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Showing posts with label Vic Dobson. Show all posts
Showing posts with label Vic Dobson. Show all posts

Thursday, 16 June 2022

UM016 USEME 6mm Science Fiction example of play by Vic Dobson

The new USEME rules gave us all 6mm science fiction for fast play.  Written by Vic Dobson you can see it HERE and on its page there is a link to three free scenarios on the book page (print and digital download) which you can click on too.  By request and presented here a long play through written by the author to run you through the rules.  Force Rosters are images; click to enlarge.  Lets call in on 'Kirk and Kor' . Enjoy!  GBS



Best friends Kirk and Kor have decided to play a game of USE ME 6mm using their available collection of 6mm miniatures. They decide to play a basic1,500 Points 'Meeting Engagement' type scenario & both then design their respective forces. Kirk designs a force based around a 12 vehicle Paladin Heavy Tank company and a Grenadier Infantry Company embarked on 10 Caisse APC & supported by a Strike/Reconnaissance Company of 5 Grav Speeders and 8 Bikes. A single use of Long Range Artillery off table support rounds out Kirks force – this takes Kirk 4 points over their agreed limit, but Kor says that's fine, it's only 4 points! Kirks Senior Command Unit (SCU) is another Paladin Heavy Tank, and all of Kirks units have Elans of between 3 and 6. 

Meanwhile, Kor designs a force based around two platoons of 3 heavily armoured Tyros Laser Tank Destroyers, each one supported by 2 squads of Phalanx Support Weapon Infantry. Supporting his Tyros Laser Tank Destroyers also has 2 battery's of 4 Devil Frog Light Artillery Guns, towed by 4 Gecko Gun Tractors, with each gun battery led by a single Hunter Medium Tank. Kor then decides he wants a lot of infantry, so he designs a Hoplite Militia Company of 21 squads of basic infantry to bulk out his force. Seeing his points total is somewhat lower than their agreed 1500 limit, Kor opts to take 2 uses of the Long Range Artillery off table support option AND a single use of the Drop troops Insertion off table support. Kors SCU is a single Kourian Super Heavy Tank, and all of Kors units have Elans of between 1 and 4. 

With both forces now designed, Kirk and Kor set-up their playing area – they opt to play on a 90cm x 90cm square area. Having set-up the playing area and placed their available scenery, Kirk and Kor roll 1D6 each to determine who sets up first – Kirk rolls highest, so must set-up first but gets to choose which side of the table he will start on, Kirk getting the opposite edge by default. Having set-up their forces, it's time to play!




1. Initiative (USE ME 6mm Rules, p.5) 

When rolling initiative, each player in the game rolls 1D6 and adds the Elan of his forces Senior Command Unit. This total is then reduced by -1 for each lower ranked Command Unit that the players force has lost, to give a final total. The highest total wins the initiative, with any ties being re-rolled until a winner is established. 

Example 1: It's the Initiative Phase of Turn 1 in Kirk and Kors game. Kirk rolls 1D6, getting a 4, and then adds 5 for the Elan of his SCU, for a total of 9. Kor rolls 1D6, getting a 2, and adds his SCU's Elan of 4, for a total of 6. As neither player has suffered any losses yet, neither player suffers from any modifiers to their total. Kirks total of 9 is the highest, so Kirk wins the Initiative and will activate first during each step of the 'In Play Phase'. 

Example 2: It's the Initiative Phase of Turn 4 in Kirk and Kors game - Kirk and Kor have been playing for 3 turns now, and both sides have suffered some casualties. Kirk rolls 1D6, getting a 3, and adds the Elan 5 of his SCU to the roll, for a total of 8. Kor rolls 1D6 and also gets a 3, and adds his SCU's Elan of 4, for a total of 7. But … Kirk has had 3 of his lower ranked Command Units (the command unit of Paladin tank platoon 1, Grenadier Infantry Platoon 3, and the Company Commander of his Strike/Reconnaissance Company) destroyed, so his total of 8 is modified down by -3 to 5. Kor has also lost a Command Unit (1 of his Tyros Tank Destroyer command units) and so his total of 7 is modified down by -1 to 6. Kors total of 6 is still the highest, so Kor wins the Initiative and will activate first during each step of the 'In Play Phase'. 

Example 3: It's the Initiative Phase of Turn 6 in Kirk and Kors game - Kirk and Kor have been playing for 5 turns now, and Kor has suffered a disaster – his Kourian Super Heavy Tank SCU has been destroyed. Kirk rolls 1D6, getting a 2, and adds the Elan 5 of his SCU to the roll, for a total of 7. Kor rolls 1D6 and gets a 5 … but with his SCU destroyed he can no longer add its Elan to his roll, so his total is just 5. Kirk has had 3 of his lower ranked Command Units (the command unit of Paladin tank platoon 1, Grenadier Infantry Platoon 3, and the Company Commander of his Strike/Reconnaissance Company) destroyed, so his total of 7 is modified down by -3 to 4. Kor has lost another Command Unit (1 of his Hoplite Militia Infantry Command Squads) and so his total of 5 is modified down by -2 to 3. Kirks total of 4 is the highest, so Kirk wins the Initiative and will activate first during each step of the 'In Play Phase'. 

As a force progressively loses it various Command Units it's ability to co-ordinate its actions and tactics is reduced, represented here by the reduction in the forces initiative total during the Initiative Phase. 

Note that the loss of -1 per Command Unit lost does NOT apply to the SCU, as the -1 is 'per lower ranked command unit' and the force SCU is the highest ranked Command Unit in the force. 


2. In Play Phase (USE ME 6mm Rules, p.7)

ELAN Elan and the 'In Play Phase': Elan represents the skills and training available to each unit, and ranges from between 1 and 6. Elan determines in which order units can be activated in 'the 'In Play Phase', with higher Elans getting to act before units with lower Elan. In USE ME 6mm a units Elan is not constant – as Command Units further up the chain of command are destroyed all units lower down the chain of command in the unit suffer a cumulative -1 to teach units Elan – heavy enough losses in a force can reduce a units Elan right down to 1. The loss of a forces Senior Command Unit is even worse – when a forces SCU is destroyed, ALL remaining units in the force (not just individual units like platoons) suffer an additional -2 to their Elan. 

Example 1: During Turn 2, Kirks Paladin Heavy Tank Platoon #1 has its Platoon Command Unit (a Paladin Heavy Tank) knocked out by enemy fire. From this point onwards ALL the remaining Paladin tanks in Platoon #1 will suffer a -1 reduction to their Elan (on the force roster, cross out their original Elan of 5 and replace it with a 4). From now on ALL the Paladin tanks of Platoon #1 have an Elan of 4. 

