Showing posts with label Operation: Hemlock. Show all posts
Showing posts with label Operation: Hemlock. Show all posts

Monday, June 16, 2025

Battle Report: Operation: Hemlock- Heroquest (?!?)

Today, i am doing something very different.  One of the things I love about Heroquest is that you can be very creative with the system.  It can easily be re-skinned or home-brewed into a wide variety of games.  Today, I am going to try to re-skin it as a Warhammer 40K Inquisitor game.  Let's see how it goes! 

It has been awhile since we tuned into to see what our Throne Agents were doing in Operation: Hemlock.  Last we saw them, the Throne Agents had discovered a link between the Adaconite Smugglers and the Red Tower of Ammoriss.  they had infiltrated an Adeptus Mechanicus facility and inserted a data-demon into their system.  This began sending them intel.  

Father Robertus was able to sort through the data and began to put together links.  He quickly uncovered unusual activity being routed through a Guild House located in the Deff Islands, possibly as a clearing house.  From there, Sebastian Twist was sent ahead aboard an Imperial supply vessel.  The region was an active warzone, but the Imperial forces had a clear hold on Grig's Isle.  Fighting was still raging on Baron's Rest, and the Ork control Zone was simply known as "The Green Zone".  

Thankfully, the Guild House was on Grig's Isle near the Davros Mineworks.  Most of these outfits were "wild cat" and independent operations that popped up, went bust, and crumbled; until those involved tried again.  The Deff Islands was one of the rare sources of Adaconite that was not directly under the control of the Red Tower.    

Sebastian was able to establish himself with the gangs and other ne'er-do-wells quickly and easily.  They were his kind of people.  The local  underworld had mostly coalesced into an organization known as The Syndicate that was nominally allied with the Imperial war-effort. It did not take long for Twist to have his own operatives infiltrate the Guild Hall.  

Twist was joined on Grig's Isle by the rest of the team later.  However, at the safehouse they also found that the Inquisitor had provided a new asset in the form of a Combat Servitor.  That could prove useful. Shortly after the Throne Agents set-up shop; Twist lost contact with his agents within the Guild Hall.  They had hinted to Twist that they had found critical intel before contact was lost.   

Sgt Major Bathory decided that if they did not act quickly, their operation could be compromised.  The Throne Agents quickly assembled to raid the Guild Hall and retrieve the operatives. 

Forces: 

First off, I have decided to use my Heroquest Core set to play this game.  It maybe a bit of a stretch, but it feels like the Heroquest board will be a great way to simulate the interior of a Guild Hall building.  I plan on running the initial First Light scenario using the App, with a few modifications to the game rules that I will detail a bit later:

Sgt. Major Bathory 
- Dwarf- Crossbow 
I figured the best way to represent the skills of the Veteran Guardsman was using the Dwarf card armed with a crossbow in addition to the normal load-out.   

Father Robertus
- Wandering Monk
This seemed like the best way to flavor an Imperial Drill Abbot with the 4 elements representing the Imperial Faith. 

Sebastian Twist
- Rogue Heir of Elethorn
The Heirs ability to move through enemies seemed like natural fit for a spy like Twist.  Plus, the thrown dagger matches his fighting style. 

Codename: Gladius 
- Barbarian with Broadsword
As a Combat servitor, the Barbarian card seemed like the closest fit. 

From left to right: Sgt Major Bathory, Sebastian Twist, Father Robertus, and Gladius


The only real upgrade is for the Dwarf to get a Crossbow, still leaving these guys as mostly "starting" Heroes.  Therefore, the first scenario in the First Light campaign could still be an issue. 

Set-up
I will be using the base Heroquest rules and re-flavoring for the setting a bit.  I will be making the following replacements and adjustments: 

Goblins = Scavvies
Orcs= Gangers
Abominations= Gang Leaders
Dread Warriors= Skitarri
Dread Sorceror = Psyker
Gargoyle= Big Mutie


In addition, I am going to be using the Missile weapon rules for this game.  However, ALL enemy models will have a ranged attack equal to half of their normal attacks rounded down.  Therefore, a Scavvie has 1 ranged attack dice.  A Gang Leader has 1, but Skitarri have 2.  There are no missile troops in the First Light scenario but if encountered they would act as normal.  Therefore, in many situations it is still better to get up close and personal, Heroquest style.  However, some situations may dictate otherwise.   

No one can shoot at an enemy that is in base-to-base with an ally.  That includes models that are in adjacent/diagonal squares to a friendly model.  They also still use line-of-sight as if casting a spell to fire. 

I have also decided that Heroes have a shoot ability of their normal attack divided by 2 rounding up: 

1-3= 1
3-5= 2
6+= 3 

Again, normal line-of-sight applies and Heroes can not use ranged attacks on enemy models that are in base-to-base with a friendly, even in adjacent/diagonal squares.  However, the Combat Servitor will never shoot.  

