Welcome to my second Battle Report for Rampant Stars. If you have seen my review of Lion Rampant, Dragon Rampant, Dux Bellorum, or The Men Who Would Be Kings; you will be familiar with the name Daniel Mersey. He has designed a number of fun games for the Osprey Wargaming Series. Rampant Stars is an intentional homage to his rules systems but set in a Sci-fi setting. You will see many similarities between this system and Dan’s works.
The leaders of the
Spaz Marines believe they are the only true inheritors of the galaxy and are
constantly trying to kill, maim, and burn any other sentient species they come
across. Therefore, the Spaz Marines were
not too happy to find alien Tripods on one of “their” agri-worlds causing
problems.
The Tripod’s proved
to be a bigger problem than the Spaz Marines first thought. The Spaz Marines failed to destroy the
entrance to the Tripods warrens. Now,
they were spilling out and destroying farming facilities and supplies across
the planet. Did those silly Tripods
actually believe that this was their planet?
They would need to be taught a lesson in who were the rightful rulers of
the galaxy. But first, they had to be
stopped from destroying what made the planet worth having in the first
place!
Forces
Pink Spaz Marines
·
Command- Elite Mounted- 10 Points
o Commander
o Jump
Gear
o Combat
Gear
·
Tac-Squad Alpha- Elite Infantry- 8 Points
o Armored
o Rapid
Fire
·
Tac-Squad Beta- 6 Points
o Armored
24 Points Total
Martian Tripods
·
Command- Regular Mounted- 8 points
o Commander
o Rapid
Movement
o Long
Range
·
Regular Mounted- 6 points
o Rapid
Movement
·
Regular Mounted- 6 Points
o Rapid
Movement
·
Drones- Regular Infantry- 4 points
o Cerebral
Synapse Link
24 Points total
Mission
Missions are generated by rolling 3d6 three times and
consulting a mission, complication, and Location chart. In this case we rolled for mission and
complications but decided for ease to keep the farmland board. Of course, you don’t have to roll any at all,
but for a test game we might as well go for it!
Property Destruction
The defender sets-up the board per the terrain
guidelines. It must have 5 pieces of
terrain to be destroyed in the scenario as well. These can be piles of crates, animal pens,
huts, etc. The attacker chooses a table
edge. The defender deploys within 6
inches of the terrain pieces. The
attacker then deploys touching any board edge they wish. The attacker is trying to destroy the terrain
by reducing each terrain piece by 4 Effectiveness Ratings. Each terrain piece has an armor rating of 2.
Dawn
The battle starts at the break of dawn. Initial Line-of-sight is 0’ inches. At the end of each turn, the Line-of-Sight
distance increases by 6 inches. Therefore,
at the end of Turn 1 the Line-of-sight is 6 inches, at the end of turn 2 it is
12 inches, at the end of turn 3 it is 18 inches, etc, etc. This continues until the full length of the
board is available.
Location
Outdoor, Farmland
The battle is taking place outdoors near a farm. Terrain
is orchards, fields, barns, and herd animals.
There should be 1d6 large/herds of farm Animals on the board. They block Line-of-sight and are treated as a
Mounted Untrained Mob . They always move
away from the closest unit and are moved after all other units have been
activated. The Attacker moves a herd
first, and then the defender and keep trading off until all herds have been
moved.
We stuck with the 1 herd as I was out of toy frogs! That is something I will need to remedy.
Well then…. This should be something.
Set-up
This board is 6x4 in size. There are five objectives scattered across
the fields and orchards. From East to
West it is 3 moisture gatherers, a silo behind a hill, a barn by an orchard, a
set of barrels by a hedge, and a gathering tower in an orchard. The herd of frogs is between the barn and the
orchard.
The Tripods have the Scouts to the East to attack the
moisture gatherers, Commander in the center heading for the barn, and the drone
moving up behind the orchard.
The Pink Spaz Marines have Tac-squad Alpha near the silo
and ready to move up to shield it and make a play at the moisture
gatherers. The Command squad is near the
barrels, and the last Tac-squad is flanking the Command team.
Remember, our Dawn complication! We will try as well!
Turn 1
In the pre-dawn darkness everyone moves forward. The Drones who manage to get confused and
fail to follow orders. It is too dark to
shoot.
