Wednesday, May 26, 2021

King (George) of the Hill - Rebels & Patriots AAR

Two years after meeting Dan, we finally got around to getting to the table (the first year was due to scheduling, and then Covid happened...). When we first met we somehow got to talking about tabletop wargaming. Dan was already an experienced role-player, but wanted to get into the wargaming hobby. It's certainly taken a while, but we could finally play that game I owe him. 

We met up at the local game store last weekend. After thinking about what game to play, I settled on Rebels & Patriots. I had already put together a box of terrain for it, which I planned to use at Cape Con. Unfortunately, that was canceled due to the pandemic, so the box went up to the attic.


We used the "Lament Ridge" scenario from the book, with the tree at the center of the table denoting the objective. The goal was to be the only side with units within 3" of the objective at the end of the battle, which could randomly end starting on turn 8. Otherwise, you could remove 75% of the enemy and force them to rout. 


The Americans had four units of Timid Line Infantry, which meant that they fought with 6 dice instead of the 12 that most units start with. They were accompanied by two units of Sharpshooter Skirmishers. The Sharpshooter upgrade meant that they had a 24" range instead of 12" and hit on rolls of 4" instead of 5". 

For this game, we tested a house rule to Skirmishers that I had seen discussed online. Normally Skirmishers can either use a Fire action and shoot with 12 dice, or use a Skirmish action and fire with 6 dice. However, with that 24" range and increased chance to hit, Firing Skirmishers are more like machine-guns then, well, skirmishers. So we changed the Skirmishers unit to have the same restriction as the Native unit and only have the ability to Skirmish, removing the Fire Action. 


The British had a more regular force, with three units of Line Infantry, a unit of Shock Infantry (Grenadiers), and a unit of Light Infantry. 

I think I should paint up some Native American allies for the British to act as Skirmishers for the sake of unit variety. I will also need to add some cavalry to both sides. 

Neither of us rolled anything interesting on the Officer Traits chart, and I was the attacker for the scenario. 


The game started with both sides advancing. With their long range, the American Skirmishers managed to hit the unit of British infantry behind the fence and made them Disordered. 


On the other side of the ridge, the two forces lined up, with my skirmishers and Dan's infantry taking cover in the fields. 


Unfortunately, Dan's officer couldn't seem to get his own unit moving. He rolled a blunder (double 1's) on their first activation, earning the unit a point of Disorder. 


Fire from the skirmishers continued the harry the British infantry, and the unit by the farmstead briefly retreated before Dan rallied them back into action. 


Meanwhile, the infantry in the fields exchanged fire with each other. The long range and cover meant that only minimal damage was dealt. 


With the opposition momentarily stalled, the Americans moved into the farmstead, hoping to potentially flank the British with the support of the riflemen. 


On the American's right flank, a unit of the Continental Army was the first to break, fleeing after being hammered by the two British unit. 


Dan's officer had finally gotten his men into the action and had formed his units into a battle line. Since his officer's unit was still Disorded from the earlier blunder, they could only fire with half their dice. Still, that was enough to knock out a stand from the Skirmishers. 

Meanwhile, the British Line Infantry had settled back at the fence and fired upon the Continental unit in the farmstead, causing casualties and a point of Disorder. 

While it was Turn 5 of a potential 8, neither Dan nor I had decided to move onto the hill yet, as any unit that crested the ridge would like be the target of the troops waiting below...


I managed to rally my unit of Line Infantry, even if it was severely diminished. 

While I was getting the men back into battle, Dan sent his infantry in a charge against the Skirmishers in the field. A lucky Evade action let my Skirmishers fall back out of the range of the British baronets. 


And during this Turn, Dan rolled a double six to activate a unit, and rolled another six to get a 4 point unit's worth of reinforcements! He decided to bring on a light artillery piece to support his attack on the hill. 


On Turn Six I decided that it was time to act, and my officer ordered two units of Line Infantry up onto the hill in Close Order. 

In response, Dan charged in his Grenadiers. Luckily, my Timid infantry were able to survive the charge and only ended up falling back a short distance - well within range to fire at the Grenadiers in the next turn. And since they had caused a point of Disorder on the Shock Infantry during the melee, the Grenadiers didn't get a chance to follow up their attack. 


Desultory fire from my units on the right flank gave Dan the opportunity to rush his line infantry from the field to the hill, hoping to catch my Close Oinfantry in the flank. 


Meanwhile, the smoke coming from the farmstead seemed to block the view of both sides, with little damage done to any of the units. 


