Saturday, 27 June 2020

The battle for Dirk's Compound - Part 6 - Finale.

Battle of Durk's Compound - pt 6

Previously
Pt  1 - The Cast.
Pt  2 - Pre-Game Info.
Pt  3 - Campaign Info and Mission briefing

Pt  4  - Turn 1 - Turn 3.The Scrap Starts
Pt  5 -  Turn 3 - Turn 4.All on Edge.

Hi everybody,
                     Thanks for coming again. This is, as expected, part 6, of my 5150 Space Army game. So, lets jump right in, shall we. Don't forget your protective helmets. Safety first, always.

Turn 5

Star Army win the Activation roll 4 - 1.

The Major gets on the Comm, ”Wanda, Thumper, double time, check it out. Vicky cover flank right, Hank cover flank left, Andy, Wanda’s old position”.

“Sir, Yessir.”

The major moves double time past  Thumper’s position, while they go forward.
Fast Move - Extra 6 inches).

Thumper  - .Fast Move - Extra 8 inches.

Wanda . Fast Move - Extra 4 inches.

Rebel Move
Rep 6 - 5 & 2 - Pass 2 dice Roll 4 - Result  - Move 16 “ towards enemy in cover. Not detected.

Potential Enemy Forces (PEF) - Rep 5 position in the trees .The  Rain storm causing low visibility - Just 12 inches.


PEF Rep 5 - Roll  4 & 3 - Score  Pass 2 dice. Roll 1 - Result - Move 16 “ towards nearest friendly PEF. They are already there, so no movement needed.).

PEF Rep 2 - Roll 3 & 4 - Pass 0 dice. So Remain still. “This log is comfy, can I keep it, Sarge.” “No, But since you like it so much, you can lift it above your head until I say stop. NOW”.

Wanda, on the Comm - “I thought I heard something, stay loose.”

Turn 6


Activation roll Pt 1  1 - 1 Draw =. A Random event is generated

A shot rings out and whistles past Thumper ( 2 + 4 = 6 miss).
Thumper yells into the comm -  “I have shots fired from in the trees!” .
Received fire test.- Outgunnrd - Duck Back He is now in cover behind the chimney.

"First Contact" status is triggered.
 
Roll - pass 1 dice, = Might be something there. Roll on Enemy reinforcements.2 = 1 squad.

Activation Pt 2.. Rebels = 4. SA = 3 - Rebels move first.

Roll on the Tactics.Patrol Table - 5 & 6 Pass 0 dice.  (Officially it should be a TACTICAL WITHDRAW here, but I want a scrap - so I change to a "Defend" Mission.

Rep 6 Mob .
“Boss, nobody said nuttin’ to us about da star army being 'round here.”

“It don’t matter, it just means more loot and glory for us. Why is he still carrying that log above his head? Put it down and grab your weapon, dumb dumb.”

A chorus of “Dumb dumb, dumb dumb” goes up.
“Shaddap, you loafers. Spread out and take cover.”
“Yes boss, sorry boss.”. They take up fire positions in the ruins.

Rep 5 - Still a PEF..
Roll pass 2 dice - Advance towards enemy 16” in cover.
Triggered -  "Line of Sight Test" - Roll on the reinforcement table - RESULT  "Nothing but the breeze blowing the trees". This was a false alarm marker result - "no enemy there".

Rep 2 - Still a  PEF.
Roll 5 +5- Pass 0 dice - No Movement.
“OK, listen up you lot, beer break - Just two pints, mind”.
“Ta, Sarge”.
“Well, we don‘t want no frothy beer later on, if I want you ladies to run somewhere.”
“No , Sarge”.
“No fightin’ or it will be the last pint you see in a week”
“Yes, Sarge”.
“Her'es mud in yer ear. Did u now, umans drink dere beer fru a straw”.
“HA HA    Ha.    ha    aa....fru a straw wot?”

SA Move.

The Major calls out, “Thumper, Are you hit?”
“No sir, just surprised.”
“Stay put, we will come to you.”
“Hank, with me. Vicky, Andy , Flank right. Move out.”

The Major moves across the open ground and up the ladder to the roof. Hank jumps down from the roof and Fast Moves - Extra 2 inches, to catch up to the Major.

 Vicky passes Wendy as she fast Moves - An extra 4 inches.
Moving up the road.
Wendy is on point ,not quite in sight of the enemy.

The view from the enemy position.

Line of sight check - Unfortunately, George sees movement through the downpour and lets fly with his plasma pistol. THUWAPPP the bolt of charged energy illuminates the whole area for a moment.  All comms emit a large "HHHOOOWWWLLLL" of static.


