Thursday 17 October 2024

Rogue Stars Campaign Grandma Wendy's Gold



I've done this before so seasoned readers are allowed to skip.

Why have a campaign?  Good question that chap.  Having a campaign ready to go is pre planning for those times when life - just - twists.  It gives you time to get other stuff ready.

Proper Planning Prevents Poor Playing

Bonus excuse for buying just a few new figures.

Have a theme to hang everything on.  This is the internal logic, the reason d' wosname.  Mine include Trouble at the (a) mill.  Moon (running down corridors in Dr Who mode).  Mercenaries of Mars, this developed from a larger game and highlights how smaller games can develop from and/or influence larger games.  I started an Expanse series, but then Covid hit and it just seemed too real!

The sides need a reason.  Money, power, terrain or revenge are good starts.

In this one I've added more specific movement and a central, neutral area all must pass through.  Once there, apply one of the scenarios.

Closure- the end.  I guess in this one its when the gold gets off table with a team and someone takes or keeps terrain.  Most just fizzle out.  But!  There have been some interesting games, the teams have been given some character.

I have an idea for a time wars campaign, using a snakes & ladders game board.


The Prologue:

Once Upon a Time there was a huge corporation.  It sat like a malevolent spider in young boys bedrooms, sucking the individuality and money from its victims and their family.  But the world changed, leaving an embittered old hag hunched in the ruins of her once glorious fortified gingerbread tower in the depths of (an) Nottingham Forest.

Somewhere, in those ruins there's her gold.  Gleaned from selling expensive and making cheap.  The guardians of the treasure are the Mutant Cocks.  Beasts mind enslaved and their terror bird offspring.

Methodology.

Each team has its own home layout.  Each has to cross the Diagonal Valley to get anywhere.

The terrain has 6 patches of wood, an X of road and river.  Players with energy weapons etc.  need to avoid the water and use the bridge.

Grandma's Mutant Cocks

Big Bad Bear Bounty Hunters

Dominar Rigel and the Fox Force Five
The Trogs
Bucky O Hares Avengers
The Witch, Guards and her Monkeys

To move, the active player makes 3 rolls for the Leader.
1 Activation gets the team assembled and at the edge of their home.
2 Activations get them over the river of Diagonal Valley
3 gets them into their chosen target OR to set up an ambush in the Valley.
If the player is successful or driven off, the process is repeated. If a player is driven off, they are gone.

The Mutant Cocks* Pirates Determined, 4 remove stress any time counters 204

Brooding on the past, they sit and wait for times to get more favourable.

All ladies Sneak/hidden/walk 2”  Run 4” Sprint 6” + Fast.

Grandma. Civilian, reptile, Leader2.  Psi  (48)  -4 action/reaction.
Blink  TN14 2" when hit.
Detect witness TN 9 12" +1 damage.  5
Electrokinesis  TN9 Dam 2 ranged attack.  4
Mind control   TN15 10"  LOS.  Target 12 to activate and no reaction.  18
Refraction Field and Natural armour 3   

Dodo, Big, Fast3, Marksman1, SMG 6, (25p)
Chuck Arny Big, Fast1, Marksman3, Machine gun (30p)
Chick Clucky Big, Fast2, Marksman2 Stealth3, SMG 6, (30p)
Cockatrice Big, Fast3, Martial arts2 (32p)
Beak (claws) Tail (Spear)  Feet (Sword)  Flight pack Flight pack 8" Hover 2"
Huge Grant Fast3, Huge, Weaponmaster2, Built in claws (22)
Terror Bird.  Big.  Fast 3 Beak & Claws.  (17)

*I got to no.4 on google search Mutant Cocks.  Hopefully I brought more players to the game.  

The Big Bad Bear Bounty Hunters  Last seen October 18 2018. Total 205

The Bears have a history with Grandma.  No one else is going to get that there gold!


