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Author Topic: Action Warriors Battle Report. Imperial space Australians vs Cobra Blueshirts.  (Read 1509 times)

Offline clayton79

  • Student
  • Posts: 10
Hi guys, please check out my battle report for free on my patreon here: https://www.patreon.com/posts/107717072



More pics on the link above.
Whilst cleaning up I found some old figures made by a third party company for Mutant Chronicles Warzone back in the 90s sometime. These were for a faction based on the British Empire and were designed to kind of resemble Australian Lighthorse uniforms. I played that faction and 15 year old me excitedly painted these ‘Space Diggers’ up for it but I don't think they ever saw a game. I thought it was time to give them one.

Meanwhile I have not playtested the newest version of Action Warriors Episode 1 or 2 yet, I wanted to try recording a game as I played as well, so this was the perfect excuse. I'm going to line up two forces and just smash them together myself and try recording the results.

Stating them up was easy, as nameless soldiers these Space Diggers each have a Quality of 0, costing 15 points, and the default free Size 1 and Wounds 1. Giving each guy a gun and grenades makes each one cost 35 points.  I gave one trooper a Big Gun (its invisible, the models actual machine gun is long lost I’m afraid, along with his right arm). For leaders I gave them two; a team leader with a Command Trait of 4, a Sarge with a Command Trait of 6, +1 Quality and a Plot Armour Save of 5+

https://lh7-us.googleusercontent.com/docsz/AD_4nXdcVoNDqLjaUFrboGvTITRrTXsCPYI71pNcJwPAfAu55O0Dru8CdoNDEL0IZ_PB-uTD_fQNJ9HW50k5kmyZhw75hF7VcyePeRxrvHU2LTujqMVP62qk4OKRKL42AEuVg5pYLQMNJABcfyTtUMZ8qTZqJFs?key=1tz0a_kvfN2locCsLHbDwQ

For opponents I took my pile of Blueshirts, mostly from Monstrous Encounters with heads from Reptilian Miniatures, but also some FDM prints I did before I got a resin printer. As henchmen they are not as competent as the Space Diggers with a Quality of -1, and no grenades. I gave them a leader with a Command Trait of 8 , Quality 0 and a Plot Armour save of 5+ which brought them the same points cost as the Diggers.

These turned out to be bad choices from a gameplay perspective, because it's just a clump of identical soldiers vs another clump of identical soldiers. I think its explicit in the rules that Action Warriors is for character driven games but I wasn't thinking about that today, I just found an excuse to smash some toys against some other toys, so lets see how Action Warriors withstands such reckless disregard.

This would be the first full game I set up to see what happens, until now I’ve just tested different imaginary situations to see how the rules play out. As such I decided to use the full Plot (scenario) rules from Action Warriors Special Missions. To determine the Plot you compare the composition of the two forces, using things like who has vehicles, who has higher Quality characters etc. With one Quality 1 character on the Space Diggers side, and almost everyone having -1 Quality on the Blueshirts side, there was a huge difference in the Diggers favor, meaning the game would be an Assault against the Blueshirts. 

In an Assault the attacker chooses the time, the Digger Sergeant chooses a daytime assault.

Time to decide on Additional forces. In the full rules, after you have determined the scenario, both players can go away and add another 25% of their starting points total in additional forces, to help with tailoring their forces to the scenario and to countering what they can see of their friends forces. When cleaning up I also found an old scout car toy of a ww2 Daimler. This was a favorite toy growing up, I think I inherited it from my older brother, its just always been there. It matched the theme close for the diggers Giving it armour 6 and 3 structure points, with one Big Gun and an unarmed crewman came to almost exactly 25% of the starting force value. Perfect.


For the Blueshirts I had a lot more options. All of which I ignored as the HISS tanks were just sitting there and matched the theme so perfectly. And by making them the same stats as the Daimler Scout Car I knew it would be exactly the right points. So I just grabbed one and went for it because why complicate things.

