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Wednesday, 25 September 2013

Torchbearer - First Impressions and Session Report



Finally, I hear some of you think! Or something. After a fairly long detour into the wartorn Eastern Front in the autumn of 1947 we're making our way back to the dank dripping caves filled with kobolds and other more... nasty critters that I posted about back in June. Let's talk Torchbearer!

Ever since I read a series of session report by a group who used Burning Wheel to play Warhammer Fantasy Roleplay I've been fascinated by everything Burning Wheel related. I actually tried to find the reports in question but was unsuccessful - this was maybe three years ago and I seem to recall it was on rpg.net. Oh well.

Anyway, we've played Mouse Guard a couple of times (awesome!) but we have never tried Burning wheel. Although I did try to adapt Beliefs and Instincts into our now defunct WFRP3 campaign, without success. Now, Torchbearer is fourth game in the Burning family, after Burning Wheel, Burning Empires and Mouse Guard and it is really Mouse Guard that it resembles most closely. Advanced Mouse Guard as Thor puts it in the book. I won't really going into detail about what the game is as I think I mostly covered that in my June post. But basically it's conceptually an old school dungeon crawler but dressed in the modern roleplaying garb of Mouse Guard.

In the middle of July I was invited by my friend Kosta to try the game out with his gaming group, which I jumped at immediately of course! We had four players and a GM and we were going to try out the introductory scenario, "Under the House of Three Squires". A couple of us in the group had some passing familiarity with Mouse Guard but only Nils (the GM) and myself had actually read through the Torchbearer rules. After some discussion of the system and its concepts we had a look at the pre-generated characters. We ended up with a group consisting of Beren the Dwarf adventurer, Karolina the human warrior, Gerald the halfling burglar and myself as Taika the elf ranger. Here's Jordan Worley's take on how these characters look:


What follows is a short session report that, naturally, is filled with spoilers for Under the Three Squires. Read on at your peril...

SPOILERS!!

We fiddled around a little bit with equipment, making sure we brought enough supplies to last us through the dark. I bought a bow for Taika as I felt it only right and proper for an elf. Mostly though, we simply ran with what was on the sheet.

We approached the inn but soon discovered that something was amiss, the door stood ajar, some furniture was tipped over and there was no trace of any people. After some recon work by Gerald the halfling we came to the conclusion that someone or something had been dragging stuff down into the cellar. As we pushed the door open only darkness and a rickety old staircase greeted us.


Beren lit a torch and was about to step onto the stairs when I stopped him with a quick hand on his shoulder. The staircase was a trap! My sharp elf eyes had spotted that someone had sawed halfway through the beams, meaning the entire structure would collapse if enough weight was put on it. Perhaps Gerald was light enough to cross, but it would be impossible for the rest of us. A few minutes discussion lead to Beren, with his considerable dungeoneering experience, using his axe to cut into the hard-packed dirt wall making hand and foot holds that we could use to climb down.

[Torchbearer is played in turns. A turn is not a set amount of time, instead each test (a roll of the dice) takes one turn. This means that you only really roll when there's something on the line. It's not quite as strict in this regard as Burning Wheel and Mouse Guard, but you still whould only roll when it really means something. Wasting time (tests) is not a good idea as torches only burn for a set amount and you get Hungry and Thirsty (or worse) as time goes by. In this instance I rolled a Scout test to try and see if there were any traps or similar in the cellar. With some help from the other adventurers Taika succeeded. Beren then took the lead in getting us past the stairs and he succeeded on his roll as well. This took two turns which meant that in another two turns we would become Hungry and Thirsty. It also meant that we had burned almost burned through our first torch.]

The room we found ourselves in when we got to the bottom of the stairs was strewn with rubble and debris, mostly consisting of smashed furniture and broken bottles. We could see two closed doors, one of which was hastily barricaded. As we sat down to rest up for a bit and have a drink of water Gerald could hear a high pitched whine coming from the other side of the barricade. He immediately started tearing at it, trying to get the door free. Although the halfling asked for help none of us felt this was a good idea so we let the him go at it alone (hah!).


To our amazement Gerald managed to clear the door, although he was huffing and puffing from the exhaustion. Interested in what might actually be behind it we drew our weapons and pulled the door open! Inside we heard something move and realized it was... a dog! It whimpered and hid under a desk but we ventured into the what we discovered was a wine cellar and Karolina, who is a competent hunter, tried to calm the dog. Just as it seemed like the half-starved creature was about to come out the door slammed shut behind us and we could hear chattering language and the sound of the barricade being rebuilt.

