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Author Topic: AE-WW2 "Taking the Lab" - a battle report  (Read 2644 times)

Offline tjantzen

  • Bookworm
  • Posts: 52
AE-WW2 "Taking the Lab" - a battle report
« on: March 03, 2013, 07:22:19 PM »
Hello!
Here are some pictures from our recent campaign game using the rules AE-WW2 from Darkson Desïgns
Figures are a mixture of Darkson Designs, Bolt Action, West Wind and Dust










Offline tjantzen

  • Bookworm
  • Posts: 52
Re: AE-WW2 "Taking the Lab" - a battle report
« Reply #1 on: March 03, 2013, 07:22:42 PM »










Offline tjantzen

  • Bookworm
  • Posts: 52
Re: AE-WW2 "Taking the Lab" - a battle report
« Reply #2 on: March 03, 2013, 07:23:09 PM »













Offline General M@yhem

  • Scientist
  • Posts: 443
Re: AE-WW2 "Taking the Lab" - a battle report
« Reply #3 on: March 03, 2013, 11:59:57 PM »
Nice report with photos and captions.How do the AE WWII rules play?
Can I ask where your buildings are from?

Offline Army Strong

  • Student
  • Posts: 12
Re: AE-WW2 "Taking the Lab" - a battle report
« Reply #4 on: March 14, 2013, 08:10:06 PM »
Game looks really great love the buildings great job.

Offline Marine0846

  • Supporting Adventurer
  • Galactic Brain
  • *
  • Posts: 6617
Re: AE-WW2 "Taking the Lab" - a battle report
« Reply #5 on: March 16, 2013, 04:00:47 AM »
Great AAR.
Love your buildings.
Semper Fi, Mac

Offline supervike

  • Supporting Adventurer
  • Scatterbrained Genius
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  • Posts: 2945
    • supervike's stuff
Re: AE-WW2 "Taking the Lab" - a battle report
« Reply #6 on: March 17, 2013, 03:19:39 AM »
Good stuff there fellows!

Offline tjantzen

  • Bookworm
  • Posts: 52
Re: AE-WW2 "Taking the Lab" - a battle report
« Reply #7 on: March 24, 2013, 07:22:14 AM »
Thank you all  :D
The houses are either scratch build or from GrandManne.

Regarding the rules.
They actually play rather well. We have had great fun and they have a lot of flavor.
Instead of point based force building, you bring “detachment” to the table.
Within each detachment there are several choices and what type you choose to bring dictates how many of each level - green to elite, of troops that you can take. As an example, in the German army an Officer is a veteran choice, a single bionic gorilla (a Strumaffe) is a regular choice, and three Volkssturm troopers are green choices. Depending on your detachment choice you can also take vehicles like jeeps and light armored vehicles. There a experimental rules for also including walkers such as the ones available through the Dust Tactics system.

Within each Factions  you can select units that you’d expect like normal troopers and leaders, but each faction also has a specific theme. The Soviets get psychics and chimp-human hybrids, the Germans occult units as well as cybernetically enhanced supersolders. The Americans have technology such as troopers with rocket packs, human walkers and lightning guns. The armies are not dominated by these special troops but are enhanced by them. If you want to play a game with all “standard” troops you can certainly do that. Every faction can make use of heroes like archeologists and marksmen, but each also has special ones that only they can take. As an example, the Americans can take a movie star so you can take Elvis (if you can find an appropriate figure), the Germans can take an assassin and the Soviets could take a Criminal (anti)hero to bolster their forces.
Although this brings a lot of fun and flavor to the game, I also see this as a potential problem because of Power Play, where all the minor possible tweaks of regular units gets irrelevant because of the almost super hero potentials withthe heroes and elite units. We are still working on finding a natural balance High Powered Units and "regular" grunt units in order not to destroy one of the other.

It is a skirmish game where you’ll would normally command under between 5-8 units consisting of a total of between 10 and 20 model. Each model is rated according to their experience level and this dictates how many actions they can take per turn.  Green units have 1 action whereas elite units have 4.
You use your actions for moving, shooting and fighting in hand-to-hand as well as what special action the units may posess.
Shooting is pretty straightforward in that you roll one die per shooting factor of your weapon. A pistol has one shot per action whereas a Heavy machine gun has 5 shooting die per action…

The procedure is rolling to hit, determining the strength of the hit, and then making a damage roll against target armour.
Close combat follows same process but take the base strength of the attacker instead og weapon strength.
Each unit has a "Drive" number which signifies their "Moral level" and indicates their ability to take casualties and there mental resilience when shoot at, see friends rout of standing up to terrifying enemy units attacking them.
The "Drive" is rather clever, as you need to use your commandes to raise the drive numers on your weawering units during combat. When a units Drive drops to zero, it routs, which may begin a chain reaction of dropping Drive of nearby units causing them also to route.

regards
Thomas


 

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