Thursday, September 14, 2017

Review: Mad Dogs With Guns- Osprey Publishing

It feels like it has been ages since I have written a review.  The last one was what…. Chosen MenPikeman’sLamentPulp Alley?   I honestly can not recall.  Instead my attention has been focused on other goals.  You may recall that the summer is a pretty busy time for me professionally so getting the time to read and write this review was a treat. 


That brings us to today’s offering.  I am not 100% sure, but I think this game has been around longer than Osprey would have you believe.  I find reference to a purchasable PDF version in the past also called Mad Dogs With Guns about the same period and genre.  It may have even been released in a Soldiers and Strategy magazine.  However, I have not been diligent enough to confirm this. 

Osprey seems to have used a similar pattern with HorizonWars.  First, it was a successful self-published set of PDFs before being picked up/licensed to Osprey to publish.  If this is true, it is a shrewd move by Osprey and could give those aspiring game designers out there a solid avenue to expand.  I hope that is there model. 

Mad Dogs With Guns is a campaign skirmish game focused around gangsters in the 20’s.  This has been an interesting period to me for gaming even though I have few miniature or models for it.  It appeals due to a small number of models, campaign potential, and the “Rule of Cool”.  In addition, gangster activity was typically not in the city but in rural parts of the US so any terrain will do including desert canyons, forests, or even river mouths/beaches.  However, there is something appealing about the city boards used for gangster games.  When it comes to Gangster games you are looking for colorful characters, bullets everywhere, corruption, tommy guns, cars, and dolls.

Does Mad Dog With Guns deliver the goods? 

Things I like
As always, I start with the things I liked in the game and build my review from there.  Mad Dogs With Guns follows a similar ethos as Frostgrave.  The actual mechanics are simple and easy to perform on the table, but the meat of the game is in the Campaign.  That is where Mad Dogs With Guns can stand above other wargames.  It is loaded with period flavor and concepts.  There are rules for Italian, Irish, Tongs, etc.  There are city officials to bribe, when cops will get involved, and even the Feds.  It even has a made-up campaign city in Illinois to use as your template that sounds suspiciously like Chicago.  The feel for these campaigns is about right. 

When it comes to gang creation, it is surprisingly loose.  You can get your gang “off the Rack” with no upgrades/changes for a quick 1-off, randomly roll each gangster up for unique abilities and personalities, or get them “Off the Rack” and purchase upgrades or personality rolls.  All the methods are valid, but allow the players to decided how “custom” they want each gang to be.  For a 1-off throw down “Off the Rack” will work.  For a club campaign then Upgrades will allow quick and unique gangs, while for a full narrative experience you can roll up each model. 

The Mechanics themselves are simple and straight forward.  There is minimal tracking and not much in the way of If This/ThenThat rules.  Each gangster has basic stats for the 4Ms.  You consistently try to roll below your stat for success, the higher the stat the better you are.  More powerful weapons roll more damage dice and reduce your gangsters hits, which degrades their ability to fight all the way from small injury to dead.  In practice hand-to-hand weapons are less lethal than shooting weapons.  This makes sense since Sean Connery always taught us to never bring a knife to a gunfight.

There are also rules for doing narrative actions like negotiate, taunt, give a deadly stare, etc.  This allows a light RPG experience that is important in these small scale skirmish games.  Fighting and shooting may not always be the best way to get the job done.                                

Things I Do Not Like
The game uses a card draw activation mechanic.  Each gang member gets a card in the pile, and when a gang’s card comes up they can either act or hold.  Hold allows you to interrupt later in the turn if you wish.  Some cards allow multiple gangsters to act.  The advantage of this is that it randomizes action so you never know exactly what you will get to do, and forces you to improvise according to the fog of war.  This is all good.  My quibble is more around adding extra “stuff” to play the game beyond the dice and outside of the game’s core mechanics.  Make no mistake, it is a minor quibble.  A simple alternate activation would have worked or alternate activation by type so all gangsters would go before thugs, etc.   

Throwing dynamite and grenades uses a “flick” mechanic.  I have nothing against “flick” mechanics, I have used them myself in TotalCARnage.  However, this one goes against the flavor of the rest of the game and simply seems like a bolted on bit of silliness.  Instead, a simple dice mechanic would have been preferred.  The game includes one as an alternative and should have stuck with that one.  The “Flick” again adds more “stuff” to the game outside of what it needs.   