[All of us, except Kosta who played Gerald, really thought it was a bad idea to waste time trying to clear the barricade and didn't want to get drawn into the consequences of helping him. I quite liked the scene of the three large adventurers sitting down and having a snack while the little halfling struggled with the debris! Kosta actually failed the roll but Nils, the GM, opted to have him succeed at the cost of becoming Tired. As we discovered the mongrel dog Karolina tried to roll for Hunter to calm/tame it but failed and Nils hit us with a twist: the door slammed shut and someone was trying to lock us in! Two tests meant another two turns.]

The unknown assailants didn't have much time to rebuild the barricade and we managed to make our way outside in a couple of minutes. The room was empty though, whoever did it had fled the scene. Carefully we made it to the other door and entered the room beyond. It was a cold room for storing meat, but was also mostly covered in debris. A large hole gaped in the wall in front of us and it looked like it had been smashed open from the other side. Just as we were moving toward it three giant rats sprang up from the rubble and attacked! The fight was quickly over, but not until both me and Gerald had been bitten by the disease carrying rodents! This wasn't really anything we could do much about at that time so we decided to have a look at that hole.

[This was our first conflict. In Torchbearer the players tell the GM what it is they're trying to achieve in a conflict which the GM then interprets into one of nine conflict types. In this case we thought we were strong enough to handle a few rats so we actually tried to kill them, meaning a Kill conflict rather than Drive Off or Capture. Me and Kosta rolled poorly so got poisoned by the rats, but Karolina stepped in and saved the day single handedly! Another turn.]


We lit another couple of torches and Gerald brought out his candle. The hole in the wall lead into what looked like a natural cavern leading down. Soon we arrived at a T intersection where we could hear the same chattering language as before, but it was hard to tell from which direction it came. Beren suggested we go left and sneaking forwards we could see how the cave opened up into a small room, with four kobolds engaged in a heated conversation.

Beren and Karolina readied their weapons but I suggested we try and trick them into running past us down the tunnel from whence we had come. At first we talked in loud voices to get their attention and as they drew their weapons and approached we hid in a natural alcove. The kobolds hesitated for quite some time and for a tense few minutes it seemed like they weren't going for it. Those stupid lizards! Finally Gerald picked up a rock and threw down the tunnel behind us. This was enough to make them want to investigate and they scampered past us. We snuck into the larger chamber where Beren swore loudly about how it would have been better if we had killed the critters.

[We could have tried and figure out where the voices were coming from, but didn't want to waste the time so simpy picked a direction at random. Our second conflict. At first we looked at a Drive Off conflict, but then I remembered Taika's Belief: "The wise consider all angles before making a decision." and I thought this was an excellent opportunity to try and play into that. I suggested trying to trick the kobolds into going past us, making it into a Riddle conflict. We rolled so-so in the conflict and generally had a bit of trouble describing the scene and our actions. There was some discussion about wheather us rolling badly would mean they detected us or not, but in the end the minor compromise we owed the kobolds meant that we became Angry. Another turn.]

After looking through the room and not finding anything of value we continued down the tunnel that slowly turned right. We came upon a much larger chamber that was lit by torches and inhabited by a number of kobolds! Watching from the shadows we could see a group of them torturing one of their own on a rack. A man with his foot cut off was lying bleeding and whimpering on the floor and what looked like a chief of some kind was questioning the kobold on the rack. A confusing scene to be sure, we didn't know what to think!

There were two tunnels leading out of the room and suddenly we noticed a small girl standing in the left tunnel opening! The kobolds obviously hadn't seen her, but she looked terrified and it was only a matter of time before she was discovered. Beren suggested that this wasn't our fight, but was voted down by Karolina and the rest of the group who wanted to save the child. There were probably a dozen kobolds in the room and we were hesitant to do a frontal assault. As I have a closer understanding of how the world works than the younger races I decided to try and use some elf magic to lift the girl to safety. I was on my own on this though, as no one else was skilled in the art of magic. The girl started to lift from the floor and slowly glided up towards the ceiling. She hovered towards us and it looked like it was going to work when I lost my concentration half-way through!


The girl landed straight onto the kobold on the rack and after a split second of stunned silence kobolds were running everywhere! Not knowing what just happened half of them ran into one of the tunnels and the other half found themselves face to face with four angry adventurers. In the confusion Karolina and Beren dispatched a couple of the little creatures and arrows from me and stones from Gerald's sling chased them as they slunk into the dark tunnel that their companions had run into. As we caught our breath in the short lull tat followed the girl ran up to us and asked us to take her out of there, and to save the man bleeding on the floor. It was her father. Beren also discovered that his backpack had been torn open in the fight and was rendered pretty much useless.

