Tuesday, 27 March 2018

FL Worm Cult of Mars

Deep, sharp intake of breath, oh my cherubs.  There is the Law of Averages.  A proper law.  That means if I'm being wronged someone or some deity is going to end up in the dock of the Old Bailey in an iron box with spikes on the inside.  I checked my dice, they do indeed have numbers 4,5,6.  They would not come out to play.  After the first 6 or so failed activations, thumb twiddling accrued.  Not a pretty sight.


Many moons ago I made these vehicles for my big Yorkshire game. I also worked out the cultists but never used them.

I'm tempted to get the newer versions of Space 1899, but lack of a group of players stays my hand and steadies me wallet.

Te worm Cult is intriguing. I'm envisioning a Martin version of the Thugees. Plus, I'd bought Alternative Armies worms on sale-. As I did with a second batch of cultists, who are a useful “generic” infantry.  And there's a new worm coming out soon-.

Here the Cultists and their fetishes have descended upon a village and burned it. A farm just outside the village has yet to be attacked, can the forces of British Imperialism save the day?



Charabang Infantry Carrying Contraption
Points 30 Quality 4+ Combat 1
Special Rules Armored, Off-Road, Personnel Carrier 6 passengers, Slow, Vehicle



Mounted Infantry
Points 59 Quality 4+ Combat 2
Special Rules -Carbine, -Pistol, Specialist



Mounted Infantry Command
Points 54 Quality 4+ Combat 2
Special Rules -Pistol, Leader, Specialist



Machine Gun
Points:23
Auto Fire, Combat +3, Max Range 3 Medium, Spread


British Relief Force
Captain 54
Charabang + 6 MI 384 x 3 = 1152
Truck + 14 constables & Officer 916
2 Tankettes with MG 134
2,256

Fanatic Cultist
Points 56 Quality 4+ Combat 2
Special Rules -Shotgun, Body Armor, Fanatic
+41 Flamethrower
Specialist +5
Leader +15

Big Worm
Points 110
Quality 3+
Combat 6
Special Rules
Armored +3 (Medium), Vehicle

Small Worm Points 58 Quality 3+ Combat 3 CQB Specialist, Running Blow, Stealth

The Cult.
1 Big Worm 110
5 Small Worms 290
47 Cultists 2,184
I leader, 1 Specialist, 2 Flamethrowers 102

Total 2,284




The Game.  Nasty Cultist destroying property!



Tony emplaced his in and around the village.



Adiecate turns up for an interview, now you KNOW it's going down!



I steam on, mostly using the odd, clawed reaction.  So- f'ing SLOW!


Tony's amble about, admire the scenery, have a brew.




I race for the only cover at the speed of a dyslexic snail.


"We are not worthy!"



Sneaking-



Fanatics charge me, my professional soldiers scarper out of the back!




The rear section debus



Note how far Tony's cultists have moved compared to mine!


The farm is not saved-


SOP, form up flank to a vehicle.


at last, I get my other tankette on!


The first one does a dashing outflanking move!



The first charabang is left to its fate, but the section recovers and forms up.  Confidence is high.



Charge!


A short exchange of fire and they break again!


The Tankette lets rip and I actually do some damage!


But the cultist dash in under the gun-.


Tankette vs Flamethrowers and Grorious Leader, Adiecate gets in way-.


I've done it!  One deaded leader.  Tony's morale on the far side collapses.  Oh good, not this lot, then?


Infantry move in to mop up!



Tony's infantry over the green goes.  Note how far I've got!


Worms come in singly, but without the cultists to draw the fire, they are killed and repulsed.


But I get pushed back



"Big worm with jaws, 3 rounds rapid!"




Right at the end I get my last, largest, unit on.  They line up.






That was it, I barely made it on the board, didn't save the farm but I did kill worms and their leader.



















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