Monday, 4 June 2018

RS Moon- Nazis raid Ying Tong, get chased down corridors!

Das Duk.  Flown from the Moonbase since 1960's as a stealth craft.
Two games for you as they were a follow-on thus can be regarded as a closed chapter.

We rolled Predetors lair, destroy property and boozehound.  The Nazis discover the location of a storeroom and attack!  It's guarded by a small force commanded by a doped up leader.  I decided that the beast was the guardian (no-one will get past that!) of the tunnel.

You must use your imagination that the walls go all the way up.  Both sides, worm & walls by Alternative Army.

Zombie Nazis. Cult. Their first game was hardly a success. They lost Kaptain Redskull.

Tactical discipline Hard to kill 3 wound chits. Crawl 1” Walk 2” Run 4” Sprint 6”

Leader1, Medic2, Psi, Psi master3, Robotech3, Tech2 41 Total 70
Telekinetic crush (3) 5 12” los, armour-1 called shot destroy civy or dmg military equip.
Telekinetic disarm 4 TN13 8” los weapon 5” away
Telekinetic push (3) 6 8” los up to 4”, end tgt TN13 or fall prone.
Telekenitic strangle 10 Tn14, 8” 2dam ignore armour & cover.
Telekenitic trip 4 12”los, TN13 -1 against big, -3 huge, tgt knocked prone. 29

Boomenbangentroopen Einrich. Psi, Marksman1, steadfast3 18 2x stun grenade 8 Total 36

Shootentroopen Boris, Fritz, Graf. Psi, Marksman1, steadfast3 18 SMG (4) 6 Total 24

Pointystickgruptroopen. Carl. Psi, Weaponmaster3, nonreactive, steadfast3 15 Total 17
2 handed sword (3) 2

Total 195

Ying Tong militia. Tactical discipline Brawlers 10 roll failed melee attacks. 
Crawl 1” Walk 2” Run 4” Sprint 6”

Wang Ying
Leader1, Martial Arts3, Robotech1, Tech1 18 Total 32
Kevlar 6 Motion detector 4 (+2 spot) Intrusion kit 4 (+2) 14

Monk x 2
Big, Tough1 Weaponmaster2 15 Total 46 
Combat dress Legs/arms 3 Torso/head 4 heavy, sealed. 18 Zap rifle (4) 7/ Force glaive (4) 6 31

Huge, Nonreactive, Tough2, Weaponmaster3 21 Total 75 
Power armour 36 Legs/arms 4, Torso 7 Head 6.  Power gauntlet x2, 10 Zap rifle built-in (4) 8 54

Worm- Tough3, Agile, Claws, Huge

I took the Ying Tong, deployed.

Einrich gets in close to the worm.

And gets smacked.


Have you noticed that one character seems to do ALL the work, game after game?

Door secured.

Down doesn't mean out-


Oh shitteen biggen apen!

A lucky shot takes the Monk out.

This one's even bigger!

The ape takes a lot of punishment.  By the end it just seizes up.

Move in!

Monk 2 knocked down.

That ape's tough!


And it has a gun-

Monk moves in

Somehow they both lose their weapons but keep grappling on.

I hadn't rated the leader, but his kung fu was strong that day-

By this time the ape's just an immovable block.

Leader vs Leader

Down and dead!  NB that paint job, can you guess where I'm going?

Moves onto no.3

You cannot keep a good Monk down.

Talk about the tide turning!

Obligatory "he's behind you!"

Game 2  The Ying Tong have successfully repulsed the Nazis. As reinforcements arrive they rush after their attackers, (Hoh!) looking to repay the complement in running blindly down corridors mode.

Flying saucer is an old Greys GZG 28mm one, I think they're still in production, used for 6mm now 15mm.  Das Stelfenduk, unlike the rest of my collection is not from the British Museum.

Ying Tong militia. Tactical discipline Brawlers 10 roll failed melee attacks.
Crawl 1” Walk 2” Run 4” Sprint 6”

Wang Ying (now sober, gains 1 leader and reactive)
Leader2, Martial Arts3, Reactive, Robotech1, Tech1 29 Total 42
Kevlar 6 Motion detector 4 (+2 spot) Intrusion kit 4 (+2) 14

Xs sw Ying
Marksman1, Martial Arts3, Medic2 18
Light combat dress 14 Zap pistol built in (3) 6 20

Yel Ying
Marksman3, Martial Arts3, 24
Light combat dress 14 Vibroblade (3) 4 Zap pistol (3) 5 23

Monk (having survived, a quick patch job.  Gains a weaponmaster and reactive)
Big, Tough1, Reactive, Weaponmaster3 31 Total 62
Combat dress 18 Zap rifle (4) 7/ Force glaive (4) 6 31

Troops rush to protect their back passage from intrusion by the Ying Tong!

Zombie Nazis. Cult.  With a lack of leaders, they are reduced to a shambling mob running on instinct.  Tactical discipline Hard to kill 3 wound chits.  Crawl 1” Walk 2” Run 4” Sprint 6”

Boomenbangentroopen Adolf & Englebert Psi, Marksman1, steadfast3 18 2x stun grenade 8

Shootentroopen Borch, Futz, Grad, Hal Psi, Marksman1, steadfast3 18 SMG (4) 6

Pointystickgruptroopen. Cirk, Ivor Psi, Weaponmaster3, nonreactive, steadfast3 15
2 handed sword (3) 2

Tony took the Nazis and I won the initiative, my 3 beating his 4 due to leadership!  I did OK, but he got every damn reaction.

A stun grenade goes Whoosh.  As these are RPG's I give 'em knock down.

2 down and the bullets start to fly

Rewenge!  A quick shot, follow up misses then the action heats up.

The bikkies are there to support the camera- honest!

A long shot knocks my leader down.  I need to get in close and go kung fu on their zombie butts!

Stalked.  It's 'im again, doing all the work-


Come on if you think you're 'ard enuff!

Poor Yel Ying once he was down just got repeatedly shot.  He got 1 move, 1 shot in the whole game.

That's more like it!

Sneaking for cover, looking to run in!

But you know who shoots.

Standoff, steely glances.

Hows that for sneaky? Run behind the zombie-

Forcing his mate to get in close-

Then its clobbering time!

But it's not enough- 2 dead, 2 seriously wounded and Tony still had reserves.

The Nazis had lacked a leader.  Now the wounded enemy are delivered to the Gestalt.  Their brains are revealed and a new tenant moves in.

They also gain 8 for winning- 6 of which is spent on the new chaps.

Leader2, Martial Arts3, Psi,  Reactive, Robotech1, Tech1 32 Total 45

Kevlar 6 Motion detector 4 (+2 spot) Intrusion kit 4 (+2) 14

Marksman3, Martial Arts3, Psi 27 Total 50
Light combat dress 14 Vibroblade (3) 4 Zap pistol (3) 5 23