Resolve Fire - 
Vicky receives fire - 2,2,2 - Miss. (Only one rebel shot at her because George was in the way).
Vicky shoots back - 4,4,2  (+1 targeting) = Hit.
George Combat Damage 2 = Knocked Down and Out of fight.

Wendy  and Vicky Ducks Back.

Man down test for Tedddy - pass 1 dice - Carry on.
                              Mack               2              “
                              Snotty              1              “
                              Spike               1              “
(They have been in battles before.)
“Vicky !” Wanda moves forward, but as she rounds the corner, she is met with a hail of fire. 


Resolve Fire - 
Wanda receives fire from Mack 4+5 = A Hit, Wanda Knocked down and stunned.
                                          Teddy - Is Halted.
Vicky takes Man Down - 0 pass
                    Cohesion test  2 pass - carry on.

Rep 2 - Still a PEF.
Bright flash, bang and shooting..
Sarge “Look’s like beer break is over, pack up and be ready to move.”
"There's always sumone oo' spoils the party."
"Well, maybe I will let you show your anger by going over there and killing them"
"Yeah, wanna kill em too".
"We'll show em'".

Turn 7

SA win the Activation roll 5 - 2.

The Major gets on the Comm,  “Andy, Report“

“Wanda is down, no puncture wounds visible in her armour, probably just winded. Vicky is a bit singed from a near miss with a plasma bolt, which has formed a bottleneck to our way to get to the rebels, Sir”

“OK, I’ll move up the roof  and will provide covering fire, with Thumper on the left and Vicky on the right, while you get Wanda to safety. Clear, all ?”

“Sir, Yessir.”

“Move out”
The Major gets to the other edge, when he becomes visible to the enemy.

Spike “There’s one on the roof, gettim!” LOS test - Pass 1 dice. “Charge !“
 .
The Major sees Spike when he comes from cover.“Squad ! Charge !“
Andy, “At the double, Charge !” 

 (Note since the major is a higher Rep than the rest of  his squad, none of the squad can move until the charge results have been worked out.)


Combat First round - Major 2 dice roll =  2 pass. Rebels 2 dice = 1 pass. The major gets one shot off.
Spike just beats Teddy to the ladder. BLAM. Major Vance takes a shot at him,
 Roll a 4 +5 rep =Hit. Roll 4 = Knock Down and OOF.

Teddy and Blondie make it up the ladder to face the Major.

Melee Combat

Major ‘s dice pool = 9 Result Successes = 2.
Rebel pool = 8 3 successes. They knock down the Major,
Recover from Knock Down test - 1 pass.- Out Of Fight.
Use star power to change to stunned., but still counts as OOF. Over the comms comes “Aaagghh............”

Man Down.- 2 pass - Carry on.
Thumper,  “They’ve got the Major. Finish them !”


Wanda is knocked out for one round, then she will recover and join the ground fight.

Roof fight round 1
SA dice pool = 14 Result = 8 pass.
Rebels dice pool =9 Result = 2 pass. Both rebels Knocked Down. So Teddy OOF and Captured, Blondie is Obviously Dead.
Ground fight at same tine round 1
SA dice pool = 11  Result = 5 pass. Andy KD and OOF, concussion.
Rebels dice pool = 7 Result = 5 pass. Rebel KD.and OOF, captured.

Wanda, “Oh my head !, What‘s the situation ?”

“They got the Major, Andy is out of it with concussion. We have 2 prisoners and a number of dead ugly rebels. That makes you acting Corporal. and in command. Orders, Sir ?”

“Search the prisoners and the bodies. Collect the weapons.”
“Sir.”
Wendy changes channel, ”HQ, This is Alpha 4139, We have encountered hostiles at point Delta, Lightning is down. Repeat Lightning is down. Sundance is zonked. Repeat Sundance is zonked. Tiger is assuming command at this time. Request Medivac at this location”.

HQ “Roger your message, standby one”.

Roll on SA Evacuation table. Roll 12 

HQ: “Alpha 4139, be advised, POGO - 193 is in your area, expect soonest.”

“Roger, Thanks HQ. Alpha 4139, standing by.”

“POGO 193, This is Alpha 4139”.

"POGO 193 - Roger Alpha 4139”.
“193, Be advised - No sign at present, but Landing Zone may be HOT. Will be advancing on LZ from SW, skirting the glowing plasma trail. Visibility is minimal. Are you picking up homing beacon? Over.”
“Understood, 4139. Thanks for the tip. Beacon signal loud and clear.”.

Changing back to local comms, ”Our ride is on the way, lets hustle.”

Meanwhile.....

