Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

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

Saturday, 30 May 2020

The Battle for Dirk's Compound - Part 3 - The Campaign Turn 1 (Updated)

The Battle for Dirk's Compound - Part 3 The Campaign Turn 1

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


Hi everyone,
                              Here is me working out the first campaign turn information for the upcoming  5150 Star Army V Orks scrap - "Battle at Durk's Compound".

Mission Briefing

Morale - Star Army 3 + (Roll  1d6 = 5) = 8.
                      Orks  3 + (Roll 1d6 = 1) = 4.
So, the Star Army is controlling the planet Jaggren.

The Maximum Investment Level for Star Army = 5.
The Investment Level (IL) for Star Army = 3
The Inclement Weather Level = 6.
The Aerial Recon (MIL + IL = Target Number) 5+3 =  8 . 2d6 Roll = 9. Fail - so no aerial recon.
Mission Intelligence Level 2 + 1 =3, -1 Inclement weather 3-1=2. Patrol 2-1= Score of 1.
Score 1 = Conflicting reports - Counts as "Good".
Force (Mission IL- Ork IL) = 3 -3 = 0. 1 Squad, but no assets.

Squad Orders - Patrol the area around Dirks Compound and report on its suitability to be converted into a forward base of operations. Intel Reports  no hostiles are expected in the area. Local Weather - Poor, but will not hamper operation.

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The Maximum Investment Level for the Orks = 4.
The Investment Level (IL) for the Orks = 3.
The Inclement Weather Level = 6.
Aerial Recon (MIL + IL = Target Number) 4 + 3 =  5 . 2d6 Roll = 4+1 =3 Success.
Mission Intelligence Level 2 + 1 =3, AR +1 =4 -1 Inclement weather 4-1=3. Patrol 3-1= Score of 2.
Score 2 =  "Good".
Force (Mission IL- SA IL) = 3 -3 = 0. 1 Squad, but no assets.

The Job - "Oy, you, yes you, scruffy. I 'ave a little job for ya. Our scouts say there are some buildings over the next hill, get your sorry little squad over there and see what you can get. No rubbish, mind. You get a quarter share of the loot. Now scram!"

"Yes, Chief Chunky, right away !".

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Ok, lets get this show on the road before too long. I have got most of the table set up, but there are still a few design issues to iron out and see what can fit where.

I would have been further along, but I was glued to the crewed Falcon 9 launch on youtube. Currently they are safe in orbit. Stay safe, guys.

The stage is set, as they say, I had various changes of heart as to what should go where. I am doing photos and the dialogue as I go along. I am currently bashing out turn 4 and its not for me to give anything away, except someone wished they had stopped in bed.

Regards all,

Ivor Cogdell







Wednesday, 27 May 2020

The Battle for Dirk's Compound - Part.1 - The Cast (Updated)

5150 Star Army Rules - The Battle for Dirk's Compound

The Cast


Hi everyone, 
                    Here is the cast of my latest war game in preperation -The Battle for Dirk's Compound, using the 5150 Star Army Rules (C) by Two Hour Wargames. My figures are partially from Games Workshop (C) Orks and "Rebel Trooper" type Space Marines. They are about to get rather angry with one another over some disputed real estate. You know how touchy these green fellows can be. One has to merely mention that their maiden aunt had a face like a wizened pickle and they hit the roof, even if it was true. Well, especially if it was true.

The Rebel forces.


The Boss-"Teddy Boy" - Assault Rifle, "Spike the Nutter" - Assault Rifle and "Spike Junior" - Plasma Gun.


"Sweet Blondie"- Assault Rifle with molecular Blade and "Spring Boots" Jump 8', "Snotty the Standard Bearer" - Medic and "Toot the Smoker"-  Second in command. - Flame thrower.

"George the Knuckles"- Power Glove with "Mack the Knife" Assault Rifle and Molecular Blade.




 Roll Call for the Star Army

"Major Vance “Bullseye” Popov" Laser Pistol and Molecular saw, . Sgt. Hank “The Tank” McDougal Assault rifle, and Pvt. Andy “Red Top” Jones - Power Glove and pistol.

 Pvt. Vicky “Sureshot” Hodges - Assault Rifle,  Pvt. Charles “Thumper” Wiggins - Power Glove and Pvt. Wanda “Magic” York - Assault rifle.




If reinforcements enter the fray, their info will be shown at the time.

The Character Stats and first Campaign Turn is to follow next.

Ivor Cogdell

Tuesday, 26 May 2020

Coming soon

Coming soon to a Blog near you

Hi all,
          Just a quick note to let you in on my next mini wargames treat. I am going to try out the Two Hour Wargames (C) 5150 Star Army skirmish Solo rules, using Games Workshop (C) Warhammer 40K "Rogue Trooper" Space Marines and Orks as opponents. There are assorted alien types to square off against, with different styles of attacks. It comes with a built in terrain generator, so you get unique games every time.

Why not use the 40k rules? There are no solo rules in there, and there are in 5150 Star Army. Most, if not all Two hour wargames are specifically designed for solo play in mind. Being Solo rules, there should be more of a surprise element in it for me, which is good.

Features

They use markers for the approaching enemy forces location, which may or not be ghosts. You do not know until actual contact with them. There is are assorted mission types, Patrol, Attack, Defend, vehicle and building rules. It has a campaign element in it as well, which should be fun.

I have finished the Ork and Star Army Marine Roll Call, just got to convert some of the weapons and check for damage done. Photos of the participants coming soon. I am still pondering the size of table to use, though.

Catch you later, stay safe,

Ivor Cogdell