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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