Sometime in the recent past I tried to
play a game of Rampant Stars as
a model-vs-model battle
instead of squad versus squad. I found model-vs-model using the
Rampant Stars system
worked great for Mechs and other multi-hit single units,
but not so great for individual troopers.
This lead me to start building a new set of rules to deal with this
style of game, but still keeping with some of the design aesthetics and goals of Rampant Stars.
Hence this game, Rampant Sun,
was born.
The Imperial Commander of the planet
has been reporting issues with the lower dregs of society getting
uppity. He appealed to the local Spaz Marines for help. Since they
hate uppity dregs causing problems on their world, they deployed some
of their order help out.
In the ash wastes around a city, the
Spaz Marines have been ordered to secure the control valves of vital
resources. Of course, once the Spaz Marines deployed to the wastes
via their drop ships, rumors spread quickly. As they approached the
control valves, the local rebels were ready to challenge them.
However, as the forces approached
the control valves,a vicious sand storm kicked up and reduced
visibility. The Spaz Marines smiled and kicked in their Auto-Senses.
Forces
Spaz Marines:
Sergeant Cleetus-
Elite Infantry- 10 pts
Move Command Assault
Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Commander,
Armor, Close Combat Weapons, Rapid Fire, Enhanced Senses
Brother Vinni-
Elite Infantry- 9 pts
Move Command Assault
Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor,
Rapid Fire, Enhanced Senses
Brother Flavius-
Elite Infantry- 8 Pts
Move Command Assault
Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor,
Blast Radius, Enhanced Senses
Brother Marcus-
Elite Infantry- 9 Pts
Move Command Assault
Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor,
Marksman, Enhanced Senses
Brother Marcius-
Elite Infantry- 9 pts
Move Command Assault
Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor,
Rapid Fire, Enhanced Senses
Points= 45
Local Scum:
Pritchard- Regular Infantry- 8 Pts (Cawdor Leader)
Move Command Assault
Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Commander, Close Combat Weapon, Rapid Fire, Fierce
Big Bergen- Regular Infantry- 9 pts (Heavy Bolter Cawdor)
Move Command Assault
Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Long Range, Rapid Fire, Armor-piercing
Koresh- Regular Infantry- 5 Pts (Auto-gun)
Move Command Assault
Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Rapid Fire,
Duke- Regular Infantry- 7 Pts (Aiming Gun)
Move Command Assault
Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Marksman, Rapid Fire
Messiah- Regular Infantry- 5 Pts (Shotgun)
Move Command Assault
Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Blast Radius, Short Range, Fierce
Bishop- Regular Infantry- 5 Pts (Las-gun)
Move Command Assault
Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Rapid Fire,
Harry- Irregular Infantry- 5 Pts (Stub pistol)
Move Command Assault
Defense Shoot Armor
6 4+ 3 2 3 1
Traits: Close Combat Weapon, Fierce
Trigger Jo- Irregular Infantry- 5 Pts (Las pistol)
Move Command Assault
Defense Shoot Armor
6 4+ 3 2 3 1
Traits: Close Combat Weapon, Fierce
Mission:
Rampant Sun uses a a random mission generation system rolling a 2d6.
Today we got, Secure the Data Point. A key objective is in the
center of the board. By the end of turn 8, the forces with troops on
it will secure it and win.
However, missions also have complications and locations. These can
also be randomly chosen or picked. Today we got: Dense Fog and
Dessert/Ice World.
This will impact the play of the game as LOS will be impacted using a
4d6 at the beginning of the turn to determine LOS. The Spaz Marines
have Enhanced Senses which allows them to ignore this Complication.
Set-up:
The board will be a 3ft round board for today's battle. The
objective is placed in the center and the Defender (Lowly Scum) get
to set-up terrain per the terrain guidelines. The Spaz Marines then
choose a side to deploy on while the Lowly Scum get the other side.
Turn 1:
The Spaz Marines are the Attackers and can try to activate first.
Sgt. Cleetus and Brother Flavius double time towards the objective.
Meanwhile, the rest fan out to cover them. The Lowly Scum move out
next. However, Koresh, Bishop, and Trigger Jo are are all shaken and
unsure what to do. Duke takes position behind hard cover while
Pritchard, Messiah, and Harry move to the control valve. Big Bergen
moves forward to cover the objective as well.
Turn 2:
Brother Marcus takes long range aimed shot at Big Bergen through his
scope. However, the shots fail to cause him to fall back. Brother
Vinni rapid fires at Messiah, and the firepower is so fierce that he
runs for it. Brother Marcius moves up as do Cleetus and Flavius.
The sandstorm reduces the Local Scum's LOS to 14 inches. Harry
rushes to the edge of the service trench. Duke moves forward, sees
Flavius and snap fires to no effect. Pritchard and Big Bergen, not
able to see the enemy due tot he sandstorm double time towards the
trench with the valves. Bishop, Trigger Jo, and Koresh rally.
Turn 3:
Brother Marcus Moves into Cover and fires at Big Bergen, but his
shooting is ineffective due to the cover Big Bergen was in. Brother
Flavius fires at Harry, but it isn't enough to drive him back.
Brother Marcius rapid fires at Big Bergen and gets a great roll. It
forces Big Bergen to retreat from his position and be Shaken.
