Tuesday, 11 July 2017

The Invasion of Scipio - Chapter 1 - Planetary Invasion

Introduction and background to the campaign can be read here: http://micromegasatwar.blogspot.ca/2017/07/the-invasion-of-scipio-chapter-1-intro.html
This game was played using Dropfleet Commander with each side commanding 999 points.
Standard scenario scoring was used with the space station being a critical location for the Xenos only.

The invasion of Scipio has begun, with the spearhead of the attack focusing on the resource rich Delta Valley. The planetary reserve forces combined with the Imperial Rapid Response force were able to muster a defensive battlegroup to meet the invasionary forces.

Imperial Rapid Response Force and Planetary Defense Space station deploy to meet the Invaders
The Delta valley has several strategically important cities, the most important is the city of Theseus which is central to the valley and contains the military, communications and orbital defences infrastructure. The other cities surrounding the valley contain key commercial and industrial assets.


Delta Valley and legend showing location and content of cities
Orbital defences in the stronghold Theseus
The defenders focused their forces centrally in the valley enabling them to react to any attack trajectory from a central strong point.  Meanwhile the invading force advance on each of the flanks, avoiding the orbital defences in favour of the softer civilian targets.

The Invader right flank, the Xeno heavy ships, Basilisk and Shenlong advance aggressively with their cloaking technology


On the Invader left flank, the cruisers and carriers advance towards the vulnerable sectors of Gnaeus.


The Imperial forces advance up the middle of the valley towards Theseus, the Atlantis battlecruiser on the far side holding up the Imperial left flank.
The xenos advance aggressively towards the civilian soft targets and trying to go around the Imperial flanks with their speed. They seem, however, to have underestimated the firepower that the Imperium has at it's disposal. The heavy cruiser Shenlong blows up to concentrated fire from the burnthrough laser of the cruiser Berlin and the supported by battlecruiser Atlantis. The terrible explosion also damages the Xeno battlecruiser Basilisk  which is left to spearhead the assault on the right flank.
Behind the spearhead advances the Xeno dropships and landers capturing the key assets at Gisco and Gnaeus.

The heavy cruiser Shenlong blows up in spectacular fashion as a result of concentrated enemy fire.

The Basilisk is now spearheading the attack and is in position to return fire at close range.

Xeno troopships advance behind the spearhead and capture soft civilian targets.
On the opposite flank, the defenders manage to secure Flavius with troops just in time as the invaders continue their advance up the flank. Once again firing at close combat turns decisive as the advancing attackers take long range fire from the cruisers the defenders but inflict terrible damage with their close action weapons and bombers launched from the cruiser Hydra.

The Xeno Djinn frigates and Wyvern cruiser get in range to use their close action weapons, supported by the bombers launched by the Hydra.

This flank turns into a stalemate as both sides shoot down each other's frigates and cruisers in mutual destruction. In the end the invaders manage to land some troops Flavius but they are quickly overwhelmed as the Imperials had managed to secure the objective in advance.

The invader left flank cancels out the defender right flank as both sides take heavy losses from the exchange in fire.

Over the skies of Flavius, the invaders try to land troops but to little effect as the defenders had time to prepare. 

Meanwhile in the middle of the board and on the invader right, the Basilisk manages to shoot down the Imperial cruiser Berlin and the Toulon frigates supporting it. However, the big guns of the Atlantis and the bombers launched by the Seattle finish the Basilisk off before it can do more damage.

The Basilisk goes out with a boom.
The destruction of the Basilisk leaves the remaining frigates and Chimera troopships of the attackers vulnerable. Knowing that their doom is pending these ships rush to their objectives and drop more troops on the undefended cities of Barca and Gisco. They are then shot out of the sky by the Imperial defenders, who were one turn too late to prevent the suffering of the populations of these cities.

Xeno dropships landing from atmosphere on their targets

Xeno troops get shot down in the process of capturing their final objectives. Gnaeus and Barca are now overcome, one can only imagine the horror of the inhabitants.
In the last turn the Imperial forces attempt to counter-drop troops on Barca, however the Xenos had anticipated this and dropped orbital defence guns which shot down the dropships as they were landing from atmosphere. The poor marines on those ships never had a chance before their ships were turned into burning wrecks.
 
