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Tuesday 24 July 2018

Battle at the Farm (R40k Battle Report and Scenario)

Way back in prehistory, the release of Warhammer 40,000 Rogue Trader book included a single scenario intended to introduce players to the universe and game.  "Battle at the Farm" was a wonderfully lopsided, narrative-driven battle describing an a detachment of understrength Space Marines that happen to be discovered by some unruly Orks pursuing their own secret agenda.  So it occurred to me: why not try the same scenario using the Rogue Planet rules?

Rogue Planet is very much a sandbox, skirmish game.  It's well suited to small-scale (maybe 3 to 8 independent Units per side), fantastic (as opposed to 'hard') sci-fi wargames and the innovative play Rogue Planet using the W40k setting aka "R40k" - it most definitely isn't W40k, but certainly offers an accessible and rewarding platform for W40k inspired gaming.
mechanics continue to delight me in the manner that they keep everyone continually involved, rewards considered tactical play whilst providing plenty of twists allowing for a narrative to evolve whilst 'playing the game'.  Over the course of the last year, I've worked detailing how one can

Which led me to recreate and host an R40k version of the Battle on the Farm game for a couple of Nunawading Wargaming Association (NWA) mates - Leith and James - during a cold and otherwise miserable winter Melbourne evening.  I recreated the original battlefield, but set it on the planet Libuscha and, because I wanted to reuse the 'balanced' factions I'd already stat'ed out for R40k, it was going to be Orks vs Guard.

By all reports, Leith and James enjoyed themselves immensely and I've got to say that I had forgotten how enjoyable it can be running a game for others to play.  We're thinking of playing a series of W40k inspired games within the club - the working title for the same is (coined by yours truly) "N40K" for Nunawading 40,000 - or an alternative suggested by one of the club members being "Not" 40k... jez, we're gamers, not comedians.  The games almost certainly won't be all R40k, and I for one am looking forward to dabbling in some other systems.  For example, only last week we gave Shadow War: Armageddon a spin and with the release of Games Workshop's new Kill Zone title, I can foresee some more skirmish-style games on the horizon.

So what follows is a mash-up of the player brief's I had prepared (with apologies to GWS for butchering their original text) and an after the action Battle Report focusing on the highlights and details the pertinent game mechanics.  James (playing the Imperials) used his own craftily constructed, customised models but unfortunately, I was so involved in the game I only took a few photos!  The Battle Report describes the Imperial force James had selected, but if you look closely at his models in the photos and crazy robotic servitors rather than stoic Cadian Guardsmen, don't be confused.

++ Battle at the Farm ++


The planet of Libuscha lies on the edge of human space, within easy reach of the countless xeno menaces lurking beyond the Emperor’s benevolent gaze. Despite the proximity to such dangers, the planet had enjoyed a period of peace and prosperity rarely experienced in the Imperium, primarily due to the furious warp storms that had plagued the system.  The gradual abatement of the maelstrom had proved a mixed blessing: whilst the Imperium of Man was now able to reconnect with its estranged outpost, it has also opened the way for waves of invaders to test the resolve of the system’s defenders.

Once his Weirdboyz confirmed that the Libuschan warp storm had indeed calmed, the Orkish Warboss Krookskar Warbagg wasted no time in gathering the tribes and launched the first Warrgghhh! on Libuscha in a millennium - there was blood to be spilt and, if the legends were to be believed, plunder enough to raise a green tide the likes the galaxy had never before seen, let alone imagined.

Krookskar understood it was only a matter of time before the armies of man rejoined their lost kin, so no time was wasted in bludgeoning his way through first the system, then orbital defences. Within a matter of weeks, he had established a beachhead and besieged the capital, Libuscha Prime. With the destruction of Libuscha Prime well-nigh, Krooksar’s dreams of glory were tantalisingly close to realisation.

During an incursion in Libuscha's Ghazal region, an Imperial detachment successfully repelled a vanguard of orkish invaders, but their victory was to be short-lived: as the 12th Libruschan Mechanised Irregulars were being loaded upon their venerable Devourer-class dropship, a concealed mob of Kommandos launched a devious attack, engulfing themselves and His Majestic Grace in an inferno of plasma.

