Saturday, 6 January 2024

Xenos Rampant goes VSF. Primitive Infantry - don't. Bit Mars, Bit Vampire. Lots of Space 1899.

For my Beach Head game I did a LOT of scratchbuilding.  

Left Irregular Mini's crew, Alternative army beast and Museum Miniatures gun.

Right, Irregular Mini's Elvish boat as howdah and Peter Pig crew.

Oh yes!  I found my original Baron Greenback!  Soon---

First off Royal Engineers.  I've used these before, so go to  https://unitrecon.blogspot.com/2017/02/royal-corps-of-engineers-1899-yorkshire.html  for the original bumpth.  7 years---.  A pen!  I have a pen!!!

9p  Spec Air Soldiers.  Elite   5  


Move 5+ 12”


Attack Free (5+)  Attack V3+ Defence V 4+

Courage 3  Armour 4


Shoot Free (5+)  4+ 18” 


Assault doc.  Mobile.  Back into fray.  

Firefight.  Ranger






6p  Ghurka/Highlanders  HI  10


Move 5+ 6”


Attack Free (6+)  Attack V4+ Defence V 4+

Courage 4  Armour 3


Shoot Free (6+)  5+ 18” 


Assault doc.   Firefight.  Ranger






3p  County Reg.  LI  10


Move Free (5+) 8”


Attack 6+  Attack V5+ Defence V 5+

Courage 4  Armour 2


Shoot Free (6+)  5+ 18” 


  Firefight.  Ranger






3p  Militia/Vol.  LI  10


Move Free (5+) 8”


Attack 6+  Attack V5+ Defence V 5+

Courage 5  Armour 2


Shoot Free (6+)  5+ 18” 


Undisc.    Firefight.  Ranger.  

Guerrillas.  Soft cover +1 Armour.






6p  Col’s Charabanc  1 as 5


Move Free (6+) 8”


Attack 6+  Attack V6+ Defence V 5+

Courage 3  Armour 5


Shoot (6+)  4+ 18” 


ATV. AP. Light.    Vet. Crew Move/shoot no -1.






4p  Tankette  1 as 5


Move Free (6+) 4”


Attack 6+  Attack V6+ Defence V 5+

Courage 3  Armour 6


Shoot (6+)  4+ 18” 


ATV. AP. Slow.   

Demolitions. Enemy vec half arm.


Line breaker- linear obs.



5p  Charabanc  1 as 5


Move Free (6+) 10”


Attack 6+  Attack V6+ Defence V 6+

Courage 4  Armour 5


Shoot 7+  6+ 6” 


ATV. Transport 10 . Slow.   






3p  Truck  1 as 5


Move Free (6+) 10”


Attack 6+  Attack V6+ Defence V 6+

Courage 4  Armour 2


Shoot 7+  6+ 6” 


Civilian  Transport 10 . Slow.   


A few extras .

Convoy Scenario 


Truck or caravan.



3p  Truck  1 as 5


Move Free (6+) 10”


Defence V 6+

Courage 4  Armour 2


Shoot 7+  6+ 6”  n


Civilian  Transport 10 . Slow.   






10p  Spec Air Soldiers.  Elite   5  


Move (5+) 12”


Attack Free (5+)  Attack V3+ Defence V 4+

Courage 3  Armour 4


Shoot Free (5+)  4+ 18” 


Assault doc.  Mobile.  Back into fray.  

Firefight.  Ranger

Special Insertion. Activate off table p90.






6p  R.E Protected.  Elite   5  


Move 5+ 6”


Attack Free (5+)  Attack V3+ Defence V 4+

Courage 3  Armour 4


Shoot Free (5+)  4+ 12”  6=2


CQ doc. HW Back into fray.  

Firefight.  Ranger.  Slow.




Wampant Wampires!  I found enough of these bits.  Again from way back.

8p  Daywalkers.  Elite   5  


Move 5+ 12”


Attack Free (5+)  Attack V4+ Defence V 4+

Courage 3  Armour 4


Shoot Free (5+)  4+ 12”  6=2


CQ doc. HW.  Mobile. Back into fray.  

Firefight.  Ranger.  






9p  Nightwalkers.  Elite   5  


Move 5+ 12”


Attack Free (5+)  Attack V3+ Defence V 4+ -

Courage 3  Armour 4


Shoot Free (5+)  4+ 12”  6=2


CQ doc. HW.  Mobile. Back into fray.  

Firefight.  Ranger. Assault doc. Blades.  

Special Insertion.






2P  Turned  5


Move Free (6+) 12”


Attack 5+ Attack value 5+ Defence 6+

Courage 0 Armour 1 


No shoot


Go to ground.  Open order.  Savages. Undead 

Wild Charge.  Special Insertion.






10p  Elvira.  Elite   1 as 5  


Move 5+ 18”


Attack Free (5+)  Attack V4+ Defence V 4+

Courage 3  Armour 4


Shoot Free (5+)  4+ 12”  


Back into fray.  Firefight.  Ranger.  

Psychic L 4

Range 6”

Summoner. 6+  Nightwalkers or  Turned within 12”, 6” away from enemy.



Terror Visions.  7+ 

Enemy LOS 18”.  

Suppressed until rallies.




Teleport 7+  Self or any unit 18”  2D6 distance.




Revised Green Martians.  I got moaned at for no wild charge, so here's a revision:

5P   Cav Leader 1 as 5


Move Free (6+) 12”


Attack 5+ Attack 4+ Defence 5+  Armour-1

Courage 4  Armour 3


Insp leader.  Any within 6” reroll failed courage test.

No Shoot.


Wild charge. Open order/ranger.  

