Tuesday, 2 October 2012

Rusk Mining Outpost attacked



+++++++++++ NEWS ALERT +++++++++++

Comrades ....Late yesterday evening the peaceful off world Mining Colony of Cheklin V was attacked without warning by Evil Imperial forces. The loyal forces of the Russian United States of the Kirov System were forced from the field after causing severe damage to the invading Imperial scum.

The Arden Defence forces arrived on the outskirts of the mining colony bringing with them a heavy MBT, 2 APCS  and a utility vehicle. 4 fire teams and a 2 man HQ were mounted in said vehicles. Each trooper being highly skilled and veterans of the imperialist wars spreading across our colonies. The skilled troops D10 were lightly armoured with moderate morale and T2 weaponary

Our comrades forces included 4 fire teans D8 and morale of D10, lightly armoured and also using T2 weaponary. Two T552's MBT were also present. The colony was set up in the lower left quarter of the battlefield was was protected by a large reinforced bunker construction with 25mm Chain gun.





The first few turns saw the armored vehicles slowly approach the hidden forces surrounding the colony, advancing on the bunker. On MBT sighting the bunker the Imperial MBT started firing main tank and HMG rounds ineffecitvely into the bunker.
After several shots the Imperial APCs advanced to also fire upon the bunker system, with the scout vehicle moving slowly from cover to clove. At this point and with the APC moving to cover, the bunker 25 chain gun opened fire destroying the APC. Sadly...all but one figure of the two fire teams escaped to cover.
On the success, both Rusks MBTS churned into action and moved into shooting positions.
 The next round saw a Rusk MBT hit yet fail to penetrate the Imperial MBT with its return fire causing castrophic damage to the firing MBT. The second Rusk MBT opened fire on the second Imperial APC and immobilised it. The bunker 25mm gun then finished it off, sadly after the Imperial fireteams had  disembarked and moved to cover.
Next round saw the demise of our Comrades in the second MBT. A single hit causing taking out crew and tank. Just wait Imperialists until the new MBT's arrive from the motherland!


The next few rounds saw the Imperial MBT destroying the bunker complex, however two Imperial fireteams made a quick dash across cover to only to fall upon an ambush. The trap was sprung and both Imperial fireteams were taken out of the fight. One Comrade fireteam then fell to resulting MBT fire.
Bravely ignoring the incoming Tank fire, the Imperial forces were captured, however casualties were taken.
After several braze attempts by the Rusk Infantry and RPG teams and a failed ambush attack on the final Imperial fire teams all RUSK forces were forced to leave the field to fight another day.



All in all a very good game and with the addition of vehicles for the first time with the Tomorrows War rules a much improved experiance. A few errors were made, the different Dice types being forgotten for the tank teams and a few reaction mistakes, however despite that all very entertaining. Really starting to enjoy these rules. Just need to play them more, however with my new cabin and table all set up, I should have the time to do so! To add this was the first game in my new cabin!

Hope you enjoyed :) I  might even get to win a game some time soon!

Cheers
Keith

AA

Friday, 20 July 2012

First Outing



So I finally made it to my club for  a game of Tomorrows War. Ive been promising to play it for quite a while, however sicknesses, work and the family have all got in the way of it. Some of it happily! p.s that's just in case wife reads....:)

Anyhow me and a club mate decided to give Tomorrows War a go and I set up the scenario and provided the figures. A first proper outing for my Neo Sov Troopers!!! horaahhh I hear!

Anyhow the scenario went along the lines of a Mining Corporation had found a alien artifact on some far off planet and had called in for some reinforcements. It was a strong merc force made up of ex serviceman, good T2 equipment, however very little bottle for it. They wanted the pay and no trouble.



