Sunday, July 17, 2022

President of Kammebalango's Nightmare Motorcade through Capital

    I ran my "To Kill a President" scenario for Wars of Insurgency at DayCon 2022 this past weekend
I wanted one final tuneup of my Wars of Insurgency scenario that I am taking to Historicon next weekend. So, I scheduled an afternoon session this past weekend at DayCon 2022 for "To Kill a President." It is a reworking of a scenario that I had first run in 2018 at Advance the Colors. For this version, I added a sixth player faction. I wanted to run it to make sure things still ran relatively okay. I also pared down and reworked the order of battle a bit more, too, so things would move quickly with six players.

    The table at DayCon (and rule books) all set up prior to the start of the game
The six factions include the President in his motorcade of two jeeps with heavy machine guns (HMG) and two up-armored SUVs. Inside these four vehicles are the drivers and two extra crewmen or passengers of "Professional" status (best troops in Wars of Insurgency). The player controlling the faction decides which vehicle the President will ride in, and where in the vehicle itself. They can choose between one of the two SUVs or two jeeps. He can't be a driver or machine gunner, though!. On the President's side is the Peoples Militia of Kammebalango. They are immensely loyal to the "Great Elephant," and are there to escort him the president and keep him safe. They control three squads of 10 Militia with small arms. Each squad also has a Militia light machine gunner (LMG) and RPG man.

Players read through their mission briefings to learn their individual goals & victory conditions
Opposing the President is one of the local army commanders. He is from a rival tribe whose people have been neglected, mistreated, and persecuted by the president's regime. The general has brought soldiers loyal to him in a bid to assassinate the president. They are riding in two armored vehicles, each equipped with a HMG and an extra crewmen. Each vehicle also carries a squad of four Regular soldiers with small arms and one with LMG. Also attempting to prevent the president from escaping off-table (he is on his way to the airport to fly to Cairo for a meeting of African leaders), is a Mercenary faction. These have been hired by an unnamed country who wants to have a "chat" with the president to convince him to sign away some mining rights to them. Their job is to kidnap the president and take him to the undisclosed location where the "chat" will take place. They arrive in two helicopters, each armed with a LMG, and each carrying a squad of four Professional mercs with small arms.

    'Kammebalango for Kammebalangans' (K4K) arrives on table through the park playground
Slightly less anti-president is the faction of UN Peacekeepers from Ghana. For their own selfish political reasons, they do not want the president of Kammebalango to attend the meeting in Cairo. Their forces have been ordered to divert or prevent him from escaping off the designated board edge heading to the airport. They are NOT to kill him -- that would be a disgrace to the nation of Ghana if their peacekeepers killed the president of their host nation. The peacekeepers are all on foot. They have two Regular squads of eight men armed with small arms, plus a LMG and RPG gunners in each squad. Finally, the forces of a new and somewhat mysterious movement are present in the capital - Kammebalango for Kammebalangans (K4K). They also have two squads armed identically to the UN peacekeepers. However, their mission is to attack and drive off any foreigners. They believe only citizens of Kammebalango should determine the future of the nation.

    The Peoples Militia of Kammebalango marches down the dirt road to meet the President's motorcade
So, the way I intend for it to work out is there are three factions somewhat on the president's side, and three factions who are somewhat (or wholly) against him. They all have their own individual victory conditions which do not coincide perfectly. Even the goals of the intensely loyal People's Militia are subtly different than the President's. Each faction doesn't know the other players' goals, so it is a bit of a free-for-all rather than a straight up, two-sided confrontation. I ended up with five players signed up, so Jenny volunteered to play the role of the President since she will actually be helping me run this scenario at Historicon. I am also running Mean Streets, so she's giving me a break or two from GMing. She was there to observe and learn, and what better way to learn than to be thrown into the role of the President and his motorcade, trying to navigate the streets safely to the opposite corner of the table?

    As gunfire erupts in the streets, two helicopters hover over the downtown streets of the capital
The game opened in a relatively low-key fashion, with two squads of the Peoples Militia advancing down the alley, cheering as they met the Great Elephant's motorcade on the main street. A third squad began sneaking down the long table edge behind the buildings, climbing the chain link fences separating each apartment block from each other. To the President's right, the two squads of K4K advanced through the park playground and took up positions along the wall, making his bodyguards very nervous. Gunfire first erupted, though, from the Peoples Militia climbing the fences when they spotted the Ghanaian peacekeepers. One blue-helmeted trooper went down. With the sound of gunfire, all the forces on table suddenly became alert, fingers on their triggers.

    The rebellious army commander's troops roll onto the table inside two APCs, ready for a fight
More shooting was about to erupt, though. The armored vehicles of the rebellious army commander rolled onto the table almost precisely where the President would be trying to exit. They moved steadily towards the intersection with the main street, down which the motorcade was progressing. Turning the corner, they saw the President's jeeps and SUVs, escorted by a massive throng of the militia, all headed towards them. BRAAAAP!! The gunner on the HMG opened up on one of the President's escorting jeeps. The other Armored Personnel Carrier (APC) turned the corner and opened up on the same jeep. Sparks flew and the vehicle shuddered to a stop. Its occupants were Professionals, though, and immediately began firing back, pouring rounds aimed for the driver's observation slit. With two jeep-mounted HMGs hosing down the APC, one round made it inside, killing the driver of the lead vehicle. It rolled forward past the median and slowly ground to a stop. 