Injury and Injury results can be a bit too table heavy for me.  About half of all “hits” will either be avoided or force a fallback instead of shooting.  That may make sense since gangsters are not that good of shots.  I mean even and artist with a Tommy Gun is still spraying shots everywhere.  I also do not mind a “defense” roll used to negate a hit.  After all, no one wants to stand there and simply remove figures.  However, I do not enjoy cross-referencing tables to find out if I hit the deck, stumbled back, lost a minor hit, etc. 

This is also intended to be a club game.  It is not “tight”.  In fact, it is rather loose.  Gameplay and rules are basic and straightforward.  There are not a lot of in-game bonuses to be manipulated or stacked.  The tactics are simple and straight forward without a lot of depth or complexity to them.  There are not a ton of tough decisions to make based on the mechanics.  Instead, they rely on the scenarios.  The fun of the game is the story that it allows you to tell about the game, more than the game play itself.

However, if the fun of the game is the scenarios, these are also rather loose.  The basics for scenarios are there, but it is not tight regarding the mechanics of setting up the board, terrain placement, deployment, numbers, etc.  Each player is assumed to use common sense, which is harder than you would think.  The scenarios fit nicely into what we “know” about gangsters thanks to media, history, movies, etc; but do not always lead to well-balanced or tight scenarios. 

Meh and Other Uncertainties
The game has cars and all the rules you need for cars.  They seem functional, but not that compelling to me.  There is the basic stuff you need like speeding up, slowing down, turning, etc.  They introduced a lot of tables.  However, automobiles felt more fiddly than fun.

Every gang has a Boss, Gun Moll, and Accountant.  I like the inclusion of the accountant in the rules.  It allows for some fun scenarios of the type we have all seen in the movies and on TV. 

The game is in a nice hardcover book.  However, it still has a lot of whitespace, large font, and is spaced out.  I think Osprey may have stretched it a bit to get to a Hardback version, and could have slammed it into a Blue Wargames Series instead.  However, there are some great images of Copplestone Casting gangster models in action as well as a couple of nice art pieces too.    

Final Thoughts
If you read Mr. Whitehouse’s Design Notes in the back of the rules I feel he mostly succeeded in what he was trying to accomplish.  That makes the game successful.  However, some of the mechanics just feel a bit dated now and the rules themselves simple resolve the 4Ms.  The rules are not what drive the game's fun.  The fun comes from the campaigns and stories that the campaigns lead to. 


As a stand-alone 1-off game this would be a bit of a dud, but as part of a campaign with multiple gangs at club night it would be great!  Multiple games could be played in an evening leading up to a big gangland raid with all the players working together…. at least at first.  The game gives enough of the guidelines to create a fun campaign experience, and that is the type of gaming I like.

Monday, September 11, 2017

Rampant Stars: Battle Report- Executive Extraction: Battletech

Welcome to my RAMPANT STARS battle report.  This is a generic ruleset for Sci-fi games that are miniature line agnostic, scale agnostic, and usable in any sci-fi setting from a grim dark universe, to Vietnam in space, to the war against the machines.  Rampant Stars uses relatively broad unit types and Sci-Fi traits to allow you to customize for the game you want.  In addition, Rampant Stars uses a three tiered scenario generator that allows for countless variations for the games you play.  Finally, it is designed to be played in one hour of game time.  

Today, I wanted to try the rules out using Battletech miniatures for a different style of game.  Instead of unit sof 10 Effectiveness Points, each Mech will have 10 Effectiveness Points.  This will be two mercenary units in the employ of rival Corporate States.   Let’s see how it went.     

Polanski’s Lancers have been hired by Lacstar Industries to grab some rival Klan Enterprises executives from a corporate off-site on the Low-Grav world of Toth Secundus.  The executives are travelling under the protection of Thor’s Hammers.  Thor’s Hammers have been contracted to protect the Klan executives while having their off-site team building excursion.  Trust falls on low-grav worlds are so much safer.     