Worst still, the Ghazal incursion proved to be merely a diversion for a massive assault on Libuscha Prime. With the capital besieged, there was no possibility to launch a relief flight, leaving the surviving troops in Ghazal stranded.

The Imperial’s problems didn’t end there. Ghazal is home to amongst the largest of Libuscha’s Banksia Plains: huge tracts of low-lying ground, home to vast herds of Banksia - an indigenous, carnivorous plant-analogue, from which the planet derives its wealth in the form of the Banksia Pearls: a highly sort-after commodity of rare beauty, and reputed to have an extensive range of medicinal and other equally valuable properties. The concentration of Banksia in Ghazal is especially dense, making non-mechanised travel in the region particularly perilous.

After conferring with the planetary command, the remains of the task force were split into a number of small, independent teams. With the grace of the Emperor, each team would be able to avoid the Banksia, make their way back to Libuscha Prime, breach the Orkish line and rejoin their Imperial brethren.

Unfortunately for the Imperials, the Orks were actively patrolling the region in an effort to deny the defenders any reinforcements or aid.  The Battle at Banksia Farm G91020 was one of many Ork and Imperial encounters that were to unfold in the days following Libuscha Prime's siege.

The Battlefield

The Farmstead is in the middle of the battlefield with the majority of the Banksia to the North and Northwest.  To the Northeast is Bultha's Rise - a small hill - with a ruined generator building that can be scaled.  

  
The Farmstead itself is well armoured, but doesn't provide any shooty holes aka windows - Units inside cannot be fired upon nor return fire.  To the Southeast are various outbuildings and transport containers, most of which offer a degree of cover but can be traversed by a determined foe.

As for the terrain we've used.  The Farmstead was once one of my sons' toy police cars; the outbuildings and containers are various papercraft models I made over a year ago, Bultha's Rise was loaned by a mate - it's a bit of GWS terrain kit - whilst the ruined generator I made out of foamboard offcuts.  The scatter, sorry, farm beasts are all lovingly handcrafted using the best of the local Australian flora available.  It was all placed on a sheet of material I had once found dumped on our front yard which I gave a few sprays with various rattlecans to add some variation in the look. 

The Forces

Both James and Leith were each secretly provided with a selection of Force rosters from which to make their choice.  The Imperials were dug in, so had a Point/Credit handicap of about 30% relative to the Orks - you'll note they've fewer Units, Models and a smaller Energy Pool relative to the Orks - but the Orks had to negotiate both No Man's Land and the 'livestock' - more about that later..

If you wanted to print up the unit cards for each Force yourself, you can access the Imperial Guard here and Orks here.

The Imperials (played by James)

James decided to take 5 Units, 8 Models and providing him with 6 Point Energy Pool.  His Units were as follows:
  • Captain Sonnet the ranking officer armed with a Plasma Pistol and Powersword
  • Specialist Matte providing Heavy Weapon Support with a Heavy Stubber
  • Specialist Kano providing Heavy Weapon Support with a Flamer
  • Sergeant Johan's Assault Squad of 4 Troopers armed Chain Swords and Laspistols
  • Corporal Lucien a Guardsman armed with a Lasgun and Bayonet
The notable feature of this particular list was the two Heavy Weapon Specialists.  The Heavy Stubber has a Heavy Fire mode to convert Actions into Skill Check buffs and the Flamer provides Skill Check buffs versus Groups (like Mobs of Orks).  I personally would have like to see him try the list that had a lone Space Marine providing some additional support, especially if he was to deploy the same as a Reserve behind the Ork's line.

