Today
we will be playing a game of Rampant Stars set in the Operation: Hemlock
setting I devised for the Warhammer 40K universe, but not using 40K rules.
The Ork migrations to the Deff
Islands had caused them to naturally overflow from the Green Zone.
As a result, Ork mobs began to make land fall on Baron's Rest. At
first, in a series of skirmishes, the PDF forces near Camp Hope(Less)
were pushed back, and the refugees were evacuated deeper into
Imperial territory. In their place, PDF Troopers from Taskforce:
Sword moved into the camp.
With their initial advances
successful, the Orks gleefully pushed forward looking for loot and
slaves. Forward elements involved fast moving truk and buggy mounted
boyz. They raced tot eh entrances of Camp Hope (Less) in an attempt
to break through the human defenses and blast past them. However,
PDF mobile elements were ready to meet them.
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+ + 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
Regular
Mounted PDF Troopers
Regular
Infantry Effectiveness Rating:
5 Points: 5
Move Command Assault Defense Shoot Armor
6 3+ 3+ 4+ 3+ 1
Traits:
None
Regular
Mounted PDF Troopers
Regular
Infantry Effectiveness Rating:
5(10) Points: 5 (9)
Move Command Assault Defense Shoot Armor
6 3+ 3+ 4+ 3+ 1
Traits:
Big
Unit- Doubles starting effectiveness rating
Total
Points= 30
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)
Irregular
Mounted Troopers- Speederz
Irregular
Mounted Effectiveness Rating: 5 (10) Points: 4 (8)
Move
Command
Assault
Defense
Shoot Armor
10
4+
4+
5+ 4+ 1
Traits:
Big
Unit (+4)
Irregular
Mounted Troopers- Bikerz
Irregular
Mounted Effectiveness Rating: 5 Points: 4 (7)
Move
Command
Assault
Defense
Shoot Armor
10
4+
4+
5+ 4+ 1
Traits:
Rapid
Movement (+1)- Move 1d6
Squad
Support (+2)- 1 hit counts as 2 hits
Irregular
Mounted- Kartz
Irregular
Mounted Effectiveness Rating: 5 Points: 4
Move
Command
Assault
Defense
Shoot Armor
10
4+
4+
5+ 4+ 1
Traits:
None
Hooligan
Band- Stomperz
Irregular
Infantry
Effectiveness rating: 10
Points: 2
Move
Command
Assault
Defense
Shoot Armor
6
4+
4+
5+ 4+ 1
Traits:
None
Total
Points= 30
Mission:
Rampant Stars uses a a random mission generation system rolling a
2d6. Today we got, Forced Entry as the Orks try to blast their way
into a side entrance into Camp Hope(Less).
However, missions also have complications and locations. These can
also be randomly chosen or picked. Today we picked: Heat and
Dessert/Ice World to match the setting of Operation: Hemlock.
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. The terrain was
placed relatively randomly across the center of the board. The gates
to the camp were placed in the center of the PDF board.
The PDF
placed across their side of the board the Helga mounted Squad of 10,
then the Flat Bed Helga with 5 was in the gates. Next was the Helga
APC command squad. The final unit was the Ragnarok battle tank to
anchor the right flank behind the power station. The Orks had the
Kartz on their left, then the Stomperz, then the Speederz, Trukkerz,
and Bikerz.
Turn 1:
The Orks try to move out across the front with Move orders. However,
the Speederz hesitate and fail to move up. The PDF Ragnarok and
Command squad move up to engage the enemy, while the rest stay put
due to orders.
Turn 2:
The Stomperz push ahead on foot, looking to storm the gates. The
Kartz and shaken behind difficult terrain, they maybe having some
mechanical issues. The Trukkerz slow their advance and take
ineffective potshots at the Ragnarok across a sand dune. The Bikerz
also slow their approach to fire on the tank, causing some slight
damage.
The Ragnarok fires on the Bikerz, and takes out two with a flurry of
battle cannon and heavy bolter fire. The Helga Squad and Flat Bed
squad are both shaken by the sudden intensity of the fighting.
Meanwhile, the Command squad digs into cover behind a rock
outcropping.