[Our characters Beliefs again came into play here as Beren's ("There’s naught for me but blood and treasure, spent and earned.") clashed somewhat with Karolina's ("I am the bulwark that stands between my friends and harm."). Granted, the girl wasn't strictly a friend, but we all thought that it would be in Karolina's nature to try and protect her. We hadn't done all that well in conflicts up until this point and a room full of kobolds with their chieftan looked like a tough match. I was looking through my character sheet, wanting to "consider all angles before making a decision" when I noticed the spells that I had all but forgotten. 

It seemed like a cool thing to try out and a very "Yes, awesome!" moment if it would succeed. However with only Arcanist 3 and no one to help her it proved too much for Taika, and the twist Nils introduced was having the girl plopp straight down into the room! This also made for a great scene of pandemonium with kobolds running every which way and us charging out from cover. In this Drive Off conflict we actually rolled quite well but and quickly cleared the room of kobolds, however we did owe a compromise which took the form of Beren's torn backpack. Another two turns.]



The girl told us that her name was Elsa and her father's name was Joerg. Apparently he was the owner of the inn and for some obscure reason the kobold on the rack had cut off his foot! By now Joerg had lost consciousness and looked very pale - he was obviously not going to make it if we didn't help him. Beren muttered something about how "bleeding hearts will get us all killed", but didn't protest all to much when me and Karolina lifted up the innkeeper.


The air suddenly rang with the sound of drumming! Drumming coming from the tunnel the kobolds had retreated to. Gerald piped up: "Kobolds are easily startled but they'll soon be back, and in greater numbers." After a moment of surprised looks we started making it down the other tunnel, away from the drums. We clambered down a crudely carved stairway and came into a small chamber crammed full of stuff from the inn. Loads of cutlery, a few books, some broken chairs and a large, quite heavy wooden desk.

I have at least some knowledge of healing so decided to do what I could to help Joerg, but the darkness and the stressfull conditions didn't make it easy. While I did manage to stop the bloodflow and bind the wound it sounded like the drums were coming nearer and I could feel cold sweat on my neck! However, they never came and we spent some time swigging from our flasks and looking around the room for any possible valuables. It was mostly useless junk laying around although the desk looked like it might be worth something. We also found a large bronze key in one of the drawers. A key to what?

[It seemed like the kobolds would return so we went into the opposite tunnel where we found the room full of junk/treasure. I rolled for Healing but failed, however Nils decided to let me pass at the cost of becoming Afraid. We also searched the room successfully and found the bronze key as well as some small knick-knacks. Another two turns. By this time it was quite late and we decided to call it a day.]

END SPOILERS!!


Alright, our first game of Torchbearer! And the first time for me playing an RPG (as opposed to GM'ing) in... probably 10 years. That deserves a wooo!

As I mentioned it was late by the time we ended so any post-session talk was quite brief. I think we all enjoyed ourselves, however Kosta and Simon (who played Karolina) did mention that they felt a bit constrained by the very structured turn sequence and also somewhat by the conflict rules. We all agreed that we needed to be better at descriptions in conflicts, but that is something that will come in time.

As it happens Kosta and Simon were also the two guys who had no experience with Burning Wheel or Mouse Guard (EDIT: Nope! Simon actually has played Mouse Guard a couple of times). Myself, Tomas and Nils had at least some experience which of course is a big reason why Torchbearer clicked faster for us. Simon mentioned on the buss that it might get boring in the long run, just running through dungeons and fighting monsters, which is probably true. But then again, you could say this about any game with a tight focus so that's perhaps not a critisicm of Torchbearer but rather the genre. Besides I think the system is robust enough to handle a lot more than dungeoneering should you so want.

Yes, the system is very tightly structured, but Thor and Luke often says that this is not a system for one-off games. It's a system meant to be explored half a dozen sessions or more, and I think that as you play it more the very structured system will paradoxically provide a kind of roleplaying freedom that other, more light weight games, often lack. It sounds backwards, I know, but it's just the feeling I get when reading stuff related to Burning Wheel and thinking about our Mouse Guard and Torchbearer sessions.


Personally, I had a blast! And that's not only for being roleplay starved and finally getting my fix. I genuinely think it's a genius system that is simply difficult to wrap your head around (very much like the games by Phil Eklund, if you're up for a board game analogy). For some people it will never work, but I think most of the time it's all about understanding the system and how it all hangs together. Grokking it (if that's the right word). However I'm a firm supporter of Torchbearer and am waiting eagerly for my physical book to arrive. I'm also looking forward to the conflict cards that hopefully will be up for sale in the not too distant future.

I'd love to play again but I'm not sure if we'll actually ever continue on this particular session. I know Nils is preparing for a sci-fi campaign using FATE Core so I imagine he's busy with that (also, room for one more guys? You know I'm a nut for sci-fi stuff! ^_^) and the rest of the group seemed lukewarm when I suggested I'd run an old Swedish adventure adapted for Torchbearer. We've also talked about trying out the Star Wars Beginner Game, so there's that as well.

