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Tuesday, 28 March 2017

Targeting Vehicles (House Rules)

The Attacker's Skill is upgraded by one die for each differential in Size.

For example Size 2 Soldier firing at a Size 3 Vehicle has their Skill die upgrade by a factor of one.

Raid on Mobile Depot (Scenario)


First a Machine patrol engaged the Resistance near five-ways, at the site of the old Preston Medical Centre.  Then Resistance Command acting on intelligence gleaned by Resistance Scouts, repelled a Hunter Squad tracking into the ruins of the Preston Market.  Finally Resistance Command located the source of the machine incursions - a mobile factory hidden the the rubble of the once mighty Northland Bunnings!

An audacious plan (aren't they all) was prepared and put into action: at first light the Resistance force would converge on the site from all sides and destroy the factory's cold machine mind, freeing the North from it's veil of fear.

Assemble Forces

Each Player need prepare a Force of 500 Points, subject to the usual restrictions for rare Units, Heavy Weapons etc inclusive of TDD Agents.  Examples of Forces:

  • Machines 8 x Endoskeletons with Plasma Guns; 1 x Endoskeleton with Flamer; 1 x Flying Drone with Full Command array and 1 x Mobile Gun Platform with Plasma Gun and one TDD Agent.
  • Resistance 12 x Resistance Soldiers with Plasma Rifles; 2 x Resistance Soldiers with Grenade Launchers; 2 x Resistance Soldiers with Rocket Launchers and 3 x TDD Agents.
Subsequent to finalising their respective Forces, randomly or otherwise, allocate one Player is allocated the role of ''Attacker'' and the other is the ''Defender''.

Defender Force Composition

Of the 500 Points selected, the Defender must designate no more than 160 Points as Patrolling.  The remaining Units are designated Slumbering ('Off-line' for Machines, 'Off Duty' for Resistance) or undergoing Damaged (for Machines, 'Injured' for Resistance).

Slumbering Units, once made available, are full strength Units - unfortunately, until they are activated, there's a risk they'll be lost with the destruction of the Truck in which they're housed - see below.  Damaged Units are available Turn One, however aren't fully operational e.g., have reduced firepower, compromised skill or resilience  - see Special Rules below.

In addition to the Defender's Patrolling, Slumbering and Damaged Units, the Defender is allocated three Vehicles and 100 Points of defences.

The Defender's three Vehicles represent their mobile command, supply and support-related assets.  During this Scenario these Vehicles are treated as stationary Trucks (regarding Armour, Resolution and Special Rules - see page 67 of the Rules).

The Defender has an additional 100 Points can be used to bolster their defences. Options in this regard include:
  • Truck Armour Plating to Armour 7+ (7 Points per Truck)
  • Light Machine Gun (15 Points)
  • Heavy Machine Gun (25 Points)
  • Grenade Launcher (25 Points)
  • Rocket Launcher (35 Points)
  • Heavy Plasma Gun (45 Points)
A weapon system can either be attributed to a Truck (thereby leveraging the Truck's Resilient Trait and noting the reduction in the Truck's capacity as per page 67 of the Rules) else deployed as Autonomous Sentries - stationary Units with a d6 Skill, 6+ Armour and d10 Resolution.

Importantly the Defender need not select their defences until the they're due to be deployed (see Deployment below).


The map should have 4 sizeable, dense, difficult terrain features representing scrub surrounding the camp site - players can alternate placing the same, with one piece per quarter of the map.  Two Size 3 ruins, with a small footprint, can be placed by the Players, one each, alternately.


The deployment of the forces reflect a combination of the scouting/intelligence gathered by the Attacker and the precautions that the Defender would take to counter such an attack.

Preparation: place the terrain onto the map area, as described above.

Step One: Defenders Vehicles

Sir, we've arrived at Tango Delta.  What's your orders?

The Trucks are sequentially placed upon the battlefield: the Defender will place the first Truck, the Attacker the second and Defender the third.  Each Truck must be placed such that no less than 1/3 of it's base is located within a Short Range of the Map's centre and no two Truck edges may be closer than a Crawl distance from one another.

Step Two: Defender's Units

Charlie Squad - you're on second watch.  In the meantime grab some zees while you can...

The Defender declares their Slumbering Units (if any) and secretly records the Support Vehicle in which each Slumbering Unit is located.

Hawkeye.  How are they doing?  Are they able to fight?

The remaining non-Patrolling, Damaged Units are placed within Point Blank of any Support Vehicle.

You know the drill, I want this perimeter secured now!

The Defender selects their defences and deploys them anywhere on the map except within 6” the Resistance deployment area.

Step Three: Attacker's Units

Team One Ready.  Team Two Ready.  Team Three... Team Three Respond?

