Showing posts with label Sunday Night Gaming. Show all posts
Showing posts with label Sunday Night Gaming. Show all posts

Tuesday, April 1, 2025

Chaos at the Spaceport - Captured Smugglers & Rebel Assault

    Atop a building in Keith's spaceport, a Greedo of uncertain motives threatens a civilian worker

A few months ago, my friend Keith told me he was itching for a project. He wanted to build something. As I was finishing up my figures for Star Wars skirmishes, I told him, "Build a spaceport." Fast forward to last week. Keith announced he was finished with the spaceport and had a scenario ready to break it in. We would be doing his own Star Wars skirmish using Galactic Heroes rules.

    Rebel leader Joel turns in a card & prepares to move one of his rebels in his attack on the spaceport
The scenario was that a smuggling operation at an imperial spaceport had been uncovered. The smugglers themselves were being held in detention by the Empire. This prompted a number of different factions to spring into action. The local rebel alliance sent two teams to break into the perimeter and search for the smugglers, some of whom were rebels. My own faction was personnel from the fleet naval arm stationed at the port. Apparently, we were the ones profiteering from the smuggling, selling arms and other supplies to the rebels and lining our pockets. Now that the smugglers had been caught by the Empire, our smuggling ring would doubtless be exposed. We needed to spring into action and see if we could secure (or neutralize?) the smugglers ourselves.

    The alien "Greedos" arrive, having sneaked onto the base, but what is their mission here...??
There were six players and those are the only three factions that I am actually sure about. My friend Tom had a group who was trying to rescue the Princess, who had also been captured. Doubtless, she was a rebel smuggler, but who was Tom? I assumed rebel sympathizers. Mike S had a mercenary faction. He was trying to find the pilot of a certain spacecraft for some reason or another. He made it clear he was anti-imperial by firing on the stormtroopers immediately, but I never learned what his ultimate mission was. The most mysterious of all was Mike W's "Greedo" force. These four, green-skinned aliens seemed to have no coherent mission that I could deduce, but seemed fixated on accosting civilians at the spaceport and stealing another ship. He was obviously anti-Imperial, though, as he shot and knocked one of my four men out of action.

    Rebel Leader Allen's people mover began the attack by breaking through the perimeter
My officer and three troopers began in the "control room" (which Keith did not tell me was the control room), but were not permitted to act until turn two. Once the rebels broke through the perimeter, setting off alarms, we could do what we wanted. That made sense that we would try to take advantage of the rebel attack to execute our desperate plan to save us from our treason. The only thing I was told was that the smugglers were being held in a small, block building in the spaceport. As it turned out, there were three separate groups of prisoners held in captivity. I didn't know that, thinking instead that there was only one group of prisoners. I also think this was what all six factions were led to believe.

    'That's what you get for sneaking up on a Fleet Trooper!' My trooper returns fire & downs a rebel
When we were allowed to move, two of my troopers headed in the direction of where Tom had quickly liberated a group of prisoners. Ah-ha, I thought, "that's where the smugglers are!" Along the way, one of Joel's rebels sneaked up and shot one of my guys in the back, causing only a shock, though. My guy returned fire, hit, and knocked the rebel out of action. Two other of Joel's rebels entered the control center, which was now occupied only by my officer. The other had climbed the ladder to the roof and was checking out another "small block building." The officer fired twice, knocking another of Joel's rebels out of action and causing a shock on the other. In Galactic Heroes, "shock" is not a wound and represents the fear, distraction, stress, etc., of combat. 

    Two more of Joel's troopers burst into our control room - one is gunned down by the Fleet Officer
Much to my surprise, my trooper who entered the small, block building found the Princess! He radioed that to the others on our comms. The two troopers outside the control center heard that and split up. One continued the dangerous mission of crossing most of the spaceport to make sure the prisoners were either freed by the rebels or dispatched. The other ducked back inside to help my officer. Once again, my dice proved deadly, and the other rebel was knocked out of action. Yeesh! After my excellent dice rolling last week in the FASA starship game, I thought for sure my comeuppance would be this Sunday evening. Not to be, apparently! Of course, not everything went the Fleet's way. My guy on the dangerous, cross-spaceport mission was shot and knocked out by a Greedo on the roof. A gung ho nurse entered the control room and began reviving the two rebels we had shot down. I ordered her to desist at gunpoint and Keith decided she was a fanatic and proceeded to ignore my orders even when she took a blast meant for the revived rebel. 

