In our setting the Nation of Kidslovia has been having many issues with rebels fighting with government troops and the common belief is that the neighboring nation of Enland a long time rival is funding the destabilization. Even with Enland denying the accusations it is still believed to be true. So after an attack on the countries only nuclear power plant was stopped by Kidslovian SF, those in power decided it was time to go on the offensive. A small 6 man team divided into two 3 man teams infiltrated the border.
Yea thats a bionic arm with a sword |
The game starts slow as the two teams start to make their way up to the objectives. Taking cover (the green tokens) and making steady progress. For the defending forces I used the Contact mechanic. for every 3 of your troops there will be a contact marker. I used 3. 2 for my men and 1 for the AA location. When you get LOS on a marker you roll a D10 to see what it may be. It could be just rifleman, heavy weapons, vehicle, or more markers that get put into cover. So the start of the game went fairly fast as there were few moving models.
Bravo Team sees the relay that is their Objective |
Alpha Team prepares to breach a building near the AA site |
A group of Riflemen in the street.... |
Dashing for cover |
A couple of defenders take to the roofs and receive some pinning(Red token) fire but one of them manages to fire back and cause a knock down(black Token) on one of the attackers.
The radio operator ran up to his fallen comrade to see if he was fine and after ensuring that he was fine ran forward and attempted to fire a grenade up onto the building when he was able to.
However it fell far short of its intended target and not only that but a contact marker had come around the back of the market at was due to dice rolls turned into two contact markers.
One of those markers then turned into a group of riflemen and yet another contact marker.
Gun emplacement opening fire at distant targets |
And there was alot to see |
At this point the commandos take their first causality. Receiving a 6 on a kill die
Bravo team's leader makes his way up to the relay braving a hefty amount of incoming fire to attempt to disable the relay.
But disaster strikes as the defenders get a random event allowing one figure to throw a grenade an extra 3 inches and he manages to drop one exactly in between the bravo team rifleman resulting in knocking them both down in one go.
Solid white dice are kill dice and the tan are shock dice |
Objective Completed |
Down on the lower level the rifleman manage to get back up and toss a grenade back killing one and forcing another defender to bail back
At this point the defends notice that the fight as drifted out of the market place and is right outside of the building holding the AA gun. And they rush forward to try and stop the assault.
In a round of amazing fire they manage to kill the bravo team leader and pin both riflemen for a turn
However its far to late as the squad leader assaults the building and makes his way to the roof engaging in hand to hand combat.
Getting a +1 for being the attacker and +1 carrying that sword the entire way with him. This should be a cake walk as its just a straight who can roll higher on a D6.
The White dice was our attacker and the ten the defender |
Cool. What rule system is this?
ReplyDelete5 Core Skirmish. Take a look at my post titled solo play, it has some links and some information about it
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