Hmm... it'll be interesting to see what the future holds whatever happens. But I certainly would like to play more roleplaying games!
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Saturday, 21 September 2013

Dust 150 After Action Report


A Russian BR-47 self-propelled gun, awaiting the German assault...


Alright, here’s a nice long after action report for my dear readers! We played this game last Saturday but it took the following week to put text and pictures together. To make it a bit more diverse Anders have typed out his turns while I typed mine so you should be able to read both viewpoints.

I finished my last infantry the night before the battle and Anders stayed up late to try and finish his in a painting frenzy. For some reason he had decided it was best to only paint the Horton fighter in advance and then attempt to pain the remaining 14 infantry models and the Luther walker the night before the deadline. Not a course of action I would have chosen, but Anders is famous for his odd approach to some things. :)

Had I been a more dickish person I would have claimed painting victory and demanded a free dinner as some things were only half finished. But as the whole idea of this little project was to get some paint (any paint!) on the models I was happy to let it slide as even a half painted Luther looks infinitely more appealing than an unpainted one. See… aren’t I magnanimous?

Alright, so let’s get on with the battle shall we?

Pre-battle Thoughts and Plans




---  Sturmgrenadiere Platoon (150)
Command Section: Manfred (15, Hero)
1st Section: Heavy Flak Grenadiers (26)
2nd Section: Battle Grenadiers (17)
3rd Section: Recon Grenadiers (17)
Support: Horten HO-347.III "Fledermaus III" (45)

Support: MPW II-A "Luther" (30)

Axis: A scorpion with two stingers, one could call this SSU army. I am of course referring to the two anti-tank tractors that Martin has deployed, dominating much of the field, but also the air. I knew that silencing those guns would make or break this game, since without them my Horten would be able to roam the skies at will, “making peace it’s business”. But how to go about it? My Luther wasn’t even to be considered a glass cannon, more like a set of pliers. Made of glass. Then I remembered it’s ability to self repair. Hmm, could it be possible to soak up the attention of one side of the board, staying alive by performing surgery on one self and slowly close with the enemy? Perhaps. So the plan would be to rush straight into the short ranged guns of the SSU and hope their submachine guns all misfired simultaneously.




--- Red Platoon (150) Command Section: "Red Command" Red Guards Command Squad (25) 1st Section: "Red Thunder" Red Guards Antitank Squad (20) 2nd Section: "Red Thunder" Red Guards Antitank Squad (20) 3rd Section: KV47-E Aero "Nikita" (45) Support: BR 47-100 "Red Fury" (20) Support: BR 47-100 "Red Fury" (20)

SSU: As I mentioned in the introductory article on this project I built my army mostly around what I wanted to get painted, but also with a chance at winning in mind. Since first trying out the BR-47 Red Fury (aka guntractor) in an earlier game I knew I wanted one more of those. As I was also suspecting Anders would bring his Fledermaus I thought it was a good choice. The Nikita artillery mech has been waiting a long time for some paint as well, so that was in. I would really have prefered to have one Red Storm assault squad and one Red Thunder anti-tank squad, but the points simply didn’t allow for it, so I ended up with two Red Thunder squads. Well, if Anders decided to bring a lot of vehicles he was in for an unpleasant surprise! I was a bit worried about what infantry would turn up… especially if it was of the heavy variety.

In the end his army looked kind of what I had expected, although the inclusion of Manfred as the leader was a bit of a surprise as I know Anders loves his radio operators! I feel fairly confidend that my two BR-47s can take care of the plane, and the walker should go down quickly. Hopefully I can keep the infantry at bay with massed PPM machine guns. For the Motherland!


Battle Builder and Deployment



We used the battle builder in the Icarus expansion and after some jiggering around we ended up with Cold Snap, meaning that there is ⅓ chance that vehicles get one action less. The deployment rules allowed us to move onto the board as if we had taken a March action, allowing Anders to place his Fledermaus in just the right spot to fire at one of my BR-47s if he got the first turn. Our objective ended up being the rather unexciting "kill everything in sight", but then again we hadn't played like that for a long time so it might be a fun diversion.


I deployed fairly defensively, which felt odd when playing as the SSU! Normally it’s all about charging ahead to bring those sulphur throwers into play, but not today. My guntractors covered most of the field, and the Nikita had the ability to hit the rest more or less.

Anders deployed a bit more aggressively and I could tell that he was looking to close in on me. Again, weird as the Axis often stay back and shoot. Well then… let’s get going!

 Deployment complete. Let battle commence! Oh, and click for much a much larger image.


