Monday, October 1, 2018

Rampant Sun: Battle Report- Firefight at the Control Valves


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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