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

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!

 

 

 

 

 

Sunday, February 2, 2025

"Game over!" -- our second 6-player Xenos Rampant Game

   Space Marine dreadnought takes heavy fire during its assault in our Xenos Rampant game
After our first game of Xenos Rampant back in summer of 2024, we decided that six 24-point detachments on an 8'x4' table was too crowded. We said for our next game, we'd try 18-points per player. Who knew it would take us six months to get in our second game? I'll take the blame for that, as I was the one pushing the rules and I never got around to scheduling round two. Well, this weekend we finally got in our second game. A great sign was that three of the six detachments were brought by the players, and I had to provide only three forces.

    Defenders, left (Keith, Joel, Allen from top) advance on Mike S, Tom, and Andy in our 6-player game
On one side, the attackers were Mike S, Tom, and Andy. Trying to hold them off were Keith, Joel, and Allen. I made sure the players who were bringing their own forces sent me their army lists because I was worried about min-maxing, which I'd heard Xenos Rampant could be susceptible to. In particular, I was concerned about the Attack Vehicles. The rules already limit each player detachment to one Attack vehicle, and any one unit to no more than 50% of the army points. I need not have worried because the two most expensive vehicles in the game, Keith's and Andy's, were driven back by their opponents and did not have a major positive effect for their side. Ordinary rank and file -- particularly those armed with heavy weapons -- seemed to rule the evening.

    Allen's Anadorans advance through the blue alien forest to firing positions against Andy's troops

All three forces I was providing, the Bronze Legion (Tom), Terminators (Joel), and the Anadorans (Allen) had three units of six points each. Both Keith and Andy's forces experimented with a handful of cheaper troops to support the more expensive ones. Mike S was trying out a Recon Infantry sniper team, and they proved very effective in his repelling of Keith's assault. I was seated at one of the ends of the table, so didn't see the nitty gritty of their game. Mike admitted that his Recon Infantry activated to shoot way above average (7+ on 2d6, failing only once I believe he said). On the other hand, I had a ringside seat for Allen's dismembering of Andy's Space Marines force. 

    Andy's Space Marines begin their advance against Allen's troops, unaware of the drubbing in store!
Allen's two units of heavy infantry had "Heavy Weapons," which score two hits for every "six" rolled to hit. It seemed like every turn, Allen's roll of 10 dice included at least three "6's" -- sometimes even four! Mike said it was similar in his battle. He basically hunkered down in terrain, soaking up the +1 to Armor rough terrain gives, and fired at Keith's forces while he moved up. In Andy and Allen's encounter, it was a similar paradigm. Allen adopted a defensive position while Andy tried to be aggressive and assault his opponent's lines. Of course, that begs the question: Is defense too tough under these rules? In the middle of the board, Joel was very tentative in his advance, with his Terminators staying behind cover and out of line of fire of Tom's Bronze Legion. Tom tried to advance and get line of sight, but Joel would duck back, keeping the alien forest or similar terrain between them. Eventually, Tom did get line of sight, and began putting hits on the machines and their forces.

    Keith's tank leads his space marine force against Mike's troops hunkered down & waiting in terrain
Keith's aggressive advance was the first to be shattered by an opponent. On the opposite corner of the table, Andy's was the second to admit defeat and pull back. Joel finally admitted that Tom's Bronze Legion had worn enough of his units down below half strength that he would have little chance of victory. So, after only about two hours, we ended up calling the game. I continue to be surprised at how fast the "Rampant" series of games play. Last week's Lion Rampant Dark Ages game ended early, too. Not that it is a bad thing -- heck no! About a year ago, we moved our Sunday evening start time up from 7pnm to 6pm specifically because we wanted to finish earlier. So, a game that plays fast fits right into our wheelhouse. 

    Mike's elite armored infantry hunkered down in the town, taking shots at Keith's advancing marines
Did the guys have fun? It appears so. I think both Keith and Andy were a tad frustrated with the die rolls, at times. However, they were both looking through their copy of the rulebook and thinking about tweaks to their list or dreaming up how to field new forces. Allen pronounced himself thrilled, as he was very successful the first time we played Xenos Rampant, as well! I think we have a "winner" for continuing games. I still feel I want to keep an eye on what forces players are fielding. In my reading of comments on the game, and in the rules themselves, they warn players not to try to tinker endlessly to recruit the unbeatable force. As tough as Mike's Recon Infantry snipers were, we all agreed there are solutions to an opponent fielding them. And Mike freely admitted his rolls for them were way above average. I saw myself how Andy's rolls were the opposite. He was successful on the "Firefight" ability (which allows a target of a shot return fire on a 7+) only once in the entire game!

    Joel's Terminators were obviously programmed for a very cautious, tentative advance
So, yes, Xenos Rampant is a dice game and the outcome can be heavily influenced by who is having a good night and who a bad one. Still, how many other games are similarly vulnerable to that? The rules are easy to pick up and players are running their own turns with few questions fairly early on. You do have to be very careful if you play multiple sets of the "Rampant" rule series. I took the time at the beginning of the game to go down the list of things I'd noticed that were subtly different from Lion Rampant. Commanders within 12" add +1 to activations in Xenos, but not Lion. You roll 10 attack dice if more than full strength in Xenos, but 12 in Lion. You subtract total losses for the game from your Courage roll in Lion, but only how many SP you lost in Xenos when testing for taking losses due to shooting or melee. Lots of tiny differences that can trip you up. It would probably be helpful to create a "Differences between X and Y sets of Rampant rules," if someone had the time and drive to do so.

    Keith admitted that Attacking (melee) Mike's heavy infantry in the woods was a costly mistake
As it was, the Attackers -- Mike S, Tom, and Andy -- ended up winning on two of the three battlefields, so were declared the victors. Players were free to fire at opponents in adjacent clashes, but it happened only twice in the entire game. Each seemed focused on the detachment across the table from them, and probably rightfully so. I think I feel Xenos Rampant is more balanced after our second game than I did after the first. I made big changes to my detachments after Game 1, but now I'm not so sure they were the best call. I think that with proper generalship, all of the troop types can be useful and that none are all-powerful. Elite Infantry, which some may think are overpowering, can wilt away in the face of determined firepower. I think I will go back in and tinker with my forces, but not to optimize them. I think I will create more variety in them so that we are fielding a wider range of troop types in our next game.

    Andy kept his heavy infantry in reserve while moving his elite Marines & dreadnought forward
It was a fun, fast evening of gaming, and it was great to get everyone around the tabletop rolling dice. I will be miss the next two weeks of gaming, so I look forward to getting together with everyone later in February!

    Battle finally joined in center after the cat & mouse maneuvers of the Bronze Legion & Terminators
MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 7
  • Miniatures painted in 2025: 10 

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

    Having taken 4 hits, Andy's Dreadnought Attack Vehicle is one hit away from destruction

    Andy embraced the role of Attacker, but found his troops battered by Allen's Anadorans

    Game hinged on the battle in the center, which the Terminators failed to win as their attack faltered