    Blue-helmeted peacekeepers march onto the table and take up positions on the Jersey barricades
Gunfire erupted up and down the main street, echoing off the walls of the downtown buildings. The sound of the gun battle reverberated back and forth, at first masking the sound of the rotor blades of two khaki-colored helicopters suddenly arriving overhead. One of them hovered inches above the hotel's roof. Four white mercenaries leapt out and raced for the trap door, leading to the ladder from the roof to the building's top floor. Soon, the clamor of the helicopters began to drown out the sound of the gunfire. With the arrival of the mysterious choppers, two other factions leapt into action. The K4K squads clambered over the park walls and advanced down the alley way. One squad of UN troopers dashed along the concrete Jersey barricades between the street and the hotel. The other squad ducked through a side door into the neighboring, three-story apartment building. Half of those blue helmeted troopers dashed upstairs to the second floor, as well. From there, they engaged the militia they could begin to see advancing down the street. The militia had fired first, after all - at least that was how they interpreted their rules of engagement!

    Cheered on by the jubilant militia, the President's bodyguards escort him down the main street

The APCs continued to fire upon the militia and the bodyguard. The second jeep was also disabled, but both HMGs were still operational and firing back. The militia added their small arms fire to that of the bodyguard's, as well as keeping up a running gun battle with the UN troopers. Everyone kept eying the hovering helicopters, which so far, had yet to tip their hand why they were there. As the helicopter over the roof lifted off, the two switched places, disgorging another squad of mercenaries onto the rooftop. Suddenly, one of the choppers descended abruptly to low level, alongside the three-story apartment building. The crew chief's LMG roared to life shattering the glass and riddling the second floor firing position of the Ghanaian peacekeepers. The Mercs were firing on the UN! 

    The tiger-striped K4K troopers spring into action, vaulting the park walls and advancing

The blue helmets ducked to avoid the spray of bullets and then returned fire. Sparks flew and bullets ricocheted or pierced the sides of the chopper. From the first floor, an RPG rock screamed skyward and slammed into the underside of the helicopter. The explosion sent red flames rushing out the sides of the aircraft, which lazily spiraled down to the street. It crashed onto the pavement, turning partially on its side as broken rotor blades whirled like deadly scythes through the street. The UN troopers continued to fire on the wreckage. Both pilots were killed, but the crew chief was able to sprint from the wreckage for safety.

    The President's escorting HMG-armed jeeps begin to take fire from the rebel's APCs
Meanwhile, the president's bodyguard had a decision to make. There was a lot of shooting and flames in the intersection they had been rolling towards. Talking back and forth by radio, the bodyguards decided to turned down the alley behind the Shell station. Maybe the SUVs could work their through the alleys and rejoin the main road beyond the intersection? They kept their eyes on the tiger-striped, K4K troopers who seemed to have no interest in them. Both K4K squads disappeared in the direction of the intersection. One of the squads ducked inside the Shell station and took up firing positions looking across the street towards the hotel and the diner. The  other crept alongside the buildings towards the same intersection.

    A huge gun battle erupts in the streets as the milita and bodyguards return fire on the rebels
The bodyguards in the disabled jeeps kept firing on the rebel soldiers. Both APC squads dismounted and scrambled for cover along the front of the gas station. One squad eventually worked up the nerve to get back into the fight and moved to the corner of the building and opened fire. The other passed by the K4K, giving them a wide berth, and ducking into the service bay of the Shell station. There they watched the opening, ready to engage the motorcade if it came that way.

    UN troopers take up a firing position on the 2nd floor of an apartment building overlooking the street
Meanwhile, the mercenaries' day continued to get worse. The first squad descended the stairs and into the alley. For some reason, they decided to go around the front of the building rather than rear. The K4K player had been waiting all game for the perfect opportunity and he opened fire. "Die Mzungu!" Half of the mercenary squad went down, the rest retreating into the diner. The second squad, hearing the gunfire erupt where their companions had gone, wisely ducked around the back of the building, making their way towards where the President would have to exit the board. 

    Chopper down! Concentrated gun & RPG fire from a UN squad forces shoots down a Merc chopper
The UN troopers celebrating the downing of the helicopter were surprised when the militia squad, which had been clambering over fences, suddently burst into the first floor of the apartment building. A point blank range gun battle erupted. Wood splinters, stuffing from chairs, and shattered glass flew into the air. The UN troopers were badly outnumbered, even when their mates from the second floor hurriedly clambered down the stairs to join them. The Ghanaians eventually fled the building and joined their other squad at the Jersey barricades.

