Saturday 1 October 2011

Skirmish Game: Sci-Fi

While playing my recent Skirmish Game set in late WWII, I had noticed an absence
of the effects of suppression and high volumes of fire restricting enemy
movement etc. Having corrected this with some suppression, pinning and rallying
rules, I needed to playtest these.

I've just completed a successful playtest of them using my Sci-Fi universe based
on Mark Ratner's Space Marines. On the planet Kasarian IV the Hiss were making
another land grab expansion. Only a few Terran elite Guard units stood in their
path. The specific scenario was set on an arid plain with scattered dunes,
depressions and rocky outcrops. A couple of research facility buildings and an
oasis were the only elements of colour in this otherwise desolate landscape.

The forces involved were a Hiss Claw composed of five Talons on two bases each
and a couple of PML Teams in support. They were armed with outmoded cone rifles
but were fast, tough, with incredible morale due to their disregard for
sacrifice. Their tactics were clear - rush the enemy, overcome them by weight of
numbers, destroy them hand to hand (or claw to claw in their case). The Terran
Union had one Guard Infantry Platoon. Although far fewer in numbers, these were
elite troops, equipped with cutting edge technology: power armour, power rifles
and superior vision aids.

The Hiss started the game making a rush for the research station. The Terrans
had similar objectives but decided to peel off their flank squads to provide
fire support to their central thrust on the Research Station. The rules started
to kick in really well here with the high volume of fire from the power rifles
suppressing and pinning the Hiss advance at several key points. The Hiss did
surprisingly well to continue their rush and make the Terran line engaging in a
couple of critical house to house battles, however, the Terrans had the edge in
defence, with the power armour giving them considerable endurance despite Hiss
numbers.

After an exciting exchange of fire and close combats the Hiss finally reached a
50% morale check with enough of the remaining bases having to be removed and
forcing the Hiss Claw Master to concede to the Terrans.

The rules worked very well and I liked how this added an additional dimension
based on the high fire volumes of automatic weapons.

Long Live the Union!

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