Xenos Rampart (4) – more Elite troops

This time I have gone for another elite unit that has a more traditional style of leadership for the Ascalabotes – a military warlord. I have also attempted to demonstrate how the rules allow you to personalise your units and leaders to create your own back story.

“Tathruk” is not from the military elite, but has come up through the ranks from his days as a lowly officer cadet to now where is leadership, authority, and military prowess are second to none. He bears many scars from his leadership from the front, where he can be found where the fighting is the thickest inspiring his men with his bravery and ferocity.

Tathruk

The squad not only includes Tathruk but “Krok” who carries Tathruck’s personal banner – that of the old rebel alliance. In order to command the Tonitrua there is also “Qrolto” whose bugle allows Tathruk to order and control the primitive Tonitrua without the use of psychic skills.

The unit otherwise fights like any other Elite squad.

Krok

The standard pole comes from the Bolt Action Japanese Infantry sprue.

As Tathruk has no psychic powers, he is unable to control an Alveare Domini, so they cannot be included in an army under his leadership. The military elite would not consider serving under an “academy graduate” not “born to lead” so they cannot be used either.

Qrolto

The bugle comes from the Bolt Action Japanese Infantry sprue.

The army must also include more “Tonitrua” than traditional military units as the military elite are jealous of his victories and do not allocate a large portion of standard military resources to him. The Tonitrua are beloved by him and flock to fight for him as he treats them as “true” Ascalabotes, and not primitive savages.

To give you an example how to represent a war leader like “Tathruk using Xenos Rampart the following is just an idea:

  • you could give the unit assault doctine (3+ to hit enemy) 2pts;
  • Close quarters doctrine (reduces shooting to 4+/12″) -1pts;
  • high powered blades (reduces enemy armour by 1) 1pt;
  • and the Xeno trait of inspirational leadership for 2pts.

This makes them close combat demons with an inspirational leader, but at the high cost of 10pts.

4th member of the Squad with rocket launcher

After consideration I will change this figure as one with a close combat weapon would be more suitable.

5th member of the squad with assault machine gun.

Tathruk should also roll on the Warlord commander Trait table and given his history can re-roll once. Even if the second roll makes him “Craven” or a “Runt’ it must be kept as then is has drunk too much Ascalabotian blood wine the night before!

Helmet made by just cutting the lizard frills of one of the heads.

Tomorrow some Xenos Rampart heavy infantry.

Xenos Rampart (3) – Alveare Domini

The large planet of Tonitrua Lacertis has the largest but also the most primitive population. Living in small tribes the primitives are protected from predators by the “Alveare Domini”, a large predator that roams the surface in search of prey, but seems to have a psychic link to the Tonitrua.

The Crocosaur comes as a pair of adversaries from Zombicide with its opponent being the Abominape. See post on this.

Tomorrow more on Xenos Rampart.

Xenos Rampart Project.

Regular readers will be aware that I hate putting together multi-part plastic figures. They do, however, have one great advantage and that is for “kit bashing”. I had an idea and bought a box of of Wargames Atlantic Lizardmen.

I had received a whole lot of sprue freebies with purchases and magazines over the years and would use these for the kit bashing I required. What I needed was a back story to base the army on, and so this post was born.

Travels with my Father

The year is 2073 and it is three months since we have left the fringes of the Interplanetary Alliance’s control. The planetary system of “Ascalabotes” looms large ahead of us. The system consists of a major planet with a number of moons all habitable, covered with jungles and large waterways.

The largest moon, “Civitas Lacerta” is almost totally covered by a sprawling metropolis with large jungle parks, waterways criss-crossing the city and a very high tech industrial area, known galaxy wide for its production of specialist high-end military hardware.

It is this moon that we are headed for and in particular to the space port closest to the Interplanetary Alliance’s Embassy. As usual we are to be hosted by the ambassador.

Father has indicated that we will be here for only a few days but I will need to entertain myself as we will be busy away from the embassy. I always felt it strange that as a “Political Adviser” for the Interplanetary Alliance he seemed to spend very little time in the embassies when on planet.

The planetary system of “Ascalabotes is an ideal place to see the evolution of species in action. Once thought to be totally different species the inhabitants of the system have since been found to be the same species, but at various stages of their evolutionary life cycle.

In a passing discussion with the ambassador he indicated that the Ascalabotian army was an ideal place to observe a microcosm of the evolutionary process in action. Showing me to a passageway with photos of the Ascalabotian army. He indicated that the various evolutionary stages all had significant advantages should the right role be found for them.

I was intrigued at his suggestion that higher lifeforms could be attracted to military service, which seemed to be opposite to the empirical evidence!

The large planet of Tonitrua Lacertis has the largest but also the most primitive population. Living in small tribes the primitives are protected from predators by the “Alveare Domini”, a large predator that roams the surface in search of prey, but seems to have a psychic link to the Tonitrua.

