Saturday, September 8, 2012

Rebel Defence.


Mission type - Defence. Two rebel squads defending a sector against Star Army.

The terrain generator created the situation where two of the three sectors that needed defending were closed to character movement so a nice bottleneck was created.
















The mission started with the rebels moving into a defensive position and four rebels heading to the lookout tower in the next sector.  Next a PEF moved into sight and had to be resolved. Unfortunately it turned out to be a Star Army bombing run. Things were looking bad for the rebel forces until two failed die rolls caused the bombing run to miss the sector.













One PEF down two to go. Next the bulk of the rebels go prone waiting for an attack and the group of four rebels gains the high ground in the lookout tower. Over the next couple of rounds the remaining PEFs resolve to a roll on the reinforcements table resulting in none and a false alarm.


The rebels successfully complete the mission. The rebels had many lucky rolls this game however calculating morale afterwards caused a loss of the single morale point ending the campaign. The next decision is whether to start a new Star Army campaign or send my Star to New Hope City to raise funds and buy arms to outfit the rebels.

Rebel patrol.

Mission type - Patroling rebel squad vs Star Army. 

The mission starts well with the rebel squad holding it's own against the SA squads that are resolved. Then three rebels are killed and two leave the battlefield. One full squad of SA is attacking the three remaining rebels. Luckily they are standing next to a spider hole with another one on the other side of the table.

I decide to test my house rules allowing the rebels to use the spider holes. The rules I used. It takes one turn of activation to enter or leave the spider hole. Roll 2d to check if enemy discovers the spider hole. Pass 2 spider hole is discovered, Pass 1 spider hole is discovered but a booby trap is triggered. (Roll for grenade damage), Pass 0 spider hole is missed. Normal movement applies with a marker on the table to track movement.

The rebels successfully enter the hole and start moving toward the exit. Next a Star Army soldier triggers the booby trap and is killed while checking for the spider hole. Alerted the remaining squad heads toward the entrance and the rebels move further underground.

Next the SA squad enters the spider hole and the rebels miss an activation. Above a PEF(Possible Enemy Force) moves toward the exit of the spider hole. The SA squad moves into the tunnels and the rebels miss another activation. What seemed like a clever idea is starting to become suspect.

Finally the rebels reach the exit and have to wait one turn of activation to exit. The SA army squad is still at least two turns away from reaching the rebels. The rebels exit the spiderhole and are forced to resolve the PEF.  The PEF resolves into a bombing run and two rebels are killed with the star just barely escaping the battlefield.







Here I was thinking that allowing rebels access to spider holes would give them a bit more of an advantage against Star Army troops with a high investment level. I am starting to sympathize with Browncoats even more. Mission failure.

Friday, September 7, 2012

5150 Star Army

Here are the miniatures I am using for playing Three Hour Wargames 5150 Star Army. Currently I am playing as rebel forces. The remaining groups are Star Army in the black uniforms and Planet Defence Force in the brown uniforms. The Star Army and Planet Defence Force are Shock Troops from Wargames Factory plus a couple of random figures that happened to have german style clothes. The rebels are various gangs from the Foundry Street Violence miniatures.
Star Army
Planet Defence Force
Rebels