    A K4K squad takes up a firing position overlooking the diner and hotel (and some rebel infantry)
The key moment of the game was approaching, though. First, one SUV zoomed past the service bay of the Shell station. The rebel soldiers fired into the engine block and tires, hoping to disable it. Bodyguards, with their red berets, fired back. The first SUV successfully ran the gauntlet and accelerated through the gas station's lot. But was that the one carrying the President? Then it was the turn of the second SUV. It also braved the rebel soldiers' gunfire. It also made it past without being disabled, these being special up-armored limos purchased from the United States. As it turned out, the passenger in the back seat of the second SUV was the President. Had the troopers known this, and fired upon him rather than the vehicle itself, they could have won the game then and there. However, his armored limo escaped only slightly damaged, and the President's driver hit the gas and accelerated to safety. 

    Return fire from the President's bodyguards and the militia begin to whittle down the rebel ranks
We'd reached the three hours allotted for the game, so we decided to call it a Presidential victory. The surviving mercenary squad decided to exfiltrate rather than block the president's exit. The UN had come under fire by K4K, too, so knew they couldn't do anything to stop the limos at long range. My players all said they enjoyed the game. I was very happy with how it progressed. Everyone was involved, everyone was firing on rival factions. There was an air of mystery till the end on what some of the factions were doing. So, I liked that dynamic. My favorite part was how it literally came down to the last attack roll of the game. If the rebel soldiers had scored more hits, and the limo had made fewer of its armor saves, the President may not have made it out alive.

    A squad of mercenaries descend the stairs into the alley, preparing to move out

I look forward to my two runnings of this at Historicon Friday night and Saturday morning. The game at DayCon certainly set a high bar, though! It's hard to see how things can go as well as this game, at least from a GM's perspective!

    A full squad of K4K advances towards the intersection, continuing to hold their fire
    A squad of militia burst into the ground floor of the apartment, surprising the UN troopers

    The President's bodyguard decides to turn the SUVs into the alley and try to find an alternate route

    One of the Merc squads wisely advances along the backside of the diner away from the gun battle

    The President's limo and decoy limo turn up the alley - but which is which??










K4K squad fires at the 2nd limo putting two hits on it, but not disabling it - the President escapes!

    The battle's end - a great game with a gripping ending. Most importantly, everyone had fun!

Tuesday, July 12, 2022

Operation Hyrdos - a Wars of Insurgency AAR from 'Down Under'

 
    Troops mass along the river in an 11-player (!) Wars of Insurgency game in Australia

As the rules author to the modern skirmish rules, Wars of Insurgency, I am very lucky to have an avid group of players in Australia called the Nunawading Wargames Association. They are in the midst of an Imagiafrica campaign where they have divided up the continent and created their own independence era nations. I have posted Facebook links to their battle reports on our First Command Wargames site from time to time, but not everyone has Facebook. So, I am going to start re-posting them here on my Lead Legionaries blog.
 
All of the photos and text come from the NWA members. There are many, many more they took that I could not include. Go to Facebook and join their group and the BushwarsNWA group to see their reports! This report comes from Mike Fly Goldyn. Thanks, Mike, for letting me share it! 
 
Defending aircraft were the real killers of the game repeatedly causing damage to the bridge builders
 

OPERATION “HYDROS” 

Or..."It is going to get wet!”

Early on the morning of Saturday, 9th July, 1979, the combined forces of the Quatro Alliance (Mdrongo, Omovo, Umgawaland and Vlessadwassa), along with a support contingent from Brimibian, rumbled down an isolated dirt road heading towards a site for the construction of a pontoon bridge for a river crossing.
Puerta Docielo was being destabilised by the increasingly agitated political situation in what was once Tikada. The newly declared independent ’Ard AlJamal was descending into tribal inspired violence. The Quatro Alliance was asked to provide peacekeepers. Leaving their assembly area in western Vlessadwassa, the column was cutting a shortcut through Puerta Docielo to West Tikada.
 
Apparently, most of the western Imagiafrican nations objected to what they perceived as interference by the Quatro Alliance into their sphere of influence. These nations banded together and sent out a blocking force. Reconnaissance flights conducted by the Allergerian Air Force spotted the Quatro Allies approaching a river. It was decided to send out some ground reconnaissance units to verify the location and the intentions of the Quatro Allies. Units from New Guernsey and PKL converged onto the location provided by the Allergerians.

 
 
Nunawading Wargames Association has tweaked my rules to make them friendlier to larger games

Cautiously driving closer to the river, the PKL unit tried to radio in their positive identification of enemy units attempting to build a pontoon bridge across the river. However, they also discovered that their radio batteries were completely flat. Someone had left the radio on listening to Dulocean singing bowl and ukulele music all night.
 
The New Guernsians experienced a similar problem, but not as severe. Atmospherics were interfering with signals and the transmissions were either garbled or static. They also found that this incessant use was depleting the battery charge. Fortunately, the NG platoon commander wisely stored away fully charged batteries on one of the transports. Communications were restored. The NG troops even left some batteries for the PKLers to pick up and install in their radios. This positive situation wasn’t completely satisfactory as the Allergerians were still receiving gobbledygook. A change in location soon fixed that. Something to do with radiation from a previous UFO crash site.
 