“Alveare Domini”

The figure is that of a part-painted Zombicide Crocosaur. She will be painted and based in due course. The Crocosaur will be used as a Greater Xenomorph. I have some toy crocodiles, which are still large for 28mm, that will do as lesser Xenomorphs if needed.

The Tonitrua communicate in primitive grunts and signs. It seems that the military elite, from whom the army leaders are chosen, have developed and evolved into psychic beings who can communicate with both the Tonitrua primitives and the Alveare Domini. The Alveare seems to have a hive control over these primitives. If controlled by either a Psychic leader or the Alveare Domini they could provide hordes of fierce and fanatical warriors.

I think this is a CP Models figure from their alien range. Looks like a nice “lizardy” psychic to me!

Leaders can become a separate unit, but are normally chosen as part of a squad.

I have painted up one figure of each unit as a sample. Here is a primitive Tonitrua.

These are classed as primitive Infantry and can be upgraded from a squad of five to ten or even fifteen. I have put together fifteen as they are quite vulnerable. They could also be used as Berserk Infantry as an alternative.

Some Tonitrua had progressed further along the evolutionary lifecycle and had developed the use of the common language and with their innate hunting skills were excellent scouts and recon units.

They can use primitive firearms.

The population of Second and largest moon “Lacertae Secondus” are significantly more advanced than the Tonitrua. The moon has begun to develop economically and provides excellent light infantry. There is little difference between the more advanced infantry generally only separated by their economic and scientific advancement and larger brains.

Secundian Light Infantry

Light Infantry can be fielded in groups of five or ten. I have chosen to have the option of two five man units or one ten man.

Showing me a picture of a soldier in heavy armour the Ambassador said Gravibus Lacertae, the third and last moon has developed pressurized heavy army that it supplies to all of its citizen soldiers’.


These are you stock standard infantry. These have been equipped with missile launchers representing their “Heavy weapon” ability. Note the squad has this ability not just the figure as they are just representative of the units skills and equipment. Again they can be fielded in squads of five or ten.

The ambassador then started to describe the Elite Infantry that have the best of all equipment and training available. He said “these are not the best in the Acalabotian Army, they are the best in the Galaxy”! There role is to protect the Military Elite and to break through the enemy defences when others have failed.

Just as he finished the door thrust open and some of these “best in the galaxy” threw my father at the feet of the ambassador. “This spy says he has diplomatic immunity from the Interplanetary Alliance! Is this correct” said what appeared to be their leader. The Ambassador declared that he had and showed them documentary evidence as proof. “Then have him leave NOW and never return”.

The Elite come only in units of five.

As they are Elites I have given them really BIG guns!

With that we were bundled off to the launch bay and quickly departed. After several minutes of uncomfortable silence Father turned to me and said, “My daughter I suppose you need an explanation………….”

There are fifty figures and the Crocosaur of which only the handful you have seen are painted. I will get these finished in between the WW2 Australians.

Things that go bump in the night

The time is  the 1880’s. The Civil and Indian wars are still fresh in everyone’s minds and the gold and silver mining boom is still going strong.

In the little town of Groom Lake in Southern Nevada a loud crash was heard during the night and a low green glow was seen across the town……

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As daylight broke the townsfolk were gathered around the …. the … the whatever it was, when a door appeared and something that was dressed in what looked like one of those new fangled diving suits descended. Awe and curiosity quickly turned to fear and desperation as people were disintegrated one by one by a green ray of light. Shots from those who had brought their six guns seemed to bounce off the creature. Who would help?

Who would indeed help?

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Situated in an operations room in Texas 150 years away a US Rangers Colonel began his briefing”

“Gentlemen what you are about to hear is as unbelievable as it is confidential. The President is an Alien. I repeat the President is an Alien. We have all known for some time that the behaviour within the Oval Office has been strange and some may even say bizarre – now we know why.

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For the last three years we have known of the presence of Aliens and their hybrid off-spring in the Halls of Power but it has only been recently that we have found the source and have possessed the relevant technology to be able to stop the threat.

Unfortunately the last three missions to Groom Lake, Nevada in 1870 have failed. No I am not going silly I did say 1870 – you are about to go back 150 years in time to stop the threat at its source.

The first mission failed because our understanding of time travel was not sufficient, the second failed because apart from body armor all of our weapons and equipment failed to work in that time period,  and the third failed because dressed in standard issue helmets and uniforms the local people thought we were aliens and fought us tooth and nail preventing us from achieving our objective.

These issues have been resolved.

 We have found a stash of weapons in the old Groome Lead Mine that were placed there by US Cavalry fleeing Apaches only weeks before the Alien invasion.

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Although useless now they will be in mint condition when you arrive back in 1870. You will exchange your uniforms for duplicate Pinkerton and Texas Rangers uniforms. That’s right Rangers from Texas you are about to go back one hundred and fifty yeas in time to become Texas Rangers!!!

