Following the Roswell UFO crash of 1947, ARPA worked feverishly to engineer new technologies based on their discoveries.Not all their experiments would prove successful, however, and the 1949 Philadelphia Experiment – originally conceived as a means to “cloak” a ship – was a horrific failure. An offshoot of the program carried on developing the principles of teleportation that had been inadvertently discovered, and although a couple of early catastrophic failures in testing proved that organic living tissue could not use these machines, they were fine for inanimate objects and machines. At a stroke, the Atlantic Alliance’s logistics corps was revolutionised, and each theatre of the Apocalypse War is equipped with tele-logistics nodes such as this one in the town of Kessenburg, central Germany.
The original installation fell victim to an artillery and psychic bombardment from Holy Soviet Empire forces on a sector wide offensive, and Allied X Corps Command ordered a rescue detachment to the area to prevent the Soviets capturing the node and it’s advanced technology.
Victory conditions – to control the node, the player must have unsuppressed troops within 5cm of the outer edge and no unsuppressed enemy forces within the same distance.Your objective is to control the node for three uninterrupted turns allowing the auto evacuation mechanism time to lock on to the nearest homing signal and teleport to safety.
So, following the trip to Warhammer World last week, I was raring to go and get a game in, and on Sunday evening Dan rolled up with a crate of Carling in one hand and his Holy Soviet Army in the other – game on!
I had a few new toys to try out, so we cranked up the fire support allowance for Dan, and we both tried out the new Command Cards idea – basically, to make your CO and XO extra valuable, they can force extra actions, prioritise fire support, benefit morale etc. As it turned out, neither that or Fortunes Of War had any impact on things but it was a great game nonetheless!
Thankfully my command team had had their coffee so the Atlantic Alliance won for deployment:
The game started with both sides jostling for position and few shots being fired. My infantry deployed straight from their APCs onto the objective, securing it in Turn 1 – I noticed Dan hadn’t put his assault troops in the Soviet APC, as last two games, it’s been hit before it could be activated and his badass Siberian psychopaths have been barbecued..
Turn 2 was where it all hit the fan, the Soviet assault got its momentum and my right flank was a mass of blazing armour! However a lucky shot from a machinegunner had taken down the Soviet RTO which meant no fire support calls – lucky for me, as I was losing infantry hand over fist.. and I didn’t have many to begin with!
Unfortunately (depending on your point of view) they couldn’t quite carry the momentum – the Beastmen slaughtered Delta Squad but were blown to pieces by the heavy machineguns and cannon on the APCs.
So there we have it – Alliance victory, although only just, I literally had about three infantry left, plus the ‘bots and one operational APC. Had Dan been able to successfully call fire support, we’d have had it. Damn it was fun though! And the Charge of Lt. Polikarpov – Dan, you paint a medal on that guy!
A couple of thoughts – the Tesla troopers actually got some licks in and fried a pair of tanks, but my Dreadnaughts couldn’t do a damn thing – I think we’ll up the minigun penetration just a touch so they at least have a slim chance. The BEastmen need to be tougher too, I suggest scrap the 6+ save and go for an armour rating maybe 9, plus some kind of resurrection rule – fits the fluff better.
Anyway, more new toys to come, plus our fantasy setting – “Hyperian Wars” – stay tuned!