    They regular players are involved in a campaign, each creating their own nation and force in Africa
 
The message was sent: “Enemy located”! Coordinates were transmitted. Reinforcements were on the way - ground troops from Allergeria; the TOFU contingent from Tarzania (in western Imagiafrica on a goodwill visit and now joining in the fun) and a completely lost Kalemnitkan rifle squad (?!?? - go figure!)
PKL troops were the first to engage, shooting at Mdrongoan troops dug-in across the river. The Mdrongoans replied. Slight casualties taken on both sides.
 
On the other flank, the Umgawans took the opportunity to fire some long range recoilless rifle shots at some NG recce vehicles. Losses on the NG unit were heavy. Then the Umgawan artillery of four 25 pounders added their weight to the fight. First, PKL vehicles were turned into scrap, followed by salvos aimed at the New Guernsians. Losing an M113 APC with all it passengers and crew was a severe blow - 16 men in total!
 
    The central position for the attackers who were attempting to bridge and cross the defended river
 
The Vlessadwassan engineers, with feverish activity, erected the pontoon bridge, initially hampered by a truckie’s hitch that refused to untie. One knife later and the elements of the pontoon bridge were launched onto the river. The Vlessadwassans had taken some casualties from PKL fire but still managed to complete the bridge. The signal to the Brimibians and Omovans to cross was dispatched.
 
Just at this moment of success, a flight of two Allergerian F-4U Corsairs dived in from the sun, aiming for the bridge. Firstly, the Vlessadwassan Shilkas opened fire, followed by a hail of Umgawan HMG bullets. But the first Corsair made it through the curtain of lead, fired two rockets and started to weave away. Bang! 23mm AA shells from a Shilka cut the the tail off the aircraft. With the pilot dead at the controls, the plane dove straight into the lead section of the bridge. Along with the two rockets fired, this left the forward section in itsy-bitsy pieces.
 
    A strafing run looks like it will be deadly to any troops exposed on the bridge!
 
Clearing the dead and wounded, fresh Vlessadwassan engineers rushed forward with new ramps and other bridging equipment to repair the damage. This is when the second Corsair flew in, releasing two of its own rockets towards the next section of the bridge. The ensuing carnage killed more engineers and put another hole in the bridge. Vlessadwassan AAA retaliated in revenge shooting the Corsair down into the river. The pilot parachuted to safety, landing on the other side of the river. But he didn’t get far. He was obliterated by a burst of fire from the second Shilka.
 
After dropping mortar shells on random targets on the far side of the river, the Omovan and Vlessadwassan mortar teams received new orders to drop smoke on the far end of the bridge, hopefully providing cover for the Vlessadwassan engineers desperately trying to bring the pontoon bridge into use.
In the meantime, the Allergerian, Tarzanian and Kalemnitkan forces had arrived and were converging on the bridge. Sporadic gunfire was erupting all along the line.


    Attackers massing on the banks, hoping to get a chance to cross safely - it is a long way across!
 
Just as the Vlessadwassans were gaining in repairing the bridge, an Allergerian Mirage thundered in from the west and launched another two rockets at the beleaguered bridge. Fortunately for the Quatro Allies, one rocket completely missed and the other only caused minor damage. For the Mirage, it suffered the same fate as the previous two Corsairs. As it was now hurtling towards the earth, the pilot ejected successfully whilst the navigator was not so lucky, breaking his neck on the canopy which did not detach in time.
 
As the Mirage swerved to port and plummeted into the ground, the pilot floated down by parachute. Everyone held their fire as the pilot headed gently towards the river -- the crocodile infested river! With a splash, the pilot landed in the water, immediately struggling from his parachute harness. Within the blink of an eye, he was assailed by two hungry crocodiles. Miraculously, he managed to fight one off, but sadly, not the second one. He was pulled underwater, never to be seen again.
 
    A pontoon bridge is assembled by very brave engineers in the face of determined attacks
 
The report from the Vlessadwassan engineer commander was not very positive. The bridge was repairable but would take time. And with the enemy approaching rapidly, the ongoing repairs might be too hazardous. New orders were sent to the artillery battery to drop a smoke barrage just ahead of the bridge. Hopefully this would provide sufficient cover.
 
The bridge was still under threat from another air strike. The decision was made to dig-in along the river and wait for dark. Whilst these decisions were being made, the West Imagiafricans were coming closer.
With the setting Sun, hostilities eased greatly. Both sides were taking stock of the day’s combat, making plans for the following day’s operations - a river crossing probably in the face of a counterattack.
 
    Thanks again to the players of the Nunawading Wargames Association - I am a lucky rules author to have you guys as fans of the game!
 