Your objective is to destroy the Aliens and capture their agent to prevent him from infiltrating the townspeople and eventually fulfilling his mission 150 years later. Good luck gentlemen”

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The rules for the game were the standard Afghan Fubar rules (including casualty rules) with the following exceptions:

  1. The Texas Rangers and Pinkerton fire teams are classed as Elite with a 4″ coherency;
  2.  The Texas Rangers and Pinkerton fire teams have the initiative in every turn;
  3. Aliens are classed as Elite for shooting and Green for everything else;
  4. All weapons are classed as range 24″, 1FP; 12″ 2FP.
  5. Body armor provides a 5+ save.

The following rules of engagement apply:

  1. No US Ranger can be left behind (after all this is the Wild West 150 years before you were born) – all seriously wounded and out of action casualties must be returned to the entry point for time machine CASEVAC;
  2. Civilian causalities must be avoided – after all they may be your great great great grand pappy.
  3. All civilians within 1″ of line of fire may be a potential casualty. Roll a dice for any failed hits and on 5 or 6 they have become a casualty. For each civilian casualty roll 2D6. On the roll of “box cars” the casualty is the forebear of one of your fire team and they “disappear” as without their forebear they were never born!!!

The Pinkerton and Texas Rangers calculate Victory Points as follows:

 Each Alien killed = +1VP

Alien Leader Killed = +5VP

Each civilian casualty = – 2VP

Fire team member seriously wounded – 5VP (0 if CASEVAC successful)

Fire team member out of action – 5VP

Agent captured =  +10 VP

The Aliens win if the Agent is not captured. Failing this the Ranger player with the highest VP’s wins.

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The space ship arrival was determined randomly arriving in one corner. This proved to an advantage as the “Agent” could only be hidden in a building in an adjacent square (0nly three). If it landed in the centre of the table this left a potential 8 building squares to search. The buildings could be searched by simply entering them. The agent was hidden in the “crapper” behind the yellow house.

The game began with one alien 5 “man” squad deployed.

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Very quickly the squad was attacked at long range by the Pinkertons that killed one out right (see above – everyone knows that aliens turn into jello when wounded and exposed to the Earth’s atmosphere!!) and suppressed another (will turn to jello next turn).

Civilians were liberally sprinkled around the table to add problems for the Texas Rangers.

The Pinkertons advanced aggressively while the Rangers searched building after building.

A “lucky” 6 allowed the Aliens to deploy another quad and their leader.

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A long range shot with the lasers caused a devastating result on the Pinkertons causing 4 suppression points. This meant that a roll of 6 was now required to activate – something which took a further seven turns.

Coming within 12 inches of the spaceship the Rangers were hit with a huge amount of fire power emanating from the ship. Fortunately only one suppression resulted. Charging into hand to hand the Rangers began a long drawn out melee that would eventually decide the fate of the world.

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 Meanwhile the Pinkertons explored the Yellow House “crapper” and captured “Agent Major Tom”.

The “melee” continued with first the Rangers having the upper hand and then the pendulum swinging as more Aliens were fed from the spaceship into the fight.

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Finally one Ranger was able to finish off the Aliens leaving a large pool of sludge.

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With the Pinkertons almost at the time machine in the Groome Lead mine the battle was over.

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Now we had to count the cost. First things first, I lost because the things that go bump in lost Agent Major Tom (where’s ground control when you need them)!!! Yeah.

David K leading the Texas Rangers ended up with 20 alien kills (20VP), 1 Alien leader killed (5 VP), 1 civilian killed (-2VP), 4 Rangers down (-20 VP), for a grand total of +3 VPs.

Andrew killed 7 Aliens (7VP), captured the agent (10VP) but also took one civilian casualty. Neither player lost anyone from the forebear test, although Andrew went close with a roll of eleven.

A really fun game that we will tweak a little bit when we run some more alien V Cowboy scenarios in future. Visually it will better when the US cavalry, Gatling guns, Apache allies (not sure which side) and “real” Texas Ranger figures are painted.

So little time and so many figures.

The white House was saved from Alien control and look who we now have in charge:

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New “Hoth” terrain and Star Wars figures.

As I have said in the last few F.U.B.A.R. blogs I was really looking to utilize the rules for use with my old “25mm Westend Games” figures.

I have now rebased all of the figures I had painted and finished the terrain for the games. I just need to finish those pesky rebels he says sounding as if he is having an asthma attack. Photos of terrain and figures below. I am looking forward to games in the next few weeks.

 

Wampa Tunnels:

I have introduced a new rule for Wampa tunnels.

4 Wampa tunnels are placed in turn prior to deployment, two by each side.

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Only characters can enter a tunnel with the following D6 effect:

6 Move to the entrance of any tunnel of your choice.

2-5 Move to the tunnel entrance that corresponds to the number rolled.

