Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Thursday, 4 June 2015

[6mm Science Fiction] Imperial Marine Battalion Combat Team Part 1

Followers of my Modeling and Painting log will be aware that I have been steadily plugging away at my 6mm Science Fiction forces. The goal is for me to be able to field ground forces for my Traveller campaign.

Imperial Heavy and Medium Tanks and Imperial Marine Company
I have pretty much completed my Imperial Marine and Imperial Army forces as per a rough TO&E I had worked up for the Imperial Marines and the Imperial Unified Army, have made progress on the Geithurian Republic and Huiha Esoyatre forces, and have made a start on the Kalar-Wi, Vargr and the Ssra'Ka Aissr - a  Reptilian race.

And, after a lot of consideration, I'm looking at using Dirtside II from Ground Zero Games for my basic army building and for combat rules, with bits of 5150 Battalion Commander from Two Hour Wargames for set-up and solo play.

The basic premise I have been following is that all forces used off-world in my Traveller campaign range from Tech Level 12 to Tech Level 15. All vehicles are Grav vehicles and troops are equipped with either Combat Armour (from Tech Level 12) or Battledress (Tech Level 15) - what Dirtside II classifies as Powered Armour - though TL15 troops can also have Combat Armour.
Imperial Marine Company (red Body Armour) with
Imperial Unified Army Company in the background
Imperial armoured units favour energy weapons (plasma and fusion guns in Traveller and Direct Fire Fusion Guns - DFFG - in Dirtside II). These design limitations posed a bit of a challenge under the Dirtside II vehicle design rules and resulted in a few compromises that I hadn't anticipated. To reflect their access to higher technology, I designed my Imperial vehicles with two Levels of Stealth, which makes them harder to hit in combat.

Having painted up a reasonable number of infantry stands, tanks and other vehicles, I began to get a feel for how a Battalion Combat Team might look on the table, and with some vehicles and basic units constructed as per the rules, I then began to play around with organisations to work out what "sized" game I might get from the units I had created. I just could not envision what sort of bang I was going to get for my buck.
Imperial Unified Army Company and Armour
I wanted to create an optimum TO&E to show what I might expect, points-wise, from a unit at full strength. Now, I know that some folks loath army points, believing that scenarios and TO&Es should drive game play. Having never played Dirtside II, I had no real idea of the relationship between various sized units and the technology that they could deploy. If a Marine unit, for example, is so effective, it might be prudent to deploy a company rather than a battalion, as the other companies of the battalion might be deployed usefully elsewhere. Points wise, the effectiveness of the Marine Company should be reflected in its points cost - you might only be able to afford the points for a company, but that company might be able to successfully stand off a battalion of "lesser troops" in a straight up fight.

After some preliminary tinkering, I created an Imperial Heavy and Medium Tank, a Command APC, a general purpose APC and an ADC (Air Defence) vehicle for my Marine Force.

Next: Marine Vehicles and TO&Es


Tuesday, 19 August 2014

[6mm Science Fiction] An update and a new diversion

I've managed to get a swag of 15mm Science Fiction figures completed over the last six to eight weeks, including a Ventauran Company and a Mid-tech Company. As I was expanding the Mid-tech company, I realized that of the figures I was using (A Flytrap Factory MERC pack, some Hardened Militia from Peter Pig, some Oddzial Osmy NVL from Pico Armor, and some Republic of Arden National Guard from Ground Zero Games), the Flytrap Factory MERCs and Peter Pig Militia worked the best together regarding equipment and general size of figure. The RANG troopers have more body armour and are taller. At the moment, I'm looking at splitting the RANG out as a separate force, though they are currently uniformed in similar colours to the militia and MERCs and could also serve with them as an elite unit. The Oddzial Osmy NVL fit between the extremes in both armour and size of figure, but will probably end up mixed in with the RANG.

All this painting is part of my Traveller project - painting up sufficient forces to be able to actually tabletop game some of the conflicts I have happening as part of the metastory of my Traveller campaign. And, as periodically happens, having been struck with a bit of painting ennui, I re-examined my project. I have an idea for a conflict that escalates, from either a civil disturbance or from a clash between rival colonies, into a major inter-polity war. I have copies of a variety of wargames rules with which to play out this scenario, but at the moment I'm seriously looking at Two Hour Wargames' 5150: Battalion Commander as a rules set, and 6mm as a scale in which to fight bigger battles.

I have a bunch of CAV plastic grav tanks I painted up a while ago, and which, along with some Epic Imperial Guard and Eldar Infantry, I used in a play test of the Command Horizon rules. Some of these figures will see action again as forces of the Outrim Alliance. For the Imperial side, I went to Ground Zero Games Dirtside range.