Cast of Playing Characters

The Quatro Alliance (Blue Team - Attackers)
  • Mdrongo - James Booth
  • Omovo - Jasper
  • Umgawaland - Alan Newman
  • Vlessadwassa - Esteban Blanco
(Attached)
  • Brimibian - Brian Roberts
 
The West Imagiafrican Coalition (Red Team - Defenders)
  • Allergeria - Russell Charles
  • New Guernsey - Aaron Mauger
  • PKL - Piotr Kaczmarek
(Attached)
  • Kalemnitka - Geoff Kelly
  • Tarzania - Andrew Waligora

Monday, July 11, 2022

Water or Gas - what's your poison? First Post-Apoc AAR

    Tosh of the Bass Reeves examines the gas pump to figure out how to extract fuel with no power
Summer break from school is already half over, so I figured it was high time that I kick off my Post-Apocalyptic games that I've been planning. I have been painting miniatures and creating terrain and markers for awhile now. So, I invited the Sunday evening gaming group over yesterday to my place and set up our first scenario using Fistful of Lead Core Rules. We'd played the Western rules a couple times, but this would be our first game with these rules in a different period. Since it had been a couple months since our last game with these rules, I played it safe and kept the force size small at four miniatures per team.

    The stealthy, camo-clad Bucknuts stalk through the trees towards the water tower
The teams represent bands of human survivors after a recent nuclear apocalypse. As in Arnold Schwarzenegger "Terminator" movies, an artificial intelligence has taken over the war machines created by the nations of the earth and launched an extermination of mankind. In desperation to take down the machines, the nations of the earth resort to nuclear weapons. The resulting Electro-Magnetic Pulse (EMP) does seem to cripple the A.I., and it is no longer able to coordinate its extermination efforts planet-wide. However, the local bots that survived are still on the rampage, and appear to be controlled by regional networks that are still a danger. Meanwhile, society breaks down as groups of humans scramble for control of scarce food, water, and other supplies. The players each control one of these groups.

    The Bass Reeves take up firing positions around the gas station to cover Tosh's attempt
This scenario begins as word spreads that someone has found a way to tap into a local water tower and pump out clean, fresh water. Rumor has it that also nearby is a gas station still has some fuel in its pumps. The survivors set out to secure these supplies for themselves. To Hell with the other groups -- they have lots too many of their friends and families to rival groups to have any sympathy for the other survivors! We had six players, so I started one in each of the four in the corners of the board and the other two in the centers of the long edges. The water tower and gas station were on the center line of the table, one on the more to the right and the other on the left.

    The Nightstalkers eschewed the loot and instead targeted members of the rival teams of survivors
Each group adopted different tactics. In one corner, the Nightstalkers made no real effort to push towards the gas station they could see ahead. Instead, they took up positions in the ruins of buildings and sniped away at the rival gangs. Players could earn "Renown Points" (victory points) by either obtaining water or gas or killing their rivals. Keith was playing the Nightstalkers, whose advanced armor and firepower resulted in killing the most enemy figures. He was even able to take down one of the Scout Bots that was drawn to the area by the gunfire. The arrival of bots is triggered by the number of player figures being killed. A Scout Bot arrives when combined table losses reach 10%, a Sentry Bot at 20%, and a Military Bot at 30%. If one bot is killed and the higher level one has not been triggered yet, a replacement of the lower type appears.

    A Scout Bot rolls onto the table edge, preparing to fire at two Followers of the Dark Prophet
The bots are actually controlled by the players. Whoever has suffered the most losses is given the first Scout Bot. Next most losses at the time gets control of the next bot to arrive, and so on. They arrive at any table edge, but will fire on the closest human (even if it is under that player's control, so they have to be careful). If a bot is downed, it becomes another source of potential Renown points. Figures can go up to it, and if they make a Hard Task roll, can remove useful hardware such as weapons, ammunition, or technical components. In our game, the last turn ended with a Sentry Bot gunning down one of the Bass Reeves. With that, the players agreed it was time to scram and their figures began to leave the field in droves.

    The truce at the water tower as the Followers of the Dark Prophet and Bucknuts agree to share
On the water tower side of the battlefield, though both the Bucknuts and the Followers of the Dark Prophet advanced towards it and took up positions in opposing woods, overlooking the tower. The Followers shouted a truce offer across to their rivals - one member of the party from each side be allowed to draw water without being shot at. Amazingly, the truce was adhered to by both sides! First, one of the Followers trotted forward, analyzed the apparatus that had been installed to tap into the water tower, and passed his task roll to figure it out. He filled up a container of water just as Jackie O from the Bucknuts jogged up. Watching how he did it, she also was able to draw water for her team.

    The Blood Brotherhood looks at the gas pump -- sooo close -- but watched over by two rival teams

The moment of calm was interrupted by gunfire, though. F Troop, whose members had recently made their way back from the wars to their home town, opened fire on the Followers of the Dark Prophet. Both sides blazed away at each other with the ex-military unit getting the worst end of it. Both of their leaders, Capt. Amos and Sgt. Seneca, fell to the return gunfire from the black-clad Followers. The remaining two members of F Troop retreated off the board, dragging with the them the unconscious bodies of their leaders.

