Monday, 29 December 2025

Star Wars Christmas #1 - Rogue Shmogue - 'Join me and we can end this destructive conflict and bring ORDAH to the galaxy...'

 The Star Wars 'bash' with the Sunday Chaos Club meant that I could get out many and varied 'bits of crap' from the game boxes.

'Ok Luke...nobody likes a Jedi smart arse...why don't you just go home son.'

 Kudos also to Peter and his game on  his blog, with these rules, for insight and inspirations.

(Many rebels were hurt in the making of this production, though it should of course be recognised, that the Empire is a force of good, wants to end this ridiculous conflict, and bring order to the galaxy, whilst reducing taxation...and Alderann's destruction is merely rebel propoganda) 

The 'bits' include;

  • Old West End Games / Grenadier series lead miniatures from the 80s
  • The run of Star Wars toys popularised in the 90s when the original movies were re-released, then they promised it was the last time, before re-releasing them five times since. Ahhhh corporate marketing.
  • Various bits of 3d-printed crap which may, or may not, be scrappage from a local 3d-printing firm. 
  • Card buildings, plastic buildings, and off-cuts of PVC windows - all sprayed grey and 'desert Tatooine-chic'.
  • Scout walkers were free toys from KFC in the 90s. 
  • The rules used were 'Squad Hammer' by Ivan Sorenson, which, like 'Hammer of Democracy' previously, is a lovely little pick-up system.


 Highlights include:

  • 2d6 to activate, then pick the highest number and that  number of units can go.
  • Activation means - 'engage' (move and shoot), 'move out' (move + a d6 move), 'defend' (get hp back), or 'regroup' (more hp back if out of range), plus some extra actions, in our game this was used to break down walls, place charges, get up ramps, potentially steal walkers etc etc.
  • I placed some random cards which activated - stormtrooper patrols, an activation code to steal the shuttle, groups of bounty hunters that would chase Han & Chewie, and the droids...oh and a Rancor. 

Squad cards - sometimes groups iof cannon fodder, sometimes 'heroes'


 

    All the important elements clearly marked, including Tea
  • Victory Conditions were to get the Falcon and X-Wing out of the captured starport, with the droids, while also breaking the tractor beam , which needed pilots and droids all to be in the right place at the right time and pushing lots of plot buttons (more plot holes than Rogue One, I know).  

A Hammers Slammers APC became a 'Raptor' for Rebel Commandos...complete with MERDC camo

  I may also have used various bits of the old 'Hammers Slammers' 28mm stuff, most fashionably advertised at Salute 2000 (almost 26 years ago)...the last time I went to Salute. Look for the APCs decked out with 1980s Cold War MERDC camo.

Rebel commandos hit the imperial outpost early on, but take hits from a heavy blaster


Commandos find the droids early, one objective secure, using chocolates as cover

Han and Chewie go walkabout

Rebel commandos end up doing a lot of damage during the game with their hit bonuses (except for that old guy with the beard in 'Jedi', because he can't see too well

Lando and some Fleet Troopers get ambushed by a stormtrooper patrol, but get the better of them, since stormtroopers 'can't see a thing in that helmet'
The commando element known as 'Rogue Shmogue' move to steal someone's skiff...those Rebel Fiends!

The rebels also find the code, that gives access to the shuttle, that gives access to the base, that gives access to...etc. See? I told you it was like a worse version of Rogue One...if that's possible. 

 
The rebels steal a skiff, in an effort to get to the shuttle outpost...OH! There's Princess Leia...how very opportune for us to gain massive bonuses to our rolls...

...but the bounty hunters, who were somehow hiding in a freight container, are activated

An Imperial patrol also accidentally activates a sleeping Rancor...oops. Luckily a nearby AT-ST draws a bead

Even the Empire, despite its bureaucracy (which I blame the Old Republic for obviously) realises that something, is going on...

 

Stormtroopers think they have a chance in close combat against Luke...HA!
 
Commandos move through the moisture farm

As Luke and some rebels take the outpost, and the shuttle

For a short moment, some stormtroopers reckoned they could best Luke in close combat ...uhhhh...

"Outpost secure Red Three!  Uhh...was that even in the Plan Red Two?"

Walkers on patrol now

Rebel fleet troopers moving to engage the scout walkers with cover...and lots of 'new hope' (see what I did there?)

"Do you think we have a chance Zed?"

"Command! We just lost Walker Two to blaster fire!!!...it came from...the tea mug!!!'

Meanwhile, the Rebel commando element known as 'Rogue Shmogue' find a secret entrance at the space port (with a high roll)

Rebels moving up

..as walkers decimate the fleet troopers - Is it all a distraction?

Luke and Leia (who gives a bonus to anyone she is with) take the shuttle, so that they can out on his X Wing, and are faced with two squads of Stormtroopers. She gives him massive bonuses and he takes them both down, though...

He is killed by a Heavy Weapon on the walkway :O

The Rebel Raptors (great name for a band) assault the starport


...though it doesn't end well

Rogue Shmogue reach the Falcon with the droids, with Han and Chewie, and Lando and ninennnnenennenumm - the wee guy...? - behind them.

They have just enough actions to get aboard

The under-rated Imperial Army troops run to stop them...

...but it's all too late


"Next time....you rebel scum...next time!  Wait, did someone shoot my son?"

With Luke dead, it is but a Pyrrhic victory, however...a great game; another go at it very soon ;)

Monday, 22 December 2025

'Hammer of Democracy' Christmas bash #2

 My nephew, a burgeoning wargamer, came over for a Christmas game. Now, little did I know that he has been receiving education in 'Advanced Squad Leader', so he knows his sh*t...

 I had what I thought, was an 'introductory' game set up with 'Hammer of Democracy', but actually, these rules have an immense amount to offer.

 I have had them for years, and never got to play, but here are some highlights.

  • The game is intrinsically designed to be hacked. There is a solid game system there, and to be honest, you get as much gameplay, game-dynamic, and quasi-simulation from these rules as you get from expensive hard backed books for ww2 wargaming. I do not say this lightly.
  • Orders work off a number of d6 rolled. Now in our game, we took '2 best of 4' for Germans, and '2 best of 3' for British, emphasising German command ability. Invariably this meant that the Germans had command freedom, whilst the British, even with greater numbers, were hampered by command inflexibility. Add to taste in terms of ww2 actions. 
  • Each order can devolve into: move and engage, move only, defend (get HP back), or regroup (get HP back if out of range).
  •  Units typically have 7hp...in our game we used 1d6 damage as a standard
  • Hits in the open 6+ on 2d6, cover makes this 8+ or 9+ etc.
  • Armour works differently, with differentiation for turret and hull hits and a really tense mechanism for taking out tanks - good guns are 'really' good against poor armour. Now for a simple system, this all works beautifully, so much so that my nephew kicked the 'old man's' ass... 

 A great set of rules - and very compatible with 1:1 vehicle scenarios - and one infantry base = 1 fire team OR even a full squad.

'It's Firefly time!'

too many damned Panthers

British advance up the road

Early 'Ronson' action



A lot of built up area

Panthers take up ambush positions on the flanks and make an absolute mess of the British armour

A lot of smoking wrecks


On the British right, the German armour takes long range shots

British infantry make it to the farm

The British assault across the bridge, when their withdraw roll is imminent

British MGs and infantry on the flank

'over the bridge lads...'


German MGs and armour



The bridge marks the furthest point of the futile British advance, into the teeth of German armor and MGs



'Vee seem to hev seen them off Hans...'