Work in progress DSM-111 Kivruzh Grav Tanks and DSM-123 Virnazh APCs from Ground Zero Games

Work in progress DSM-111 Kivruzh Grav Tanks

Work in progress DSM-123 Virnazh APCs - detail of underside of APC to left
For armour, and rides, I decided on the Kivruzh Grav tank and the Virnazh APCs. These are really nice models, with a lot of fine detail, such as the grav units on the undersides of the APCs. They are also the closest match I could find for my existing 15mm grav vehicles - the GZG High-tech Grav Light Tank and Light APC.

GZG UNSC Marines in the process of being painted up as Imperial Marines
For Imperial Marine Infantry, I picked up a pack of GZG's 6mm UNSC Marines. In spite of a couple of mis-casts, I was able to make up two Marine platoons with associated command and heavy weapons squads.

GZG New Israeli Infantry in the process of becoming Imperial Army troopers

For the Imperial Army, I picked up two packs of GZG's 6mm New Israelis to use as my Imperial Standard Tech Level-12 Infantry. This should give me four Infantry platoons, plus associated command and support weapons squads.

I had forgotten how quick 6mm figures are to paint, and how effective a couple of colours can be at this scale. I've got a few ideas as to how to make up an Aslan force, and how to recreate the Geithurian Republic Alien Legion in 6mm, so these will probably be next on my list of figures to get.

Monday, 30 December 2013

[RRtK] Campaign Spring 1012: The Battle of Barzak Vale

Spring 1012: The Battle of Barzak Vale
Duke Grimoald of Oberlichenwald in Valgasmaa lead an army of 7250 men on a raid against Mt Hofburg, the capital of the Szepetnek Mountains. Serogn, the Goblin King of the Szepetnek Mountains, assembled an army of 11,800 warriors and offered battle to the invaders in Barzak Vale, just south of Mt Hofburg.

The Goblin ArmyValgasmaa Army
5ArchersFoot Skirmish2Knights - Elite, ShockMounted Melee
8GoblinsFoot Melee3ArchersFoot Skirmish
1OgresFoot Melee3InfantryFoot Melee
2Wolf RidersMounted Skirmish2Mercenary ArquebusiersFoot Missile
2Black Moon GoblinsFoot Melee1Mercenary PikeFoot Melee
2Mercenary Light HorseMounted Skirmish


On the grassy plain at the northern end of the Vale, Serogn deployed his wolf riders in a column at the right of his line. He then deployed his Goblins in a double column, with his archers in a line parallel with the head of the column. Behind the archers, he stationed his Ogres, while his Black Moon Goblins were stationed in reserve, parallel with the rear of the Goblin column.

Barzak Vale - the armies deploy
Over the central hill, across the southern end of the Vale, Duke Grimoald drew up his army. His Light Horse formed his left wing while two units of archers formed his skirmish line. Behind them, Grimoald formed up his two units of knights in front of a pike unit and three units of Men-at-Arms. On his right flank, Duke Grimoald placed another unit of archers and two units of Arquebusiers.

The right of the Goblin Line
The left of the Goblin Line
The Valgasmaani deployment
The main Valgasmaani battleline
The Valgasmaani right flank

Hesitantly (as, after deployment, I realized that with a WR of 2, Grimoald could only activate two groups per turn), Duke Grimoald pushed forward the Light Horse on his left flank, and the Archers and Arquebusiers on his right, while refusing his center. Over the hill, King Serogn dispatched his wolf riders against the Light Horse while ordering his mass column of foot to advance. The faster moving Archers, with the Ogres in support, pulled ahead and gained the crest of the ridge, while King Serogn remained to the rear with his two units of Black Moon Goblins.

The Goblin battle line crests the ridge
The Wolf Riders battle the Light Horse
On Duke Gimoald's left flank, the Mercenary Light Horse was soon engaged with the Wolf Riders. After a short action, one unit of Wolf Riders fled the field while the other retired to the very margin, where it waited the result of the battle.

Midway through the battle, the Knights are not making headway in the center
 while the Valgasmaa skirmishers and Light Horse are having success on the flanks
On Duke Grimoald's right flank, the Archers and Arquebusiers soon caused the Goblin Archers to retire in confusion. He had halted the Archers covering his front and moved his battle line closer to the hill, even as the Goblin column crested it, halted, and began to expand into line. Grimoald ordered his Light Horse to harass the end of the Goblin line, even as his Knights moved up to attack the Ogres on the hill.

As King Serogn moved his Black Moon Goblins up to fill the gap on the Goblin left, the Valgasmaani Knights charged home. Both the Ogres and the Black Moon Goblins held the charge of the Knights and threw them back. It was here that Duke Grimoald discovered that his line of infantry were too close behind the Knights.
The Goblins begin to push down the southern slope of the hill
Again and again, the Knights charged desperately up the hill against the Ogres and Black Moon Goblins and, again and again, they were thrown back. King Serogn in his chariot led the Black Moon Goblins to first hold, and then to advance against the Knights.