Turn 2
The drones rally, but Scout Tripod Pink gets shaken and
fails to follow orders as the rays of the sun crest over the horizon. The Pink Spaz Marine Tac-squads try to screen
a couple of objectives with their bodies.
The Command squad rushes towards the enemy command Tripod and hides behind
the main barn.
Turn 3
The command Tripod fires on the main barn and destroys
it! One objective down, two to go! The drones rally and move towards the
Gathering Tower. Scout Pink rallies,
while Scout Blue double times forward.
The Pink Spaz Marines spring into action. The command squad charges the Tripod command
and reduces it 5 effectiveness points, but loses 2 in return. The Command Tripod is forced to retreat and
shaken! Tac-squad Alpha moves and shoots
and damages Scout Blue near the Moisture Gatherers and damages it.
Turn 4
The Drones skirt the edge of the field to avoid Tac-squad
Beta and make for the Gatherer Tower.
Scout Blue and Pink both press forward.
The Command Tripod rallies.
The Spaz Marines press their attack. They damage the Command Tripod further
causing her to fallback shaken.
Tac-Squad Beta moves up and fires on Scout Blue and damages it. Tac-Squad Alpha moves to intercept the
Drones.
Turn 5
Scout Pink turns and fires on the Command squad and burns
down two effectiveness points. Scout
Blue fires on Tac-squad Alpha and takes out 1 at range. The Drones fail their orders and are
shaken.
Tac-squad Alpha returns fire and blasts Scout Blue down
about 4 points. The Command Squad
charges in and reduces the Command Tripod to 3 effectiveness but the Tripod has
the last laugh as the defense takes out the Spaz Marine Commander. Her comrades barely notice as they easily
pass their morale test.
The Drones also force the frogs to stampede into
Tac-squad Beta. The Spaz Marines
massacre most of the herd, and lose two of their brothers.
Turn 6
The drones fail to rally.
Scout Blue realizes too late that he needs to fire on the objectives and
reduces it 2 effectiveness points. Pink
moves across to support the attack on the Moisture Gatherer. The Command tripod is shaken.
Tac-squad Alpha rapid fires at Scout Blue and turns him into
small pieces. Tac-squad Beta moves
up.
The frogs that fled are again stampeded back into
Tac-squad Beta, but this time the Spaz Marines hack them into pieces and
prepare for a feast of frog-legs back at camp.
Turn 7
The Drones and Command Tripod rally. Scout Pink takes long range shots at the
Moisture Gatherer and reduces it to 2 Effectiveness.
Tac-squad Alpha fails to fire due to battlefield friction
and are shaken. Tac-squad beta fires on
the Drones at range and damages 1.
Turn 8
This is it!
The Command tripod takes a very long-range shot at the
Gathering Tower and reduces it 1. The
Drones also fire at range, and reduce it 2 more. Scout Pink fails to fire at the Moisture
Gatherer. With that, the Tripods fail
their objectives.
Tac-squad Beta takes some celebratory shots on the Drones
and reduces them to 7 Effectiveness rating.
Tac-squad Alpha rallies in time to see the Tripods shamble off in
defeat!
Kill! Maim! Burn!
Conclusion
The alien tripods
fled the battlefield after the sun fully rose.
Perhaps they could not stand full sunlight since they lived
underground? The Spaz Marines did not
care. Aliens were only created for one
reason, to be killed! Today, that
purpose was served! In celebration to
the great victory, the Spaz Marines held a feast featuring local cuisine.
The alien attacks
on the agri-world’s farms had been thwarted across the planet. The Spaz Marines
prepared to go back on the attack! Kill!
Maim! Burn!
Final Thoughts
Wow, this game is quick and fun. With photos and recording this game took less
than an hour to play. One of the longest
parts was determining the missions/complications/location and setting up the
board to match it. The movement mechanics
allow you to move across the board easily and cover a lot of ground. The combat resolution is very quick and the
orders allows for a certain level of uncertainty in the game play. Creating this battle report probably took longer than the game itself.
"I love the smell of garlic fried frog's legs in the morning. It is the smell of victory."
ReplyDeleteGreat stuff.