    Finally, the Grandmaster of the Blood Brotherhood dashes forward to fill up his gas can
Meanwhile, at the gas pump, things were about to explode in gunfire. Both the Blood Brotherhood and The Bass Reeves had team members poised to dash out into the relative open of the pumps. Each had taken a casualty from the sniping of the Nightstalkers, but persevered to where they were in position. The Bass Reeves jumped first, with tech-savvy Tosh darting from behind the battered Coke machine and reaching the nearest pump. He also passed his Task roll, figuring out how to get gasoline from the pump in the absence of electrical power. He quickly filled his plastic container and dashed for safety.

    The Followers of the Dark Prophet at the edge of the woods overlooking the water tower
Peering from the ruins nearby, the Blood Brotherhood were perhaps shocked by the audacity of Tosh's move. They noted how he was able to milk the pump back to life and only opened fire only as he was dashing away. Perhaps they were worried a stray bullet might cause an inferno, but Tosh made it to cover safely. The crimson-robed Grandmaster of the order hissed to his men to provide covering fire and sprinted for the pumps. Mimicking Tosh's actions, he was also able to fill up the gas can he'd brought along. He was also equally fortunate in dashing back into the ruins for cover unscathed.

    Jeremiah and Sarge of the Bass Reeves are surprised by a Sentry Bot while looting the Scout Bot

Tosh wasn't so lucky, though. A long range burst of automatic weapons fire from the Nightstalkers brought him down. The Bass Reeves leader, Big Bass, darted over, tossing the unconscious Tosh (and the gas can) over his shoulder and scurried offtable. This was about the time that the Scout Bot arrived. It fired a burst at the Nightstalkers, whose return fire must have hit a critical component. The Scout Bot crashed into a wall and fell over, its sole wheel spinning. One of things we were worried about with Fistful of Lead rules was whether the 3 Wounds each figure can take would even come into play. Or would most of the casualties come from "Out of Action" rolls on the Wounding chart that players roll on after scoring a hit? In our first Western game, this was certainly the case. In this game, of the five characters and one bot taken out of action, five of the six were knocked out by a d10 roll of 8-10 on the Wounding Chart. There were many others that were hit with Shock Markers or Wounded by shooting, so the percentage of kill shots was definitely less than our Western game. Still, it is something to keep an eye on and perhaps tweak.

    F Troop before the game - players chose which four characters to take on the mission

I informed the players that the downed Scout Bot was another way to earn Renown points. The Bass Reeves jumped at the chance. Two of their members closed in on the wreckage. Just as they bent over the the armored scout, looking how to pry it open or remove components, the sound of mechanical gears and the metallic stamp of feet grew louder from around the corner. They turned and saw the gleaming bronze surface of a Sentry Bot, its machine gun swiveling towards them. Sarge grabbed a panel that had been jarred loose by gunfire and tore it free as he darted through the ruins towards the table edge. Jeremiah struggled to pull free one of the scout's guns, but was too slow. A long burst of machine gun fire sliced into him from the Sentry Bot. Jeremiah slumped senselessly onto the surface of the Scout Bot.

    The Blood Brotherhood, a cult whose members have sworn to protect each other and the Order
At this point, more and more characters began running for the table edge. The machines had arrived and it was best to flee to fight -- or scramble amidst the ruins for supplies -- another day. Seeing the Followers of the Dark Prophet fading back into the trees, Brutus of the Bucknuts lumbered forward with his water container. Jackie O had to call out instructions on how to operate the apparatus, as he was fumbling amidst the levers and wheels with no success. He finally figured it out, just as another Scout Bot rolled onto the table. Luckily for him, it pursued the fleeing Followers of the Dark Prophet. Brutus finished filling his container and ran for the table edge where his teammates were waiting for him, gesturing frantically.

    "All right, I can take three of you with me..." Bucknuts: "Take me, Coach Coop!"

I came up with a rough system to award Renown Points to the teams. Using this, the Blood Brotherhood were the winners, getting two cans of gas and killing two rival team members for 7 Renown points. Well, their characters killed one and the Sentry Bot they controlled gunned down another. I am awarding full points to the players controlling the bots to ensure they act with appropriate, Terminator-like bloodthirstiness! Close behind were the murderous Nightstalkers and stealthy Bucknuts with 6 points apiece. Both the Followers of the Dark Prophet and the Bass Reeves earned 5, while F Troop escaped with a single Renown point for exiting the table with 50% of their number alive. I hope to allow players to adjust their characters using the Renown Points, acquiring new skills or similar experience.

    The Nightstalkers weren't there for gas or water -- they were there to hunt their rivals!

There is also a table in Fistful of Lead (and the Post-Apocalyptic supplement Wasteland Warriors) to roll on to see what happens to the characters who were wounded or knocked out of action. I forgot to keep track of the wounded, so they will all get a free pass on this game. However, here were the results of the out of action rolls:

  • F Troop, Capt. Amos: "It's Not So Bad" (miss next game)
  • F Troop, Sgt. Seneca: "It's Not So Bad" (miss next game)
  • Blood Brotherhood, Brother Fortitude: "It's Not So Bad" (miss next game)
  • Bass Reeves, Tosh: "It's Not So Bad" (miss next game)
  • Bass Reeves, Jeremiah: "Shot Full of Holes" (miss next game and suffer a Negative Trait as permanent damage).