As the defender the blueshirts could place a piece of special terrain horizontally across the board, to represent that they have selected a place to defend. I placed a river running across the board, represented by some brown felt. So brown in fact that it's no doubt part of the Brisbane river. This river is shallow water but impedes movement, especially for the scout car, but does contain one ford which can be crossed with normal movement.
Likewise the attacker can place a piece of special terrain running up and down the board, to represent them choosing a direction of approach. The Space Diggers placed a road running from their table edge to the other side, which as it crossed the river created a bridge and a second way to cross unimpeded. To represent the road (and the ford) I used some cardboard sheet. I then placed the rest of the terrain as described in Special Missions.

https://lh7-us.googleusercontent.com/docsz/AD_4nXdqUmK3IL7lKHgQG22gVIRGjGd8mAuOXOv4mglQOSkrWgNFqeWON8nwDmswhys-0qQ7a2ih85r0NaJlGJB4pz1j9uMek_DJLiZ-Dt1wlNvSNn3my7KuvL91h8poYLXKqXT-4G1OILu0aGXbwCL_78PKCGFg?key=1tz0a_kvfN2locCsLHbDwQ

Next up is randomly generating subplots. The Space Diggers got “I know enough to know it was you” meaning there is a grudge to settle between two of the opposing characters. As only one model on each side had a Plot Armour Save to qualify as a character, it was easy to determine who. The Digger Sarge was out to settle a score with the Blueshirt leader.

The Blueshirts generated “Those damn dirty…” With this subplot some of the Diggers would join the Blueshirts, tipping the balance in their favor, but giving away victory points if they were themselves defeated.

The last thing to do is separate the forces into groups. This is where the lack of consideration I put into the initial army lists came back to bite me. The blue shirts, having only one model with the Command trait, could only separate into two groups, whilst the Diggers were almost as restricted themselves. Knowing one random group (not including the Sarges group) would join the Blueshirts I put everyone I could into a group with the Sarge and made two smaller groups; one wiht a leader and a trooper, and one wiht a single trooper. I also made a rules mistake and put the Daimler into a group on its own, but oh well. It was the group containing the second in command and one other model that ended up being the traitors.



Blueshirts set up first with the traitors in the middle of the board, and a large group of henchmen to protect them, as well as the Hiss Tank parked in cover behind the massive vehicle. I’d normally refer to it as a digger, but thats going to get confusing so I’ll call it a construction vehicle.

https://lh7-us.googleusercontent.com/docsz/AD_4nXeQ_3XweMih6A9Fd-eVVqLMnnpOwr4Fo86pUdXq9PhWJijaOSoFwsbGEtKxzc-_DoEloUDUC0RS-lHeStwshqxo052g6xLvqq9tTOmHn9zXTJWJrrZHA2WmbHdCFFjAaeNnGCeTviIB760gn4v7XSnC-Kdr?key=1tz0a_kvfN2locCsLHbDwQ

Diggers go first and bring on the group that contains the solitary Digger. The Blueshirt defenses have not covered behind the construction vehicle so the solitary Diggers takes advantage of that and comes on almost behind them. He moves to the edge of cover and opens the battle with a shoot action at the closest Blueshirt. Unfortunately it's a miss and a CUT already.

https://lh7-us.googleusercontent.com/docsz/AD_4nXejd8GAgCxdUk6jHUgQHo1b-HMYV5NLsquBiUWdWahjILyCV-fwiqDB7CKQ6PCuXlthWrgF9olIq_wctK0UnxWxtKJv-u6cL8rtjmMZf7IV9n6ojGZp2njRPsigWjd8YrOr2JXtzTlZSB04OjbQxLPxEKKO?key=1tz0a_kvfN2locCsLHbDwQ

The turncoats run for cover and the Diggers Snapshot Reaction at them fails to hit again. A blueshirt runs around behind the construction vehicle and takes a shot, and the lone Digger goes into Head Down status. Blueshirts use the chance to duck back into covered positions, and with nothing else to do the blueshirt behind the construction vehicle takes another shot at the Digger, which predictably fails.

https://lh7-us.googleusercontent.com/docsz/AD_4nXfYnkYghi0FH65Mxw1bE8aNVMR2Nrixe_VvMZgzycYAooqjCMXFVsOsqHWELKW8Jz5Ky9kaZM0aSWUeT-t-k3Fp3yEBX9hrsFigrkiDfYI7OpROsbPprukr1AF4Iei20ZMdk4TY2ESwGkxxqZ-r80PjgV0w?key=1tz0a_kvfN2locCsLHbDwQ

The Daimler Scout car roars onto the field at the opposite table edge, using a hipshooting action to try and take out the traitors. There is no cover to let the Scout Car come on unopposed like the lone digger did though, and as hip shooting is also classed as a move action the Blueshirts get a Reaction this time. The turncoat leader uses his Reaction to order everyone to run as quick as they can to get into cover from this new threat. But although one bluehshirt and himself manage to duck behind the trailer there just isnt enough movement available for the turncoat trooper and the scout cars big gun blasts away at him, putting him in heads down status.

