Showing posts with label FuturKom. Show all posts
Showing posts with label FuturKom. Show all posts

Saturday, October 6, 2012

Battle Report - Binary Outing for Binary Petroleum

Newly painted figures get ready for action earlier this week
A couple of weeks ago, in one of my many hobby distractions, I started in on some excellent 28mm near-future sci-fi models courtesy of Frank Hammond. I had finished the models this week (there are 24 of them in my initial batch) and Dallas was kind enough to get them involved as part of our regular game this week.  For fun we used the new Bolt Action rules - intended for WW2, they adapted quite easily to the science fiction setting.
These old 40k Storm Troopers bolstered the Frank Hammond troops
For a scenario we decided to pull the good, hard working folks of Binary Petroleum - last seen in our 6mm FUBAR games - into the 28mm setting.  A group of character models would represent a well-meaning Binary Petroleum survey team, set upon by some FuturKom Motor Fuzileers.
The FuturKom Legions - an awesome collection from Dallas
FuturKom motor pool - note the dreaded T-620 in the foreground...
My Frank Hammond troops were blended in with some vehicles and additional bits from my 40k collection - one of the main reasons I had applied my blue paint scheme to the infantry was so I could merge them into my large collection of Imperial Guard stuff.  In all we had three infantry squads with APCs, one marksman, one MBT and an officer.  One of the squads, represented by Imperial Guard storm troopers, was an elite veteran team. The Kommulists had a near-identical lineup - three squads in APCs, a T-340 and the dreaded T-620! The Kommulists had extra armoured power in contrast to our better infantry.  Dallas took command of FuturKom and I rolled with the PDF forces.
These 40k characters represented a Binary Petroleum survey team...I find they match up well with that role
A BP representative gives an on-site interview...
The members of the BP survey team were spread across the table as objectives, and the goal was to try and capture as many as possible.  Once the game ended, Dallas and I would roll a D6 for each survey team member recovered - whoever rolled highest would recover the valuable survey data as to which areas of the verdant colony world were ripe for transformation into tar-fuel pits.  Oh - and some of the survey team members would maybe be saved too, which was BP's "official" goal...
This BTR-700 was no match for the main gun on my tank - too bad this was the only thing my tank managed to hit...
The T-620 commands all before it - the power of Kommulist industry...
The game moved at a good clip - Dallas and I each moved to grab some team members, but Dallas was more efficient with his movement.  I had some early success punching holes in his APCs, but he was able to knock out my tank before I could get to his (I blew key rolls to help that along...) and this would put the balance of firepower toward FuturKom for the rest of the game.
PDF fire-teams open up on the Kommulists
I didn't help my cause by getting my APCs all bottled up near the middle of the table.  Sure, my infantry had cover, but they couldn't get anywhere useful.
This APC was knocked out and made for a bit of a traffic jam for me - and a good back drop for a live hit from the reporter
Motor Fuzileers under fire - note the "rescued" BP survey team member being spirited away in the background
Still, we got our licks in.  Two of the FuturKom squads were lit up, and we took out all of their APCs.  On the other hand I lost an entire squad, two APCs and a tank.  By the end of the game Dallas had recovered three survey team members, and I had "saved" only one.  It was a win for FuturKom.  I'm sure the Galactic Central Policy Committee has already reviewed the information as to which areas would make the best spots as they plot "Grozny 4"...
Burning BTR in the centre of the table - see how Dallas squeezed that APC along the table edge? Darn it!
Bolt Action showed once again to be the current "it" rules.  They adapted very well to our setting and allowed for a quick and efficient game.  They are miles beyond the current edition of 40k in terms of quality, enjoyment and representation - I recommend you give them a try!

Tuesday, February 28, 2012

Battle Report: Day Of The DOWA - SpaceKrieg 28mm Sci Fi

FuturKom troops plot the doom of their enemies.
Our group likes to roll out to support local gaming events here in Manitoba, and this past weekend we attended LegioCon in Winnipeg and ran a demonstration game of SpaceKrieg, our home brew 28mm sci-fi skirmish rules.  The scenario was set in the horribly abused city of Staliningrad and pitted the antagonists of FuturKom against the other antagonists, Gün Schwarm.  Here are some pictures and a short account of the game.
Table setup showing the DOWA in launch position.