The Attacker deploys their Units as per Fog of War rules (pg 54), inclusive of Reserves.

Step Four: Defender's Patrolling Units

Mitchel something feels wrong... make sure your lads keep their eyes open, you hear me?

The Defender uses the d10 to randomly insert their Patrolling Unit within d12'' of the map's centre.


Attacker's Primary Objective: Destroy the Trucks

The Attacker's goal is to cripple their opponent's ability to wage war, through the destruction of their mobile base.

Attacker's Secondary Objective: Fight Another Day

Whilst the destruction of the mobile base is the goal of the engagement, the Attacker need be concious of the cost: destruction of the 3 vehicles yields 200 points to offset the losses they may incurr in the process.

Defender's Objective: Repel the Attacker

Defend the supply vehicles and drive off the Attackers.

Tactical  Edge

Follow the usual Tactical Roll-Off rules.

Game End

The game lasts until one side achieves its primary objective.


The winner is the player who has inflicted most losses, be it destroyed or retreated Units. on his opponent; however the Attacker cannot win unless the Trucks are destroyed.

Upon destroying the Trucks the Attacker is awarded 200 Points - the Attacker will therefore need to balance their losses with their Primary Objective.

Losses are calculated in Points e.g., forcing a standard Resistance Soldier to Retreat would yield their opponent 15 Points.

The Defender's 100 Points of defences are not included in the Loss determination/calculation.

Special Rules

Slumbering Units

Whilst Slumbering, the Units are treated as if they are Reeling. At the start of each Turn, prior to determining the Tactical Edge, roll a dice for each Slumbering Unit. When a Unit’s cumulative total reaches 10, it may be Activated and deployed as a standard Unit.

Once Activated, the Units can be be exited from their Vehicle as per the standard Transport rules, disregarding any exiting mishaps.

Damaged Units

A Damaged Unit start the game with some battle-damage; roll d6 for each Unit and apply the result in the following table for the remainder of the game. If the result isn't applicable for that type of Unit, re-roll the die.
  1. Target Sensor/ Arm Injury - degrade the Unit's Skill by one die.
  2. Processors/ Shell Shocked - degrade the Unit's Resolution by one die.
  3. Range Finder/ Eye Injury - degrade the Unit's ranged Weapons maximum Range by one Factor e.g., Weapons that are normally rated Long are re-rated as Short.
  4. Stabiliser/ Leg Injury - the Unit is subject to the Brace Weapon Trait for all ranged firing-related attacks.
  5. Actuator/ Fatigued - degrade the Unit's speed by on factor e.g., Slow Units become Very Slow.
  6. Weapons - degrade the Unit's Weapon's Strength(s) by one die to a minimum of d4.

Autonomous Sentries

Treat as stationary, standard Units with d6 Skill, 6+ Armour and d10 Resolution.  The Units are Activated as per usual, can affected by Commander traits, sent Reeling and are subject to the same restrictions regarding Close Combat ranged Attacks as Vehicles.

Sayonara Baby!

I like the TGTMG Reeling-related rules, but when playing with my kids, they are just too unforgiving.  We've modified and adapted the same to "PG" the game some more.  Interestingly enough, it has also injected another unexpected bonus: it encourages Attackers to target Defenders who are already Done.

Units who are Done are more vulnerable to attack than those who haven't yet be activated.  When making a Resolution Check, degrade the Target's Resolution die by 1 for each Done marker they have applied.

Units Reeling are particularly vulnerable to attack.
  • If a Reeling Unit is attacked in Close Combat, they are unable to defend - the Attacker performs a Skill Roll and only misses on a roll of 1.
  • If a Reeling Unit is attacked using Ranged Fire, resolve hits as per usual - high ROF weapons mean many opportunities to hit and inflict cumulative damage!
  • Whilst Reeling, a Unit's Armour isn't compromised and armour penetration is determined as usual.
For example, despite the fact that a Street Judge is sent Reeling, it is impossible for an unarmed Citizen to breach the Judge's armour (7+) with their bare hands (d4).

  • Whilst Reeling, a Unit's resolve is further compromised: continue to downgrade their Resolution Dice by one Factor when determining whether the Unit is subject to further Turns of Reeling.
Example: Judge Alex is blindsided by a Punk employing a Shotgun, sending him Reeling and a Citizen chooses that very moment to go crazy and attack the Reeling Judge with his bare hands.  The Citizen has a good chance of hitting the Judge (75%) but no chance of breaching his armour: a d4 cannot achieve the 7+ required to penetrate the Judge's Armour.  The hit will cause the Judge to take a further Resolution Test, downgrade by one dice... there'd normally be a 1-in-8 chance of causing a Retreat result as opposed to the usual 1-in-10 chance a non-Reeling Judge would face.  However the Even a Street Judge will eventually succumb to weight of numbers, regardless of the protection afforded by their armour and training!