The Orks (played by Leith) 

Leith chose a Force of 6 independent Units totalling 12 Models with a 7 Point Energy Pool. His Force was comprised of the following boyz:
  • Skullguttah (Leader + Hero) the Ork Warboss with a Huge Spiked Club and Bolt Pistol;
  • Hruk a (right) Ork Nob with a Slugga and Grenades;
  • Spilge a Flash Git with his prized Dakkagun;
  • Ulmragha's Mob of 4 Boyz with Shootas;
  • Prigka's Mob of 4 Boyz with Cuttas and Sluggas; and
  • Oodagh an Ork Boy with a Cutta and Choppa.
The Ork Mobs (groups of 4 models) play differently to single miniature Units in R40k.  They don't contribute Energy to the Pool, nor can they offset damage using the pooled Energy, but they do effectively get four 'hit points' i.e. one for each model.  Also, when moving Groups, they can be positioned such to flow around obstacles, giving them a little more tactical flexibility than their single mini siblings.  The offset is the cost: they're relatively more expensive e.g., a single Boi with Shoota costs 31 Credits whilst a Mob of Boyz with Shoots are 49 Credits.

Objectives

The whole game is basically an excuse for a firefight.  To ensure the Ork Player got into the spirit of the game and avoid the prospect of a tedious ranged battle, the Orks were able to end the game sooner if they manage to access the Farmhouse.

Deployment

The Orks entered the Battlefield on the map's Eastern front - Leith was free to place his Orks anywhere along that map edge.

The majority of James' Units were required to be in the vicinity of the Farmhouse.  A certain portion was required to start inside the Farmhouse proper, another portion around it and he had the option of hiding a model amongst the Banksia if he felt courageous.  Something tells me he actually read the briefing and politely declined that opportunity.

Both Players could designate some Units as Reserves (who could enter from any Map Edge at the beginning of their future Turns, subject to a Skill Check (which could be problematic) but declined to do so - fair call.  As it happened I don't think the game suffered for it whatsoever.  I personally would have tried attacking the Farmstead from multiple fronts... then again, I'm a very accomplished armchair general!

Other Bits-and-Bobs

Some of you may be familiar with Rogue Planet rules.  If you are, you'd likely understand when I mention we played a combination Patrol and Strike type game. Patrols allow the Leader to share the Force's Energy Pool (which we allowed) whereas Strikes see Leaders have their own personal Energy Pool.  Furthermore, Patrols don't normally provide Leaders with the Resilient trait (like we did) but Strikes do.  This meant that the game was a little bit loaded such that it was very likely the Leaders would be the last Unit's standing.  I've found that particular mix of mechanics works nicely when people are learning the game.

Rogue Planet has four different 'types' of gameplay, namely Patrol, Strike, Mission and Extended Ops.  Each type has different rules e.g., the elimination of the Leader during a Strike game signals game over; whereas Missions allow for Lieutenants and Pawns; while Extended Ops introduce skill upgrades/experience and allow for multiple load-outs.

What follows is the Battle Report proper.   We weren't playing to a set number of Turns (something to be avoided in a Rogue Planet game, as a Turn can consist of as few as 2 or as many as 12 Actions/activations) so I've grouped the action into a trilogy of phases.

Phase One: The Green Storm

The Orks deployed on the Battlefield's Eastern edge along
with a random Spartan warrior???  No, that's a Nunawading
Wargame Association (NWA) mug :-)
The Orks approach on the Imperial's encampment was enthusiastic, but maybe less coordinated than might be expected of a Warboss of Skulls renowned.  Secure in their prepared positions, the Imperials took no quarter and opened up with an onslaught of Lasgun and Heavy Stubber fire, raking through the ranks of approaching Orks.

Whilst their Skullguttah stood frozen in puzzlement as his Boyz were slapped down by the sudden barrage, some of the more pragmatic (from an Ork perspective) Ulmragha and Prigka roared a huge Waagggghhh!!! and charged their mobs headfirst towards the Farmstead.

Leith, the Ork player, had some terrible luck during the first handful of Turns of the game.  Rogue Planet has between 1-6 Actions being made available to each player's Force, each Turn.  Leith's Orks were consistently rolling 1 or 2 Actions to the Imperial force's 5 and 6 Actions.  Talk about frustrating!

The rules include a correcting/ balancing mechanism but the situation went from funny to ridiculous.  I didn't want the game over in 10 minutes, so I tweaked the rules some which brought things back to within the realms of probability and statistical norms.  Fortunately, the Orks were able to absorb the losses (on account of the Imperial's handicap) so we still had a game.  Mind you, should Leith had been employing the Command Action, things might have not been as dire as all that - more about that later.


