Friday 29 December 2023

Xenos Evil Galactic Overlord Xenu and a wee bit unusual selection.

 

PAU special forces have LOS on the Cultist command team, a call to the mortars---.


My apologies for lack of content, lower standards.  I have been ill, ending up in hospital.  Computer went fizz.  Gor bless chrome for ease of getting back up.  Just before all that I needed stuff--.  Xenos.  I thought "got all my Martians"  Nope.  Never move--.  Scramble, I'd done some planning during my recent covid bout, but not for these!  Scramble around for different bits.

The players! 

First up are the Lost City.  I've used it for Mars, but deepest jungle, under-earth or whatever. 

Simple division, hordes of undead plus female guards.  These proved firm favourites.  The 0 courage is interesting to play!  Send them to red ruin!

 http://www.ralparthaeurope.co.uk/shop/1879-18mm-vsf-c-126/samsut-c-126_146/

2p  Berserk U.inf    10


Move Free (6+) 8”


AttackFree 5+ Attack 4+ Defence 6+

Courage 0  Armour 1


Shoot 7+ 6” 12”


Undead Untrained C/Charge. F.fight. open/ranger.  

Wild Charge.






5p  Guards Elite   5


Move 6+ 6”


Attack Free (5+) Attack 4+ Defence 4+

Courage 3  Armour 4


Shoot Free (5+) 4+  12”


F.fight. open/ranger.  Close.

Back into Fray


Peter Pigs Green Martians.  Local lad!  I've added big spears that I'll replace somewhen.
Go down to Aliens.  I use the true 15mm Red Martians as vehicle crew and teenagers.
https://www.peterpig.co.uk/19%20Fantasy.html  Another favourite, but my take was questioned and a different approach.

4p Green Martian  Cav 2 as 5 


Move Free (6+) 10”


Attack 5+ Attack 3+ Defence 6+  6=2 

Courage 3  Armour 4




Wild charge. 

Open order/ranger.






4p GM Warrior  4 as 10


Move Free (6+)  12”


Attack 5+ Attack 3+ Defence 6+ 

Courage 4  Armour 3




Open order/ranger.  Swarm






3p GM Warrior  

2 as 5


Move Free (6+)  12”


Attack 5+ Attack 3+ Defence 6+ 

Courage 4  Armour 3


Shoot 6+ 5+ 12”


Close Q.  Open order/ranger. 






5p  Ray proj.(SW) 

4 as 5


Move 6+ 6”


Defence 5+

Courage 4  Armour 2


Shoot (free) 7+ 4+  12” 6=2


Firefight.  Close Q 

Heavy weapon.



Mundane (GZG) PAU.  I used this lot, had 'em in a toolbox.  I want this move over with!
http://unitrecon.blogspot.com/2022/10/flying-lead-pau-police-vs-nest-of-rebels.html
Having mortars and artillery really helps.  Special forces are lethal!

7p  Special Forces  5


Move 5+  8”


Attack Free 5+ Attack 5+ Defence 4+ 

Courage 3+ Armour 4 


Shoot Free (5+)  4+ 12”


Close Q.  Open order/ranger. Back into fray. Firefight. Assault. 






2p  Reg. L. Inf  10


Move Free (5+) 8”


Attack 6+ Attack 5+ Defence 4+

Courage 4+ Armour 2 


Shoot 6+  5+ 12”


Close Q.  Go to Grd. Firefight. Assault. 






1p Militia L. Inf  10


Move Free (5+) 8”


Attack 6+ Attack 4+ Defence 4+

Courage 5+ Armour 2 


Shoot 6+  5+ 12”


Close Q.  Go to Grd. Firefight. undisc. 






9p  Mortar (SW) 

4 as 5

1

Move 6+ 6”


Defence 5+

Courage 4  Armour 2


Shoot (free) 7+ 4+  48” 6=2


Firefight.  Heavy weapon.  Artillery.






