Friday, 6 August 2021

Flying Lead. Ultramodern. (Tuffyverse) Pan African Union Regulars vs Rebels

Flying Lead is a staple rules set that we haven’t used in years.  Which is a contraception in terms.  I have new players I want to introduce to it so I’m going back to basics and presenting 3 “period” games.  This is the middle - so called ultramodern or if you prefer tech that is sort of here now or pretty close. I did the VSF version on 7 June.

Pan African Union is derived from the Tuffyverse, the background used for the bulk of Ground Zero Games rules and products.  In the original version it was set up by the European Union where I have changed that to a neo communist regime established by China which fits todays reality.

I have rebel forces vs government convoy.  Nothing spectacular, I’m trying to relearn the rules & get out of bad habits.  One major change, we use the more modern reaction & initiative system introduced since publication. 

I'm going to walk you through it. I'm not sure if you need to cost out all gun crews, but I've done all of them. I've included a few other options that I could have used. I made some errors (It's been a long time) so I've retrograde corrected things in italics, but not the points.


This force is pure GZG.  First lockdown xmas I put in the largest order I've ever done with Jon and I got Shed Loads of artillery and trucks as freebies.  This upgrade was my first & largest of the lockdown, and now I get to use some of them!

Rebel Battery

Gun Crew (each)

32

Quality 4+

Combat 1


-Pistol, Specialist, Steady Under Fire

Anti Armour Gun Points:36. 3 Action Set Up, Anti-Tank 4 (8) Armor Piercing, Crewed, Lethal vs. Soft Targets, Range: Long +4 crew = 160

SLAM Points:13 4 Action Set Up, Crewed, Grenade Combat 3 (6) Range: Medium,(long) Spread, Very Slow Reload +3 crew = 109


"To you" you'll see this chap twice, I've made several loads and gun mounts for the back of trucks.

Large truck

33

Quality 4+

Combat 1 (3)


Off-Road, Personnel Carrier 12 passengers, Vehicle


Small truck

30

Quality 4+

Combat 1


Off-Road, Personnel Carrier 6 passengers, Vehicle


Infantry

Officer - Personality

Points 106

Quality 3+

Combat 2


-Assault Rifle, Leader


Sergeant - Personality

Points 72

Quality 4+

Combat 2


-Assault Rifle, NCO/Second In Command



2 more from the "not Stargate range as officer & sergeant.  I painted the nco and a few crew very pale to represent both Chinese & European parentage.  Col Kurtz--.

Trooper

Points 57

Quality 4+

Combat 2


-Assault Rifle


Buzz bomb team

65

32

Quality 4+

Combat 2  Assault Rifle, Specialist 

1 Crew 

30

= 127

Anti-Tank 6, Armor Piercing, Lethal vs. Soft Targets, 

Max Range 3 Medium, Very Slow Reload (X)

Leader, Sergeant, 3 troopers & buzz bomb team  704

"We are trending!"

Infantry Mortar Points:11 3 Action Set Up, Grenade Combat 3, Range: Medium (long) Spread (X) 2 crew 75

2 Guns 340

SLAM 109

Large truck 33

Small truck 30

Mortar 75

Battery  587

Infantry 476

Total 1,063



Alternative Armies vehicle Brigade commander and turret hatch, mixed stowage.

Government Forces

PAU Armoured Car  Lupus

Points 74

Quality 4+

Combat 2 (3)


Armored +1 (Thin), Gyro Stabilization, Long Move, Off-Road, Vehicle

Gatling  Points:21  Anti-Tank 3, Armor Piercing, Move & shoot, Range: Medium, Spread, Stable

Missile Pod  Points:21  Armor Piercing, Grenade Combat 3, Move & Shoot, Range: Long

Vehicle 74
Weapons 42
Total 116


All GZH, mixed stowage.

Scout Bike  Total 209

Points 51

Quality 4+

Combat 2


Long Move, Off-Road, Personnel Carrier 3 passengers, Vehicle

Gunner

Points 84

Quality 4+

Combat 2


-Crewed Medium Machine Gun, Body Armor, 

Personal Communication Device, Specialist

Driver/2nd

Points 74

Quality 4+

Combat 2


-Assault Rifle, Body Armor, Personal Communication Device, Specialist



Yep, I missed a gun!  Alternative Armies vehicle with mixed stowage.