This House Rule tweak of the TGTMG Hasta La Vista Baby! Rule seems to have a number of positive impacts.

Firstly, Attackers targeting a Reeling Unit, are more likely able to hit via Close Combat i.e. there's an incentive for Units to close-into their targets.  Closer the action, the more atmospheric the game.

Secondly, unlike TGTMG, the strength of the Attacker's weapon isn't 'boosted' by virtue of the Defender's rattled state, rather the Defenders ability to resist further 'hits' is compromised - this translates to an increased chance of the Defender remaining Reeling and an increased chance of the Defender being forced to Retreat/Retire.  This in turn means that we need not rely upon Wounds or Hit Points to simulate a Unit's toughness, rather Resolution itself is a good proxy for durability.

For example: A Citizen's default Resolution is d6, meaning that if they're struck by an Attack that's somehow absorbed by their clothing (set to 2+, so the Attacker must have rolled a 1 Drok!) there's a 16% chance they run for it, 67% they'll be sent Reeling and a 16% chance they'll shake it off and fight back.

If the Citizen is sent Reeling, and then attacked again, their Resolution is degraded from d6 to d4 i.e. at a minimum, they'll be sent Reeling again, but now it's 25% they'll be decommissioned.

Finally, it makes for a great story-telling device: even during the most dire of situations, there's a chance that Heroes can pull through, despite the odds and wounds.

Charge (House Rule)

If you move at least a Walk Range in a straight line when entering into Close Combat, you upgrade your Skill die by one Factor.  This provides the opportunity for a Citizen to rush a Punk and in doing so, at least intially tip the odds ever so slightly into their favour.

Get Him (House Rule)

If you have more than one Unit in Close Combat Range of an Enemy, you can gang up!

For every extra friendly Model already in Close Combat Range of an Enemy, the Attacker can upgrade their Skill die e.g., a single Citizen attacking a Punk would roll a d4 vs the Punk's d6.  Two Citizens attacking a Punk would roll d6's during their Impulses, whilst three Citizens would roll d8s.

At the commencement of Turn Two, Judge Alex is locked in Close Combat with two Punks.  The Punks win the tactical advantage and roll a 1 on the Fate die.  A third Punk is Activated and joins the fray.  That Punk employs a d10 (normally a d6, one buddy would lift it to a d8 but this bother boy has two mates) - suddenly it's d10 vs d10 and Judge Alex is entitled to be feeling a tad stressed....

Yes, get enough buddies into the fight and even the most skillful opponent can be overwhelmed.

Close Combat Opposed Rolls (House Rule)

Close Combat is resolved as follows: both Players, the Attacker and Defender, make a Skill Roll.

If the Attacker's roll is equal to or higher than the Defender's then the Attacker has succeeded in striking/hitting their opponent.

If the Attacker's roll is less than the Defender's, then the Attack failed.

If the Attacker succeeds in striking their opponent, Armour and Resolution Tests are calculated as per usual.

A Punk attacks a Citizen.  The Punk rolls a d6 and the Citizen a d4.  The Punk has a 1-in-6 chance of fumbling their attack, the Citizen a 25% chance of mounting a completely ineffectual defence.  Even if the Citizen was to turn on their kung-fu powers and roll a 4, the Punk still has a 50% chance of defeating them i.e. the Punk could roll a 4, 5 or 6.  

If the roles were reversed, and the Citizen lashed out on the Punk, the Punk's chances of success would be marginally worse i.e. should Mr Kung-Fu roll a 4 (their maximum) the Punk would need to roll a 5 or 6 to fend off the attack.  Maybe that's why Punks are so aggressive?

Monday, 27 March 2017

Impulse Actions (House Rule)

When a (standard) Unit is Activated, they can (typically) perform 2 Actions before being treated as Done.  Possible Actions, their respective costs and application are detailed below.  Unless otherwise stated, Actions can be executed in any order desired e.g., Walk then Shoot or Shoot then Walk:

  • Run (Action Points 2/Automatic Resolution)
    Allows the Unit to employ their Running Template
  • Walk (1/Automatic)
    Allows the Unit to employ their Walking Template
  • Crawl (0.5/Automatic)
    Allows the Unit to employ their Walking Template

  • Open/Close (1/Skill check, fails on a 1)
    Allows the Unit to Unlock and Open,Lock and Close a Door or similar
  • Hurdle (1/Skill check, fails on a 1)
    Allows the Unit to scale a Level equal to half their height
  • Climb (2/Skill check, fails on a 1 or 2) Allows the Unit to scale a Level equal to their height

  • Clear Jam (1/Skill check, fails on a 1) Clears a Ranged Weapon of a Jam
    Notes: apply Murphy's Law upon failure
  • Ambush (2/Automatic) Activates the Ambush Special Rule
    Resolution: Skill Check, fails on a 1
    Notes: Can be partially applied between Turns - but if you forget, your loss!
  • Aim (1/Automatic)
    Allows the Unit to upgrade their Skill Die for their next Shooting Action
    Notes: does not stack and is lost if the Unit is Moved.  Cannot be applied to Weapons/Units subject to Brace Trait.