5p Gun technical  

1 as 5

1

Move Free (6+) 12”


Attack 6+ Attack 6+ Defence 6+

Courage 4  Armour 2


Shoot 6+ 5+  18” -1 armour


ATV.  Green crew Firefight. AP



Cultits!  Everyone needs a good Cult.  Mad mix mostly for my curtailed Expanse project, that hit the real thing.  Ho hum, maybe later--.  All a mix of Alternative Armies from all over the shop!  I should get some flyers---.  Sappers were really fun in the ambush scenario.
https://www.alternative-armies.com/collections/15mm-hof-science-fiction-range/products/hofp04-cultist-mob-value-pack

P8  Cult Command  5 


Move 5+  8”


Attack Free 5+ Attack 3+ Defence 4+ 

Courage 3+ Armour 4 


Shoot Free (5+)  4+ 12”


Close Q.  Open order/ranger. Back into fray. Firefight. Assault. 

Psychic.


6+  Mental command.  Friend 18”


Target unit fails next activation may reroll.






5p  Support W  5

1

Move 6+ 6”


Defence 5+

Courage 4  Armour 2


Shoot (free) 7+ 4+  12” 6=2


Firefight.  Heavy weapon.  

Close Q 






P6  Sword Elite  5 

2

Move 5+  8”


Attack Free 5+ Attack 3+ Defence 4+ -1 arm. 

Courage 3+ Armour 4 


Shoot Free (5+)  4+ 12”


Close Q.  Open order/ranger. Back into fray. Firefight. Assault. Blades






3p Sappers    5 


MoveFree (5)+  8”


Attack 7+ Attack 6+ Defence 6+ 

Courage 5+ Armour 1 


Shoot 7+  5+ 12”


Firefight.  Hard to target Armour 2 vs shooting, not targeted over 12” Open order.  Green. 



Exploder all 6”  Shoot action Dam.dice = strength points.  3+ all in blast.








P2  Cultists  10 


Move Free (6)+  8”


Attack 5+ Attack 5+

Defence 6+ 

Courage 4+ Armour 2 


Shoot 7+  6+ 12”


squad/untrained. C/charge.  Firefight.  Open/ranger.  

Wild Charge



Game 1.  
Lost City.  Our young Easton.  Young?  I've socks older--.
6 units of Cultist rabble = 12p and 4 Ladies = 20p.  32 points


PAU.  Me!  I envisioned this as a training command, without the normal squad HW.  1 Regular, 2 militia 2 special forces a gun truck and mortars. 32 points


Crafty Cultist with Matt.  5 mobs, 2 blades, sappers, support and leader.  38.  Ooops.  


The Game 1.  Our Easton spent an happy hour town planning.  Vast majority of scenery (and mat) was from Entoyments stock.  We each placed 1 objective, a white dice.


Set-up.  Mine was easy.  Matt surged ahead and Easton kept failing to get the girls on-.




The stay- behinds.


Matt's cultists surge toward the objective.  I put militia in the way, bring up the technical whilst special forces race to seize the objective.


Meanstwhile in the centre militia are engaged by cultists.


Easton's townies have seized an objective and jealously cuddle it.  Hordes engage the ensconced cultists, destroying the support weapon section.  He eventually won here, but at huge loss.


Engage!  I pummel the lead cultists with everything, including mortars.  I eventually push 'em back but suffer in the firefight.



He goes back, my militia goes back.


Same here.  I pummel the lead, but my technical takes as good as it gives. Race is on betwix the special forces and a mob.



The end-fight heats up.  Close assaults and sudden death.  Slowly, slowly the young ladies get into range.


I managed to miss this bit.  Note the sappers.  These rush up, explode in front of my militia and SF.  The militia route and the SF just survive.


The young ladies shooting begins to take effect.


The undead sortie from the objective, finally clearing the flank.




So Matt says "I think Dave's got this" which prompts my morale to collapse.  All of a sudden I'm left with 2 units.  The 3 remaining SF and the mortars.  BUT the SF have a bead on the Cultists leader.  
Call in the mortar - and I get a 2.  

So that's a no then.   I'm left with 2 mortars---.

Matt has a few remnants left.

Easton has 2 part-guards and one very late arriving commander.





All these are about 28p.  Martians.


Cultists.


Lost city and Xenu!


Close assault on a gun truck!


Crunch!


The objective on top of the hill.


Xenu hanging back.  But Matt used him aggressively and clobbered Martian infantry with wild charges.




Last game!