Saturday, 12 August 2023

MIB vs the Fallers part 4: The Nest

After surviving an infiltration attempt by the Fallers (read all about it here) the MIB continue to investigate the Faller threat. They follow the trail to a small town called Tinville, believed to be the base from which the Fallers operate. Observations seem to indicate that most of the town has been taken over by Fallers. MIB has blocked all access to the town and has a small tactical nuke standing by to eradicate the Fallers. 

But first MIB will attempt a surgical strike to secure a laptop on which a Faller administrator has listed the locations of all Faller assets. Valuable information for the MIB to ascertain the spread and operations of the Fallers.

There are strong suspicions that Fallers have hidden Faller eggs in buildings to "eggsume" people that happen to wander into town. MIB scientists have discovered that the irresistable attraction of the Faller eggs is caused by airborne feromones and they built several feromone detectors that signal when a Faller egg is near.

The Plan:

MIB will enter Tinville with 4 teams:

Team A: Full hazmat suit with integrated detectors

Team B: Agents with resipirators blocking Faller feromones accompanied by a hazmat tech with detector

Team C: regular MIB agents accompanied by a hazmat tech with detector

Team D: SWAT team accompanied by a hazmat tech with detector.

Team C and D cannot enter buildings containing an egg because they will be unable to resist the attraction of the Faller egg and will be eggsumed. 

The laptop is located in the tower of the central building. MIB must appropriate it and leave the table with it to win.

The Fallers have 5 teams with mixed weaponry spread out through this part of the town. Their job is to stop the MIB.

Buildings may or may not contain an egg. Protected personnell with a detector can detect an egg when near an opening in the building (roll a d6: even means no egg, odd means an egg).

My first idea was to play this with the FfoL bigger battles rules, but since my opponent and I played a lot of Chain of Command lately I thought the game would go smoother when we used Chain of Command rules.

We considered Fallers to be green (so easy to hit) but extremely tough (always in light cover, so difficult to kill). MIB are all regulars.

We roll a d6 and: I get to play the Fallers.


Seemingly ordinary citizens are going about their business in Tinville





A scouting MIB vehicle stops to investigate.


The citizen outside the building runs inside and alerts the nearby Faller cells.

A bus full of Fallers try to park the bus across the street to block it. Unfortunately they trigger a special event and a blazing fire suddenly engulfs the building near the bus (must've hit something vital while manouvering).



The Fallers exit the bus quickly, unsure what to do.


Unpertubed by the blaze, MIB team A arrives and detects a Faller egg inside.


The team clears the building, destroys the egg and move up the road towards the tower building together with the other MIB teams.

Meanwhile a police car full of Fallers is speeding towards the intruders.


MIB establish a roadblock and send their hazmat tech guy to check out the adjoining building


The hazmat tech carefully creates a small hole in the window and inserts a probe: the building contains an egg.

It turns out the building also contains a Faller cell and they open fire on the MIB agents.


MIB team C position their vehicle just outside pistol range of the police-fallers but are in range of the Fallers inside the building.


Concerned about being overwhelmed, I decide to deploy a Faller cell on the other side of the table to force my opponent to divide his forces.

A Faller cell storms out of a building into the parking lot of the burning supermarket, attempting to flank the MIB.


MIB immediately responds by sending their heavily armed B team.

My ploy worked. But now the Fallers with primarily close range firearms are unable to hit the MIB carrying long range firearms. The MIB understandably keep their distance and pour fire into the Faller cell.



Things are not going well for the Fallers. Morale is dropping because the Faller cell in the building is wiped out and the MIB is chipping away at the police-Fallers. The Faller senior leader has joined the police-Fallers to boost their morale.


All the gunfire cuased windows to break and suddenly an unprotected MIB is unable to resist the egg feromones. He runs inside the building and is already half eggsumed when team A shreds both him and the egg in a hail of fire.

The Faller cell guarding the bus decide they can't do anything where they are and they run to the sound of the guns.



More Fallers deploy in the Umbrella building.

But they are unable to prevent the police Fallers being wiped out to a man.


 In a desperate move I decide to charge the MIB.


Although very cinematic, it turns out to be not that smart. Both sides massacre each other and the senior leader of the MIB is killed. The loss of the entire Faller cell does however knock my force morale down to 2....

Too late I bring in the long range Faller cell.


They start picking off the MIB behind the cars, forcing them to withdraw to cover.



MIB team B are doing the same to the Faller cell in the parking lot. Unfortunately the Fallers lose their leader which brings Faller Force morale down to zero.

The MIB lost their senior leader, most of team A and all of team C and were unable to get the laptop. They did force the Fallers to retreat from this part of the town. From the opposition they encountered, the surviving ranking MIB member, Corporal Hicks, concludes that the entire town is infested with Fallers. He orders the retreat and calls in the tactical nuke to eradicate the Fallers...





Saturday, 24 June 2023

A Desperate Defence ‐ Verkhniy‐Kumskiy

The fighting has reached Verkhniy-Kumskiy in our Winter Storm Chain of Command campaign. The Germans are holding on to the village and must resist the Soviet onslaught.

We rolled a die: I got the Germans.
Since the Soviets had a supporting T34/76 and the German's only AT capability were 2 satchel charges, my plan was to lure the T34 close enough to a jump-off point to spring an ambush with a full Chain of Command dice. Although betting on having a full Chain of Command dice is risky, I learned from our previous game.  Also I would probably have to spend the first one on ending the turn because the Soviets laid down a pre-game barrage which gave me a 50-50 chance to deploy my troops until the end of the first turn. 