(Click above to see a short video of the table)

The Kommulist Marshals have tired of the constant conflict in the city, and the occupied spaceport that is keeping the Gün Schwarm troops supplied.  So a Device Of Widespread Annihilation (DOWA) has been moved into position to, ahem, "deal with" the situation.  Gün command noted the arrival of the DOWA, and sent crack troops to capture it.

FuturKom squad manning Community Outreach centre.
The table was 6' x 4', covered with Dallas' awesome urban ruins and his outstanding 40k landing pad and strong point (known generally to us as the "community outreach centre").  The DOWA (a 1/50 scale model of a Soviet SCUD done beautifully by Dallas) was set in the middle.  The Güns would approach from either short table edge, and to stop the launch they had to get an infantry model to base contact with it by the last turn - they could not shoot at it with AT weapons as the "local incident risk" was a bit high for that.

FuturKom commander provides early interview to KNN.
"We're going to take it one battle at a time, and try to move the ball forward with each play."
The game would be eight turns.  Dallas and Mike F took the Kommulist side, while Dave V and I rolled with the Güns.  Both sides had an ample assortment of infantry and tanks.  The Güns had a Valkyrie with some heavy infantry, and the Kommers had the support of the FuturKom flyer.  For fun we also put a 28mm sci-fi media crew on the table.  They were from KNN - Kommulist News Network (a division of FuturPravda) and they had no impact on the rules, but made for some entertaining photos.

Gün recon brews up on the first turn.
"Stay tuned to KNN for more on our special report about flank shots!"

Valkyrie lands on Dallas' awesome platform, complete with flashing lights.

Gün heavy infantry disembarks, not long for this world.
Dave and I divided our forces, pushing the armour ahead with the hopes of either clearing the enemy vehicles and troops away, or at least ending up with well-placed burning hulks that would serve to cover the last minute dash of our infantry. We used the Hetzer and the Valkyrie as diversions, and sent a Panther, the SchwarmBot and the Flakpanzer down one road, hoping to clear a path for two APCs loaded with troops.

SU-300 draws a bead...just not very well.
Nothing says "tank country" like a city street.
Our diversionary stuff got lit up (damn Mike F and his hot-rolling) but served something of a purpose. Our main thrust was slowed by a visit from the FuturKom flyer.  We did manage to knock out the KomBot and then ram a Space Panther and the Flakpanzer right up against the DOWA. 

SU-300 performing some local community renovations.

FuturKom flyer buzzes the table.
Our efforts were greatly assisted by the inability of the FuturKom SU-300 to hit the broad side of a barn.

Gün vehicles head for the DOWA.

"So, how does it feel to be hit with a 120mm high-velocity round?"
The FuturKom BRDMs, however, were having quite a day, knocking out both of our APCs,  and we lost a lot of infantry from that. The surviving troops made a mad dash for the DOWA, and were trading blows with the FuturKom troops (who had difficulty engaging due to the blocking of our armoured vehicles) when we had to call the game.  I would Thorpishly say it was a draw, but a draw with a definite tinge tilting toward the Kommulists...

The Güns cling to the objective - but Futurkom has more troops...
"And we now go live to an opposing lackey officer. At what point did you think this game was lost?"
Thanks to Dallas, Mike and Dave for braving the inclement weather that day to join us for the game.  I would note that LegioCon enjoyed a healthy attendance, despite the weather and the best efforts of its website (inside joke).  It was great to share some Fawcett Avenue craziness with the crowd.

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One quick PS - while we have some fun with journalists in this post, we acknowledge that there are some serious professional people who do it for real, and in some cases they pay the ultimate price for it so we can have some idea of what is happening while we are safe in Canada. Check out Reporters Without Borders for more information.

Thursday, January 19, 2012

Battle Report - Tomorrow's War - So THAT's How It Works...

