Showing posts with label 2575. Show all posts
Showing posts with label 2575. Show all posts

Wednesday, 21 November 2012

FUBAR Training Day

I wanted to try out the one page FUBAR rules and decided it would be more fun if I also try out my solo system but with out reinforcements or Artillery/Air support and only half sized forces. Then i got greedy and decided to give my Rebel Mini Comanches their first run. Not thinking what 3 light armoured vehicles would do to the play balance against a small Militia Unit with no LAWs/RPGs and without any heavy support and only a 50-50 chance of a ATGW. Whoops.


Objective.
Enter the Mine Control Centre (centre top of picture)
Force
One Regular half Platoon consisting of Platoon HQ of 7 with two snipers and a ATGW
and two fire teams of 4 including a SAW each and three Comanche light armoured Vehicles.
Defenders
Local Leon Militia. Unknown but est at reinforced Squad  of 12.
Positions unknown but 6 likely points have been identified and marked SUE (Stationary Unidentified Enemy)
The Plan
Fire Team A will go left and debus behind the hill. They will then move forward and clear the woods on the LHS. HQ Team will follow A and once woods are cleared set up both sniper teams  on the hill giving them a commanding view of the Command centre. Fire team B will go right and capture the small tree covered hill.

First turn Team A reach their first objective. Everyone else hangs back.

Team A unloads and their Comanche does a recon of the woods.

They spot enemy movement!

The Platoon HQ moves up ready to take position.

The two Comanches start laying down suppressive fire on the woods.


Lacking means of hurting the Comanche's beyond grenade range
the Militia withdraw into the woods.

Meanwhile on the right flank Team B is moving slowly through the woods to avoid being spotted.

Team A follow up the retreating Militia but then come under fire from Militia in the right hand shed.
Platoon HQ moves onto the hill to provide covering fire. The snipers prove to be very effective. 

An advancing Comanche spots a police team in the small shop.
Concentrated fire has forced the Militia in the shed to retreat from the field.
But the Police will successfully pin Team A down in the open for several turns.

Team B prepare to occupy the small wooded hill on the right flank.

The Militia suddenly move back to the forest edge and unleash a bucket of close range automatic fire dice. Unfortunately poor dice and body armour saves reduce the effect. They are hit three times after everyone on that flank opened up on them.

Down to 50% strength the Police fire team are forced to retreat when ever they fail activation.

The Team B Comanche reconnoiters the last two SUE's.
Both come up empty. Exercise over.

FUBAR verdict. 
Enjoyable set of rules. I started using the Ultra move rules after a couple of turns and they are better.
Even though I was using bottom of the barrel quality there was plenty happening.
The Solo rules.
They did what they are supposed to do. Challenge me to plan ahead with out knowing whats there. And to consciously try to avoid being spotted.
I think they will work.

Saturday, 7 April 2012

Trouble on Ibernia III: 2575 Campaign Parts 1 and 2


Ibernia III: Terraformed midsized planet with marginal crop land and Ore export. Low population density.
Following a wide eyed report of a a massacre at Leon North mining camp by a returning relief crew, Sgt Plod, of the Leon Police force, hitches a ride over to investigate.
These are the first scenarios of the 2575 campaign using 5150 rules. Starting with a Recon mission.

                              The sky crane drops off the Police hover craft and its four occupants.
The police drive across the open plain to the distant small mine site. Each building needs to be searched for a successful mission.


            The Police park at the Mine office without (against all the dice odds) incident.


                                            The office checked. No survivors. Plenty of gore.  
The first garage is also empty but suddenly the dice wake up and four bugs come scrambling out of the mine shaft it self.

        Accurate pistol fire by the closest officer brings down the first bug. The cops then leg it back to the office at double speed!

Making a stand the police are able to keep the bugs at bay. The Shotgun cop proving to be a handy man in a crisis!


Surprising even themselves our heroes finish off the last bug. They then complete their search without incident. The decision is then made to call in the militia to blow and seal the mine shaft. This will be an attack mission with the need to place a explosive package on the mine shaft.

                            Police Sgt Plod and Militia Lieutenant Brians consult at the landing pad.
With too many Militia showing up to ride in the vehicles the Police drive back while the Militia form up and march up the road. 
Unfortunately recent success has resulted in over confidence. Racing ahead has proven to be a big mistake!
No sooner have they left the vehicle than a huge group of bugs pour out of the mine shaft.
Even worse, any conflicting thoughts on whether to head back to the office or attempt to run in the hovercraft becomes irrelevant when the bugs take initiative and charge the Police. Two panic and run away. This leaves Sgt Plod and the Shotgun guy to fight it out. Sadly the fight is over very quickly.
Seeing the Police go down under a sea of bugs Lieutenant Brians forms his squad into a firing line and slowly backs towards the landing pad.

But after repeated success gunning down the bugs on the open ground the Lieutenant reverses the withdrawal and begins to advance back towards the mine. 


Another group of bugs emerge form the shaft. But they have no chance in the open against the now very confident militia.



  Eventually Lt Brians and his team reach the opening to the mine shaft. This is the most dangerous moment a sudden appearance of bugs could be on them before they could react effectively.
The militia manage to plant the explosives and seal the mine shaft. Two victories for the colonists. Although with the sad loss of Sgt Plod and his three colleagues.