Post by twogunsblazing on Aug 11, 2013 3:57:53 GMT -5
I played two games today with my younger son...I played the Terran Commando's for the first game, then we swapped and I played the Aliens for the second game. Both games were quick and a lot of fun...and fairly close in both instances...although my son had a couple of bad rolls in the first game as the Aliens.
The Aliens have several army specific rules that I have created to make them run well as they are very much predominantly a close combat army. Also, there are a few rules issues where it is hard to work out which way to swing in the game, so we just went with what seemed like common sense to keep the game rolling.
100 points per side, Terran Commando Vs Aliens.
Terran Commando's
1 x Grav IFV
1 x Squad (8 Commando's in the squad, including two squad attachments)
Aliens
1 x Aliens Brood Lord
2 x Aliens Warrior Broods (10 Aliens per Brood)
The Battle
An automated facility on a small mining planet has been sending corrupted data for a few weeks. On-planet mining sites do not have the capability or manpower to safely travel to the site to perform repairs, so a squad of Terran Commando's from a nearby cruiser have been tasked to escort a technician to repair the facility. It is known that the planet has small numbers of Aliens inhabiting the southern continent this facility is located on. A small Hawk Class Dropship deploys the squad mounted in a Grav IFV to complete their task whilst it travels to the closet mining site to refuel for it's return to orbit once the task has been completed.
As the Commando's approach the facility they detect an Alien presence both visually and on scanner equipment...it seems some enemy are moving through the various underground piping systems beneath the facility site as well as above ground.
Inside the IFV, the Commando Squad Commander, Sgt Ironballs, briefs his troops and the IFV Commander as they slow their approach into the facilities local area, still unsure of exactly what they are dealing with in terms of the underground scanned enemy elements. These creatures are well known for their complete disregard for their own personal safety, yet also known for having a high level of battlefield cunning, allowing them to use all available cover to close with their enemies.
The Commando Squad Commander orders the Grav IFV to drop to ground level so the squad can disembark...the Aliens continue to close on the Commando's current position, using cover for their approach. Sgt Ironballs orders his squad into a tight line formation, knowing the squad will be more easily controlled this way as well as providing a good fire lane against a predominantly close combat orientated enemy...he would never dream of a formation like this against an enemy with a large proportion of ranged weaponry...
The Grav IFV rises from the ground and glides sideways to draw a bead on the largest Alien creature hiding behind a liquid storage tank...the IFV Commander spins up the 20mm Chain Gun spraying rounds all over the shop like a mad women's sh!t...and succeeds in hitting the Alien Brood lord, causing some serious damage as the rounds tear through its body, but nothing so traumatic so that it's alien biology can't continue to fight...
Realising the IFV as a serious and powerful threat, the Alien Brood Lord chooses not to fire its Bio Acid, a weapon which can sometimes prove not so effective against heavily armoured enemy, but instead charges straight at the IFV, ramming it and assaulting it with its huge body mass and two large talons. The force of the creatures charge drives the IFV back several meters and causes immense damage, surprisingly though, no damage is caused to the IFV's critical systems....
Sgt Ironballs orders his squad to realign and open fire on the Brood Lord with their 10mm weapons...normally such weapons wouldn't be too much of a problem for a creature of such power and size, however after having already been nailed by several bursts from a vehicle mounted 20mm Chain Gun, the huge amount of fire pouring into the beast from the squad is enough to tear it's body apart. The Aliens moving through the pipelines emerge at a tunnel entrance as the IFV glides behind cover to recover and a Brood of Aliens rushes from cover to assault the Commando squad.
A bloody melee ensues between Commando squad and Alien Brood...some fire from the squad and IFV take out a few Aliens, but not enough before the Alien Brood tear into the Commando squad, killing all but Sgt Ironballs, who tactically withdraws. The other Aliens Brood launches themselves towards the Grav IFV, hoping to reach it and tear it apart.
Sgt Ironballs guns down a couple of Aliens as they assault him but is then torn apart...the IFV rounds the corner to gun down and ram the remaining Aliens from that Brood.