'Shoot him!' the Fleet Officer commands, bewildering the 'Princess' prisoner (& the trooper!)`    
Rolling his eyes ans motioning the trooper to join him, the officer climbed onto the roof and into the small detention cell in the nearby building (not that we knew it was a detention cell -- we had amazingly sparse information about a place we were stationed at for so long and were supposedly in control of...!). Once we were all in the cell -- the Fleet Officer, Princess, my two troopers, and the stormtrooper guarding her, I ordered my men to kill the stormtrooper. I planned on killing the princess, too, if I had to (thinking she was one of the smugglers). Was she actually a smuggler? Who knows? I found out at the end of the game there was an undiscovered prisoner whose card said "Smuggler." Wouldn't I have known who the smugglers were if I have been selling them arms for so long?

    Stormtroopers arrive and immediately attack Mike S's mercenaries

I think Keith's goal was for a wild and crazy game with each of the players acting on only partial information. Well, he succeeded! I was watching the action on the rest of the table as the rebels and rebel sympathizers (or whatever) were quickly rescuing all of the prisoners. If they escaped with them, they would basically be doing my job for me. As mentioned, I was unaware there was yet another cell block only a short distance away where the prisoner we wanted was being held. Keith was controlling the actions of the civilians and stormtroopers. In true ineffective stormtrooper fashion, he classified them as "Grunts," who use a d8 instead of the d10's the player characters rolled for shooting or melee. The other guys were doing a pretty good job mowing down the stormtroopers, though a surprising amount were taken out in melee. I decided to sit back and monitor the situation.

    Shooting breaks out all over Keith's recently 'fully armed and operational' spaceport
Things escalated when Keith allowed Mike S's mercenaries to take control of one of the spaceships and begin blasting away at buildings. This activated the perimeter defenses, which began to fire on the ship. That was somehow what Mike wanted, so he joined the exodus of rebels at this point, fleeing off-board with the prisoners. My own guys were going to discreetly exit the spaceport, too, with Princess in tow.  When Keith called the game, I was chagrined to find out about the "Smuggler", which meant instead of being wildly successful and neutralizing or seeing all prisoners freed, I failed miserably. The one prisoner who I needed to neutralize or set free was the only one who still ended the game in under control of the Empire!

    Classic Star Wars scene - rebels and stormtroopers shoot it out (but occasionally hitting each other!)
Well, if Keith wanted chaos...he got it! I enjoyed the scenario but obviously think my faction, as the only resident imperial one, should have had a LOT more information. Feel free to make our objective far from my starting location, and make me run the gauntlet of attacking rebels. I also think it should have been a bit more obvious which buildings housed prisoners and which were basic administrative or supply storage facilities. Mike W's Greedos were obviously looking for something, but all they ended up doing was interrogating a bunch of random civilians and searching wrong locations. Oh, and shooting one of my guys! The civilian medical personnel running around trying to revive anyone wounded or knocked out of action in the middle of a gunfight were simply annoying. How the Evil Empire got such fiercely loyal platoon combat medics willing to risk their lives didn't make a lot of sense. But then again, the "bad guys" in Star Wars movies often do things that don't make sense. So, perhaps it fit the canon after all.

    Mike S's mercs were obviously up to no good when they asked the rescued pilot to arm a ship's guns
Keith's spaceport looked nice. I don't think I have ever seen so much pre-printed cardboard or paper terrain assembled onto one tabletop before. There were a LOT of buildings, walkways, spaceships, scatter -- you name it! Interestingly, though, very little of the terrain provided any kind of cover. Lots of staircases or buildings, but not a lot to hide behind and squeeze out the odd -1 or -2 to the enemy shot. The Wiley Games rules provided their usual enjoyment, with wild swings in combat but also the ability to formulate a plan and try to adapt it to the order of movement cards you were dealt. This mechanic adds an extra level of a tactical challenge -- which figure gets which card, and what order to move your guys in?