Mission
I am using the first Scenario from the First Light supplement for this scenario.  I will use the App to run the game for exploration, terrain, and enemy location; but run enemies with the shooting rules above

The Throne Agents are attempting to locate the 4 spies they had placed in the Guild Hall to gather their intel.  They are going to be able to engage with a free hand, and are authorized to kill anyone who tries to oppose them.  

The Game:        
The Throne Agents quickly blast open the gate and storm the Guild House.  The Combat Servitor mindlessly leads the way, and quickly locks in on an enemy Mutant.  He easily rushes it and slashes it down before it can even react!  


However, the Agents are in for a surprise as a booby-trap detonates and blocks them inside the Guild Hall.  There is no easy ex-fil from where they came.  All ready the plan has gone sideways.    

Undeterred, they continue their sweep of the Guild House.  However, they quickly discover they were too late.  They discovered one of their informants dead, a scavvy and a ganger looking over his body their pistol's still smoking.  Bathory makes short work of one, while Father Robertus deals with the other.  Twist manages to get to the body and finds a small data-slate that is encrypted on the corpse.  Perhaps it is the puzzle pieces they were looking for? 




Gladius blasts down the next door with a powerful shoulder and barges into through the stronghold.  He and Robertus lead the way.  However, the Priest gets bogged down with a tentacled mutant while the others move ahead, seeping the Guild Hall.  

It isn't long before an alarm bellows out, and Gangers and Scavvies from other parts of the Guild Hall head their way.  Eventually, Father Robertus finishes his man but is pretty banged up.  Thankfully, the crew came prepared with some Med-Kits, which he uses to patch himself up with.    

The Sgt Major leads the team deep into the Guild Hall, where they find a pair of Gang Leaders.  They were interrogating one of the spies but apparently executed him when the alarm went off.  The team was too slow.  


It is a tough fight, but eventually Father Robertus uses the Word of the Emperor to finish the last gang leader decisively.  His faith is powerful enough to crush the muscled thug's skull with his Drill Abbot's Hammer.  

They quickly find the Guild Houses main office, and it is heavily guarded by Gangers.  Inside, a powerful Combat Servitor of their own is ready.  Gladius rises to the challenge and charges into the battle.  The presence of such a beast further confirmed the involvement of the Red Tower of Ammoriss with these smugglers.  Twist managed to infiltrate the room as the battle raged and fired into the Combat Servitor's skull execution style from behind besting the beast.  


The Throne Agents managed to sweep the rest of the Guild House clean.  Even their secret chambers were discovered.  The agents they were sent to locate were all dead.  Just as Sgt. Major Bathory feared.  However, they got there in time to secure incriminating data-slates, physical records and even some local script and golden Thrones currency. 

Like all rat's nests, this one had a secret back entrance that the rat's had used to escape.  The Throne Agents uncovered it and made their way out as well.  The ex-filtrated back to their safehouse to debrief, rifle through their new leads, and to tend to their injuries.  

Final Thoughts  
That worked out just fine.  I recently watched a play through of this mission that ended in a TPK.  I did not have that same level of difficulty at all.  My Monk got beat-up but the bonus Medical Kits provided by the Inquisitor (Healing Potions from Sir Ragnar) smoothed over the worst of it.  I did get pretty lucky on Treasure cards though, only 1 Wandering Monster and 1 Hazard!   

My Monk needed it after getting caught flat-footed by opponents at the end of the Heroes' turn cycle a few times.  Otherwise, the rest only took a point of damage here and there, but nothing life threatening.  This games MVP was Gladius the Combat Servitor as he rampaged through Scavvies and Gangers with ease!        

The group ended with a haul of 580 Golden Thrones, 2 Med-Kits (Potion of Healing), a gem worth 35, a one-use Refractor Field (Potion of Defense), and a Psyker's Brass Staff (Wizard's Staff).

Overall, I think that worked pretty well!  The shooting rules and such were not even needed.  Most of the time, the fights were close enough where shooting was not the better option.  The only one that shot much was Sgt. Major Bathory and a Scavvy once or twice.  Most of the time, the enemies/Heroes were within 1 square of a friendly anyway so you couldn't get a clean shot.  

I will have to take a look and how I can re-fluff the rest of First Light for my throne agents to keep on playing it. 

Until next time. 


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Monday, November 6, 2023

Battle Report: Restless Stars- Operation: Hemlock

 

Restless Stars is my unit-vs-unit generic sci-fi skirmish game.  Today, my Skumgrod and I are using it to fight a battle in our ongoing and open ended Operation: Hemlock campaign.  This campaign takes place on a homebrew campaign setting in the Warhammer 40K universe circa 5th edition of so.  Despite it taking place in the Warhammer 40K universe, we are using all sorts of games to play-out the campaign.  

