Tuesday, September 30, 2025

World War II City Fight with Xenos Rampant!

    Keith wanted to get all of his craft store wood buildings and MDF structures on the tabletop!
My friend Keith decided he wanted to get all of his craft store wooden buildings and MDF stuff onto the table for one of our Sunday evening games. He apologized that circumstances kept him from getting all of the buildings completely finished in time, but they all had paint on them. And there were LOTS of them! Keith had his setting in mind, but wasn't 100% sure about the game itself. In the end, he decided to go with a World War II city fight using Xenos Rampant! rules. 
    After 3+ turns, my U.S. paratroopers are finally all on the board -- in a much safer landing zone!
It had been too long since we played XR!, so I was glad he chose them. He was intrigued by our mutual friend Jim W (of Jim's Toy Box fame) using the rules for modern or WW II games. In our latest visit to Jim in Michigan this past August, he had run a modern game using small, 5-figure squads and XR! rules. I told Keith that I was surprised by how survivable these small squads were, when given terrain to hide in. In XR!, units typically roll 10 attack dice until they fall to half strength. Units takes casualties in increments of their armor, so if they have armor 2 (like most in this game) and take four hits, that's two of their five men gone. Very deadly. However, soft cover increases a unit's armor by one, and hard cover by two, meaning the same number of hits would be only a single casualty if you're ensconced in a building. And there were lots of them on Keith's city tabletop! In addition, you don't round up. It would take 8 hits on 10 dice to cause two casualties to a unit in a building -- 7 would round down to one. 

U.S. paratroopers are sitting ducks for the German machine gun guarding the street they're strolling
 Keith said the scenario was inspired by an incident during the WW II Arnhem campaign. The German side (Joel, Tom, Mike S, and Mike W) controlled rear echelon type units. Their ostensible goal was to defend German high command staff in a four story office building in the center of town. The snooty commanders didn't want the rear area riff-raff in their building, though, and had only their guards protecting them in the actual building. The bulk of the German forces were supposed to be an outer arc of defense that the allied paratroopers and Dutch resistance would have to fight their way through.

    One of my U.S. machine gun jeeps moves into position to support the British assault
Jenny controlled the British paratroopers on our left, Allen the Dutch Resistance in the center, and I controlled a huge force of American paratroopers. My force outnumbered my allies, so I handed off a squad of paratroopers (Light Infantry in XR!) to Allen to bulk up his smaller force. Of course, Allen being Allen, promptly marched them up a wide open street towards a German heavy machine gun emplacement. Needless to say, Mike S rolled very well and slaughtered them on his half of Turn 1! One turn, one attacking unit gone! So much for the terrain making the units survivable! Of course, for it to do that, I pointed out to my impetuous Dutch ally, you have to USE the terrain! 

    U.S. paratrooper force is hunkered down in terrain and ready to hammer the Germans opposite them
Meanwhile, I was making horrible "Special Insertion" (yes, cue several rounds of off-color jokes) rolls for my paratroopers to come onto the board. Keith allowed us to land anywhere on the board -- including rooftops -- as long as it wasn't within 6" of a building occupied by German defenders. Jenny kept getting proximity warnings for her Brits trying to parachute in as she tried to deploy forward. Joel and Tom had saturated the area in front of her with defenders, and she ended up having to land in relatively open area. Guess what happened to some of her paratroopers when the defenders took their first turn? Yep, many were cut down in the open, too.

    My U.S. paratroopers fire down upon the German machine gun emplacement at the intersection
Seeing how things were going, I made it a point of landing behind the buildings on my table edge -- except for one unit which landed on the rooftop of a tall building overlooking Mike S's deadly machine gun emplacement. Sure enough, Mike S opened up on my guys immediately after I landed, but my armor being bumped up to four meant they took only a single casualty. We passed our Courage check and sprayed them from above next turn. Mike got his revenge and shot again on his turn, but even though I took no casualties, I failed my check that time. The following turn, he unlimbered on me again, and I roll ridiculously bad on Courage and my guys routed (which I assume means we cowered there or on the floor below the rest of the battle). 

    Safest place for infantry in this game is inside a building or on the roof -- heavy cover is essential!
I had a weird rhythm going on with my dice rolls. I was rolling awful for unit activations, but pretty good on shooting. My two machine gun mounted jeeps activated on a 6+ on 2d6. That's a 72% chance of success, and I estimate I failed on 2/3's of my rolls with them! Eventually, they did get up to where they could fire at Mike's machine gun emplacement and finally took it out. I brought my other jeep over to belatedly help on the assault on the German HQ. In hindsight, as the most powerful force, I messed up pretty bad by focusing on fighting Mike S and Mike W's forces deployed across from me. I was winning the fight against them -- I lost only the rooftop unit and my forces shattered both of their commands. However, I forgot the objective. Eventually, I started moving my squads laterally to help, but looking at the clock, I knew they'd never get there before the game finished.