 

I felt the game flowed well. We had a couple times when players forgot they had a certain value card and didn't activate when they were supposed to, but we kept needling each other and everyone stayed focused. I think the mix of objectives and "go kill the enemy" was good, so I will likely try to replicate that. I think I will also add in some "payback" Renown points, where you get a bonus point for taking out an enemy figure whose team took out one of yours last game!

Hopefully, the players will be eager to get together again soon for some revenge and to try another game soon!

Monday, July 4, 2022

First Test of Battle for the Republic's Legionaries

    My new Republican Roman Saga army faced a stiff first test in a civil war against Late Romans
I had to skip our Saga game day in June, so I was really looking forward to July’s game day at the Guardtower East. I hadn’t played Saga in awhile, and was eager to roll some dice and try out my new Republican Roman army. We had 10 players show up, another good thing, as it meant I wouldn’t be “odd man out." Once we were sure we had everyone, I let folks choose their matchups. I ended up squaring off against veteran Ancients gamer Bob B, who I always have close, gripping matches with. This one would prove no exception.
    
    My Roman army hides in the shadow of gentle hill, trying to avoid 2 bolt-shooters behind the bog
Bob was fielding his Age of Invasions Romans, so we had a civil war, of sorts. My Republican Roman list is quite different, though. Most of my faction’s advanced Saga abilities are usable only by the heart of the army, the legionaries. In fact, only ONE of the 10 abilities does not specify which of your units can use it. They go from being as permissive as “Infantry” (two abilities), to as restrictive as Hearthguard defenders. Most abilities specify as being usable only by Maniple units, which are Roman warrior or hearthguard  infantry in units originally of eight figures or less.

    Facing off against the Republican legion in the center are a large unit of legionaries & cataphracts
So, the Roman battle board pushes its players to use small units of legionary infantry. I conformed to this historical list building and had four units of 6-man warrior Hastati or Princeps infantry and one unit of 8 figures. I also had one unit of 4 Triarii (hearthguard foot), and one of 12 levy javelinmen known as Velites. There were no mounted troops in this army. Instead, only lots of plodding heavy foot.

    As historically, the Roman Velites skirmishers screen the advance the army against missile fire

Examining the advanced abilities revealed they have excellent defensive capabilities. However, crucially those defensive abilities work ONLY in melee. Their anti-shooting abilities were weak, being limited to one ability which was usable only by Maniples. So, what did Bob field with his variety of Romans? LOTS of shooting capability! The Age of Invasions Romans are known for their ability to field a manuballista, or artillery bolt shooter. Most players take the ballista, but Bob decided to up the ante and fielded two! In addition, he fielded his legionary foot in two large, 10-man units to take advantage of the Plumbatae ability. This represents the small javelins thrown by late Roman legionaries. Plumbatae allow Romans to fire 1:1 with these, which means he’d be rolling 10 attack dice on his shots with them.

    The Velites place themselves between the bolt shooters and the heavy infantry, taking casualties
So, my number one goal would be to not have my heavy foot shot to pieces as we closed with his battleline.  Bob was 1st player, and surprisingly, placed a large, gentle hill in the center right of the battlefield. I had already been planning on playing a hill to block the line of sight of his ballistae, so deployed a large steep hill in the left center. This gave me two tall pieces of terrain to hide behind, at least on my initial advance. Next, Bob placed a marsh towards his center. With three pieces placed already on the board, I could eschew placing another one and instead move one of his. I chose to scoot his bog towards his baseline so he couldn’t hide the ballistae behind it. Bob’s last name IS Boggs, so he placed a second marsh on his left for his ballistae to hide behind, after all. Our battlefield was now set.

    Bob's cataphracts open the melee portion of the battle, hurling back a unit of legionaries
In the Clash of Warlords scenario, the 1st player deploys half his troops. Then the 2nd player deploys his entire army, followed by the 1st player setting up his remaining troops. Luckily, Bob deployed both his ballistae in the first half - behind the marsh, as I’d suspected. Unfortunately, their 24” range on a 4’x3’ battlefield would allow the artillery to shoot just about anywhere they wanted that was not blocked by the hills. Now, I could have sat back on my baseline, out of his range, and said, “Come get me!” There are Saga players who would do this. My number one goal, though, is to have fun. That would NOT be a fun game. So, I bunched up my army in the shadow of the gentle hill, preparing to march down the valley between the two hills. Bob deployed one of his large legionary units near his baseline opposite the valley, backed up by a 6-man unit of mounted cataphracts. Cataphract armored cavalry is an excellent troop type added in the Age of Invasions book. They are slower in “Moves” (but not “Charges”) than traditional mounted hearthguards. However, they are one better armor class. This would be a key point as my Velites javelinmen would try to harass them through a good half the game.