Big Boss Nobsplitta peaked out the window of the Mek Shed he was holed up in.  Explosions rocked the area, and the sound of jet engines filled the sky.  Smoke filled the air and made seeing difficult, but he knew the Oomies were coming.  He licked his lips in anticipation of the fight. 

The boyz had landed on this pile of rock and dirt a while ago.  At first, it had been all fun and laughs as they zoomed around on their buggies and Truks just krumpin' all the Oomies they could lay their hands on.  They got all the way to the gates of a big Oomie camp full of slaves for the takin'.  Then, the serious fightin' got started.  Since then, the Oomiez had been the ones having all the laughs.  

Now, he and his fellow Nobz and boyz had been pushed all the way back to the edge of the Big Bloo.  The tin kanz they used to get across from Skarbashz island were no where to be seen.  The only way back there was to swim, and Nobsplitta and his boyz never bothered to learn how.  They had intended to make take over this pile and lord of the Oomie slavez.  It had been a good plan, but Skarbash had failed to deliver on his end of the deal.  Never trust a Morker.  

The Oomiez had hit them with tanks, artillery, bombs, and whatever else they could find.  Most of the ladz had managed to survive holed up in their bunkerz and hutz.  Well, enough had anyway.  The Oomiez had rolled up in their trakz, and now they had to go the rest of the way sloggin'.  This was going to be Nobsplittaz chance to get in some good laughs now.  He and his boyz were still plannin' on rulin' this place, but it might take a bit longer and some 'arder fightin' than he first thought. 

However, there was no place left to fall back to.  It was now or never to show dem Oomiez who was boss of these shakz, and why not now?  

Across the gloom, movement caught his eye.  He squinted and leaned into the peakhole.  Yup, movement across the rubble all right.  Oomiez.  Time for some fun.  He smiled to himself for the carnage ahead. 

Forces: 

For this battle, we changed it up a bit and decided to go more infantry heavy! 

Taskforce: Sword

PDF Command Squad
- Regular Infantry
- Squad Support Weapons     
- Small Size
- Leader

PDF Infantry Squads
- Regular Infantry

Militia Refugees
- Irregular Infantry

Panther's Claws Space Marines
- Elite Infantry
- Armored
- Rapid Fire

Scout Cars x 3
- Regular Mounted
- Squad Support Weapons
- Fast

Ork Defenders

Ork Nobz Squad
- Regular Infantry
- Armored
- Leader
- Combat Weapons

Big Bangerz Mob
- Irregular Infantry
- Armor Piercing
- Rapid Fire

Stomperz X 2
- Irregular Infantry

Basherz x 2
- Irregular Infantry
- Fierce
- Combat Weapons

Killa Kanz x2
- Irregular Infantry
- Armored
- Squad Support Weapons

Dakka Dakka 
- Irregular Infantry
- Rapid Fire

Mission
In the center of the board is a Adaconite spire.  The continued war effort of the Orks on Baron's Rest depends on maintaining access to the Adaconite here.  It is just the tip of the proverbial iceberg, with the Adaconite leading deep beneath the ground.  With this resource, the Orks can continue to build weapons of war and keep their tenacious hold on Baron's Rest.  The force that is touching the Adaconite at the end of the game wins.

In addition, the battlefield is covered in the dense smoke and fog of battle.  LOS is restricted per the rules for this complication. 

Set-up
The terrain is set-up with a scattering of scrap, walls, and buildings.  Both sides set-up 6 inches in from their edge.  

The Imperial forces from their left to right are 1 Scout car, PDF Troops, Command Squad, Militia, PDF Troops, Panther's Claws, 2 Scout Cars.



The Orks on the other side from their own left to right are, Dakka Dakka boyz, Stomperz. Killa Kan, Basherz,  Big Bangerz, Nobz Mob, Stomperz, Killa Kan, and Basherz.  


You can see the Adaconite spire in the center of the board. 

Maneuver Phase: 
Both sides tentatively move up in the smoke, dust, and fog that hangs thickly across the Mek Shedz.  Both sides are hampered by command and control issues.  The Imperial Refugee Militia refuses to move during the opening of the battle.  As the Killer Kanz seem to have trouble on the Ork side. 



The Imperial right flank has some success as the Space Marines and Scout Car manage to eliminate a bold, forward operating mob of Orks with shootas, sending their last scrambling back to safety.  However, the Big Boss starts making his way to the objective under the cover of the Big Bangerz guns.



The Scout car on the Imperial left scoots forward aggressively, but can not see the Killer Kan he his heading straight towards due to the fog.  In addition, the Ork boyz with shootaz on the Ork right have a good firing position on the objective.  



