Wednesday, 24 November 2021

Battlin' The Federation....

A "Betti's Eight" Adventure...

The crew of The Figulator have heard that Professor Kleinesteine, the galactically-renowned expert on Matter Discharge, and his daughter Pebbles, have been abducted from their home laboratory by a Federation Snatch Squad and, it is thought, are on their way to the Federation base on Pictori Prime. It is essential to The Resistance that the Professor's work is not co-opted by the Federation for their own dastardly schemes. Betti has therefore decided to rescue him.

However, first the heroes have to establish IF he is indeed on the base - or if not, when he is likely to arrive - AND obtain the security schematics which will allow them full egress to all areas for the rescue mission. A scan of the base has revealed the location of the terminals which will supply the data required and an Away team allocated and briefed...



Betti herself will lead the mission, supported by Averne Koy, whose computer skills will likely be needed to obtain the data. Their resident sharpshooter Mellana Dei will also go to supply firepower support, should that prove necessary. 

The party will be accompanied (however unwillingly) by Vellani Arr-Tel, who will be dragged along to deal with any alarm or security challenges.

They cannot transport directly into any building because of the Confoundium Alloy roofing that has bee used at the base, and Betti (wisely) does not want them to materialise in front of any roving guards. They have therefore made their way to the base perimeter on foot...

[Technical Notes: Very simple rules...

All characters have a base number of Movement Points (generally allowing 3 inches walking/sneaking, five inches running, plus a 1x6D bonus) which may be applied. Actions (peeking round corners, climbing, accessing equipment, dealing with doors, going into "Overwatch" to allow reaction to enemy actions in an enemy's' move etc. etc.) cost Movement Points.

Priority of Character movement is dice based, affected by individual characteristics. Compliance with "orders" - ditto.

Shooting is based on a Skill Level  and the action engaged in or cover used by the Target.

Success on non-standard actions is based on a percentage dice throw.  

No "enemy are placed initially. There will be a 1x6D test each move for each "friendly group" - i.e. any individual/group of individuals three inches away from any other such individuals/group - which moves that move. On a result of "6" a random hostile patrol - number of enemies, distance away and direction of travel thrown for - is spotted.

 

An additional test is made for each room entered/peeked into.

IF nobody friendly moves in a move a single test throw is made and a "6" results in a roving patrol being spotted as above.

Each Major Character - including some Major Baddies - has at least one "Plot Point", which can be used to add speed for a move, carry out certain Actions automatically or allow the re-rolling of a dice throw. Some characters can only use their Plot Points to preserve their own lives. Others can use them to help others. Very few characters can use Plot Points to actually harm others. 

All pretty simple, bog-standard RPG-type fare and nothing complicated.) 

The group arrive and move off. Mellana goes ahead to peek around the first corner. The room appears to be some kind of medical facility, and is unoccupied. They move on, unseen and seeing no hostiles. The first door they come to is unlocked.



Moving out into the open Averne goes into Overwatch as they slip across to the base of some kind of external access ladder leading to the first target room. So far so good; the base seems to be on Low Alert.



Averne sneaks up the ladder - no guards in the room - and to the first security panel. Vellani, grumbling, is ordered to follow her, while below Mellana goes into Overwatch and Betti keeps her eyes open while mounting the access ladder.

Next move Averne hacks into the security systems with ease and begins to access and relay the data to "The Figulator".

However, suddenly Mellana spots a patrol of Federation Guards heading her way - four of them. They haven't seen her, and seem unaware of anything untoward, but suddenly Betti spots another quartet of guards rounding a nearer corner. These, if they keep walking the way they are will see Mellana.





Betti cannot yell to warn Mellana while on the ladder in the open, for fear of alerting the guards, so scrambles into the Security Room with Averne and Vellani.

Meanwhile Averne finds that the data transfer is slower than expected [Dice dictated].  

Once in the room with the others Betti can discretely radio Mellana, warning her of the second group of guards. She also orders Vellani to check on the second security door. Mellana scuttles across to a better hiding place near the bottom of the ladder.