PAU Medium Tank Wulf

Points 66

Quality 4+

Combat 2 (4)


Armored +3 (Medium), Gyro Stabilization, Off-Road, Vehicle

Main Gun  Points:45
Anti-Tank 6, Armor Piercing, Lethal vs. Soft Targets, Move & Shoot, Range: Long
Missile Pod  Points:21  Armor Piercing, Grenade Combat 3, Move & Shoot, Range: Long
Coaxial HMG
.  48 Points C+3 Long, Auto, Stable, Armour piercing, Lethal vs soft
Total 180


Pure GZG.

Medium Truck

Points 27

Quality 4+

Combat 1 (2)


Personnel Carrier 9 passengers, Vehicle

Double Truck Mounted Gun Points:42
Anti-Tank 3, Armor Piercing, Crewed, Lethal vs. Soft Targets, Move & Shoot,
Range: Long, Spread
Truck, gun, 2 crew  131


Poundland plastic APC, Brigade commander, hatch & remote gun, mixed storage.
Infantry GZG, officer & nco regular PAU rest "not Stargate."

APC

Points 47

Quality 4+

Combat 1 (3)


Armored +1 (Thin), Off-Road, Personnel Carrier 9 passengers, Vehicle

RRG Points:23
Armor Piercing, Lethal vs. Soft Targets, Max Range 3 Medium, Move & Shoot, Spread, Stable (anti tank +4)
Total 70

Officer - Personality

Points 118

Quality 3+

Combat 2


-Assault Rifle, Body Armor, Leader, 

Personal Communication Device

Sergeant - Personality

Points 108

Quality 3+

Combat 2


-Assault Rifle, Body Armor, NCO/Second In Command, 

Personal Communication Device

Trooper Points 60 Quality 4+ Combat 2 Assault Rifle, Body Armor, 
Green, 
Personal Communication Device


Armoured car 116

Medium tank 180

Gun Truck 131

APC 70

Officer, Sergeant, 6 troopers 586

Total 1,083


Initial setup.







Command team.


Infantry and buzz bomb.




The game. Look, I get to start! I got really, really shit roles and not one reaction! First initiative, 1. Just 1. Vehicle moves up. 2 fails is initiative swap. If a moving vehicle doesn't move before switch, it gets a "free" medium move, so my tank comes on.



Tony moves his infantry up real close. One machine gun--.


Now the APC! Tried spotting, didn't work.


Real close-.



Crunch! My car is stunned. Takes an activation to recover.


I manage to get it going and start moving. That was the plan.


Tank moves 1 activation - so switch again.


Hidden gun has a perfect shop at my car, puts it out of action with a +1 shot and reloads.



The main reason I opted for this range, besides the right look, was this destroyed model.


The other gun opens up, another stunned result.



The mortar team makes a mad dash across the road.


The stunned tank is in a perfect spot for the buzzbomb team. Scratch another vehicle wot never got a shot off!



APC screeches to a halt, infantry poor out. 2 out of 3 activations, both APC and infantry share the roll. The buzzbomb team take the initiative and run forward to the cover of the burning tank.


Tony moves up his infantry and mortar.



I get to shoot something! The gun on the hill gave its position away when it shot, so the APC can open up with its remote gun. Does good, the gun is put out of action.




My infantry are targeted by Mortar. Yellow counter is the aiming spot.



The shot is an opposed roll. I get a slight advantage and can move the marker 1 short. Mine are knocked for 6 - all bar 1! 2 are stunned. No fatalities.



My APC gets a shot against the buzzbomb team, but misses. Oh good.


The team returns the complement and another vehicle out of action.



Tony's infantry advance. Mine get up and split into 2, half with the sergeant, half with officer. A commander can use 1 action to activate up to 5 in a group action sharing 1 roll. They gain +1 as the leader is close.



My last vehicle comes on. This truck isn't off road capable so its either spend 2 actions to move or stay tucked in and shoot in support of the infantry.


The gun aims at the team - but end up churning the infantry into mince. Lethal vs soft.




My infantry moves!



Tonys command team get the trucks moving, leap on the back of one and speed towards the action.




My infantry are getting close to the gun. Tonys command team climb the hill to spot for the mortar.



The gun truck spots the mortar team. They try dropping one on it, but we get equal results- a dud.



My infantry open up on the gun, 3 out of 4 go to ground (seek cover)



My officer gets one - bugger. Turnover. He moves and has a good shot at Tonys command. He cannot use his 1 to group activate.


The mortar shoots- lands one on my infantry. We took too much time- one is out of action, so these greens would need to take a morale test.

Oh look, the buzzbomb team get 3, gets close to my gun truck. It's a soft vehicle (no armour) so its brewed up!

That's it! Bit one sided, but that's the way the dice roll!





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