Turn 1


Command Phase: The Axis rolled zero successes so only had a single order to give and Anders decided to use it to push his Heavy Flak Grenadiers forward using Blitzkrieg. The Russians opened fire with one of the BR-47s and causing a single damage to the Fledermaus.

Axis: The Horten Ho-347 Fledermaus advanced forward its compulsory move but had trouble with the cold air (Cold Snap!) so couldn’t do a sustained attack. Blast this cold weather of the eastern front! Judging by the surrounding countryside one would have guessed it to be the middle of summer! The four 20mm cannons fired on the BR-47 and inflicted two hits as well as the Blinded condition. The Heavy Flak Grenadiers advanced and fired on the Red Thunder squad, using the air burst ability of their Fliegerfausts, killing one.

The Luther walker fired on the other Red Thunder squad and then retreated behind the woods. This is an example of plans not surviving first contact with the enemy. Perhaps I should have stayed where I was and taken long shots at the BR-47, pulling it’s attention away from my jet fighter. But the sight of that 100mm barrel proved too scary for the driver of the Luther, and he consequently fired and fled behind the woods. Manfred Kreuzer and his trusty gang of Panzer Grenadiers advanced into the ruined building ahead of them. This way Oberleutnant Kreuzer could stay in radio contact with the fighter pilot high above. The Recon Grenadiers advanced into the woods, nearby the Luther, thinking to do a little “recon in force”. Little did they know the ambush they were walking into.

SSU: The first order of business was to try and down that plane! I thought that this would be a quick matter with two guntractors in my force, but then again, six hitpoints can take a long time to chew through! One of the BR-47s didn’t get to fire because of the cold weather, but the other managed to inflict another hit. Unfortunately the driver of the Nikita hadn’t heated her up properly before moving out and was affected by the weather as well so couldn’t use sustained fire to attack the Recon Grenadiers advancing through the woods. Still she managed to inflict a casualty and caused that all important blast marker! This created an opportunity for the Red Thunder squad on the right flank to rush up in cover behind a low wall and open up on the Grenadiers inflicting another casualty.

On my left flank the other Red Thunder squad advanced cautiously while the Red Command stayed put and repaired the damaged BR-47 and tried to administer medical aid to the injured Red Thunder squad, to no avail.

Summary map of turn 1. Click for larger a image.


Turn 2


Command Phase: The Axis won again and Anders chose to use his single order to fire with the Horten on my damaged BR-47 He hit twice and I rolled… one success on my armour roll! Yes, still in the game! I fired again with my right flank guntractor but failed to damage the aircraft.

Axis: I guess the pilots aim was off because of the cold weather in the command phase. Imagine if he could’ve taken that tractor out, before it being able to react? Oberleutnant Kreuzer would’ve bought him a whole case of brandy for that! Now the BR-47 would get to react and possibly shoot down the plane! The Fledermaus advanced and fired sustained, but the BR-47 reacted and fired simultaneously... but missed! The pilot’s aim was on target though and the tractor exploded in a glorious, red fireball!

The entire Kampfgruppe Kreuze cheered! Manfred himself, not to be outdone by some “fliegerknabe”, advanced to in front of the house and fired at the Red Thunder squad taking cover there, but only managed to scare them into falling back. The Recon Grenadiers realised that they were zeroed in by artillery and the Red Thunder unit with itchy trigger fingers. Being suppressed they made the bad decision to fight back, only managing to inflict a bit of suppression on the Reds. Looking back I should have perhaps done something different with the poor scouts, but hindsight is just that, behind you. The Luther threw caution to the wind and charged through the woods to help the poor Recon boys but is hit with reaction fire from the anti-tank squad and takes three hits and is set on fire. Ouch!! The Heavy Flak Grenadiers advanced up the center to the tree and fired on the Red Thunder squad behind the low wall, causing one casualty.


SSU: The Luther coming charging through the woods with Kampfzange at the ready made me a little nervous! Sure it only had one hit left and was on fire, but it was still a threat both to my infantry and my artillery walker. To allow the Red Thunder squad behind the wall to use sustained fire I rushed over with my Command Squad to use the medic to remove the blast marker they had received from the Recon Grenadiers. They opened up with PTR rocket launchers on the German walker and fired their submachine guns and grenade launchers at the Recon Grenadiers cowering in the woods. Even with the re-rolls the rockets sailed past the Luther harmlessly(!) but the Axis infantry were reduced to a man. Being worried about the Kampfzange I decided to back up, out of charge range, with my Nikita and fired on the Luther… still not causing that last hit I would need to destroy it. In hindsight this was a mistake; I should have held my ground and used sustained fire on the Axis infantry instead. Oh well…

With only one BR-47 left on the field (the only unit that could hurt Anders fighter) things looked precarious. It fired again on the Horten and caused two hits (the third and fourth, for those who are counting) and inflicted the Weapon Malfunction critical hit, meaning everything the Horten attacked would get the benefit of soft cover. The Red Thunder squad behind the building on the left flank stayed put, not wanting to draw unneeded reaction fire from the Horten if they moved.