    In the end, the Greedos stole a spaceship! Was it their mission? Who knows...
I also liked how Keith's game introduced the players to the idea of a spectrum of factions in the Star Wars world. That is precisely what my own Star Wars games will do. I plan to have the players represent everything from the Rebel Alliance to the Empire, with mercenaries, criminal syndicates, corporate security, and local rebels thrown into the mix. So, it was a good introduction for my own series of games I hope to run using the Space Weirdos rules. Why not Galactic Heroes? Well, I'm not a huge fan of short weapon ranges for a futuristic game, for one. Plus, I want to give these a try. A friend recommended them, I downloaded them from Wargame Vault, and they look interesting. When will my games kick off? Hopefully in May, though we will see what others want to run before that.

    One of Joel's rebels stealthily hides underneath a walkway in which 2 ship crew are walking along
 

In the meantime, look for more updates soon on the stuff that I've been painting up!

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 100
  • Miniatures painted in 2025: 49 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 10
  • Terrain painted in 2025: 16

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 53
  • Scatter painted in 2025: 30

    I really liked Keith's Star Wars people movers (or whatever they're called)...very nice models!

    The Gung Ho nurse ignores Allen's rebel and would continue to annoy every character she ran into

 
    A confused melee breaks out between stormtroopers and Tom's rebels & the prisoners he rescued

    Allen's troops deploy early in the game and launch the rebel raid on the Spaceport

Monday, March 24, 2025

Klingons & Federation Duel Over Planet in FASA Star Trek Game

    Allen & my Klingon ships ("Steel Squadron") approach the planetoid invaded by Federation troops
Our regular Sunday evening host is a big fan of the FASA Star Trek Starship Tactical Simulator rules. Though their name is a mouthful, they are a much simpler and pared down version compared to the more well known Star Fleet Battles rules. Mike W introduced the group to them in a game this past December. However, he and Keith had played them many times in their younger days, and have binders full of starship tactical displays. The components definitely have a certain retro look to them, with their black and white, text-heavy approach, and very tiny type font that is less than friendly to older eyes.

    GM & host Mike W walks around, making sure no players have questions on how to fill out orders
There were some banter about scenario balance last time, primarily from the Klingon players. Or course, that happens in many battles all over the wargaming world, and is why good GMs play test scenarios before running them at a convention. Mike reached out to Keith to sound him out on the this game's scenario and special rules. He made a few tweaks based on fellow FASA grognard Keith's recommendations. There would be two Klingon squadrons arrayed against one Federation one. Fortunately, we Klingons had learned from our last game, though, and fully cooperated with each other unlike last time!

    "Beam me up!" Both squadrons had the objective to transport up Federation marines to their ships
The objective for both fleets was a planetoid in the center of the table. It was a Klingon-claimed one under attack by Federation ground forces. The attack apparently having been successful, the Federation ships were on their way to beam up the victorious, assaulting forces. The Klingons were intending to disrupt this. We wanted to kidnap some of those forces and beam them up to our ships. Apparently, there was some new technology and weapons used by the assault forces that we wanted to analyze.

    Seeing the Klingon approach, the Federation "Baker Class" destroyers hurry towards the planetoid
We had seven players -- four Klingons (Tom, Joel, Allen, and myself) and three Federation (Keith, Mike S, and Mike W's son, Phil). The Klingons approached from adjacent corners of the short table edge, each force composed of two different types of Klingon ships. Mine (and Joel's) were apparently a D7M class, while Allen and Tom controlled a larger Klingon ship that could take more damage but wasn't as efficient with its engines and shields. The three Federation players all controlled "Baker Class" ships, which I had never heard of before. Apparently, it is considered a Destroyer class. Afterwards, I asked how my D7M should stack up against the Federation Destroyer in a one-on-one duel. Keith and Mike W said my ship was superior, which surprised me. It seems every iteration of Star Trek universe that I play has the Federation ships always being superior. Would the game work out that way? Let's see...!

    Four Klingon ships close in to dispute control of the planetoid with the Federation destroyers
Both sides -- or all three, since we Klingons were technically independent squadrons -- moved quickly towards our target planetoid. After turn 2, I began slacking off on the power for movement to put reinforcement towards my shields. We looked out of range, but I always suspect Federation super weapons in these games! In the beginning, Keith's destroyer was separated from the other two, but all three were closing rapidly. Phil, in the center, veered right to aid Keith in approaching orbit around the planetoid. Meanwhile, Mike S veered left towards me. I was wary, but confident, as it would be my vessel and Allen's against Mike's...wait a minute! Where was Allen going? Allen veered his ship away from mine to use the planetoid as "cover." Essentially, he took himself out of the fight, as you shall see.