The Imperial Command Squad boldly leads the way and gets to the Adaconite spire first, bravely urging his troops forward.  The Killa Kan on the Ork left sees one of the Scout cars and opens fire, cauing 3 hits.  The Ork Big Boss also manages to get to the Adaconite Spire, but on the opposite side as the Imperial officers.  The Big Boss is followed by a horde of Basher boyz.  

The Ork right flank is hampered by command issues and the fog, failing to do much against the Imperial troops moving in. 

Battle Phase: 
The Panther's Claws open fire on the Ork Big Boss on the Objective and whiddle his forces down.  The Scout Car on the Imperial left manages to see and hit the Killa Kan for serious damage.  In return, the Ork Boss comes around the objective and lights up the scout car for some damage.  The Killa Kan also charges it, but in a fierce close range firefight, the Killa Kan is destroyed when the commander of the Scout Car manages to hit it with a Krak grenade up close.  



On the Ork left, the remaining Killa Kan manages to destroy another Scout Car with accurate fire from it's weaponry.


The remnants of an Ork Basher squad breaks from the objective and attacks an Imperial PDF infantry unit.  The fighting is close and upfront, with 3 Orks taking out 5 PDF troopers.  Firing from the last Killa Kan on the Ork left fails to damage the last Scout Car, while the last Basherz unit surges forward. 


End Phase:
The Last Scout Car devastates the Ork assault on the Imperial right, sending the few Basher survivors fleeing.  The Panther's Claws break cover and try to make for the objective, but they are under the (unreliable) guns of the Big Bangerz.  The Imperial Command Squad at the Objective is reinforced as the Militia finally move up and take positions to defend the Adaconite spire.


The Killa Kan forces the Scout Car on the Ork left to withdraw after damaging it.  On the other side, the Stomperz open fire on the other scout car, but barely scratch it.  The Big Bangerz start chittering excitedly about the enemy Space Marines in front of them and in the open, but fail to fire!  

The Panther's Claws get into position at the base of the Adaconite Spire, but they are exposed.  They trust in their armor.  Imperial PDF troopers on the left fire on the Ork Stomperz, and kill a couple.  



The Ork Killa Kan comes around the corner, and fires into the Space Marines with its big gun and tears the squad up.  In addition, fire from the Ork Dakka Dakka boys put paid to the Space Marines and render them combat non-effective.  The Ork Stomperz also return fire on the PDF troopers and take out a few.  

Finally, the Ork Boss turns the corner and attacks the Imperial Militia up close and personal.  He loses his Painboy, but in exchange he kills three Oomiez and sends them running for safety.  That leaves him and the Imperial Commander holding the Adaconite spire. 


Conclusion: 
The battle for the Adaconite Spire is a draw! 

The squeal of jet engines roars over the battlefield, and both sides have to hastily jump for cover.  Cluster munitions rain down on the field of battle, but when the smoke clears the Adaconite is still standing in No Man's Land between the battling forces.  Neither side was able to successfully take control of the vital resource.   

With heavy fighting in the ruins of the Ork Settlement, Commander Brusilov orders the troopers of Taskforce: Sword back.  He orders the PDF to fall back and encircle the shanty town.  He then calls forward his artillery to begin bombarding the city, and to flatten it.  PDF Heavy Bombers from North Ammoriss proper also join the bombardment, as do local strike fighters.  

The last bastion of the Ork on Baron's Rest was slowly being pounded into a crater. 

Well, the second time I have had a big Restless Stars battle that ended up inconclusive.  Next time, I think we will give Xenos Rampant a go.  Perhaps we can get a more decisive result with those.  I also  printed up a 6mm Imperial force for a big climactic battle, BUT I have been having some issues with the Ork side.  Therefore, the big field battle has been delayed.  I will keep you posted on how that progresses. 


Until next time! 


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Monday, October 2, 2023

Battle Report: Aquanautica Imperialis - Operation: Hemlock

 


This game will be using the Aquanautica Imperialis rules in the Operation: Hemlock setting. 

The Ammoriss Naval PDF cruiser Saint's Shield steamed ahead with her taskforce arrayed across the Ammoriss Ocean behind her. Their bows cut through the deep blue, cresting the waters into a white spray.  Their wake leaving a wide trail behind.  Sea birds swirled around the Vox and Augur masts along the bridge of each ship.  

Taskforce: Chalice had managed to pen up the Ork fleets sending those foolish enough to leave port to the bottom.  However, the Ork air force was still active and a danger to the Ammoriss Navy.  Her augurs stretched out looking for just such a threat.  The Ammoriss Air PDF had been unsuccessful in shutting down the enemy fliers.  Therefore, battle line Guiding Light led by Saint's Shield; was being sent into harm's way to the edge of Ork controlled territory in an effort to stem the Ork air forces ability to hamper Imperial supply lines. 