In the wake of the Scout Car the main body of the Diggers arrive, led by the Sergeant. The blueshirts unleash a hail of red lasers from Reaction fire and put one Digger into Heads down status but the rest of the Diggers open up with their blue laser guns and Defeat three blueshirts.

https://lh7-us.googleusercontent.com/docsz/AD_4nXc-OcCNYuvFmg-xK3VM0hD_WOPAeftLi4n_5zXRtfyrKNdnxBP3DTaNH07yPnradJG03uXJ5sBH9JiBqchNo4l28kKxaYy2nt5JKHj7CbKSCVViLHW3FStK-0dw1m5ianizw-WENGxUQrNg6exmlFhSfF_V?key=1tz0a_kvfN2locCsLHbDwQ

Firmly on the board now they stop to deliver more accurate fire and defeat two more Blueshirts. With no more enemy forces in their sight the Sarge takes time to rally the Head Down trooper, before moving everyone into firing positions on and around the truck. Two diggers take cover behind a nearby rock and set up covering fire on the edge of the trailer, waiting for the turncoat leader to try and escape. A grenade is tossed and Heads Downs the closest Blueshirt.


Now its time to take out the enemy armour. The gunner opens up with his invisible big gun, hitting the HISS tank and sending the Blueshirt driver into Heads Down status, but failing to damage the HISS tank itself.


With the HISS tank taking fire the Scout Car driver decides it's safe to take an action and uses a Move action to hit the brakes and go into stationary mode. This gives him a much better chance of hitting with his shooting actions. The HISS driver uses a reaction to successfully rally himself, but the infantry gunner has done his job and given the scout car time to line up a good shot. The cars big gun opens fire and the HISS tank erupts into flame. The HISS driver manages to bail out unharmed at least, vowing revenge.
https://lh7-us.googleusercontent.com/docsz/AD_4nXf4FP5mHoJLWbY3SzBWFb19EmQOMXVbY8MdY1g9U3-pHckqB3DX2m5u9GhHjgsIRxJCGEm6K0pO7FjkeM1tXJ2C0r45YQFUsQpCCOsoPsZ9UmW3jvuytQskvpDHG0c-g2PhXwUK_ppwPwOjfYKeSKX-jodc?key=1tz0a_kvfN2locCsLHbDwQ
There is pretty much nothing that the Diggers can do which isn't likely to fail now, so the lesser evil is chosen, the Sergeant takes a shot at the traitor in heads down status and misses, causing another CUT.


Coming on so close to the enemy table edge seemed like a good idea for the diggers to get behind the blueshirt defensive line, but now it backfires as the Blueshirt reinforcements arrive right on their flank, led by their own leader. Six Diggers can see them come on, and quickly turn their weapons on the newcomers. Even the two diggers covering the corner of the trailer abandon it to turn their guns on the fresh enemies. The surprise must've been too much though as every shot misses. Their luck has run out, or has it?.The blueshirts live up to the henchman stereotype, and even with their leader right there coordinating fire from all of them, at targets in the open, they roll almost all ones and only defeat one Digger. It's something but it’s not enough for the action to count as a success and play returns to the Diggers.

Who roll just as bad again. But do take down one blueshirt.

This time the blueshirts have found their range and their shooting is much more effective. Two defeats and a Heads Down against the Diggers. One of the defeated models is the Digger Sarge but he succeeds in his Plot armour save and goes into heads down.


On the right flank the blueshirt and the HISS driver charge the lone digger. Whilst back on the left flank three of the Blueshirts charge the scout car, trusting that close combat against the driver will be more effective than trying to penetrate the armor with their guns. They lose one of their number to the cars big gun as they are raked with reaction fire. In close combat the Daimler Driver fends off the enemy for now and its a CUT.