Example 2: Later in the game, Kirks Paladin Heavy Tank Company has its Company Command Unit (a Paladin Heavy Tank) knocked out by artillery fire. From this point onwards ALL the Paladin tanks in Kirks Paladin Heavy Tank Company – i.e. every single tank left in the tank company – will suffer a -1 reduction to their Elan (on the force roster, cross out their original Elans and replace it with the next lower Elan). This also applies to the remaining tanks in Platoon #1, who currently have an Elan 4 due to their losing their Platoon Command Unit earlier – the loss of their Company Command Unit reduces their Elan again, this time to 3. 

Example 3: Turn 7 sees Kirks forces suffer further losses to Kors artillery fire. One of the casualties is his Senior Command Unit, another Paladin Heavy Tank. The loss of his SCU reduces the Elan of every single unit remaining in his force by -2. This has the effect of reducing the Elan of the tanks in Platoon #1, who currently have an Elan 3, to an Elan of 1. Reductions in Elan represent the increasing difficulties of command and control during a battle – as the chaos and confusion increase alongside a forces casualties, losses within a forces chain of command will begin to reduce the overall efficiency of the force. Destroy enough of an enemy forces chain of command and you can render the force largely ineffective.


ACTIVATIONS & ACTIONS 

1. Fast Move (USE ME 6mm p.8): The 'Fast Move' action allows a unit to move quickly, but at the expense of the opportunity to fire at enemy units. When using a Fast Move, the units speed in CM is increased by 50%, so when a unit with a speed of 12cm is given a 'Fast Move' action its speed is increased by 50% (so 6cm) to 18cm. This total is then modified by both terrain and turning. Excellent terrain (like roads) serves to increase unit speeds - moving 4cm of distance will require 2cm of speed and so on. A unit with 12cm speed could move 24cm in excellent terrain. Difficult terrain, like wooded areas, soft ground, snow, rubble or hills etc, will reduce a units movement - moving 4cm of distance will require 8cm of speed and so on. A unit with 12cm speed could only move 6cm in difficult terrain. Impassable terrain is just that – units cannot enter it. 

Note that some Terrain might be rated as Impassable to some types of unit but not others (a deep swamp might be Impassable to ground vehicle units, but just Difficult terrain to Infantry units, or even excellent terrain to gravity repulsar units (who can simply fly over it). 

Example: Kirks Paladin Heavy Tanks have a speed of 12cm. Fearing that his Paladin tanks cannons are out-ranged by Kors Kourian Super Heavy Tank and its bigger cannon, Kirk decides to give his Paladins 'Fast Move' actions when he activates them during the 'In Play Phase'. This increases their speed to 18cm. Moving across the clear terrain each of the Paladin Heavy Tanks is able to move 18cm – those tanks that have to turn to avoid impassable terrain have their total speed of 18cm reduced by -2cm per one quarter (90ยบ) turn they make. One tank turns towards the road, reducing its speed by -2cm to 16cm, then moves 12cm onto the road, then turns back again (at a cost of -1cm – movement on roads, including turns, costs half as much) and then moves 6cm straight forwards along the road. Another tank turns toward a nearby wooded area, costing -2cm for the turn, then moves 10cm forwards to the edge of the wooded area, then moves 3cm into the wooded area (remaining speed 6cm, reduced by the difficult terrain to 3cm). 

2. Move & Ranged Fire (USE ME 6mm p.8): The 'Move & Ranged Fire' action allows a unit to move & conduct ranged fire against enemy units. The actual ranged attack can be conducted at ANY point in the activated units movement – at the start before moving, in the middle, or at the end after all movement is finished. A units movement is a maximum of its Speed in CM, which is then modified by both terrain and turning. Excellent terrain (like roads) serves to increase a units speed - moving 4cm of distance will require 2cm of speed and so on. A unit with 12cm speed could move 24cm in excellent terrain. Difficult terrain, like wooded areas, soft ground, snow, rubble or hills etc, will reduce a units movement - moving 4cm of distance will require 8cm of speed and so on. A unit with 12cm speed could only move 6cm in difficult terrain. Impassable terrain is just that – units cannot enter it. Note that some Terrain might be rated as Impassable to some types of unit but not others (a deep swamp might be Impassable to ground vehicle units, but just Difficult terrain to Infantry units or even excellent terrain to gravity repulsar units (who can simply fly over it). Ranged Fire can be conducted using any or all of a units weapons, and these may be fired at any combination of enemy units as long as they are in range, but each weapon can only be fired once. All direct fire weapons require a direct Line of Sight, and although friendly infantry do not block line of sight, all vehicles and terrain features will. Indirect fire weapons do NOT require a direct line of sight in order to attack. 

Example 1: Kors Kourian Super Heavy Tank (and Senior Command Unit) can see several of Kirks Paladin Heavy Tanks advancing towards its position at high speed (they are using 'Fast Move' actions in order to get close quickly). Kor decides to use a 'Move & Ranged Fire' action with his Kourian. Selecting the nearest of Kirk Paladin tanks, Kor measures the range at 71cm, easily within the maximum range of the Kourians Super Heavy Vehicle cannon (optimum range 40cm, maximum range 80cm). Kors rolls 1D6 and rolls a 5 for the Kourians cannon shot, and then consults the Ranged Fire Table drives (USE ME 6mm p.9) – the following modifiers are applied to the roll total: 

Firers Weapon is vehicle weapon vs Heavy Vehicle: +1 
Range is beyond Optimum Range: -1 

The total of the applicable modifiers is +0, meaning that the rolls total is 5. Kor refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Vehicle Units' column – a total of 5+ on the table results in the 'Knocked Out!' result, and Kirks Paladin Heavy Tank is destroyed by the hit – Kirk removes the miniature from the playing area. Having knocked out the Paladin Kor turns the Kourian slightly (but still costing -2cm) and then moves it 6cm directly towards some nearby buildings in an attempt to block Line of Sight to Kirks other Paladin tanks. 

Example 2: Stung by the Kourians good shooting, Kirk activates one of his Elan 4 Paladins and gives it a 'Move & Ranged Fire' action. Having seen Kor measure the range for his Kourian, Kirk knows the range is around 71cm, so he opts to move the Paladin directly forwards 12cm, reducing the range to 59cm, allowing the Paladins Heavy Vehicle cannon to reach the Kourian. He rolls 1D6, also getting a 5 and consults consults the Ranged Fire Table drives (USE ME 6mm p.9) – the following modifiers are applied to the roll total: 

Firers Weapon is vehicle weapon vs Super Heavy Vehicle: +0 
Range is beyond Optimum Range: -1 
Target Unit is Armoured: -1 

The total of the applicable modifiers is -2, meaning that the rolls total is reduced to 3. Kirk refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Vehicle Units' column – a total of 3-4 on the table results in the 'Disabled' result, and Kors Kourian Super Heavy Tank is temporarily disabled by the hit – Kor places a 'Disabled |Unit' token next to the Kourian. 

