Sunday, 29 March 2020

Big Trouble in Little Starport

Sorting out rules and figures, I discovered a bunch of Star Wars figures from the old (really old) Grenadier range.


Inspiration here also from recently seeing some of the great paint jobs on Bob's Blog and Baron's Blog

I should also add that thanks to the Wizardry of Skype, Mr Sprinks himself actually saw some of this game LIVE !!!  ...during our brief chat regarding history, figures, rules, podcasts and ...Bristol.


So these figures are true 25mm lead, and based on the only three movies that matter (well two really, I hate Ewoks, but not as much as BP) :)

As for the rules, I've been wanting to try out Ivan Sorenson's / Nordic Weasel's 'Squad Hammer Core' for a while. (This version of the rules is also free).

Highlights are:
  • Simplicity with subtlety
  • Activation - now this is good. In Maurice you activate on basis of card points, which limits your resources. Here - although a completely different genre - you roll 2d6, not to activate a unit, but to dictate how many units you can activate. The reason I mention Maurice is that similarly (but by more simplified means) (1) you have limited resource points and (2) you spend 'em where you need 'em. It really works.
  • A unit can really be anything - squad, fire team, cell etc.
  • Order your units:
  1. Engage - move and shoot
  2. Move out - big move
  3. Defend - hold and return fire when fired on, rally off a hit
  4. Regroup - sort out hits / rally
  5. Carry out - do something technical (Rogue One would require this in spades LOL - lever A, then button B, then unit4, then move parallel power unit X etc.).
  • You can really hack this to do anything you want. I just made AT-STs do more damage and very hard to take out - but by the same token, 'carry-out' rolls allow you to try and steal one or similar. 
  • Units on average take 7 hits, so you need a marker to record this (a dice). They can rally off hits if enough resource is available, or in defence, so a potted and playable, yet still original play on Maurice mechanics in many ways.
The scenario has a plucky band of Rebels (they're always 'plucky' or 'rag-tag' or 'desperate', never happy, engaged, motivated or sullen?) trying to steal back the (partially painted) Millenium Falcon, while shutting down the Ion Cannon that would prevent their escape.

Of course, it goes without saying, that the Glorious  Galactic Empire is misunderstood, and seeks only to bring order to the galaxy through thwarting these rebel scum. All that stuff about blowing up Alderran? Rebel propaganda at its most insidious.

 Rebel units assemble. 'C'mon Chewie!'

 Imperial Vehicle Check Point : 'Can we have a look in the boot sir?'

 Just arrived from the Death Star.

 Those bloody droids captured again. 'Oh really Artoo, you're such a prick!'

 Rebel units on their left flank, move past the Bantha and post-it notes.

 An Imperial bunker, flanks the VCP.

 There are rumours of a speeder attack run - though the cost in points may be prohibitive...

 Droids everywhere as the rebel troopers exploit the flank and ambush the checkpoint.

 Han and Chewie sneak forward in turn 1, while the canny rebel commandos steal a skiff (a 'carry out' roll).

 Alerted at the bunker.

 Checkpoint heads for cover.

 Imperial troops leave the ion cannon to engage with rebel fleet troops.

 ptoo! ptoo! ptoo! - (i just had to)

 One AT-ST manned, the other needs its pilot, but Han and Chewie shoot him.

 The active AT-ST makes short work of the rebel flank.

 The skiff is moving. 'We are leaving!'


 Han and Chewie, have bonuses to shooting, and pin down, then take out the checkpoint.

 Rebel fleet troopers going the long way round, i.e. running from the walker.

 More fleet troops in the centre, doing very little, though slowly being outflanked by stormtroopers.

 The skiff hurtles straight at the bunker.


 Flanking shots from the imperial assault and Death Star troops pins and kills the fleet troopers.

 Close combat in the bunker however, where the rebel commandos gain the upper hand.

 
  The forgotten rebel unit has now made it right round the temple, and captured the ion cannon. One 'carry out' roll will destroy it, but not before providing support in the centre and ambushing the stormtroopers and Death Star troops.

 'Rebels control the bunker sir.'

 Han and Chewie finish off the Death Star troopers...

 ...then make a run to capture the empty AT-ST ...what the hell?

 'Wait...he's on my side? Right?'

 Rebel Commandos leave the bunker and head for the Falcon. 'Secure the droids!'

 It's Chicken Walker vs Chicken Walker, but Han and Chewie are better shots.

 'C'mon Goldenrod! You're gonna be a permanent resident!'