 Both groups of guard move nearer, but seem unaware of all the activity above them; in fact one of the patrols splits, with an individual trooper going off on his own, while the remainder seeing and making contact with their fellows [Dice decisions]. 

Up in the Security Room the data transfer is still going slowly.



On Betti's instruction Vellani forces the second (locked) door to open and.... Ooops...!! There are four Troopers in the room...


Turning to see Vellani looking at them in horror one of the Troopers presses the Alarm button. At least he is on the ball..

The result is immediate; eight troopers and the infamous Commander Travis emerge from the other building complex [Card Decision]. Things have suddenly got very complicated.... 



Vellani slams the door closed with a yelp, and locks it...

The various groups of Troopers now make [Dice controlled] decisions..

On the ground level one group of three Troopers makes for the ladder by which our heroes accessed the Security Room.

Another set of four runs for the stairs at the other end of the complex - presumably intending a pincer movement.

But they aren't the only ones moving. Three of the guards in the second Security Room, having found Vellani has jammed the door between the rooms rush out, heading for the ladder at the south end - presumably intending to cut off what they likely assume is a fleeing intruder.

Averne has now transferred all the data, and confers with Betti. Realising the jig is up, Mellana engages the nearest guards, shooting one of them down.

While Betti and Averne bicker, Vellani peers through the window between the two Security Rooms (she realy should have done that before opening the door...).



Seeing that there is only one guard in place she tells Betti and Averne - only to be told to unjam the door mechanism she has only just jammed. Again she grumbles, but succeeds; Averne getting the drop on the remaining guard as the door opens. He falls. 

Outside, Travis inspires his men to a firefight with Mellana. Another Trooper drops.

Meanwhile, on the gantry serving the two security rooms on the west side there are now seven Troopers. One group just reaches the external door - but don't have enough points left to open it. Vellani gets to the mechanism first. First act of her move is to  swiftly jam it. 


[Technical Note: The latter was a Plot Point move; Vellani generally only being allowed to use hers to preserve her own skin and sometimes being FORCED to use one due to panic. This one one of the latter.]

Betti moves to the (unlocked) external door to the first Security Room, which opens onto a balcony; peeping out at the Troopers facing off Mellana, who has taken down another Trooper, but received a wound in the exchange.

Vellani joins Betti at the door, while Averne downloads from the second terminal.

The guards on the gantry shoot at the Security Room door, but to no avail. 

Travis does the obligatory villainous shouting at Mellana to give herself up, but receives blaster fire in exchange. He leads his men in a charge...






But too late; already so ordered by Betti the wounded Mellana uses her Plot Point to be transported back to The Figulator.



Balked of his prey Travis leads his men up the ladder to Security Room One.

Suddenly, from the doorway, Betti opens fire on the Troopers on the eastern stairway. Two fall.  


Meanwhile Averne has finished the downloading and joins Betti and Vellani by the door in Security Room One.

 

As one, all three run out onto the balcony on the east side of the building, snap-shooting as Betti orders The Figulator to beam them up....






As the heroes transport to safety Travis can only curse in frustration, as he storms into the room behind them. They have gone...


Several Troopers lost, security compromised and nothing to show for it. The Supreme Commander will NOT be pleased...


Conclusion:

Well, that was fast moving and fun. The narrative came together nicely and the Deus ex Machina Plot Points didn't feel like cheating (too much..). Next up; The rescue of the Professor....

As always comments and queries welcome.

Friday, 22 October 2021

October Almost Gone Already..?

Time Flies...

The weeks have fled past since the last post.

I've managed a couple more Celt on Celt games (with some Roman involvement) on the same table set-up and a little planning/painting and figure buying, but not much else on the gaming front.




One reason: I am repainting and reorganising the "back room" (aka "spare room/guest room/junk room") so as to put in more bookshelves (the piles of tomes scattered around Denyer Towers look as if they're getting to "self-combusting" levels) plus make a "study/work-room" for She Who Must Be etc.

