Saturday, 9 September 2023

Xenos Rampant Post - plague Daleks vs Corporate Japanese


STILL not moved, thank you for not asking.

Slight panic mode as everyone bar me n Tony not available.

We wanted to get our head around Xenos Rampant.  Problem with the 3 is the slight variations.  Get used to one and trying to play the other--

I have a few boxes untaped, so I came up with this eclectic mix:  

Not Daleks from Khurasan.

Japanese, PAU and HW Daleks from GZG.

IFV from now-gone Anawotsits workshop.

Cops are Rebel Miniatures Nemo's troops.

Hottest day of the year, humidity through the roof.  Entoyment has air con!  Bless 'em!

Both sides were 35 points, I think we could have easily gone up to 50 (2 vehicles!) As most were points heavy without slowing play too much.  Even more if you divide into 2 commands.

10 years?  Crom!  I have about 30 of each (these are rebels, there are imperials)  so I could field 3 x 10's plus 3 HW and a couple of vehicles.

I think this worked well, support, HI and support works well for Daleks.  Power armour is as nasty as it should be.

http://unitrecon.blogspot.com/2013/07/of-15mm-daleks-and-me.html 

http://unitrecon.blogspot.com/2013/07/dalek-backstory.html

The Daleks.  section of 5 Heavy Infantry plus command section of 3.  Heavy Weapon direct fire support gatlings with alternative commander and "artillery" variant.





Corporate Japanese mercenaries.

Power armour, heavy infantry, IFV and support weapon drones.


Locals, "indigs".  PAU light infantry and local police militia.


Game 1, the HI are in the IFV.


The advance-into contact.  Having watched that chap play Dragon solo, for the first couple of moves I roll for movement, then hand over while I complete.  Just speeds thing up!  https://www.youtube.com/watch?v=RKCkieegmkc



The cops get in range of the Daleks, lose 4 and run.



Japanese HI get chewed by the HW but stay.


The Japanese SW wipes the Dalek HW out.


The power armour is outflanked, they charge the enemy command!



The Dalek command goes!


The IFV gives support fire, reducing the other flank to 1 Dalek who will not go!


An exchange of fire, the Daleks come off worse.


End of game - time for coffee refill!


Game 2.  Swapsies.  Daleks same as before.  Locals swap IFV & cops for LI.



My HW get pounded, reduced below half and roll a 1 for morale on their 1 dice.

Next a unit gets pounded--


Power armour charging in, reduces, pushes back the leader who then fails morale--.




Last Dalek standing!  Defiant to the end it gets - exterminated.


I tried my new format.  There should have been a gap - never mind.  Result is a force-to page.  I can get 6 on a page rather than the 4 of traditional.

2p       PAU LI   5 


Attack 6+ Attack 5 Def 5


Move Free 5+  8”Go to ground move action.

Armour 2 Courage 4+ 


Shoot 6+ 6/18”


Firefight 7+  Guerrillas Armour +1 soft.






1p        Cops.

Militia rabble    10 


Attack 8+ Attack 6 Def6


Move 6+  6”.

Armour 1 Courage 5+ 


Shoot 7+ 6/6”


Firefight 7+  Guerrillas Armour +1 soft.






5p        Jap HI   5 


Attack 6+ Attack 6 Def 5


Move 5+  6” Go to ground move action.

Armour 3 Courage 4+ 


Shoot Free 6+ 6/18” AP target-1


Firefight 7+  Heavy Weapon 6’s 2 hits.






9pJap Support Weopon   

2 as 5 


No Attack Def 5+


Move 6+  6”Go to ground move action.

Skimmer ignore terrain. 

Armour 2 Courage 4+ 


Shoot 6+ 4/48”

AP target-1.  Artillery 


Firefight 7+ 

Spot for inf, p31. 






13  Jap Power Armour 5 


Attack Free Attack 4+ Def 4+


Move 5+  10” No p rough.Skimmer ignore terrain. 

Armour 5 Courage 3+

Counts as vehicles.


Shoot Free 5+ 4/18” AP target-1


Rally-activation. Firefight 7+ 

Mobile Super Heavy.  Heavy Weapon 6’s 2 hits.






6  Jap IFV   1 as 5


Attack 6+ Attack 6 Def 6


Move 6+  10” All terrain No p rough

Armour 5  Courage 4+ 


Shoot6+ 5/12” AP target-1


Transport 5p. 



7p   (x2)   Dalek HI   5 

7p (x1)   Dalek Command   

3as5 


Attack 6+ Attack 6 Def 5


Move 5+  10” Go to ground move action.

Skimmer ignore terrain. 

Armour 3 Courage 4+ 



Shoot Free 6+ 6/18” AP target-1


Firefight 7+  Heavy Weapon 6’s 2 hits.  

Mobile 






11p        Dalek

Heavy Weapons   

2 as 5 (3 if command)


No Attack Def 5+


Move 6+  6”Go to ground move action.

Armour 2 Courage 4+ 


Shoot 6+ 4/24”

Anti tank+ AP target-1.  


Firefight 7+  Spot for inf, p31. 

Heavy Weapon 6 2 hits.  Engulfing - no cover.






13p Dalek Support

Heavy Weapons   

2 as 5 


No Attack Def 5+


Move 6+  6”Go to ground move action.

Armour 2 Courage 4+ 


Shoot 6+ 4/48”  Artillery 

Anti tank+ AP target-1.  


Firefight 7+  Spot for inf, p31. 

Heavy Weapon 6 2 hits.  Engulfing - no cover.

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