The last of the attackers on the right flank drops troops to secure Barca

The Imperial troopships fall to heavy defensive fire as they try to land on occupied Barca.
In the battle's conclusion, the attacking force was destroyed almost to the last ship, but not before the invaders were able to land troops and capture Gnaeus, Barca and Gisco. It was a pyrrhic victory for the Imperial Rapid Response Force; it proved able at doing it's job in space and in the air, however, large parts of the Delta Valley have fallen to the invaders. It will now be up to the Imperial ground troops to retake these strategic areas, and they must do so quickly while they have complete superiority in air and space.


The next chapter in this war is set; the Xenos are busy wrecking terrible damage on the cities they have captured but have lost their fleet in the process, the Imperial troops now race to liberate these cities with the support of their spaceships. The Imperial troops await their reinforcements knowing that there will be an enemy relief force behind the first wave of the attack.......
 



Friday, 7 July 2017

The Invasion of Scipio - Prologue


Planet Scipio, while not the richest or biggest planet in the Imperium, had sufficient mineral wealth to fuel its economic and industrial development. It was relatively peaceful before the invasion, tucked away in the corner of the galaxy far from any of the conflict zones. It didn’t have the same depth or breadth in planetary defences as the other worlds that were thought to be primary targets for invaders. This is probably why no one anticipated the alien invasion and how the invaders got so close before they were noticed.

Industrialised heartland of the Delta Valley on planet Scipio
No one knows why the hive fleet decided to launch a surprise invasion at this location. Presumably the hive mind saw a soft target, wanted to exploit the planet’s resources and exterminate its inhabitants. The first wave of the alien attack is focused on the Delta valley on Scipio where there are a high concentration of economically important assets. When the hive fleet Hydra (Imperial codename for the invaders) first arrived within range of the Imperium’s planetary sensors the signal was sent out to the defensive net which detects and responds to threats anywhere in their ring of colonised planets.

Hive Fleet Hydra coming out of warp ready to begin the invasion.
Luckily the Imperium’s Rapid Response Force is designed to respond to just such a threat, and while not carrying the full weight of the Imperium’s power, the response force is able to muster the limited forces on Scipio, supplemented by assets from nearby space ports. The plan is to effectively meet and stall the first spearhead of an attack while further reinforcements can be sent. The fate of the planet Scipio and its inhabitants will be determined in space, air and land.
 
Imperium's Rapid Response Force deploying to defend the Delta Valley


Chapter 1 of  the campaign for the planet Scipio will be played as a series of linked scenarios that will each affect the other to form an overall narrative. This chapter focuses on the first spearhead of the alien invasion into the Delta Valley, an area with many industrial, commercial and military assets. The lore is loosely based on the Warhammer 40K universe with some liberties taken to suite the narrative.

The campaign will be played at three different levels:

Space Combat – battles in space and orbit to destroy enemy fleets, capture territory and drop land-based troops for battles, using Dropfleet Commander.

Land Battle – military operations to destroy enemy forces and capture key territory, using Epic Armageddon in 6mm.

Skirmish – covert and special operations missions to disrupt enemy activities or capture asset, using Shadow War Armageddon rules in 28mm.

I have a long wanted to run something like this, it took a while to organise the miniatures, rules and terrain for two factions in three different game systems. Not to mention the many other gaming diversions that I have gone on. You may ask, why not stick to the 40K universe and play Battle Fleet Gothic (BFG) for the space battles? Well because the BFG ships are expensive, hard to find and I bought into the DFC Kickstarter which was designed by the same author as BFG, Andy Chambers. I’ve roughly shoehorned the DFC factions into the 40K universe: UCM will be used to play the Imperium and the Scourge will be the Tyranids.

I was originally planning on using a campaign structure and victory points system to determine who will win the campaign, however, the results of the first battle made me realise that I could create a better narrative by keeping it free flowing and play the games that I like based on what happens on the tabletop. The goal is to organically form a cohesive story that ties them all together.

If successful, I will keep it going with more chapters that expand the conflict and bring in new belligerents. The first part of the story will deal with the initial space invasion by the xenos, the battle report is coming soon. As a preview, here are some pictures of my two DFC fleets:
The Xeno spearhead invasion fleet
Close up of the Xeno heavy ships
The Imperial Rapid Response Force
 
Large Imperial Ships


 

Sunday, 27 January 2013

Hail Caesar, Punic Wars

I know the Punic War AAR's seem to be popping up every day, I thought I would post my recent game playing Hail Caesar. This is only my third game of HC but I am liking the game. We played a fairly large game with 28 units for the Romans at 611 pts and 26 for the Carthaginians at 560 pts.

