WARNING, THOSE OF A NERVOUS DISPOSITION, LOOK AWAY NOW, THIS BATTLE REPORT MAY CONTAIN UNBASED MODELS!
Last Wednesday, Mark and I got together for a game or two of Xenos Rampant, we both decided to pick forces BEFORE choosing our scenarios, as it makes for some interesting games (in the rules, you are allowed to alter your forces to suirt the scenario, which is a thoroughly civilised thing to do if you ask me).
Mark chose to use his Weird War 2 Germans, (3 Greater Xenomorphs, 2 squads of elite infantry - all with no upgrades.
I used my Commanche/Skraelings (based on Prey) with a few viking allies!
HQ Naru - Primative infantry, armour, combat medic
3 x 15 figure Primative infantry mobs with primative shooting.
1 x Vikings 10 Berserker infantry, heavy armour, boarding shields, unarmed.
Scenario 1: Convoy Escort
We rolled a random scenario and got Convoy Escort!!! Neither force was geared up for that, so we rolled a dice, and I was escorting the trucks (it would have made sense if I had bought some 28mm wagons, but 1920s trucks looked a wee bit odd). The mission was simple enough, get the trucks off the other side of teh table unharmed. I had forgotten my road, so we were going cross country I guess!
My force with some seriously BIG units.
Mark's three werewolves lurk in the woods, waiting for the trucks to come into charge range. This would have looked better if the photos had a night effect on them!
Backed up by nasty German shooty super-soldiers.
The only action the soft-skins were permitted was to move or rally. I tried to spread my forces to absorb what was coming...
But a werewolf is quite capable of tearing through a whole Commanche mob in a combat phase! The Berserker Vikings fared better due to having a LOT of armour, but they failed to counter charge (which would have put both them and teh wolf on 3+ to hit in melee).
One truck, assulted by a wolfman, screatches backwards. Naru has to use her healing powers to calm the driver.
Sometimes, offense is the best defense. My mobs decide that being hit by wolfie-boys is not a great plan, and deal out some og their own medicine (one wold had already had to pull back top left). Big mobs of warriors hit on 3+. Yummy.
Two of the three trucks advance, but to get off table, they would have to run the combined fire of two German squads, and a rampaging werewolf. The Vikings fail to take the fight to it though (with another failed counter-charge); while the wounded wolf comes back out of the wood, trying to reach the original lead truck.
The Vikings take down the wolf, as the German uber-troopers move forwards.
Everyone apart from elite troops now on 1d6 morale.
But a Wolfie goes down to my Vikings.
And the second, things are looking hopeful!
Except for concentrated fire from two squads of elite troops finishes off two trucks!
At game end, one truck escapes, but having lost two, it gifts Mark the game.
Mission 2:
Rescue the VIP
One of my 'Toffs' has been marooned in no mans land, both sides rush to rescue/liberate/capture him and his scientific knowledge. This time we were playing corner-to-corner. Mission is very simple, grab the VIP, get him off your corner.
Except wolves move faster than humans!
The full swarm deployed, no trucks this time
So close, yet in those woods lurked three werewolves. Unfortunately, for Mark, all those wolves have 'Wild Charge' so we're way more interested in getting Thier paws dirty fighting me than grabbing the VIP.
With more units, and the counter-charge of my Vikings, I could always keep the dawgs on the back foot (not Blackfoot) and make a grab for the VIP.
One wolf finished off by Bowie, my cat.
After grabbing the VIP, my band was brutally shot at by the elite troopers on Mark, forcing them to withdraw. This left Naru to firmly grab him by the velveteen collar and drag him back to the safety of the tribe.
Two great fun games (plus we got to sit in on the end of Mort & Dave's game during our between game break). Sone fine tuning, and 18-19th Century transports needed, but hugely enjoyable again.
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