Showing posts with label Solo. Show all posts
Showing posts with label Solo. Show all posts

Sunday, 14 June 2015

Battle For New Terra: A 5150 Campaign. Part 2

This is part two of a campaign game of 5150: Platoon Leader by THW that I am playing while sailing across the Atlantic for work. Making everything out of things I was able to scavenge from the recycle bins. It may not be lead, it may not be painting, or fancy terrain.. just good old simple gaming :)

 
Battle of New Terra:
Mission: Attack
Investment Level: 3
Enemy Investment Level: 1

Locke: Star, Rep 5
Platoon Asset 1: Rocket Launcher; Rep 4
Platoon Asset 2: Plasma Gun Rep 4

Squad 1: Star Army
Leader: Rep 3
Troops: Rep 4

Squad 2: Star Army
Leader: Rep 4
Troops: Rep 4

Squad 3: Star Army
Leader: Rep 5
Troops: Rep 4

With the ruse foiled by Lockes last recon mission, the Star Army now decides to strike out at the invading forces. Locke and his platoon, along with his special weapons team are ordered to attack. Lockes mission is to move 3/4 of his troops of the board sections of 1,2 or 3.



Locke and the weapons team move and take the first middle building while squad 1 and squad 2 move up on each flank. Squad 3 moves up and moves to support Locke.

The first 3 buildings in sections 7, 8 and 4 turn out to be empty, while PEFs are generated in sections 1 (one PEF) and 5 (two PEFs)



 This caused a few things to happen, the 2 PEFs directly in front section 8, where the Locke and the weapon teams, were the first to trigger the insight tests and turned out to be just bad nerves. This left the last PEF in section 1 in LOS to both Locke and Squad 2. It turned out to be a full squad of Hishen troops.

In sight tests were made, and Squad 1 lost to the Hishen, while the Hishen lost to Locke and his team.

The Rocket Launcher managed to be the only team to get a shot to hit, and its 5" blast decimated the entire Hishen squad.


Squad 3 then move to the sector 5, while squad 1 and 2 moved up the flanks. Each time they triggers PEF checks on the buildings as they moved near them. With the Hishen investment levels so low, they all turned out to be nothing.







The reminder of the mission, Locke ordered all troops to dash off the field. Knowing full well, that now the only way enemy troops could spawn, is if his men entered a building or the Hishen got lucky on its reinforcement roll.

Squad 3 and Locke were able to make to the edge of the board with making several fast moves, while Squad 1 and squad 2 were both short, inches away from the edge.

On the last turn, the activation rolled turned up a seven. A 6 and a 1.. sure enough it was the Hishen that rolled a 6 and got reinforcements. Right next to the edge of the table, in sector 1 a lone Hishen rocketeer arived in the same building where the previous Hishen squad was previously blown apart.




Fearing the worst, as I have seen a RL in action just a few turns before, Squad 2 needed to get the in sight test, which they did. With the whole squad opening up, only 1 shot managed to hit!! I thought it was over, but the damage roll turned out to be a 6+ killing him outright.

With this last building being cleared, squads 1 and 2 leave the table to complete the mission.
Results:
Star Army Morale: 5
Hishen Morale: 1


I know I have been kinda lucky with the low investment levels of the Hishen. So on my next game I am going to bump it up to maybe 3.. See how different it will be.

So far, I am liking the 5150: Platoon Leader rules, as it deals almost entirely then foot based troops. So you do not vehicle models, or anything else for that matter. The rules are very fast once you understand them, as this game took me all of 30 minutes to play. Which, for me, being on a rig. I can get a quick game or two in before I head off to bed before the next shift.

Compared to 5150: Star Army, SA has a more serious feel to it and is considerably slower but it has much more detail and customizing to it. I would assume that Star Army was designed for those who like more complex games that involve a larger range of models.






 













Friday, 12 June 2015

The Battle of New Terra (A 5150 Campaign)



This is my first attempt of an actual real campaign game. The last few days I have been practicing with the rules and getting a rules down pat. Now its time to begin the campaign.

Controlling Star Army (Moral 3, IL 3) vs the Contesting Hishen (Moral 4, IL 1)

Patrol Mission. City Outskirts of New Terra, 0900
Mission: Recon sector and confirm if any Hishen have advanced into this sector. Avoid unnecessary casualties and return upon completion.

Locke moves his squad into the SE corner of town. His mission is to confirm enemy sightings in the area.
3 PEFs appear, sectors 1, 3 and 5. Sector 5 turns out to be the bad case of the nerves and nothing is there.

Locke fails to activate while the PEFs in sector 1 and 3 move towards him.