View of the table at the conclusion of last night's game of Tomorrow's War
Last night we gave "Tomorrow's War" another go.  Our first attempt at the game was less than satisfying, as were the first attempts of others, it seems. But Ambush Alley can't have all those fans out there for no reason, and Conscript Mike A insisted (politely) that we would probably figure it out if we read "Force on Force" instead. So we did - and he was right! We tried Tomorrow's War again last night, and it was a lot a fun!

The objective - a disabled T-640 tank - sits in the middle of a 4' x 4' table

A T-340 burning away in the village, victim of the LuftSchwarm

LZ marker for the Gün Schwarm VTOL
The scenario was set on a 4'x4' table, with arid terrain and a village consistent with the vaguely post-pre-post-apocalyptic setting we enjoy for our home-grown sci-fi factions.  The setting was a big FuturKom counter-offensive on the world of Dnieper VII.  The Gün Schwarm faction was in retreat, but its air assets had managed to really stick it to a FuturKom armoured column.  Seeing the column in distress, TruKom rebels pounced and launched an attack.  Seeing that attack, Gün Schwarm command decided send in some troops.

FuturKom officer, lackey (right) and medical bot

FuturKom Motor Fuzileers before the fight - beautiful figures from Pig Iron Productions

Close up of a FuturKom fireteam - Dallas did an amazing job with these figures
The goal for the Gün side was to get to the disabled T-640 heavy tank (set in the middle of the table), gather some intelligence from it (what guns sights does it use? does it have a docking station compatible with the iPhone 400s?), and then blow it up.  The FuturKom survivors had to protect the tank, so it could be repaired later and sent back to the front.  The game length would be six turns.

Gün Schwarm side before the battle

Close up of the "TruKom" rebels - Kolony Rebel figures from Pig Iron Productions

Gün regulars, with heavy infantry to the left, just out of the shot
Futurkom had four six-man fireteams, a commander and a medical bot.  They also had a surviving BTR-800 APC.  Quality was D8 all around, with D10 morale.  On the Gün side, the TruKom rebels had two five-man fire teams, with D6 quality but D12 morale (in other words, fanatically ineffective).  The Gün regulars consisted of two four-man heavy infantry fire teams, a commander with medical bot/skull and extra special weapon trooper, and a five-man team of regular grenadiers.  They had a VTOL with light armament (4D8 AP) for transport. Quality for the Gün regulars was D8, with D10 morale.  The heavy infantry had stronger armour (2D) and laser weapons that made their optimum range 12" instead of 8".  Everyone's tech level was 2, and confidence was normal for all.

FuturKom occupies some cover - the CO keeps things running from the courtyard


FuturKom troops cover the street while the Gün VTOL buzzes the battle area


TruKom rebels get ready to move out
Dallas took command of his Kommulist Forces, while Brian and I took command of the Gün Schwarm side.  Brian was given control of the TruKom rebels - I think he thought that was cool until he learned they were only D6 quality, but full credit to him for fighting onward. Then I told him they were poorly supplied too...

TruKom fireteam showing the effects of heavy fire from FuturKom troops

These Gün heavy infantry would end up isolated as the VTOL was driven off, and suffer a "negative outcome" i.e. getting blasted to pieces

Another FuturKom fireteam, blazing away at the enemy

The Kommers got to start two fireteams on the board - others would walk on in the second turn.  Brian then set up the two TruKom units anywhere at least 8" away from the Kommers.  The Gün regulars would start trying to arrive via VTOL on the first turn - the VTOL had three marked LZs to choose from. The Güns would start with initiative.

TruKom rebels taking cover near some handy Kommulist-themed containers - Brian would roll Vegas on the first aid checks to keep these guys alive

FuturKom fireteam moves out into the street after the building gets a bit too hot...
It was a sharp, heavy firefight from the outset.  Brian's two rebel fireteams got into it right away, trying to advance on Dallas' troops.  It wasn't long until models on both sides were being tipped over.  My VTOL made an attempt on an LZ, and managed to unload just one fireteam before it was driven off.  Isolated and alone, this fireteam would ultimately be doomed.

 Gün heavy infantry fireteam confronted by the BTR-800 - it would end in tears for the Güns

On the second turn, one of Brian's fireteams was totally wiped out - they would lay there for a few turns until we got some medical help to them.  But the VTOL landed and managed to get the balance of the heavy infantry out into a good position, and they started to hit some Kom fireteams pretty hard. The VTOL, however, was hit by fire and forced to land, effectively knocking it out.