Polanski’s Lancers
Enforcer
Elite Infantry      Effectiveness rating:  10                                Points: 4 (+2 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              2+                           2+                           3+                           2+           1
Traits:
Commander
Rapid Fire- 2 Points

Trebuchet
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+3 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1(+1)
Traits:
Blast Radius- 1 Point
Armored- 2 Points

Quickdraw
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+4 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1(+1)
Traits:
Armor-piercing- 2 Points
Armored- 2 points

Assassin
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+2 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1
Traits:
Rapid Movement (+1 Point)- Roll 1 d6 for Double time
Enhanced Senses (+1 Point)- Ignore battlefield conditions

Total= 24 Points

Left to right: Quickdraw, Enforcer, Trebuchet, and Assassin

Thor’s Hammers
Dragon
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+3 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1 (+2)
Traits:
Commander
Power Armored (+3 Points)

Dervish
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (+3)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1(+1)
Traits:
Armored- +2 Points
Blast Radius- +1 Point

Hunchback
Regular Infantry                               Effectiveness Rating: 10                                Points: 3 (+6 Points)
Move    Command           Assault                 Defense               Shoot    Armor 
6              3+                           3+                           4+                           3+           1 (+1)
Traits:
Heavy Weapons- +4 Points- 1 Hit counts as 3.
Armored- +2

Whitworth
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (+2)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1(+1)
Traits:
Armored- +2 Points

Total Points= 24 Points

Left to Right: Dervish, Dragon, Whitworth, and Hunchback

Mission
Missions are generated by rolling 3d6 three times and consulting a mission, complication, and Location chart.  Of course, you don’t have to roll any at all, but for a test game we might as well go for it!  

Abduction Mission
The attacker sets-up the terrain per the guidelines.  The defender places one unit in the approximate center of the board.  Place a single “NPC” model with the unit.  The defender deploys the rest of their force on any one other board edge of their choice with one model touching the edge.  The Attackers can deploy on any other board edge touching the edge as well. 

The attackers must secure the  NPC.  They can take the NPC by eliminating the Unit accompanying it with shooting or assault and then moving  the NPC into their Zone of Control.  The unit with the NPC may not leave the board and if they retreat/rout the NPC is left behind.  The NPC can be passed off between enemy units this way many times.  The game last 8 turns, one hour, or until one side is destroyed/routed.  If the attackers have the NPC they win.  If the Defenders have the NPC they win. 

The Attackers are Polanski’s Lancers.

Rain
Tut tut, feels like rain!  The entire board is considered difficult terrain as a wall of blizzard like snow hangs across the battlefield. 

Location
Outdoor, Low Gravity

The battle takes place outdoors, but is on a low-gravity world.  All units have their movement increased by 1d3 inches, and Double Times roll 2d3 and add the results together.  You can really move in this gravity! 

Set-up
This board is 6x4 in size with trees, two hills, and a pond.  The Trees are covering the center of the board with hills on both sides.  The Executives are placed in the center of the main forest.   

Thor’s Hammers’ Dragon mech is accompanying the executives as close protection for their team building exercise.  It is during their trust falls that the Dragon detects Polanski’s Lancers coming in from the west.  They are approaching in groups of two, using the hills as a screen for their approach.  The rest of Thor’s Hammers respond to the Dragon’s call for aid and arrive on their board edge.  The rain obscures visuals and targeting computers, but not the high powered early warning detection scanners equipped all of the machines of the future. 



Turn 1:
The Lancers all Double Time forward, but the blizzard is hampering the speed of their approach. 

The Dragon detects the approaching Lancers and shephards the executives away at full speed.  The Dervish moves forward to assist at double time, but the other two mech pilots nervously scan their sensors instead of moving up. 

Turn 2:
The Lancers pursue at max speed, but the Trebuchet is momentarily blinded by a gust of snow and falls out of formation.

The Dragon continues moving out of the forest, but poor communication and blinding snowfall cause the others to miscommunicate.  The Hunchback rallies, but the others are shaken. 

Turn 3:
The trebuchet rallies.  Meanwhile the Quickdraw forges ahead at double time.  The Assassin gets momentarily confused as they approach the woods edge.  The command Enforcer barely sees the Drgaon through the woods and snowfall, and opens fire with is gatling blaster.  The few shots that find the mark ping harmlessly off the Dragon’s heavy armor.



The Dragon ignores the fire and moves leads his wards closer to safety.  The Hunchback moves up to support the Dragon, while the Dervish stays shaken and the Whitworth rallies. 