    One of the destroyers (Mike S's) veers off to attempt to chase me away from the objective
I continued closing with Mike S's Baker Class ship, still thinking it would be superior to mine, one-on-one. I began to maneuver to take advantage of the firing arcs of my weapons, showing the enemy our Forward-Port side, firing, then turning to show our Forward-Starboard side. In addition to letting each of the two beam weapons on each side bear (firing two, then firing the other side's two), it also meant I would take any damage on different shield facings. Mike hit me three times over the course of the ship-to-ship duel, but each time I was able to absorb it with a fresh, fully charged shield. Mike's approach, though, meant I battered down his front shield with my first shot and then damaged him with the follow up fire. I also shot my forward-facing "missile weapon" (not sure what they are supposed to represent in Star Trek lore) as a fifth weapon in my salvo.

    Meanwhile, the other two ships have arrived within transporter range & begin beaming up troops
I have to admit, my dice were very good! Mike's were not so good. When rolling my two attacks each turn, I tended to hit at least once when my chance to hit was 30% to 40%. When it went up to 70%, I hit with both. Mike's hits were much fewer and far between. The end result was a new one for me: I blew up an enemy vessel! What's more, over the course of our duel, I switched targets for one turn to attack Phil's ship when he lowered his shields to transport up marines. I nailed his "sensors," when rolling for damage location, which meant I knocked out his transporters. With Mike's ship blown up, Phil's transporters down, Keith was the only Federation hope to bring up marines from the surface. He had been taking hits steadily from Tom and Joel's ships while bringing up marines. Eventually, he too, blew up. At that point, Mike W called the game.

    Undeterred, my Klingon D7M and Mike S's destroyer close with each other, firing away
Overwhelming Klingon victory, right? Well, apparently, we were supposed to kidnap marines and get them off table. I contended that after blowing up their three ships, we could beam up their marines and depart at our leisure. Apparently, Keith had transported all but one of the marine stands up to his ship before it went ka-boom. Well, I said, we transport up that last one to our ships, leave, and get a total victory, right? He relented, and changed our status from "Partial Failure" to "Partial Success." Considering that we had taken almost no damage, had destroyed two of the three enemy ships (and would surely blow up the outnumbered one, 4-to-1, last), and would get one of their marines with their juicy new weapons back to the Empire, I'm not sure where the "partial" comes in...ha, ha!

    BOOM! The Federation destroyer succumbs to the superior Klingon firepower (and tactics, I'd add!)
I'm also unsure if another debate over scenario balance will ensue after this game. I asked my question about who's ship should win a one-on-one duel to assess how much effect my superior die rolling (and tactics!) had on the outcome. Mike W seemed to think it was significant. If my one ship was better than one of theirs, and we had four vs. their three, did we have more points worth of ships? Perhaps Allen and Tom's Klingon ships were less effective and fewer points? I probably should have asked that, too. I also feel it was a big disadvantage to the Federation that they had to lower their shields to transport up the marines. Of course, we did, too. However, I think Tom was on board with my philosophy of shoot first, transport later, though. Either way, it was a fun and quick way to have a Star Trek style squadron battle in only two hours. The game does play really quickly. So, I'm sure we'll see more FASA games in the future!

    Close up of Mike's 3-D printed models of Klingon "Steel Squadron" -- Allen's ship my D7M
What's on my painting desk, now? I am making good progress on the next batch of 10 Splintered Light Miniatures rats. I am also fairly far along on the Miniature Building Authority clothes lines. Hopefully, by midweek you should see some results!

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 100
  • Miniatures painted in 2025: 39 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 10
  • Terrain painted in 2025: 16

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 53
  • Scatter painted in 2025: 30

Tuesday, March 18, 2025

Vietnam Battle Using Xenos Rampant!

    Joel's and my VC troops flee from superior U.S. firepower after we spring our ambush on them
Our friend Keith got the itch to try Xenos Rampant! for a Vietnam battle. I think he was inspired by two things. One, hearing that our mutual friend Jim W up in Michigan was using XR! for World War II. Another was someone on the Facebook XR! group asked for sample force lists for the Vietnam conflict. Keith created some. After going through that trouble, why of course he's going to want to play a game using them...right??