Patrol phase went well for the Germans


The T34 spearheaded the Soviet attack.





My first attempts to deploy fail due to the pre-game barrage, but I am buidling up Chain of Command points. Normally I would hold back deployment when defending to deny the enemy targets and wait form him to commit his force, but with the uncertainty of the duration of the pre-game barrage I'd like to have at least some troops on the table. So when the opportunity presents itself I deploy two squads and a sniper team. A dice roll of three sixes ends the turn. I can use my Chain of Command points for the T34 ambush!



The German sniper wounds a Soviet junior leader. He's out for the remainder of the turn.


A Soviet squad is however approaching the house where the sniper is located. 
I completely forget my ambush plan and deploy my last squad in the sniper house to fire on the Soviet squad.


The Soviets assault and close combat ensues.


Although the defending German team (including their senior leader!) is wiped out, they've killed more Soviets during the fight so the Soviet remnants are repulsed losing also their junior leader.


Meanwhile the Soviet squad under fire by the sniper is bolstered by a second Soviet squad.


Again the German sniper succeeds in wounding the Soviet junior leader.


Soviet force morale is now dropping fast. 
The Germans try to push the Soviet force morale further down by firing on the remnants of the Soviet squad that survived close combat.




My opponent intervenes and brings up his last Soviet squad and the T34.


Although ambush was no longer possible since I already deployed this squad, they still had their two satchel charges. So the German gefreiter sends Soldat Pauli der Panzerknacker to take out the T34.
Pauli runs to the rear of the T34 and throws the charge on top of the engine compartment.


While Pauli runs for cover the charge explodes: 3 net hits.


The loss of the T34 reduces Soviet force morale to zero and the Germans hold on to the village.

The firefight on the other side of the table had chipped away at the German squad over there to the point that they were pinned. My opponent was planning to charge them before his sudden force morale collapse so we decided to go ahead with the charge to see the outcome.


The Soviets won the charge and broke the German squad, knocking German force morale down to two, but not zero.

Indeed a desperate defense.



Sunday, 11 June 2023

Get Spitzenfinger!

Our attempt to combine Sharp Practice and Chain of Command into a ruleset for Mechsuits/Power Armoured troops continues (look here for other posts). This time it's a "rescue" mission.

I gave the background story of the universe where this all takes place some thought. We're aiming for hard sci-fi, so no force fields, tractor beams, teleporters or anti-gravity. Energy cell technology has progressed far enough to allow power armour and energy weapons. Energy weapons (lasers, plasma) are possible but are crew served weapons or mech/power/armour/vehicle mounted. Personal weapons are all based around kinetic projectiles. Missiles (smart or not) play an important part.

FTL travel is possible (Alcubierre drives or jump-gates or some other technology) otherwise we can't use alien miniatures 😉. 

Large companies are the main investors in colonisation, because they are interested in harvesting non-terrestrial resources. There are also some nation-state power blocks and colonies settled by groups seeking freedom from corporate or governmental control. 

This allows clashes between corporate armies, pirates, mercenaries, local militia, regular standing armies and aliens that have their own plans with the planetary real estate.

So, the world of Alien, the Expanse, Firefly, Avatar...

On to the game:

An important scientist employed by one of the megacorporations, Doctor Spitzenfinger, survived the crash of his sabotaged shuttle in the wilderness of an alien world. 


Forces hired by the corporation that sabotaged his shuttle are on the way to capture the doctor and gain a competitive advantage by making him a job offer he can't refuse. An alien force wants the doctor for their own purposes and are also heading for the shuttle.

Since Spitzenfinger is to be taken alive, no shooting is allowed when he could be hit.

We didn't use the patrol phase but started in opposite corners instead.


Drones are scouting ahead of the big boys.


Regular armoured troopers run into some local wildlife (random event) and need to spend an entire turn chasing the animal away.


I shoot first: My opponent's big mech takes a missile in the chest. Only shock though, no permanent damage.


Soon chaff clouds are dotting the landscape.


My railgun drone leaves the table (automatically returns to an off-table collection area) not having fired a single shot, when the drone controller is killed.


The culprits are targeted by my aliens and lose their vehicle.


Both sides are now converging on the shuttle wreck.


My guys get there first. They need some time to pry Spitzenfinger out of his hiding place in the wreckage.


The big mechs are taking (permanent) damage and lose actions while closing in.



My opponent's large power armour suit charges my two medium armour suits who are trying to abduct Spitzenfinger. One of my alien pilots has to eject, but is killed in close combat.


Nearby two other adversaries damage each other's power armour. Both pilots eventually eject but end up in lethal chaff clouds.


My other large power armour suit goes down, but this pilot evades the chaff clouds and gets away.


Having defeated Spitzenfinger's capturers, my opponent decides to knock the doctor out with a sleeping-gas grenade. Due to the triggering of a random event, this causes a fire!


The power armour pilot pulls the doctor from the burning wreckage and clips him to his chest. Using the doctor as a living shield while retreating backwards.


In a desparate attempt my remaining troopers use their jump packs to close with the power armour suit and try to wrest the doctor from him in close combat.


They don't reach the suit however and are gunned down. A costly victory for my opponent (only one suit remained with 2 of 4 damage points left), but a victory nonetheless.