Turn 4:
The Lancers charge forward into the woods and close on the Dragon. 

The Hunchback double times up to support the retreating Dragon.  He is in a good position to cover the retreat now.  The Whitworth is again shaken due to the inexperienced pilot, and the Dervish rallies. 

Turn 5:
Both the Quickdraw and the Enforcer move and fire on the Dragon, but fail to penetrate its heavy armor due to the range and terrain.  The rest move up as fast as they can to support the attack, but so far things look grim for the Lancers. 

The hunchback drew a bead on the Enforcer, and opened fire with his heavy weapons on the much lighter mech.  The heavy weapon on the Hunchback does its worst and shreds 7 Effectiveness Points from the Enforcer despite terrain and range.  This causes the Enforcer to fall back out of the fight after a completely failed morale test.



The Whitworth stays shaken, while the Dervish rallies.

Turn 6:
The Assassin races forward towards the enemy lines.  The Trebuchet opens fire with a barrage of long range rockets at the Hunchback, hoping to retaliate.  The blasts catch the Hunchback, but barely damage it.  The Quickdraw also riddles the Dragon with armor piercing shells, and a few manage to penetrate the Mechs armor and reduce it 1 damage point.

 
This time, the Hunchback targets the Assassin, and again a light mech takes horrendous damage to the Hunchback’s heavy weapons.  The Assassin loses 6 effectiveness and is force to retreat shaken!



The Dragon keeps moving to safety but has to bypass the confused Whitworth. 

Turn 7:
The destruction caused by the Hunchback causes the pilots of the Trebuchet and Quickdraw to hesitate, and they are shaken.  The Assassin rallies. 

The Whitworth final decides to double time towards the fight.  Meanwhile, the Hunchback targets the Quickdraw at long range and opens fire.  This time, the Mechs firepower is much less effective against a heavier target.  The shells ping harmlessly away or outright miss. 

The Dragon’s detail cause a moment of hesitation as he regroups his executive wards.    

Turn 8: Final Turn
The Trebuchet and Quickdraw rally.  The assassin darts forward and fires some parting shots at the Hunchback, who easily absorbs them all. 

The Hunchback is shaken from the incoming fire and fails to return fire.  The Dervish and Dragon both rally.  The Whitworth opens fire on the battered Assassin, trying to claim a kill.  The shooting manages to peel off one armor from the light mech, and forces it to retreat again. 


Conclusion:
The defenders, Thor’s Hammers win the battle.  Polanski’s Lancers failed to even shake the executives loose from the Dragon. 

Using the heavily armored Dragon Commander as the escorting unit was a good idea.  He rarely was going to fail Command Checks to escape and methodically moved away from the attackers.  Plus, his heavy armor shrugged off my pursuing shots.  Once the Hunchback got in position between the Lancers and the Dragon it was all but over. 

The heavy weapon upgrade on the Hunchback made short work of the armor 1 targets in this game.  The lower skill of the Dervish and Whitworth pilots made them non-factors, and I forgot to use the Enhanced Senses on the Assassin to move him faster.  However, that would probably of just gotten him shredded faster. 

The combination of Rain as a Complication and Abduction made for a tough combination.  Thank goodness we had a Low Gravity world and no one would have been moving anywhere!    

I think I want to try this Battletech version of Rampant Stars out again with a different set of complications, terrain and mission.       

     

Thursday, September 7, 2017

Rampant Stars: Battle Report- Exploring for Crisps

Welcome to my RAMPANT STARS battle report.  This is a generic ruleset for Sci-fi games that are miniature line agnostic, scale agnostic, and usable in any sci-fi setting from a grim dark universe, to Vietnam in space, to the war against the machines.  Rampant Stars uses relatively broad unit types and Sci-Fi traits to allow you to customize for the game you want.  In addition, Rampant Stars uses a three tiered scenario generator that allows for countless variations for the games you play.  Finally, it is designed to be played in one hour of game time.  


After losing the Grav-match championship to the humans, the Xeno fans leave the stadium disappointed and angry.  However, they are also hungry and are out looking for the best place to buy some crisps  Being rowdy Xeno Hooligans they naturally get in a few fights, burn down some local establishments, and cause all sorts of chaos as they muck about.  The Pink Spaz Marines deploy to keep the Xeno Hooligans from doing more damage and keep them from finding the best crisps on the planet.      

