So another Fridays battle has come and gone, we were only three last night do to a last minute cancellation by Michael, feel better chap. We did Starship Troopers and had a great time. We have been doing Napoleonic’s regularly since our group is trying to concentrate on doing one period for a few months before alternating to another for awhile, this to allow us to master the rules and build forces but I felt a small diversion was needed as my painting of Napoleonic’s was stagnating. I needed to get out the airbrush and do some “BUGS”
While this game may sound “hokey” to many, especially the “hard-line Historical group” it is in fact FUN! It still has the same requirements any “Historical Battle” would have in the use of weapons, tactics, maneuver, combined arms, ect… but also allows a break in building and painting forces that allows your imagination to stretch a bit and not be constrained to building, painting, and running Troops according the historical time period you are playing. Lets face it most of us have ohh and ahhed at some of the cool looking mini’s and vehicles out there connected with “futuristic wars” and over the years I have collected quite a few myself. I liked the SST movies and the hordes of mindless, fearless bugs swarming down in human waves upon a small group of well armed, well motivated troops in a struggle to the death with no quarter given on either side (hmmm? Sounds like the Russian front…)

Steve & Kevin, played the Mobil Infantry while I masterminded the Bugs in a small scenario where during the “cleansing” of a bug infestation on one of the outlying colonial worlds a small group of “MI” (Mobil Infantry) is tasked with the destruction of a bug “artillery” position consisting of a Plasma bug and supporting troops. The MI had 2 squads of 5 troopers each (1 Sergeant, 3 troopers w/ Morita rifles and I trooper w/ triple thud gun) and they also had some armored support with a “converted GW Rhino” armed with a small Javelin Missile launcher and 2 M-997P Plasma rounds. The MI infantries mission was to protect the armored vehicle and get it close enough to fire its two precious rounds into the hard to kill Plasma Bug artillery positioned in a canyon deep on the other side of the battlefield. Since the armored vehicle had only two “plasma” wounds it would be imperative that some of the MI also survive, especially the “Triple Thud gunners” so as to have enough fire power to destroy the giant “bug”. This would mean no plasma rounds could be used to fight on the way in to the objective. MI points 850 or so….
The “Bugs” were there in force, 25 warriors, 3 Hoppers (flight capable), 1 Brain bug, and of course the Plasma bug, and some “tunneling” assets. Around 1125 points. Now this may seem like the bugs should have a walk in the park but they have a few problems that normally cause them to die like “flies”
The Warriors were limited in their deployment in that there were never more than 3 five figure units on the table at one time and given the tremendous firepower of the MI it is difficult to close for the bugs, tunneling will help and of course the Hoppers flying about just out of reaction range would help. The Plasma bug was not allowed to fire at the MI until directly attacked as it was dedicated to its artillery mission and the Brain Bug was also not allowed to use his traits for the first two turns as he was directing the plasma bug firing in support of Planetary defense. This makes the battle a bit like Cowboys and Indians where if the Indians can attack in large enough numbers and close they can win against the fewer in number better armed cowboys.
The battlefield was laid out in 4’ x 5’ with high rocky terrain funneling the approach to the Plasma Bug who was around the canyon and out of sight from the MI for most of the game. There were two approach lanes through the canyons but with a visible “bug” hole and a few out of range warriors down one canyon coupled with rumors that the first mission sent here went that way and has not been heard from. Most of the terrain could only be scaled by the MI using their jump jets but their need to remain close to each other for fire support precluded that… the Brain bug was deployed hidden in the remains of a destroyed MI gun position.