Immediately afterwards, the remaining Aliens Brood launches an assault against the IFV, it guns a couple down before they swarm all over the vehicle...once atop the vehicle, they tear some of their own brood mates apart to release their highly corrosive acid upon the already heavily damage IFV before then assaulting it themselves. The Aliens climb all over the vehicle tearing and rending until it and it's occupants are destroyed...unfortunately for the Aliens, a catastrophic explosion takes place destroying all 6 remaining Aliens from the Brood.......leaving absolutely zero models on the table!!!
The first game we played, which played completely differently to the one above, saw the Commando Squad killed in full again, however the IFV was only 25% damaged, taking an engine hit as well...the end result of that game though was that the Technician was delivered to the facility safely after all Aliens were destroyed, so he could repair the facility.
The Aliens have several army specific rules that I have created to make them run well as they are very much predominantly a close combat army. Also, there are a few rules issues where it is hard to work out which way to swing in the game, so we just went with what seemed like common sense to keep the game rolling.
100 points per side, Terran Commando Vs Aliens.
Terran Commando's
1 x Grav IFV
1 x Squad (8 Commando's in the squad, including two squad attachments)
Aliens
1 x Aliens Brood Lord
2 x Aliens Warrior Broods (10 Aliens per Brood)
Army Special Rules
Utterly Fearless: All Aliens units are completely without fear. They are relentless in the face of death and will not stop until they are either killed or have killed their enemy. All Aliens units automatically pass all Mental Checks.
Acid for Blood: The Aliens Warriors have acid for blood, an extremely corrosive form of acid that burns and melts its way through metals in moments, weakening building supports and framework or vehicle armour so further assaults are made more effective.
At the beginning of an Aliens Warrior Brood Assault, the Aliens player may state that any amount of Aliens Warriors are sacrificed by the other Aliens Warriors in that Brood so that their acid blood will help them breach hard targets. For every two Aliens Warriors that are sacrificed from a Brood, all remaining Aliens Warriors from that Brood gain +1 AP to their damage rolls for that Assault.
Talons: The Swarm Lord, Brood Lord and Brood Transport creatures are all armed with large and hard talons which they wield with incredible speed and power. These talons allow two attacks in assault against any enemy in base to base contact.
Tunnelling: This represents Broods of Aliens moving underground through pre-existing tunnels, whether ancient lava flows, natural cavern systems, sewage systems, pipelines, mine shafts or the like.
Brood – This is an Aliens Warrior Brood on the surface.
Blip – This is an Aliens Warrior Brood underground. Blips cannot be affected in any way, including the Aliens Commanders use of its special abilities.
Tunnel Entrance - This is simply a point of access to underground tunnels. It may be a mine shaft opening, a hole in the ground, a well, an access grill or anything similar. Tunnel Entrances may be placed or created inside a building.
Pool – This is where Blips that are not in play are kept for later use in the game.
For every three Broods that start the game, the Aliens player receives one Blip for his ‘Pool’. No more Blips may be in play than what was originally received for the 'Pool'.
At the end of the deployment of both forces, the Aliens player may place up to two Tunnel Entrances anywhere on the board.
Underground Movement
Blips ignore everything that is on the surface, whether it is difficult terrain, impassable terrain or enemy models. To move underground, Blips take a double action, which allows them to move their base movement +2” in any direction.
Becoming a Blip
A Brood on the surface may become a Blip in one of three ways;
• A Brood may start the game as a Blip.
• If a Brood’s movement leaves it touching an existing Tunnel Entrance, it may immediately become a Blip. The entire Brood must be able to touch a Tunnel Entrance in order for it to become a Blip. Replace the Brood with a Blip from the 'Pool' and place the Blip inside the Tunnel Entrance, it is now free to move underground next time it activates.
• A Brood may use two actions to create a Tunnel Entrance. At the completion of the two actions, the Brood has created a Tunnel Entrance, place the Tunnel Entrance where the Brood Leader was. Replace the Brood with a Blip from the 'Pool' and place the Blip inside the Tunnel Entrance, it is now free to move underground next time it activates.
Becoming a Brood
A Blip can emerge and become a Brood on the surface in one of three ways;
• If a Blip’s movement leaves it touching an existing Tunnel Entrance, it may immediately become a Brood. Remove the Blip to the ‘Pool’ and place the entire Brood as close to the Tunnel Entrance as possible, it is now free to move above ground next time it activates.