Pink Spaz Marines
Command Assault Unit= 10 points
Elite Mounted   Effectiveness Rating: 5                  Points: 6 (+3)= 9
Move    Command           Assault                 Defense               Shoot    Armor 
10”         2+                           2+                           3+                           2+           2
Traits:
Commander- 0 point= +1 Command Check to units in 12 inches
Jump gear- 2 pt= Unit can ignore difficult terrain and move over friendly units
Combat gear- 1 pt = Double assault, short range only shooting

Tactical Squad Alpha= 8 points
Elite Infantry      Effectiveness rating:  10                                Points: 4 (+4)
Move    Command           Assault                 Defense               Shoot    Armor 
6              2+                           2+                           3+                           2+           1(+1)
Traits:
Armored- 2 pts= Armor +1
Rapid Fire- 2 pts= Short range roll double shots, long 1.5 shots.  May not be used for move and shoot

Tactical Squad Beta= 6 points
Elite Infantry      Effectiveness rating:  10                                Points: 4 (+2)
Move    Command           Assault                 Defense               Shoot    Armor 
6              2+                           2+                           3+                           2+           1(+1)
Traits:
Armored- 2 pts= Armor +1

Total= 24 points

Xeno 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
Missions are generated by rolling 3d6 three times and consulting a mission, complication, and Location chart.  Of course, you don’t have to roll any at all, but for a test game we might as well go for it!  

Explore
The defender sets up the terrain per the guidelines and places 6 number tokens on the board face-down.  The attacker chooses a table edge, and the defender deploys his units on the opposite table edge within 6 inches of the edge.  The attacker deploys on the opposite side.  When a unit puts a token within its zone of control, the token is revealed and placed on the players side of the board.  The game lasts until all tokens are revealed or 1 hour has passed, whichever is first.  The side who revealed the most tokens wins  

EMP Storm
The world is clouded in swirling EMP that threatens communications and disrupts electronics.  The Commander can not use his +1 Command Check bonus due to the disruptions on the comm. channels. 

Location
Outdoor, Desert (In this case an ice world)

You are fighting outdoors on a desert world.  It is covered in dunes, barren rocks, and scattered watering holes/oasis.  The terrain could be sand, snow, or worse!  Moving up and over dunes /hills is considered difficult terrain. 

Let's get started.

Set-up
This board is 6x4 in size with two hills, a forest, and some walls.  The objectives were scattered roughly across the center of the board, some on hills, in forests, and behind walls. 

The Xeno Hooligans were going to have more units to spread across the board and move towards the objectives than the Pink Spaz Marines.  The defenders are the Pink Spaz Marines, and they set-up their mobile unit to go out wide right to pick up some objectives, while the center is defended by Beta squad.  Alpha has the far flank.

The Xeno Hooligans place the Trukkerz on the flnak opposite Alpha squad supported by the Romperz.  The center has the Big Bang- Bangerz, who are supported by the Stomperz and the Basherz.


Turn 1:
The Basherz and Big Bang-Bangz try to double time forward but are too busy squabbling with each other to move forward.  The Romperz and the Stomperz both double time it forward.  The Trukkerz race off into the woods and manage to explore a section of the board. 


The Command squad moves towards an outlying and unexplored part of the board, trusting in Beta to move up and secure an objective. Beta gets confused by their orders and mills about instead.  Alpha double-times up to cover the central valley.


Turn 2:
The Romperz jump a nearby wall and explore a new location for Crisps.  The Trukkerz on the opposite flank do likewise.  The Xeno Hooligan have 3 tokens to 0.  However, the Pink Spaz Marines are going to make them work for the last 3, as the Stomperz climb the hill and move towards another marker.  The Big Bang-Bangz re-group after a stern talking to by the boss, but the Basherz are still arguing amongst themselves about the finer points of Grav-ball. 

Seeing the Romperz in the distance the Command squad freezes in their tracks.  However, Beta pulls itself together.  Alpha squad also scales the hill, but is just shy of the marker.  Things are about to get real on the hilltop as both sides move to claim the marker. 



Turn 3:
Instead of shooting, the Stomperz on the hill rush forward and reveal the exploring marker.  This gives them 4.  They brace to get plastered by Alphas firepower.  The Romperz move and fire on the Command unit at long range.   Their firepower is surprisingly effective and two marines go down.  The Trukkerz come smashing through the forest to the top of the hill as well.