Gün VTOL forced to make a hard landing thanks to heavy fire by the FuturKom troopers

Gün regulars move out to try and support the TruKom rebels

Dallas rolled quite a few "1"s during his reaction tests, and so the Fog of War cards came out a lot.  A couple of these were benign - "the weather clears", but most of these were a big hassle for Dallas.  He lost one guy to a booby trap.  Another card turned one of his buildings into "Swiss cheese", which made it easy for me to mow down the troops inside. But it went both ways - I lost one of my squads to a misplaced mortar strike - and rolled Vegas to basically wipe them out - and Dallas got to have one of his fireteams go "in the zone", improving to D10 quality and D12 morale for a turn.

Worst. Reaction Rolls. Ever. Where is that Fog Of War deck?
There was one chain of action where we all rolled "1"s for the three teams involved!  This series of events cost me a heavy infantry fireteam due to mortars, and cost Dallas his cover.  Sigh.

Gün heavy infantry gets zapped by their own mortars...my best rolling the whole game, unfortunately

This building suddenly became way less effective cover for the Kommers, and I was able to wipe out the fireteam - but the medical bot brought them back next turn....darn it!
We did shoot up a few of Dallas' teams, but we never managed to get moving, as I continuously blew Overwatch checks.  The heavy infantry didn't manage to "get it together". By turn the end of turn six we were nowhere close to our objectives, while Dallas had covered his.  We didn't get near the T-640, while Dallas had put several of our fireteams below half-strength and shot down the VTOL.  Our standout achievement was to severely damage the BTR-800. Decisive win for FuturKom.

FuturKom fireteam covering the T-640 - the BTR-800 (in the background, at the right) has moved on to engage other targets

Gün heavy troops pour fire out into the streets...

Gün AT launcher engages the BTR-800 in the distance - they would manage to immobilize it...
I still screwed up several things - for example, I think I missed some modifiers that should have made it easier for Dallas to get the initiative back, meaning Dallas never managed to win the initiative.   I goofed on the interpretation of who can react to what in the end phase.  I'm pretty sure I screwed up a bit with the VTOL. We didn't try to check if seriously-wounded guys got hit again. We kept forgetting to try suppressive fire (which is something that might have really helped our side out). And I often forgot about Brian's guys being poorly supplied.  But whatever, I still loved it.  The scenario was fun, the terrain was fun, and the models were great. 


TruKom rebels engage the BTR-800, knocking out the main gun
FuturKom Officer - "Well, we're all seriously wounded, but job well done!"
Here are some thoughts on the rules now that we have a second (and much better) game under our belt.

Thoughts On The Good Stuff
Most games go much better once you understand WTF you are doing, and this was no exception.  The action/reaction sequence is very cool.  With a little planning and coordination (and not losing your overwatch reaction checks) you can move around the table and cover your own units.  This is far and away the coolest aspect of these rules, and makes for a very, very enjoyable gaming experience.  Looking back I can already see the mistakes I made by not getting my different fireteams organized to work together a little more.  The one heavy infantry fireteam which ended up isolated (and then hit by random mortars...oh well) would have made a huge difference for the rest of our troops, but just ended up getting zapped by a hot LZ.

I also enjoy the constant firefights.  You throw buckets of dice (which I love, although that's not for everyone) and everybody gets to shoot a LOT, in just one turn, which I think is fun. The game was only six turns, but we were blazing away at each other for practically the whole game.

The medic/medical bot aspect is neat - with the medical assets around, units can hang around longer, and keep fighting.

I also enjoyed the Fog-Of-War cards.  It helped that these mostly plagued Dallas :) but they are pretty neat, and didn't affect the game in an excessive way.

Thoughts On The "Meh" Stuff
I have mixed feelings on the casualties.  I have seen several other reviews where the players have remarked  one way or the other on this too.  For all of the shooting, there were perhaps five models KIA on Dallas' side, and maybe six on our side, for about 11 out of almost 52 infantry models.  Now - is that "right"? I'm not sure. 