Note to self: don't let Leith make bets on my behalf at any casino!

While Ulmragha's mob headed directly for the 'umies, Prigka's mob attempted to weave between the Land Urchins and approach the South-Eastern, hoping to flank the Imperial heavy weapon support teams.


Without for the support of the Guard's heavy weapons specialists, the Imperial's position would have been overrun in a mere matter of minutes.  Heedless of the Guardsmen's barrage, the Orks managed to breach the Imperial line and their ferocity was telling in the ensuing melee.  Sergeant Johan's chainsword equipped Assault Squad fought valiantly and were able to maintain the line but at a punishing cost.

Rogue Planet employs a unique Energy Pool mechanic.  Each Force is allocated a pool of Energy Points used to offset losses.  The Points don't regenerate, so once they're gone, the end is in sight.  It is a clever mechanism that I like to think of as a proxy for the Force's moral.  It means that Units stay on the table for longer until a tipping point is reached, after which they tend to die like flies.


Phase Two: The Breach


Intergalactic Planetary Planetary Intergalactic...
them Orks are Beastlie Boyz!
Skullguttah chose this moment to join his boyz and move into the fray.  Lumbering to the South, his massive spiked club made short work of a huge Banksia who was stalking him.   With the Banksia dispatched, he wasted no further time and charged headfirst into Specialist Kano...

Unlike some wargames, Rogue Planet's Charge and Melee actions are very different.  Charging is akin to smashing into someone with the intent to knock them flying - hopefully into something hard and accompanied by lots of crunching sounds!  A Melee action typically requires the two Units to be in base contact (so is typically preceded by Move action or Intercept counteraction) and also the two Units to remain 'Engaged'" until either one dies or succeeds in a Disengage action.

James attempted an Op Fire (Opportunity Fire) counteraction in response to Leith's Charge - he also could have tried a Counter Charge or Dodge - but it was to no avail. 

...bowling him into Corporal Lucien and sending them both smashing into the side of the Farmstead.  With one Guardsman incapacitated and another stunned, the Imperials were left with three effective units to hold back the xeno onslaught.

Now Leith's rolls came back in style.  He rolled double-6's for his Charge Skill Check and then followed through with doubles on the FX resolution; the result being an Epic Critical Success!  

In my capacity as GM, I called the outcome as I saw fit: one Guardsman killed (Critical Hits on Light Armoured Units always results in elimination, regardless of the Energy Pool on hand) and another was knocked senseless, requiring an Action Point to recover.

Drawn to the sound of battle, movement and scent of blood, the Banksia and other Labrushian natives steadily closed in upon the combatants from the Northeast, East, Southeast and Northwest.

Rogue Planet has a mechanism called Treacherous Terrain that both players (and the GM) used to their advantage.  Treacherous Terrain allows players to employ various terrain elements as members of their own force.  Typically that can translate to a previously benign plant suddenly lurching into action and gulping down a unit unfortunate enough to be seeking cover in its vicinity.

It was the Bombstools that claimed the most lives, exploding in a shower of flint and spores, they indiscriminately laid waste to Ork and Man alike.


The combination of Orks and Bombstools proved too much for the Imperial Assault Squad and it was only a matter of time before they succumbed to the relentless attack.  But the engagement didn't go all the Ork's way: no sooner had they dispatched the last of the Assault Squad, a Libuscha Anemone pounced and consumed an Ork whole!

As the Libuscha natives are all mobile, the level of treachery was raised to a whole new level.  

At the end of each Turn, both players rolled a d4 and selected that many Libuscha natives.  I then played the Native's Turn.  I ruled that the Banksia and the like would only move towards their closest food-source/victim and their move distance would be determined by using Rogue Planet's FX mechanism.  The FX mechanism meant that one could never be sure how far the plants (?) would get...  To make things easier even more exciting, they weren't impeded by other terrains like the transport crates, so they closed in quite quickly - especially when James was cashing in his surplus Actions to give them an extra kick-along into Leith's Orks.  Incidentally, my house rules also employ the FX mechanism to determine a handgun's range.

