Showing posts with label Batrep. Show all posts
Showing posts with label Batrep. Show all posts

28/12/2013

First Contact

Sgt. Alden peered around the outcrop of rock on which he was leaning at the low building in front of him. His mind went back to the recording he had heard in the Comms centre an hour before-

'There seems to be a disturbance outside, I....I think I hear gunshots....clear the room everybody......(interference).....where's the.......Oh God, what IS that?.................(muffled shout from another scientist)......Dr. Olsen, are you alright? For God's sake, can't you............(silence).

Alden could just make out the body of a security guard on the floor to the right of the research facility building, the three Hab units standing behind. This was a remote scientific research station, very small, but regularly served with supplies from a light shuttle that called twice a month. The work was relatively unimportant, but all attempts were being made to gain greater knowledge of this Northern Hemisphere of the planet, discovered a mere 68 years before. The South was settled in many places, with some large towns and even cities. Large mining corporations, eager to exploit the vast riches that no doubt lay beneath the surface of this enormous planet, had set up mining camps, then huge facilities and refineries, taking advantage of lucrative licences issued by a government in a hurry to establish a stable world, and who needed resources to be supplied as quickly as possible to achieve their aims. The military, of course, were seconded all over the planet to address the paranoia felt in higher echelons that other greedy civilisations were eyeing this, their greatest prize.


Alden muttered into his comms mike; 'Jena, are you in position?'

Corporal Jena's voice came clearly through his earpiece, 'Copy that'.

'Moving now, three possible contacts detected in the area, all to our front at the moment, hold where you are'

'Copy'.

The Sergeant looked back at his fire team and signalled that they were moving out towards the research building. As they carefully stalked up  to the west side of the building, Alden kept an eye on the screen of his wrist data unit. The three red blips were moving slowly towards them, converging on the clutch of buildings.

A bead of perspiration trickled down his temple- was the data feed correct? This planet still had some magnetic variations that the comms boys hadn't yet worked out. Was there someone or something waiting for them beyond the building? He whispered into his mike again: 'Jena, move into those woods to the north of the facility, and see if you can get eyes on anything that might be giving me these readings.'

'Moving now Sarge' came Jena's reassuring voice.

Another blip moved on the wrist display, and Alden realised that he had to make a move or they could be overwhelmed if these possible enemy forces moved around them. Making the decision, he motioned the fire team forward across the front of the building and swung around the corner to find the cause of the radar blips. Five figures wearing curious red-sheened body armour were crouching in the lee of the building, their unfamiliar weapons to hand. They wore no helmets, and their skin was a startling blue colour, surmounted with hair of an even lighter blue. All this information entered  Alden's brain a split second before he gave the order to open fire. His well-drilled team instantly poured fire on to the alien figures, and watched three figures go down instantly.

Recovering from their surprise, the red-clad monsters returned fire, their laser rifles scything at the troopers and dropping one. Behind them, Alden could see another squad of 'Reds' turning in their direction, weapons coming up to train on them. Before he could call a warning, this second squad opened fire at them, carelessly aiming through the remainder of their comrades, as if these lives were immaterial. Sergeant Alden felt the searing burn as a Red with a heavy laser targeted him and sliced through his armour as if it was just so much paper. As he fell forward he saw the other members of his fire team had fallen, smoke whisping from armour that had been cut open with ease. In his earpiece he could hear excited shouting, but could not make it out, and gently slipped away.

To the north of the facility, Corporal Jena had been listening to the firefight through his own earpiece, and when the cries of pain and fear crackled through it, he frantically called out to Alden and other members of the fire team, but received no reply. He led his own team across a clearing and took cover just inside the tree line to see if he could spot the enemy that had accounted for the lives of his comrades. He just had time to make out the positions of these unearthly creatures before he directed fire from comrades. He saw one alien figure stagger back and fall under the weight of fire, but the enemy seemed to have no fear of being caught in the open, and stood their ground, returning fire with grim ferocity, slicing the trees and undergrowth with searing beams of light. From the corner of his eye, Jena spotted the survivors of the first firefight skirting around the front of the building, re-appearing on the other side, to add their firepower to the assault.







 He watched as one alien hefted the heavy laser on to his shoulder and swung round to his bearing. He was no coward, but someone had to return and give a report to Headquarters. With a brief glance, he looked towards his fallen brothers, then took the remainder of his team and melted into the woods.


So, this is a 'dramatised' account of a solo game I had today- very simple and quick, using some expanded FUBAR rules kindly supplied to me by Vulture, and bolting on the solo/campaign rules from SA5150 with my own variations. The indigenous troops were all 'Regular', and the Aliens were Veteran, my thinking being that any expeditionary or scout force would be made up of good quality troops. Miniatures were from Rebel, Armies Army, and the casualty figure was from GZG. The Research building was from Critical Mass Games, the Hab domes from The Ion Age, and the grav sled from Old Crow. The game was played over my own hand made hex terrain from Warbases.