Example 3: Now Kirks second Paladin moves forwards 12cm, barely managing to reach just under 60cm – but still able to fire at the now disabled Kourian. Again Kirk rolls 1D6, and this time gets a 3. Consulting consults the Ranged Fire Table (USE ME 6mm p.9) Kirk sees the following modifiers are applied to the roll total: 

Firers Weapon is vehicle weapon vs Super Heavy Vehicle: +0 
Range is beyond Optimum Range: -1 
Target Unit is Armoured: -1 

The total of the applicable modifiers is again -2, meaning that the rolls total is reduced to 1. Kirk refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Vehicle Units' column – a total of 0-2 on the table results in the 'Ricochet!' result, and the shot from the Paladins cannon bounces clean off the Kourians thick armour … 

Example 4: Elsewhere on the field of battle, a squad of Kors Hoplite Militia is coming under fire from a squad of Kirks Grenadier infantry that is advancing on their position. Kirks troops move forwards their maximum speed of 8cm to a range of just 7cm & then open fire with their small arms – Kirk rolls 1D6, and this time gets a 4. Consulting consults the Ranged Fire Table drives (USE ME 6mm p.9) Kirk sees the following modifiers are applied to the roll total: 

Firing Unit type is Elan Rating 6: +1 
Firers weapons is Infantry Weapons vs Infantry/Light Vehicles: +0 

The total of the applicable modifiers is +1, meaning that the rolls total is increased by 1. Kirk refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Infantry Squad Units' column – a total of 5+ on the table results in the 'Killed!' result, and the hail of fire from the Grenadiers kills, wounds or scatters the troops of the Hoplite squad - Kor removes the miniature from the playing area. 

Example 5: Nearby, one of Kirks Caisse APC has just disembarked its Grenadier Infantry when one of Kors Hunter Medium Tanks 'Fast Moves' into some nearby woods to join another squad of Kors Hoplite Militia already in there. Hoping to protect the Grenadier Infantry, Kirk gives the Caisse APC a 'Move & Ranged Fire' action. First he fires the Caisse APC's Light Vehicle Cannon at Kors Hunter tank. Measuring the range he finds its 9cm, just under half optimum range, and rolls 1D6, getting a 3. Consulting consults the Ranged Fire Table drives (USE ME 6mm p.9) Kirk sees the following modifiers are applied to the roll total: 

Firers Weapon is vehicle weapon vs Heavy Vehicle: +1 
Range is HALF optimum or less: +1 
Target is in 'Difficult' terrain: -1 

The total of the applicable modifiers is +1, meaning that the rolls total is increased by 1 to 4. Kirk refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Vehicle Units' column – a total of 3-4 on the table results in the 'Disabled' result, and so Kors Hunter Medium Tank is temporarily disabled by the hit – Kor places a 'Disabled Unit' token next to the Hunter. Kirk then fires the Caisse APC's Vehicle Automatic Weapon at the Hoplite Militia Squad. Measuring the range he finds its 10cm, so just over half optimum range. Kirk rolls 1D6 and gets a 4. Consulting consults the Ranged Fire Table drives (USE ME 6mm p.9) Kirk sees the following modifiers are applied to the roll total: 

Firers Weapon is vehicle weapon vs Infantry/Light Vehicle: +2 
Target is in 'Difficult' terrain: -1 

The total of the applicable modifiers is +1, meaning that the rolls total is increased by 1. Kirk refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Infantry Squad Units' column – a total of 5+ on the table results in the squad being 'Killed!', and the hail of fire from the Caisse APC's VAW kills, wounds or scatters the troops of the Hoplite squad - Kor removes the miniature from the playing area. 

Example 6: As the battle rages Kor spots a chance to attack Kirks forces with one of his battery's of Devil Frog Light Artillery Guns. Having been dropped off by their Gecko Gun Tractors earlier in the battle, the Devil Frogs are now 'Dug In' and awaiting orders to fire. When its time for Elan 2's to activate, Kor selects the first Devil Frog to fire and, nominating Kirks Paladin Command Tank from Platoon 1, Kor measures the range at 34cm – but as the gun will be firing over a hill, it is indirect fire. Referring to the Indirect Fire rules (USE ME 6mm p.10) Kor places a 1cm radius explosion marker on top of the target Paladin tank and rolls 1D6 – with a roll of 2 the shots deviates, so Kor rolls another 1D6, getting a 5 – the shot deviates left 2D6cm. Kor rolls an 8, so the shot comes down 8cm away from the Paladin & hits nothing but dirt … Continuing with his Elan 2 activations, Kor selects another Devil Frog and repeats the attempt – he places the explosion marker on top of the target again and rolls 1D6. This time he rolls a 5 – the shot lands on target! So Kor rolls 1D6 and rolls a 4 for the Devil Frog, and then he consults the Ranged Fire Table drives (USE ME 6mm p.9) – the following modifiers are applied to the roll total: 

Firers Weapon is vehicle weapon vs Heavy Vehicle: +1 
Range is beyond optimum range: -1 

The total of the applicable modifiers is +0, meaning that the rolls total is unchanged. Kor refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Vehicle Units' column – a total of 3-4 on the table results in the 'Disabled' result, and so Kirks Paladin Heavy Tank is temporarily disabled by the hit – Kirk places a 'Disabled Unit' token next to his Paladin. Kor then continues with his Elan 2 activations. He selects the third Devil Frog in the battery and, using indirect fire, places the template on the now disabled Paladin and rolls 1D6. Another roll of 5+ sees the third shot land on the target Paladin, but when Kor rolls a 2 for the Devil Frog, and consults the Ranged Fire Table drives (USE ME 6mm p.9) – he sees the following modifiers are applied to the roll total: 

Firers Weapon is vehicle weapon vs Heavy Vehicle: +1 
Range is beyond optimum range: -1 

The total of the applicable modifiers is +0, meaning that the rolls total is unchanged. Kor refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Vehicle Units' column – a total of 0-2 on the table results in the 'results in the 'Ricochet!' result, and so the Devil Frogs shot bounces clean off the Paladins thick armour without effect. Kors final Elan 2 activation is the last Devil Frog gun. Again using indirect fire, Kor places the template on the now disabled Paladin and rolls 1D6. Another roll of 5+ sees the fourth shot land on the target Paladin, and Kor then rolls a 3 for the Devil Frog and consults the Ranged Fire Table drives (USE ME 6mm p.9) – the following modifiers are applied to the roll total: 

