Showing posts with label Sci Fi. Show all posts
Showing posts with label Sci Fi. Show all posts

Sunday, 15 September 2024

2 by 2 Games - 'Space Weirdos'

 aaaand we're back - it's been busy recently, but I have been doing a little painting using contrast paints, with some hard sci-fi figures that I have had for ages (mostly GZG 25mm). The advantage of contrast paints is speed, and they win vs the 'two foot' rule, in that i do not need to see that much detail.



I also have a penchant for collecting cheap sci or sword&sorcery rulesets for tabletop - maybe it's time to try a few out?

Clearing a 2 foot by 2 foot space on the book table, allows me to set some little games up. First of these is 'Space Weirdos', which is a sci fi 'heartbreaker' ('Heartbreaker' being old D&D speak for homebrewed, rules hacks that benefit the particular DM or group), though in this case the rules are far from hacking existing provisos, and are very well done.



The Basics

  • It's a really cheap pdf - check out wargames vault or direct (caseyg.itch.io)
  • Dice are normally 2D* - and the dice type changes up or down, OR a dice type adds - so 2D8 could become 2D10 or 3D8, depending upon circumstance.
  • Movement is via 1 to 3x 5" measuring sticks
  • Figures are rated for speed, defence, firepower, prowess (in hand to hand) and willpower (which keeps them fighting - i.e. recovering from stagger results)
  • Sequence of Play is Command, Initiative, Activation, Maintenance
  • You can do 3 things in an activation - moving and shooting can be restricted, but not always
  • When you roll a hit - on the under fire table - the opponent may get a chance to fire back, or go down - all works quite well and intuitively
  • Different weapons do different things - carbines benefit from suppression, sniper rifles benefit from aim actions etc.
  • The range sticks are 'X'ed to denote burst markers or grenade results etc.
  • Leaders have traits like 'tactician' which benefits initiative, or 'political officer' which aids recovery
  • Being sci fi - there are rules for psychic powers (read Jedi ;) ) and Aliens - this would really suit Star Wars et al (blasters seem to be an entire generation of firearms below current slug throwers - so I think it works without much hacking )

"It all looks clear sir?" Turanian hard-suit heavy infantry approaches the Aquilonian base

'Alright, move in...I mean what can go wrong?"

"Move , move move!"


Aquilonian Sniper Gals rarely miss

the Aquilonian marines are spread out in defensive pattern - they have good fire and willpower, but poor armour and defence

"move it Jansen!"

Early Turanian moves into the airbase, putting softer marines into cover


Turanian Energy weapon moves up, out of sight of the sniper

I had actually forgotten about this Turanian figure, and moved some guys straight into his sights...

Energy weapon was down, but then recovered...this was not a good move - no cover 

 The sniper displaces to find defilade (those are movement sticks, not terrain)



Turanians go down - mostly thanks to the sniper, though Aquilonians move a little 'too' far forward


But then. few are hidden to sniper girl's x8 optic (she benefits from extra aim - adding dice to her shot - and increasing the chance of a better ratio - which adds mods to the 'hit' table - increasing the chances of a kill - very intuitive)

I mean - they probably think they are using the available cover BWOOHAHA


The marines eventually put the energy weapon down - it has been a tough defence - half of their team is taken out

A very nice set of rules, and I also note that 'Sword Weirdos' is available. ...looks at the Vikings on the painting table...



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!'