    Keith, in back holding rules, explains to the players how to do Vietnam with space rules
The scenario was during the Battle of Hue, with an American force moving along a road trying to get to Hue to help the Marines there. A North Vietnamese Army and Viet Cong force was blocking their way on the road and had set up an ambush to stop them from getting there. Keith had the Americans deploy on one of the short edges of an 8'x4' table, within 6" of the road intersecting that table edge. We deployed mostly on the far side of the table, but with the ability to bring our VC in with the Xenos rule, "Special Insertion." Yes, yes, there were chuckles on Sunday night, too. And even more laughter when I failed three straight "special insertion" rolls -- needing only a 5+ on 2d6! The only limiting factor was we couldn't deploy within 6" of an enemy unit.

    Two of my NVA squads line the trees, waiting patiently - or not so patiently - for the Americans
My fellow Vietnamese officer, Joel, got the game started with a bang when he inserted in the American rear...okay, I know that doesn't sound right! However, when he used his next move to charge his brother Allen's command squad in melee. He knocked them down below half strength, but did not destroy the overall commander in chief, which would have been a heavy blow (maybe -- if I remember the rules correctly, it would merely require all the units in his force to take a Courage test). 

    One of my NVA squads (or platoons? Not sure of Keith's scale) guards the crossroads
Little did we know, the Americans had their own special insertions to do! No, not helicopters, but Special Forces led squads of tribal Montagnard fighters. Two of them showed up near our forces, and we proceeded to shoot at them, since the main U.S. forces were so far away. Our commander, Tom, who was playing his first-ever Vietnam game, had deployed in some elephant grass on a hill. He called in mortar attacks on Mike S's squads that were moving up to assault his hill. They eventually did chase him down off of the hill, which unfortunately for us, meant it took out our mortar support as Tom's survivors couldn't see any targets. 
    Tom, in an appropriately Vietnamese colored shirt keeps an eye on the three U.S. players
Once my special insertion was finally successful (Aaah...), I brought in my VC heavy weapons squad to attempt to take out Allen's mortars. Of course, once I moved into visibility of them, they blasted the snot out of my guys. That is one thing about XR! rules. Since you either Move or Shoot, you are at the mercy of the dynamic that the person who moves into range or sight surrenders first shot to the enemy. Knowing that, I think scenarios and objectives become all the more important in a rule set that uses this mechanic (and LOTS of them out there do...).

    My NVA squad lurks beyond the treeline so as not to be spotted by the Americans in the distance
My only other real success was when one of my NVA squads successfully activate to do defensive fire with their Firefight ability (yes, I know that is a counter to my above problem). I hit Mike W's U.S. squad so hard that he not only failed his Courage check, he rolled below "0" with modifiers, sending that unit routing off the table! By this time, though, all three U.S. commanders had figured out how to use their Fire Support ability and call in the heavy artillery on our units. As historically, we were getting plastered by their big guns.

    The U.S. troops, on their beer coaster "sabot bases" (Booo!) advancing up the roadway in mass
Still, we had inflicted enough casualties on them that when 9pm rolled around, the U.S. players admitted it was very unlikely they'd succeed in their objective in getting off-table on our board edge. Personally, I think the table was too big for a "march all the way across" victory condition, but hey! I will take the victory...ha, ha! My troops contributed a little to our success, taking two U.S. units down below half strength and routing another. My command was below half strength, though, and would begin receiving an addition -1 to our Courage tests from that.

    It took Mike S two squads and more than one barrage to chase Tom's NVA off the hill
All in all, we felt the rules worked fine for 20th century warfare. Our biggest issue to work out is probably more accurate lines of sight for the terrain of Vietnam. We simply used what the rules said, but I think it was too generous. Keith's Cigar Box mats looked great, and his decades-old 1/72 scale plastic figures were put to good use. We gave him a thumbs up to run Vietnam again.

