Be
very, very, quiet, I am hunting Harder Than Steel
Regular
readers will be aware that when I started this blog the main trigger
was the beta versions of HTS. Now things, at last, are moving! As I
understand it:
A
beta version is being used by Crimson Crystals, this and the online
builder is what I'm using here.
There
is a hint that the rules will come out in a series of modules.
Osprey
publishing are to release a title in October 2016 using the rules.
So
at the very least the basic mechanisms are out there and the D10
mechanism (hereafter called the left hand path) is on the cusp.
With
respect for Crimson Crystals, in my opinion there's enough basic
skirmish games using large scale figures aimed at those brought up
with poor quality manga. Full marks for cherry picking the rules and
coming up with some interesting designs.
We
have experience of the first two versions of the beta rules, that
gives us somthing to draw on. BUT there's one overt difference, the
Combat score has disappeared and now the Quality caters for both,
plus an all-new Armour score which used to be an add-on.
Now
we have the beta rules and
the two builders we can cater using superior product. The character
builder uses some different terms to the rules and there others I'm
forced to extrapolate. Same with the weapons builder, I designed the
Llurg's missile system – but I'm having to make some educated
guesses!
So
why use these rules as opposed to Tomorrows World or Gruntz? Well I
don't know, so we're going to play with a few examples. The main
difference is with the action system. In TW you tell your opponent
what you're going to do and they will respond. With these rules you
do what you can with the activations you get – often forced to make
hard choices or just simply failing to do anything. Your opponent
has the chance to react to you missed opportunities. This destroys
the you-go-I-go mechanism and the fog-of-war/uncertainty factor not
matched by any other system that I know of.
Since
writing this, in early October 2015, someone made an A4 flowchart on
how to handle reactions in Tomorrows world. Just to go back to
basics, you roll for activations and any dice below the Q value is a
failure. Your opponent can roll (for one of his units) your failures
to gain a reaction that happens either before or simultaneous with
your first action. So, you can do a blinder and catch your opponent*
or your opponent can do the dirty on you**. No need for a flow chart
and you get very “cinematic” play. You may note that we
sometimes use reaction in the older games which enhances the play. I
try and report our games faithfully without embellishment other than
some rationalisation.
I'm
hoping that I can convince you, so we can convince Andrea, that this
is a worthwhile product for developing into a full SF set of rules.
Let's
start with two races that in some rules would be considered
identical? Throw me a bone here, if you disagree or (please!) able
to duplicate any of these games with other rules, lets talk!
Southpaw
(Space Raptor) Militia Trooper. Q5 A7 Long 113
Lightly
armoured conscript armed with an assault rifle relying on bayonet,
claws and teeth in combat.
AGILE
+1 to climbing rolls and falling damage.
FAST
REFLEXES
+1 reaction
rolls.
LEAP
1xLong
leap once per turn. Counts as a free action melee +1.
OPPORTUNISTIC
+1 on activation
rolls
if a flinching foe within 1xLong stick from squad.
Sergeant
Leadership 1 132 Officer
Leadership 2 139
Weapons
Assault
rifle. Medium BURST two
shooting dice at -2. Any roll of 1 or 2 needs reloading
SAW
Long, Burst 126
Anti
Armour Railgun
Sniper 154
PENETRATING
Armour
rolls against this weapon are at -1.
APC
Q5 A7 193
I'm
shaky on the points on these, but I think I'm not far off.
3xSAW.
Long, Burst
FAST
REFLEXES
+1 reaction
rolls.
Danger
sense, Long.
Patrol.
2x
Apc's 386
1st
Squad Sergeant & 4 troopers plus attached SAW 710
2nd
Squad Sergeant & 4 troopers plus attached AA Sniper 738
Heavy
weapons and sergeants can be used as mavericks (single figures)
Total
1834
Llurg
Standard Warrior. Q6 A9 49
Completely
unarmoured but with a fearsome sword and machine pistol. If you
think of a Culloden style highland charge, you'll be spot on.
