I
get it, if I put Mars in the title, you're all hungry for it.
There's more and more VSF in
popular media, but this isn't being addressed in wargaming.
A BIG “thank you”
for all those following my recent posts. I've had some great
comments. These helps, we are out here playing away in the hope that
we are inspiring you to get out there and play.
So last week I tried
using Flying Lead as it isn't. So now lets use it as it is- an
excellent small unit modern combat game.
I know I presume
that you are familiar with the basic workings of the rules. Just in
case- all Ganesha's work on the same mechanism, but that is
evolving. At its heart is the 3 dice activation. The Q – quality
of the troops determine the score required to activate those troops.
Flying Lead has individual activation for each soldier, but a leader
can use 1 activation to cause the group activation of 4. The leader
can also call for volley fire against a single target. (I use that
to good effect below).
If you fail with 2
dice the initiative passes to your opponent. That simple mechanism
destroys yougoIgo. We add the later mechanism of reaction (evolved
since the rules were written) a failed activation can be taken as a
reaction by the other side. You choose a figure, roll as per
activation and any successful reaction comes before any action.
Flashing Steel (a variant) limits what you can do on a reaction. We
don't, we take the 2 failures as reactions before the turnover
proper.
Plus, we include the leader in that who can then group-move or volley fire. There is another new variant whereby the 2 fails can be taken as reactions or initiative switch (turnover) used in Rogue Stars.
Plus, we include the leader in that who can then group-move or volley fire. There is another new variant whereby the 2 fails can be taken as reactions or initiative switch (turnover) used in Rogue Stars.
So, if you have
higher quality troops you are less likely to lose the initiative and
gain more reactions.
There's 3 builders
online, you see the results copied in these posts. The weapons
available in the rules range from bolt action rifles, crossbows and
compound bows up to basic SF designs. But you can design your own.
http://www.ganeshagames.net/extra_info_pages.php?pages_id=17
I'm using a strong
repeating crossbow as the equivalent to a bolt action rifle. If you
look up the efficiency of a Chinese repeating crossbow (higher rate
of fire, quiet, indirect shooting) that more than held its own
against Victorian rifles.
So I'm “taking it
down”.
Green Martian
shooter Points 104 Quality 3+Combat 3
Drum Fed Light Machine Gun,
Body Armor, Fearless, Poor Shot, Strong
Green Martian
Warrior Points 88 Quality 3+Combat 3
Bolt Action Rifle,
Body Armor, CQB Specialist, Fearless, Poor Shot,
Strong
Green
Martian Cavalry Leader Points
206 Quality 3+ Combat 5
Large Calibre Pistol,
Body Armor, Combat Fiend, Dashing, Fanatic, Leader,
Long Move, Mounted, Poor Shot, Strong
Green
Martian Cavalry
Points
176 Quality 3+ Combat 5
Large Calibre Pistol,
Body Armor, Combat Fiend, Dashing, Fanatic, Long Move,
Mounted, Poor Shot, Strong
Attacking
force
Leader 206
2 cavalry 352
3 shooters 312
6 warriors 528
Total
1,398
Pilot
& Pnumonium
Vehicle
10, Long move 10, 1 fighter 3, difficult target 10, C&C 15, Q3
35 C 2 70
Light Martian
Cannon Points:15 Armor Piercing, Combat +3, Max Range 3 Medium, Very Slow Reload |
8
Elite Martian Warriors
464 Total 588
Elite
Martian Warrior Points 58
Quality 3+Combat 2,
Pistol,
CQB Specialist, Dashing, Elite, Poor Shot,
Steady Under Fire
Crossbow
Points 39 Quality 4+ Combat 2
Modern Crossbow,
Body Armor, Short Move, Steady Under Fire, Strong
Crossbow
Skirmishers/bodyguards Points 59 Quality 4+ Combat 3
Pistol,
Body Armor, CQB Specialist, Light/Bushwacker,
Steady Under Fire
Sled
with Pnumonium 70
Gunsled
& fighters 712
6
Bodyguards 354
7
Crossbow 273
Total
1,409
The Game
Tony took the Greenies again (he likes cavalry) and won the initiative.
Using individual activation means you get a scattered force, as you'd expect with an irregular force. Using your leader to push groups helps. Reactions can encourage stragglers. Turnover.
Over to me, keeping the princess close-.
Brave chap going out in front.
A close shot causes the leader to do a twirl.
Being out in front- shooting starts to take effect. Note the skirmisher hiding around the corner.
The pounding of gert big feet.
Skewered.
One cavalryman is deflected by shooting, the leader goes in.
The flyer lands and disgorges infantry. It's the beans you know.
Suck on that, greenie swine! But only knocked down.
Swine gets up and the crossbowman pays for his uppetyness.
Infantry stand back so as not to get in the way.
The cannon goes bang! Startling one mount.
Doesn't stop their wampage.
Got one! Volley fire!
I get the sled going and try for a ram, but shooting causes it to swerve, which gets it peppered and pummelled by the shooters.
A skirmisher gets a lucky shot. 6:1 is a gory death. Causes morale checks that sees some retreat a bit.
The square piece of scenery, I made it in 5 minutes years ago to use up a few small bits.
The leader does a twirl to re-establish control. But i've lost too many, so a Greenie win.
But before I go, volley fire brings a shooter down and another volley kills him.
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