Marcus gives us the next instalment of his Sci FI adaption of What a Tanker!
I have continued to develop my WA(G)T ideas since the first outing and this is the third time on the table. Well actually on the floor again, but I did at least get to use the table for game 2.
I have introduced some changes, and there are more ideas to come. Firstly, I went back to the original Lardy allocation for the dice orders. On reflection I didn’t feel much was gained by that change.
Secondly, this time I added in a command group each. I tried this in the first game but adjusted how they worked this time. For simplicity I gave both command groups four dice. The idea behind these is that they can (apart from making nice objectives for the enemy maybe…) use their dice to cancel enemy orders or supplement their own units die rolls. I played it that the command units needed to roll at least one 6 to use as a comms/data link. At first it was too easy to disrupt enemy shooting by allowing any dice rolled by a command unit to cancel an enemy order dice. This time I went for the following options:
- Cancel one enemy move dice or substitute a friendly unit dice
- Cancel or add an acquisition dice
- Add/Improve aim
- Add a shoot dice
- Add a defensive dice
- Comms/data link
I also added in missiles in both games. However, in the first game they didn’t work satisfactorily. In the second, well, you’ll see.
I added in a wider selection of cards than in the original WAT game, to add some sci-fi flavour. Some were successful, although those relating to missiles need to be revised.
Finally, influenced by PSC’s “Red Alert” which I have written about previously, the biggest change in this iteration was the number of vehicles on the table (sorry, floor!) with a shift to multiple element units. Essentially these employed the same stats as used previously with a hit just removing one vehicle.
There were a few new or adjusted vehicles. The “attack boats” were a Callisto class boat, as seen in the previous game, but with a change to a missile launcher in place of the forward twin gun. It is a modular design (the turrets on the models are magnetised). The two smaller boats notionally have vertical launch cells under the bow cover. These still acted like one unit, although in retrospect I think I should have upped the defence value and/or the hits that could be taken, especially on the larger Ganymede.
|Core Dice||Max Attack||Defence||Movement|
|Attack Boats||6||Ganymede 8 missiles; Leda & Ersa 4 each||8||6|
|Pz 35 “Hornisse”||5||15||9||9|
The British started with 2 groups of 4 Chieftains, one of 4 Ferret’s and the naval group of Ganymede, Leda and Ersa plus the command group, see the header picture.
The NAU had 3 groups of 4 Wespe, 1 group of 4 Hornisse and the command group.
The Hornisse models are envisaged as earlier models which have not been completely replaced by a later version, but are ideal for service in a riverine/swamp environment (maybe they should be better than grav vehicles over this kind of terrain. I always envisaged grav vehicles having more “mushy” responsiveness over wide stretches of water)
Ersa and Leda are also from GZG. The Hornisse is from the Osario from the Scotia range. As an objective I thought about both making this the command groups or taking the previous route; the British was to get the Callisto off the far river edge with the NAU needing to prevent this. In the end I went for just targeting the naval group and playing out a few turns.
Activation worked as previously, but I forgot about the “exploding 6’s” for hits. It seemed likely to be a more destructive game anyway…
Here is an “drone” shot of the initial set up:
With shots from the British perspective:
And the NAU positions:
The NAU took the initiative moving the green Pz 37 unit up, seen at the bottom of the drone recce photo, and the corresponding yellow unit to the top. The yellow unit benefited from a stealth card requiring an additional 2 acquisition dice. The British Ferrets activating next were unable to move, but prepped for future activation with the idea that they would designate targets for the missiles on the naval units if possible. The Ganymede group also moved up and were able to acquire and aim at the NAU yellow group having rolled three 6’s.
The cautious positioning continued since the British had no data link and the GBR yellow group were therefore unable to acquire the stealthed NAU yellows. No firing took place this turn.
The NAU again gained the initiative (on exactly the same number of dice as the GBR), continuing a theme from the last game.
NAU command had rolled two 6 (one of which could be used as data link) and two “shoot” dice last turn. The dice rolled for the last turn continue to be available until a unit activates in the subsequent turn and rolls a new “hand” of dice.