The MI moved cautiously into the canyon, one squad in front of the AFV and one behind, Warrior bugs appeared just out of range at the far end of this Canyon, Hoppers appeared also out of range on a hilltop in the middle of the mission area. Down the other canyon to the right the group of Warriors disappeared down the bug hole. The MI moved forward and went on ready status preparing to use their jump move.
The far group of bugs now joined by a second group of Warriors launched themselves down the canyon at the MI, the hovering hoppers went on ready status so to add their attacks in support of the 10 warriors. The MI’s seismic scanners picked up indications of tunneling coming at them from the direction of the bug hole in the 2nd canyon where the other warriors disappeared, 2 groups were indicated. This is where it gets tough for the MI player and his decision as to tactics in handling all the incoming bugs will be crucial (you still need good die rolls!) the bugs have the issue of timing and position in having their forces overwhelm the MI.
The Warriors charged to under 10” and “Reactive Fire” range, the MI reactive fire took a few out, the warriors moved again and the MI reacted again, a few more dead warriors, not enough! The Hoppers also now made a hover/ charge, hover attack, taking out sadly only one trooper. The Hoppers unique hover attack allows them to start out of “reactive fire” range dive in and out (24”) and end also out of reactive fire range.
The swirl and confusion of battle has me a bit unsure of exactly what went down during the next turn but there was a bit of firing and some jumps by the Mobil infantry, with more movement. The Tunneling bug groups move ever closer to Steve’s rear….arrgghh! Steve hates bugs in his rear!

Next turn saw the Bugs win the all important initiative roll giving them “back” to back movement/attack phases, with only “reactive fire” possible from the Mobil Inf. This is where the “bugs” want to be, in sufficient numbers to press home the attack. The Hoppers went on ready for their first move; the Warriors charged into close range and ran their attacks against the Mobil Infantry. 5 warriors had close to Close range and were able to attack but their poor dice result in few hits and the MI saving rolls result in only 1 trooper dieing! The bugs needed to do much more damage to the MI since those troops left would throw down massive reactive fire at the end of each phase at the bugs remaining in the 10” reactive fire zone. MI remaining flinched back the mandatory 2’ away from the snapping jaws of the arachnid Warriors and opened fire once again taking 2-3 more bugs out. The next phase of the “bugs” turn saw another group of warriors erupt from a whole behind Steve’s Squad bringing up the rear, the other Warriors that were left attacked again for their last move of this turn and the Hoppers joined in again swooping down upon them. Arrgghh! Bad dice once again resulted in the warriors killing only one trooper and the Hoppers missing completely! Reactive fire by the MI cleared out all the close in bugs and it was now the MI turn.
As it is in the bug wars, there are always more bugs and another 10 warriors came roaring out of the same 2 canyons too the front of the MI! This resulted in a very “see saw” battle turn with it going first in the bugs favor. The Brain bug was now paying attention to this attack and was using his ability of “co-ordinate” allowing any bug unit on the board to get a 3rd action in during their phase, a very powerful tactic. This tactic still needs good die roles and this was not to be by the bug player…(me) and reactive fire coupled with the MI next turn of fire destroyed what defense I had left for the Plasma bug. Some of the Warriors did get to close combat the MI AFV and do a bit of damage before they were shot to pieces and the SFV lumbered off towards the Plasma bugs location.
The end of the game saw 4 MI troopers and the AFV assaulting the Plasma bug that being “directly” attacked was now allowed to fire its devastating plasma bolt at the MI and AFV. The MI got in the first shot with the AFV and hit the Plasma bug doing some damage (bigger, tougher bugs get multiple hit representing damage before being destroyed) and the other troopers moved into Morita rifle / Thud gun range. Another round of trooper/ AFV fire brought more damage on to the big Plasma bug but not enough and it saved against a few of those hits. The AFV had shot its last Plasma munitions! It was now up to the MI to finish the job. The bugs turn saw the Plasma bug, who himself had been hit by a plasma weapon and was standing of a pool of residual burning plasma decided to mover, turn, and using the brain bugs power for a 3rd move fire and using the Artillery fire rules land a direct hit on the AFV taking it out of the fight as well as one more of the MI troopers standing next to it (last Triple Thud Gun trooper?). Once again it was the Mobil Infantry’s turn and saw the last four troopers starring at the giant plasma bug wondering if this next breath would be their last?..... They fired and scored 3-4 hits! Plenty to reduce the Plasma bug to a pile of glowing goo!

The MI contacted base with a message of “Mission Accomplished” and a request for transport for them selves and the “Brain bug” the were about to capture!
So the game was probably the best of the 6 or so times I played or tried to play SST, and it was the best! I think that I and the others have finally got the basics sorted out. I know we are still making some small mistakes but not big ones that would have generally changed the outcome of the game. We are also coming to grips with the subtle timing and tactics needed to win… all in all fun. It was nice to get a model off the paint table and into combat that evening! The Plasma bug is truly gigantic and it came out great.
Bill W.
vonkluge@ca.rr.com