Bounty Hunters. Bushwackers 8 terrain tokens, auto pass terrain roll.
Sneak/hidden/walk 2”  Run 5” Sprint 7” 

Ripper” Boo Boo (blue hat) Big, Fast, Medic, Tech, Tough 1  Vibroblade (3) (24p)

Paddington (red hat) Big, Fast, Tough1, Marksman, Vibroblade (3) 4 Sonic pistol (2)  
(29p)

Pa (yellow hat) Big, Fast, Tough1, Marksman, Monowire tangler (3) (29p)

Ted (mohawk) Big, Fast, Tough2, Leader1, Marksman 2, Zap rifle, (4) (46p)

Yogi (green hat) Big, Fast, Tough2, Marksman 2, Molecular slugthrower (4) (40p)

Flambear Big, Ambidextrous, Fast, Marksman 1, 21 2 Flamer pistols (3) built in (37p)


Home location cave entrance.

Dominar Rigel and the Fox Force Five.  Last seen last week!

The Dominar is willing to deal with anyone, but he needs that gold!


Opportunity Fire.  +1 any shot on Reaction.

All ladies Sneak/hidden/walk 2”  Run 4” Sprint 6” 


Dominar Rigel Civilian(-4 morale)  Difficult target, Fast, Free disengage, Leader.  

Activate 12 React 14  Flight pack 8" Hover 2"

Zap pistol 3 Built in, Electrical +2 bionic limbs & Artificial, 

Energy, short range 


Ms Black  Marksman 3  

Light Combat Dress Legs/Arms 2 Torso/Head 3  

Laser rifle, 5  Blind, 2 handed energy 

Accurate Weapon +1 called or aimed shots 


Ms White.  Marksman 2  Martial Arts 2  Medic 

Light Combat Dress Legs/Arms 2 Torso/Head 3  

Hunting needler, 3 silent, 2 handed 


Ms Grey  Marksman Martial Arts  Tech 

Light Combat Dress Legs/Arms 2 Torso/Head 3  

Zap Rifle 4 Electrical, 2 handed, energy  


Ms Blue  Marksman Martial Arts 

Light Combat Dress Legs/Arms 2 Torso/Head 3  

Zap Rifle 4 Electrical, 2 handed, energy  


Ms Green  Marksman Martial Arts Stealth 

Light Combat Dress Legs/Arms 2 Torso/Head 3  

Zap Rifle 4 Electrical, 2 handed, energy  


Home landed small spaceship and campsite.


The Trogs. "Miners" Bushwackers 8 terrain tokens each allows pass a terrain roll. 203

Intensely territorial and only wanting peace and quiet, they will attack any invaders or those who have engaged in violence.

Devolved from her followers, who took to the woods to grow mystical plants after finding a way to reproduce without females.

All Sneak/hidden/walk 2”  Run 4” Sprint 6” 

Big Trogs. Huge. Chucker2. Steadfast. Stealth. Tough3. Weapon master3 (49 x 2)
Trogs. Big Chucker2. Steadfast. Stealth. Tough2. Weapon master2 (35 x 3)

Home huts and crops.

The Witch, Guards and her Monkeys Cultists
Witch 63, 3 Monkeys (120= 183) 3 Fragmentation grenades Dam 3 12" range 4" radius. 15
Witch 63, 2Monkeys (80=143) 2 Halberdiers (62) = 215
Witch 63, 3 Halberdiers (93) Monkey (40) + 1 grenade 201

She's the Witch, the Big Bad Witch. She wants Grandma's ruined tower. The Gold and to beat off anyone else.

Witch  Difficult target 3.  Leader.  Reactive.  Psi master 3.  (63) 

Blink  TN14 2" when hit.  

Encourage 1 friendly target.7+ +1 Activation. 

Levitation 7+ 8" 1 action 1 stress per move until takes pin, wound or lands.  

Mindscream roll 7+ each within 5". 1pin 1stress, 1wound if critical. 



Halberdier  31 

Fast  Crawl 1"  Sneak/Hidden/Walk 2"  Run 5"  Sprint 7"  

Reptiloid  Ignore 1st pin. Psi.

