First game of Star Trek: Fleet Captains. It's Star Trek, it's an exploration game (my first was Spaceward Ho! back in 1990), it's a card building game and it's FUN. When you finish a game you immediately want to start an other.
If you aren't convinced yet, try this : video review.
Space: the final frontier. These are the voyages of the starship Enterprise...
2011/11/29
2011/11/25
5150:SA OPTIONAL RULES #1
SNIPER Team
A sniper team consists of a shooter and a spotter.
The shooter has a laser rifle. A sniper team has the following benefits if it
was set up (Set Up, p.21):
- for each to hit fire, roll two dices and take the
best ;
- do the same when rolling for impact ;
- increase range of the rifle to 60'' (scope) ;
- when deployed, the team is hidden until firing ;
- when spotted, the team can set up again (and
earns the benefits above).
HMG Team / SAW Team
An HMG team consists of a shooter, a spotter, and a
loader. Use of a spotter allows for the Target Rating to be increased by 2 (for
a total of 6).
If a SAW is set up (with a loader) the Target
Rating is increased by 1 (for a total of 5).
GAUSS Team
A Gauss team consists of a shooter and a spotter.
Use of a spotter allows to roll 3d6 taking the two best dices when firing against
vehicle and 2d6 taking the best against infantry.
Anti-Personnel: 60'' 1 target 5-4-3-2
Anti-Tank: 60'' 1 vehicle 3-3-2-2
ROCKET LAUNCHER / AA LAUNCHER
The launcher needs to have been set up to fire;
If there is no loader the rocket launcher has to be
set up before each fire.
SMOKE GRENADE
Can be thrown like a grenade with a 3’’ area.
Block LOS (even infra-red)
Last two turns.
CALLING
SUPPORT (AIR STRIKE / ARTILLERY FIRE)
The call is made by an Officer or an NCO. No need to be in LOS. If it’s a success carry out the strike immediately (5150 :SA, pp. 60-62).
OVERWATCH
OVERWATCH
A squad in overwatch forfeits his move. Add 1d6 to the In Sight Test. Take the two best dices.
Hidden
Hidden
Nobody can fire at these troops until getting within 12’’ and in LOS of them or until they fire or move.
IN SIGHT TEST: circumstance modifiers
IN SIGHT TEST: circumstance modifiers
Modify the REP of the testing
group:
Target in a storm: REP - 1
Target at night: REP - 1
Target is discreet: REP - 1
Target is stealthy: REP - 1
Target at 12’’ or less: REP +
1
Testing group fast moved
previous activation: test with only 1d6.
Testing group has a detection
device: REP+1
Testing group is in
overwatch: test with 3d6 taking the two best dices.
All modifiers are cumulative.
2011/11/20
Objective ICE (5150:SA Battle Report)
We played (of course with 5150: Star Army) the scenario Objective Ice of the Bright Horizon Campaign.
In this scenario a convoy of Unicorn artillery is moving along a secondary road. The Helljumpers have asked the local resistance to coordinate an ambush. The objectives are simple.
Unicorn Unlimited troops must leave the map by the south road. The Helljumpers must destroy the artillery.
TROOPS for detail see the Troop Cards)
Helljumpers
Lieutenant Koppers’ HotDrop Squad :
1x Squad Leader with Laser Rifle (REP 5)
3x Exo Armor
4x Unicorn Scout Vehicle (Wolf)
3x Unicorn Maneuver Teams
1x Unicorn Command Team (like Maneuver Team but the squad leader is a lieutenant).
Once per game the Command Team can call a Bombing Run (instead of moving).
THE BATTLE
With intel from the resistance, the ambushers (Helljumpers) were ready.
The ambushers' firepower was so heavy that the Unicorn quickly lost their scout vehicles and were pinned.
The Unicorn were able to fire back with small effects.
But the end is near because artillery vehicles were hit and an unexpected reinforcement arrived: an artillery strike from resistance command post.
The Unicorn were routed.
AFTER THE BATTLE
The Unicorn Troops managed to save only one artillery vehicle and were unable to leave by the south road. They left four dead, four deserters and twelve wounded (they were captured) for only two dead and four wounded for the Helljumpers.
NOTES
We were able to test a few optional rules in this game. I'll post them soon. We played with more troops than in the scenario. One more rocket launcher and a sniper team for the Helljumpers and three Exo armor for the Unicorn. I think that, for the balance of the game, we can keep the opposing forces, but with one less rocket launcher for the Helljumpers.
In this scenario a convoy of Unicorn artillery is moving along a secondary road. The Helljumpers have asked the local resistance to coordinate an ambush. The objectives are simple.
Unicorn Unlimited troops must leave the map by the south road. The Helljumpers must destroy the artillery.
TROOPS for detail see the Troop Cards)
Helljumpers
Lieutenant Koppers’ HotDrop Squad :
1x Squad Leader with Laser Rifle (REP 5)
1x Medic
2x ATGM Team with 2 crew
2x ATGM Team with 2 crew
1x Sniper Team
3x HotDrop Fireteam
Each Fireteam has one LAW.
3x HotDrop Fireteam
Each Fireteam has one LAW.
Unicorn Unlimited
3x Artillery Vehicle (mvt 8’’/16’’; armor = Wolf ; no weapons) 3x Exo Armor
4x Unicorn Scout Vehicle (Wolf)
3x Unicorn Maneuver Teams
1x Unicorn Command Team (like Maneuver Team but the squad leader is a lieutenant).
Once per game the Command Team can call a Bombing Run (instead of moving).
MAP
View from the North |
View from the West |
View from the East |
THE BATTLE
With intel from the resistance, the ambushers (Helljumpers) were ready.
The ambushers' firepower was so heavy that the Unicorn quickly lost their scout vehicles and were pinned.
The Unicorn were able to fire back with small effects.
But the end is near because artillery vehicles were hit and an unexpected reinforcement arrived: an artillery strike from resistance command post.
ARTILLERY STRIKE! |
The Unicorn were routed.
AFTER THE BATTLE
The Unicorn Troops managed to save only one artillery vehicle and were unable to leave by the south road. They left four dead, four deserters and twelve wounded (they were captured) for only two dead and four wounded for the Helljumpers.
NOTES
We were able to test a few optional rules in this game. I'll post them soon. We played with more troops than in the scenario. One more rocket launcher and a sniper team for the Helljumpers and three Exo armor for the Unicorn. I think that, for the balance of the game, we can keep the opposing forces, but with one less rocket launcher for the Helljumpers.
2011/11/17
Warmaster: Invading Lustria
Last weekend we played an huge WARMASTER campaign in Lustria. It was great. More pictures on the french warmaster network here.
2011/11/14
Helljumpers' Support Weapons
For the Helljumpers (Star Army list) the most common are the Squad Automatic Weapon (SAW) and the Grenade Laucher. Assault troops have also access to Flamer.
SAW & Grenade Launcher |
Flamer & Grenade Launcher |
To fight AFV they can rely upon their Rocket Launcher and Gauss Cannon.
Rocket Launcher |
Gauss Cannon |
For eliminating high value target, they have their Sniper Team.
Sniper Team |
Figures by Ground Zero Games (USNC) except the sniper team by Rebel Minis.
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