In theory this means She can decant her PC and other gear to the new study - and out of "MY" playroom; thus giving me my room back and space to set up a "map table" for campaigns/board games* when the Wargame Table is up and occupied..  In theory...

(*I have a hankering to play Panzer Armee Afrika, due to re-reading "War Without Hate" between other activities. Plus I want to use 1776 as a basis for "battle creation" for my 6mms.... Plus a home-bashed "Russians in Turkestan" Campaign.. Plus a "Year of the French" ditto... Oh dear....).



Time was also eaten up In a nicer way) at the end of September when we managed to get a quick ten days tour in Croatia with the Archaeological Society (originally scheduled for March 2020).

Loads to see, interesting, varied terrain, some lovely Roman sites and terrific museums, a couple with some very nice Roman grave stelae and other military-related finds as well as some nice local Bronze-Iron Age items.




Also some Alan weaponry - some of the latter items looking straight out of the Anglo-Saxon armoury..

A nice break, but the Covid pre-and-after shenanigans (tests and paperwork) added to the stress levels.. 



Also my Back-up external Seagate drive "broke" with no notice recently. Not a lot of data lost (only a month or so's downloads) as I tend to back-up my back-up every month or so, but still a pain and I lost a couple of days trying to get it working/finding out what was wrong..... Hey,ho.

On top of all this our reenactment group got to do The Battle of Hastings reenactment at Battle Abbey the other week (something NOT to be missed...).

We were on the Saxon side again - thank goodness... I've been on the Norman side before (once was enough) and dragging oneself up that hill three times a day to throw yourself against a shield wall is a chore.

We had some nice fights against a very young, inexperienced but good humoured group; gentler than we're used to, and there were a few nervous faces here and there when they saw what grizzled veterans they were up against, so we had to "play nice" in return, but it was fun.


As has happened before we were on a part of the field where there is a small sunken road coming up the slope at right angles, which is always "interesting" as a reminder that a terrain feature doesn't have to be large to totally change the local - and personal - aspects of a battle...

Once again the planning, preparation and organisation of the site by English Heritage made the (potentially muddy) get-out swift and painless (other event organisers take note).

Oh, and I got cut down by a VERY game cavalryman on the first day - always a delight - and my brand new kite shield took a good old bashing (it's what they're there for)...

OK.. Enough of the excuses and blather; what HAVE I done gaming-wise that might be of interest...? Well, I've been playing with my "melee combat" rules...

For quite some time now I've been mulling over a lot of accounts* (particularly contemporary accounts) about the whole "hand to hand combat" thang...

("Stumbling across some very interesting Blogs en-route, eg.
http://napoleonistyka.atspace.com/infantry_tactics_2.htm )



Now, here I'm not talking individual "motivated guy v motivated guy" single combat or brawls, or modern, section-level action or where firearm discharges are involved, but how bodies of chaps behave when one charges another (or offers to charge another or both charge each other) with melee weapons and what happens if (and "IF" seems to be the key issue) they actually come to blows..

I've looked at Sabin and others re. ancient casualty rates and 18th-19th "causes of casualties" studies.

I've read through contemporary accounts (esp. AWI, 7YW & Napoleonic) and theories re. bayonet charges and the use of "cold steel" (including the whole "fixing bayonets alone can be enough to see 'em off" concept).



I've taken the "actual bayonet clashes never or rarely happened" school of thought into consideration, studied the "flight or fight" concepts, watched a range of videos of "live action" in the form of riots and "primitive" warfare and read into the "Big man" theories.

Nothing new in all this of course. This is a well-worn path for both historians and gamers and a much argued-over subject. Bears of far bigger brain than I have looked into (and had spats over) this issue. What I am seeking - for my own purposes - is a "simple simulation" which fits" for my (current) assessment... Tinkering yet again...  Watch this space..

Hopefully I'll get down to some experiments (and playing) shortly. As always, thoughts and comments invited......





A Little 6mm Ancient Action..

Somewhere in Anatolia. . The army of Antiochus Elehohkhromahtistis has approached the free city of Erimoupolis with intent to subdue. The go...