Monday, April 29, 2019

Battle Report: Operation: Hemlock- Rampant Stars


Today we will be playing a game of Rampant Stars set in the Operation: Hemlock setting I devised for the Warhammer 40K universe.

Colonel Brusilov, the commander of Taskforce: Sword; has ordered the Ammoriss PDF forces to help secure the refugee camps on Baron's Rest. Ork land forces have been spotted in the area of Camp Hope(Less). The Colonel has ordered a general levee of refugees to help in the camp's defense. This has led to a mixed force of PDF forces and local militia.

The Orks have been attracted to the region due to the flat, dessert region making a great place to race their Truks and karts. They see the refugee camp as an easy source of slaves to nick to take to Skarbashz Fort to trade. As such, the appearance of the PDF and militia has put a small wrinkle in their plans, but an enjoyable. They are eager for a good scrap!

Forces

Ammoriss PDF Forces:
Regular Mounted Command- PDF Command Squad
Regular Mounted Effectiveness Rating: 5 Points: 5 (6)
Move Command Assault Defense Shoot Armor
10      3+              3+         5+          4+       2
Traits:
Blast- +1 Reduces cover from shooting by 1
Leader- Free

Ragnarok Tank
Regular Infantry Effectiveness Rating: 10 Points: 3 (10)
Move Command Assault Defense Shoot Armor
1d3+3 3+            3+         4+          3+       4
Traits:
Big Brute- +4 
Heavy Weapons- +4 Each hit causes potential 3 hits
Slow- -1 

PDF Troopers
Regular Infantry Effectiveness Rating: 10 Points: 3
Move Command Assault Defense Shoot Armor
6           3+           3+          4+         3+       1
Traits:
None

PDF Troopers
Regular Infantry Effectiveness Rating: 10 Points: 3
Move Command Assault Defense Shoot Armor
6         3+             3+          4+         3+      1
Traits:
None

Refugee Militia
Irregular Infantry Effectiveness Rating: 10 Points: 2
Move Command Assault Defense Shoot Armor
6        4+              4+         5+          4+     1
Traits:
None

Total Points= 24

Ork Hooligans
Regular Mounted Commander- Trukkerz
Regular Mounted            Effectiveness rating:  5(10)                          Points: 5 (9)
Move    Command           Assault                 Defense               Shoot    Armor 
10           3+                           4+                           5+                           4+           2
Traits:
Big Unit (+4)- Double Units initial Effectiveness Rating
Leader (Free)

Hooligan Band- Stomperz
Irregular Infantry             Effectiveness rating:  10                                Points: 2
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1
Traits:
None

Hooligan Band- Romperz
Irregular Infantry             Effectiveness rating:  10                                Points: 2
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1
Traits:
None

Hooligan Band- Basherz
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (5)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1
Traits:
Fierce (+2)- Re-roll misses in an assault
Combat weapons (+1)- Shoot close only, double dice for assaults

Hooligan Band- Big Bang-Bang
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (6)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1
Traits:
Armor Piercing (+2)- Shooting reduces armor rating of target by 1
Rapid Fire (+2)- Short range double shots, long 1.5. No move or shoot.

Total Points= 24


Mission:
Rampant Stars uses a a random mission generation system rolling a 2d6. Today we got, Control the Terrain.

However, missions also have complications and locations. These can also be randomly chosen or picked. Today we got: Heat and Dessert/Ice World

This will impact the play of the game Heat reduces the number of times you can Move/Double Time in a row.

Set-up:
The board will be a 6 by 4 board for today's battle. Per the rules for the battle, there are four difficult terrain locations scattered roughly across the center of the board. The force that holds the most Difficult terrain is at the end of the game is the winner. The game lasts 8 turns, 1 hour, or until one army is routed/destroyed.




Turn 1:
The Orks surge forward across the board towards the objectives. However, the Romperz are confused and hold position on the baseline.

Only half of the PDF on the right flank respond and move forward. One trooper squad and the command squad move up.

Turn 2:
The Romperz stay confused. However, the Stomperz climb an objective and take aim at the Militia and reduce them three men. 

The Basherz climb into the trench and shoot at the PDF commanders, reducing them 2 effectiveness. The Big Bangerz take aim at the PDF troopers to the right and wipe them out in a barrage of firepower!

The PDF are stunned, and fail to rally. However, the Command squad approaches the Basherz and flames them in the trench for 3 Effectiveness loss.

Turn 3:
The Basherz charge into the PDF Command and tear them into shredded beef. 



The Big Bangerz fail to activate, but have an objective. Finally, the Stomperz fire on the militia and reduce them 4 more effectiveness, and down to 3 militiamen left.

The Tank and the PDF Troopers rally.

Turn 4:
The Stomperz got tired of shooting the scared Militia, and changed to the left flank PDF troopers. They took out two. The Basherz failed to activate. 

 The Ragnarok finally rallied, and fired on the Basherz, wiping them out.


Turn 5:
The Orks fail to activate most units or are busy Rallying. However, the human Militia finally decides to move into cover and take a few pot shots, killing an Ork from the Stomperz. Meanwhile, the Ragnarok starts to move towards his biggest threat, the Big Bangerz.



Turn 6:
The Big Bangerz manage to activate and move across and fire on the Ragnarok. However, they fail to hurt the big brute. In the meantime, the Romperz activate and take an objective.


In return, the Milita ping off another Ork from the Stomperz. However, the Ragnarok targets them and wipes them out in a fury of heavy Bolter fire and battle cannon blasts.

Turn 7:
The Romperz fire at the PDF Troopers and reduce them to only 2 troopers left! Meanwhile, the Big Bangerz fail to activate!

In response, the Militia move into cover behind a dune. The Ragnarok and PDF Troopers fail to activate!

Turn 8:
The Romperz and Trukkerz combine their firepower to eliminate the last PDF Troopers. The Trukkerz also take another objective.


In response, the Ragnarok fails to rally and the Milita fail to activate.

Conclusion:
The Orks end the game holding 3 of the 4 objectives. The Orks thrashed the PDF troopers and easily won the game.



Rumors quickly spread around Camp Hope(Less) that the Orks were coming. The refugees began to pack up and prepared to leave the area. PDF Troopers from Taskforce: Sword were soon displacing them as reinforcements moved into the area. Baron's Rest was the Orks' first push out of the Green Zone and into Human controlled territory. It would be up to the men and women of Taskforce: Sword to stop them in their tracks.

Skarbash and his boyz couldn't help but expand as more Orks flooded into the region from across Ammoriss. The refugees from Warlord Gark's forces were overwhelming the resources of the Green Zone on the Deff Islands. Expansion to Baron's Rest was a requirement.

As far as thoughts on the game, the rules for Rampant Stars are as quick and easy as ever. My wife picked them up in no time. The hardest part was getting the models out of the tackle boxes and setting up/taking down the table. The random mission was great, and the rules worked fine in making Tanks as well as infantry units.

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