Summary map of turn 2. Click for a much larger image.



Turn 3


Command Phase: For once the SSU got to act first in the command phase! I began by ordering the Red Thunder squad behind the wall to fire on the walker and Recon Grenadiers. The last German infantry man was killed outright but again the two rockets failed to connect with the Luther! Damnit! The Axis used a Blitzkrieg order on Manfreds squad to advance closer to the house.

SSU: I felt that my Command Squad was a bit exposed so moved them into the nearby building where they could fire their PTR on the Luther, but it missed. The Red Thunder squad opened up again with their two PTRs but they, of course, missed as well. However with the Axis walker on fire, I felt safe enough not to attack it with the Nikita who instead fired on Manfred’s Battle Grenadier squad, causing three hits (who Manfred soaked of course). Just as I was declaring a sustained fire attack on the Horten with my one remaining guntractor Anders reminded me of the Cold Snap condition and of course I roll a hit, meaning I only get to do a regular attack. You’d think us Russkies would be used to the cold by now! The plane had two hits left and I… miss completely. The Red Thunder squad on the left flank were again threatened by the Horten and elected not to move.


Axis: My poor brave Aufklarer, you will be avenged! The Horten had to fly off the board with its compulsory movement but would return shortly . The Luther pilot was in a jam, he wanted to use his Kampfzange on himself and thus put out the fire and perhaps regain a hit point. Unfortunately he had to spend his first action putting out the fire, or he would have been burned alive. So, that makes the self repair action not too appealing, since the odds are against him getting any hit points back. And add to that not getting to dish out any damage at all this turn! Bah, that won’t do! He swiftly put out the fire and fired on the infantry who just killed his best friends in the Recon Squad... but does no damage.

Manfred moved forward and fired on the Red Thunder squad, killing one more of them.The Heavy Flak Grenadiers moved across the road and now had nice oppurtunity to put some real hurt on the remaining BR-47. Sadly I had positioned them so that only two could see the tractor. But hey, six dice should be plenty for a lowly tractor, right? Not so. The tractor shrugged it all off and could now keep on firing freely on my poor jet fighter the next time it made a pass.

Summary map of turn 3. Click for a much larger image.


Turn 4


Command Phase: Anders decided not to give any special orders during the command phase this turn. I thought it was time to make that Luther dead and ordered my right flank Red Thunder squad to Unleash Hell - a special order allowing them to make a sustained attack at the cost of taking a reaction marker and two blast markers. I rolled and re-rolled for the PTRs but still didn’t manage to make a hit! In a bit of a gamble the BR-47 also shifted its attention and fired a shot at the Luther, but failed do damage it. That walker was taking up an awful lot of my attention! The other Red Thunder squad fired as well, using its UGLs to good effect and causing another wound on Manfred (who can take five though).

Axis: Manfred moved into the house and fired and killed all but one of the Russian anti-tank squad. Very irritating in a game won by wiping out complete units. He aimed his Panzerfaust towards the BR-47 but missed. The Luther opened fire on the Soviet Command squad who retaliated with a rocket that sadly hits and destroys it. The Heavy Flak Grenadiers now wanted to redeem themselves in the eyes of their Oberleutnant and made a sustained attack on the guntractor, but infuriatingly only inflicted two hits and Blinding it.

The Fledermaus swooped back in on a bombing run and dropped its payload on the Nikita, the Red Command squad and the BR-47. The bombs rained down but failed to damage the Nikita and the infantry. However, more importantly the bombs inflicted three hits on the BR-47! Could this be it? Martin’s armour roll only saved one hit and we thought it was destroyed! “Hoch soll er leben” Manfred shouted! But then the pilot remembered that his weapons malfunctioned earlier and that meant the tractor was still alive with one hit. Verdammt noch mal! To add insult to injury he couldn’t attack the sole survivor of the Red Thunder squad on the left flank because of the cold weather..

SSU: Phew! That was lucky! Good thing I damaged the Horten’s targeting mechanics earlier. In one final attempt to down the plane the damaged BR-47 fired and rolled two hits! Anders picked up the dice and rolled… blanks! As bombs exploded around the crew they fired one last-ditch shot at the harrowing plane and it ripped through one of the engines. The Horten spinned out of control and crashed into a nearby ruined building. The hole left by the plane exposed Manfred and his squad and the guntractor crew opened up with their PPMs, killing one of them.