Firers Weapon is vehicle weapon vs Heavy Vehicle: +1 
Range is beyond optimum range: -1 

The total of the applicable modifiers is +0, meaning that the rolls total is unchanged. Kor refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Vehicle Units' column – a total of 3-4 on the table results in the 'Disabled' result. But ... the Paladin is already disabled, and should any unit suffer a second 'Suppressed/Disabled' result the two are combined, resulting in the Paladin being 'Knocked Out' instead. Ranged Fire is most effective when directed at targets in excellent terrain – so stay off the roads unless you need to go somewhere in a real hurry! Volume of fire – firing at the same target repeatedly, as in Example 6 above – can turn even lighter weapons into effective ones by scoring multiple hits and combining combat results until the target is killed/knocked out. Be aware that the very largest & most heavily armoured vehicles, especially once they are dug in, are very hard to damage, often requiring Infantry assaults in melee to effectively combat them. 

3. Concentrated Fire (USE ME 6mm p.10): The 'Concentrated Fire' action allows a unit to forego any movement in order to direct more accurate, concentrated fire at a target. Using concentrated fire is useful for dug in targets that would otherwise be harder to engage effectively, whilst units that are dug-in or stationary can take advantage of the Concentrated Fire action to defeat an enemy trying to get past them. 

Example: As the battle rages, both Kirks Gryphon Grav Speeders & Kors Phalanx Infantry Squads are Elan 3, and with Kirk having won the initiative Kor waits as Kirks speeders race past his Phalanx Infantry Squads on the edge of a wooded area. As soon as its Kors turn to activate Elan 3 units he selects one of his Phalanx Infantry Squads and gives it a 'Concentrated Fire' action – selecting the nearest of Kirks speeders – at a range of 12cm – he rolls 1D6, getting a 4 – Kor then consults the Ranged Fire Table drives (USE ME 6mm p.9) – the following modifiers are applied to the roll total: 

Firers Weapon is Infantry weapon vs Infantry/Light Vehicle: +0 
Target is Flyer/Gravity Repulsar Drive type: +1 
Firer is using 'Concentrated Fire' action: +1 
Target Unit is Armoured: -1 

The total of the applicable modifiers is +1, meaning that the rolls total is 5. Kor refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Vehicle Units' column – a total of 5+ on the table results in the 'Knocked Out!' result, and Kirks Gryphon Grav Speeder is destroyed by the hit – Kirk removes the miniature from the playing area. 

Concentrated Fire is a very useful means of attacking the enemy, but at the price of mobility & reaction. If the enemy has a substantially faster units than your own, the enemy units may well be able to escape or get out of the weapons maximum range before you can react or counter them – if their mission is to raid something your force is meant to protect, concentrated fire can soon become an issue.

4. Move & Melee Combat (USE ME 6mm p.12): The 'Move & Melee Combat' action allows a unit to move into contact with an enemy unit and attack it in melee. Melee combat is brutal and quickly conclusive – the winner survives, whilst the loser is killed/knocked out. Units must have sufficient movement to actually reach physical contact, and terrain effects this movement as normal – which is why placing units in Difficult terrain can be advantageous. Melee combat is one way of rooting out a dugin enemy vehicle unit that is otherwise proving difficult to deal with in ranged combat. 

Example: Kors Tyros Laser Tank Destroyers, having dug-in on the edge of a wooded area, have been taking a heavy toll of Kirks Caisse APC and Paladin Heavy Tanks with their cannons. But, with Kirks Elan 6 Grenadier Infantry now close enough, when its his turn to activate his Elan 6 units, he gives the first Grenadier squad a 'Move & Melee Combat' action – the nearest of Kors Tyros is dug-in 7cm away, so the Grenadier squad is able to reach the Tyros and carry out a melee attack. Kirk rolls 1D6 for his Grenadier squad, rolling a 5, and Kor rolls 1D6 for his Tyros, rolling a 3. Both Kirk & Kor then refer to the Melee Combat Table (USE ME 6mm, p13) and apply all the relevant modifiers to their rolls. 

Kirk Kor Character type is Elan 6: +1 
Character is Armoured: +1 
Character is Infantry/Light Vehicle: +0 
Character type is Heavy Vehicle: +1 
Character is Dug-In: +1 

Kirks total modifier is +1, whilst Kors is +3. After adding their modifiers to their rolls, Kirks final total is 6, as is Kors, resulting in a tie and an immediate re-roll of the combat. This time Kirk rolls a 6 and Kor a 2, and as the same modifiers apply, Kirks final total is 7, and Kors final is 5 … and so Kors Tyros is 'Knocked Out!' Melee combat is brutal, quick and decisive! 5. Dig-In: (USE ME 6mm p.13): 

The 'Dig-In' action is used to provide a better defensive position. Although it is especially useful for lighter and less heavily armoured units, it can only be used as long as the unit remains in place unmoving. However, when a large and heavily armoured unit digs itself in, it can require a large expenditure of resources to defeat! Example: Having barely survived a hit from a second hit by a Paladin Heavy Tank Kors Kourian Super Heavy Tank, having recovered from being disabled, resumes moving until it reaches the buildings, where it stops, before moving forwards to assume a position in the edge of a wooded area – where Kor gives it a 'Dig-In' action. Now dug-in, the Kourian settles down to snipe at Kirks forces … and two of Kirks Paladin tanks approach to trade fire with the dug-in super heavy tank … the first Paladin stops and – using a 'Concentrated Fire' action – fires at the Kourian. Measuring the range at 32cm, Kirk rolls 1D6 and gets a 4 and consults consults the Ranged Fire Table drives (USE ME 6mm p.9) – the following modifiers are applied to the roll total: 

Firers Weapon is vehicle weapon vs Super Heavy Vehicle: +0 
Range is beyond Optimum Range: -1 
Target is a Vehicle Unit type and is Dug-In: -1 
Firer is using 'Concentrated Fire' action: +1 Target Unit is Armoured: -1 

The total of the applicable modifiers is -2, meaning that the rolls total is reduced to 2. Kirk refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Vehicle Units' column – a total of 0-2 on the table results in the 'Ricochet!' result, and and the shot from the Paladins cannon bounces clean off the Kourians thick armour … Now the second of Kirks Paladin tanks using a 'Move & Ranged Fire' action – it closes a full 12cm, reducing the range to 20cm and then fires. Kirk rolls 1D6 and gets a 3 and consults consults the Ranged Fire Table drives (USE ME 6mm p.9) – the following modifiers are applied to the roll total: 

Firers Weapon is vehicle weapon vs Super Heavy Vehicle: +0 
Target is a Vehicle Unit type and is Dug-In: -1 
Target Unit is Armoured: -1 

The total of the applicable modifiers is -2, meaning that the rolls total is reduced to 1. Kirk refers to the Combat Results Table (USE ME 6mm p.9) and looks at the 'Vehicle Units' column – a total of 0-2 on the table results in the 'Ricochet!' result, and the second shot from a Paladin cannon is bounced clean off the Kourians thick armour …again … and at a later time in the battle 3 squads of Kirks Grenadier Infantry will swarm in to try & deal with the giant tank. 



