Friday, 3 September 2021

Flying Lead Prawn Cocktail Crusties vs Corporate Japanese.

I looked at these and went - could do better.  Old painting, more experience and better paints, so these need a touch-up.  

I've included shed loads of stuff from which I made my final selection.  Aiming at a good mix rather than anything else.  Both have specialist urban forces not covered here.

  https://www.youtube.com/watch?v=-wSWFRWvAME

You don't get "much for yer bucks" at this level-

Crusties

2 medium walkers

4 Protected warriors, 1 Blaster  832 1066 

6 warriors + officer

Total 1,694 (I was aiming for 1,400)


Corporate Japanese
Power Armour Leader with Flamer  

Sniper with flamer + sniper 

Gatling

Squad APC with launcher. 

4 troopers, Sergeant, Gatling gunner  

C&C vehicle. 1 officer, 1 sniper team.

1,697

https://www.youtube.com/watch?v=y3TQmCTWFbg&t=10s


Crusty Medium Walker/Heavy Power Armour  Total 266.
Points 144Quality 3+Combat 5

Ablative Armor, Armored +3 (Medium), Gyro Stabilization, Long Move, Off-Road, Vehicle

Assault Weapon
  Points:49
Auto Fire, Combat +3, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread, Stable


Gravity Bomb Launcher  Points:40
Anti-Tank 2, Grenade Combat 4, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Stable

Shoulder Mortar  Points:33
Anti-Tank 2, Grenade Combat 3, Lethal vs. Soft Targets, Move & Shoot, One Use Thrown, Range: Long, Stable



Heavy Walker MBT analogue.   This is a bigger version of the Power Armour  Points 174
Quality 3+  Combat 6  Ablative Armor, Armored +5 (Thick), Gyro Stabilization, 
Long Move, Off-Road Vehicle.  Total 497

Left Hand Assault  Points:66
Anti-Tank 3, Armor Piercing, Auto Fire, Combat +4, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread, Stable

Right Hand Gravity Bomb Launcher  Points:61
Anti-Tank 6, Armor Piercing, Grenade Combat 5, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Stable

Shoulder Mortar Launcher X 2  Points:49 each = 98
Anti-Tank 4, Armor Piercing, Grenade Combat 5, Lethal vs. Soft Targets, Move & Shoot, One Use Thrown, Range: Long, Stable.

Crusty Protected Warriors

148

Quality 3+

Combat 3


-Drum Fed Light Machine Gun, Body Armor, Dashing, Hatred, Long Move, Personal Communication Device, Sprinter, Stealth, Strong



Heavy Weapon Crusty Protected Warrior

82

Quality 3+

Combat 2


Body Armor, Dashing, Hatred, Long Move, Personal Communication Device, Sprinter, Stealth, Strong

Heavy Machine Gun  Points:38  Combat +2, Lethal vs. Soft Targets, 

Move & Shoot, Range: Long, Spread, Stable


Anti Armour Blaster  Points:38  Anti-Tank 4, Grenade Combat 3, 

Lethal vs. Soft Targets, Range: Long, Stable


Crusty Warrior Officer 

114

Quality 4+

Combat 2


-Assault Rifle, Dashing, Hatred, Leader, Long Move, Personal Communication Device, Sprinter, Stealth


Crusty Warrior

Points 92

Quality 4+

Combat 2


-Assault Rifle, Dashing, Hatred, Long Move, 

Personal Communication Device, Sprinter, Stealth


Japanese Corporate Heavy Power Armour  Points 118  Quality 3+Combat 3
Armored +3 (Medium), Gyro Stabilization, Long Move, Off-Road, Vehicle

Flamer  Points:31  Flamethrower Pack, Move & Shoot, Range: Medium, Stable

Gatling  Points:54
Anti-Tank 2, Combat +4, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread, Stable

Sniper gun  Points:23  Lethal vs. Soft Targets, Range: Long, Sniper Scope, Stable

Power Armour Command Section  3 Power Armour @ 118 = 354 
+ 1 Leader with Flamer 46.  Sniper with flamer + sniper 54. Gatling 54

Assault Squad 4 Power Armour 472 + 3 Flamers 93. Gatling 54  Total 

APC
Points 75Quality 4+Combat 2




Armored +3 (Medium), Long Move, Off-Road, Personnel Carrier 6 passengers, Vehicle

Machine gun  Points:33  Combat +4, Range: Long, Spread, Stable

Buzz bomb launcher  Points:31  Anti-Tank 4, Grenade Combat 4, Range: Long, Stable

Squad 1) APC with launcher.  4 troopers, Sergeant, Gatling gunner  670

Squad 2) APC with launcher. 5 troopers,  Buzzbomb. 86+ 567

Command & Control/Antibattery
Points 120Quality 3+Combat 3
Special RulesArmored +3 (Medium), Gyro Stabilization, Long Move, Off-Road, Personnel Carrier 3 passengers, Vehicle

Light Rocket  Points:37
Anti-Tank 3, Armor Piercing, Grenade Combat 4, Lethal vs. Soft Targets, Sniper Scope, Stable

Normal load is 1 officer + 1 sniper team. 137 +164 + 218 = 

IFV
Points 93Quality 4+Combat 3
Special RulesArmored +3 (Medium), Gyro Stabilization, Long Move, Off-Road, Personnel Carrier 9 passengers, Vehicle
Rail gun  Points:41
Anti-Tank 5, Armor Piercing, Range: Long, vs. Soft Targets, Sniper Scope, Stable
Machine gun  Points:33  Combat +4, Range: Long, Spread, Stable

Rapid fire gun Points:40
Anti-Tank 3, Armor Piercing, Combat +3, Range: Long, Spread, Stable

