Friday 21 October 2022

Flying Lead Crusties vs UNSC Going Heavy Metal!

 

Thus looms Frankenduck, Lord or the Initiative.  

Kneetrembler Pursivant.

4 years since I got the Crusties out.  Time to redress.  Have to admit I bought (Sale!) a few more and the civilian packet - aimed more at Rogue Stars than Flying Lead but still----

Crusties- all bar the first I've used before.  With both I'm not sure of my final selection so I've included the lot out of sheer laziness!

BFO Walker
Points 158Quality 3+Combat 5
Special RulesArmored +5 (Thick), Gyro Stabilization, Long Move, Off-Road, Vehicle

Right Railgun  Points:57  
Anti-Tank 6, Armor Piercing, Auto Fire, High Tech Ammo, Lethal vs. Soft Targets,   Move & Shoot,Range: Long, Stable.

Left Flamer  Points:71
Armor Piercing, Combat +4, Flamethrower Pack, High Tech Ammo, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread

2 Shoulder SLAM Points: 44 each.
Armor Piercing, Grenade Combat 5, High Tech Ammo, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread.


Vehicle, arm guns & slams = 374

Walker
Points 96
Quality 4+
Combat 4

Armored +3 (Medium), Gyro Stabilization, Long Move, Off-Road, Vehicle
Anti Personel/light armour gun Points:57 Armor Piercing, Auto Fire, Combat +4, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread, Stable
Anti armour gun Points:40 Anti-Tank 4, Armor Piercing, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Stable
Vehicle, 2 guns = 193

Crustie Trooper Leader
Points 62
Quality 3+
Combat 2

Climber, Leader, Sprinter

Crustie Trooper
Points 24
Quality 4+
Combat 2

Climber, Sprinter
Crustie Infantry Rifle
Points:28
Armour Piercing, Auto Fire, Combat +2, Range: Medium, Select Fire


Armoured Crustie Trooper
Points 102
Quality 3+
Combat 2

Body Armor, Climber, Combat Fiend, Long Move, Strong

Crustie light support  Points:39
Armor Piercing, Auto Fire, Combat +4, Range: Long, Spread

Blaster  Points:19
Armor Piercing, Grenade Combat 4, Range: Long

2x BFO's  748

2 x walkers 386

2 x 3 armoured infantry.  2 teams 2 with LS & 1 Blaster @ 400 = 800

I leader with LS = 186

2,120

United Nations Space Command

Armour

MBT

Points 184

Quality 3+

Combat 6

Total 290

Ablative Armor, Armored +6  (Extra Thick), Gyro Stabilization, 

Long Move, Off-Road, Vehicle

Main Plasma Gun  Points:71
Anti-Tank 8, Armor Piercing, Grenade Combat 5, Move & Shoot,
Lethal vs. Soft Targets, Range: Long, Stable

Point Defence Gun  Points:35
Armor Piercing, Combat +3, Move & Shoot, Range: Medium, Sniper Scope, Spread,
Stable

Light Tank

Points 154

Quality 3+

Combat 4

Total 246

Ablative Armor, Armored +5 (Thick), Gyro Stabilization, Long Move,

Off-Road, Vehicle

Main Plasma Gun  Points:41
Anti-Tank 4, Armor Piercing, Grenade Combat 4, Lethal vs. Soft Targets, 
Max Range 3 Medium, Move & Shoot, Stable

Secondary Rail Gun  Points:51Anti-Tank 6, Armor Piercing, Lethal vs. Soft Targets, Move & Shoot,
Range: Long, Sniper Scope, Stable
Point Defence Gun  Points:17
Combat +1, Max Range 2 Medium, Move & Shoot, Sniper Scope, Spread, Stable

APC

Points 148

Quality 3+

Combat 3

Total vec. 205

Ablative Armor, Armored +5 (Thick), Gyro Stabilization, Long Move,

Off-Road, Personnel Carrier 6 passengers, Vehicle


Plasma Gun  Points:40
Anti-Tank 4, Armor Piercing, Grenade Combat 4, Lethal vs. Soft Targets,
Max Range 2 Medium, Move & Shoot, Stable

Point Defence Gun  Points:17
Combat +1, Max Range 2 Medium, Move & Shoot, Sniper Scope, Spread, Stable

UNSC Standard Power Armour.  I’m putting this in here - the standard infantry design
is different than the vehicle design process.  Here’s both. 