Beta squad gets moving and hoofs it to the center marker.  Too little, too late.  The Command squad does likewise to secure the last one.  Alpha squad rapid-fires into the Stomperz and predictable turns them into a fine mist.  The Xeno Hooligan squad has been destroyed. 

Turn 4:
The Trukkerz barrel into Alpha squad and attack up close and personal!  The Trukkerz kill 1 Alpha Squad Marine, but lose 5 in return.  They flee away from the carnage!   

The Big Bang-Bangz open fire on Beta squad with long range shooting.  Three members of Beta squad go down thanks to rapid-fire and armor piercing.    

The Basherz rally and the Romperz fallback out-of-sight in a defensive move.  The only thing that can stop the Xeno Hooligans from losing now is a route/wipe-out.    

Alpha squad moves forward firing at the Trukkerz, but they are in cover and long range so only take 1 casualty.  Beta also returns fire, and causes 2 effectiveness point losses on the Big Bang-Bangz.  The Command squad races towards the Xeno Hooligans while in cover.    


Turn 5:
The Bing Bang-Bangerz open fire and reduce Beta squad down three more points of Effectiveness!  Perhaps they should take cover! 


The Romperz move around the hill to add their firepower on Beta squad next turn.  The Trukkerz fall back away from Alpha squad, and the Basherz start arguing amongst themselves again. 

Alpha squad pushes forward in pursuit of the Trukkerz, and dashes across the top of the hill.  Beta moves to cover behind a wall, and the Command Squad tries to sneak up on the back of the Xeno Hooligan lines. 

Turn 6:
The Basherz re-group, while the Romperz fall back.  The Big Bang-Bangerz are startled by the arrival of Alpha Squad on the hill and become disorganized.  The Trukkerz fire on Alpha squad, and reduce them 1 effectiveness rating. 

Beta squad fires on the Bg Bang-Bangerz and takes out one.  Alpha squad realizes that the Big Bang-Bangerz are the bigger threat than the Trukkerz and rapid fires them at long range.  They take several casualties and then flee the board.  Their went the biggest threat to the Pink Spaz Marines.  The Command squad takes shelter behind a wall and closes in on the enemy.


Turn 7:
The Basherz charge the Pink Spaz Marine Command squad.  The ensue melee leaves the Pink Spaz Marine commander dead, and lose the Basherz two boyz. 



The Romperz and Trukkerz focus their firepower on Alpha Squad, and drive them back with two more casualties.  They are shaken!

Beta Squad moves up in cover, while Alpha rallies. 

Turn 8- Final Turn:
The Basherz fall to squabbling immediately after their big victory. 

The Romperz move forward laying down firepower and kill a Beta squad Marine, forcing them to withdraw from the fight due to a failed morale check.   The Trukkerz are shaken!



Seeing their comrades flee and their commander killed, Alpha squad is shaken and can not act. 

Conclusion:
Xeno Hooligans win with 4 markers to 2! 

The Xeno Hooligans find the best crisps on the planet and descend there en masse.  The Pink Spaz Marines stand back and let them feast to feed their sorrows and talk about next year’s Grav-ball championship game.  After a few destructive days of partying, the Xeno Hooligans get back on their ramshackle starships and fly off back to where they came from.  They will return, but not until the next season of Grav-ball starts up again. 

So far, the Pink Spaz Marines have an even win/loss record.  That tells me that the elite only armies are not overpowered.  Much depends on the scenario as their low numbers were telling in this game.  They simply could not spread out and pick up markers the way the Xeno Hooligans could.  In addition, mass firepower saw a unit of them routed from the field by irregular troops.

The Xeno Hooligans did what they needed to do this game.  The switch to defensive play helped them to keep from getting routed like the previous game.  They simply do not have the armor to stay in the open long though, so getting behind stuff and focusing firepower paid off.  When the first unit got vaporized in a round of shooting, I got a bit nervous.  However, my strategy to go for the objective first paid off.         

You can try the game for yourself here; Rampant Stars

Monday, September 4, 2017

Aeronautica Imperialis- Battle Report: It's a Trap!



This battle took place as part of the Cleansing of Grex Silex campaign in 2015.  It uses custom aircraft, factions and rules from the campaign that can be found in my Aeronautica Imperialis review here.

