie had kept his head together then the Lancers may have been destroyed.  The Heavy Weapons on the Hunchback again proved their worth as they devastated enemy mecha, even with reduced dice, long range and cover.  It only takes one hit to reduce a target with 3 or less armor 1 Effectiveness, so it packs a punch. 


Overall, another fun game!    

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