    The square terrain printed on the Cigar Box mat were rice paddies in this game

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 100
  • Miniatures painted in 2025: 31 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 10
  • Terrain painted in 2025: 14

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 51
  • Scatter painted in 2025: 26

Monday, March 10, 2025

Players Able to "Get Your Goat" in 8th Post-Apocalyptic Scenario

    F Troop & the Followers of the Dark Prophet behind them scour through the trees looking for goats
We got together last night for our eighth scenario in our post-apocalyptic campaign. I'm pretty pleased to have kept this series of games going for so long. I may run it only once every 3-4 months or so, but still, not bad longevity in the "Ooh, shiney!" world of miniature wargaming! I had encouraged nearly all of the players after the last mission to spend their accumulated points and upgrade the characters. A couple had been giving the majority of the new skills to the same few characters in the gang. So, I told them that *I* would choose which four characters from their survivor gang would take part in the mission. I wanted to even things out a bit, as the different survivor gangs have accumulated widely varying amounts of Renown Points. That meant a lot of the characters with fewer skills took part in this mission (and no leaders).

    Players move their figs on my hexagon mat as the action heats up in our post-apocalyptic campaign
The briefing told the players that one of their gang members had spotted tracks of a herd of goats passing through their territory. Food was short now, with many of the stored or canned foods they'd scavenged expired by now. Some members of the group were getting sick from eating spoiled food. So, fresh meat would be nice! I used my hexagonal shaped board that is roughly 4 feet across, with each gang starting on their own side. The six goats were placed within 6" of the center of the board in woods (light cover). With them groups of players creeping towards each other, I figured it wouldn't be long before they started taking pot shots at each other.

    The Bucknuts creep through the forest towards some goats, looking for some fresh meat
Remarkably, the players were somewhat disciplined and stayed "on mission." Mike W's Bass Reeves were the first to shoot at another player, though, wounding one of Joel's F Troop. Otherwise, when shots rang out across the board, it was goats that were falling to the ground. I took out the normal damage rolls when hunting goats, ruling that a hit was a kill. However, they had to drag the carcass off the table, or at least get it within 6" of their starting edge and remain in their possession. Some gangs struggled to "get their goat" more than others, but eventually, all had their supper heading towards their own table edge.

    Allen's Followers of the Dark Prophet also stalking through the woods looking for game
I decided to modify my arrival rules for the Machines in this game. Instead of counting characters put out of action, I went with the total number of shots fired across the entire board. The Machines have listening points throughout the countryside that monitor for sounds of gunfire or voices, and dispatch bots to investigate. So, by the beginning of turn 3, the first Scout Drone flew onto the table. I used my aerial drones rather than the monowheel ones this time. I rolled for a random table edge and the Bass Reeves were the lucky winner! What's more, it was perfect timing as the two characters carrying the goat back were grouped together nicely with another member of their gang. The machine gun on the drone could get all three with one blast template! Mike seemed unhappy with his luck, but he shouldn't have been. The others could have consoled him by reminding him that I was rolling for the attacks! True to form, I missed with all three at short range -- rolling a 2, 3, and 4!

    Bad timing for the Bass Reeves as a drone surprises them grouped together near their table edge
Tom's Green Dragons crept through the woods towards the gun battle between machine and men. They saw an opening and fired at the drone, inflicting one hit. The Bass Reeves also began to light up the lightly-armored drone, and sparks flew from its surface. They also wisely spread out. Soon, the drone was down, only to have another one fly on in the exact same spot! In fact, four of the six machines that would come onto the tabletop rolled "6's" to arrive on that same board edge. The other two came on behind the Bucknuts. Not very random "random" die rolls...!

    Tom's Green Dragons investigate the gun battle going on between the drones and Bass Reeves
The Bass Reeves and Green Dragons were able to shoot down the second drone, too, but not before Tosh was machine gunned and taken out of action. Mike W showed no gratitude for the assistance of the Green Dragons, and promptly opened fire on them. A gunfight broke out between the two, but no one was knocked out of action. One by one, the Bass Reeves darted off of their board edge, disappearing into the forest. 

    Despite the temptation of extra Renown Points, Joel's F Troop was not drawn into a gunbattle
Meanwhile, on the other side of the board, the Bucknuts had finally gotten their goat. However, the heavy clomping of a Sentry Bot behind them made them all dart into the woods for cover or concealment. Both the Sentry Bot, and the Military Bot that followed it on, opened fire on any Bucknuts they could see within 1" of the edges of the woods. When Mike S wisely retreated all of them into the central patches of the woods, and out of line of sight of the Machines, the bots opened up on Keith's Nightstalkers at long range. My rolls to hit had improved, but all the machines could inflict from this point on in the game were points of "Shock."