    Mike W's German (actually Polish) armored car gets a nasty surprise when U.S. bazookas open up
During my firefight with Mike W's forces, I was able to sneak my bazooka-armed Support Infantry up to where they were in heavy cover, but could fire on his armored car. My infantry guys had no hope of rolling five 6's on 10 dice to inflict a hit against his armor 5. It was kind of cheesy, but I moved them up while he was absorbed looking at his phone and not paying attention. Over a couple of turns of firing, the bazookas were able to get a few hits on his armored vehicle, forcing it to back off and essentially handicapping it for the rest of the game. Once a unit falls to half strength, it rolls only 5 attack dice. In addition, damaged vehicles move at half rate. Otherwise, there was a lot of our squads firing at each other in heavy cover and doing nothing other than forcing a Courage check. 

    My two (overpowered) machine gun jeeps hammer away at German squads in the buildings
The Support Infantry and Vehicles were the real killers in this game, unless somebody (I wonder who?) was in the open. They hit on 4+ on each of their 10d6 attacks, while infantry hit on only 6's. Keith and I discussed it online after the game, and we feel that squads need to hit on a 5+ to really be effective. So, Keith may give the infantry units in the game the "Increased Squad Size" ability, which allows them to do that. I also think my jeeps were WAY too effective, counting as a Fighting Vehicle in this game. Also, bazookas in a squad also should not be Support Infantry, we agreed. Just giving an infantry squad the "Armor Piercing" ability does a better job of reflecting their presence, we feel.

    Not learning the 1st time, Allen marches Brit commandos down the street to attack the intersection
After I damaged Mike W's armored vehicle, Mike W pulled his infantry squads out of their buildings and into the street behind them. They weren't really causing any casualties, while my jeeps were putting hits on both him and Stelzer. This gave Mike a good shot at Allen's commandos, who were foolishly out in the open (again!), assaulting the intersection held by the last remnants of Mike S's machine gun emplacement and another infantry squad. Once again, Allen's boys took it on the chin. However, the allies got their payback. I sneaked a unit into the building overlooking the intersection. I also raced my jeep around the side of the building, and together they decimated Mike and Mike's infantry in the open. 

    Dutch Resistance and their British support form to assault through the alleys to the German HQ
Meanwhile, Allen's lone Dutch squad that made it into the office building were driven out by Tom's determined counter-attack by the SMG-armed guards. I blamed myself for not getting over there with my jeeps soon enough to soften them up prior to his assault. As it was, though the German rear echelon troops had taken grievous casualties, at least on my flank. However, I was too busy to see how Jenny and Allen were faring against Joel and Tom. Either way, we made no real inroads to capturing the German high command. Keith didn't declare it as such, but I would give the victory to the defenders. 

    Pulling back from a firefight with paratroopers, the armored car & a squad look for easier targets
In hindsight, I think having our paratroopers "Special Insertion" or drop into the city didn't really work. We should have simply just moved in from the board edge. In all three attacking players' cases, we would have been way more successful. There was some confusion about what the capabilities of the various squads were, and some players were definitely rusty on the rules. Tom and Joel joked that they probably made rules mistakes every turn. We probably should have had a more thorough rules refresher at the start. Fewer troop types with fewer special abilities might have made it easier for everyone to pick up, too. The way it ended up, the most experienced players with the rules (myself, Keith, and Mike S) were all on one end of the table. Those who had played it less were on the opposite end. Likely, that didn't help either. 

    A machine gun-armed jeep & infantry in the adjacent building catch the Germans out in the open
Still, I think that with a few tweaks, XR! can be used for more WW II battles in the future. Of course, Tom is still planning on running O Group for us. So, who knows? Maybe WW II may go from one of our more infrequently played periods to more often in the future! As always, stay tuned to see.

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 288
  • Miniatures painted in 2025: 208

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 40
  • Terrain painted in 2025: 61

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 115
  • Scatter painted in 2025: 200

1 comment:

  1. Good looking game Mike and Keith certainly has a fair bit of real estate to put on the table! The rules seemed to have given a really good game as well, really interesting to see that they work well for WW2 games.

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