6. Special or Unique Actions (USE ME 6mm p.13): 
As explained in the main rules, these actions allow players to carry out actions like recovering items or units, finding 'valuables', demolishing or rebuilding things, or rescuing people or such like, or just about anything that a player might conceive a need for. Although no hard and fast rules have been written for these unusual events, and simple rule of thumb for them is 'roll 1D6, on a 4+ you are successful' … 

Players should co-operate when using such actions to establish the required dice rolls needed for a success. Example: Kors Kourian SCU has been destroyed in melee combat by 3 squads of Kirks Grenadier infantry, and Kirk declares his intention to search the burning wreck for survivors, stating his intention is to capture any 'senior officers' still alive. Kor agrees to this but says a 5+ will be required for success, and so next time the Grenadier infantry are activated, Kirk rolls 1D6 for the active squad and rolls a 3, failing to find anyone alive in the burning wreck. Kirk tries again with the second squad (Kor says OK, but this is the last try – if nobody is found this time, no-one will be found). Kirk rolls 1D6 again, and this time rolls a 6, and so finds a 'senior officer' alive and takes her prisoner. 

Using such 'Special and Unique' actions can lead to further scenario ideas and a more detailed background 'story' and 'history' for the players games – perhaps Kor will attempt a rescue of the captured officer, or Kirks interrogation of the officer will reveal secret plans … with all such ideas leading to further games, battles & fun …

3. Off-Table Support Phase (USE ME 6mm Rules, p.14) 
The use of Off Table Support is entirely optional, but the timely intervention of some off table support can sometime turn a losing battle into a survivable one … or turn a wavering enemy into a broken one. But off table support is both expensive, invariably one use in nature, and only available in limited quantities. 

Example 1: Kor has two uses of the 'Long Range Artillery Support' option available for his force. As Kirks forces advance Kor can only watch as a platoon of Kirks Attack Bikes swarms across the table heading in the direction one of Kors Devil Frog artillery battery's. Kor has no units in line of sight to try and stop the bikes, so in the Off Table Support Phase he decides to use one of his Long Range Artillery Support options to engage the bike. Kor places a single 4cm radius explosion template on the bikes and rolls 1D6, getting a 3 … the Long Range Artillery is inaccurate and deviates. Kor rolls 1D6 on the deviation table (USE ME 6mm Rules, p.11) and getting a 6. The artillery moves backwards, so Kor rolls 2D6 getting a 5. The explosion template moves back towards Kors table edge … and still manages to cover 3 of Kirks bikes. All 3 bikes are automatically hit in the artillery strike, so Kor rolls 1D6 for each bike, adding +3 to each roll. Kor rolls a 3, a 4 and a 6 – with the +3 modifier it means that each of the bikes is 'Knocked Out!' 

Example 2: It is late in the game, and with his Kourian SCU knocked out Kors forces are now suffering from greatly reduced Elan effecting their ability to fight. Now desperate to try and turn the tide, Kor decides now is the time to use his single use of 'Drop Troops Insertion'. Selecting a spot in the table where Kirks Grenadier Infantry have been advancing and destroying all before them, Kor rolls 1D6 for each of 7 'Elite Drop troops' infantry bases. For the first base he rolls a 4, and the Drop Troops land right where he wants them, in the middle of a pack of Kirks infantry. Kor does the same for the rest of the Drop Troops, rolling a 2 (the Drop Troops unit deviates 11cm from its intended landing point … and out of the battle!), a 5 (the Drop Troops land right where he wants them), another 2 (the Drop Troops unit deviates 7cm from its intended landing point … not so far that they can't rejoin the fray!), a 1 (the Drop troops are killed before they can land by flak and/or accidents), a 6 (the Drop Troops land right where he wants them), and finally – for the Command Squad – another 6 (the Drop Troops Command Squad lands right where he wants them). Mow all Kor needs is to win the initiative and get his Elan 6 Drop Troops into action before Kirk can respond … 

The use of Off Table Support is risky in that it's expensive in points, and might not work out as intended, either missing its target (or worse still, hitting the wrong target ... like friendly units!) or sometimes never being used due to lack of time or opportunity. The temptation to avoid 'wasting' it until its 'really' needed means it's often overlooked until too late … 

4. The Consolidation Phase (USE ME 6mm Rules, p.15) 
The Consolidation Phase is all about tidying up the playing area, removing all 'Disabled' and 'Suppressed' markers, and checking to see if scenario victory conditions have been met yet, or if the games 'Turns Limit' has been reached. It is also the time in the Turn when Morale rolls are made. Morale rolls come into effect once a sides numerical strength as a percentage of its original starting numbers falls to 50% or less. When this happens a 1D6 roll is made for EACH remaining unit in the force left on the table. Units fail initially on a 1-2, but when losses reach 75% and another Morale Roll is made, they fail on a roll of 1-3 … 

Example: The hard fought action between Kirk and Kor reaches its conclusion when Kirks force, having lost 30 of his original 57 units, has to make Morale Rolls for each of his remaining units. For each 1D6 roll of 1-2 that unit is removed from play as Infantry scatter & flee, or vehicle crews abandon their vehicles and likewise flee. A further 10 of Kirks units break and flee, reducing him to just 17. Should Kirk lose another 3 or more units he will be forced to make another Morale Roll for reaching 75% losses, failing this roll on a roll of 1-3. 

The end is nigh … 

END

Thursday, 26 March 2020

USEME Battle Report by Vic Dobson sees Security Force Alpha vs Octopods

I was delighted to receive a massive email from my good friend Vic Dobson which detailed his two player game of USEME 15mm Science Fiction a few weeks ago.  He said I could present it to the world so..for the delighted of all 15mm science fiction fans...here it is on our blog.  Security Force Alpha faces off against the Octopods on a table filled with HOF and Bradley Miniatures figures and vehicles.  Vic is all about the game so he tends not to paint up his miniatures or his terrain; though this time he went all out in bareness.  This gives the pictures a rather different look in bare metal and resin.  


