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Author Topic: INEPTT Occult WWII  (Read 1704 times)

Offline Shawnt63

  • Scientist
  • Posts: 279
  • If we don't end war, war will end us.
INEPTT Occult WWII
« on: August 29, 2013, 08:02:21 PM »
Well I have run a total of 3 games using my own INEPTT rules for the period of WWII Occult and the results have been fantastic. Started by playing as per normal INEPTT (everyone against the Game Master). But moved to player against player and it worked out marvelously with the GM moving the Civilians and certain Occult or neutral (read Werewolves) entities.

The flexibility the rules give is actually quite amazing given that it was not my intention to be used as a player on player type game. However it works very very well.

First game was a para drop into a small Bavarian town in a Commando style raid. Two teams of four were landed and 1 member from each team was killed in the drop so we were immediately down to 6 commandoes. Mission was to destroy a top secret occult research facility. The facility was guarded by a dozen Gestapo soldiers and 2 officers. There were 3 scientists in the facility as well as a research library and occult alter.

The Commandoes used near by housing and hedges to get very close to the facility before engaging the guards. Two commandoes (both with the silent kill ability) took out the two door guards with their Fairbairne-Sykes commando knives. Infiltration was successful in to the facility and a further 4 guards were put out of action using silenced Sten guns as the guards slept in their bunks. It was here when things started to go wrong as the commandoes came upon a scientist and one officer in the kitchen. The Officer got off 1 round from his Luger alerting the rest of the facility. The Commandoes took out the scientist and Officer but also lost a Comms operator in the bargain. The remaining six guards made a small fight of it but the commandoes superior fire power (4 stens and tommy guns and 1 Bren vs 6 K98's) saw them thru although Bravo team lost their subaltern putting the commandoes at only 4 remaining.

The commandoes searched the facility top to bottom rounding up the last two scientists and then planting demo charges throughout the facility. From a safe distance the teams detonated the charges blowing the facility sky high. The one thing that the commandoes took back, besides the scientists, were pictures of what appeared to be walking dead in german uniforms!

The second game was again a standard game of all teams against the GM. This one was centered on a coastal town in Romania and the German Occult division had set up a research and operations facility in an old castle. There was about to be a "Delivery" of an exceptional find to the castle and 4 teams of commandos went in to try and sort things out. The teams arrived by two methods - fishing boat (ala guns of Navaronne) and parachute. There was one loss of life to a parachute accident. In total 18 of 19 Commandoes were on the ground.

The teams moved quickly into positions to ambush a small convoy that was heading to the dock to pick up the Occult treasure. When the teams opened fire on the convoy (as it returned to the castle) they caused a hornets nest of activity within the German garrison and the Romanian constabulary. Further, the crew of the Freighter that was carrying the Occult Treasure, were pro-nazi and opening up on the Commandoes. Although they took a lot of fire, the hardened men of the Commandos only lost one of their members but took out 7 German and Romanian soldiers and police. The Occult treasure was destroyed as well. When the team went to destroy the castle and its research centre the real fight began. A wild running fire fight ensured and the garrison put up a strong fight although in the end they were overwhelmed by the Commandos. Casualties were high for both sides, with the Garrison losing all 15 members as well as the research team of 6. The Commandos were down 4 more troopers. Leaving 13 of the 18 still alive.

Reenforcements were on the way from a near by Romanian infantry detachment and so the Commandoes pulled out before they carried out all their objectives. The rearguard action that they were required to take cost the lives of 2 more Commandos, but the rest got away.

The third game was a big change from a normal INEPTT game as we had two teams of Commandos against one team of Germans (GM played the civilians and certain special characters). It was an exceptional game by the accounts of the players. Each team was given specific mission orders to carry out, and while the mission orders were often complimentary, there was a necessity to make maximum use of skill and tactics to ensure all missions were completed.

Going into action in occupied southern France the Commandos landed by boat and parachute, with only one casualty. The Sgt of Bravo team had his chute stream and he thundered in. Team Alpha was to find and execute Dr Hans Grubber, and then board and take control of a local freighter for extracting the 18 men on the two teams. Bravo team had two missions, destroy the occult grave yard and then blow the bridge leading to the German Military compound.

Things were going very smoothly for the commandos until a passing German patrol ran into two commandos on the road leading into the town. The commandos opened fire killing the driver and the truck rolled and exploded. This alerted the German garrison who moved into action. Meanwhile Alpha team found "a" doctor - and assumed it was Dr Grubber and killed him, and his wife, and the neighbour. As it turned out it wasn't Grubber. In the meantime the Garrison was engaged in a shoot out with Bravo team who after ransacking the Occult Grave yard started moving in to town for extraction (they had forgotten to blow the bridge).

In a series of wild and vicous shoot outs the commandos fought their way clear, killing a good number of the Germans in the process and eventually they were extracted via the Freighter. Hwoever the Commandoes only accomplished 3 of 5 missions, the German commander had accomplished all 5 of his missions (ensure the harbour was not damaged, safe guard the research centre, defend the military compound and ensure Dr Grubber did not fall into enemy hands.

The rules worked very well. As well give a 12 x 4 foot table and about 80 miniatures, 4 to 6 vehicles, a plane, a ship and a werewolf, the whole thing played out in roughly 90 minutes.

Having trouble with pics so will post when I get it sorted out.

Shawn
To join INEPTT Yahoo Group email me at - inep-subscribe@yahoogroups.com
or visit the site here - https://groups.yahoo.com/neo/groups/INEP/info

Offline Shawnt63

  • Scientist
  • Posts: 279
  • If we don't end war, war will end us.
Re: INEPTT Occult WWII - Pics are up now
« Reply #1 on: August 30, 2013, 04:14:08 AM »








Pics are from the third game, showing the whole board, the freighter, the lane into the town and then a Commando team moving into position.

Offline von Lucky

  • Galactic Brain
  • Posts: 8796
  • Melbourne, Australia
    • Donner und Blitzen Wargaming
Re: INEPTT Occult WWII
« Reply #2 on: August 30, 2013, 11:35:12 AM »
Thanks for sharing, I like the detail of the AAR.

How do you plan on getting the rules out there?
- Karsten

"Imagination is the only weapon in the war against reality."
- Lewis Carroll, Alice in Wonderland

Blog: Donner und Blitzen

Offline Shawnt63

  • Scientist
  • Posts: 279
  • If we don't end war, war will end us.
Re: INEPTT Occult WWII
« Reply #3 on: August 30, 2013, 04:13:17 PM »
My plan at this point is to put the rules all together - get some pics etc and then have a couple folks read through it for me. When that is done I will have it available on Lulu for purchase. I will aslo start a yahoo group which will have all sorts of extra monsters, weapons, vehicles and scenarios for those who are interested.

 

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