  • Shoot (1/Range Skill Check)
    Allows the Unit to employ a Ranged Weapon
    Notes: Can only be employed once per Impulse
  • Close Combat (0/Automatic)
    Allows the Unit to engage in Close Combat on any Target within Crawl Template Range
    Notes: cannot be combined with any range weapon attack during the Impulse
  • Charge (0/Automatic)
    Allows the Unit to upgrade their Skill Die for their next Shooting Action
    Notes: does not stack.  Required to be combined with a preceding Walk+ straight-line movement during the same Impulse and ends with a Close Combat attack.

That Smarts (House Rule)

Following a successful Hit, the Attacker need determine whether the Weapon penetrates the Defender's armour.
  • Where the Defender's armour is not penetrated, the Defender need makes their standard Reeling check.
  • Where the Defender's armour is penetrated, the Defender need make a Reeling check but they're penalised by one dice.
Example: Alex is surprised by a Punk employing a Shotgun at Point Blank Range.  The Punk scores a hit and the attack penetrates the Alex's armour.  Alex is now required to take a Resolution test. 

Normally, Alex would roll a D10, meaning he'd shrug off the punishment 50% of the time - results of 6, 7, 8, 9 or 10  have no effect on the Defender.   Because the weapon has penetrated the Alex's armour, his Resolution die is downgrade - he now employs a D8, reducing his chance to survive the hit unscathed down to 37%.

Murphy's Law (House Rule)

Sometimes when things go wrong, they go VERY WRONG.  And sometime, it's the wrongest of things that are the funniest, which is even wronger-er.  When a Unit rolls a 1 in relation to an Action or Test, apply the following effects:

When Shooting a Ranged Weapon

Rolling a 1 means the weapon's mechanism has jammed, decided to reboot, requires a new power-pack, AI's been offended or is just plain broken, rendering it useless until it is fixed.

Multiple 1's don't stack e.g., some weapons have a ROF of 2 or more.  Rolling 2 natural 1's doesn't mean the gun is doubly jammed.

To fix the weapon, the Weapon's owner needs to expend an Action (half an Impulse) and make a Skill check.  A result of 2+ results in the Weapon being fixed; however a further 1 results in the Weapon being damaged beyond repair for the remainder of the battle.

When making a Close Combat Attack

Rolling a 1 means the attack was particularly ineffectual, maybe the martial arts master slipped in a puddle of water, the knife fighter forgot to unsheathe his knife or cyborg's initiated the wrong subroutine and the attack failed miserably.

The Defender, unless they also rolled a 1, has the option of either:

  • disengaging/breaking from Close Combat without being subjected to a follow-up attack; or
  • Counter-attacking in Close Combat without applying a Done marker, regardless of whether they're done or not.
Targets that were Reeling have been snapped out of the befuddled state and may remove a single Done Marker - meaning the Attack may have actually aided their recovery!

When making an Armour Penetration Check

Rolling a 1 means that the hit was more of a glancing blow, might have shot the Target's hat off their head etc.  Granted a hit was landed, but it was hardly textbook worthy.

When the Target makes their Reeling check, they upgrade their Reeling die by one Factor e.g., a standard soldier who isn't presently Reeling would employ a d10 rather than d8.

When attempting a Feat

A 1 always spells failure when attempting a Feat.  For example, opening a standard closed/locked door requires a standard Skill Check with a 2+ resulting in the door being opened.  A 1 means the door remains closed.

Sunday, 26 March 2017

Raid on Mos Eisley (Partial Battle Report + Scenario)


As part of a series of coordinated strikes on the Mos Eisley spaceport, the Rebels learned that the Imperial communication's link was particularly exposed - if it could be knocked out, it would result in a serious setback in the Empires ability to impose Imperial Law on the Sector.

A small force of Resistance Soldiers had managed to disguise themselves as Imperial Storm Troopers and attempt to disable the link in the depths of the night.

But little did the Resistance know that they had been betrayed: an Imperial Naval Unit, stationed at the Port, were alerted to the Rebel's plans, but not the details.  As such a covert patrol was dispatched with the intent of catching the Rebel's in the act and grinding their efforts into the sands of Tatooine.

The Mos Eisley Map link
The mid-map region, where three of
the four Objectives can be seen.

