Showing posts with label FL. Show all posts
Showing posts with label FL. Show all posts

Monday, 10 October 2022

Rogue Stars - Follow On- PAU cops vs Rebels down on the farm.

Change in wargame behavior.  Thursdays a big game at Entoyment.  Sunday smaller game at home.  In order to give me time for prep - you know, planning, sorting, painting sort of thing-.  I'm planning on linking the 2.

Last Thursday we did the cops vs rebels game.  It fizzled out due to the death of leaders on both sides!

One of the thing that happened was one truck got away towing a SLAM launcher.  Extrapolating forward, this truck, gun crew end up taking cover on a farm.  They are tracked down!

Mission: 2, Secure Area.  Location: 13,  Farm 

Complication:  16 Explosives.  Ammo in rear of truck.  Loaded artillery.  Fuel stack. 

Todays game is brought to you by the great, but strong, taste of ginger-other-than-beer! 

Health & Safety advice.  Don't eat more than 1/2 a packet in one go.

PAU Mounted Police.  Rural police usually on horse back or fast ATV vehicles.

Mounties.  Senior sergeant, 3 constables , specialist  199  Blitzkrieg +2 initiative, -1 to take. 

Senior Sergeant Danger sense.  Fire into melee. Leader. Marksman2 Stealth.  Weapon master 
= 31 +24 Total 55
Kevlar 2 Torso 6
Knife 1.   1
Slug pistol 4 Short range 5
Assault rifle 5  Auto, 2 handed 8
2x Stun grenade 6" range, 3" diameter blast. Stun. 10+ or 1 pin 1 stress 8 

G H J  Constables Marksman. Stealth.  Weapon master = 12 +20 Total 32 
Kevlar 2 Torso 6
Knife 1.   1
Slug pistol 4 Short range 5
Assault rifle 5  Auto, 2 handed 8

A  Specialist. Marksman. Stealth.  Weapon master.  Tech. = 16+ 28 total 44
Kevlar 2 Torso 6
Knife 1.   1
Slug pistol 4 Short range 5
Assault rifle 5  Auto, 2 handed 8
Intrusion kit +2 tech roll 4
Motion detector +2 to spot.  4 


Rebels  Militia  200  Burst Discipline   4 reload tokens.

Gunner  Veteran Leader 2.  Marksman. Tech. Tough.  Weaponmaster 3.  41 Total 46
Slug pistol 4 Short range 5

B  Crew Tech. Tough.  Weaponmaster 2  18 = 23
Slug pistol 4 Short range 5

C  Loader Tech. Tough.  Weaponmaster 3 21 = 26
Slug pistol 4 Short range 5

A  Driver  Marksman. Tough.  Tech.  Weaponmaster 3 27 = 28
Slug pistol 4 Short range 5
SMG 4 Auto  6

Guards

E  Marksman.  Leader.  12 = 23
Slug pistol 4 Short range 5
SMG 4 Auto  6

C Marksman.  Tough.  14 = 27
Slug pistol 4 Short range 5
Assault rifle 5  Auto, 2 handed 8

D Marksman.  Tough.  14= 27
Slug pistol 4 Short range 5
Assault rifle 5  Auto, 2 handed 8

The Game.  Rebels set up between the buildings, guards on the roofs.


Mounties advance through the orchard, tech in the lead with the machine that goes Ping!


Sergeant checks out the walled garden.



The guard spots and shoots a trooper, his kevlar stops the worse.


The sergeant uses a stun grenade to neutralise the guard.


The non-roof guard dashes into the building but has been spotted and the mounties moved in.  The driver sneaks a look around the corner.


The door is kicked in.


Spray & pray didn't work, but more direct action takes the guard out.  I had considered using the roof section as a floor plan, adding furniture I got in the Battle Valor order.  One day-.


The driver takes a shot, but is out gunned and goes down.



Looks all quiet from here!


Trooper goes down from the gunners pistol.


More automatic fire and another mounty goes down, then the sergeant is badly wounded.



The other roof guard heads down.