Brother Vinni double times it up to take a firing position. Sgt.
Cleetus makes his way to the Control Valves.
The Sandstorm allows 15 inches of LOS. Pritchard moves and shoots
at Cleetus to try to drive him back from the objective. His plan
works as Cleetus retreats and is shaken due to suppressive fire. Duke
again moves forward firing and fails to stir Flavius, as Harry moves
in to assault him next turn. Koresh and Bishp rush forward to get
into the firefight while Big Bergen rallies. Trigger Jo stays where
he is, confused by the swirling sands.
Turn 4:
Sgt. Cleetus rallies himself. Meanwhile, Flavius decides to assault
Harry before he gets Assaulted, and the Spaz Marine easily clubs the
poor youth to death. Brother Marcius runs to the edge of the trench
and sets up to provide support fire. Meanwhile, Brother Vinni uses
Rapid Fire on Pritchard, but fails to force him back. Brother Marcus
uses Aimed Fire on Koresh but fails to force him back.
Koresh dashes forward and dives into the trench around the control
Valves. Bishop gives him Rapid Fire cover fire, and manages to take
Sgt. Cleetus down with a hail of fire. Big Bergen can barely see
Brother Macius in the sandstorm and opens fire, causing the Spaz
Marine to fall back. Meanwhile, Flavius is charged by Pritchard and
Duke. In the ensuing melee, Duke is Shaken, while Flavius is killed
by Pritchard.
Turn 5:
Brother Macius swings out to the side and strafes Duke, forcing him
to retreat away. Brother Vinnie throws suppressing rapid fire on
Koresh and cause him to be Shaken. Brother Marcus puts suppressing
fire on Big Bergen, to no effect.
The Sandstorm let's up for a moment allowing 21 inches of LOS.
Koresh and Duke rally. Pritchard dashes to the objective and sits on
it. Bishop rapid fires at Brother Vinnie for no effect. Big Bergen
exchanges fire with Brother Marcus and fails to do anything useful.
Trigger Jo realizes that his team needs him and dashes for the
objective, but is too far away to help yet.
Turn 6:
Combined firepower from the Spaz Marines force Koresh and Pritchard
out of the trench, and they are lucky to be alive.
The Sandstorm forces LOS 14. Pritchard quickly rallies, but Koresh
stays shaken from the Spaz Marine firepower. Instead of shooting,
the Local Scum use the sandstorm as cover to move up tot he edge of
the Trench for a big push at the objective before the game ends.
Turn 7:
The Spaz Marines see the danger that they will probably be
overwhelmed at the objective. They plant their feet firmly and try
to rely on their firepower to push back the Local Scum. However,
safely behind their trench, the Scum stay confident and do not
retreat.
With the sandstorm still blowing strong, Pritchard gives the order to
go Over the Top! Koresh rallies, abut Bishop hesitates from the
Order and is Shaken. The rest pour into the trench and secure the
objective.
Turn 8:
There is not much the Spaz Marines can do to stop the Local Scum from
holding the Objective at the end of the turn. Brother Vinnie rushes
forward and clambers into the trench, trusting in the firepower of
his comrades and his armor. Brother Marcius manages to force Duke
out of the trench with suppressing fire, but Brother Marcus can not
do the same with Big Bergen.
The Spaz Marines faith in his armor is justified as the Local Scum
open fire at him in close range, and only leave him shaken!
Pritchard decides to assault him to try to drive him out of the
Trench. The leader of the Local Scum's plan works as his combat
weapons allow him to kill Brother Vinnie and allow the Local Scum to take the
Trench.
Conclusion:
The Local Scum win against the Elite Spaz Marines. Now, the Local Scum were still classed mostly as Regulars, so they weren't that
lowly. Numbers paid off over skill in this game as the less skilled
troopers were able to swamp the objective and take it.
This game using Rampant Sun was much more satisfying than
trying to apply Rampant Stars rules to single trooper models.
They acted and behaved much closer to how individual troopers would
respond by getting shaken, retreating, routing, and being suppressed
by fire power. For model-vs-model combat Rampant Sun is
superior, but squad versus Rampant Stars is the better choice.
Different strokes for different folks.
Shooting was very good at forcing models to retreat or push them back
from objectives, but was not that great at killing things. However,
taking cover really paid off in this game as their were several shots
that would have been kill shots, but due to cover only forced a
morale check instead. Is was impressed by the Rapid-Firing Spaz
Marines ability to push models away from the objective. However,
Assault was the decisive “killing” arm in this battle. Two Spaz
Marines were taken Out-of-Action this way, while the Scum also lost
one. By contrast, shooting only removed one model early in the game
due to a very badly failed Morale check causing them to rout off the
board. However, a battle with the objective out in the open and
without the Sandstorm may have made shooting more impressive. I was
impressed with Rapid-Fire as a Trait, but less impressed with Armor
Piercing and Marksman this game.
The system worked as intended. The random scenario, complication, and
location generator keeps each game different. I have played a lot of
Rampant Stars using the same system and keep having different
battles and friction to overcome, my favorite possibly being a herd
of animals to deal with. Also, the game went very quickly allowing
us to play and document in about an hour. However, we did not make
use of any of the Campaign elements post-battle.
Overall, a fun outing and I look forward to playing again!
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