The Map

Our map and terrain was rather lovely: using various paper craft sourced across the interweb we had everything from a landing pad complete with spacecraft, IKUBEs, various cargo crates, two buildings and more, all with a nice roadway down the center.

Four Objective Markers were placed around the middle of the map: one on the roadway, one on each of the buildings and one on the landing pad.

Special Rules

We employed our house rules regarding: (1) Reeling and Retreating (That Smarts) - making it harder for a Unit to be outright killed - , (2) only played strict terrain cover (i.e. didn't auto apply for Long+ Range shots) and (3) used Murphy's Law.  We also stuck with (4) Impulse Actions and resolved Close Combat using (5) Opposed Rolls, (6) Ganging Up/Get Him and (7) Charging.  Also the Sayonara Baby! variant on the TGTMG Hasta La Visata, Baby! rule seems to be working nicely.

Whilst the above rules seem to be enhancing our games as of late, they aren't necessary for this particular scenario.  They do however make for of fun (especially given how many 1's we were rolling... I'll have to get our dice checked).

Regarding the terrain: the IKUBEs and Containers were all considered Level 2 and could be easily climbed (requiring a successful skill roll D6 fails on a 1).  The two buildings were also Level 2, could be climbed and entered (requiring a forced entry skill roll D6 fails on a 1 or 2).  Once inside they provided Hard Cover and we assumed they had adequate windows etc to allow firing.  The Landing Pad was Level 2 high and had a bit of a tunnel between it and its adjoining Ramp.

Finally, the Chickenhawk provided a (lovely) terrain item (Level 2, could not be climbed nor entered), that did no more than add to the mood.


Two identical Forces were used, each comprised of the following 7 Units, one being the Rebels, the other the Empire:
  • 1 x Captain (Skill D6/Armour 4+/Resilience D10, Command 2, Assault Rifle and Combat Knife);
  • 1 x NCO (D6,/4+/D10, Command 1, Assault Rifle and Combat Knife);
  • 4 x Soldiers (D6,/4+/D8, Assault Rifle and Combat Knife); and
  • 1 x Heavy Weapon Soldier (D6,/4+/D8, Mini Gun and Combat Knife).


The Rebels enter from the Southern edge, the Imperials from the North.  The Rebels are allowed no Reserves.

The Imperials must only deploy 3 units initially (Imperial player's choice), from the Northern edge.  The remaining 4 units are treated as reserves which are in transit from nearby areas - see Tactical Advantage below for how the Imperial Reserves are deployed.

The Objectives and End Game

The Rebels need time and access to the communication  link.  To do so they need to score 7 Objective Points.  Objective Points are scored for each Impulse a Rebel unit spends idle within Point Blank of one of the four Objectives.  For example, if two Soldiers remained idle next to an Objective, then 2 Objective Points are scored.  Upon the Turn in which the 7th Objective Point is scored concluding, the Game is ended and the Rebels are awarded victory.  Objective Points are not scored if there is a Reeling Rebel Unit or an Imperial Unit (Reeling or otherwise) within Point Blank of the Objective.

The Imperials need to stop the Rebels from scoring the 7 Objective Points, either by routing the Rebels or by the game ending.

Determine whether the Game continues or ends as per the standard TGTMG rules.

Tactical Advantage

Tactical Advantage is rolled as per usual.  

Should the Imperials winning a Tactical Advantage, at the end of their deployed troop's Turn, they can roll D4 - this represents how many of their off-map marine reserves reach the battlefield.  If the D4 result is more than the remaining number of reserve marines, then no further Imperial troops are deployed.  If the D4 is result is equal or less than the number of remaining reserve marines, roll for a fog of war insertion, one for each value of the die.  Those Marines are initially unactivated, and need be activated etc using the Fate die

For example, 3 Marines in reserve, roll D4, get a 4 means no Marines enter the fray.  A roll of 2 means 2 join the battle and are deployed and activated.
Sally leading her Team to
the closest IKUBE and an
Objective on the roof.

Some highlights from our game

The Rebels entered from the Southern Edge: Captain Jackson took two troopers North West to approach the Landing Pad's ramp, a single Soldier went directly towards the Land Pad's Southern Edge and the remaining Soldiers accompanied Lieutenant Sally to the North East, approaching the IKUBEs and objectives on the Eastern side of the map.
The Imperial Navy Captain with a
Heavy Weapon Specialist and
Marine approaching from the North

The Imperial Patrol was spread over the port, and Captain Durailus, a Solider and his Heavy Weapon Specialist approached from the North in response to an sensor being tripped.  He called in the rest of his Team to back him up, but couldn't be sure they'd be with him in time.

Things didn't go well for the Rebels initially: both Lt Sally and her Soldier failed their initial attempts to access the closest IKUBE, and the soldier trying to scale the wall of the Landing Pad also failed - the two nearest Objectives were so close but so far away.