Phase Three: The Showdown


One-by-one, both Ork and Human were picked off, if not by one another, then by the local, perpetually hungry farm's animals (???).

With the Orks' weight of numbers taking their toll on the weary humans, Captain Sonnet burst from the Farmstead in an attempt to turn the tide of battle.  No sooner had he done so, he was intercepted by Hruk, who had craftily approached from the Northeast.

"For Terra!" shouted Sonnet as he unloaded his Plasma Pistol into the vile alien's gullet.

This time James had luck on his side.  Rogue Planet allows for Counteractions where players can attempt moves out of turn in reaction to their opponent.  Leith had declared a Move action, attempting to tie Captain Sonnet up with Hruk, keeping him engaged and while Skullguttah closes in.   Leith was forced to make a Skill Check with a Rogue Die included accounting for the Op Fire Counteraction.  This time the Leith's Success was discounted to a Failure and with 4 points of damage, Leith simply didn't have enough energy left to absorb the punishment.  And another Ork bites the dust!

Hruk's sacrifice bought Skullgutta the opportunity he needed to close into striking range on Sonnet and the ground shuddered as the decidedly not jolly green giant pounded his way towards his adversary.

The Turn concluded with a Hydra moving in from the North to Engage Leith's Warboss and both Skullgutta and Sonnet remaining locked in a desperate melee. 

Skullgutta cared not for the beasts lurking behind him, his eyes were firmly on Captain Sonnet.  He felt his blood rise as he lashed out at the Imperial Officer, swinging his mace with abandon.

In the melee, Leith's Warboss had the advantage: with both a CQ and RAT of 6 he outclassed Sonnet's 3(4) CQ and 5 DEF.  That meant on the Ork's attack, he'd get a straight +3 on his Skill Check if Sonnet was to fight aggressively and should Sonnet fight defensively, then the Ork wouldn't even be hurt should his Skill Check fail.  Unsurprisingly James fought Defensively - employing his DEF trait against Leith's CQ - and despite the odds, Leith failed to land even one of his three consecutive Melee attacks - just one hit would have seen the Orks winning the game!

Captain Sonnet visibly weakening as he parried and blocked the massive Ork Warboss's blows.  "If this continues," he thought to himself, "this Ork will be wearing my hide".

As the Turn drew to a close and with 4 Actions in hand, James needed another tactic... 

With a step to his left and a flick to his right, Sonnet eluded the Ork and brought his Plasma Pistol to bear. 

Once locked in a Melee, units must successfully perform a Disengage Action to break.  I've written some house rules to cover the same and in this instance, James rolled a Partial Success granting him the vital distance he needed to employ his Plasma Pistol without penalty.  Normally this would also provide his opponent with an additional free, uncontested Move, however, Skullgutta was the sole remaining Ork, so the Move was forfeited.

This was a smart ploy by James: by breaking contact with Leith, he'd be able to attempt uncontested Shoot Actions - As Leith's Warboss had held the Turn's Initiative, he was unable to attempt a Counter action such as Dodge or Return Fire.  With still three remaining Actions for the Turn... James had the scent of victory!

As luck would have it, the previous Partial Success with the Disengage meant that James was automatically within range for the Pistol's attack - again the rolling for Pistol ranges is another house rule we've employed that's worked very nicely aka the FX Ranged weapon's trait.  If James had a Total Success on his previous Disengage Action, he might have found himself in an unfortunate position where he would be unable to 'make range' with his pistol.

Next James declared a Shoot Action. 

"Beast, submit to my Emperor's judgement!" bellowed Sonnet as he squeezed the ancient pistol's double-trigger.

Click. Click, Click.  Bzzzt.

"Oh for the Throne's sake, this isn't good," muttered Sonnet in disbelief.

After nearly a decade of flawless service, his sidearm's machine spirit just had to choose THIS moment to fail.

