Friday, 20 July 2018

Crew Activities

Once again the crew must perform their activities, so . . 

-Rafflesnap: Ventures out to see the sights, gets a few drinks but nothing useful.
-Abraham: Goes out trading and returns with an Instruction manual.
-Zia: Decides to train, she also uses the instruction manual Abraham acquired but learns nothing new.
-Simon: Goes out recruiting but find no willing members.
-'Betty': Guards the ship.

Simon stumbles upon a rumour while out trying to recruit, and Zia is feeling restless, she is growing tired of Florax.

They decide to get back on with the quest.

(Here i decide to start using travel times)

The UNITY post is 6 hours, 2 hours in an event occurs and get . . . making good time, so they reach the post in 4 hours.

Stealing from Golg


'Betty', Simon and two henchmen had been sent by Rafflesnap to the Golg's camp, hopefully the alien merc's had something of value they could steal.

The Golgs Camp

Simon and 'Betty' plan their attack
'Betty' took a henchman around the large pipe stack while Simon advanced through the tree's with the other crewman, they opened up with their shotguns but failed to hit the target. The Golg quickly took cover and returned fire and knocked Simon's henchman over.

'Betty' trips out and runs from cover wildly as Simon lays down a barrage of fire panicking one of the aliens, his henchman regains his feet and joins in the shooting wounding a Golg.

The shooting starts!

The firefight rages between the two groups, the henchman hiding behind the pipes looses his nerve and backs off, Simon manages to gun down the wounded Golg, the panicked Golg keeps running and leaves the area.

Things are getting serious.
Simon and his henchman advance on the last alien laying down a steady rate of fire, their shots hit and wound the creature. 'Betty' sprints forward eager to close the range and the aliens return fire misses everyone.
Simon moves into an excellent firing position as 'Betty' flips out once again, running in circles and screaming,
The last wounded Golg decides to live to fight another day and hastily retreats from the area.

I'm getting out of here . . .
With no more Golg in the area they start unpacking the crates to find . . . Novelty stuffed animals!
Simon swears about this little raid being a frakking useless mission but still decide to take them back to the Staramus.


Friday, 1 June 2018

No Stars In Sight Insurgents

Ok, so now for the insurgent forces, again these would be chosen at 300pts.
All of them have,
'No body armour' and 'Irregular'

Command team
- 4 men
   -Commander: integrated leader, platoon         leader
   -insurgent: squad automatic
   -insurgent: Hacker

Insurgent squad x3
-10 men
    -leader: team leader
    -insurgent: squad automatic

AT team
-6 men
  -leader: squad leader
  -2 insurgents: buzzbombs

And i have tweaked the assets chart to give them a different 'feel' of what support they have available.

-6-11=Armoured car
-12-17=offworld mercs
             'Professional' 6 man team, squad                       automatic
              Roll D6
              -1=Inspiational leader + roll again
              -2-3=buzzbomb
              -4-5=sharpshooter
              -6=Heavy armour + roll again
-18-20=Hardened/Veteran fighters
-26-32=Specialist
              Roll D6
              -1=Hacker
              -2-3=Medic
              -4-5=Sniper
              -6=Drone Operator
-42-44=Stolen tank
              Roll D6
              -1-3=Light tank
              -4-5=MBT
              -6=Heavy tank
-45-47=Rienforcemants
-48-52=Deserters
             6 man team, roll D6
             -1=+2 men
             -2-5=no extra
             -6=special, roll D6
                             -1=inspiring leader
                             -2-3=squad automatic
                             -4-5=buzzbomb
                             -6=buzzbomb & squad auto
-69-76=Light support vehicle
             Roll D6
             -1-3=Autocannon armed
             -4-5=Rocket armed
             -6=Cannon armed
-77-84=APC
             Roll D6
             -1-4=light armour
             -5-6=Armoured
-95-97=Specialist Vehicle
             Roll D6
             -1-2=comms truck
             -3-4=engineering vehicle
             -5-6=medical truck
-98-100=Air transport
             -1-4=transport
             -5-6=armed transport

Thursday, 31 May 2018

No Stars In Sight!

A little while ago i picked up a copy of No Stars in sight, and after reading it i quite like the looks of it and tagged it as a, future game . . . Along with everything else that is still waiting to be done.
But with Assult Publishing's sale i purchased alot of miniatures and thought they would be ideal for No Stars In Sight.

Now, the cool thing about NSIS is that it has a Solo play rule section, which is really handy as my long term gaming partner has vanished still due to girlfriend (starting to think she has kidnapped him) and trying to run a campaign at my gaming club is chaotic at best with all the other games and campaigns going on.

NSIS has a good set of tables that allow you to generate wars, missions, forces, assets, etc. But Seeing as i had insurgents and military guys i just decided the war reason would be an Uprising.
The insurgents were an obvious force type of irregular fighters, for the military i decided to roll on the force table and got 'Line Infantry'.

Although not essential, i decided to choose forces using the points system and went with 300pts per side.

Line inf. Force.
4 man Command team.
-lieutenant Hilderman: integrated commander, platoon leader.
-master sergent Korwen: platoon NCO, x2 smoke grenades
-soldier: squad automatic

6 man inf. Team
-Sergent: squad leader, x2 smoke grenades
-2 soldiers: squad automatic

#sergents are called Rush, Anders and Young

Medic Niles: self motivated, medic

Now seeing as the story will be following these guys i rolled on the relationships and personality tables for officers and NCO's, so randomly rolling pairs and then their personality this is what resulted.

Lieutenant Hilderman
He is a long term soldier who joined to escape his family bussiness, is a very charismatic leader but is very malicious towards his opponents.