The mounty comes out of the building and starts taking the sergeant to safety.


The rearguard gives covering fire, he's in a good spot, the rebels cautiously advance.


Drats!


Gunner shoots the mounty, he goes down.  I've removed the silo for ease.


The downed trooper shoots the gunner from his prone position.


Almost there!  The rebels are coming--.



Two off and the last to follow.


The survivors - yellow pins, red stress.


All the gun crew and driver dead, only guards left.







Friday, 24 December 2021

Planning a new SF force. United Nations Intelligence Troop for Flying Lead & Rogue Stars

I made a post on 15mm Science Fiction about this.  I got such a positive reaction that I thought I'd expand it and go through my process.  I hope you enjoy and I hope it helps.

Basics.  The troop is an extended platoon.  

Three sections of 5.  
Commander, command section with lieutenant.  
Two infantry sections each with a sergeant. 
Additional section of special forces or scientific advisors.  

It is able to call on other regular UNSC resources.  I see it as a second echelon force rather than front line.  Capable of being highly efficient guards/urban troops plus the ability to carry out special operations, small police actions and - diplomatic missions.

All infantry (ish) are from Brigades Oneness/British range in berets.  

All vehicles are from GZG.  I'll add drones and remotes once the refurb is complete.
https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/wheeled-combat-vehicles.html

Command.  Brigadier in various forms  including in his jeep.
5 from  http://www.brigademodels.co.uk/15mmSF/British/SF15-162b.html
That makes an ideal Rogue Stars team 1.

https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/wheeled-combat-vehicles/v15-121g.html

Ideal carrier.  Possibly with a trailer for drones:
https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/wheeled-combat-vehicles/v15-42b.html

Troops.  I need 2 sets of these as I need to make some conversions for sitting, etc.  I might get some GZG  for drivers & turret sitter conversions.  
10 plus add-ons & conversions make another 2 Rogue Stars teams.

http://www.brigademodels.co.uk/15mmSF/British/SF15-160b.html

https://shop.groundzerogames.co.uk/15mm-stargrunt/infantry/unsc/sg15-u23.html

APC  https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/wheeled-combat-vehicles/v15-42a.html

Special forces.  Specialists in urban or more police SWAT type actions.  I'll add some GZG in here, plus conversions.  Yet another couple of Rogue Stars teams with a Brigadier in armour.
http://www.brigademodels.co.uk/15mmSF/British/SF15-163.html


I don't see them using vehicles unless it's a chopper.  
This was a suggestion from a FB reader:   https://thesceneuk.com/shop/vehicles/flying-vehicles/pegasus-vtol/

Or  https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/vtol-and-flying-vehicles/v15-49a.html

Science section.  This is an "anything goes"  selection.  This would make a good base: http://www.brigademodels.co.uk/15mmSF/Figures/SF15-012.html

I think another jeep:  https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/wheeled-combat-vehicles/v15-121g.html

Another trailer:  https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/civilian-paramilitary-and-misc-vehicles/v15-129a.html

Additional vehicles.  Armoured cars and trucks.

I'm thinking a small convoy.  White plus big UN lettering?

https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/wheeled-combat-vehicles/v15-39a.html

https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/wheeled-combat-vehicles/v15-39b.html

https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/wheeled-combat-vehicles/v15-40a.html

https://shop.groundzerogames.co.uk/15mm-stargrunt/vehicles/wheeled-combat-vehicles/v15-42c.html

Rules - probably no surprises there!  First Rogue Stars.  You only need 6, so this is a good reason to do those conversions and up the quality of painting.  This type of game is perfect for these forces:  http://unitrecon.blogspot.com/2021/08/rogue-stars-buy-farm-or-get-home.html

Flying Lead.  This is a mid-tech level force that can be upgraded.  But all are elite.  I'm looking at a force designed for scenarios such as  convoy ambush.  Quick reaction & assessment and raids.
http://unitrecon.blogspot.com/2021/08/flying-lead-grav-vehicles-2-heavy-metal.html

One day I'll find the right quality figures to do the 1980's version.







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?