Blades.  Cunning 






3p GM Cav (less xeno) Cav 2 as 5 


Move Free (6+) 12”


Attack 5+ Attack 4+ Defence 6+  Armour-1

Courage 4  Armour 3


No Shoot.


Wild charge. Open order/ranger.  Blades






3p GM (Berserk)  2 as 5


Move Free (6+)  12”


Attack 5+ Attack 4+ Defence 6+  Armour-1

Courage 4  Armour 2


Shoot 7+ 6 + 12”


Wild charge Counter charge.  Firefight.  

Open order/ranger. Blades.






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.



My participation game at Beach head:  https://unitrecon.blogspot.com/2020/02/oaah-mars-beachhead-participation-game.html

The following are based on the Primitive Infantry rules.  Which don't give a lot of leeway.


Euxinus Lacus


3 P  Lancer Cav  10


Move Free (6+) 12”


Attack 5+ Attack value 5+ Defence 5+

Courage 4 Armour 1 


No shoot.


Wild Charge.  Armoured 

Armour 2 attack/defend.  

Mobile.  Open order.  Inc. Squad.  Savage 






4p  Mounted c/bow  10


Move Free (6+) 12”


Attack 5+ Attack value 5+ Defence 5+

Courage 4 Armour 1 


Shoot.  6+  6 6”


Mobile.  Open order.  Inc. Squad.






3P  Guild Pike or blade  10


Move Free (6+) 8”


Attack 5+ Attack value 5+ Defence 5+

Courage 4 Armour 1 


No shoot


Go to ground.  Open order.  Inc. Squad.

Armoured Armour 2 attack/defend.






3P  Guild Crossbow  10


Move Free (6+) 8”


Attack 5+ Attack value 5+ Defence 5+

Courage 4 Armour 1 


Shoot.  6+  6 6”


Go to ground.  Open order.  Inc. Squad.






6p Howdah gun (tec) 1 as 5


Free (6+) 8” 


Attack 6+ Attack value 4+ Defence 5+

Courage 4 Armour 4


6+ 5+ 12” 


Armoured.Tech. Close q.  Walker. 






6P  Support weapon. 1 as 5


Move 6+ 6”


Defence 5+

Courage 4 Armour 1 


Free (7+)  4+ 12” -1 Armour. 6=2


Firefight.  Armour P. Close. Heavy W. 



Herculis 

3 P  Lancer Cav  10


Move Free (6+) 12”


Attack 5+ Attack value 5+ Defence 5+

Courage 4 Armour 1 


No shoot.


Wild Charge.  

Armoured Armour 2 attack/defend.  

Mobile.  Open order.  Inc. Squad.  Savage 






P  Blade  10


Move Free (6+) 8”


Attack 5+ Attack value 5+ Defence 5+

Courage 4 Armour 1 


No shoot


Go to ground.  Open order.  Inc. Squad.

Armoured Armour 2 attack/defend.






3P  Guild Crossbow  10


Move Free (6+) 8”


Attack 5+ Attack value 5+ Defence 5+

Courage 4 Armour 1 


Shoot.  6+  6 6”


Go to ground.  Open order.  Inc. Squad.






2P  Highlanders  10


Move Free (6+) 8”


Attack 5+ Attack value 5+ Defence 5+

Courage 4 Armour 1 


No shoot


Wild Charge.  Go to ground.  Open order.  

Inc. Squad.

Armoured Armour 2 attack/defend.






5P Big Beast (Gr Xeno)  1 as 5


Move Free (6+)  10”


Attack 5+ Attack value 3+ Defence 6+  Armour-1. 

Courage 3 Armour 4 


No shoot.


Wild Charge.  Open/Ranger.  Blades 


Last batch I thought I had these.  But Lo!  Dear old Matt Hay had them (good to have friends) So now we can wot I was going to do afore.



I did a bit better - feeling a bit better, this week.

Game 1.  Matt took the Green Martians  (revised)  and declared them much better.

He went with 3 & 2 representing  units of 5 respectively.

I took Elvira.  So semi-historical game.

I started by teleporting a unit of Daywalkers close to the objective (green marker) then moved them in.  They got wiped out by a double wild charge.  Which was nice.


Then the Greens move up.


I zap in the zombs and wild charge.  Didn't last long--.  Point of order, I shouldn't have done that, the wild charge phase was over, so a normal charge--.



Last unit of Daywalkers get shredded by shooting.


Last zombs put in harms way to trigger wild charges.


Confidence is high.  I had my eye on Elvira taking out the leader but a failed roll----. 


A unit charges Elvira and gets broken.



The next wild charge also gets repulsed, but Elvira gets pushed off the table.



Game 2, being a 3-way, 30 pointer between (Matt again) Green Martians, Euxinus Lacus Red Martians and (Easton) Royal Engineers.

I took the Reds, and got shed loads.




Brits-  


I got the initiative, hooray!, and advanced cautiously - but all free movement.
 


Brits advanced rather piecemeal. 



Overview.


First round of shooting from the Brits  clears my flank.  What's not wiped out is broken.


Greens charge a tankette but get repulsed.



Greens hit my Reds like a buzzsaw--




At last a half decent result!  A wild charge by my lancers!  They get pushed back, but broke their enemy!


Meanstwhile, my mounted crossbow rush into a hail of bullets and got slaughtered.


Brits slaughter everyone, everyone slaughters me.


Fiendish deployment of onion rings and chips!  


I have nothing that can touch anyone, Greens are greatly depleted and the Brits have suffered some damage and 1 casualty.

Playing or facing primitive infantry is not fun for either player.  Not something we'll repeat.














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