Thursday, 27 February 2014

Flying Lead, Cops, Coats and Aliens.

This is why I love these rules.
I can pinpoint exactly when the plan crashed.
 So we did a couple of games based around a bit of a town like Wimborne in the UK.
 We started with an armoured car robbery.
 The bad guys got away, one trooper had his outline painted in a hail of lead.


Second game, dodging the traffic,
Frank's mob ram an armoured car right in front of the cop on the doughnut run.
 Frank leaps out of the front, grenade launcher to ready – click, a one!
So there he is, out in front with a useless weapon. Deputy 2ic sniper gets 2 activations so Frank end up with an extra hole in his head, a 6:1 no less, a gory death. So that's bit of a morale test, then. All pass!
 But the element of surprise is lost, the driver's taking fire so everyone piles back in. One trooper had got near, so she hops up onto the barrier and lets loose with her shotgun at no range into a crowded, open vehicle. Two dead and a third wounded. Driver panics, goes into reverse and slams into a building. Score one for law and order. You have to play with, not against, to get the best from these rules.

Here are the what? Warbands, gangs, concepts? Nothing big but enough to have fun with. Sometimes a force like this is spawned by a figures range, a vehicle find or some inspiration. I look for one to complement another. You need an antagonist for your protagonist. I don't expect you to replicate these forces exactly, but rather to take inspiration, go “aaaaaaah” a lot. Plot, scheme. With your version of these forces, you can take over the world!

Here's local Sheriff Mediumarch and his deputies. As we all know, any alien not choosing Cardiff will land in a small American community. The odd monster or zombie outbreak will occur at regular intervals.
 These are a selection from GZG's armed colonists, security and specialist packs*. The wee doggy is from Museum Miniatures. Kit limits their range, but I feel up to using them on a colony world. There's just over £3 worth here. Khurasan does several versions from the 1920's upwards, including British that I aught to get so they can annoy UNIT.
  I trawled the local toy shops and scoured what I could find of my collection for a good selection of vehicles. As these cost about £1 you've a total of £10. Painting took a few hours spread over a weekend.

The White (duster) Coat Wild Bunch.

Frank, he's the tall chap with very blue eyes, and company have seen service as VSF nasties to the wayward crew of a freetrader called the Hornet. If you need to be told the inspiration, you're either too young or no wargamer! In contrast to the above, these guys have taken a few years to assemble from Khurasan (free trader crew supplied Frank) The Store and GZG. The converted military cargo hauler was a present from Matt Hay many years ago and I think was part of the old Laserburn range that is now produced by Can I just say that I didn't get to boldly go to where I am today without mixing a few metaphors.
The Posse all Q3 C1

(A) Sheriff Mediumarch, Leader, Semi auto rifle with scope, Pistol, Handcuffs, Danger sense @116

(B) Specialist, Pistol, Commo, Handcuffs @36 (driver, radio or drone controller)

(C) Deputy, Rifle, Pistol, Sniper, 2ic, Handcuffs @106

(D) Specialist dog handler, driver, Heavy Pistol, Crackshot, Handcuffs @46

(E,F,G) Trooper, Shotgun, Pistol, Crackshot, handcuffs @60

(H) Specialist/Forensics/Medic, Pistol, Handcuffs, @36

Ralph Q4 C3, Cbt fiend, Eager, Dashing, Junglecraft, Long move, @ 83

You could make the handler 2ic, as once dog deployed at least part of the force is then tasked with support. I count handle and dog as one activation as with heavy weapons team.

The Vehicles

Tracked Overlanders. I can see these providing long term support – a mobile cop-shop for a small number. Q4 C1, Armoured+1, Off road, wide tracks, 6 passengers, @47

SWAT van, Thin armour, 6 passengers, @41

Cruiser. Standard cop-car. Q4, C1, Normal move, 3 passengers @ 24

Pursuit vehicle, faster version. Q4, C1, Long move, 3 passengers, @39

The Posse on a bad day (When the bad guys guns never empty, any hit or bump sends a car flying and exploding, plus they cannot hit or stop anything)

The  Mook Posse all Q3 C1

(A) Sheriff Mediumarch, Leader, Semi auto rifle with scope, Pistol, Handcuffs, Danger sense @116

(B) Specialist, Pistol, Commo, Handcuffs, Mook @33 (driver, radio or drone controller)

(C) Deputy, Rifle, Pistol, 2ic, Handcuffs @91

(D) Specialist dog handler, Mook, driver, Pistol, Poor shot, Handcuffs @30,

(E,F,G) Trooper, Mook, Shotgun, Pistol, Poor shot, handcuffs @44

(H) Specialist/Forensics/Medic, Mook, Pistol, Poor shot, Handcuffs, @30

Ralph Q4 C3, Mook, Dashing, Junglecraft, Long move, @ 74

Frank's Gang all Q3 C3

Frank Leader, Grenade Launcher grenade cbt3, move @ shoot, Long. Hero, bodyarmour, cbt fiend, Strong @160

(U) Mr Red Heavy Pistol, Body armour, CQB, Crackshot @ 64

(V) Mr Yellow 2ic, SMG, Pistol, Body armour, CQB, Crackshot, Jungle craft, @134

(W) Mr Blue Shotgun, Pistol, Body armour, CQB, Crackshot, slippery @100

(X) Mr Brown, Semi auto Rifle & scope, Sniper, Pistol, Body armour, CQB, Climber @114

(Y) Miss Black, Machine Pistol, Pistol, Body armour, CQB, Specialist, Dashing @88

(Z) Mr White Pistol, Knife, Smoke/flashbang Grenades, Body armour, CQB, Chucker, combatfiend, stealth, weapons expert @120

Vehicle, Q3 C3, Armoured +1, Long, Off road, 9 passengers, @120

I'm not going to do grades of this lot. They either be themselves, or if they can't they're pirates

*Jon's packets these in 2 each of 4 sculpts. These provide an excellent opportunity for headswapping and a good stock can soon be drafted into service as I did with the cops above. I have a plan to do both an UNSC and Japanese boarding/ground assault party with added specialists.

Lhurggs. These, in my opinion, are one of the best-buy alien infiltrators. I have used them as mercenaries working for a Dai-Oni vs Japanese warrior monks (Flashing Blades), perfect for VSF.

Mutant. This is a big boy, a good boy, do you want to talk pure animal magnetism?
Q5 C4,  body armour, Heavy machinegun, cbt fiend, poor shot, short move, strong, @132

Chieftain/Hero/Leader Q4 C3, Machine pistol, Poor shot, cbt fiend, long move @128

Warrior Q5, C3, Machine pistol,  long move, poor shot, @35

You could make 'em into a nice Battlesworn force, say-
Mutant as Tank/Shooter or Warmage 2
Chief as Brute/Leader 2
5 Warriors as fighters 5
3 Warriors asshooters 3  About 3/4 of the page down.

Watch this space, I'm planning to “upgrade” this force with some matchbox “acquired technicals” mounting unaimable rocket launchers. The sort of low grade merc's you'd drop into the sticks to draw off regular forces away from the real incursion forces. Now who would employ mercenaries like these?
The Old Indian Burial Ground farm.
 Strange sightings reported and the inhabitants have not been seen, missed appointments.
 So the Posse goes in-.

3 boards, the road turning, farm (opposite)  and the burial ground.

Made lots of use of nearly finished matchbox vehicles.

Ended with slowest "drive by" shooting in history!