With the Horten and the Luther destroyed it looked like I might be able to win this, if I could only keep my infantry safe. The lone survivor on the left flank threw a grenade through the window of the building and caused some mayhem, but no damage. The Nikita suffered from the Cold Snap but fired at the Heavy Flak grenadiers, not causing any wounds however.

Summary map of turn 4. Click for a much larger image.


Turn 5


Command Phase: With only one hit remaining and both Manfred’s Panzer Grenadiers and the Heavy Flak Grenadiers bearing down on it I decided to fire on Manfreds squad with the BR-47. The cannon and three submachine guns make for a respectable nine dice, which killed another soldier. The lone survivor also attacked, adding another blast marker to the squad. Anders used his command order to attack with Manfreds squad and finally destroyed the guntractor but failed to kill the lone PTR gunner behind the wall.

SSU: Alright, if I could only hold on to this lead and not let my remaining infantry get killed I should come out on top. Manfred and the Panzer Grenadiers were probably too far off for an effective attack, but the Fliegerfausts of the Heavy Flak Grenadiers posed a real threat. I ordered the Nikita to fire on the Axis heavy infantry but again the cold weather impeded his performance and they shrugged off the artillery barrage. My two remaining squads also fired on the Heavy Flak Grenadiers but only inflicted a blast marker. The sole survivor tossed in another grenade which killed another German.

Axis: With the crashing of the jet fighter things looked grim for the Germans. The Heavy Flak Grenadiers still had an unshakeable belief in the final victory tough and they fired their rockets at the Soviet Command squad, killing all but one. Damn!

Well, by this point Manfred Kreuzer could see the writing on the wall. The Sovs had too many points locked in and too many units untouched (Well, one. Ed.). Manfred ordered the sole survivor of the Red Thunder squad to surrender, but when he answered by throwing hand grenades at Manfred and his men, the Oberleutnant summarily shot him with his Luger. Oh the humanity!

As that last shot echoed through the countryside and the Axis forces started to retreat the Russian survivors cheered and pulled out their flasks of vodka...

The game ended 92 vs 65 to the SSU.


Final Thoughts


An unknown Russian soldier took this photo just minutes before the battle.

Axis: Wow! Talk about a nail bitter! The whole duel between the Horten Fledermaus and the Soviet anti-aircraft tractors came down to the wire! My pilot really flew the gauntlett and I’m ashamed that his comrades on the ground let him down. Manfred and his squad should have kept the pressure on the other BR-47 as should the Heavy Flak Grenadiers. In fact even the Luther should have dished out with his 5cm flak cannon at the wretched excuse of an armoured car. This way, perhaps the Horten might have made it and, at least, kept me in the game.

SSU: That was an interesting experience! As a long time SSU player I’ve been used to having air superiority, and with two BR-47s I expected no less in this game. But six hit points is more than you think, and Cold Snap certainly didn’t help! Although I did bring it down in the end it took a lot of effort. Then again, the Fledermaus concentrated almost all its efforts on the tractors, so in a way I guess they canceled each other out. My infantry performed well, although I feel I threw away the Red Thunder squad on the left flank. I should have supported them better. It was weird being on the receiving end of an assault though - usually I’m the one running forwards with Molotovs and submachine guns ready. Playing more defensively like this felt… odd. Finally, I didn’t utilize the Nikita as well as I should. It spent time firing on the Luther and even retreated once! A couple of rounds of concentrated fire on Manfred’s squad would have probably saved my left flank. Something to keep in mind for next time!


We both enjoyed the close game and are now considering going for another 150 points. Anders have a lot of unpainted stuff left whereas my choices would be a bit more limited; I still have a few things that need to be finished though! Of course, Deadzone will arrive as well at the end of November. Hmm...
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Tuesday, 10 September 2013

Dust 150 Horton HO-347 Fledermaus


Just a quick update on our Dust 150 project. This time I've got something from the Axis to show, namely the Fledermaus jet fighter! It was the first aircraft for the Axis and to my eyes the best looking aircraft in the game. Both the Russian helicopters and the American Pelican jet look like toy versions of the real thing, kind of cool in a way, but not realistic. The Fledermaus looks kind of like it might actually be flightworthy and has the nice hi-tech look the Axis get from their research of alien technology.

It's been said that it's not a very good unit in game, but I think it looks fine on paper. Will be interesting to see it in action on Saturday.

Anders didn't really provide any commentary to go with the pictures so I'll let them speak for themselves.



He did change the seating in the cockpit a bit so that both pilots are facing forwards.


Rumour has it that Anders is also all but finished with his infantry, which I must say I found quite surprising! A nice surpise to be sure, but a surprise nonetheless. Hehe! With the infantry done it's only the Luther walker to paint and the Axis will be ready for battle.