To be clear, this is still 250% better than a 40k game, where the casualties are something like 90% (100% when I play against Dave V's Eldar), and yet somehow neither side breaks, and there are three or four models still on the table at the end of the game, which always feels stupid to me. Besides, what do I really know about the "right" level of casualties? 

Removing models by the bunch is just something I'm used to in gaming, so the approach taken by Tomorrow's War is really different from my perspective.  By keeping the seriously wounded troops with the unit, you do think of the game a little differently, and I credit the Ambush Alley guys for going with a system that makes the players think/act much more like "real" regular soldiers would with regard to injured comrades. They would be cared for, protected and evacuated, and not just flicked away to make room for a sweeping advance move. 

I guess it just seemed like the repeated accumulation of serious wounds in a unit should have had...some kind of worse outcome.  Just not sure what it is.  Maybe a fireteam with two serious wounds needs to do a TQ check to do anything, even return fire....who knows...but something.  All in all, I think this is something I will get used to once I play the game more.  Not a big negative, just very different.

Thoughts On The Not-So-Good Stuff
No question we had a way, way better experience with last night's game than our first game.  But I feel there are still some serious challenges with these rules.

First of all, it's a lot of "red tape" for a skirmish game - who is wounded, who is seriously wounded, who has moved once, who hasn't, who has fired, how many times have they fired etc.  You are keeping track of a lot of stuff for a small game.  You will need a number markers/chits for the tabletop. This is not the end of the world, but it will serve as significant check on the size of the game you can have. And not everyone likes a tabletop cluttered in chits.

A big bugaboo, in my view, is the separation of getting hit by fire and determining the results of those hits.  Considering that you are taking morale checks all the time in the middle of the turn, waiting until the next turn to see how bad the hit was just does not make any sense to me. The first aid checks should happen right after the round of fire is complete, and before the next activation.

Last, and most significant, remains the confusing structure and organization of the rulebook itself.  I simply did not understand "Tomorrow's War" until we read "Force On Force".  Tomorrow's War reads like you already know the rules - like you are all already "in" on the game. The fact that we would read a second set of rules just to understand the first set is a strong testament to the positives in this game. "Tomorrow's War" already appears to enjoy a very strong following (and we now see why). A properly organized version of the "Tomorrow's War" rules would surely draw exponentially more  new interest from gamers!

A final bit - this game need a proper and well-thought-out QRS sheet.  This is a good start, but doesn't quite cut it.

Conclusion
With the riddle of the rules unlocked, Tomorrow's War is a lot of fun.  It is a very engaging, firefight-packed game. I look forward to trying it again with the group sometime!

Thanks to Dallas and Brian for coming out to game last night, and to Dallas for bringing along his awesome FuturKom guys and vehicles!

A Word from Dallas

Great report, Greg, and thanks for hosting the game. I don't really have a lot to add, except to echo your comment that this go-through was MUCH better than the first one. TW makes a lot out of its ability to simulate "asymmetric" encounters but as I found in the first game, and Brian saw last night, d8 guys vs. d6 guys is generally not a lot of fun for the d6'ers. This is exacerbated to some degree by the difficulty of putting a man down in TW. Crap hordes vs. a few good troops works better (psychologically) in a game like 40K, where stuff dies. The horde player can feel good about getting a few kills on the other guy, and the good troops will kill horde monsters by the truckload.

But TW is more realistic... not everybody who gets hit will die, be seriously wounded, or even get a boo-boo, for Pete's sake. So it's a bit more cerebral and less visceral an exercise to "see how you're doing" when most of the guys you knocked down stand straight back up again.

I am also growing to be somewhat of a convert to the "reaction" system (as opposed to IGO-UGO). Limiting the number and quality of "reactions" is key, though, especially when the battle is asymmetrical. I enjoyed the way we played last night - that Initiative units were not allowed reactions once the non-Initiative units starting doing stuff at the end of the turn. "You had your chance to act - could have gone on Overwatch if you wanted - now it's our turn." TW allows a bit more "reaction" from the Initiative units so we'll have to consider that.

All in all a great evening's gaming!