There are sounds of movement ahead that seems to be coming from the building, but again it turns out that there is only a few rats in the old warehouse.

Locke and squad moves towards the warehouse and no PEF is generated, meanhile a in sight check is made vs the last PEF. 2D6 passed, and its a roll on the enforcements chart. Total result:3 Nothing! Locke and his squad complete the recon with out incident.
 
 
It appears that the rumored contact in the outskirts was nothing but enemy propaganda, as the sector contains nothing but shadows and silence. Not falling for the bait, the Star Army can send its troops on the full attack.

This was my very first game, with no contact what so ever. It was an easy win, but Ill take it none the less.

Wednesday, 22 April 2015

Tomorrows War - Ambush Alley Style

Well guys.. its been forever since I posted here. I have been crazy busy with my RPG blog and gaming that I really have not had the chance to focus on my minatures.

Good news is, I just got my painting stuidio all fixed up, got fresh paints for the airbrush and started to move my game room from my garage into my own designate game room in the house.

Here are a few pics to keep things up to snuff.





 



 


Wednesday, 15 October 2014

Shaking Off The Rust

Just to get back into the swing off things, I took everything out of storage, fired what ever I could find on the table and played a solo game of Tomorrows War.

Took me a little bit to remember how this system worked but I figured it out.

Some quick shots of the table. Actual report later this week.

Wednesday, 15 August 2012

A Disengaging Fire Fight... Tomorrows War

So, I have been home now 2 days, and I needed to play a game. So I decided to have a small solo game of Tomorrows War. Pitting two equal forces against each other using the random mission generator rules.

Here is a brief report on what happened.


Green Team. Quality D8/Morale D8, Confident.
Fire Team 1
Squad Leader
Trooper
Trooper
Trooper w/ SAW
Trooper w/ Missile Launcher


Fire Team 2
Squad Leader
Trooper
Trooper
Trooper w/ SAW
Trooper w/ Missile Launcher


Green Mission: Breaking Contact
Green teams having to deploy with in 3 inches of the center mark, their mission is to withdraw at least half of their forces off the table by turn 4.

Blue Team Quality D8/Morale D8, Confident.
Fire Team Bravo 1

Squad Leader
Trooper
Trooper
Trooper w/ SAW
Trooper w/ Missile Launcher



Fire Team Bravo 2
Squad Leader
Trooper
Trooper
Trooper w/ SAW
Trooper w/ Missile Launcher

Blue Mission: Hold What You Have
Blue Teams having to deploy with in 3 inches of the center mark, their mission to capture and hold both objectives by the end off the game. Bottom middle building, and upper left building are Blue Teams objectives.

Board Set Up

Already Owning an Objective, Blue Team is half way there!




Turn 1:
Green team wins the initiative roll and quickly starts to disengage from the combat. Green Team 2, quickly goes into overwatch. G2 being the team on the upper right. While Green team 1 pops some smoke and prepares to run. This provokes BT 1 to fire at GT1, GT2 on overwatch fires at BT1
Getting ready to pop smoke

Withdrawing under fire. Using Smoke!


 The resulting fire fight results in BT 1 having a KIA and a light wound, while GT2 takes a serious wound and a light wound. BT2 takes exchanges fire with GT2. No one is hurt or injured during this round of fire.

Contact Left!

Their getting away!


Turn 2, sees Green Team win initiative again, this time GT1 Sets up overwatch, giving cover to GT2's withdraw. GT2 Pops smoke, hoping to get away, dragging its wounded men with them. Both BT1 and BT2 tries to pin down GT2, but with with effective cover fire from GT1, and the use of its smoke, GT2 is able to with draw from the field, wounded men and all. BT1 squad leader takes light wound.
GT1 goes on Overwatch, while GT2 prepares to run.

Nothing but smoke!


GT1 lights up BT1
Turn 3,

Green team wins Initiative again. GT1 needs to get out of their fast so attempts to withdraw. BT1 fire is ineffective, allowing GT1 to get out of the building and out of sight of both BT1 and BT2. BT2 runs across the open court yard in attempts to capture its last objective.




Turn 4
Blue team wins the initiative roll, and prepares to capture the last building before GT1 can get off the table. BT 1 order is to move and fire. GT1 reacts with moving off the table. BT2 loses the reaction test with GT1, BT 1 runs to the building, but GT1 has already left to combat zone.
Green Team 1, is able to withdraw before Blue Team 2 was able to draw a bead.


Green Team VPs 19 (Objective Completed Yes 15pts, 1 KIA 2pts , 2 WIA 2 Pts)
Blue Team VPs  2 (Objective Completed No 0pts, 2 WIA  2 Pts)

Major Victory: Green Team