    'What's that?' Yeshua and his companions creep towards metallic structure overgrown with greenery
Allen's Followers of the Dark Prophet had spotted something, though. A metallic or glass reflection shone from the central patch of woods. Some of the other gangs had seen it, too, but fearing bots, kept their distance. Allen's gang crept forward to investigate. They soon realized the patch of vegetation was NOT the outline of a tree, but of a metallic structure overgrown with weeds and other greenery. Intrigued, Yeshua sneaked forward and was able to discover a door and pry it open. Inside, the electric hum of machines grew louder. "We could use some of this tech back at the base," Yeshua said to his companion that had joined him. Together, they began removing monitors and other pieces of machinery in case the smart guys back at camp could get it working to help them. They were joined by Earle of the Bucknuts, who after making sure a "truce" was agreed upon, joined them in dismembering parts from what appeared to be a radar or communications relay station.

    Followers of the Dark Prophet and Bucknuts agree to a truce to investigate the building
After the Bass Reeves had fled the board, the Green Dragons moved in to do the same thing with the two downed Scout Drones. They unscrewed, hammered, and pried free some weaponry from the smoking bodies of the drones and began to head back to their own lines. However, just as Feng was finishing up, he heard a heavy metallic tramp and looked up to see the terrifying sight of a Military Bot just yards away. It opened fire, but once again my rolls were crap and inflicted only a point of Shock. Feng hightailed it into the trees and outpaced any pursuit of the slower moving Machine. 

    Nasty surprise! Military Bot clomps onto the table while Feng was scavenging parts from the drones
Luckily for the Bucknuts, when I had chosen which of their gang would be take part in this mission, I happened to pick ones who had the "Ranger" skill. This meant they weren't slowed down by moving through the trees. It would be a near thing, but by calculating how fast his guys could move, I told Mike S that if his guys got the jump on the bots on the next turn, there was little the Machines could do to catch or stop them. We dealt out the cards, and all of his survivors moved before the three Machines remaining on the tabletop! The GM's bad luck -- and the player's fortune -- continued. 

    Early in the game, (from left) Mike S, Tom, Mike W, Allen, and Keith survey the tabletop
All six gangs would be dining on fresh goat meat that evening around their campfires. Only the Bass Reeves had a player knocked out of action (Tosh). I'll have Mike roll for what happened to him, campaign-wise, next Sunday. I joked with the players that this was most disciplined and "on mission" that I'd seen them behave yet! Much as I tried to tempt the players with bonus points for knocking out members of the gangs they owed payback to, the inter-gang gunfire was limited. Still, the players said they had fun. The Wiley Games rules played quickly and we finished up earlier than we have in previous games. Hope you enjoyed the pictures and AAR. Stay tuned for more, we have lots more miniatures gaming coming up!

    Tom has taken control of the Green Dragons -- good to have our old friend gaming with us again!

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 100
  • Miniatures painted in 2025: 15 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 10
  • Terrain painted in 2025: 14

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 51
  • Scatter painted in 2025: 26

Sunday, February 23, 2025

Rebels & Patriots: Cutting Off Philadelphia

    Mike and Jason Stelzer, left, face off against Allen and Jenny in a game of Rebels & Patriots
We played our fourth game of Rebels and Patriots this past Sunday evening with seven players. Jenny, Allen, and Joel took on the role of British commanders trying to usher a supply column towards the garrison in Philadelphia. Mike and Jason Stelzer, Tom, and myself were rebel commanders intent on preventing the wagon train from making it across the table. Keith had designed the scenario and provided the figures and terrain. 

    Early stages of the battle with the American forces advancing towards the roadway against the Brits
The road ran down the length of the table, about 2/3's of the way across from the American starting positions. Mike S commanded the left, Jason the center, and Tom the right wing of the Americans. I took control of the a (point-wise) weak force of militia in the woods lining the far side of the board. I had five units, but all worth only one point according to the game's point system. Just one unit in some of the forces was equal to my entire force, but I had the advantage of position, which I intended to use aggressively. My first moves were to advance my entire force to within shooting range of the column and its support troops. After that, I would simply hunker down and fire and hope not to be driven off by counter-fire.

    Later in the game, my militia units at the edge of the woods pour fire into the British flank guards
The British had the disadvantage of having to march along the road in addition to firing back at my sniping. My compatriots on the opposite long table edge would have to advance to get within range to add their weight of fire to my shooting for us to be successful. Keith's rules were that the wagon train would move 4" each turn automatically, unless it was fired upon. In that case, it would have to dice to advance. Jenny's rolls for the wagon train were below average at first, and then finally caught wind. Would it be too little too late, though? How much damage could the Americans do to the convoy escorts?

