Wednesday 28 September 2022

Added Rules ( Instructions) for Science Fiction Gaming.

Below are some extra rules to add to to those listed in the Table Top Battles 2nd Edition.

VEHICLE STATS                  DEFENSE POINTS.                                  

Deployed Towed Artillery;                3pts.                         

Deployed Towed Heavy Artillery;    3pts.                         

Limbered Towed Artillery;                4pts.                  

Light Armoured Personnel Carrier.   4pts.

Heavy Armoured Personnel Carrier.  5pts.

Vehicle-Mounted Small-Arms;        ————.                  

VEHICLE STATS:                     ATTACK POINTS,

Deployed Towed Artillery             5pts.

Deployed Towed Heavy Artillery: 6pts.

Vehicle-Mounted Small-Arms:       3pts.

* RULE CHANGE: Small Arms and Rifles have no effect on Vehicles of 4 DEFENSE POINTS OR ABOVE.

*During a Game-Turn, both sides will roll a 12 sided die to see who fires first, prior to the Firing Phase.

MACHINE GUNS AND  MINIE GUN AGAINST INFANTRY:   If the target infantry stand is caught in the open by Machine gun fire, the target infantry stand is automatically removed on any lower score.

 NOTE: Players will still throw a 12 sided to decide who moves first, gains the Initiative Point and decides Combats.

* The side with the Initiative Point also decides any tied results. 

* Vehicles do not have to “ move-back” as a result of Firing. If not moving back,  a vehicle will have 2 Points deducted from any Firing die roll on return fire within the same Game-Turn.

* vehicles cannot move over or through a square containing another vehicle, wether they be friendly or otherwise.

* Vehicles CAN move through /over a square containing friendly Infantry but cannot actually stop within the square containing the friendly infantry.

* Vehicles and Artillery As Targets : If within 2 squares the target will be destroyed on any lower score, HOWEVER, if the TARGET STAND SCORES HIGHER, IT IS THE FIRING STAND THAT IS DESTROYED.   Infantry targets are classed as a miss, should the Infantry score higher and still have the option to “move-back”.

* If two opposed Vehicles/guns are in adjacent squares during the combat phase and neither wishes to “avoid”, then both vehicles/guns are destroyed in a collision. When the situation is a vehicle versus enemy infantry, then if the infantry fail to avoid, the infantry stand is removed from play.



* Opposed forces will have their Morale calculated by adding the combined Defense and Attack Points of each stand into a grand total. This total is divided by 2 and the end result is the Morale of the Force. This is reduced as stands are destroyed.

* Destroyed vehicle stands are left on the playing area and Both Sides CANNOT move vehicles or figures over or through that square, or diagonally between that square and any obstacle.

* Destroyed vehicles do block line of sight for Firing.

* The Infantry within an APC can leave the APC when the APC stops moving. The Infantry are positioned alongside the APC on that Game-Turn. The infantry can fire. When infantry are adjacent to an APC they can mount up and the APC can move.

* If an APC is hit, it’s points total,plus the points total of the stand or stands it was carrying are removed from the morale total of that army.

BASING FIGURES: 

This is just a suggestion. On my stands I have used this system. 5 figures for Regular armed “Riflemen”. 4 figures for a “Heavy Weapons” group and 3 figures for a Command Group which includes a “Heavy Weapon”. I’ll use 6 figures for a Militia group.

The Kra’vak, I’ve based as 5 “rifles” and 4 to a Heavy Weapons Team. There is no Command. These Aliens just come together for an attack or Campaign!.

This picture shows the “ Orbital Knights Vehicles” from ETSY which are six to a pack. Two I have converted to tanks. The other four are APC,s which each carry two squads. The figures are from Ground Zero Games Kra’vak range.



This picture shows the small “Blower” APC,s. Each one carries  a squad of figures. Each “Company” is of two squads of Rifles. 1 Heavy Weapon squad and one Command Squad that also has a heavy weapon.( This is part of the force that is listed as a Mercenary Company by Brigade Models).



* Towed Artillery can limber up and move OR move and unlimber. The Towed Artillery cannot perform both functions in the same Game-Turn.

* Towed Artillery cannot fire while limbered, and cannot fire in the same turn as unlimbering.

* Towed Artillery do not use the “Move-Back rule but do deduct 2points if firing back within the same Game-Turn.