The Captain of Saint's Shield opened his sealed orders and read them to the X.O.  As expected, the battle line Guiding Light was to steam to the Green Zone and silence Ork airfields along the coast.  The intent was to take the pressure off Imperial Supply Lines from the Ork air boyz.  Of course, by attacking the air fields, they would be painting a big bulls-eye on themselves.  

Forces: 
The forces will be made up of the paper templates I made in MS Paint for the game. 

Guiding Light
ANS Saint's Shield - Reliable Cruiser

ANS Divine Right - Stalwart Cruiser

Spearpoint 345 - 3 Assured Escorts

Buckler 14 - 2 Protector Escorts

Hunter 878- Hunter Submersible

Green Zone Defense Forces
Big Mekz Boatz- 2 Boiler Boatz - Nobz

Slottaz Tubz- 5 Gun Tubz

Waaagh! Gorgbog - 5 Mob Boatz

Shush-Shush - Sneaky Gitz Submersible

Redtop- Grot Sub

Defgrin- Grot Sub

Squint Eye - Grot Sub

2 Shore Batteries (Weapon Battery, Range 24", Firepower 4, Armor 5+, Hits 4)

2 Fighta-Bommerz sites (Bays 6, Armor 5+, Hits 4) 

Mission: 
The Imperial forces have 6 turns to move in and cause as many hits on the Fighta-Bommer Sites as possible.  They score additional Victory Points for each hit removed from the Fighta-Bommer sites. 

The Orks are trying to protect the sites. 

Set-up: 
The table is a 4x4 play area on my ocean mat.  There is a coastline on the north side of the board where the Orks will deploy their shore battery and Fighta-Bomma sites.  The Orks can deploy up to 6 inches in from the shoreline.  

The Imperial forces will be coming in from the opposite board edge and are deployed up to 12 inches in. 

This game, I am using my paper templates as I do not have model versions of all the ship types in use. 

Turn 1: 
The Imperial forces move to the attack, and the Orks in their small escorts rush to meet them.  The channel between the two outlying islands seems like it will be a choke point, and the Assured escorts are outgunned there.  However, one of the Gun Tubz strays too close and runs aground in the shallow water near the island.  In addition, Ork subs come to fire depth a safe distance away from the Ammoriss Naval PDF taskforce. 

At the Chokepoint, the Assureds open fire and sink a pair of Gun Tubz.  However, they weather a withering amount of return fire and escape unscathed! 

The Saint's Shield trades fire with the Heavy Shore Battery.  Even with Bracing the Cruiser takes the worst of it, losing 2 hits to the Batteries 1.  The other Shore Battery manages to destroy one of the Assured escorts with a well placed shot. 

The Ork subs put fish in the water.  The Grot subs attempts are swatted away by PD, while the further away shots keep cruising.  However, a flight of Ammoriss bombers from the Stalwart send the Squint Eye to the bottom with precision bombing. 1 flight needs to retrun home to re-arm, but three others are still out there hunting.  Clouds of Ork fighta-Bommerz take off from their bases and head towards the PDF ships. 


Turn 2:
The Redtop tries to Run Silent, Run Deep but fails and collides with the Protector escort.  The two sink to the bottom. However, that is not the last navigation woe for the turn! 


The Saint's Shield moves up too close to the island and also runs aground.  The Assured rushes past the Ork escorts, while they turn and head throught he chokepoint after the ANS Divine Right.  In the process, one of the Boiler Boatz runs aground in shallow water as well! 



The Gun Tubz Heavy Kannonz turn the last Protector into a lifeless wreck! A lone bomber squadron swoops in on the Tubz but fails to strike home.  

The Saint's Shield and the Heavy Battery trade shots again, with the Battery taking two hits and the armor of the Reliable cruiser shrugging off the attack.  The Stalwart, ANS Divine Right is hit by the Boiler Boatz and loses a hit.  

Mob Boatz and Fighta-Bommerz swarm the beached Cruiser.  She decides to Brace for Impact to weather the storm. PD takes out one squadron of aircraft.  Fierce fighting breaks out and 2 Mob Boats are removed from play, but in return the Crew of the Reliable is devastated and reduced to 0.  Orks are still swarming their ship. 



Ork Torps hit their own Gun Tub and overkill one and send it to the bottom.  Fighta-Bommerz swarm the Assured and a bomb turns it into a flaming wreck.  Several squadrons need to turn around a re-arm, leaving 4 total in play. 