Comment or contact me if you wish to ask Vic anything or know more.  GBS.  
Here we go..in his own words!

USEME Battle Report

My Sunday games was given over to USE ME and the long anticipated Security Force Alpha (SFA) versus the Octopods … and it went something like this …


The SFA force: GNAT Contender, 4 x Bearcat Battlesuit, 2 x Firecat Battlesuit, 1 x Meercat Battlesuit, 1 x SFA Command Squad, 4 x SFA Infantry Squad, 1 x SFA Sniper Team, 2 x Automata Squad, 2 x Patrol Droids = 1000 Points. Two new Special Rules are needed for the SFA force:

1). Mech Shield (for the Firecats) = +1 to armour from the front only, +10% points (none of the SFA mechs are armoured, so this really helped!)

2). Spotter (for the Meercat) = use 1 action to act as spotter for another friendly firer this turn, this allows that firer to measure range and trace LOS from the Meercat & not the firer; Only usable with vehicle Indirect Weapons, +10% points.


This is the Octopods: 3 x slow but well armed Heavy Bradley Tanks, 3 x fast but lighter armed Heavy Bradley Tanks, 2 x Octopod Rocket Pod, 4 x Octopod Rocket Cycle, 1 x Command Mob, 4 x Warrior Mobs, 3 x Seerguard Mobs, 1 x Mindbender Mob = 1010 points.


The battle area: 60 Inches x 48 Inches. With 2 hills, woods, thick hedges, dirt tracks, 8 buildings. The SFA will approach from the West (left), the Octopods East (right) ...


Having lost the roll, the SFA set-up first, but held back their Command squad and 2 Infantry squads in reserve …


The Octopod forces set-up. The Seerguard are set-up riding on the engine decks of the fast tanks (so any hits to the tanks will also hit hem, and vice versa) … Octopod Desant! The Command Mob and the fourth Warrior Mob are held back in reserve off table.

And so it begins … With all forces set up, the Octopds won the initiative and began to advance …


The fast tanks carrying the Seerguard roared off at speed heading around the bigger hill, hoping to reach the buildings before the SFA with their big mechs can interfere (or worse still, open fire … ). As the tanks grinds onwards the various Octopod Rocket craft shoot off at high speed heading to their destinies …


The SFA advance to meet the alien threat! The droid squads head along the dirt track for the buildings - they've been programmed to reach cover in the buildings then hold their positions. The Meercat dashes forwards, seeking a position to make use of its Spotter ability, whilst the Contender stomps forwards to take up position behind one of the buildings, from where it is to rain indirect death down on the invading alien scum … the smaller Bearcats and Firecats lumber towards the buildings with the intention of taking up A/T positions, the Bearcats dealing with the Octopod tanks whilst the Firecats are to hunt Pod the infantry …


The heavier armed but slow Octopod tanks steadily grind onwards as, behind them, the Octopod infantry take cover behind the tanks massive hulls. One of the tanks spots some SFA infantry in the far distance through a small gap between the trees and buildings & immediately directs a hail of fire from its 2 automatic weapons and 2 cannons …


Whilst most of the tanks firing would shame an Imperial Stormtrooper, the heavy cannon round lands smack in the middle of the squad and 2 SFA troopers bite the dust! Even as they do so the Octopods Rocket craft streak in to open fire on the SFA Bearcats and Firecats - their fire serves to knock down the mechs energy shields (the small purple dice mark intact shields). But the Octopods don't have it all their own way - the Meercat spots for the Contender and heavy missiles are soon on their way …


… missiles meet Rockets & detonate, and the Rockets, pilots and all, explode or burst into flames!

The fast Pod tanks carrying the Seergaurd reach the far side of the tall hill and begin to trade fire with the SFA mechs facing them … time for the Seerguard to jump down and do their thing! Meanwhile, the slow but steady march of the droids sees them reach the buildings and begin to fan out looking for good firing positions. Somehow the Octopods tanks seem to be slowing down the Octopods advance … must be all that stopping to fire they're doing!

And it only gets worse …


The Octopod forces are too slow! The Seerguard and their tanks are way ahead of the rest of the Octopod infantry & tanks, and despite their heavy armour they're not quite as well armed as the SFA mechs, especially the feared Contender. As their Rocket Pods & Cycles explode and crash, the Octopod Leader can be heard yelling at his 'Pods to hurry it up!


The last surviving Rocket Pods & Cycles lash the SFA mechs with fire - more energy shields collapse, and then a heavy cannon round from an advancing Octopod heavy tank decapitates a Bearcat with a single hit! The Bearcat, which had broken through a hedge & was busy directing a hail of fire at the approaching tank, staggers, stumbles and collapses. Hearing this, the SFA infantry squad in the open (who were originally planning to advance and support the mechs) stops and hunkers down. Up by the big hill, the Seergaurd, now dismounted, form up and begin to close with the buildings - the idea is to take and hold them, preventing the SFA infantry from flanking their tanks …


As the threat from the advancing Octopods grows, the Contender finally leaves it's firing position and directs a veritable hail of fire at the Octopods - and all the while the Meercat continues to provide its spotting support, allowing the Contender to lash out at the Octopods. The SFA droids identify the approaching Seerguard, line up, lock, load and open fire in unison, and the first Seerguard falls. But, even with the Contenders fire support, another Bearcat takes a massive hit from an Octopod tank cannon and falls to wrack and ruin … and a final, valedictive strafing run by the last Octopod Rocket Pod downs the Contenders energy shield … fearing an Octopod breakthrough, the SFA commander sends in 2 of his reserve squads … but not his own, mind … it does pay to be cautious! Especially when enemy bullets are involved … but our heroic Octopod leader isn't so squeamish and brings his command mob and his final warrior mob into the battle at a jog …


… and the Contender calmly swats the Rocket pod down, whilst directing a heal of gunnery into the furthest Octopod tank, breaching its armour with 1 hit and causing it to explode in flames (can you smell fried squid?). Their squishy hearts filled with rage, the Seerguard dash into melee with the droids … er, aren't we meant to be melee specialists? It does not go well … Now that the Contender has moved and the Octopods advance is obscured by cover the Meercat pilot runs forwards, seeking a better targeting position, and behind him the sniper team run forwards too …


As the SFA droids continue to mechanically batter the 'melee specialists' in melee combat the Octopod commander is asking himself if perhaps they're not on the right pills? Maybe he should execute their trainer? As the rest of the Seerguard are moving into position to try and tackle the SFA mechs one of the mechs brandishes its flamethrower & turns to face them. The slower Octopod tanks grind ever onwards, but one finds itself being distracted by the approach of the Meercat behind a hedge …

And now it gets hotter …


A lone missile from the Contender, fired indirect without spotter support lands on one of the advancing Octopod heavy tanks, scattering Octopod infantry like confetti and leaving a good sized dent in the tank to boot! The SFA droids continue to beat the 'melee specialist' into submission (and death) and the fresh SFA infantry run towards the buildings and hedges with the intention of taking up covered firing positions - let the 'Pods come! And they are ... very slowly! The Seerguard who are mech hunting soon realise the enormity of their mistake - the Firecat unleashes its flamerthrower and many 'Pods go up in smoke!