OOB
Confidence      Confident    
Overall Tech Quality     2    
On Grid     No    
Body Armour     Light +1    
Troop Quality /Morale     D10/D8    
       
HQ           LT Vickers  /rifle M:D8
            x1 A90 Bazooka AP3 (+2 dice)
            x1 rifleman assitant
         
 Squad 1        x 3   
Fire Team A       x1 rifleman
            x1 rifleman
            x1 rifleman`
            x1 SAW AP1   (+ 1dice)
Fire Team B          
            x1 rifleman
            x1 rifleman
            x1 rifleman
            x1 rifleman /GL (+1dice)
         
What they had not realized, a small force of a  Russian Union Stelkovy Company had arrived earlier in the day. They planned a surprise ambush until further forces could arrive. With short notice, the Russian Union could only gather together some local state troops commanded by a senior Intelligence officer whom had deciphered the information. There mission was to hold and cause causalities. These Corp paid dogs had no stomach for a firefight with the might of the Russian Union troops!

OOB
Confidence      Confident    
Overall Tech Quality     2    
On Grid     No    
Body Armour     Light +1    
Troop Quality /Morale     D8/D8                                                                        
HQ           LT Vassinov  /smg MoraleD10
            x1 rifleman
            x1 rifleman
        
Squad        x 2
Fire Team A           x1 rifleman
            x1 rifleman
            x1 rifleman
            x1 LMG AP1   + dice
Fire Team B          
            x1 rifleman
            x1 rifleman
            x1 rifleman
            x1 RPG AP 2    +2 dice       
                                                     
So the scene was set and the players took up position on the board. I played the Russian Forces and Alaistair played the Mining Corp Mercs.

All russian forces were located on a drawn map in Ambush position awaiting first strike

Turns 1 - 3
Merc forces advanced in fire teams using overwatch ( A suprise as Alastair had failed to use tactics previously, then again not a suprise Id he had suffered massively for it!) and the Russian forces kept hidden

Turn 4 - A quick scurry across open ground was tooo tempting for a fire unit based on a hill to overlook. The risk was that an overwatch force had them in sight at distance, however I thought Id better get some units on my table!
 

So one of my fire teams with an lmg opens up. A reaction from the over watch team failed, so I got to shoot first. No damage....not.....not even close
And in response from the over watch team and those fired on my fire team was wiped out to a man. Well made inactive as nobody was around to help with first aid! A rather poor start !

Turn 5 continued with a steady advance of the Mercs and my Russians holding fire, I thought best to get them in close after my last ambush effort!

Turn 6 - Again the Mercs presented a far to good an offer with a fire team literally running blindly into another Russian fire team. Again a smart Alastair had an over watch team covering the approach and another team moving from the other direction.
A full Russian fire team with RPG fired down onto the Mercs and caused 2 to go down. The others in panic continued their run to cover. At that moment the active over watch team and additional team let rip, taking out the entire Russian fire team again!





Bad to worse!

So half my units down and only 2 casualties caused! One of which got up as a medic arrived in the next turn!
Turn 7 -8  saw more advances and a medic help a Merc up again. My downed troops were isolated with no chance of a first aid check at all! (Lesson learnt)
Turn 9 - The Mercs  move slowly towards the artifacts last known location and into a built up mining town.
 
 This gave me the opportunity to open fire with my remaining fire teams and HQ section!




 
The 2 fire teams holding the crater opened up on the nearest Merc troops causing 2 casualties, however return fire from 2 fire teams wiped out my fire teams! Some good dice rolling from Alastairs special dice. The ones he only ever gets out for those 'special' moments.....for legal purposes, that may or may not be true about the dice... Either way, I was down to my HQ!
Which then promptly went as it tried to shoot up the Merc forces rifling through my injured comrades from the previous ambush...sigh




Despite all that and the fact it was over in an hour, it was a very fun game and first outing. I serioulsy over balanced the forces and really should of had random reinforcments  enter  the game, or at least had equal quality of dice! It really shows how much more effective D10 against D8 is and more importantly the good use of tactics and fireteams, Which I hate to say Alastair used exceptionally well!
So next time - more balance and maybe some arty or vehicles. I will certainly be adding any advantages to my own troops! They bloody better win, Im still trying to pay for them!!!