  
Turn 3: 
The ANS Divine Right scoots forward and sends a squadron of Interceptors to clear out a Fighta-bomma over the Saint's Shield. The Reliable cruiser manages to get free of the grounding, but is still being swarmed by Ork Mob Boats and Fighta-Bommaz.  

The last Boiler Boat comes up on the Reliable's stern and trades shots with her.  The result is a crippled ANS cruiser.  The bow of the Reliable fires on the Heavy Shore Battery and destroys it!  The crew manages to fend off the last Ork attackers, but not before they wreck the ship's rudder.   

Swarms of Ork Fighta-Bommaz again take-off from their bases and head-out to sea looking for the Imperial Carrier.  Meanwhile, the Ammoriss Bombers still in the air target the last Gun Tubz and manage to hulk her. One more Squadron heads for home. 



Turn 4: 
The Divine Right moves towards the coastline.  However, Ork Fighta-Bommaz are swarming the area.  The Saint's Shield limps away from the island coastline, and towards the Ork beaches.  The Ork Shush-Shush moves between the two islands and tries to get a bead on the Carrier. 

The crippled cruiser fires a weakened broadside at the first Ork airbase, but fails to land a hit.  Being just too far for Bombs, the Carrier launches a sortie of Interceptors that clears the air around the ship of Ork aircraft.  Only 1 squadron remains. However, the other squadrons are radioed in and 5 squadrons attack.  Three are splashed by PD and two attack but fail to penetrate the Carrier's armor.  Only 1 remains in service after the attack. 


The last Boiler Boat stalks the Saint's Shield and hits her again for a damaging hit!  Several of the hulked ships sink or explode.  

Turn 5: 
The last Boiler Boat continues to be a nuisance and hits the Divine Right for two hits.  However, her bombers take-off and destroy the first of the Ork airbases with an air raid.  The Ork planes were busy on the ground re-arming and reloading.  



However, heavy fire from the Ork Shore Battery causes 1 more hit, crippling her.  Ouch, no more reloading.  However, there are still three active bombers out and operational.

The Shush-Shush fires a spread of torpedoes to finish off the Carrier, but they fall just short. 



Turn 6: 
The cover of night and a chance to escape is fast approaching.  

The last Grot Sub comes to firing depth behind the Naval PDF Cruiser.  The ANS Divine Right evades the oncoming torpedoes.  

The Boiler Boat and the Saint's Shield line up.  However, as the two exchange fire, it is the Boiler Boat who wins the engagement.  The Saint's Shield is reduced to 0 armor and begins to sink.  

The Divine Right and the Shire Battery exchange fire, with the ship taking a hit.  The last Ork Air base manages to get a screen of fighta-bommaz up over the battery.  

The Shush-Shush reloads her torpedoes and fires again.  The Carrier's PD takes out 1, but three get through.  However, the ship's armored belt holds up against the onslaught.  

See the Ork swarm over the battery, the remaining planes target the Boiler Boat.  However, the escort manages to survive the air attack unscathed!  With that, the bombers return to their battered carrier.  

Conclusion: 
Night falls and the ANS Divine Right manages to limb away into the night, badly damaged.  Despite wiping out the Ork blue-water Navy, they have proven to still have formidable shore defenses.  

The Ammoriss Naval PDF lost 15 Hull points, to the Orks losing 16.  A narrow win for the Naval PDF, but I think it is more accurate to call the result indecisive.  

The grot squealed as Ripsnogga poked it with the business end of his Herding stick.  It looked up with its soft, weak Oomie eyes.  The critter was sopping wet from his little swim to the beach.  The Ork runtherd saw several more of them flopping through the waves and to the beach.  The ship that they came from had heeled over, and settled on the bottom of the bay with part of her hide sticking out.  Even from here he could see some figures moving about on the things hull. 

He cuffed the wretched cur at his feet, and it squealed again.  He grabbed it by the arm and pulled it roughly to its feet and tossed him back to the Gretchin horde behind him.  The Grots were glad to see someone joining their ranks that was of lower rank than them!  They cackled gleefully and some even did little dances of joy.  

Ripsnogga waved his arms around, encompassing the whole beach, "Gather up these little fish!  There is work for them to be doing!"  He whacked a nearby Grot with his stick for good measure.  The little blighters rushed off, eager to grab more Oomiez to their work crews.  Finally, someone they could push around!        

 


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Monday, June 26, 2023

Battle Report: Restless Sun - Raid on Drill Rig Oscar 678-H

 


Restless Sun is my model vs model skirmish using the general rules of the "Restless" series of games.  They are designed so each each model is an individual combatant.  Therefore, results are determined on a model-by-model basis.  