The NAU orange “Hornisse” hover tanks moved forward in the centre, but were unable to find a target in line of sight. However, NAU blue had no such difficulty. Moving to acquire the naval group they launched a 15 dice attack. Despite the GBR side using a card for a D6 firer systems down, resulting in a reduction of only 1 attack dice to 14. A roll of 6655 didn’t seem too threatening, until the 8 defence dice yielded no blocks! A further desperate defensive systems card for the GBR took out one of the critical hits, but under the new rules either critical (6) or a double hit (55) would destroy a target. While the card saved the Ganymede the Ersa and Leda were destroyed.
In response the GBR yellow Chieftain unit moved out of cover and launch a retaliatory attack on the more exposed NAU yellow unit. With 13 attack dice -1 for range attenuation, the Brits roll 666655. Despite playing an “All power to shields” card, the NAU rolls only a 65 against the incoming fire, seeing three of the four vehicles in the unit destroyed. The remaining vehicle rolled a test and stayed in the fight (D6 higher than the number of vehicles destroyed)
GBR orange Ferrets attack the “Hornisse” unit, having rolled 6543 (using the wild 6 as a 2 to acquire), but hits of 665 were all blocked . The Ganymede went into stealth mode with a card.
Both command units now activated successively and maintained comms/data links.
The turn concluded with a GBR Green Cheiftain attack on the exposed NAU yellow over the river with a 6555 on 13 dice. With only a defence of 4 the unit still blocked with 65 resulting in one tank destroyed.
This proved to be the final round of a vicious confrontation.
The NAU maintained the initiative and their yellow unit used an extra command unit acquisition dice to make 3 allowing them to target the Ganymede in stealth mode. 15 dice resulted in a 66666. A defensive systems card d4 roll resulted in two of these being cancelled. The Ganymede’s defence dice only took out one of the remaining hits, resulting in a mighty explosion as the last two critical hits crashed home. BOOM!
The NAU red Hornisse unit rolls 65511. However, despite being unable to acquire or aim, using a “snapshot” card, they are able to make a reduced level attack. A ten dice attack results in an unlikely 66655. The green unit with all power switched to attack is unable to stop any of these critical hits, although a damage control card cancels the non-criticals.
NAU command rolls a 5321. Without a data link it cannot use any of these dice to support its units. NAU Green rolls 633322 continuing the paralysis on the NAU left flank as without a shoot order, they cannot get into the fight.
The GBR command group still has data link and the GBR yellow unit uses a command unit 2 to acquire NAU yellow. With a 13566 and the 2, the GBR unit can make two attacks using the wild 66 as 44 shoot orders. A 66655 followed by 65555 leaves the NAU unit doomed, having only two for defence against each attack.
That effectively ended the action for the round and the game, with both sides more or less suffering equal damage and choosing to retire.
As alluded to earlier, the missile rules didn’t get tested and the cards need further development given the rule changes. Overall though, I like the changes; having the extra vehicles on the board “Red Alert” style and the command unit rules, although these could evolve further. While the game was excessively destructive I think that was a function of the lack of defensive allocation and a need to restructure the cards to reflect rule developments. The cards are a key thing to work on going forward.
However, missiles still need work. I am thinking of rolling one dice (probably a D6 but maybe others depending on missile characteristics) per missile and in the spirit of using the same dice in a different way, rolling the defence dice to block the specific number rolled (i.e. a defensive 6 would take out any attacking rolls of 6, a 2 would take out any attack rolls of 2 etc.)
I hope to develop the command group idea and use multiple groups (2/3 perhaps depending on the size of game).
I have an idea that I might do an Antarctic game going forward. I have a suitable shower curtain that I used as a mat for a club show game. However, I have no suitable vehicles or other terrain. In the interim I may break out my island terrain (a couple of pictures of which can be seen here) for the next game and hopefully some future blogs might cover painting vehicles (probably striping and re-painting old vehicles) in snow camo and creating some terrain.
Look out for further developments!