This picture shows the same artillery piece limbered and unlimbered. ( artillery crew from Brigade Miniatures, Gun and Tractor from Alternative Armies Bradly Fighting Vehicles.)



The above instructions have come about since playing the game shown in the previous blog.

I used the basic rules given in the Table Top Battles 2nd edition and I thought to add a little more detail.

The map of the imaginary world of Esper is in the rulebook.





Battle of Abukkin 2260AD. Swabia. Esper. [ Sci~Fi ]

 Extract from the diary of  Lieutenant George Smith;

Well, the day started ok. Orders came from The Colonel. Arrange for one battery of Artillery to travel out to Abukkin for some practise firing. The local Heta [ the Town Council ] had given permission for the firing.

Captain Rawlinson decided to take a Security Detail with him, four platoons with four Blower APC,s. a small Detail as trouble wasn,t expected. Captain Rawlinson had the camp set up and the firing line established. Just as the fire order was about to be given, the men were stunned to see strange vehicles approaching their position.

At first, the men were wondering what was happening. The Esperans were known not to have any sort of advanced armoured vehicles. As soon as the "Alien" vehicles opened fire, that decided the issue. Captain Rawlinson didnt know what or where they came from, but they were firing on his position so "they" were the enemy. He ordered the guns to target the vehicles. The infantry piled into the Blowers.

The Artillery tried to return fire but our men took heavy casualties. We have managed to get some drone photographs.



The Artillery engaged the Alien vehicles at long range but failed to stop them. The blowers moved out but the weaponry was not powerful enough to penetrate the armour. The survivors made it back to Fort Wellington in the remaining vehicles. The “ Aliens” did not pursue the survivors. The people of Abukkin scattered into the woods.

An enquiry has been ordered to find out why the Orbital Guardships never gave any warning of incoming hostiles!. In the meantime we now have to find out who these attackers were and where these hostiles have gone!———.


PLAYING NOTES:


HUMAN DETACHMENT;

4 stands of  Towed Artillery: Defence 3/ Attack 5  total 8 x 4 = 32.

2 stands of  Lorry Transports: Defense 3 / Attack 3 = 6 x 2 = 12.

4 stands of Blower Armoured Personnel Carriers: Defense 4 / Attack 5 = 9 x 4 = 36.

2 stands of Infantry with Flak Armour and Heavy Weapons: Defense 3 / Attack 4.= 2 x 7 = 14.

2 stands of Infantry with Flak Armour and Rifles:  Defense 3 / Attack 3 = 2 x 6 = 12.

TOTAL: 106 = Morale total = 53.

ALIEN FORCE;

2 stands of Tanks: Defense 5 / Attack 5. = 2 x 10 = 20.

4 Armoured Personnel Carriers ( each carrying two stands) Defense 5 / Attack 4 = 4 x 9 =36.

6 stands of Infantry with Rifle: Defense 3 /Attack 3 = 6 x 6 = 36 points.

2 stands of Infantry with Heavy Weapons: Defense 3 / Attack 4 = 2 x 7 = 14 points

TOTAL: 106 points = Morale total = 53.

THE BATTLE,

* The battle is played for 8 Game-Turns.

* The side losing the battle will have either have lost more stands than the opposition and/or suffered a collapse in Morale.

* The river can only be crossed via the bridge.

* The battle is played out on a 3 foot x 2 foot ( 90 cm x 60cm ) table.


CREDITS:

The figures and vehicles are all 6mm. The Human Infantry, Blower APC,s and Artillery Crew are from Brigade Models (listed as “ A Mercenary Company” ). The Human Vehicles are from Alternative Armies Bradley Fighting Vehicles range.

The Alien Infantry are from the Kra’vak range from Ground Zero Games. The vehicles are entitled “ Orbital Knight Vehicles” which were obtained from the Etsy website online. Two of the vehicles have scratch built turrets made from buttons, plasticard, and plastic tubing.




The bases are 40mm x 40mm and cut from 1mm picture framing cardboard. The trees are by various manufacturers.. The hills are a mix of those made by Brian of Essex Miniatures and some scratch built from cork tiles. The village buildings are scratch built from picture framing cardboard as is the bridge. The roads and river are made of thin card. The fields are made from pan scrubbers.


The above is a section of the map of Esper. The “x” marks Abukkin. Circled is Destioa, the town where Fort Wellington has been established.