    Tom's Continentals and state line troops advance on our right flank to cut off the British convoy
For 1-point units, I felt my militia were not that bad, actually. Keith gave them the ability to choose the "Fire" action, rolling all 12 dice, if they were stationary. I'm not sure if American militia are supposed to be able to do that or must always take the "Skirmish" action, rolling only six dice for firing. Keith said he'd checked and that we should be able to use the Fire action. In that case, I think my troops were a bit overpowered at 1 point. Four of the British units turned to face my skirmish line in the woods. However, I was able to inflict as much damage on them with my five inferior units as they did upon me. I did have two militia units flee off-table due to casualties from British musketry. However, I destroyed or drove off three of the enemy units. At the end of the game, I was hovering around 50% losses, figure-wise, but were still in the fight!

    Early game, Brits try to (1) Keep moving (2) Deal with my sniping (3) Face the American main force
Keith actually took command of the small garrison of two artillery and one dragoon regiment at the table edge the British were marching towards. If anyone's dice were terrible that evening, it was Keith (the GM's). He lost two of his three units and inflicted essentially no damage on Tom's advancing forces. The African-American Rhode Island light infantry shrugged off every one of the artillery shots he was able to get off. Of course, I was rooting for my compatriots to get in the battle quicker and to hammer the enemy harder. They did well, though. We ended up calling the game after only 2+ plus hours as it was obvious the supply train was not going to get off-table.

    British wagon train struggles to move forward as we pour fire into the lead wagons, slowing them
Both Jason and I made it a point to shoot the wagon train whenever we could, forcing them to dice to be able to move. As mentioned early, Jenny's activation rolls were below average, meaning they moved forward infrequently. Both Jason and I cleverly focused our shooting on the lead wagons, so that when they didn't move, they stalled the entire column. Keith did let them move off-road since it was winter and the ground would be frozen. However, that just meant we focused our fire on the new "lead" wagons. 

    I felt good that four higher point value British units were turned to face my sniping the entire battle
We did struggle a bit with the morale and rally rules this game. It had been since September that we had played them. In between, we played both Lion Rampant and Xenos Rampant from the same stable of games. Unfortunately, each rules set does thing subtly different. All three due morale checks (or "Courage checks") differently. We did things wrong in the early part of the game and it wasn't until three quarters of the way through that we finally got the rules all down pat. On one hand, it is nice to use a similar game system so that was are familiar with the basics. However, the subtle differences in each set make it a challenge to get your head wrapped around each one's way of doing things. I think that I honestly need to sit down and create a cheat sheet going over the differences between the three sets. Heaven forbid we start playing another game from the "Rampant" stable (as Keith is talking about doing)! I enjoy the games, but it is challenging keeping them straight in our heads!

    Mid-stages of the battle, as the British convoy guards are getting worn down by American musketry
I guess that's kind of a blessing, because it means we get to play a variety of games, right? I asked the group after the game if they're enjoying the Rampant system and they seemed amenable to continuing to keep playing them. They work, provide a game which makes sense for the most part, and they do play VERY fast. Once again, we were done in less than three hours for a six player game. Granted, we often don't play till the bitter end, and "call it" when it is obvious one side has won. However, we tend to do that in most games (except board games, perhaps?), so that doesn't take away from their fast-play aspect.

    Firing takes place along the length of the battle line, with Americans slowing gaining the upper hand
It was a good time, my troops "punched well above their weight class," and we laughed and enjoyed ourselves. What more can you ask for in an evening of gaming, right? Our normal host, Mike W, returns this week from snowbirding in Portugal. So, we will likely be gaming back at his abode next week (or soon). In the meantime, look for another update from me in a day or so detailing my two newest, 3-D printed trailers that I painted up from Bad Goblin Games.

    We decided the convoy did NOT get through, starving the Philadelphia garrison of supplies...

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 95
  • Miniatures painted in 2025: 15 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 5
  • Terrain painted in 2025: 7

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 9
  • Scatter painted in 2025: 5

    Everyone had fun, & finishing a game with seven (really 8) players in just over two hours is a bonus!