The Occasional Ambust is back (sort of). The new play room (basement conversion) is advanced enough to start playing soldiers. Most of my figs are unboxed and I played my first wargame today...
Next: a better gaming table, shelves a new lamp and more.
Sunday, October 3, 2010
Tuesday, July 6, 2010
Quiet(ish) Time at the Occasional Ambush
I'm moving house this month. Soldiers are being packed away for a while, I'll get up and running ASAP (or, once all my 'to dos' are done)
Sunday, June 6, 2010
Swarm! - an AAR
Swarm - modified Sweep and Clear (from AA rule book). Instead of regulars (marines) a squad of contractors is tasked with sweeping a Prawn shanty.
The Contractors enter the shanty - wary Prawns look on
The contractors advance...
And run into stiff resistance
But manage to score early hits on Prawns
Second fire team advances pouring fire into Prawn ambushers
Decimating the Prawn squad
Prawn reinforcements pour into the area
First contractor squad loses interrupt check and is slaughtered by Prawn ambushers...
On the flank the second fireteam clears a spawn point and advances only to suffer a similar fate, a failed interrupt role
Leading to more contractor casualties
The contractors retire to check casualties
While the swarm builds
Another failed interrupt - Game over...
Prawns got a lot of reinforcements, some fair shooting roles and some fortunate interrupts.
A lack of heavy weapons really hampered the contractors throughout the game.
The Contractors enter the shanty - wary Prawns look on
The contractors advance...
And run into stiff resistance
But manage to score early hits on Prawns
Second fire team advances pouring fire into Prawn ambushers
Decimating the Prawn squad
Prawn reinforcements pour into the area
First contractor squad loses interrupt check and is slaughtered by Prawn ambushers...
On the flank the second fireteam clears a spawn point and advances only to suffer a similar fate, a failed interrupt role
Leading to more contractor casualties
The contractors retire to check casualties
While the swarm builds
Another failed interrupt - Game over...
Prawns got a lot of reinforcements, some fair shooting roles and some fortunate interrupts.
A lack of heavy weapons really hampered the contractors throughout the game.
Wednesday, May 5, 2010
Snatch! - an AAR
Snatch- An ARR
Game On! - Mr. Big, a local arms dealer has been sighted in the Pizler Corp building. A Regular snatch team is dispatched to extract him.
Table: Corporateville, a small slice of down-town. The Pizler Corp building has a convenient helipad. The snatch team starts on the helipad and must return Mr. Big to the opposite table edge for extradition.
Pizler Corp at bottom w. helipad. Regulars enter top in VTOL
Regulars: one Section of two fire teams.

Insurgents: three groups all w. leaders 1x(leader, LMG, SA) 1x(leader, 5 SA) and 1x(leader, LMG, 2 SA). Insurgency L4- regular entry charts.



Regulars enter Corporateville in VTOL with UCAV escorts
Surprising the insurgents - giving them time to get to the Pizler building without taking fire

Delta fire team rush the building and capture Mr.Big
Charlie fire team clears a route out of the building
While insurgents mass for an ambush

Insurgents fail to beat regular interrupt roll ... and pay the price dearly
After some excellent rolling by the regulars
Another failed interrupt and the regulars dish out more trouble for the insurgents (one kill - the leader) and one run away (morale =1).
Second fire team exits the building and pours fire into the remaining insurgents... ...killing them off


Another insurgent unit moves into position
While another falls back to cut-off the regulars

But the insurgents roll badly for more reinforcements

Another failed interrupt (got a pattern forming here) and the Regulars with Mr.Big dodge the ambush by sprinting forwards
Leaving the second fire team to hose the insurgents with deadly accuracy
Wiping out the entire group
More insurgents pour into the area...

...Creating a pincer attack for the insurgents

But things go badly (no leader, failed interrupt test), regulars pour on fire

And the insurgents flee (morale fail)

Regulars move across the gap - insurgents fail movement interrupt - regulars move out of LOS

Next turn - Game over -> Delta fire team extract Mr.Big.

Playing on to see what happens to Charlie fire team. Charlie moves up, insurgents lose interrupt (again) and get hosed for their troubles.