Buzz bomb launcher  Points:31  Anti-Tank 4, Grenade Combat 4, Range: Long, Stable

Japanese Corporate Trooper
Points 74Quality 4+Combat 2
Special Rules-Assault Rifle, Body Armor, Personal Communication Device, Steady Under Fire

Japanese Corporate Officer/NCO - Personality
Points 164Quality 3+Combat 3
Special Rules-Assault Rifle, Body Armor, CQB Specialist, Fear, Leader, Personal Communication Device, Steady Under Fire


Squad buzzbomb launcher - Personality
Points 80Quality 4+Combat 1
Special Rules-Assault Rifle, Body Armor, Personal Communication Device, Specialist, Steady Under Fire

Buzz bomb launcher  Points:31  Anti-Tank 4, Grenade Combat 4, Range: Long, Stable

Team Buzzbomb gunner + no.2
Points 48Quality 3+Combat 1
Special RulesBody Armor, Personal Communication Device, Specialist, Steady Under Fire, Strong

Squad Gatling gunner
Points 116Quality 4+Combat 2
Special Rules-Heavy Machine Gun, Body Armor, Personal Communication Device, Specialist, Steady Under Fire, Strong

Team Gatling gunner + no.2
Points 154Quality 3+Combat 2
Special Rules-Heavy Machine Gun, Body Armor, Personal Communication Device, Specialist, Steady Under Fire, Strong

Squad sniper - 
Points 108Quality 4+Combat 2

-Semi-auto Rifle w/ Scope, Body Armor, Crack Shot/Marksman, Personal Communication Device, Sniper, Specialist, Steady Under Fire

Team sniper + no.2 - Personality
Points 144Quality 3+Combat 2

-Semi-auto Rifle w/ Scope, Body Armor, Crack Shot/Marksman, Personal Communication Device, Sniper, Specialist, Steady Under Fire

Heavy Weapons Section.  2 APC's with MG's @ 108 = 216
2 mortars & 4 crew = 60+ 148 = 208
2 gatlings & 2 crew = 100+ 48 = 208
Total 632

Mortar crew 2+ takes up 3 vehicle slots  Points:30
3 Action Set Up, Anti-Tank 4, Armor Piercing, Grenade Combat 4, Range: Long

Infantry Gatling crew 2+ takes up 3 vehicle slots  Points:50
3 Action Set Up, Anti-Tank 3, Armor Piercing, Auto Fire, Combat +4, Range: Long, Spread, Stable

I'm giving you lots of bumpth, all infantry & Crusty walkers are from Ground Zero Games.  Japanese vehicles are from Brigade models as they were the closest to the infamous Toyota Land Cruiser so familiar from other, more modern, battlefields.

The Game.  Tony took the Japanese and won the roll.  As we talked a bit long, I deployed mine, a walker with infantry support as this was a simple "meet & greet" game.




Tony got a couple of reactions.  He also came up with innovative idea of power armour piggy backing on the APC's.  We'll use that again.


I too get reactions.




Then it's my turn, Tony's reactions.


Officer gets one group moving, others fail all 3.  Watch this flank, it gets - frustrating.


That leaves me - as Tony zooms by.



I manage to move up the heavies There's no evident officer in this pack and we didn't letter bead them.  Another upgrade job needing doing.


Target acquired! This one survives.


And here-. This one doesn't.


Tony's Power Armour in the distance.  Officer to left, Gatling central and sniper getting the finger.  My walker clobbers the APC, everyone fails bail test and debus's.



My (surviving) left hand walker is getting hemmed in by enemies, time to dash. With move & shoot it's good practice to do one action at a time:
1st - shoots at CC vehicle, gets a stunned result. Runs at Power Armoured commander.
2nd shoots him dead then crouches by body.




Loss of leader causes morale check & the armour squad decide on a reconciliation in a retrograde direction.


Playing hide & seek, that's the anti armour chap.


Over on this flank, do I go armour hunting with my walker?  Great idea, but it's then surrounded by capable enemies.  My infantry need to move up to deal with the debussed infantry to the centre.

Deep joy, officer gets 1 action then a 2 fail handover.  He must use 1st one on himself, so cannot activate a group.  

(In his first roll he got 2 activations, moved a group and himself forward) 


Quick turnover so try no.2:  1 reaction & initiative swap.


APC is remanned & rebooted.  There's a walker down there--


"No problems, I got it"   Gatling isn't the best anti-armour weapon, but it'll do.



Not to be outdone, other flames a Prawn who'd just shot at the Sergeant.


Ohh crap- 


Time to bug out.



First shot dead.


Now we have a traffic jam.


Attempt 3 -  The Gods of Dice are having a giraffe.


The C&C vehicle wastes an expensive missile on infantry.  It's got superior sighting to the buzzbomb launcher on the APC and gets dead on.  It's lethal against light, so takes out all 3 in its blast radius and a 4th just makes it--.




Look!  Only fail 1!  Move it you bugs!


Another dead (from the Power Armour) sends my 2 remaining heavies back.


At last my infantry are moving up, gets one trooper.


My remaining heavies make their way towards the other infantry.


But here comes My Gatling.  Area effect weapons that spread - can hit any target within a Short.  First target gets the full whack - +4 in this place, next gets +3 and so on.


We play "What If's"  - lots of choices for forces above.  Now then - what if my left hand infantry had gotten of it's ass, stopped giving away the initiative and reactions?

2 comments:

  1. I love your runied city from the first batrep!

    ReplyDelete
    Replies
    1. Terrain for games plus lots of hard as nails and tester pots.

      Keep meaning to do more, were got for a participation game lost to the before time.

      Delete