Tough +1 to endure roll.

Light Combat Dress  Legs & Arms 2  Torso & Head 3  7

Vibrospear  3 Long hits 1" + free hack at attacker.  3 


Flying Monkeys  40 each.  Fongo, Jongo, Pongo, Unko

Agile2. Big. Extra "leg". Fast2.  Martial Arts3 Tough2. Chucker.

"Flight pack" 8, 8” per move, hover 2” (above combat) Free disengage. 

Land on rough TN5

Big. Psi.

Extra "leg" (Wings) Fast3.  I imagine that these do a semi powered hop rather than walk.

Move Crawl 1”, Sneak/walk 2” Run/Sprint 8” 

Martial Arts3 

Tough2. +2 endure roll.

Can carry any other person.


Bucky O Hares Avengers. Star Cops. Brawlers. 10 reroll failed melee roll tokens.

What the trogs, bears monkeys and birds have done to the local population is unspeakable. The Avengers are here to right this wrong and restore the balance. If the gold is recovered, well running a crime fighting organisation is expensive.


Old burial mound that leads to a secret underground high tech base and starship.

I cannot find Bucky and crew! We used them after the move but they are hiding somewhere! Bonus pic!


You had to look it up, didn't you?

Saturday 12 October 2024

Unboxing: Daddy's been to Temu. Unbagging not unboxing!

 Temu?  Home of stuff that doesn't make Wish's strident quality standards.  'er in doors like the crap - well buys it, uses it a couple of times then sells it on or the charity shop when wardrobe nears critical mass.




Squares aren't quite an inch.  Material is a stretchy fleece that stretches nicely.  Works OK with some weight on it.  Instant dundeon for those "oh shit" occasions.  See next post for use.



Not the best quality but scream Quar.  Perfect size.  I'll use these as a top up to get free posting.



Like these!  2 of each, remind me of the alien scenery in the Expanse.


Lump with ladder



Love these!  Each lantern is different.  Under 25p an item for scatter terrain.




Yes you can make them, but why bother?



A bit small, but for that mansion garden  with a little stream- good hard cover.




Tons of plants! Perfect for smaller scales, upgrading fences and hedges, gardens and orchards.  Neen troops carrying Birnham wood?



Venus!  Should got more at this silly price.



I took a real punt on these 2, but happy.  This first one is a plant pot (!)  Will fit in well with my Peter Pig and Alternative Armies buildings.  Small hilltop monastery.  The "pot" calls out for a dragon or steampunk device.  Or Yeti's. 






Rule Of Thumb.  When looking at toy vehicles, buildings etc,  Compare your thumb to a doorway, having checked the scale of miniatures you use.  Nice detail!  Bit of paint-.


Interesting, not sure how it is printed but it has the crisp finish of an assembled plastic model.  Aize wise it's a bit small.  Perfect for Essex or Peter Pig figures or Alternative Armies Japanese goblins.  I feel I want to add to it, make a nest with a posh bit on top.








Tuesday 1 October 2024

Xenos Rampant A Bridge Too Quar?

 


This could have gone horribly wrong, but it actually worked!

This is Bland Ford.  A small town with a small army base on the oh-so-quiet border.  No-one is going to try bringing a modern force down a single forest road, are they?

This is roughly based on Scenario Echo Orbital Drop p 104.  But I made some, well, a lot of changes:

Each side had 2 commands of 24points.  As any likely attack was going to come via the main road the heavy weapons are thus sighted.  Here also is the one vehicle and the commander.

I had intended to take the Crymuster rear, but ended up running the gallant and plucky Western Arnyaran, leaving Matt and Easton to run the defenders as an anarchic collective.



