Monday, 7 June 2021

Flying Lead, Trouble 't mill 1) Clacking Contraptions at Stackedon Tresstle - the game!



Back, back in the midst of time.  February.  A difficult time and a different world.  http://unitrecon.blogspot.com/2021/02/flying-lead-clacking-contraptions-of.html 

Gor bless Blotz for ALL the buildings and fences, bought in their lockdown sale.  Both 15 & 20mm here intermixed willy nilly and fume.  Road bought from Terrain for Wargames for my Beach Head participation game wot did not happen.


Those most Worthy Gentlemen at Alternate Armies for most of the figures.  Cultist you've seen many, many wonderful times, really excellent value as they can pop up anywhere!
The robots were another lockdown release & purchase.  Needless to say I couldn't resist.
https://www.alternative-armies.com/collections/new-releases/products/hof155-dominator-spheres

SAS are from Martian Empires and regular Brits from Old Glory.

New white light bulb from Amazon.  Superb, diffuse light with fewer shadows.  mazon.co.uk/Bayonet-Equivalent-JandCase-Incandescent-Non-Dimmable/dp/B08PVNVY9V/ref=pd_rhf_gw_p_img_3?_encoding=UTF8&psc=1&refRID=C1P32SJ1K5NX3Q66WEC9

Now onto the game!  I got this wrong- 
1) I thought this would be a short, sharp game then half time swap sides.

2) We have played hundreds of Flying Lead games, I'd reread the rules, skimmed through them - marked passages for flamethrowers & grenades so I thought we'd slip back into it like the comfy chair.

3) I had not expected the defenders to win.

The (an) Evil Baron!


The infantry are holed up in this house, as the enemy advances a runner is sent to get the vehicles moving.


The first SAS trooper is away, bouncing like a Starship Trooper he gains a roof and throws a grenade at the Clackers below.


A perfect throw!  These chaps play combat cricket.  Not one but 2 knocked out!  But, alas, one of the troopers in the adjacent house takes a hit.  He gets left and subsequently burns to death--.



The second SAS and runner meet the flanking Clacker.  First gout of flames sends them to ground and sets fire to the building ahead.  Second kills them.



Flames to the rear, explosions to the front - time to get out of the house!  The Sergeant leads.  But there's a big problem--.


The truck pulls out, blocking the road - crew legs it over the bridge.


It's getting a bit hot there, the tankette moves forward.


Following their sergeant the infantry emerge from the building but they're blocking the tankette's machine gun-.


The infantry are engaged by the Clacker, engulfing them in flame, brewing up both tankette and truck.



The sergeant plays dead as the lead Clacker heads for the bridge.


My right flank has stalled - rather a lot of fire.  The Baron works on throwing the infantry up the road.


The sergeant begins his assault on my left flank.


Trooper leaps onto another roof before retrieving grenades, splattered by random fire he soon moves!


The trooper kills the officer, causing his unit to fall back.


Another grenade another Clacker crumpled.


One grenade left, time to take out the flanking squad.



Taking care of the flank.  The SAS Sergeant uses one grenade on the squad then his last 2 to destroy the Clacker.


Having recovered his fallen comrades grenades, the trooper makes a daring move to set and uses them as an IED.  This kills 2, stuns 2 and the Clacker, sends 2 others and the Baron into cover.

 

Out of grenades, the sergeant swoops in for hand to hand combat.


Despite the explosion to their left. the infantry pushes on up the road.  The trooper has been knocked down.


The lead Clacker approaches the bridge, but is it too far?


The Sergeant is captured.  For him, the war is over for a bit.


All grenades gone,  for the last 2 survivors it's rifle work from now on-


The hunt is over, the dread Baron is gunned gown!



Baron Von Steele - 

Points 136

Quality 3+

Combat 3


-Pistol, Body Armor, Combat Fiend, Fanatic, Leader


Pistol  C+2 Short.

Body armour  Ties any combat he loses by 1 point.

Combat fiend  Can make 1 combat action per available activation

Fanatic  Q+1 for morale check, +1C in hand to hand.  No morale when friend killed.

Leader Any within 1 Long has +1Q.  Group order up to 5.  Death causes morale.


Clacker Jack  Quality 4+ Combat 4 Armored, Off-Road, Vehicle   Points 77

Off-Road  Moves Medium on and off road.

Armoured Can only be damaged by armour piercing or anti vehicle ammo.


Flamethrower C+4 against infantry, C+10 vs vehicles.   Max range 2 Long.

Hits 1 Short wide along whole path.

If vehicle dies a gory death (6 on attack die) Explodes.  Any Short radius C3 attack.  If knocked down also on fire then gets a C4 attack at end of turn.  Any attacks on burning target +2 .

If no activation, vehicle gets "free" Medium move forward unless stopped.



Sourerkrauten Officer - 

Points 86

Quality 3+

Combat 2


-Pistol, Body Armor, Fanatic, Leader


Sourerkrauten Infantry

Points 59

Quality 4+

Combat 2


-Bolt Action Rifle, Body Armor, Fanatic

Rifle C+2 Long range.  Not move and fire, reload automatic.


Sourerkrauten Squad Light Machinengunner

Points 86

Quality 4+

Combat 2


-Belt Fed Light Machine Gun pre 1945, Body Armor, Fanatic


C+3 Long range  2 actions setup OR -2.  Can be combined with a no.2 for faster set up.


Special Ariel Section Sergeant -

Points 142

Quality 3+

Combat 2


-Carbine, -Fragmentation Grenades, -Pistol, Chucker, Crack Shot/Marksman, Elite, Long Move, NCO/Second In Command


Long move.  Flying apparatus works as a series of powered jumps or hops.

Carbine.  C+2 Medium, Move & Shoot.

Pistol  C+2 Short.

Crack Shot.  Extra +1 on aimed shot.

Fragmentation Grenades/Chucker. +1 on Q roll deviation.

Range 1 Long/2 Medium.  

Within Short knocked down C3 attack. Medium C1 attack. Long 0 attack.

Against Clackers.  As above, Target rolls C2 not 4, attack - 1 for armour.

Elite no morale mod not having friend in M

NCO troops under command +1Q within 1 Short, group order.  Can take over if CO dies.


Special Ariel Section Trooper 

Points 110

Quality 3+

Combat 2


-Carbine, -Fragmentation Grenades, Chucker, Crack Shot/Marksman, Elite, Long Move






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