On the Goblin right, the lead units of the great Goblin column charged down the hill, dispersing the Light Horse and sweeping away the Valgasmaani Men-at-Arms unit on the left of the Human battle line. In desperation, Duke Grimoald about faced the rest of his foot and marched them back to give room to the Knights struggling on the lower slopes of the hill. The careful withdrawal quickly became a rout as the Knights, exhausted from the battle on the ridge, broke and ran.

Seeing that the battle was lost, Duke Grimoald quit the field. Two units of Archers were lost in the rout but the rest of the army eventually reassembled at Oberlichenwald a couple of days later.



Well, that was a fun battle. I'm pretty sure I got some rules wrong, and the Retire rule caught me out with Duke Grimoald's deployment. As Grimoald has a WR of 2, I am assuming that what he lacked in experience, he attempted to make up for in enthusiasm.

King Serogn was in a tight spot. With two invasions, he had to decide whether to split his army and attempt two battles (and risk defeat in detail), or concede a province, risk unrest, but concentrate on beating his toughest foe first. Having beaten back the Valgasmaani, his gamble may have paid off as Kypselos' Beastmen have fielded a smaller force - though they do have a mage.

The Goblin figures in this battle are by Baccus 6mm while the Ogres and Lesser Goblin Archers are by Irregular Miniatures. All the Human figures are from Irregular Miniatures Men of the West range.

Sunday, 21 July 2013

In Which the Blogger Plays His First Game of "In Her Majesty's Name" Pt1

Jonathan, Chris, and I got together on Saturday evening for our first game of In Her Majesty's Name. Jonathan fielded his Society of Thule Company, while Chris fielded his Selous' Scouts - loosely based on Lord Curr's Company. I fielded Doctor Cornelius' Most Excellent Company.

Jonathan suggested we play the railway yard encounter. With some track, carriages and an engine borrowed from his daughter, we set up the table. The idea was that the wagons and engine would each move 1d10 inches along the track each turn, with a 10" off-table loop joining the sections of track together.

Below, is my Company list, and one of the first things I discovered as we deployed was that I had made a fatal error. While my Company was good in a close-in fight, I lacked any sort of ranged weapons. An account of the skirmish is to come.

 
Doctor Cornelius' Most Excellent Company    
 ACPluckSVFVSpeedTalents   EquipmentPoints
Doctor Edgar Octavian Cornelius8(11)/11(14)2++1+4+1Leadership+2 +2 Iniative Faraday Coat (AC11 vs Arc Weapons54
      Erudite Wit -1 to enemy SV/FV within 12" Knife - +1 FV/SV, Pluck +0, 6" range 
      Martial Arts +1 FV, +1 Speed   
      Intuitive +3 Armour 1st time shot at   
Seamus O'Tipple93++4+4+1Leadership+1 +1 Initiative Brigandine52
      Gunslinger Can split SV b'tween guns 2 x Pistols +1SV 9" range, Pluck+0 
      Marksman (Pistol) Ignores Target's cover Knife - +1 FV/SV, Pluck +0, 6" range 
Lofty94++2+5+1Tough +1 Pluck Rolls vs SV and FV Brigandine50
      Terrifying Enemy must make Pluck to attack   
      Numb Ignores 1st hit against him   
Colonel Count Otto von Horsentrappe94++4+3+1Duellist +2 SV vs Single Opponent Brigandine46
      Fearless Ignores Terrifying Opponent Pistol +1SV 9" range, Pluck+0 
      Impervious Unaffected by Mystical Powers Knife - +1 FV/SV, Pluck +0, 6" range 
A Minion95++3+2+0Medic   Brigandine18
          Pistol +1SV 9" range, Pluck+0 
The Rotten Row Drainers          
Coleman85++3+3+0    Jack16
          Club - +1 FV, Pluck - 1 
          Large Knife - +1 FV, Pluck -1 
Roger85++3+3+0    Jack16
          Club - +1 FV, Pluck - 1 
          Large Knife - +1 FV, Pluck -1 
           252


Wednesday, 19 June 2013

In Which the Blogger Receives Some Welcome Mail

While I have managed only a little painting this week, I'm still trying to do a little each night - including finishing off bases.


Arriving home from work today, I discovered that my copy of In Her Majesty's Name - the Victorian Science Fiction Skirmish game from Osprey - has finally arrived. The package had got a little wet in all the rain we had today and there is a bit of wet paper ripple along one edge of the book. I have it sitting on the heater as I type this, in the hopes I can the worst of the damp out of it.

Well, I'm seriously thinking of taking this Friday off, and that will give me some time to crack on and finish my first group of figures.