Ensign Revell surprising
Captain Jackson & Co.
The first early game highlight involved one of the Imperial  Reserves: Ensign Revell.   The Ensign's knowledge of the area proved invaluable as he caught Captain Jackson's fire-team by surprise: appearing directly behind the Rebels, Revell fired a Close Range, sending Jackson howling into retreat.  Fortunately for the Rebel forces, Jackson's two soldiers kept their wits and return a hail of photon bolts back at Revell, who quickly saw he was outgunned and turned tail himself!

One brave Imperial Marine charged down the main street in a gallent attempt to take out Lt. Sally, only to have her gun jam!  Fortunately, despite the Rebel's attempt to take out the exposed Marine, she was covered by the Imperial Minigunner who sent two Rebels Reeling for their trouble.
Durailus "the Knife"
in action

There was even some back-alley knife fighting: Durailus sprinted up to a Rebel trying to access the North Eastern IKUBE and only just managed to overcome him in hand-to-hand combat.  That was a turning point, as should that Rebel accessed the building, then the Rebels would have likely hit their Objective Point goal by Turn 5.

As it turned out Jessie, the Rebel's Heavy Weapon Specialist, was the hero of the day: after setting down outside of the South Eastern Objective, he managed to consistently lay down the necessary fire to keep the Imperials at bay  whilst buying time for his team mates to hack into the communication network, both via the IKUBE and Landing Pad.

Despite taking heavy losses, the Rebels held on, racking up their 6th Objective Point by the 6th Turn, only for the Imperial Shock Troopers to arrive and capture them before the network could be disabled.

What tension!!  What drama!! What a great game!!

Saturday, 25 March 2017

Getting the War out of the Wargame

We've been trialing some house rules as of late, for no other reason than to inject some more random fun into the game - all too often the dial between War and Game can drift into an altogether too serious kill, maim, destroy-type affair where the laughs are at the opposition's expense and the discussion is all violent.  So in an attempt to scale back the nastiness, our house rules well... we even avoid the use of the word "killing".  Crazy!  Who would have thunk?  But, it's working, and without sacrificing the game's enjoyment for all involved.

So how have we done it?  

Well for starters, the worst thing that can ever happen to a Unit is it is forced to retreat.  Using TGTMG's Resolution rules, we've just made a roll of a 1 during a Resolution Test the sole way to permanently remove a model/Unit from the table.

If that is all we did - rely upon Retreats - the game would drag on forever, so the next tweak was to have Reeling Unit's subject to a Resolution penalty.  We could have gone with minus modifiers, but I really like the TGTMG's use of dice.  The rule is pretty simple: if a Unit is Reeling, then it's Resolution is degraded by one die.  E.g., a Resistance Soldier normally makes Resolution Tests using a D8, but if that Solider was Reeling, she'd employ a D6.  Multiple Reeling effects stack, meaning that a Resistance Solider with 2 x Reeling would use a D4.  In TGTMG a Reeling Test 'success' requires a roll of 6, so once you're down to a D4, you're facing a 25% chance of Retreating for every Reeling Test.  Seems to work fine.

Friday, 17 March 2017

Get those Samples! (Battle Report)


We were playing a variation on one of the standard TGTMG scenarios where you have to secure an objective and carry it off the battleground.  We went one further: rather than exiting on any table edge, each Player was required to exit on their opponent's edge.

This adds something a of a twist to the typical game.  Do you 'camp' your force, allowing the enemy to seize the Samples and then blast them with superior firepower as they try and push through your line?  Or do you play the aggressor, get the Sample and blast a hole in and through their line?  Or maybe something in-between - I'd like to trial a rugby-style passing game!


My boys were somewhat bored with Machines vs Humans - they thought the Machines were boring unless they were upgraded to Commanders and had heaps of Heavy Weapons.  Not to mention they were just too tough.  So instead, we fielded two identical (Lego*) Human Teams:
  • 1 x Commander (d6/4+/610, Commander 2, Assault Rifle and Combat Knife);
  • 4 x Troopers (d6/4+/d8, Assault Rife and Combat Knife); and
  • 1 x Support Weapon (d6/4+/d6, Minigun and Combat Knife).
Note, we were playing slightly different rules (see Special Rules below) which meant that we'd anticipated fewer outright causalities during the course of the game; hence the relatively small Teams.

*Why Lego?  Actually having posable, colourful pieces is really appealling to kids.  It makes the game more lighthearted and that's got to be good.  Plenty of time in the future for them to get all grim dark on me.