It was a quick and simple game, mostly to test out the amalgamation of these rule sets, but it was a bit of fun. I have a hankering to expand the background of my imaginary universe, with the threat from the ruthless 'Red Menace', and incorporate the story into similar AARs, but with more thought and detail- does anybody have any ideas or (polite) suggestions as to whether I should pursue this?
Obviously I am no Sci Fi author, but I feel I would like to build the story and introduce actual characters (well, apart from poor old Sergeant Alden- his race is run!).

Anyway, if you have struggled down this far, thanks very much for persevering, and if you have commented, thanks for that too!

Oh, and Happy New Year for next week!

18/04/2012

A small BATREP!

Last night I decided to have a break from re-painting the minis I 'lost' in the Great Varnish Disaster, and challenged my son to a quick skirmish to try out the FUBAR rules I recently downloaded. We set it up quickly with a very weak scenario outline, purely to test out the rules and, let's face it, just to have a game. We didn't have enough hexes from my terrain project for a complete tabletop, so used them in conjunction with the existing 2' X 2' tiles in reserve.

It turned out to be a very one-sided affair, as in our haste to set up a game, we didn't really think it through. The vague outline was-planetary enforcers hitting a small colonial settlement to hunt out rebel sympathisers  who were coincidentally harbouring a few cells of insurgents at the time. My son, Nick, controlled 2 fire teams of Veteran troopers, represented by Khurasan Control Battalion minis, with an armoured truck as their transport. I had 3 cells of rebel insurgents, 2 rated as green, 1 as seasoned, and 2 technicals armed with a heavy laser, and a heavy machine gun.

The table was set up thus-

The security forces were to enter the table from the North (far) edge, rebels from this near edge. The security team took initiative and rattled on to the board in their truck and stopped at the edge of the tree line. My 1st technical rushed on to the board and took up station at the edge of the settlement to provide covering fire for further deployment. Cell 1 ran on into cover of the buildings from the eastern edge (R). The colonists took one look at the twin laser cannon down the valley and dashed to the rear of the settlement. Very wise.
2nd Turn-Security forces (now to be known as 'Ghosts') fail activation and I bring on second technical and Cell 1 moves into cover of heavy containers in centre of settlement.  2nd Technical roars on to the board in a burst of exhaust fumes and takes up station alongside Cell 1.

Rebels activate 1st on turn 3 and consolidate cover. Ghosts fail activation but are then considered on guard, and take the opportunity to fire twin laser cannons at Technical 1, resulting in 2 unsaved hits. Technical disappears in a plume of greasy smoke! I just love these Lisko
                    tokens.


Turn 4, Rebels gain initiative and Cell 2 runs on from Southern edge into cover. Ghost support squad debusses (spelling error?) and takes cover behind trees to the west. Their vehicle fires the laser cannons again at the 2nd Technical (stupidly left with more than it's nose poking out of cover) and scores 2 unsaved hits again. Weapon destroyed, crew stunned. Rebel Cell 2 moves into cover of buildings.

Turn 5, Ghost's truck moves forward into dry creek bed and disgorges Fire team 1. Meanwhile, their support squad moves into cover of the ruined building in the N West corner. Rebel Cell 1 opens up, but only scores 1 hit, subsequently saved by armour.

Turn 6, Ailing Technical 2 withdraws into cover, all other rebel forces fail activation when their turn crops up. Ghost's truck opens up again on Cell 1, and suppresses 2 troopers. Then Ghost Fire Team 1 moved out of creek and fires on the same target causing a casualty. I'm getting shot up here!

Turn 7, Ghosts have initiative . Their support squad opens up on Cell 1 and wipes it out. Meanwhile,  Ghost  fire Team 1 advances on the settlement and moves into cover. Rebel Cell 2 moves into a settlement building and fires at the Ghost Support Squad, just to watch the rounds pattering gently on the wall with no effect.

Turn 8, Rebel initiative. Cell 3 finally passes their activation roll, and, using the rule that allows 'locals' to enter the board wherever they want, they appear out of the woods behind the Ghost's truck and let loose with everything at its rear, including a missile launcher.  Hah! 2 unsaved hits and the vehicle is immobilised and the weapon destroyed-Payback! Then Cell 2 fires another volley at the enemy support squad and suppresses the support weapon. Get Some! Of course, then the Ghost Fire Team 1 retaliates with 4 hits and causes 2 casualties and one suppressed. Back to earth, or Epsilon Beta VI, with a bump. Ghost support squad fires on Cell 2 in the building and causes 1 further suppression.
Ghost truck burns up! 



Ghosts take cover in ruined building with good field of fire down table.
So, not a very exciting engagement, but we had a bit of fun with the rules. We decided to call it a day as it was getting late, and the Rebels ran away to the South dragging the colonists with them, to save them from the gentle attentions of the Ghosts. Basically, I got my butt whipped, but we realised that the forces were so unbalanced that we need to think it through a bit better next time. I'm not too bothered about trying to make each side 'equal' but this was too one-sided. I was quite happy, however, with the way the hex scenery sat comfortably with the base tiles. It's a good compromise at the moment. As you can see, at least the result made my son happy!