As for me I've finished one of the Red Thunder anti-tank squads so now I've got one squad left and the crew to the second guntractor. Four days to go...
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Saturday, 24 August 2013

Dust 150: Red Guard Command Squad



I've been painting quite a few vehicles lately. In fact I think I've painted more vehicles for my SSU army in just the last couple of months than I ever did for any of my 40k armies back in the day!

Anyway, the Nikita is done and both self-propelled guns are done (although one still needs its crew) so it was a nice change to paint some infantry when I got started on my Red Guard command squad. I did pretty much the same thing I did when I started painting my regular SSU infantry last year: blocked out solid colours and washed them with Army Builder Strong Tone. Except this time I didn't stop at that stage but followed up for some quick highlights and a few more details. I also picked out the faces better and a couple of them even got eyes!

This is basically what I aim to do with all my infantry once I get around to it - wash and then pick out faces and some details. The Dust infantry models are overall pretty cool looking and look good on the tabletop, but they are not individual works of art like what you see released for Infinity, so I don't really think spending any more time with them than this is worth it. Besides, with the historical connection they have actually not doing strong highlights and leaving them a bit flat adds to the "model builder realism feel" of them. :)

Now I have two Red Thunder anti-tank squads and the crew of the second gun tractor left to paint. I just started with the first basecoat on one of the Thunder squads last night so they'll hopefully be done soon enough.

Also, here's a quick teaser shot of Anders' first project, his Horton fighter jet:



He's actually almost finished it by now, but he couldn't get pictures to me in time so this WIP shot will have to do. For now.

Finally, here's a group shot of what's done so far:


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Thursday, 15 August 2013

SSU Heavy Tank Painted!


Here's another little sidetrack that I managed to finish up. the IS-5 heavy tank!

The Mao Zedong variant with its four 85mm anti-aircraft cannons is one of the most feared machines the SSU have, and rightly so! That kind of main armament is a threat to anything on the battlefield and with three DShK machine guns it can really tear apart any infantry squad daring to move that close. While not quite as heavily armoured as its IS-48 cousin it can still take quite a lot of punishment.

The Mao has been a staple for SSU commanders since its arrival, but for some reason I haven't got one until now. At 85 points it doesn't come exactly cheap, but this kind of versatility I think is worth the price you pay. If you're unsure of what the opponent might bring a Mao is always a solid choice, or two.

The Vladimir Lenin variant looks all kinds of badass with its 252mm field mortar, but it's not actually that much better than the more modest Nikita walker (that is also half the price of the Lenin). Also, the main gun must be reloaded between shots further reducing its effectiveness. I'm sure I'll try it out at least once, but if it's artillery I want I think the Nikita or a mortar team might be the better option.


Big and blocky! Yepp, that's Russian alright... 


The Vladimir Lenin.

So now I have both tanks painted and ready to roll! I just need to figure out a list where they both fit. Haha!
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Wednesday, 14 August 2013

Attack Helicopter Painted!



As I mentioned last time I have been mixing up my Dust 150 painting goals with some other stuff, and here's my first "other stuff".

I started painting the MIL MI-47 ground attack helicopter last year, but after having done the basic camo I got stuck and was unsure how to proceed. I wanted to go for the classic green and khaki camo you often see on real Hind helicopters rather than the green/grey tiger stripes that Dust Models have used for their studio models.
Only problem was that the large amoeba like pattern didn't translate all that well from the huge fuselage of a real Hind to the tiny, egg-shaped fuselage of the MI-47. I was almost ready to start over and do the tiger stripes instead but Anders and Gille told me to persevere and with some blue grey on the bottom and proper detailing and weathering it came out looking ok. In fact it's really grown on me and now I actually look forward to painting the second one.


Guns! Bombs! Rockets! 


This is the Striker loadout with machine guns and two 50mm autocannons. 

Here you can really see the egg shape. Ugh... 



Then again, this is how I'm used to seeing it which looks a lot better. 

A better shot of the crew. 

The Airblaster loadout - rocket pods and bombs. 
Now with proper flight stand and everything! 


The Death Rain loadout with anti-tank and incendiary bombs. 


And again, the Striker.

As I mentioned I have one more that needs some love and now I feel a lot more motivated to get it done as well. The helicopters have really served me well during my time as SSU commander and having two painted and ready would be really cool!

I think it's tricky to use less than two in an army as they do go down relatively easy. If you have two you force your opponent to either split his attacks or having to concentrate on only one of them, leaving the other two wreck havoc. I still haven't actually tried the Striker version as I'm so enamoured with bombs, but now that I have other long range anti-tank assets like the Matrioshka it might be time to try it out!
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