• If a Blip starts its activation already touching an existing Tunnel Entrance, it may immediately become a Brood. Remove the Blip to the ‘Pool’ and place the entire Brood as close to the Tunnel Entrance as possible, it is now free to take its normal two actions.
• A Blip may use one action to create a Tunnel Entrance. At the completion of the action, the Blip has created a Tunnel Entrance. Place the Tunnel Entrance d6+2” in a randomly determined direction from the current location of the Blip. Now remove the Blip to the ‘Pool’ and place the entire Brood as close to the Tunnel Entrance as possible. The Brood may now take its second action.
Utterly Fearless: All Aliens units are completely without fear. They are relentless in the face of death and will not stop until they are either killed or have killed their enemy. All Aliens units automatically pass all Mental Checks.
Acid for Blood: The Aliens Warriors have acid for blood, an extremely corrosive form of acid that burns and melts its way through metals in moments, weakening building supports and framework or vehicle armour so further assaults are made more effective.
At the beginning of an Aliens Warrior Brood Assault, the Aliens player may state that any amount of Aliens Warriors are sacrificed by the other Aliens Warriors in that Brood so that their acid blood will help them breach hard targets. For every two Aliens Warriors that are sacrificed from a Brood, all remaining Aliens Warriors from that Brood gain +1 AP to their damage rolls for that Assault.
Talons: The Swarm Lord, Brood Lord and Brood Transport creatures are all armed with large and hard talons which they wield with incredible speed and power. These talons allow two attacks in assault against any enemy in base to base contact.
Tunnelling: This represents Broods of Aliens moving underground through pre-existing tunnels, whether ancient lava flows, natural cavern systems, sewage systems, pipelines, mine shafts or the like.
Brood – This is an Aliens Warrior Brood on the surface.
Blip – This is an Aliens Warrior Brood underground. Blips cannot be affected in any way, including the Aliens Commanders use of its special abilities.
Tunnel Entrance - This is simply a point of access to underground tunnels. It may be a mine shaft opening, a hole in the ground, a well, an access grill or anything similar. Tunnel Entrances may be placed or created inside a building.
Pool – This is where Blips that are not in play are kept for later use in the game.
For every three Broods that start the game, the Aliens player receives one Blip for his ‘Pool’. No more Blips may be in play than what was originally received for the 'Pool'.
At the end of the deployment of both forces, the Aliens player may place up to two Tunnel Entrances anywhere on the board.
Underground Movement
Blips ignore everything that is on the surface, whether it is difficult terrain, impassable terrain or enemy models. To move underground, Blips take a double action, which allows them to move their base movement +2” in any direction.
Becoming a Blip
A Brood on the surface may become a Blip in one of three ways;
• A Brood may start the game as a Blip.
• If a Brood’s movement leaves it touching an existing Tunnel Entrance, it may immediately become a Blip. The entire Brood must be able to touch a Tunnel Entrance in order for it to become a Blip. Replace the Brood with a Blip from the 'Pool' and place the Blip inside the Tunnel Entrance, it is now free to move underground next time it activates.
• A Brood may use two actions to create a Tunnel Entrance. At the completion of the two actions, the Brood has created a Tunnel Entrance, place the Tunnel Entrance where the Brood Leader was. Replace the Brood with a Blip from the 'Pool' and place the Blip inside the Tunnel Entrance, it is now free to move underground next time it activates.
Becoming a Brood
A Blip can emerge and become a Brood on the surface in one of three ways;
• If a Blip’s movement leaves it touching an existing Tunnel Entrance, it may immediately become a Brood. Remove the Blip to the ‘Pool’ and place the entire Brood as close to the Tunnel Entrance as possible, it is now free to move above ground next time it activates.
• If a Blip starts its activation already touching an existing Tunnel Entrance, it may immediately become a Brood. Remove the Blip to the ‘Pool’ and place the entire Brood as close to the Tunnel Entrance as possible, it is now free to take its normal two actions.