Recently we've been looking up various paper craft scenery items and amongst the best of the bunch are from - they look great and whilst some of them are a little more difficult than others, we're pretty happy with what we've pulled together already 😁 Seriously, they're really good!
That's Paddy due North, with the Fuelling Station to the West and APC in the North East.
The Chickenhawk and Samples are dead-center
  • Fuelling Station: a quick Lego bash, including some Lego Batman thingy?  It has a footprint of about 8cm x 8cm and we treated it as Impossible, Size 4 terrain.
  • Barracks: using IKUBEs. treated as Impossible, Size 2 terrain.  It can be scaled; however takes a full Impulse and results in a Crawl distance covered horizontally.  They are little 8x10x5-ish boxes.
  • Dragon's Teeth: using Dust Tactics scenery.  Impossible, Size 2 terrain that cannot be scaled.
  • APC: a really basic model that the kids tried their luck with.  I like it: easy to make and attractive.  Rather than using it as a vehicle, we just used it to add to the table.
  • UD-12 Chickenhawk: is a large vehicle (footprint of approx 20cm x 10 cm), Impossible, Size 3 and cannot be scaled.  Again, it was a piece of terrain rather than a vehicle, but what a lovely piece of terrain it is!  It took me about 2 hours to assemble and it looks rather special, even though we did it in grayscale.  Despite the Chickenhawk's large footprint, we're playing that the side thrusters don't impede line of sight nor provide cover.


Jason's red-based Team deployed on the (short) Eastern edge and Paddy on the opposite Western edge.  That meant that Jason had to collect the Sample and exist on the Western front, while Paddy's orange-based Team was headed East.  No Reserves were used, and Turn 1 was over once all Units had been Activated.

Special Rules

We played some of our house rules that we've been recently trialling.  The intent is primarily to increase the Player interaction (see FIIIght!) and making combat less lethal (see Stick in there!) such that smaller squads can be fielded and played i.e. they've more staying power.
  1. Walk-Shoot or Shoot-Walk: on a Unit's Impulse, they can Run, stay stationary and aim (upgrade their Skill by one factor for non-Heavy Weapons), Walk then Shoot or Shoot then Walk.
  2. Stick in there!  Rather than units dying upon a failed Armour save, they're required to make a Resolution Test with their Skill die degraded for each Reeling maker i.e. a 'standard' Reeling trooper would roll a d6 instead of a d8 if they're hit when already Reeling.  The more Reeling a Unit, the more likely a Resolution test will result in a 1, forcing the Unit into retreat.
  3. FIIIght!  (said like in Street Fighter) Close Combat is resolved by both the Attacker and Defender rolling a Skill die - Attacker=Deffender resulst in the Defender being Hit, Attacker>Defender = Defender being Hit and Defender>Attacker means successful Defence.
  4. Cover?  What Cover?  Normal cover saves aren't employed for shots. Cover is afforded by terrain e.g., Level 1 barriers or when LoS is partially obsured by a base-to-base test using a Range marker.
We also employed the advanced Ambush and Aiming Advanced rules.

Battle Report

Paddy has the 'White' Team with Orange bases, entering from the West. Jason's Team is primarily darker colours with the Red bases.  For the ease of reporting, whoever's secured the Sample will be referred to as the "Carrier".

I tried reconstructing a Turn-by-turn report, but it's a little stale and likely wrong.  Hopefully what's left is a little more engaging and gives some sense to the tension and suspense of the game. I'm still delightfully surprised that this game contains so many twists of fate.  Love the mechanics.

Early Game

Paddy cautiously sent four of his Team, including his Minigunner, to the South East, partially covered by the Southern IKCUBE.  His remaining two Troopers were sent due East, just within Short Range of the Samples.

Jason split his forces: one Trooper headed along the Northern front, two made for the Chickenhawk's cockpit, his Commander and another Trooper cautiously approached, keeping just within Short Range of the Chickenhawk whilst his Minigunner took position next to the IKCUBE in the South Eastern corner, intending on providing covering fire whilst the Team grabs the Samples during the next Turn.

Jason's Trooper rushed forward and grabbed the Samples - now only to get to the other side of the map!  The 'plan' was to relay the Samples to the Troopers along the Northern half of the battlefield whilst the Minigunner caused as much trouble as possible.

Unfortunately for Jason, Paddy has other  plans.  He scoots a Trooper to the South of the Chickenhawk and fires upon Jason's carrier, sending him Reeling. The Sample is knocked out of his hands, and goes flying.... over the Chickenhawk and almost landing on one of his fellow Troopers!

Jason's other Trooper picks up the Samples and, with his Commander in support and the majority of Paddy's force on the other side of the Chickenhawk, Jason was feeling pretty positive - the plan's pretty fluid and if we can push past Paddy's two defenders in the North West, we might pull off a memorable win yet...

Whilst Jason's initial Carrier was Reeling, a lucky roll saw it landing in the mechanical lap (?) of a Trooper to the Chickenhawk's East.  With another Trooper and the Commander in close proximity, Jason was feeling smug.