The digger behind the rock takes a shot that causes a blueshirt to go heads down, he lines up another and has the same result. He lines up another but this time he misses and causes a CUT.

https://lh7-us.googleusercontent.com/docsz/AD_4nXdDgNUZLBoCWzy9qX5onfsnH1jHKEH2HHyr82yMnp7ytX84Mgr2yLB0Aj54pWEnitPBGwLCglKoSIYgluTEQf0mKyuHfZ1Hg5u7TpZFg-EdH_BZMaK80P524a6_SP3vC9Daa0i2l5aNS2bncBWrlKrF99ow?key=1tz0a_kvfN2locCsLHbDwQ
The two blueshirts attacking the scout car driver continue to press their attack, this time defeating the driver. The lone digger on the right flank behind the construction vehicle reels under the strikes of his two opponents, and is finished off with a decisive blow from the vengeful Hiss driver.

With the scout car disabled the Blueshirts now establish some cover fire zones over the still active Diggers, automatically sending them into Heads Down. The Blueshirt leader tries to rally his own Heads Down troops around him exhorting them ot finish off the Digger forces, but nobody really likes him that much anyway it seems as only one Blueshirts rallys, causing a CUT. Even worse, as a reaction to that rally action, the Digger Sergeant has successfully rallied himself and is out for blood. 

https://lh7-us.googleusercontent.com/docsz/AD_4nXe3tADlnaRMUrFnazgRINViOSeax-oBR5SAibi-acgN9woN2fHwFP9kgOFHJu5CUQo196dvWzlDFe-tjT3JVQxC9ET_jjfnyeDJl-JBPQJm2YWpz2tU7O437U2N_-CAQO3dn2w1L0Xt-Ql8jDhRCIpgWl8?key=1tz0a_kvfN2locCsLHbDwQ


Seeing the large number of blueshirts clumped up and in short range, he does the gentlemanly thing and starts throwing grenades at them. His first grenade defeats two Blueshirts but fails to harm the blueshirt leader. His second grenade defeats another two blueshirts but somehow the leader survives again. The third grenade defeats one more Blueshirt but fails to do anything to the other two blue shirts under the template, including, again, the blueshirt leader, causing a CUT.

However, with the loss of that last trooper, the Blueshirts have suffered 75% casualties, fulfilling the plot victory conditions for the Diggers and ending the game.
https://lh7-us.googleusercontent.com/docsz/AD_4nXfEo50R9YL5HwJUeKGv4tah7IuIq5efICqRNL5vVqTXprZBOinvpbpILKger_04wsnQvcYZ2TMQkkZxhptky4IoP-JiIBj2M05VZ4GMtHcXD_V1lqeLKMBiHyE5YFs-wc1tqPT1lp69PcXw4DJ5KaP-oxZW?key=1tz0a_kvfN2locCsLHbDwQ

As the Diggers won the Plot, they end the game with three Victory Points. The Blueshirts on the other hand won both Subplots, since the traitors and the Blueshirt leader both survived, giving them two Victory Points for each. A winning total of four victory points to the Blueshirts but a very close game.

« Last Edit: July 09, 2024, 06:16:25 AM by clayton79 »

Offline robh

  • Scatterbrained Genius
  • Posts: 3489
  • Spanish offworld colonies
Nice concept but you need to include pictures. At least 1 is the forum requirement as per this LAF rules thread:

http://leadadventureforum.com/index.php?topic=46055.0

Specifically:
"......A truism but a picture does paint a thousand words. With that in mind you should always put, at the very least, one picture with your post. If you've a pile of pictures on the Blog you're linking to put a few up, maybe even consider taking a photo which is only used on the forum post......"



Offline clayton79

  • Student
  • Posts: 10
Thank you for telling me robh. Pics added but only one displayed, I'll try and work out why shortly.

Offline Tom Dulski

  • Mastermind
  • Posts: 1030
  • BOOKWORM

 Nice, where did you get the Cobra forces?

Offline clayton79

  • Student
  • Posts: 10
Some are from Monstrous Encounters with Reptilian Miniatures heads. The others (the darker paint jobs) are whatever random soldiers I found on thingiverse and printed in FDM before I had a resin printer, with a lifesize cosplay helmet scaled way down. 

Offline robh

  • Scatterbrained Genius
  • Posts: 3489
  • Spanish offworld colonies
Pictures really help  ;)

The game looks like fun. I like the idea of mandating 75% of the troops/units in your force BEFORE you know what scenario will be played.

There is not much information about the rules around the web, how widely has it been developed outside the basic core ideas?

Offline Sunjester

  • Mastermind
  • Posts: 1644
I had quite a large force of Imperials for Warzone back in the day, but I'd never seen those Diggers before, they are great!

 

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