Showing posts with label 5150:SA. Show all posts
Showing posts with label 5150:SA. Show all posts

2012/01/12

Capture the Rebel! (Bright Horizon campaign)

The consortium Omni Consumer Pleasure (OCP) with the help of the Unicorn Unlimited mercenary regiment tries to strangle the Resistance on Bright Horizon (see the Bright Horizon campaign on my 5150: Star Army page). Before being destroyed a reconnaissance drone has spotted a Resistance leader in the Kwert Phan district. A patrol of mercenaries is sent to capture the leader.

THE MERCENARIES (Tyrell strike team)
- 3 Fireteams of four soldiers (REP4) with Assault Rifles, Grenades, Smoke Grenades, one SAW & one LAW each;
- a REP5 leader (Sgt Tyrell).


THE REBELS
Starting on turn one, Resistance groups appear according to the rules for reinforcements (p.59, Investment Level = 5) as if a «7» was rolled each turn. They appear at the spots numbered 1-6 on the map (roll 1d6).
Freedom Fighters are REP3 with Assault Rifles.

#
PASS 2D6
PASS 1D6
1
1 x Squad with RPG + Leader (REP4)
1 x Squad with RPG
2
1 x Squad with RPG
1 x Leader (REP4)
3
1 x Squad + Leader (REP4)
1 x Squad
4
1 x Squad
1 x Squad
5
1 x Squad
None
6
1 x Leader (REP4)
None

THE RULES
We played this scenario with 5150: Star Army with my optional rules especially the In Sight Test modifiers and the Overwatch rule.

THE MAP
X = possible location of the target
The place looks quiet but the rebels are aware of the possible raid by Unicorn mercenaries. So they are gathering some troops...




The mercenaries are progressing cautiously and the rebels are advancing too.

The mercenaries are progressing from the East.

Rebels are gathering




The mercenaries are taking position on high ground and around the market place.



The target is found and arrested.


It's time to depart... 
Easy at first but the rebels are trying to surround the mercenaries despite some losses.







The mercenaries are hurrying behind smoke screens.


The rebels are more and more numerous and are pressing forward.





Only six mercenaries (out of 13, and with one OOF) managed to escape (with the target).




AFTER THE BATTLE
The rebels have lost their leader, ten OOF and seven OD.
The mercenaries left on the battlefield two dead and five OOF (prisoners). It's not good for the mercenaries' morale...

A very fun battle, easy at first for the mercenaries but with increasing difficulties... A "real" asymmetric engagement. My new In Sight Test modifiers were very useful to simulate rebels creeping behind walls and firing opportunity shots.

Maybe the rebels will try to exchange prisoners...

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
A squad in overwatch forfeits his move. Add 1d6 to the In Sight Test. Take the two best dices.

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


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)
1x Medic
2x ATGM Team with 2 crew
1x Sniper Team
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.