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Kel-Menoth the Bitter was no longer content to marshal his forces and let the mercenaries of Galahand Geld do all the work. Instead, he decided it was time to unleash his corsairs onto the lesser races of Grex Silex. However, he wanted his initial attack to be a decisive blow against the forces of his enemies. His primary concern was the dwindling Tau presence that had dared try to counter-attack in Silex Minoris. It was clear to him that they were attempting to pull out of the system, but they were caught between his forces and that of the Imperium and Orks.

Therefore, he sent his experienced corsair pilots out to launch a series of ambushes against the remaining Tau presence in the system. The asteroids and debris fields proved all to easy to set such traps to the less experienced Tau pilots. With this strike, he hoped to clear the path between himself and the Mon'keigh who dared raid into his realms. 


Since I won the last battle, my wife let me pick the scenario. I choose to try out one of the new ones I made called, “It's a Trap”. Essentially, one bomber type aircraft acts as bait to draw in enemy fighters out. Once they engage, the allies of the bomber swoop in from a long board edge on the attackers. The defenders are the ones being ambushed and have fewer points than the attackers. Let's see how it plays out. 

It's a Trap!

Ironbound Frjal & Kel-Menoth's Corsairs

1 Overlord Airship- 

2 Phoenix
with Star Cannons and Star Engines

The Graceful Hunters

3 Tau Barracudas

1 Barracuda Interceptor 
Ace – Going Ballistic
+Escape Pod

Set-up

Per the rules, the overlord Airship was set-up 36 inches from the short board edge facing the opposite short board edge at max speed and altitude 5. The Tau were set-up closing in on its rear. They were at max speed and various altitudes to prevent dives and climbs getting the Overlord to safety. However, they are relatively close together. 

The Eldar Phoenix are off the board, waiting in the sensor shadow of a nearby large asteroid. 

Turn 1
Initiative: Eldar

Reserves: No

Movement:
The Overlord begins a slow turn while the Tau come straight on at full speed. 

Shooting: 
No range.

Turn 2
Initiative: Eldar

Movement: 
The Overlord uses its Zeppelin ability to gain height as it continues its turn. Barracuda 2 was at the right altitude, so side slips and keeps pourin git on. The others are forced to try and gain height and are slowed. 

Shooting:
None.

Turn 3
Initiative: Tau

Reserves: None

Movement:
The Overlord Power Dives down to alt 4. The Tau stay together, but Barravuda 1 angles towards the target. 

Shooting: 
Barracuda 1 takes a long range shot with his Ion cannon. It goes wide across the Overlord's bow as a warning shot. The Tau begin to broadcast tot eh Varingyr airship to surrender. The Overlord replies with a broadside or Fusion Lances that snags Barracuda 1 and causes it to blow smoke. 

Turn 4
Initiative: Tau

Reserves: None

Movement: 
The Overlord is getting perilously close to the edge of the board! The Tau give chase. The Tau ace fails to do another maneuver to try and drop lower. 

Shooting: 
No shooting as the Airship has managed to drop too low and evaded pursuit, but may disengage if it is not careful! 

Turn 5
Initiative: Tau

Reserves: None

Movement: 
The Overlord skirts the edge of a huge asteroid as it stays in play. Barracuda 2 and 3 are forced to break off attack runs and pull up to avoid potentially disengaging themselves. However, Barracuda 1 and the Tau Ace close in.



Shooting: 
Smoking from his last pass at the Overlord, Barracuda 1 opens fire with everything it has. His shots fail to find their mark, perhaps still a bit glitchy from the damage he took earlier. 

The Overlord desperately calls for aid from his Eldar friends and then opens fire on Barracuda 1. A barrage of Mag-cannon shells reach out, and Barracuda 1 is swatted from the sky! The pilot fails to eject in time, and goes down with his plane. 

The Ace opens fire with her weapons, and the Ion cannon grazes the top of the airship, but causes no damage. 

Turn 6
Initiative: Eldar

Reserves: None

Movement: 
The Overlord turns back ontot he board. Meanwhile, the Tau Ace uses its Ace ability to rapidly climb to Alt 4, and then passes a pilot test to do a High G turn to track along high above the Overlord. The other Barracuda scramble to disengage and get better attack angles on the Varingyr ship. None of them want to follow Barracuda 1's lead. 