1 Attacked by Wampa roll again next turn (this may result in another attack).

Any hero or unit within 6 inches of a Wampa tunnel is automatically attacked if accompanied by a droid.

On subsequent turns an activated Wampa will roll for Initiative and activation as a new Indigenous Neutral Player. They will automatically move towards the closest unit or hero and attack if in charge range

Wargaming weekend 6th to 8th of January 2017

I had been looking forward to this weekend’s gaming with my good friend Blake and any of the resident P.I.G.S. who could make it for a long time.

The main purpose of the weekend was to catch up on some “modern” 28mm gaming using Chain of Command rules. Despite this we began the weekend with a Star Wars X-Wing game between the Imperials of Blake and the two Dave’s versus the scum of the honorary P.I.G.S.Ben and Koz (see a previous blog).

The fleets consisted of three 100 point Imperial fleets and two 150 point scum and villainy fleets.

The Imperial fleets consisted of the Tie Fighter squadron of David S, the Bombers of Dave K, and the specialist fighter wing of Blake M led by none other than Darth Vader.

Dave S attacked the right-wing of Ben and gradually won the day by keeping Ben’s ships in a continuous crossfire through having the first order Tie fighters and the academy pilots alternate between flying straight ahead and doing 180 degree loops.

Dave’s bombers in the centre did an excellent job of taking the shields off both of the scum fleets capital ships. This allowed us to eventually to destroy them one at a time.

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Not much can be said of Blake’s specialist squadron. Containing the most up-to-date technology with state-of-the-art ships Blake lost one ship early and soon after Darth Vader was seen to be careening through space in an escape pod. Despite this Blake did show the best flying of the night when trying to avoid a multitude of friendly ships and bombs just dropped by Dave K he expertly threaded the needle.

When the victorious tie fighters were able to flank the remnant villainy and scum, ships the battle was over.

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A panoramic view of the battle.

The rest of the weekend was a blur (aided by copious quantities of red, white, and sparkly) of modern gaming between the Afghan insurgents used by Blake and the British forces of David S. The battles all went down to the wire with very few victory points separating both sides at the end of each game. In the end the British won a marginal victory three games to two.

Unfortunately not all of the terrain was finished for the weekend but we still had excellent tables to fight over.

The first three battle were between a Tier 1  Insurgent force and a British 2006 platoon.The two next were between tier 2 insurgents and a 2010+  British platoon.

Chain of Command works perfectly for “fire and maneuver” games and we cannot wait for the Too Fat Lardies “Fighting Season” supplement to appear.

Thanks to Blake, David K and Ben and Koz for a great weekend of, fellowship, fine food and fine wine (despite the cracked molar tooth I had!!!). Oh yes we also played some games.

Star Wars X Wing Game 28 December 2016

Vale Carrie Fisher

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In honor of the passing of Carrie Fisher the two Dave’s joined honorary P.I.G.S. members Ben and Koz for a Scum and Villainy V Empire game.

Each player was allowed a choice of up to  100pts from their factions ships. No more than two upgrade cards per ship were allowed, and full tournament rules were used.

 Koz’s untrustworthy scum of the galaxy and villainy fleet consisted of a scum Y-wing a Jumpmaster 5000 and a Z-95 Headhunter all tooled up as much as possible.

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Ben’s dastardly scum of the galaxy and villainy fleet consisted of Boba Fet and his Firespray, a Z-95 Headhunter and an M3-A Interceptor again tooled up to the gunnels.

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The Loyal and heroic Imperial fleet of David S consisted of 3 Tie Fighters, 3 Tie F/O fighters and a Tie bomber, all fielded without upgrades.

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The other wing of the Imperial fleet was ably led by David K. His half of the fleet consisted of a Firespray (the Real Boba), a Tie Punisher and 2 Tie Bombers.

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As the battle was about to commence the presence of Carrie Fisher AKA Princess Leia was felt by all.

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The battle began with the Imperial forces using their numbers to attack in packs. At first this began to work as the galaxy was rid of the weaker scum vessels.

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With the Y-Wing, z-95 Headhunters and the M3-A all turned into space debris the battle began to even up as the two larger scum vessels began to take toll of the lightly armoured Imperial fleet.

Soon the engagement was between was between 2 Tie F/O’s and an Imperial Firespray versus a badly damaged Firespray and a Jumpmaster 5000 (sounds like something being sold on late night TV, doesn’t it?), only slightly better off.

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Although the Empire lost another loyal Tie Fighter pilot the battle was won when, first the Boba clone exploded, followed soon after by the Jumpmaster. The two Dave’s giving the honorary P.I.G.S. members a good thrashing.

With the game over all that is left to say is “Carrie, thank you for the legacy of a wonderful body of work”.

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