BUSHWACKER
Movement
not reduced by rough terrain. +1 to Q rolls for bad terrain.
FAST
REFLEXES
+1 when reaction
rolls.
FIGHTER
+1
melee
rolls.
Those against -1
SWORD
DEVASTATING
A
hit inflicts two point of damage
ASSAULT
+1 melee
first contact.
GUN
PISTOL
One-handed.
PUNISHER
If
shooting hits, re-roll two dice at Q6 others within 1xShort. If
survive knocked down (prone).
Leader
leading from front Leadership 2 79
Llurg
gun car
Q5 A7 120 Long
Vehicles
are mavericks, single models.
Leader
in vehicle add Leadership 1 150
FAST
REFLEXES
+1 when performing reaction rolls.
PENETRATING
Armour
-1.
PUNISHER
If
shooting hits, re-roll two dice at Q6 others within 1xShort. If
survive knocked down (prone).
BURST
Models
firing bursts may roll two shooting dice at -2 instead of a
single shooting die. Any die roll of 1 or 2 means that the gun must
be reloaded.
Llurg
Mutant
Q5 A7 Medium move 98
Maverick
or in unit with dismounted leader.
PENETRATING
Armour
-1.
PUNISHER
If
shooting hits, re-roll two dice at Q6 others within 1xShort. If
survive knocked down (prone).
BURST
Models
firing bursts may roll two shooting dice at -2 instead of a
single shooting die. Any die roll of 1 or 2 means that the gun must
be reloaded.
Llurg
Missile Truck
Q5 A7 56 Long
Vehicles
are mavericks, single models.
FAST
REFLEXES
+1 when performing reaction rolls.
Bad
Shot -1
Blast
(35) Cannot be reloaded (-7) Inaccurate (-5) Long range (20)
Penetration (armour-2) (25) Minimum fire distance (Long?) (-3) = 65
per weapon system
I
could add Incendiary (25) and/or Affects only organic targets (-2)
Llurg
Tribe
Leader
in gun car 150
4
Gun cars 480
8
Warriors 392
2
Warriors, Leader and mutant 275
3
Missile Trucks 168
5
Missile packs 325
Total
1790
Game
Basics.
I'm keeping these low on points and about 8 turns. Same table, 4
patches of rough ground 1Long from each corner. These are the one
sort of game we never do, a simple meeting engagement.
This
terrain worked OK for the first game, but for the second it was a
real pain. The first 2 beta versions had 1-6 terrain features, so I
went with 4. The next series will be more terrain heavy.
Rolling
for initiative, the loser places the first unit, squad, vehicle or
individual up to one normal move from the base.
Any
unit with the Bushwhacker
can opt to conform to one of the terrain items in their deployment
area. They do not have to be shown or revealed until they move or
shoot.
The
winner has the option of meeting the next force “up”, with due
regard that each is more high tech than the last.
I'm
going to try and do a more “blow by blow” account than normal so
you can see the mechanisms in play, and spot any mistakes we make
along the way. If I skip a turn, its because of roll-overs when
nothing happens.
The
set-up seemed- weird, I'm not used to having (virtually) everything
out in the open. Tony got the drop and started shooting and
debusing. For once the dice went my way (I don't think I've written
that before in this blog!) and my gun car leader used a reaction to
successfully disable an APC. I managed to get in a lot of movement
and shooting with no real effect.
We
need more input into vehicles, I can see them as large Mavericks, but
we need a lot more info and either a vehicle building builder or more
input on the character one.
I
had a plan, but as usual -, **the sniper took out a gun-car with a
reaction, then the leader in his turn and the remaining APC the 3rd
of my centre.