    Late and Republican Romans charge and countercharge, while another tries to circle the steep hill
In Republican Roman legionary tactics, the Velites are the screen - deployed out front of the heavy infantry to absorb enemy missile fire. That would be their job in the opening phases of this game, too. They absorbed volleys from both ballistas and one of Plumbatae from the enemy legions. When they were reduced from 12 to six figures, I scurried them away from the center and screening role and onto the slopes of the steep hill. They would remain out of range of the ballistae for the remainder of the game — barely. However, they would toss javelins from the slopes at the enemy horsemen whenever they got a chance.

    Bob's left wing finally arrives with a thundering charge by barbarian cavalry Foederati
Speaking of those cataphracts, Bob opened up the hand-to-hand portion of our battle with a charge from them against one of my small units of legionaries. A wily general, Bob had noticed I had queued up two abilities (Close Formation and Tenacious) which grant me attack or defense dice when outnumbered by the enemy. It’s the whole reason that many Republican Roman Saga players go with 6-figure units. However, his cataphracts were also six figures, which meant I couldn’t really use either of those. I was taking advantage every turn of Exhortation, which gives every friendly unit in melee within a Long distance of my warlord two bonus defense or attack dice. Once again, NOT against shooting, which was where Bob would do at least half of his damage in this game. I was finding that our late Roman cousins were NOT a good matchup for my Republican Romans!

    A Roman saying says that a battle is a grim one when the Triarii veterans have to enter the fray
Bob’s charge shattered my legionary unit, who recoiled away onto the hill slopes where the cavalry would be unlikely to follow. However, this finally brought two of Bob’s units (the legionaries and the cataphracts) in range of my legionaries’ charges. Up to this point in the game, we were suffering the casualties and the late Romans were the ones dishing them out. I launched a very disappointing charge against his big legionary unit (13 dice causing only two casualties). This established a new theme for the second half of the game: Bob’s saving rolls. To this point, I had been rolling above average saving rolls against his shooting. However, Bob would prove to roll incredibly well in melee saves. His shooting may be subpar, his melee rolls were about average, but he shone all game in saving rolls.

    Bob's sole remaining cataphract won him the game with his heroic saving rolls against all odds
For several turns, we traded charges, Bob chewing up my small legionary units (always softening them up with their Plumbatae missile attack). I was simply not doing enough in return on my counter-strikes, though. He was winning the war of attrition. The Velites were slowly but surely whittling down the enemy horsemen with their javelins. I thought the cataphracts would finally be eliminated when they charged my Trairii. I rolled four casualties in melee against their two remaining horsemen. In Saga, you save against melee hits only on a 5 or 6 (1/3 chance). So, how many of those four hits did Bob save? Three of four — 75% of them!

    We had 10 players show up for our July Saga game day fielding 9 different types of armies
Still, when he charged in his mounted general to finish off one of my legionary units, I thought I had a way of winning the game. If I could kill that last cataphract, its loss would inflict a fatigue on three of his units, including his general. I could then charge in my fresh, 8-man legionary unit against his general  and hopefully kill him, too (as he would have two fatigues). How did it work out? Bob proceeded to roll a half dozen saving rolls in a row for the lone cataphract, effectively clinching his victory.

    Jenny's war wagon in her Eastern Princes army takes a historical opponent in Dan's Poles
When we counted up the points, it would have been a Draw if I had killed that last cataphract. However, since I couldn’t take him out, Bob eked out a victory. We both agreed that that horseman would be awarded medals and honors for his heroic stand. I had lost, but honestly, I felt I did as best I could with a brand new army and a matchup that was disadvantageous. Whereas before I felt that the Republican Romans were somewhat weak against enemy shooting, I think this game confirmed it is worse than I thought. They are highly vulnerable to enemy shooting. I think I am going to have to rethink my army composition against “Shooty” armies. It may be time to hire some mercenary Cretan archers or even recruit another unit of Velites. With an armor of 4 and my small unit sizes, I can foresee bad things happening against our missile-rich Numidian, Carthaginian, and Spanish enemies in the Age of Hannibal book. And that doesn’t even factor in all of the ahistorical Shooty armies like my own Moors. Or the Irish. Yikes!

    Dan's Polish knights resplendent in their individual medieval heraldry triumphed over their foes
Still, solving tactical puzzles is one of the strengths of Saga as a game. I will have to figure out a way to overcome that, just as the actual Roman generals did two millennia ago when they conquered the Mediterranean and built an empire.

Here were the results of the games from our July Saga game day:

  • Bob B's Romans (AOI) defeated Mike D's Rep. Romans in Clash of Warlords, 16-11
  • Andy S's Rep. Romans defeated Mike C's Jomsvikings in Battle of Heroes, 10-0
  • Lee P's Milites Christi defeated Tyler P's Irish in Battle of Heroes, 23-13
  • Dan N's Poles defeated Jenny T's Eastern Princes in Clash of Warlords, 16-12
  • Mike S's Vikings defeated Tom G's Welsh in Clash of Warlords, 19-11
  • (Rematch) Tom G's Welsh tied Mike S's Vikings in Clash of Warlords, 22-22