• A Blip may use one action to create a Tunnel Entrance. At the completion of the action, the Blip has created a Tunnel Entrance. Place the Tunnel Entrance d6+2” in a randomly determined direction from the current location of the Blip. Now remove the Blip to the ‘Pool’ and place the entire Brood as close to the Tunnel Entrance as possible. The Brood may now take its second action.
The Battle
An automated facility on a small mining planet has been sending corrupted data for a few weeks. On-planet mining sites do not have the capability or manpower to safely travel to the site to perform repairs, so a squad of Terran Commando's from a nearby cruiser have been tasked to escort a technician to repair the facility. It is known that the planet has small numbers of Aliens inhabiting the southern continent this facility is located on. A small Hawk Class Dropship deploys the squad mounted in a Grav IFV to complete their task whilst it travels to the closet mining site to refuel for it's return to orbit once the task has been completed.
As the Commando's approach the facility they detect an Alien presence both visually and on scanner equipment...it seems some enemy are moving through the various underground piping systems beneath the facility site as well as above ground.
Inside the IFV, the Commando Squad Commander, Sgt Ironballs, briefs his troops and the IFV Commander as they slow their approach into the facilities local area, still unsure of exactly what they are dealing with in terms of the underground scanned enemy elements. These creatures are well known for their complete disregard for their own personal safety, yet also known for having a high level of battlefield cunning, allowing them to use all available cover to close with their enemies.
The Commando Squad Commander orders the Grav IFV to drop to ground level so the squad can disembark...the Aliens continue to close on the Commando's current position, using cover for their approach. Sgt Ironballs orders his squad into a tight line formation, knowing the squad will be more easily controlled this way as well as providing a good fire lane against a predominantly close combat orientated enemy...he would never dream of a formation like this against an enemy with a large proportion of ranged weaponry...
The Grav IFV rises from the ground and glides sideways to draw a bead on the largest Alien creature hiding behind a liquid storage tank...the IFV Commander spins up the 20mm Chain Gun spraying rounds all over the shop like a mad women's sh!t...and succeeds in hitting the Alien Brood lord, causing some serious damage as the rounds tear through its body, but nothing so traumatic so that it's alien biology can't continue to fight...
Realising the IFV as a serious and powerful threat, the Alien Brood Lord chooses not to fire its Bio Acid, a weapon which can sometimes prove not so effective against heavily armoured enemy, but instead charges straight at the IFV, ramming it and assaulting it with its huge body mass and two large talons. The force of the creatures charge drives the IFV back several meters and causes immense damage, surprisingly though, no damage is caused to the IFV's critical systems....
Sgt Ironballs orders his squad to realign and open fire on the Brood Lord with their 10mm weapons...normally such weapons wouldn't be too much of a problem for a creature of such power and size, however after having already been nailed by several bursts from a vehicle mounted 20mm Chain Gun, the huge amount of fire pouring into the beast from the squad is enough to tear it's body apart. The Aliens moving through the pipelines emerge at a tunnel entrance as the IFV glides behind cover to recover and a Brood of Aliens rushes from cover to assault the Commando squad.
A bloody melee ensues between Commando squad and Alien Brood...some fire from the squad and IFV take out a few Aliens, but not enough before the Alien Brood tear into the Commando squad, killing all but Sgt Ironballs, who tactically withdraws. The other Aliens Brood launches themselves towards the Grav IFV, hoping to reach it and tear it apart.
Sgt Ironballs guns down a couple of Aliens as they assault him but is then torn apart...the IFV rounds the corner to gun down and ram the remaining Aliens from that Brood.
Immediately afterwards, the remaining Aliens Brood launches an assault against the IFV, it guns a couple down before they swarm all over the vehicle...once atop the vehicle, they tear some of their own brood mates apart to release their highly corrosive acid upon the already heavily damage IFV before then assaulting it themselves. The Aliens climb all over the vehicle tearing and rending until it and it's occupants are destroyed...unfortunately for the Aliens, a catastrophic explosion takes place destroying all 6 remaining Aliens from the Brood.......leaving absolutely zero models on the table!!!
The first game we played, which played completely differently to the one above, saw the Commando Squad killed in full again, however the IFV was only 25% damaged, taking an engine hit as well...the end result of that game though was that the Technician was delivered to the facility safely after all Aliens were destroyed, so he could repair the facility.