Wednesday 30 July 2014

Demolish the lab! an PMR-21 AAR

A Warg Industries laboratory conducting illicit research was discovered during a routine sweep of the a small town in the south of PMR-21.
Known as Settlers rest, the settlement has been around since the founding of the colony, and is therefore one of the oldest habitated sites on PMR-21.
This also means that it is a ramshackle of old and new, a seemingly random pattern of erected Buildings on the edge of the southern desert.

 The Union troops had assembled a mostly mechanized force, including a pair of Wolf tanks, Oxr Apcs as well as a pair of sapper squads.

Defending the lab is a force of Warg mercs, supported by a gunship and a squad of battlesuits.

The defenders had already alerted their commanders, and reinforcements was on it's way. This meant that the Union had to destroy the lab by the end of the 4th turn, or they would be out of time.



The battlefield
 




Both sides advances towards each other, troops disembark and dig in. 


A Wolf tank rolls up on the road and opens fire! the apc is just outside optimal range, but the shot is a lucky one, causing the vehicle to blow up, wounding one of the command team behind it.

The apc carrying the sappers move up, taking shelter behind the rock formation. 

On the north side, an Union infantry section opens fire on the enemy AT-unit and their apc. The roll to attempt to fire on the apc is botched, but massed fire takes out 4 of the 6 enemy combatants.

Confident due to the recent success, the Wolf rolls closer to the AT-unit, and open fire. In their exitement they manage to miss every shot.. The AT-unit returns fire with a plasma-gun, disabling the tank.

The second Wolf tries to take out the AT-unit as well, but their enemy is tenacious, their armour takes the hit.

Speeding around the wall, the battlesuit fired on the disabled Wolf, but fail to damage it. 

A Warg apc tries to swing around and hit the Union from behind, but union troops lie in wait. The apc is disabled in the Exchange of fire.

The sappers move towards the lab, knowing time grows short. 

Dismounting the disabled apc, the Warg mercs fire on the Union, to little effect..  

While Mjolnir is primarily anti-air, the cannon-fire disable one of the battlesuits. 

Over the horizion a shape appears.. It the Warg gunship, coming in for a strafing run. the Union AA re-align from the battlesuits and fire, but ultimately does no damage. The gunship fares better though, it destroys the sapper apc, forcing the infantry out into the open!

Knowing that they will be easy pickings in the open, the first sapper team moves and attacks the apc to the north of them, blowing it up.

The second apc swing around the building and fire on the battlesuits. The bullets bounce harmlessly of their armour. Warg rangers move up and train their heavy rifle on the Wolf, but they miss.

Being last of the unengaged infantry units, the last Warg mercs move to the side of the road. A firefight between them and the sappers break out, and a sapper is taken out of action.

Needing to keep moving towards the lab to make it in time, the sappers stop only long enough to take out all but one merc, breaking the morale of the unit, despite the commander being so close..

With their original apc taken out, the second one speeds down to pick up the other sapper unit. 

When the swooshing of rotor-blades is heard again, the AA-tank of the Union is ready. auto-cannon shells and rockets streak towards the gunship closing in on the foremost sapper. In a brilliant exlosion the helicopter is taken down!  

 

The functioning Wolf tries to damage the battle suits, but yet again the rounds find no weakness in the armour of the walkers.

Spurred on, the Mjolnir AA-Tank uses the auto-cannons to great effect, scraping a battle suit.

Putting the pressure on the suits, the Union infantry manages to destroy yet another battle suit, and disable the last one!  At the same time the rangers mangage to hit the Wolf tank, and while it's not damaged, the crew was shaken.

Realizing that they are too far behind the enemy lines, the last apc manages to repair itself enough to come up behind the sappers apc. In a hail of machinegun fire, the apc is disabled.

Start of the 4th turn, the first sapper unit reaches the lab, and place the explosives.
 

At this point the game was called, effectivly the Union had succeeded and it was time to go meet up with my fiancĂ©.

A fun game, but I think that the Warg lists need to be changed up a bit, they might need more heavy weapons. Their just can't hold their own too good against the armored units of the Union. More AT-units is another option.. The gunship proved really usefull though!

I hope you have liked this write-up!
 

Tuesday 29 July 2014

Tensions rise at PMR-21

Having been preoccupied with a lot of stuff on the 15mm side of things, I haven't had the time to work on much 6mm for the Colonial World of PMR-21.

With a big batch of Space Opera finished, and the primary element of the Golgoth 5th done, I did find some time the other day!


Tensions are rising between the Union and the Sanada Corporation, the raids and counter-raids, coupled with the buildup of military presence on both sides is inching ever closer to open warfare.

As of late last week, the Union unveiled  their new additions:


The new arrivals.

 Along with the armor, a company of  elite infantry.



The new Heavy tank, Fenris. It comes with the option to be equipped with either a rail-gun or plasma cannon.