Trooper - Personality

Points 192

Quality 3+

Combat 3


-Fragmentation Grenades, -Light Machine Gun, -Pistol, Body Armor,

Chucker, Crack Shot/Marksman, Danger Sense, Elite, Long Move,

Personal Communication Device, Specialist, Steady Under Fire, Stealth,

Strong


Standard UNSC Power Armour

Points 102

Quality 3+

Combat 3


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

UNSC Power Armour Jump Pack Weapon Load Y rack  Points:46Anti-Tank 3, Armor Piercing, Grenade Combat 4, Lethal vs. Soft Targets,
Move & Shoot, Range: Long, Stable

UNSC Personal weapon  Points:33

Armor Piercing, High Tech Ammo, Move & Shoot, Range: Long, Select Fire,

Sniper Scope, Spread, Stable


UNSC Laser Sniper weapon  Points:27
Armor Piercing, Lethal vs. Soft Targets, Range: Long, Silent, Sniper Scope, Stable

UNSC Missile weapon  Points:62
Anti-Tank 8, Armor Piercing, Grenade Combat 3, Lethal vs. Soft Targets,
Range: Long, Sniper Scope, Stable

2 MBT 580
2 LBT 492

3 sizes of UN power armour.  Left light, middle standard, right heavy.  First 2 are GZG and last Brigade Models:  https://www.brigademodels.co.uk/15mmSF/Figures.html


Game 1 - the start.

Now this the biggest mostly vehicle game we've done. 
Stretching the rules and the makers to -
and beyond the limit.

So - what happened-
Matt had the Crusties and started.  

FYI ground is a rather nice piece of material 'er in doors found as a remnant.

Moving into position--



Moving and shooting - I lose 2 vehicles.




A bit of the old common sense house rule, most grav vehicles fly at short or medium.  Going between one height is an action.



So here's the crux. The -4 rule for armour piercing ammo. You can give a musket armour piercing and you're going to mess up a super heavy grav tank.  In this instance my grav could take out both walker no problem.

Revised Rules game 1B

Matt Hay tore into the rules, took our usual mods and came up with this variant for armour heavy.

Area weapon.  Grenade (blast*) combat, can be indirect.  D6 + C + Mods.
Target D6 +2 mod. 
Less - deviation.

Damage Equal = hit.
Beats +1.  Odd.  +2 Even.
Double +3

Shooter D6 + weapon + mods.
Target D6 + armour + mods.

Anti-armour direct fire penetrator.  This includes infantry weapons.  D6  +C + Mods
Target D6 + Armour + Mods.

We use a mod for spotter.  +1 for officer/tech or +2 for designated spotter.

Damage.  
Shooter D6 + weapon + mods.
Target D6 + armour + mods.
Less than - bounce.

Equal = stunned.
Beats Odd = stunned Even bail test, pass = stunned.
+3 out of action.
Double = brewed.

* This includes flame and plasma style weapons that can "splash" while SLAM and mortar systems use "spread" to hit multiple targets in a spread.

So here we go - 

Crusty SLAM system stuns the MBT and launcher!



Crusty infantry pay the butchers bill via the light tanks plasma weapon.  Tank recovers but shoots wide.  Another SLAM salvo also misses.  OK, I forgot smoke!
 


You lose it here and you're in a whole world of hurt.


Clang! Stunned-.


More damage - MBT crew debus. I'm getting clobbered.




2 stuns and the light tank sinks.


Light walker moves in close.  Damn close.



Just what I needed.  The reaction method post dates these rules, adding them speeds everything up.

It's contagious.



Another light goes down.



On reaction - Clang!


I need to get this one up - one action then swap.


Infantry moves in.


Walker - jumps out of the window and there's the crash rules.  Scratch one APC!


Partial revenge, shooting towards and through the building stalls the walker.


Infantry faces MBT.


Light tank gets its act together, finally.


Walker gets its act together - damn.


Note its mate just visible through the ruin.


- which is the one to thump me MBT.




Game 2 This was a quicky 'cos of time constraints.  Swapsies and a bit of rearranging.

Ka - blam!


Up, but still not functional. 


Rounds bounce of the walker.


Rats.


The crew has managed to jump start the walker.


Discretion--


Walkers and infantry come under plasma weapon attack, another suffers the rail gun.


APC and infantry blaster duel in the rubble while UN infantry advance.




Deja vous all over again. Rats--


A bit of overkill-


And up, cover from one.  But that short range rail gun is lethal--


That feeling again, different tank, different walker!



Meanstwhile - 


Boo!



The lights have to get close--



Small walker loses the bail roll, then the pilot gets greased.


Advance by fire & movement.


Then shwing.



Small walker stuns the APC. Crusty infantry advance, officer in the centre.


Don't - breath!


That large building is a vehicle magnet.


Small walkers make good snipers.





That's where we left it, definitely a more balanced game with misses and stuns rather than outright kills.



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