Defenders 


Front (rear) force

(Top Picture)


2Mg.s Tractor, CO,  Militia = 24

8 P  MG 2 as 5

2

Move 6+  6”


Defence 5+

Courage 4+ Armour 2 


Shoot Free (7+)   4+ 24” 6=2 


Firefight.  Spotters  Heavy Weapon.  Engulf.  No cover







6P Chyweethl Light Tractor

 1 as 5 

1

Move Free (6)+ 8” 

All Terrain. 


Attack 6+ Attack v 6+ Defence 5+

Blades armour -1.

Courage 3 Armour 5


Shoot 6+  4+ 18”

No bonus for cover.  


Light Vehicle. Area effect. 






1p  C.O Team 2 as 5   


Move Free (5+) 8”


Attack 6+ Attack V 5+ Defence V 5+

Courage 4  Armour 2


Shoot 6+  6+ 18” 


Firefight.  Go To Ground 






1p  Town Militia 10  

1

Move Free (5+) 4”


Attack 8+ Attack V 6+ Defence V 6+

Courage 5  Armour 1


Shoot 7+  6+ 6” 










Town force

(Bottom picture)


Inf company + cav = 24

5p  Ryfler LI Squad 10  

4

Move Free (5+) 4”


Attack 6+ Attack V 5+ Defence V 4+

Courage 4  Armour 2


Shoot 6+  5+ 9” 6’s=2


Firefight.  Go To Ground  Heavy Weapon. 






4P   Cavalry (HI) 5

1

Move 5+ 5”


Attack 6+ Attack v 5+ Defence 5+

Courage 4  Armour 3


Shoot Free (6+)  6+ 6”


Firefight.  Go to Ground.  CQ. 

 Assault. Mobile.


Western Arnyaran
First wave: 
Special Insertion p 90Cycles 15p Scouts Recce 9 = 24

9p Cycle Scout  3 as 5

1

Move Free (5) 12”


Attack 7+ Attack V 6+ Defence V 6+

Courage 5  Armour 1


Shoot 7+  5+ 12”


Firefight.  Mobile.  S.I   Fire Support as action. 

Hard target armour 2 vs shoot 6” only


Fire Support 


Shoot Free  (7+)  3+ 24” 








6p Cycle Anti-SW  2 as 5

1

Move Free (5+) 12”


Attack 7+ Attack V 6+ Defence V 6+

Courage 5  Armour 1


Shoot 7+  5+ 12”

Target Support + 12”


Firefight.  Mobile.  S.I 

Hard target armour 2 vs shoot 6” only






3p   Reg. Recce   5

3

Move Free (5+) 8”


Attack 7+ Attack V 6+ Defence V 6+

Courage 5  Armour 1


Shoot 7+  5+ 12”



Firefight.  

Hard target armour 2 vs shoot 6” only

Skirmish 7+ move shoot 6+






Second Wave 




11+7+6 = 24

5P  Contraption (SS) 1 as 5 

2

Move Free (6+) 12” 


Attack 6+ Attack V 6+ Defence V 6+

Courage 4  Armour 4


Shoot 6+  5+ 18”


Improvised armour.  Technical  

1p


-1 enemy armour shooting.


Lead vehicle has armour piercing ammo.






7p  Iron House A (TV)  5


Move Free (6+) 10” 


Attack 6+ Attack V 6+ Defence V 6+

Courage 4  Armour 5


Shoot 6+  4+ 48”

Spotter (allows Indirect)

3+ 48” 


Blades, attack/defend target armour -1

Trans 10p.  

Artillery. Indirect.






6p  Iron House B (TV)  5


Move Free (6+) 10” 


Attack 6+ Attack V 6+ Defence V 6+

Courage 4  Armour 5


Shoot 6+  5+ 12”

Area effect, target no cover bonus


Blades, attack/defend target armour -1

Trans 10p.  



Quick aside - this game sees the first use of my Butlers Printed Models order.  A couple of armoured cars.  Easy conversion, the turret comes with a ring underneath, removing this and adding it as an open turret works.

Border barrier, post, guard tower and barrack tents with a command hut.



