Anyhoo, recently he’s been putting up some battle reports using the system formerly known as 1page40k – Grimdark Future. This is billed as a fast playing, easy to use, quick and dirty version of the 40k we all know and sort-of-love, sort-of-loathe. Rules and army lists are free to download from the One Page Rules website here. And seeing as we are drawn to free stuff like a moth to the flame of a slow burning crack pipe, we were all over this.
We set up terrain with a ruined village to the east and a disused plasma generator station to the west, set objectives (one of the generators, central hill, ruined church and a ruined shop)…and GAME ON!
Human Defence Force won the roll off and force the Orcs to deploy first:
Jim’s ladz took the southern table edge, concentrating forces in the village – effectively conceding the plasma generator but with the intent of focusing on the central three and hoping to overwhelm the HDF at short rangeBig Red packed with Warlord, Power Armoured Orcs and Commando Orcs with the task of seizing and holding the two village objectives. Meanwhile the other mob would head for the central objective in the hillsHDF infantry cluster in cover opposing the main orc force – commander, infantry and conscripts along with heavy machinegun teamThe HDF is ready – Hoo-AH!
And battle was joined!
Action erupts almost immediately as the Warlord, the Commando Orcs and the Power Armoured Orcs leap off their transport and straight away mix it up with the HDF heavy machinegun team – losing a PA Orc and another woundedHDF range superiority proving effective as long as humie can keep his distance, but if the Orcs can get in close…Boyz mob climb the hill, taking an objective and lobbing a grenade into the HDF squadHDF missile team open up on da boyzThe General wades in to the fray“Where dey all gone?”
Transport holds the objective while the Warlord makes his way through the villageCommando Orcs hold the forward ruins objective, giving supporting fire while the Power Armour Orcs advance on the conscript squad and the Command squad As we go into Turn 3, it’s 2 objectives to the Orcs, 1 to the HDFHDF conscripts play cat and mouse with the VERY tough Power Armour OrcsThe General advances toward the Orc flank, a rolling firestorm…From their perch near the plasma generator, HDF laser cannon team drop the WarlordAnd as the final turn comes to a end, the General crashes into the Orc flank, taking the central objective and massacring the Commando Orcs.
End result, 2 objectives to the HDF (plasma generator and central hill) one to the Orc Marauders (ruined church, held by the transport)
Casualties – HDF lost a weapons team and some of the infantry squad, plus wounded Captain… the Orcs were pretty much down to the transport and their Power Armour elites, and even they were pretty beaten up.
So a pretty decisive victory!
Thoughts on the game? A LOT of fun. Grimdark Future is simple, fast playing and intuitive, absolutely brilliant for a quick throw down kickabout. We did wonder about the balance of point values given the pounding the Orcs took, but Jim did point out the he might just’ve sucked at playing the game.
So, a new system, and props to OPR designer Gaetano Ferrara for the effort he’s put into creating a fun and fast game that really benefits from not being supported by a major model company (more thoughts on that another day). We had a blast and next up on the list is OPR’s “Age Of Fantasy- Regiments” – we’ll let you know!
(Side note – free rules and army lists, 1/72 miniatures, scratchbuilt terrian and vehicles… could this be the cheapest wargame ever played?)
With the Soviet offensive of summer 1956 successful in capturing a number of Allied plasma generation facilities, UNIVAC, Majestic 12 and Supreme Allied Command Europe were all agreed to focus their immediate strategy on recapturing these vital installations before Emperor Djugashvilli could build on the momentum the Holy Soviet Army had lmanaged to create (at great cost).
It therefore came as something of a surprise when Stalin’s next move did not come across the front lines in Europe, but a massed amphibious assault on northern Scotland coming from an armada of massive transport submarines. In one of the opening moves, Lt Polikarpov would lead the infantry component of the assault task force assigned to knock out the plasma generator station powering Faslane naval base.
The Scottish campaign was notable for the complete and total inebriation of both sides – commissars would ladle out vodka liberally to the assault troops while the Scottish defended their homeland fuelled on a mix of Iron Bru and McEwan’s. Fighting was close and brutal, fuelled by borscht on the one side and deep fried Mars bars on the other. In the end, however, there could be only one victor.
Welcome to another Apocalypse: Earth megagame! We’ve been planning this for a while to coincide with the 75th anniversary of the D-Day landings and figured doing our own weird war retro sci-fi take on things would be our little (if slightly strange) contribution to commemorating the immense bravery shown that day.
So, without further ado, on to the battle report!
Scenario:
The Soviet force would be landing on the beach from the gigantic transport submarines they had created in secret and infiltrated up to the Scottish coast (which meant no need to scratch build landing craft), and would be landing with the intent to capture the (suspiciously familiar looking) plasma generator station that powered Faslane Naval Base – knocking that out would take down the base forcefields, allowing the next stage of the Soviet invasion.
Task Force Polikarpov, therefore brought EVERYTHING to the battle, including some new recruits to bolster the rifle squads to a full 14 men each. We were also trying something new – grouping the Soviet tanks into platoons, each consisting of two regular gun T-48s and either the Inferna or Elektra assault variant. This meant less flexibility (alternating unit activations favours multiple small units, a fact that the Atlantic Alliance is built around) but also the ability to bring down a LOT of firepower in one go. In short, playing like the slow moving iron clad firestorm the Holy Soviet Army should be!
“Contact – no, wait, multiple contacts!” called out the sonarman monitoring the sonobuoy pickets out in the bay. “Bearing 060 through 065, closing up on the beaches fast.. where the HELL did they come from?”