James' Skill Check delivered a double 1 - not only a Failure but a Critical Failure!  Again, having a GM on hand meant that a bit of creativity could be applied.  In this instance, I ruled that the Plasma Gun shorted out and would remain inoperable for the remainder of the game.  I could have had it blow up in his face, but with both Players out of Energy, the next successful attack would decide the winner - it wasn't long to go now.
Snake Eyes... wait, that's good, isn't it?

Fortunately for James, Skullgutta was already Engaged by the various 'locals'.  Granted those same locals had also accounted for most of James' Imperial Guard and many Orks, but more importantly, an Engaged Unit cannot normally benefit from the two free Moves that would normally accompany a Skill Check Failure.

With only two Actions remaining and without a ranged weapon his only other option was to plunge back into hand-to-hand with the huge Ork Warboss... or was it...

"I have ya now ya stink'n 'umie...," growled Skullgutta, sensing his opponent's imminent defeat, but strangely a grin appeared upon the Captain's gore encrusted face.

Cleverly, James used his remaining Actions to first move a Libuschan Hydra to also Engage with Skullgutta and then ordered the Hydra to perform a Melee attack Action.  With the Hydra's Melee attack buffed by the presence of the Banksia, James had a better than even chance of dispatching the Warboss.  It is unexpected moments like this when the players see and exploit opportunities as they present themselves during the game, that makes GM'ing all the more rewarding.

In his hurry to get to Sonnet, Skullgutta failed to appreciate the threat encroaching on him from behind: the last of his boyz had been eaten by an Anemone and he was now within reach of the infamous Libuschan Hydra.

"Hey, wot's 'dat tickl'n ma back?  Kut it out I tell ya!".  

Hardly famous last words for an Ork Warboss, but impressive nonetheless given the massive doses of neurotoxins coursing through Skullgutta's body, injected by the Hydra's mass of writhing, probing tentacles.

Epilogue

Wasting not a moment, Captain Sonnet scrambled back to the refuge of the farmhouse and secured himself within.  As the ensuing minutes turned to hours, the farm was engulfed by an eerie silence, however, Sonnet waited for nightfall before judging it time to emerge.

"With some luck, I'll make Prime before daybreak," observed the Captain.  "At least I know what those Orks were after," he commented, hoisting a bulging makeshift bag over his shoulder.  "These damned Pearls seem to attract trouble - Throne knows the name 'Blood Pearl' certainly fits".  Then, after one altogether too quick check of his remaining supplies, Sonnet stole away into the night heading for Libuscha Prime.

Post Game Reflections

That was a belter of a game.  We had some laugh-out-loud moments, groans, cheers and surprises.  Even as a GM I got into the action (largely thanks to the Rogue Planet Treacherous Terrain rules) and thoroughly enjoyed myself.  Apparently, the two lads had a good time as well.  As this was Leith's first experience of Rogue Planet, I was particularly interested to hear what he thought of the rules.  He was very complimentary and we talked at length at how, despite doing away with traditional wargaming things like measuring, it still made for a tactically rich, fast-playing and rewarding gaming experience.  He said he's thinking of giving it a spin with his kids as well.

Would I have done anything differently? 


One thing that I continually forget to impress upon new Rogue Planet players is how the Command Action can be used.  Using the Command Action could have aided Leith's storming of the Imperial defences and really ramped up the pressure on James during the early game.  I think I'll prepare some more Cards, one of which details Leader abilities, that could help some.

I wonder if the game might have been better if played as pure Strike or even Mission game?  Using Pawns and Lieutenants could be fun e.g., giving the Imperials a Standard (providing more chances of a higher number of Actions per Turn) and if Hruk was a Lieutenant, the Orks could have coordinated a two-pronged attack.  Worth keeping in mind.

Finally, I found preparing the game and writing up the battle report just as rewarding as being the Game Master/referee.  The old Battle on the Farm scenario doesn't necessarily push the boundaries when it comes to wargame design, but the Warhammer setting and Games Workshop models make for a fantastic combination that's hard to beat.

PS can you spot the Duran Duran reference in this Battle Report?  Even in the grimdark of the 41st millennium, there's time for eighties new romantics ;-)

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