-has a professional relationship with-

Master Sergent Korwen
From a farming background, he has quickly risen through the ranks and is very ambitious to reach officer ranks.
He leads by example making him popular with the grunts.


Medic Niles
Has been in the military most of his life, he has a strong sense of duty and is a desceet individual.

-has a professional relationship with-

Sergent Anders
Also another lifer, leads with strong discipline and has a number of idealogical views and a conceited individual.


Sergent Rush
Tired of working the production lines in a factory he joined for Adventure, he is a very 'by the book' leader and is quite picky.

-has mutual respect with-

Sergent Young
Was a well known musician which makes him quite pompous but his close relationship with his squad means they work as a close knit team.

The last thing i looked as was the support assets chart, and decided it needed some tweaking, so . . .

-18-20= Non-standard infantry
              Roll D6
             -1=Drop troops
             -2-3= Military police
             -4-5= Engineers
             -6= Spec Ops
-26-32= Specialist
              Roll D4
              -1=Drone Operator
              -2=Hacker
              -3=Medic
              -4=Sniper
-33-37= Command element
               Roll D6
               -1-3=Platoon CnC
               -4-5=Company CnC
               -6=Battallion CnC
-45-47= APC
               Roll D6
               -1-4=Light APC
               -5-6=Heavy APC
-69-76= Light support vehicle
               Roll D6
                -1-2=AAA
                -3-4=Missile support vehicle
                -5-6=Mobile arty
-95-97= Specialist Vehicle
               Roll D6
               -1=Mobile Command Post
               -2-3=Engineering vehicle
               -4-5=Field Ambulance
               -6=Radar vehicle

I am currently working on the support assets chart for the insurgent forces and have just started to paint the military force.

Saturday, 31 March 2018

Upcoming Salute

Like all other wargamers i'm getting pretty excited about Salute 2018.
With my recent foray into the crucible i am keen to pick up some more forces.

So far my forces have had strong infantry but am really wanting an armoured engagement, with bits and bobs i have lying around i have 2/3 of a force of Podeles Lions.
I am currently working on a Federal Mechanised infantry detachment.

Have plans for building Oltenian mercs to fight on Cecach then build a Molt force.

Also very tempted to do the Kalan war, i have some Hiroseki and Stewart infantry lying around but no vehicles.

So much to do!!!

Loving the new stuff from brigade . . . Hmm maybe fosters mercs . . .

http://www.brigademodels.co.uk/Blog/2018/03/salute-starts-here/

http://www.brigademodels.co.uk/Blog/2018/03/viking-thunderbolt/

Thursday, 15 March 2018

The Crucible!

Been a while since my last post, did'nt realise how much time had passed but having a new baby will do that.

Anyway,

Had the Crucible for quite some time but have never really read the rules or played the game. But a few months ago i read the book and liked the look so went about building some forces.
Now being a Slammers fan i have read all of Mr Drakes books and one of my favourites is the Forlorn Hope.

The first force i built was a Cecach Republican Spearhead force.

And as their opposition i had a force of Fasolini's Company (i picked these up last year from brigade models at salute, did have a nice shopping list for this years salute but with brigades new releases this list has suddenly grown bigger)

With the forces set a game was required, so last night at my gaming club Jim volunteered to command Fasolini's Company, leaving me with the Republicans.

We set up the board, the western side was hills with scattered woods while the eastern side was a partially ruined factory complex. Fasolini's Company set up in hiding while i moved on in the first turn.


My Convoy was led by the Eisenfaust MBT follwed by three Kastenwagons, two were APC's while the third was a command vehicle.
The battle opened with a buzzbomb boucing off the Eisenfausts front armour, the Command vehicle had machinegun rounds bounce off its side armour while the lead APC had its fans shot out by a second MG team which immobilised it.

The Eisenfaust fried an MG team with its main laser while the hull autocannon blew the buzzbomb team apart, the command vehicle headed off to to hide behind some trees and the tailing APC moved up, infantry bailed out of the immobilised APC and the combined fire of small arms and vehicle autocannons blew the second MG team apart.

From the western buildings Fasolini's infantry came, they assulted the Eisenfaust and the mobile APC as mortar rounds fell upon the Republican infantry blowing 2 infantry TU's apart.
An Fasolini gun system opened up from the hills destroying the weapon on the command vehicle, and the close assults had little effect on the vehicles.

The infantry that had disembarked from the immobilised APC advanced on the gun system, infantry from the second APC disembarked and swamped the merc infantry attacking their vehicle but their victory was short lived as mortars rained down on them causing heavy casualties.
The infantry assulting the MBT were successful and destroyed the tank.

And with that i had lost over 50% of my forces, game over.
There was little i could do as most of my infantry were destroyed, Eisenfaust destroyed and the APC's were slowly aquiring damage.


We were impressed at the ease and speed of the game, one thing we would like to change is the board size as ranges in the Crucible are huge and the game was played pretty much at short range so next time we will use a bigger board.

Sunday, 31 December 2017

The Golg

 The Golg are heavy set aliens, they respect personal strength and have a natural instict for battle. Many see the Golg as dumb but they prefer direct methods to most problems, and they are just as intelligent as mankind as they have manufactured vehicles, weapons and starships.

 UNITY have classed them as ORANGE because the Golg have no respect for local laws, and are loyal only to their current employer which changes alot due to their mercentile nature.
 Even though they are classed as dangerous they are a common sight as there are no end of organisations that need guns for hire.

The Golg have the following alien traits.
-Unusual skin colour
-Resilence
-Brutal