The second Firecat quickly backs up as 2 Octopod tanks loom large, followed by a mass of 'Pod infantry. The last surviving Patrol Droid is destroyed by the damaged Octopod tank with a single shot, but the Droids finish off their fight with the Seergaurd (whose trainer will no longer be in need of execution - he got bashed in the head by a droid too!) and turn to face into the flank of the approaching 'Pod infantry hosts … in the distance, behind the hedge and buildings, a loud explosion announces the destruction of another Octopod tank. The gutsy Seerguard who, despite the flames, close with and assault the Firecat manage to knock down its energy shield … and the Meercat, having advanced behind the Octopod, now begins to supply high value targeting data for the Contender …


It's no fun being an Octopod! This day, all 'Pods die ... or at least that's how it looks to our brave Octopod leader! A single missile from the Contender lands with a huge bang in the midst of 1 Octopod mob, blasting them in all directions (including into their afterlife!). The survivors run forwards, only to be met by the Firecat, who ignores the nearest Octopod tank and unleashes a gout of flames and automatic weapons fire into the Octopod infantry - more 'Pods are roasted and blasted. As the SFA infantry take up positions in the hedge they cheer the Firecat on! The other Firecat is less fortunate - having eliminated all but 3 of the 12 Seerguard that had stalked & then attacked it it finally fell to a Seerguard melee attack. The SFA surviving droids take cover in a building and start to hunt the Octopods Mindbender - one of the Psykers guards is killed, the other crippled, but the terrified Psyker escapes the building and runs towards another building where another mob of 'Pods are cowering & trying not to draw the attention of the nearby Firecat ... then disaster overtakes the SFA - the Contender is destroyed by a volley of fire from an Octopod tank and collapses into burning ruins ...



The last surviving SFA Mechs hurriedly turn to confront the 'Pod tanks, but their heavy armour defeats the mechs weapons ... but at least the last Octopod bodygurad is killed by the droids! That'll teach him ... with their best units now destroyed the SFA are in a serious bind - tackling the 'pod tanks will require using infantry melee attacks, meaning leaving cover and taking fire from the tanks and the 'pod infantry ... the Meercat, with the Contender downed, is now just a fast miving automatic weapon. Desoite this lack of heavier weapons the Meercats pilot stops to trade fire with the damaged 'Pod tank that has been creeping towards the centre of the action ...


The SFA give it their all! Using bundles of grenades they dash out and assault both the nearest 'Pod tanks ... they're unsuccessful this time around, but as their assault goes ahead the last of the faster 'Pod tanks succumbs to the combined fire of the last 2 Bearcats. The Firecat meanwhie, wastes fuel trying to burn out the Octopod command mob hiding in the building - so much for not drawing the mechs attention. At least the building offers protection from the flames!

And finally....

It only took me seven hours to get to this point … but I DID stop for num-nums! And coffee and a read and other activities ...


The Firecat continues to pin down the Octopod command mob in the building, but in doing so it ignores the Meercats need for support for too long - the Meercat finally falls to the heavier weapons of (and a lucky hit by the) crippled 'Pod tank … the SFA infantry continue their assaults upon the 'Pod tanks, one of whom is damaged in the process. This leads to the tanks abruptly lurching forwards to try and shake of their attackers, and a rather silly/funny chase ensues - infantry chasing tanks! But the SFA quickly come to realise that they will end up taking fire from the tanks AND the (badly depleted) 'Pod infantry …


… and as the 'Pod fire intensifies, the SFA commander (still safely off table - and now not likely to join in!) decides it's time to withdraw the last of his forces before they can be overwhelmed by the 'Pod tanks. When the SFA call it a day and leave, the 'Pods claim victory … perhaps …

Holy moley what a game to the end. Once I'd decided to withdraw the SFA (I needed to tidy up and do work things!) I added up the value of characters lost by both sides and found that, despite the fact it was the SFA who backed off first, it was the 'Pods who'd lost the most in PV, serving to balance their 'victory' - it was an utterly Pyrrhic one! In effect, a draw …


The game was immensely good fun, and my new special action rules worked as I'd hoped - the Firecats were fine until attacked from behind in melee, the Meercat proved very effective, and had the Contender lasted to take advantage of the Meercats spotter position behind the 'Pod advance, the SFA would probably have won.

Thanks for talking the time to read this rhubarb everyone. I've got a lot more pics but I wanted to keep this to a 'moderate' size and I could've gone into it a bit more but perhaps it's better I didn't!

Vic

Thursday, 1 August 2019

Known Space 2250 a free campaign setting for USEME by Vic Dobson

Welcome to August!  Alternative Armies punts into the new month with a treat for USEME fans.  Following up on the free 'Dropped from Orbit' article we present an entire campaign setting written by veteran player Vic Dobson who has already brought you many other free scenarios and more.  Read on for details or go HERE for the game system page or HERE for our expansive Free Downloads page.


Known Space 2250 Setting for USE ME 15mm Science Fiction and USEME Starship Battles
Created by Vic Dobson as a background setting for a series of scenarios he's written for UM001 15mm Sci-Fi and UM006 Starship Battles, this futuristic setting covers a wide variety of race ideas for both humans and aliens all inspired by the Alternative Armies (and others) ranges of miniatures. Inside you will find such alien races as the tradition obsessed Vergan Empire, the warlike Octopod Combine, and the tragic ancient Zidhe.  Alongside these (and other) alien races there are numerous human states, such as the Federal Systems Republic, the Core Systems Corporation, the Concorde of Charlemagne, and the Star Kingdom of Nova Albion. The setting includes the Setting Map, Setting Time line, the Setting itself plus Campaign Rules and a Special Actions Reference sheet used in the setting.  Download from our online storage by CLICKING HERE.


