Last Stand on Altair IV

I haven't posted anything in a while. Indeed, I haven't done anything wargaming related since in the past couple of months.
I've been working on a spreadsheet to generate Traveller star systems and alien lifeforms.

So, I broke out my unfinished terrain, a squad of Panzergrenadiers, one squad of Pangalactic Legionnaires, a couple of Rapid Fire Auto Cannons and a horde of Xenomorphs. Decided they were survivors of larger units thrown together by circumstance. They'd made it to an outlying power station in the foothills of the Kirkovian Range.

"Kierkegaard... Funf Alpha, hier..... Wir brauchen Aufnahme... Planquadratangabe sieben, null, zwei, neun, neun, funf. Beeil dich, bitte. Sie kommen, sie kommen!!!"

"Funf Alpha.... Kierkegaard, hier..... Festhalten, Raumfähre kommend zu deiner Position an."

(excuse my poor German)

Translation (Correct or not)
"Kierkegaard.... Five Alpha here..... We need pickup.....grid reference 702995. Hurry, please. They're coming, they're coming!!!"

"Five Alpha.... Kierkegaard here.... Hold on, shuttle inbound to your position."

The table was set up with a brown sheet as a base, some hills and woods covering the northern end of the table, with the power station indented in amongst the hills and woods.

The defenders set up at the power station with the two RFAC on the flanks, the PzGren squad was in the centre left and the PGL squad were in the centre right. The went into position in line abreast facing south towards the old colony. Where the enemy was expected to come from. The xenomoprhs didn't disappoint and a wave of them was soon seen coming on at a good pace.

(Players: Myself and my 3 year old Granddaughter, Amelia. I commanded the NSB Panzergrenadiers and one RFAC, Amelia commanded the PanGalactic Legionnaires and the other RFAC, I also referee'd the Xenomorphs.)

Amelia showing off the xenomorph's. She watches way too much TV.

Khurasan's Space Demons with a single dark wash applied, the darker figures in the top left surrounding the Space Demon Queen are GZG's Xenomorphs they've had a few more dark washes applied.

 I pulled the GZG xenomorphs and the Queen from the fight, that left 48 alien monsters to assault the few 18 defenders.

Details, the PGL were given identical stats to the NSB Panzergrenadiers, their stats can be found in the Stargrunt II rules book as can the RFAC's.

The Aliens (Xenomorphs) used the stats from The Warbard, this made them bloody tough.

We started with the Xenomorphs entering the battle zone from the south, as seen in the photo above. Funf Alpha and the PGL formed a firing line at the power station flanked by the RFACs.


Turn 1: The defenders opened fire as soon as they saw the swarm approaching, at a range of (42") 420m. At that range casualties were light, and the bugs ignored their losses and continued their advance.

Turn 2: Continued fire produces a a few more casualties. But the horde continues advancing.

The swarm advances.

Turn 3: The xenomorphs close to (22") 220m, casualties increased now as the defender's fire became more accurate. But still the aliens kept on. (About here is where Amelia got bored and went off to watch TV. I soldiered on alone).

They're unfazed by casualties and think nothing of leaving a dying or wounded companion behind, they seem unstoppable.

Turn 4: The xenomorphs close to within (12") 120m taking more casualties as the defending fire increases in accuracy. (It was here I should have detached the NSL support weapons and split the PGL into fireteams, with each sub-unit firing independently).

Closing in.

Turn 5: Except for one group, all the aliens make their close assault reaction test and surprisingly so do all the defenders, (despite a +4 threat level for being heavily outnumbered). Most of the Aliens charge into the defenders.

The Aliens charge home, some stragglers can be seen in the top left.


Turn 6: By a fluke of the dice the defenders win most of the hand to hand combat this round. (I'd also forgotten to allow the defenders a chance to pour fire into the aliens as they charged).




Turn 7: The dice seem to switch sides and the aliens, reinforced by the arrival of the stragglers, tear into the defenders.


Turn 8: The Aliens swarm in and around the defenders and tear them down one after the other, the last defender standing, a Legionnaire, can be seen at the back of the power station on the right, where the aliens have caught up to him after he tried to make a break for the hills.

The aliens collect hosts and fodder for the hive, while some of them round up the last survivor.

In retrospect, I missed a few opportunities to inflict more casualties on the aliens during the initial closing to contact phase. Which might have given the defenders a chance to hold them off at range. Possibly allowing the aliens to try different approaches.
I also hadn't decided on a specific time for the shuttle to pick them up, but had 'round 10' bouncing around in my head. I probably should have assigned a die roll, for the defender to roll. Something like a d6 to determine the earliest possible arrival turn, then a further d6 roll each turn, with a 6 indicating the shuttles arrival that turn.
In the close combat, I didn't implement any sort of acid splash attack when an alien was killed.

Still it was an enjoyable game despite playing solo for the latter half.

Five Alpha, out.

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