Submarine insertions were exactly what they had been trained for.  Lt. Meyers watched with a diligent eye as his North Ammoriss Naval PDF Commandoes prepared.  Unlike most of the North Ammoriss PDF, his men weren't a bunch of conscripts.  They had been recruited and chosen from some of the best soldier in the PDF and were considered to be the best native troops on Ammoriss.  A raid on a drill rig from a submarine deployment was exactly the type of mission his troops had been trained for.

Taskforce: Thorn under Vice-Admiral Travers had done their job and mostly wiped the Ork forces from the sea lanes, and put in a over-the-horizon blockade of the Deff Islands.  However, despite the set back in the Approaches, they didn't know how to quit.  They counter-attacked with a series of air assaults that managed to re-take several of the Drill Rigs in the Approaches.  Using these stations as staging points they had successfully managed to harass the supply lines the Imperial forces were sending from North Ammoriss to the Warzone.  That put the entire campaign in jeopardy.  

It was up to Lt. Meyers, and similar troops across the Approaches to put an end to these staging points.  Their mission was to re-take the Drill Rig Oscar678-H.  It was a simple mission to sweep the target, kill any greenskin that gets in the way, and re-take the control room of the drill rig.  From there the commandoes could de-activate the power plant running the Ork defenses and allow follow-on troops to take the rig.  Simple, but not easy. 

Forces:

North Ammoriss Naval Commando    

Lt. Meyers - Trained Infantry
- Combat Weapons, Commander, Enhanced Senses

1 Specialist - Trained Infantry
Indirect Fire, Blast, Enhanced Senses

1 Specialist- Trained Infantry
- Squad Support Weapon, Blast, Enhanced Senses

5 Commandoes- Trained Infantry
- Enhanced Senses

Ork Mob

1 Nob- Regular Infantry
-- Combat Weapon, Fierce, Armored, Commander

4 Boyz-- Irregular Infantry
-- Fierce, Combat Weapons

2 Boyz- Irregular Infantry
-- Fierce, 

5 Grotz- Irregular Infantry      

Mission: 
We are using the Forced Entry scenario from the main rulebook.  The objective is a control room for the drill rig.  The Commandoes have 8 turns to get a single unshaken model into the control room for the Rig. 

As a complication, this battle is taking place at night.  However, the North Ammoriss Naval Commandoes came prepared with some Enhanced Senses.  They are immune to the darkness, but the Orks are not.  

Set-up: 
This battle is being played  out on a 36x36 MU board to represent the drill rig's main command platform. 1MU with equal 1 inch.   The terrain is being placed by the defender, but the attacker gets to choose the board edge to deploy from.  Therefore, it is in the defenders best interest to make it work.  Once the terrain and sides are picked, the objective is placed and the terrain adjusted as needed.  

The Orks are placed within 6 MU of their board edge.  The Commandoes are placed anywhere, but must be at least 12 MU away from any defender. 


You can see the Orks using their Gretchin to pushback the attackers by deploying as far away from the objective as they can.  They are then using the Combat oriented Boyz and Nob as a reserve force behind the objective.  Meanwhile, the Imperial Attackers seem like they are stacking up to go down the center, with the Flamer leading the way, and the Grenade Launcher as support on the North edge of the board. 

For this battle, I won't be going over it turn-by-turn.  I have found this method to be too time consuming and difficult to play and record.  Instead, I will break it down into three sections; the Maneuvers, the Battle, and the End Game.  The Maneuver section is the opening parts of the battle, the Battle phase is when the main engagement is taking place, the End Game is the final key parts of the game.  I will wrap up the game with a conclusion and some thoughts on how the game went.  Let me know what you think of this approach.  I know it is easier on me!  :) 

Maneuver Phase:
The battle opens with a volley of aimed fire coming from the darkness and blasting the Gretchin in front of the main building in the head.  This catches the Orks off guard, and they mostly fail to respond to the attack!  Lt. Meyers makes for the objective in the confusion.

An Ork and a Gretchin round a corner and come face-to-face with a Commando, but they are all too stunned to act. The Ork Nob comes running out from his position bellowing orders, but aimed fire from Lt. Meyers sends him scurrying back into cover. 

The Orks are starting to shake off their surprise and respond.  However, their shooting and the Imperial shooting is largely ineffective this turn.  However, Lt. Meyers assaults and kills a Gretchin up-close and personal.  


Battle Phase:
We are entering Turn 4, and half-way to the end of the battle.  Lt. Meyers is attacked by a Choppa Boy, and barely manages to fend him off.  A nearby trooper than blasts into pushed back Ork and causes him to rout from the battle.  Lt. Meyers than assaults and Ork near the entrance to the control building, and forces him back with close range pistol fire and wildly swinging his chainsword.  This victory is short lived, as a slugga boy pops out from behind the bunker and the shooting forces Lt. Meyers back.  The Ork Nob gets himself in front of the control building.  