Another poor round of American shooting from the fields allowed Dan's infantry to reach the American unit by the hill (after they had fired on the Grenadiers). The British infantry saw the colonists off, but the rebels managed to keep their cool in the face of cold steel and kept their lines for the moment. 


However, it was a this point that Dan's right flank crumbled from the weight of fire and mounting Disorder tokens. In short order both his Officer's unit and the infantry unit behind the fence were routed, leaving his force bereft of the Officer's +1 bonus to Discipline (which was crucial for activations, morale checks, and rallying). 


We did correct a slight mistake at this point when I realized that Dan's melees would have forced my units out of Close Order. That actually ended up helping me when we realized that my units could then fire at Dan's units without the 45° angle of fire restriction that Close Order imposed. This Turn ended with two more of Dan's units Broken and retreating away from the battle.

However, Dan could still pull out a draw if he managed to keep a single unit within 3" of the objective when the game randomly ended. 


Unfortunately, Dan wouldn't have that chance. A poor roll to Rally saw the Grenadiers rout, which then forced the rest of the British to make morale checks. Without his officer's command bonus, the last unit of Line Infantry fled the table, leaving only the Light Infantry and the Light Artillery. 

We decided to call the game there as I technically miscalculated the points total needs to force Dan's British to rout (I didn't incorporate the extra points from the cannon) but by that point it wasn't going to last much longer. The Americans had secured the ridge and likely would have seen the rest of the British off before long. 

I'm glad that Dan and I were able to get our first game done, and what a game it was! While the Americans came on strong at the start, their dice seemed to cool in the middle, and it could have gone the British's way, especially with the reinforcing cannon. The disastrous loss of his officer and the crumbling flank, however, didn't leave Dan with many options. 

I'll have to add more units to both sides for variety if we're going to be playing Rebels & Patriots more often. I'd definitely like to take the campaign rules for a spin, as they don't seem to take too much effort to implement. 

Wednesday, May 19, 2021

Convoy Ambush - Beyond the Gates of Antares AAR

This past weekend Sam, Brandon, Dick and I got together for a game of Beyond the Gates of Antares, which hasn't seen the table for years. 

Brandon asked if we could try out a convoy scenario. So we ended up with Brandon and Dick commanding the convoy with Sam and I acting as the ambushing party. 

The scenario background saw an Algoryn Prosperate armored column moving through a war-torn area, supported by forces of the Isorian Senatex. 

Unbeknownst to the convoy, the Panhuman Concord's forces had set the area up as an ambush spot, readying it with transmat homers and drop troops. The Concord had also hired on mercenaries from the Freeborn House of VanShael. While lightly armed and armored, the Concord and Freeborn forces had the advantage of choosing where and when they would deploy (mostly).


Sam provided the terrain, which was a mix of jungle growth and industrial buildings. 

The scenario goal was simple. Either the convoy managed to get off the left side of the table, or the ambushers destroyed the Liberator heavy skimmer.


Sam decided to drop in early against the Algoryn skimmers at the head of the convoy. His drop troops were fast and could carry more anti-tank weaponry than most squads. 

Initially the attack went well, with the drop troops taking out the lead Intruder skimmers in a single attack. However, the heavier skimmers that followed up wiped out Sam's command squad and hammered another drop troop squad. 

In addition, the Isorians moved up through the jungle, so I brought on a Domari squad to cover the flank. Unfortunately the plasma-armed Phase Squad and the Tograh transport drone shredded the Freeborn. 

 
Around a third of the way up the convoy's route there was a choke point that Sam and I hoped to use to our advantage. While the Isorians were chewing up our troops in the jungle, for a moment it seemed like we may have had a chance against the Liberator and the lighter Avenger skimmer. 

A well-placed x-launcher (sci-fi mortar) round from Sam's concord landed on the Avenger and did some damage. In support, my own x-launcher landed a Scrambler round between the two skimmers, dropping their Resist value and messing with the Algoryn buddy drones. However, we failed to capitalize on the moment, even with Sam's C3T7 transport and my Freeborn Striker skimmer.


With some well-placed shots, the C3T7 transport and the Striker skimmer were destroyed. 

Then my ambushing mag cannon failed to hit the Liberator and was promptly destroyed in return. 

At that point, Sam and I realized that we didn't have anything left that could scratch the Liberator, and while the Avenger was damaged, the Isorians were relatively untouched, with a few Andhak drones prowling the jungle, searching for more ambushers. 

