Tuesday 2 June 2020

The Battle for Dirk's Compound - Part 4 - The scrap starts

The Battle For Doug’s Compound - Part 4


Previously
Pt 1 The cast.
Pt 2 - Pre game Info, House rules.
Pt 3 - Mission Briefing 

Campaign Turn 1

Hi everybody,
                       The playing  board for today is roughly 3’ by 4’. The Star Army Rogue Trooper Space Marines" are using the yellow dice and the Orks are using the orange dice. The Blue dice is the Turn Number.


Turn 1

Situation - The Star Army Squad, “Harrison’s Hooligan’s” has just come onto the board at the South West position.  There are three Potential Enemy Forces (PEF’s) on the board, at the top two corners and in the middle, represented by a  lone figure with a dice that represents its reputation, which governs when it can activate.

Activation  - SA = 5, O = 4. so the SA Activates.


Major Popov  (Rep 5, the rest of  the squad are Rep 4) gives the order to advance warily, Wanda is on point, with Hank and Vicky going up the ladder to get the high ground. Hank checks the flat ground around the lake, Vicky covers the compound, ready to give the squad covering fire.

"Andy, see whats in there".

There was nearly first contact, as Vicky moved across the skyline, but the middle PEF had the building in the way and missed her.

Activation (PEF Rep 6 NW).


Roll 2 successes - Move 16’ towards nearest PEF, stopping at 4“ minimum distance. There was nearly first contact again, another close call, Wanda was looking in the wrong direction this time when PEF 6 moved out of cover and back into cover.

Activation (PEF Rep 5 - Middle).

Roll 2 successes - Move towards nearest PEF. (Remains still as they are already at minimum distance). Making faces at each other instead.

Activation (PEF Rep 2 - On the SA's right).


Roll -  0 successes - So no movement, taking a chow break.

Turn 2


Activation  - SA = 6 , O = 2. so SA Activates first.


Andy cracks the code on the compad and searches the building, while the Major and “Thumper“ check out the cargo modules.


Vicky moves along the catwalk, out of sight from the PEF’s. (I double checked, they are obscured by the roof of the other building).

A sudden squall blows in, cutting visibility to 12". (I forgot to have it in earlier, but it would not have made any difference, apart from there would not have been any First Contacts for certain).


PEF 6 - Passed 0d6 - No movement, fag break time
PEF 5 - Passed 0d6 - No movement, drawing graffiti on the hut with their knives.


PEF 2 - Passed 1d6 - Move 8” towards Enemy, in cover. (The only consistent cover is to the right). Got bored, going to see what the other's are up to. Dump their empty ration packs on the floor and move off.

"Its dark under 'ere." "Shaddap, at least we were dry". "Wassup, ya think a little rain gonna turn ya into a frog?", "He already got a frog face"."Here, froggy, froggy". "Quiet down!".

Turn 3



Activation  - SA = 1 , O = 4. so the Orks Activate first. What will they do ?

Its getting late, so that's where I am going to leave it for tonight. Turns 3 and 4 are in the can, I have just got to crop and edit them.

Take care all,

Ivor Cogdell

2 comments:

  1. Hi All, Slight problem, The Major is down and comms have failed... To put that into English, I have banged my toe and I can't get to the computer or hobble found the board yet to continue the game. It was a couple of days last time this cropped up. Will be back as soon as possible.
    Ivor Cogdell

    ReplyDelete
  2. "The major is down and the comms are out...." - I banged my toe and can't get to the pc for a couple of days. I will continue the story when I can. Stay tuned. Out.
    Ivor Cogdell

    ReplyDelete