(Railgun
hitting light vehicle, the last thing through my leaders mind was the
engine block)
I'd
advanced my main infantry unit to assault range of the rubble
(expecting fire cover that promptly blew up). *Tony got 3 successes
for his infantry in the disabled APC, these leapt out doing a further
2 move & shoot that left just 2 Llurg's to run away. I think my
timing was off-. I got a bit of revenge when I moved my gun car with
missiles up, laying down rather late covering fire and hitting the
area with rockets. How much cover? I took it as an attack on every
figures armour (as I'd already hit the target).
Figuring the cover negated the extra penetration, I got 3 hits
making 1 flinch and 2 kills.
The
Southpaws didn't go backwards, instead they shot and charged the
vehicle. I got a flinch, so took that as the driver turning away,
which allowed the infantry to do their characteristic Agile Leap into
combat. Look, if Indiana can do it-. I wouldn't suggest it with any
other human or alien force without anti-gravity belts.
So
far Tony had taken out over half my forces for the loss of half an
infantry unit and its APC. The other unit hadn't even debused.
I'd
worked my mutant around the ruins looking for an angle on his
infantry when they finally debused I did an “end run” on the APC
with my surviving gun car to no effect. Then Tony failed an
activation and I got my gun car to shoot at the sniper, resulting in
a Flinch. That didn't stop him shooting the gun car, though.
That was it. I still had 3 missile trucks (one on table) I could use, but that was not enough. On to game 2.
That was it. I still had 3 missile trucks (one on table) I could use, but that was not enough. On to game 2.
Pan
African Union Militia Q5 A 7 Medium 88
a
regular ultramodern force who use some ballistic body armour and an
assault rifle similar to an AK74 with integral bayonet. Medium
range.
BURST
Models
firing bursts may roll two shooting dice at -2 instead of a
single shooting die. Any die roll of 1 or 2 means that the gun must
be reloaded.
ASSAULT
The
weapon hits at +1 in a turn in which the user moves to contact an
opponent into hand-to-hand.
Squad
LMG
BURST.
PUNISHER,
Medium
If
shooting hits, re-roll two dice at Q6 others within 1xShort. If
survive knocked down (prone).
HMG
team
BURST.
PUNISHER,
Long,
PENETRATING
Armour
-1.
Sergeant,
Leadership 1 103
Officer
Leadership 2 111
Rover
Q5 A6 Long 111 HMG as above
Truck
Q5 A6 Long 74
Truck
with 12 Troopers, 2 LMG & Sergeant 1,433
Rover
with Officer & 2 HMG team 384
Total
1817
Game 2 Southpaws vs PAU
This
was the first larger scale game between these 2. The game really
suffered with the terrain, as mentioned above. I may rerun this
game if time and Tony allows.
I
decided to drop my infantry sections in and by the left rubble patch.
I debused my heavies and officer in the other, supported by the
Rover.
Tony
instantly debused his infantry, all bar the sniper. Then I got a
lucky shot. With an unmodified 1 on penetration, the APC brewed up,
taking the sniper with it. That was a game changer.
Now his infantry did what they did best. Two long move & shoot. I did these both in one go, that was a mistake, but never mind. I lost 8 and 1 Flinch (turning a Flinched character seems the easiest way to identify it) I went back a short, but Tony had 3 activations – he could do a leap and shoot. Outnumbered I was wiped out, but managed a Flinch.
Tony tried to do the same on the other flank, but my Rover on reaction hit the APC which resulted in a Flinch, which we took to be a stun. It stopped him advancing and left his infantry's tails in the wind. They suffered from my HMG's. This killed 3 and the remaining 2 retreated. The SAW was with the other APC, looking to get closer.
Well
that was that. Nothing new learnt, We can see the potential, as we
could in the original beta's. Already there is enough to give a
different character to each force. My 3x3 table provides just about
the right area for this platoon sized middle tech forces.
The
rules
Longer
range shooting is easier, but rolling 2 dice for an HMG seems a
little – light.
When
you're used to +- 1 or 2 on a D6, the similar on a D10 seems somewhat
less effective, perhaps +- 2 or 3 would be better?
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