Leaving a litter of bodies in their wake the Regulars complete their objective

Aftermath
After the initial onslaught of great dice rolling for the Regulars the insurgents had some horrible dice rolls for reinforcements and interrupts. Loss of leaders really hurt their chances against the Regulars.
A fast and one-sided game for the Regulars, I guess it just happens sometimes...
Table: Corporateville, a small slice of down-town. The Pizler Corp building has a convenient helipad. The snatch team starts on the helipad and must return Mr. Big to the opposite table edge for extradition.
Pizler Corp at bottom w. helipad. Regulars enter top in VTOLRegulars: one Section of two fire teams.

Insurgents: three groups all w. leaders 1x(leader, LMG, SA) 1x(leader, 5 SA) and 1x(leader, LMG, 2 SA). Insurgency L4- regular entry charts.



Regulars enter Corporateville in VTOL with UCAV escorts
Surprising the insurgents - giving them time to get to the Pizler building without taking fire
Delta fire team rush the building and capture Mr.Big
Charlie fire team clears a route out of the building
While insurgents mass for an ambush

Insurgents fail to beat regular interrupt roll ... and pay the price dearly
After some excellent rolling by the regulars
Another failed interrupt and the regulars dish out more trouble for the insurgents (one kill - the leader) and one run away (morale =1).
Second fire team exits the building and pours fire into the remaining insurgents... ...killing them off

Another insurgent unit moves into position
While another falls back to cut-off the regulars
But the insurgents roll badly for more reinforcements

Another failed interrupt (got a pattern forming here) and the Regulars with Mr.Big dodge the ambush by sprinting forwards
Leaving the second fire team to hose the insurgents with deadly accuracy
Wiping out the entire group
More insurgents pour into the area...
...Creating a pincer attack for the insurgents

But things go badly (no leader, failed interrupt test), regulars pour on fire

And the insurgents flee (morale fail)

Regulars move across the gap - insurgents fail movement interrupt - regulars move out of LOS

Next turn - Game over -> Delta fire team extract Mr.Big.

Playing on to see what happens to Charlie fire team. Charlie moves up, insurgents lose interrupt (again) and get hosed for their troubles.



Leaving a litter of bodies in their wake the Regulars complete their objective

Aftermath
After the initial onslaught of great dice rolling for the Regulars the insurgents had some horrible dice rolls for reinforcements and interrupts. Loss of leaders really hurt their chances against the Regulars.
A fast and one-sided game for the Regulars, I guess it just happens sometimes...
Wednesday, April 28, 2010
Sweep and Clear - an AAR
Game On! - find the Prawn's weapons cache ASAP...
Table: a shanty that has grown around an old MNU base (staffed only by robots these days)

Regulars deploy from GEV transports ready to search for weapons.
Insurgent groups spread through the shanty
Regulars move into the shanty

Ambush: regulars bumped by insurgents...
...who pay for the ambush
Regulars move into the center of the shanty
And eliminate an insurgent group (casualties then break morale)

More insurgents flood into the area
After eliminating insurgents (reaction, morale fail), Regulars search for weapons - no luck here

In the center of the shanty regulars come under fire
Regulars make the insurgents pay for the ambush
Insurgents move into commanding positions
No cache here...
Insurgents use the heights to their benefit
Pouring withering fire into a regular team - eliminating the whole team

In the center the second regular squad takes advantage of a successful move interruption to evade the insurgent flood
Next turn they search for weapons and uncover the Prawn's cache
VTOL inbound - Prawns scatter rather than be gunned down from th eair.
Game over man! - pretty closely fought game, Regulars won because of a successful move interrupt, if it had failed things would have been less rosy for MNU.
Table: a shanty that has grown around an old MNU base (staffed only by robots these days)

Regulars deploy from GEV transports ready to search for weapons.

Insurgent groups spread through the shanty

Regulars move into the shanty

Ambush: regulars bumped by insurgents...
...who pay for the ambush
Regulars move into the center of the shanty
And eliminate an insurgent group (casualties then break morale)
More insurgents flood into the area

After eliminating insurgents (reaction, morale fail), Regulars search for weapons - no luck here

In the center of the shanty regulars come under fire

Regulars make the insurgents pay for the ambush

Insurgents move into commanding positions

No cache here...

Insurgents use the heights to their benefit
Pouring withering fire into a regular team - eliminating the whole team
In the center the second regular squad takes advantage of a successful move interruption to evade the insurgent flood

Next turn they search for weapons and uncover the Prawn's cache

VTOL inbound - Prawns scatter rather than be gunned down from th eair.

Game over man! - pretty closely fought game, Regulars won because of a successful move interrupt, if it had failed things would have been less rosy for MNU.
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