“One of their damned sorcerers” snarled Lt. Grant. He quickly swallowed the last bite of his bacon sandwich and thumbed the ARPANET transceiver on to the platoon network.
“Buffalo 2-7, this is Sunray. All units stand to. I say again, stand to. Prepare for amphibious assault.”
Around him the troops were already scrambling. Men checked weapons, drivers gunned engines. Grant thumbed the channel.
“Kampfgruppe Hulkenberg, this is Buffalo 2-7 Sunray, we have multiple- “
“We have them too, Lieutenant”. The clipped, precise tones of his European League counterpart cut through the static. “All units moving to prepared positions as rehearsed.”
Grant smiled grimly. “See you on the beach, Nico.”
“It’s a date. Von Hulkenberg out.”
The Allied forces rush to defend Mel Bay! Silverbug gunships anchor the flanks while the Kugelpanzers prepare a point blank defence with their (potentially) devastating laser cannons..Grant and the Atlantic Alliance infantry cluster on the Allied rightLt. von Hulkenberg’s platoon take the left, bolstered by Atlantic Alliance vehiclesAn wall of steel welcomes the Holy Soviet Army!
Turn 1
The game opened with a salvo of 152mm shells from supporting Soviet naval firepower, smashing an Allied jeep and causing damage to the Kugelpanzer squadron, but no sooner had the ground stopped shaking from the explosions than appeared the gigantic, terrifying form of the Soviet Colossus – Stompy Uncle Joe leading his children to war!
The Holy Soviet Army storms ashore – the Colossus leads the way, incinerating one Kugelpanzer, frying another one with his lightning launcher and lobbing the third one onto an Alliance APC, destroying both! AND THEN finishes off by blowing both missile launchers off a Silverbug with his anti air machineguns – THAT’s how Stompy Uncle Joe rolls..The Holy Soviet Army barges on to the beach, the brutal firepower of the Rampager’s twin 130mm cannons demolishing a CenturionSiberian assault troops storm into the fray……before being gunned down by Rocketeers!Soviet infantry push onto the beach, taking fearful lossesChaos on the Allied left flank!And just about everywhere else!Lt. Polikarpov leads his platoon forwardHeavy weapons squad unleash hell on the defendersAttack Drones bring down a SilverbugInto the breach, Comrades!The state of play at the end of turn 1 – the Soviets are ashore but heavy losses on both sides
Turn 2
Once more, the Holy Soviet Army advances into the maelstrom – after the near total demolition of the Soviet infantry in turn 1, we house ruled that any units destroyed in turn 1 could respawn as a second wave in turn 2. Very sportingly, Dan declined to apply this to his left flank tank platoon and limited just to infantry. In fairness, we hadn’t really balanced the armies too closely, it was largely gun and guesswork!Despite being immobilised, Stompy Uncle Joe manages to grab an Allied APC that ventures too near..Which he promptly lobs at the sole surviving Centurion, falling short but causing a very spectacular explosion…Second wave of Soviet infantry charge forward…A second squad of Siberian assault troops overwhelm the German infantry on the Allied leftThe remaining German rifle squad gun down the exposed mutant assault troops
As the second turn ended, the Soviets were ashore with heavy losses – but at the cost of gutting the Allied formations!
Turn 3
Soviet Holy Mystic summons primordial waves of psychic energy to telekinetically lift the last functioning Allied M60A3 and drop it on the second Silverbug, destroying them both in spectacular fashion!Soviet naval guns blast through the few remaining Atlantic Alliance infantrymenSurviving Tesla troopers demolish another APCStompy Uncle Joe falls to Stinger/ TOW fire
By this time both sides were on the ropes and tottering, but the Soviets had managed to push the Allied forces off the beach, with catastrophic casualties on each side!
Turn 4
Stompy Uncle Joe may have fallen, but he’s still in the fight! Soviet Holy Mystic summons the psychic strength to lift eighty tons of steel and drop it on the sole surviving Allied vehicle..The subsequent explosion wounds Lt. Grant and kills yet another Alliance riflemanAllied sniper team knocks out a Tesla trooper’s generator – in response, the surviving trooper fries the sniper team!Mac and Lt. Grant make a last gasp attack on the Soviet HQ..But they fail to inflict any damage, and Lt. Polikarpov and his HQ gun them down without mercy!And with that, the last gasp of Allied resistance falls… the way is open to the plasma generator station!
The pain flared across his temple. Lt. Grant struggled to consciousness to find himself looking into the darkness of a Kalashnikov assault rifle barrel. As he struggled to clear his vision, a second figure in a peaked cap wielding a pistol swam into view.
“Lt. Grant, I presume”, said a Russian voice, “I have been waiting a long time for this..”
So, a Soviet victory! At great cost – HQ, a couple of riflemen, the Mystic and his bodyguard, a Tesla trooper and sniper were literally all that were left. On the Allied side, however, we were down to a German medic armed with a pistol. So, now what for our story? Lt. Grant trying to effect a breakout from a Soviet POW camp? Some more fluff and battle reports on the Scottish Front? Let us know!
On a more serious note, no one reading this will have been unaware of the 75th anniversary of D-Day a few days ago, and certainly that was in our thoughts as we finished this quite epic game.
Dan – “That was a laugh and everything, but f**k me, can you imagine having to do it for real?”
No. No I can’t. We both agreed that neither of us could have done it. But mercifully, we haven’t had to.
So thank you Grandpa. Thank you Grandad. Thank you to all of you who summoned up the courage to do the impossible – not just on D-Day, but the day after that, and the day after that, and the day after that, for eleven more months.
Stay thrifty out there and we’ll see you again soon.