Lt. Meyers shakes off being shot at, just in time for the Ork Nob to charge into him swinging his choppa and shooting.  However, the impetuous charge causes the Ork to lodge his Choppa into some machinery, leaving him wide open for the Lt.  This forces the Ork back away from Lt. Meyers.  


A Commando gets the doorway to the Control Center amidst a hail of enemy shooting.  However, he stays in place and ready to go in next turn.  A precise shot from a commando kills another Gretchin. 


A Commando makes it into the control center, but an Ork boy chases him inside and kills him with a choppa swing.  Seeing his trooper go down, Lt. Meyers rushes in and finishes the Ork that killed his friend. Another nearby Ork rushes in, and the Lt. and the Ork come tumbling out in a rolling, spitting fight.  An Ork Shoota boy manages to gun down one of the flanking commandoes.  Finally, the Grenadier gets his gun going, and an indirect shot forces a Gretchin and an Ork Shoota boy into the drink with its blast wave.  


The Commandoes are down 2, and the Orks have lost 4 Gretchin, 2 Slugga boys, and a shoota boy.  

The End Game: 
The Ork Nob picks up a Choppa from a fallen boy, and rushes the shaken Lt. Meyers.  This time, his aim is true and the Commando officer is killed. The death of their leader stuns the Commandoes, and they seem unable to respond.  

A Flamer blast forces back the Ork Nob, and a trooper runs for the Control Room, however he is flying tackled by an Ork Slugga boy and the two bash each others brains out.  The Grenadier forces the Ork Nob off the side of the rig (Forced a retreat off the board edge) with a well placed grenade shot.  



With that, the automated defenses open fire in the approaching Imperial aircraft, and they are forced to abort from their attack runs.  The Commandoes failed to secure the objective in time. 


Conclusion: 
Orks win in a squeaker.  

The Imperials managed to get into the control room but they couldn't stay in it.  Then, after the death of Lt. Meyer, they had a tough time activating on their own.  This was late in the game, so that left that too far away to get there in the end.  Of course, the Orks only had an Ork and 2 Grots left to oppose them. 

Vice Admiral Travers saluted General Kurtz as the Cadian marched into the command center on Admiral Traver's flagship.  He and several aides marched crisply in behind him.  The off-worlder looked comfortable onboard ship, even though he was an Imperial Guardsmen.  General Kurtz returned the salute with the precision that Vice-Admiral Travers had learned to expect.  

"Our Naval Commandoes were unable to secure the defense, so the follow-on attacks were aborted General," Vice-Admiral Travers reported matter-of-factly.  The commander of Taskforce: Thorn was pretty sure that the General was well aware of what had happened. "Perhaps, if your connections in the Panther's Claws Space Marine Chapter would have better luck?" 

The General waved off the suggestion, "No need for that.  The Drill Rigs are just a diversion from the main theatre.  The challenge is the Ork air assets.  Therefore, if Battlegroup Hemlock is going to succeed we will need to put a dent in their air power."

Vice-admiral Travers nodded, "I see.  Well, I am sure Commodore Miles has a plan of action."

"You have read the reports. Taskforce: Chalice is struggling and the air crews are reaching a breaking point.  The pilots are not the issue, but I have doubts that the mainline PDF aircraft are a match for the Ork Fighta, and there are not enough Imperial Navy can't be everywhere. 

Taskforce: Thorn has been successful in sweeping the seas clear of the Ork fleets.  They have been bottled up and pose little threat.  Therefore, if we want to make a dent in the Ork air power we need to leverage the successes you have had Vice-admiral Travers."   

Vice-admiral Travers kept a stern military face on the outside, but on the inside he was reeling, "I will do what is necessary, General Kurtz." 

Before playing this game, My skumgrod and I had a long talk about which game system we wanted to use.  We had been playing a lot of Kill Team and this seemed like a perfect mission for the system.  However, we ultimately dismissed it because we had been playing it a lot at the club so decided to try something different.  We also considered Black Ops but ultimately decided that the board space might not work out for this mission.  We also dismissed Stargrave and Rogue Stars quickly.  The first was ill-suited for what we wanted, and the second took too long to stat up the models. 

We settled on Restless Suns because my Skumgrod was confident that there would be no rules questions, or if their were, we could at least comfortably make them up on the fly.  Overall, I think it worked well enough BUT the arbitrary time limit ended up with a bit of an abrupt ending.  Secondly, Ork ferociousness in hand-to-hand does not translate 1:1 in the system.  The game also introduces a lot of friction for a commander, as troops often do not do what they are supposed to be doing.  It can also be tough to outright kill a foe, and indeed about 4 of the casualties in this game were due to retreat moves. Still, quick fun with plenty of killy-ness and some a lot of surprises during game play! 

 


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

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Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!