 The heavy APC known as Sleipnir. Designed to carry up to 2 squads of regular infantry or 1 unit of power-armor, the heavily armored Sleipnir  also carry 2 machine-guns to protect and support it's passangers.

Growing distrustful of the Warg mercs abilities to handle the Union troops in the area, the Sanada Corp decided it's time to send in the heavy hitters:

3 squads of Sanada house troops landed on PMR-21. This may not sound as much, but these elite units are meant to bolster and take command of the Warg forces, securing victory for their illustrious Mega-Corp.

The Sanada have also brought in air-support, or so it's been rumored.. More on that in a bit!

Hope you've liked it!

Sunday 27 July 2014

Grab the Intel! A Gruntz AAR

As I mentioned in a previous post, the Gruntz-bug has been caught from a number of exellent posts from fellow bloggers.

Having a rare weekend off, I decided to get some gaming in!

Since I have painted alot of Space Opera minis from the Ion age recently, I decided that I could use them for Gruntz.

The background:

 A party of Retained scouts had been sent out to an nearby settlement to scout the movements of the enemy legion that had recently landed.
 A distress signal was picked up several days later, the fragmented message was worrying:
"Scout Alpha-1 to Retained Command.. we ha.e enc..terd a ........ legio....re precenc., hea.. armor an. W..lo.ds pre..nt, I rep..t, ..avy ..mor and W..lords pres..t."

Fearing the worst, a squad of Knights, led by Galaine herself, mount up in their Adder Combat cars and head for the signal source..

The battlefield, The Retained Knights must reach the crashed Adder of the scouts and succeed a skill roll to find and extract the Intel. They then need to exit the board from their starting board-edge.
All the Shia Khan needs to do is stop them, and failing that, do as much damage as possible!


The first turn has all the combatants shuffling forward, the Retained are in their individual transports.


Fireteam Alpha's Adder roll up, letting it's chain gun rip. A single legionnaire is taken out.


The fireteam then disembarks, moving onto the objective and shooting down a second legionnaire.

On the right side fireteam bravo likewise advances, their Adder fires it's railgun at the Warlord hiding behind the helipad, but he misses..


The legion is quick to retaliate, their withering laser barrage takes down two of the stout Retained.

The Warlord is equally successfull, scoring a whopping 8 Points of damage on the Adder, and damaging its weapon systems as well!

Knowing that the rail gun is practicly useless in it's current state, the adder slams into the Warlord, ramming him for 3 damage.

Meanwhile, fireteam alpha rummages through the wreakage, and they find the Intel!

In a storm of 20mm bullets, the Adders chain gun claims 2 of the pioneers advancing towards it.


Fireteam bravo pushes past their Adder, hoping to put the hurt on the Warlord, as well as the Legionnaries. The Warlord barks a harsh laugh as the rocket misses him, at almost point blank range! The Legionnaires are not as lucky, 2 more of them fall to the 12.5mm AP rounds of the Angis rifles.

Energy bolts streaks past the Adder, killing 2 more of fireteam alpha!

Lining up the barrel of his laser cannon, the Warlord blows up the Adder in a brilliant explosion!  

 With the recent success, the Pioneers surge forward, aiming for Galaine, commander of the Retained.
They manage to wound her, but she's not down yet!

More laser-fire from the legionnaires cause the first casualty among fireteam bravo!

 It turns out that the decision to try and take out the commander was a costly one, when the Adders chain gun once more opens fire, killing 2 more Pioneers.


 Fireteam bravo fires back at the legionnaries, taking out 2 of them. The second rocket fired at the Warlord slams into the alien giant, causing 5 points of damage!

 Having the all-important Intel, the commander orders fireteam alpha to fall back, double-time!
It has to reach  high command!


Bravo-team is likewise ordered to withdraw, and as they fall back they take out another legionnaire,
leaving only a single legionnaire alive..

At the same time, the surviving Adder is reversing, firing as it goes. one Pioneer goes down.

Knowing this might be the last chance, the Pioneers advance and open fire on alpha-team, trying to stop them from leaving with the Intel. But the shots go wide, the Knights are unharmed. The Warlord wants to try and even the score and fires on the last Adder. It gets a bit banged up, but holds together.

 At this point, the Retained had moved the Intel of the table, and secured victory, but the round was finished for the sake of fun!


At the end of the round, the Warlord was defeated and the Pioneers lost one more of their number.. Ouch!

So my first game of Gruntz for the year, and the blog.. Yay!

It was fun, but I went with the standard initiative instead of the card-activation I normally use, and since the Retained won 5 out of 7 rolls, it was ultimately what let them pull off this victory.
 When the weapon of the first Adder was taken out I was worried about the outcome, the Warlord is a scary opponent!

I only ran about 100 Points per side, with bigger numbers things will most likely even out a little. And I could fit more mecha, which is never a bad thing!

Thanks for Reading

Till next time!