Rep 2 PEF - Pass 0 - Hold position.
“Wassat noise, Sarge?”
“Who cares, it’s over dere‘, we’re over here. It ‘aint bothering us none. Unless you want to go out in the storm and look all by yourself?”
“Eeh.. no, Sarge”
“That’s what we thought”.
Turn 8

SA win the Activation roll 5 - 2.

Wendy walks behind the prisoners and slits their throats, “We have no time for babysitting them and getting our mates to the LZ". 

"Hank, you and I will carry the Major, Vicky and  Thumper, you take Andy. You are on point.”

“Roger.”


Soon, a loud humming is heard overhead, as POGO-193 descends through the rain and the mist, to land softly on the pad.

“Alpha 4139. POGO 193 on ground.”. It has a  Rep of 6. Classed as Armoured Personnel carrier.. Armour - Hard Body. Weapons, Rocket launcher - Target - 1 vehicle / building..

“Roger POGO 193, we see you. 4139 is  2 mins out, will squawk ID. No sign of hostiles yet.”

“ 4139 - 193, defence batteries are hot.” 

PEF 2 dice marker - Pass 1 dice, so Move 8” from in the trees towards enemy, close to the ramp.


“Wassat noise, Sarge?”

“I still dunno, but it might be blocking our way home. So, now I care wot it is. So. up, up, up, ladies. Lets have a look see.”












Turn 9

Activation roll 4-4. A draw so another Random event is generated.(POGO 4, SA 6, reb 1) so it is aimed at the rebels = Sniper.

Ruin = Small size, Rep = 3. Classed as Hard Body armour.

“POGO 193 - .Just going to drop the rear ramp and fire a few warning shots around the wood.”

(Fire Heavy Machine Gun - One hit on the unseen PEF, to be removed when it is revealed.)

SA win the Activation roll 5-4.

“4139 - We are moving towards your 6, over.”
 
"Loading casualties now."

"Up the ramp, on the double!"

REP 2  PEF move 8” towards enemy in cover.

Line of sight test is triggered.

POGO 193 - “Tango’s, Tango’s, Ten O’clock, by the ruin. Fire. “

Rep 2 PEF resolved - In to one squad in a defensive position. 
Spike Jr 
Toots 
Benny
Chopper

Ruin = Small size, Rep = 3.AV= SB armour. .FV =3-1=2.
POGO 193: Rocket Launcher ---->   Blam !.........BOOM!  Point blank hit (Its machine gun had already fired, only thing left to shoot with.).
Spike and Benny down, Spike Dead, Benny OOF.
Toots and Chopper duck back.

Man Down test.
Turn 10
Activation roll 5-4. 
Rebs win the Activation roll 6 - 1.
"That was too close! Scram !"

Toots and Chopper do a runner, into the wood and find a hole to hide in.

Alpha squad loads into POGO and departs.



"All strapped in?......... liftoff."


After the battle

Benny comes round, looks around to see where everyone went to. He finds the standard and George coming round. They take it back to the war band. “It was one hell of a battle, we're the only ones to survive.” Showing off  their new scars and a hand full of earrings of the fallen warriors. The chief counts, up to three that is. "I fink dats everybody."

In POGO 193 - Wanda, “I have a pulse, The major’s alive! Full stims at once. Full speed to base! “ 
Hank “Andy’s coming round.”


Meanwhile....in another part of the wood, two figures climb out of a pothole.
Toots "I think its time we found a new warband."
"Yus, me too."

Looking around "I wonder if there is anything worth havin' in those buildings, its always best to have trade goods when you are trying to find a new home."
----------------

The Major and Andy both survive, but the major drops a point of REPutation to 4. Next time the Star Army will be the attackers and the rebels will be defending.

Phew! That took a bit of doing. .I hope you got some enjoyment out of that little romp around the battlefield, I certainly did. 

NOTES: The green battle mat was actually railway terrain flock, the black and blue squares were rubber squares from a craft shop.

Regards all,

Ivor Cogdell

Sunday, 14 June 2020

In Production updated. 27 June 2020.

It's In the works, As They Say


Hi all,
         This is just a quick news snippet to keep you in the loop, as it were, as to my war gaming progress. While I was off my feet with a strained ligament in my right big toe, and could not get to my PC, (as I had to keep it raised up), I managed to read up on the rules to Nordic Weasel's (C) "5 Leagues from the borderlands", which is their fantasy solo skirmish game, it has expansion packs too.

I rolled up some characters (4 heroes and four followers), then rolled up three villages and their problems, grabbed some suitable models and proceeded to play Turn 1 of the campaign.