My only concern is that battle can sometimes be very decisive, this can be a good thing because large games can be resolved fairly quickly which I like. This game was played for 2.5 hrs and would've been resolved in 3 hrs if my opponent didn't have to leave early. Yet on a few occasions one unit was wiped out in one turn. I think I am going to use large units more often so that some units have longer staying power. The description of the battle is in the picture captions:



Carthaginian OOB

Roman OOB



Romans Legions on the right and the Carthaginians on the left.

The Gauls on the Carthaginian right wing

The Carthaginian left wing with Libyan and Spanish infantry along the Cavalry

Two Roman Legions along with the auxilliaries.

On the Roman right the Latin cavalry gets peppered by the Numidian javelins.

One of the Roman legions blunders and runs into the auxilliaries, while the Roman legion on the right advances towards the Spanish and Libyan infantry.

Roman legion faces off against Punic cavalry.

On the Roman left wing the Auxilliary cavalry faces off against the Gaul and Spanish cavalry of the Carthaginians.

The Carthaginian Gauls advance towards the Roman Auxilliaries on the Roman left wing.

Romans clash with the Spanish infantry in the middle.

The last turn of the game because my opponent had to leave early. The Roman legion was on the verge of breaking yet the Spanish had been pushed back significantly so another round or two and the game could've gone either way. We called it a draw but I think the Carthaginians had the edge.

Thursday, 1 November 2012

1944 Falaise Gap - FoBASM

It's been a while since I have posted, I have been studying part-time while working full-time so blogging time has been short.

I am playing a house ruled version of FoW that I am calling Flames of Bolt Action Shot Mum (FoBASM). The basic premise is that I like playing games that have reinforced companies or several companies, let's say about the forces a battalion commander would commit to a battle. I think FoW has good core mechanics that are simple, streamlined and fun. But I don't like the lack of battlefield friction and all the wonkiness with special rules and their army lists. I really like the blinds system and the command and control system of IABSM, and the ability in Bolt Action to decide which platoon to activate with the colored dice. So I have taken what I like from the three systems and merged them into a game that I think works quite well for what I want.

This scenario is loosely based on a Canadian armored regiment with supporting infantry, and artillery assets assaulting a set of towns in an attempt to close the Falaise Gap from the North. The Germans had an understrength company of SS Hitler Youth supported by platoon of Panthers trying to hold back the tide of the Canadian advance.

The Canadians advanced along the narrow edge from the West, they had to capture at least one of the first hamlets, either the Northern or Southern one and continue to capture the crossroads at the town with the Church at the far end of the table.

Miniatures are 15mm.


The battle from the Canadian perspective, the Canadians need to capture the crossroads on the far end of the table


The Germans deploy to defend the first two hamlets.

Canadian armor advances through wheatfields towards the Northern hamlet

Churchills advance towards the Southern hamlet

The Germans move up their Panther reserves towards the Northern hamlet to counter the Canadian Shermans.

Canadian rifles stalking their way through the wheat fields ready to assault the Northern hamlet.

Either the dug in SS were surprised or the Canadians very lucky as they assault and capture the Northern hamlet. The Canadians lost most of their platoon but captured their first objective.

The Canadians now shift the axis of their attack towards the Southern hamlet.

The German platoon defending the Southern hamlet opens up on the Canadian rifle platoon trying to replicate the success in the North.


The Canadian Shermans pour fire into the German defenders but cause no casualties against the dug in veterans. 

Unlike the first assault, the Canadian rifles attacking the Southern hamlet get mowed down by MG fire.

Canadians moving through the center and the Northern hamlet take out a Pak 40 one the hill and continue to advance.

The Panthers finally get into action and move around the Canadian flank. The Canadians call in an artillery strike and manage to knock out one Panther.

The remaining two Panthers tear apart two platoons of Shermans from the flank. Things aren't looking good for the Canadians.

In the final turn of the game, the Churchills and the last platoon of Shermans assault and breakthrough the Southern hamlet. The Panthers are once again caught by artillery and some unlucky rolls knocks out them both out. With the road to the crossroads clear, and their Panthers knocked out, the Germans have little left to fight with and we call the game for the Canadians. Albeit it was mostly a Pyrrhic victory as the Canadians lost their HQ almost all of their Shermans, and two platoons worth of infantry.