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

Friday, January 24, 2020

Kicking In The Door

The CORPS picked up on their WAAS: wide area aerial surveillance drone - threat movement in the area of the marauder base. The front gate was breached with high explosives. And the team arrived on site via ground transport. The gate was rushed and threats were subdued. The ring leader was captured, however one unit of property was removed from that location. Top secret non disclosed vital information.
WAAS FEED: Declassified.
Eyes in the sky detect movement at a known Marauder base.  Blow the gate and infiltrate.
One of my go to solo game mechanics is multiple models of the game objective.  The Marauders will try and exit the table with as many of these cases as possible.  The CORP want to obtain them so as to decipher the Marauder plans.  These are "objective" markers and the key one to be in possession of is the one with the gun.  The back story can be anything you decide but during the game only the outer case can be seen and thus one fun little fog of war.
The infiltration team of reservists hit the gate and put fire on the tower.
Tower guards respond but do no damage.
Team leader breaches the gate.  To move a figure when I play solo I always roll 3D6 for each figure to activate it.  The quality of the figure is written down on a roster and the roll must equal or exceed the stat.  In this case all troops were Q3 C2.  The C stat is the base combat add in.  There is also a weapon stat.
The team returns fire on the tower and neutralizes the guard.
Guard face down in the gate as he fell from the observation post. KIA.
Missile trooper breaches gate and goes down in a hail of flanking fire.  We lost our heavy weapons early and this did not look good.

We had the perimeter secured and the team poured automatic weapon fire into the compound taking out one tango.

Tech went in to the suspect container area looking for clues to the Marauder activity at this location.  Special rules can allow Tech savy characters to sus out what an item is and it's purpose.
Spotted by the villainous "Troll"  Slade Broz - site leader for the Marauders!
Shots exchanged.
A Maruader grunt comes around the corner.
Perimeter fire is called in on the window where Slade Broz is firing his weapon!
He is knocked down.  In the MDRG rules when you are beaten in a roll by an even numbered result you are knocked down.  When you are beaten by an odd result you recoil or move back one base width.  In the knocked down result you need to spend an action to get back up and if you are beaten while in a downed disposition you are KO'd.
Looking better for the CORPS.
Grunt comes to his aid by entering the lower floor of the lab.
Slade the "TROLL" Broz is not done he rebounds and rolls success to get up and confront the perimeter fire.
Meanwhile on the first floor a reservist enters the room directly behind the grunt.  This gets ugly and complicated so I did not disassemble the lab building I played the lower floor on a separate schematic of the floor.
Grunt gets a KIA and our CORPS reservist gets eyes on the lab and what is taking place.  He needs to secure these physical assets.
Troll comes down stairs and blapps this trooper!!
BLAM!
Right out the door.
Troll grabs one case and heads up to the second floor. He is pursued by two CORPS reservists.
They subdue him in outnumbered hand to hand.  In the game you fight at a disadvantage with more than one opponent.
Troll is captured along with one of the asset cases.
Success!!
But meanwhile overhead a chopper is heard....
Condor flies in to the rooftop wherein one of the grunts has made it to the roof with an asset case.
Simon Crill leans out the cargo door to retrieve the case and the trooper.
JUMP aboard!
Whoop - whoop - whoop - whoop....
Partial success for the Marauders.
Crill, aka "Plague" still has vital asset information about the technologies that are being developed under the Marauder master plan.


Thanks for lookin in on the blog.  
Tune in Next time for:
Covering Your Assets.

Wargaming in Action Figure Scale

If you would like to play war games with action figures, I have some recommendations. What you're going to need is an interest in bringing to life your action figures in a scaled down version of a skirmish war game.
So the materials you will need will be

  • action figures, 
  • a table to play on, 
  • some terrain to move around, 
  • and some dice and 
  • measuring devices.

These are the best dice ever made.  I am using a 6 sided die game mechanic because this will be written for the figure collector new to wargames.  There are a lot of multi-faceted die out there but we will keep it simple. 

I am very interested in the Lanard CORPS collectible action figures. They currently have two sides available in their line. The good guys are represented by the CORPS. 

They fight against the Marauders/Curse Nanotechnology bad guys.

 In my collection I have enough figures to put together a small squad from both sides. The rules that I like to use are published by a game company called Ganesha Games and use what is referred to as Song of Blades game mechanics.  This is a line of themed wargames rules and I will focus on using Mutants and Death Ray Guns.  This is a great versatile set of ballistic capable war game rules.
 The publishing company is Ganesha games. They are available online. A simple Google search will get you in touch with a fantastic set of miniatures wargames rules to be played with any type of miniatures in almost any scale imaginable.
 Highly recommended! Click this link.

Anyways without giving away all of their content, I will be using and demonstrating some of the play mechanics with the figures you see in the photos. So currently I have a table set up to represent a scenario wherein the CORPS has discovered a base of the Marauders. 
The CORPS send in their reservists to strike the base and see what nefarious activities are taking place. 
The marauders will defend the base and at a point make a break for it to escape.

 The action will be governed by dice and a measuring device. In Mutants and Death Ray Guns, the rule set by "Song of" mechanics, there is a short medium and long distance used for measuring moves and shooting distnces. I find this particularly handy for 90 mm gaming.
The attributes of the playing pieces are built using the mechanics of Mutants and Death Ray Guns. Each trooper has a combat score and a quality score. They may also have various attributions or skills that give them special abilities in game situations. On a turn you activate a character by rolling versus his quality. In combat you roll in a comparison roll using his weapon stats and his combat stats. Opposed rolls resolve the conflict.

 Thanks for looking in on the blog check back for part II Kicking in the Door.


Sunday, November 18, 2018

There Will Be A Great Battle

In Patagonia
The history of Aurikania and Pathagounia
The complete unabridged history in four volumes
With copious notes on the manner of the original manuscript

This is the story of two imagi-nations Set in a time long ago.

Table of Contents Volume I-III:
I  The foundation of the territories and the naming of the provinces.
            A. Ancient Times, see The Island of Marnon and other historical fables.
            B. The War and the division of Auricania and Patagonia
II Early Naval Architecture
Victualing documents from the museum of nautical artifacts. Patagonia 1782.

III  The Royal families: Prominent Families and Individuals
IV The Lineage of the House of Patagonia


V  The Armies
The overhead view of the battle field.  Auricania defending on the left edge of the image.  Patagonian assault began on the right edge of the image.
Opening view of the muster to defense.  Auricanian line and reserves form up in the streets of the Delft Gin Center.
Patagonian assault.  This was a surprise attack during the holiday season.  Preemptive attack on the forces of Queen Marie by the aggressive King Michael.
Nice sunrise view of the Patagonain line troops.
Scouting the enemy flank.
Auricanian banner unfurls on the wind.
The heat of the battle rages.  Cannons and musket balls whiz through the air.

VI The Armies Part the Second
VII  The Rules of Warfare
VIII  The Naval Atlas of the Western Sea and the colonies
IX  The Island of Marnon and early histories including fantastic stories and myths from long ago
X  The solar calendar of the Auricanian and Patagonian hemisphere
Illustrations:
Plate 1: Maps
Plate 2 Illustrations

Plate 3 Photographic engravings

Thanks for looking in.  More edits in a bit.