Well Paddy surprised me.  I expected him to push his forces back towards his line (as did his brother Alex) and try and block my advance.  No, he (1) wanted blood and (2) wanted to Win.

"Mack, what are you waiting
Grab those Samples!!"
Firstly he piled some more lead into my initial carrier.  But for a series of extraordinarily lucky rolling, my Tooper was lucky just to be knocked even more senseless (Reeling x3-ish?) but survive he did.  During my Impulse I charged one of my Troopers due West to occupy Paddy's welcoming crew in an effort to clear the way for  my Carrier.

The Paddy surprised me: rather than trying to block my Advance, he risked everything and charged my Carrier sending the Samples flying for the 2nd time in as many Turns!  Not again!!

This time the Samples were sent spinning towards the South East of the Map.  Jason activated his Commander and sprinted to secure the Samples in cover behind the South Eastern IKUBE.  Again, Jason took a deep breath and crossed his fingers.
Jason's Commander has secured the Samples in the South East - his Force's third carry - but the Samples seem to be travelling in the wrong direction

Meanwhile, in the North West, the melee was finally decided in favour of Paddy's Trooper - Jason was down another Trooper and his relatively safe Northern corridor to the West was now anything but.  Glup!

End Game

Paddy chose this time to strike.  Firstly his Minigunner let lose, absolutely hammering what was left of Jason's Team.  That was followed up by a Close Combat rush that decommissioned Jason's Minigunner... well what else could go wrong?  Despite Paddy being unable to get into LoS to fire upon Jason's Commander; he was within range for a Close Combat assault.  Paddy attacked and rolled a 5 and Jason rolled a... 5.  No!!  Ties in Close Combat are awarded to the Attacker, so Paddy hit!  Fortunately Paddy didn't manage to penetrate Jason's Armour, so Jason just had to make a Resolution test using d10.  What the, he scored a 1, meaning Jason's Commander called it quits and the Samples went tumbling yet again.

And wouldn't you know it, the Samples landed right in the Map's South Western most corner.  While Jason was able to bring his remaining Troopers into the fray, Paddy was able to get two of his Troopers there first - one grabbing them, and the other screening.

At that point, with Mum calling out Dinner was ready, Jason graciously conceded defeat.  Paddy was less than gracious in accepting his victory.  He will learn.

Game Reflections

My boys absolutely loved this scenario... I don't know what it was, but I'm not complaining - it was fun!

I'm really liking the FIIght house rule: it makes for some real tension come close combat and puts a small but significant advantage into the hands of the Attacker... which tends to encourage action.

Our Stick In There house rule is working... okay.  With so many Reeling Markers stacked on a Unit, it gets a little confusing as to which die to employ.  That coupled with the difficulty of determining which die to employ when a Unit is struck by multiple hits, well we need do something to reduce the complexity some.  Other than that, it is working a treat: each Trooper is able to survive more and the Command Trait becomes even more relevant when trying to string together a coherent tactical play.

What we'll trial next is this:
  • Resolution rolls by a Reeling Model are degraded.  Easily worked out: Units with one Done Marker use their normal Resolution die.  For each additional Done Marker, degrade their Resolution attempts by one die.
  • When a Unit is hit multiple times during an Impulse, first determine the number of hits that pentrate the Unit's Armour and then roll Resolution Tests for all hits collective.

    For example, Solider (Armour 4+, Resolution d8) is shot at by Paddy's Minigun.  The Minigun scores 3 hits.  Paddy rolls 3d6 to determine Armour penetration and scores a 3, 4 and 5.  Jason need roll 3 Resolution Tests, employing 1d8 (for the hit absorbed by the Solider's Armour) and 2d6 (d8 degraded to d6, for the two hits that penetrated the Solider's Armour).

    If, Jason was to fail one of his Resolution saves, his base Resolution die would be degraded to d6 whilst Reeling.  Should Jason be struck by two Assault Rifle shots whilst Reeling, and one was to penetrate his Armour, he'd be required to make a further two Resolution tests, employing a d6 and d4...
Also, with regard to Aiming, it felt 'wrong' that a Heavy Weapon subject to the Brace (adverse) trait are somewhat offset by the Aiming benefit... maybe I'l have to re-read the TGTMG rules.  I think we might play in the future that that only small arms can be aimed, Heavy Weapons can't.

We also didn't work out what would happen if the Objective was to be scattered off the table edge.  Not a big problem, but annoying all the same.  Next time we play this type of objective, I think we'll use a d8 to determine the distance the objective is scattered for starters, still use the scatter die and maybe just re-roll a scatter when it goes off the table?  Maybe d4 and 1-2 it stays where it is?  I don't know. We'll work something out.