Turn 3:
The Kartz again stay shakened. However, the Speederz rally. The
Bikerz settle in and open fire on the concealed tank and fail to
cause more damage. The Trukkerz change their shooting to the command
squad and tag one of the troopers. The Stomperz keep moving forward,
but slow their pace enough to kill a Helga trooper.
The Ragnarok returns fire on the Truckerz, but fails to find a mark
through the tight cover. The Helga troopers move up and fire on the
Stomperz, and reduce them two troopers.
Turn 4:
The Speederz finally get moving and try to move an shoot, but are out
of range of the Ragnarok. The Trukkerz fire on the Command Squad and
whittle them down further. The Biker inch forward firing at the tank
and fail to cause more damage. The Stomperz move up between a rock
formation and the center mountain of slag.
The PDF responds with the Helga troopers firing on the Stomperz with
minimal effect. The Flat Bed squad moves to the entrance of the camp
and blocks it. Meanwhile the Command Squad is shaken. The Ragnarok
fires at the closing Bikerz and reduces them to two bikerz left.
Turn 5:
The Kartz have been immobile and shaken the entire battle, and stay
that way. The Truckerz and the Speederz try to move and shoot, but
the terrain foils their efforts. The few remaining bikerz again
target the hull down tank for little effect.
The PDF decide to act decisively this turn. The Command Squad
rallies. The Ragnarok fires on the Bikerz and finally wipes them out
with a blast form it Battle Cannon. The Helga squad charges the
Stomperz, with their APC leading the way and laying down cover fire.
The Orks fallback from the attack, but both sides take casualties in
the close range fire fight.
Turn 6:
The Trukkerz see the Helga squad as a new threat and gun them down
with help from their truks' weapons. The Stomperz move around
towards the gates at full speed. The Speederz again are shaken as
are the Kartz.
The Ragnarok moves in on the center of the board and fires the Trukkerz with little effect tanks to terrain. The Command Squad moves up into cover again. The Flat Bed squad drives into the Stomperz firing at will. This routs the Ork Stomperz.
Turn 7:
The Speederz rally, but the Kartz fail to rally. The Trukkerz fail
to take out the PDF Command Squad.
The Flat Bed Squad moves back to cover the gates. The Ragnarok and
Command Squad fire and whittle away the Trukkerz.
Conclusion:
The Orks decide that they can not get to the gates and fall back.
The PDF let up a cheer as the greenskins fall back. Camp Hope (Less)
has been secured and the retaking of Baron's Rest has begun!
Cololnel Brusilov of Taskforce Sword let out a sigh of relief at
the news His troops had managed to hold the line. Now, it was up to
his colleagues in the other taskforces to keep the Orks from crossing
the narrow straits from the Green Zone. His command bunker at Grig's
Landing was buzzing with activity, but he flagged down a subordinate
to create the communique for the other Taskforces.
The next key to the campaign on Baron's Rest would be to start to
push the Orks back. Most of the air assets were assigned to
Commodore Miles of Battlegroup: Chalice but Brusilov had managed to
get some strike aircraft assigned to him. Now, he could use them to
harass the Orks as they fled back towards Look Out Pointe. In
addition, Vice-admiral Travers of Thorn would need to keep new Orks
from arriving by sea. Operation: Hemlock still had plenty of
fighting left in it.
Another quick and decisive game of Rampant Stars. I purposely
changed up both armies for this battle to play around with different
forces. I wanted the Orks to be faster, and I thought they had a
good chance when the Forced Entry mission got rolled up. However, my
opponent played a bit conservatively as she was very concerned about
the firepower of the Ragnarok. As a result, they failed to
consistently push towards the objective. They were also hampered by
some poor Command rolls, with the Kartz completely out of the game.
My mounted PDF troopers did their job today and I had much better
luck with the dice. The Ork Stomperz did not have any assault
upgrades and my professional soldiers managed to push them back in
two key close assaults. Overall, I felt confident after Turn 5 that
I could hold. Overall, a quick game that took about 90 minutes to
set-up, rejigger army lists, deploy, play, and pack away. Good fun.
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