If you are keen on the two USEME books spoken of for this setting then you can get them on the USEME Series page of the website in print and as digital downloads at twenty percent less (just as with all our Digital Download titles).  Full details on the contents and rules for each are on their pages.


Vic speaks about the Vergan Empire and you can find these blobby aliens in the SHM Range as codes SHM20, 54, 55, 56 and 57.

Lots more to come in August so enjoy this great free folder of files and keep your peepers peeled!

Thanks for Reading,

GBS

Friday, 8 March 2019

DarkeStorme free Fog of War scenario and play sheets by Vic Dobson

Taking a change from creating excellent free content for the USEME system it is my pleasure to present free content for DarkeStorme the Skirmish from Vic Dobson. DarkeStorme is Alternative Armies generic high fantasy game system for 28mm or 15mm scale miniatures and the rules can be had in print or as a digital paid download.  


Vic has penned a great scenario called 'The Fog of War' as well as several player sheets for the game of his design and layout for your warband and for monsters.


DarkeStorme the Skirmish
DarkeStorme is a high fantasy character driven skirmish game written by Gavin Syme (GBS) creator of Erin 2nd edition, Typhon and Flintloque 3rd edition along with many other wargame rule systems and fiction.  Sixty pages containing Easy to learn D6 engine, Full rules for character combat, Full Magic System with ten levels of spells. A Monster Handling system with 'Amok' rules. Creature generation formula and many Mortal and Undead races. Expansion rules for Cavalry, Artillery and Chariots. A Full Points System. Terrain and Weather generation and special terrain generator.

Create Characters from nothing and lead them through linked adventures and progression. Units of roughly ten to twenty characters in games lasting twenty minutes to over an hour in length. A game system suitable for younger gamers, those with less time or starting out or those looking for an easy play wargame with a traditional high fantasy feel from the era of the 1980's and 1990's.  Click through to either the PRINT book or DIGITAL DOWNLOAD version to get your copy and while there use the links to get a folder of free files and a free mini-campaign called 'Murder at Illstadde'.  More information on the website including page images and a link to an independent review.  You can play this game in 28mm or 15mm scale with any miniatures.


Fog of War Scenario by Vic Dobson
Welcome to Fog of War a DarkeStorme scenario for two players. In this game two groups of warriors search the ruins of a village shrouded in a thick veil of magicke fog, searching for a long lost book once owned by a infamous and powerful magician! Both sides are looking for the legendary lost Book of Borganza, an Arcane Libram (spell-book) that once belonged to the ancient and powerful Mage Borganza the Wylde. The lost book now lies somewhere in the ruins of a long abandoned village in a valley shrouded by a thick magicke fog. But the book could be in any one of more than half a dozen different locations, so both sides have to search the ruins.  Download this three page scenario from our website hosting by clicking HERE.  This download also includes variant play sheets for the game. Note that there is a visual error in the scenario on page three caused by translation to PDF; it does not affect the scenario but our apologies.





While you can play DarkeStorme in 28mm you can also play it in 15mm too simply by changing ranges from Inches to Centimetres and indeed in 15mm you can use miniatures from the HOT 15mm Fantasy Range plus the Tabletop 15mm Fantasy Range. Alternative Armies has a huge selection of high fantasy miniatures in 28mm scale so we have provided a list of links so you can browse.  All packs can be purchased a single miniatures from them and we have value bundles with a big saving too.




We hope you enjoyed this free scenario and that your warbands bring you many victories.  This is our last news until late on in March when we will bring you many wonderful things.  Look out for this and enjoy your gaming.

GBS

Monday, 23 July 2018

USEME Free Bundle II by Vic Dobson download now plus new Weekly Deals

One of my fondest creations as a humble creator of wargaming content and books is USEME. The 'Ultra Simple Engine for Miniature Engagements' system has a dozen titles to its name and in print and download has been all over the world with eight thousand copies sold since first release. I have played and seen played games with USEME from five 15mm figures a side to five hundred at conventions. Science Fiction, Fantasy, Historical, Starships, Zombies and more and all really easy plus without a setting you can fit them to your own wants. 

A prolific writer of scenarios and wargaming ideas it is my pleasure to present to you all the second free bundle for USEME written by Vic Dobson. This new bundle follows up on Bundle One as well as free Mini-Campaigns and other scenarios such as Outland 2114 all written for UM001 15mm Science Fiction and UM006 Starship Battles. Generic works which fit in great to your gaming. See all these others by working the history of the USEME TAG on our blog and download the new bundle below. Enjoy the free! 


USEME Free Bundle II 
A total of eleven new scenarios written by Vic Dobson for 15mm science fiction and for fleet scale Starship Battles with the USEME rule system. Rescue VIP's from a crashed shuttle in 'To Ride the Lightening', cultists try to summon the dark lord in 'My Name is Mort', a corporate vehicle carry supplies tries to escape any colonist miners in 'Three Wheels on my Wagon' and 'My Name is Ruin' where a small group of scientists and guards try to hold off wasteland mutants. For starship gaming there is 'Brothers in Arms' which sees Alien Greys entering Octopod space in a vicious encounter. Two small campaigns as well. The Federal Systems enter Neo-Sov space to destroy a moon base and more in the the three part 'Fire in the Ice' starship battle campaign. In the three parts of 'Inferno' the Neo-Soviet ground forces try to defeat the Xiberian Insurgency in close in battles. Hosted on the Alternative Armies website you can download the bundle by clicking HERE.



If you have enjoyed the free scenarios and bundles for USEME then perhaps you might like to get in on these great and simple rule systems. Visit our website HERE for the dozen titles currently in the series in print and as digital downloads. All play in less than an hour and you can learn them in one or two play through sessions. Great for getting children into gaming and if you only have short window to play plus play them solo. Science Fiction, Fantasy, World War Two, Modern Warfare, American Civil War, Starship Battles, Wild West, Zombie Dawn, Support Pack, Cyberpunk and Eldritch Horror. Little books at little prices. 



Here at Alternative Armies we have two new week long deals on two entire ranges every week. Each offer is 10% off every code in two entire collections of our website. Every pack, unit, box, book and so on in the collection is ten percent cheaper than its normal price for seven days. It changes every week at midnight GMT Sunday so it is well worth a look to see what we have on offer from our vast choice. Go HERE for the page and it is well worth seeing every Monday what the new deals are. This week the offers are on are the Von Rotte Legion Dwarves for Flintloque and the fantastic SHM 15mm Science Fiction range. 


If you would like to get the latest news, releases, free content and unique to email offers from us in one place then sign up for our Mailchimp list which will get you future email from us every week with first news of new releases and special offers plus unique email only deals. Please see footer of our website home page or below here to sign up. 

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GBS