You can get goods weapons and armour and do jobs in the village before you set out adventuring. Random encounters are generated along the way and at least one main encounter before you reach the next village  Terrain and movement are taken into account during the battle. According to your success or failure, you may or may not get Xp points, assorted finds, loot and suchlike.

So, turn one is now done and the photos are in the PC. I have just got to do the narrative for it. To be followed by some more of "The Battle of Durk's Compound" basheroo.

Have fun, one and all. Please leave a comment. (If it will let you) - see previous post.

17th June 2020 - Update - Sorry about the delay, just got some real life snags sticking their foot in my gaming schedule, be back in a bit.

20 June 2020 - Doing Turn 6 for Durks battle, at the moment. 

27 June 2020 - Finished the battle and dialogue, just got to stitch it together with the photos. -  Done that now. It took a while, but its up there now. Enjoy.


Ivor Cogdell

Monday, 8 June 2020

Thoughts on - Why is it so hard to leave comments ? Have you given up? (Updated 15 June 2020). Still need help.

Do you comment ? Or have you given up ?

Hi all,
         The other day I was reading a post on the Gundabad Games blog, they had posted a review of "Five Klicks from the Zone - Chapter 1" by Nordic Weasel games. It was an interesting read and I wanted to leave a comment in appreciation.
         I entered my comment, hit Publish, and it just vanished.  The setting label was on google admin, so I thought it should be ok. I had a look at the other settings and then tried to do it with my email in the URL. Nothing.

So if you are reading this please try to comment in the box below, mentioning what the settings were please. If you do manage it Great , thanks. BUT, if as I suspect, you fail, please email me at 

ivorcogdell@hotmail.com - Subject: Blog comments

Thanks for reading this in any event. I will add your comments on the bottom here if you say so.


Update - just tried my own comment - Nothing on Google Administrator.setting.

8th June 2020 - No comments yet, you could be the first.

15th June 2020 - Thanks for the comment Shaun. I have just succeeded with my mobile too. I will try on here in a mo. Tried it. Still no luck using chrome or Brave, odd.

 It shows "Google account", but not where to add my name, does it automatically know? I imagine so, but it does not show it.

I will try another reply at Gundobad Games on the net and then by phone. I succeeded in leaving a message on their post "5 Klicks from the Zone" on the phone, but still not by net.


Regards all,

Ivor Cogdell



Saturday, 6 June 2020

The Battle for Dirk's Compound - Part 5

The Battle for Dirk's Compound - Part 5 - All on edge.

Previously
Pt 1 The cast.
Pt 2 - Pre game Info, House rules.
Pt 3 - Mission Briefing 
Pt 4 - The scrap starts.

Hi all,
         A bit more to my battle. It would have been more, but I banged my foot and could not put any weight on it, so moving around the board was a non starter. Here is what I had left over from the other day to keep you going.

Turn 3



Activation (PEF Rep 6 NW)
Roll 1 successes - Move towards Rep5, at minimum range so stays still.

Activation (PEF Rep 5 - Middle)
Roll 1 successes - Move 8” towards enemy through cover. (Checked when he broke cover, Hank was looking the other way).

Activation (PEF Rep 2 - Right)
Roll 1 successes - Move 16” towards enemy through cover. (Checked when he broke cover, Hank was looking the other way and still raining cats and dogs).


Activation  - SA
Major Vance gets cover behind some cargo. Wanda moves right to cover the lake and Landing Pad. Andy comes out of the Habitation module. Vicky moves forward and left on the catwalk. I checked her movement inch by inch and both forces were still in cover, although it would have been close at times, if not for the storm going on. Thumper waits at the corner.

Turn 4
Activation  - SA = 15, O = 4.  - SA  go first.
Turn 4
Major Vance checks out the Cargo. Hank moves forward. Thumper moves towards the ruined wall. Andy covers the water.

Suddenly Wanda’s voice comes over the Com. ”Contact ! Contact ! I have movement at the end of the road.”

Vicky “I have Negative contact, repeat Negative contact. It was the trees swaying in the storm casting shadows, Wanda. In this storm you can hardly see past the end of your arm.”

Major Vance - “Hank, move up to the left gantry and watch with Vicky, stay alert and observe.”

An ork looks down the road
"Can't we go down that nice flat road?"

"You just want to keep your boots clean so you don't have to polish them tonight."

"So.... is that a yes ?"

"No, get back in line. and for asking dumb questions you are on cook duties as well."


The Orks to activate next.....


Sorry it was just a short post. I put together what I had from before, minus the stuff that was not applicable  due to the first contact that did not count due to the weather. I left it in so you could see where it was originally going to happen.

Regards all,

Ivor Cogdell


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