The sneaky Western Arnyarans start- 6 pre-planned artillery strikes!  I got 4, one knocked a life out of the commander.  Then they snuck in.  You don'r roll for activation, they make a move plus 1D6 extra inches.  I ended up with one unit at the base of the bluff, the cycle unit just below in the middle of the field.

The support-hunters came at the base of the rear hill (bottom right)  but got spotted and wiped out with one nasty burst!

The last two infiltrated and flanked! (Bottom picture)  One took over a house and promptly won a protracted firefight with the cavalry, and pushed back a unit sent to outshoot them.

Expecting the attack to come from the front - well, rear, the CO heads up to the emplacement.  The militia start to patrol.  The tankette moves and promptly gets shelled, spotted from the cycle scouts.




The second scout unit gets shot up by 2 sections, one survives and hoofs it towards coffee.


The other one, in better cover, weathers the storm.


The militia advance, get into a firefight with the scouts - and lose narry a one!  The tankette starts to pay attention to the flank, the cycles retreat.  A section ascends the hill.


One section had suffered from the preliminary shelling.  Note that the scouts have pulled the troops away from the guard post.  They're a shower, an absolute shower!



Here they come!  BTW  I had intended (& packed) to get to Entoyment early and do some more painting,  but it was bucketing it down.  Trying to remember where I got the bridge, it's a cracker - 2 ends, span, 2 supports.  The contraptions rake, the big one fails every shoot attempt in the game.  Every Damn One.


Still going Bang!


Quick turnover means they grind forward!  Rear contraption takes MG fire.



The lead, engages the tankette with its AP ammo but finds itself under heavy MG fire from the emplacement and beats a hasty retreat!


The rear one finds itself bracketed by infantry mg's.


The militia move to the thick of it.  There's always a higher value target to shoot at!


Taking casualties, but the cavalry are faring worse.


Then their luck runs out----.


The last vehicle rumbles on, but the momentum has been broken.





That's not a good role.


The militia have taken casualties!  Still they assault the vehicle!  With that, the assault is over.  Only the Crymuster support section has taken no damage. The 



That was a cracking game!  Lasted longer and with a better result.  The Western Arnyaran lost a few scouts, a few bikes but not one vehicle, although the remaining are pretty beat up!

Now satisfied that the Rampant Rules give a good feel and a fast game.


Meeting engagement using same stats & forces as last week.  An excellent game betwix young Easton and I in the waiting-for-Matt time.  We pounded each other into a bloody draw.  Did have some new stuff happen though, so lets crack on! 

Woods were classed as open, so light cover and a movement hassle.  Buildings are from my Poole In Flames game.



Crusaders!



Crymuster.


Cautious advance and taking casualties!


Tankette takes hits, retreats to let the support weapons get to work.




"We'll just stroll up 'ere a bit then"
 

First time using going to ground.


Bang!  Casualties at long range.



Taking heavy fire from the other tankette - despite lots of minuses, forced back.


Both probing forward.


Crymuster the left Chyweethl gets pushed back - to shoot the infantry in front or the flanked Chyweethl?



Crymusters turn to go to ground.


"get closer!"


"Where did it go?"


Our first vehicle vs infantry- infantry won!



How to surprise the enemy commander - but thump that tankette!


Sent back - lost the fight.  Now the cavalry's moving!


Infantry moving up, slowly.


The tankette tears into infantry.


Damaged, the infantry MG tears into its side---


Cavalry charges the long rifles!



Cavalry take a perfic storm of lead and go down in glory.



The last tankette recovers and the Crusader heavy weapons get in range of the infantry.


"Ang on, didn't we see-"  In they go!  But it didn't go well and they died, but the ream was pushed back.


I missed a few 'cos we rushed the end.  But that was a hell of a good game!


Another aside-  My cheap Amazon Cake Toppers trees, all featured here are from Amazon, proved a great hit both on suite and on table.  Here I've mounted them on 2p's but not yet added hard as nails & dry brushed the trunks grey.