Shooting: 
The Overlord takes some long range Fusion Lance shots at Barracuda 3 as it tries to scoot away, but misses due to altitude differences. 

Turn 7
Initiative: Eldar

Reserves: None 

Movement: 
The Overlord uses its zeppelin ability to gain some height. Barracuda 2 and 3 try to fly around and get in front of the blimp. The Ace has done so, but tries to loose height as it gets ahead. 

Shooting: 
The Overlord uses the last of its Fusion Lance ammo and tags Barracuda 3 as it circles back to attack. This causes the Tau aircraft to blow smoke. 

Turn 8
Initiative: Eldar

Reserves: None- What is taking those blasted corsairs so long!

Movement: 
Angered at being hit, Barracuda 3 pulls a High-G turn and is going head-to-head with the Overlord. The Tau Ace does a Wing-over and is also going head-to-head. Meanwhile, Barracuda 2 angles in from the side. 

Shooting: 
The Overlord desperately opens fire on barracuda 3 who is going right down his throat! The forward mag-cannons open fire, but the Tau aircraft splits through the fire unharmed. A broadside of Mag-cannon fire also fails to stop the approaching Barracuda 2. 

Tau fighter 3 unloads on the airship. A smart missile and an Ion blasts buckle the front armor and cause the airship to leak fumes and spark. 3 hits left! The Tau Ace seems to land a Ion shot, but it is deflected off the armored belt of the blimp. A smart missile from Barracuda 2 also hits the side of the Overlord and causes it lose another hit. 

2 hits left, those pointy ears better show up now!

Turn 9
Initiative: Eldar

Reserves: The Eldar Phoenix finally arrive! 



Movement: 

The Overlord rumbles along and goes up altitude. However, barracuda 2 sticks with him. However, the Eldar Corsairs both zero in on him. The remianing Tau try to get behind the Eldar, but are slightly out of position. 

Shooting: 
Phoenix 1 opens fire on Barracuda 2 at close range with its Shuriken and Star-cannons. The poor Tau never saw it coming as his plane is disintegrated by Eldar fire! 

The tau ace reacts quickly and one of its Drone missiles manages to snag the trailing Phoenix 2 and damage the corsair! 

Turn 10
Initiative: Tau

Movement: 
The Overlord scoots away behind a screen of Phoenix fighters. Phoenix 1 and 2 end up going head-to-head with Barracuda 2, while the Ace manages to sneak out wide and angle back in one the Eldar. 

Shooting:
Barracuda 2 fires on Phoenix 1 at medium range, but misses. Phoenix 2 returns the favor and causes Barracuda 2 to blow smoke. 

The Tau Ace fires on Phoenix 2 with her weapons. It looks like a clean hit with her Ion cannon, but somehow the shot passes through the Eldar craft! 

Phoenix 1 fires on barracuda 2, but fails to find a weak spot. 

Turn 11
Initiative: Tau

Movement:
The Overlord keeps try to evade, but stays at the same altitude to act as bait. The Tau Ace misses the angle and goes behind. However, the Phoenix does the same. Barracuda 3 manages to stick with his target, but Phoenix 2 gets in a tailing position. 

Shooting: 
Barracuda 3 fires on the Overlord. A smart missile detonates near the zeppelin, and an Ion cannon bolt strikes home. However,t eh smart missile detonated early, and the Airship still has 1 hit left! 

Phoenix 2 manages to splash Barracuda 3 with a close range barrage of fire. The Tau pilot again fails to eject. 3 dead air caste so far! 

The Tau Ace uses the last of the Interceptors Drone missiles, and manages to snag the fleeing Airship. The missile locks on and finds its mark, blasting the Airship from the sky! 



Turn 12- Disengagement Turn
Initiative: Tau

Movement: 
With her primary mission complete, the Tau Ace goes Ballistic to get out of range, and heads for home. The Phoenix give chase but are unable to match her climb. 

Shooting:
None

Conclusion
Another close battle! The Tau get double VP for downing the bait ship, in this case the Overlord. Let's go to the Victory points. 

Varingyr/Eldar- 3 Barracuda= 54 points
Tau- Overlord Airship X2= 40 points

It looks like another close win for the Varingyr/Eldar!