At that point, Sam and I called the retreat, with the remaining ambushers running for the cover of the deeper jungle regions. The convoy collected itself and pressed forward. 

I always feel like I want to play more Antares, but actually playing the game itself is a hassle. The rules are a sprawling mess, with multiple rule books, updates for the rulebooks, rules documents, and game aids. I'd also like more games at lower points levels and using the basic, matched play scenarios to get my head around the rules. There's a lot that was adapted into Warlords of Erehwon, but enough different to cause headaches if you're not careful. 

I'm really hoping that this game gets a second edition and more support from Warlord. 

Wednesday, May 12, 2021

Painting Update - Squadhammer, WWII, Gates of Antares

While I've gotten back to in-person gaming recently, my enthusiasm for painting has waned a bit, and I haven't gotten that much done since the last update. 

My Astral Claws force for Squadhammer continues to grow. These Assault Marines can quickly traverse the battlefield using their jetpacks, and they're deadly in close quarter assaults. 

A while back I was gifted a Warlord Sdkfz 251 half track and an infantry sprue. While putting together the halftrack was simple, I decided to turn the infantry sprue into an assault rifle squad. I can either use this squad on its own in Bolt Action, or filter the models individually into the more historically accurate squads I've already built for additional firepower. 

I also tried to get back into my Gates of Antares project. While previously painted miniatures got tossed in alcohol to strip, I tried a new scheme on this Freeborn attack skimmer. 

I'm not entirely satisfied with it, but hopefully the scheme will coalesce as I chip away at other units. 

Wednesday, May 5, 2021

Assault on Kalukin, Part 2 - 'O' Group AAR

A week after the first game, Ted brought Will, Steve and I back to finish out the Assault on Kalukin scenario with the 'O' Group rules. Joining us was Chip, who wanted to check out the rules in action. 


From last time, the Soviets had 16 turns to either capture two of the four sectors of the large village in the German's half of the table, or remove 12 sections from the German's overall force. We ended at turn 7 with the German down 5 sections and the Soviets down 2 (the loss from the Recon Platoon didn't count). 


Forgetting that close combat assaults were a part of the rules, I ordered several platoons from A Company to fire at the lone panzerschreck team. While they were suppressed, Ted managed to save the section and kept A company stuck in the woods. 


Meanwhile, B Company was hit with an artillery barrage and forced back. They could have stayed in place and taken the extra point of shock, but by falling back they would deprive the Germans of the accuracy bonus when firing artillery and mortars at the same location over multiple turns. 


On the left flank, I ordered a platoon to charge the panzerschreck section and routed them. However, I then had to deal with the StuG platoon that was throwing rounds at A Company. With no ranged infantry A/T available, my only option was the platoon of SU-122s. which had several disadvantages when trying to fight other tanks. 


Ted also revealed a unit of German infantry in one of the BUA sectors of Kalukin. The infantry and machine gun fire, along with the Germans' supporting mortars, kept slamming into the poor infantry of C Company who were stuck out in the open fields.

However, revealing the infantry also meant that the Soviets had targets, so Steve and I subjected the Germans to mortar and light gun fire and removed a stand. 


While the lone StuG platoon held up A Company, the SU-122s were eventually able to damage and then destroy the StuG platoon. 


We also withdrew the infantry platoons in C Company. The field guns were in place and blasting away at the infantry in the town (you can see another section gone), and were supported by the mortars and artillery. 

It didn't help the Germans that their FUBARs ended up giving them a Hesitant Company every other turn, and that by using their HQ Orders to try and counter the Soviets they ended up having less Company Orders to use in the next turn. 


The Germans weren't going to go down without a fight. They rushed a Pak 40 up onto the high ground that their spotter had been using for the whole game and quickly ranged in on B Company, which Steve had pushed forward to chase after the retreating Germans. It was able to suppress the infantry and damage one of the SU-122s that was supporting B Company. 

However, it was just a little after the loss of the SU-122 that the Germans ended up with their third FUBAR, after losing 12 sections. Since this was one of the two victory conditions, they ended up winning the scenario. 

There was some good after-game talk, with the two sides discussing their plans and how well they went. I'd definitely like to try the scenario again on the German side. The Soviets had some severe restrictions (Rigid Reserves, less dice when firing and moving) that the Germans could potentially exploit if aggressive enough. Or, as Will suggested, the Germans may have faired better if they had hit the Soviets sooner, then retreated back to secondary positions.