New Project Inbound! Guerilla Renegade Tank

A quarter of the world is on lockdown (as of Thursday – probably more now). Try and wrap your head around that – a quarter of the world. We are living in unprecedented, historic times as coronavirus wreaks its’ havoc across the globe. Indeed, as I write this the UK is locked down, all non-essential travel forbidden.

Which kind of rules out our regular games night. Pretty certain going to play soldiers and drink beer with your mate doesn’t count as essential travel. So this has left me picking through the pile of toy soldiers we acquired in an eBay haul waaaaaaay back in 2012, with an idea in mind.

I’ve long fancied doing a “renegade” army, Chaos but without featuring Chaos Space Marines (as to my mind, they should be as rare as Loyalist marines) – just as the vast bulk of the Imperium’s battles are fought by the Guard, surely the vast bulk of Chaos forces will be cultists? But all the Codex stuff leans heavily on Traitor Astartes or full on Daemons.. not what I was looking for.

However, the good folks at One Page Rules have got you covered! Their Renegade Guerilla force – I believe it’s based on the Rebels from Star Wars, but it looks like a pretty good fit. We dig their Grimdark Future game, having had a couple of good scraps last year (plus it includes solo rules for when you’re missing your gaming buddy). Plus I liked the idea of a Chaos cult not really understanding that that’s what they are – having been educated in the Siege of Vraks by the excellent Arch Warhammer (a great listen while you’re cleaning, painting, decorating etc) – the rebels initially had no idea they were fighting for Chaos, initially believing they were the true loyalists… and that fits into a vague idea of the Star Wars and 40k universes being the same thing from different perspectives, Star Wars rebels thinking they’re noble freedom fighters against the repressive Galactic Empire, the Galactic Empire knowing that repression and stringent restrictions are the only way to fight Chaos/ The Force….

…or indeed coronavirus…

So I planned my list. I’ll show the infantry when they’re done, but let’s start off with the armoured component of the force – a Creighton-pattern light assault vehicle, a design native to the world of Hazzard Prime.

Remember those 4D “3D puzzle”tanks from 2017? Pair the M1 Abrams turret with the T-72 body to break up the silhouette, cut down the 120mm cannon t represent a short range “fusion blaster”.. then decorate with cardboard and stowage..
Fusion cannon made more sci-fi with the addition of guitar string… targeter? Cooling device?
Comin’ atcha…
More stowage on the rear of the turret, plus a guitar string antenna
And then, I watched “Fury”! So greenstuff sandbags suddenly became de rigeur..
Front and rear, naturally
That’ll stop those laser cannon beams, no problem
Primed! Added a commander figure in the hatch from the pack of Airfix soldiers I recruited for the infantry.. more on them in a separate post!
Painting! Slapped cheap tan craft paint over the black – never mind two thin coats, this bastard needed four, but hey, it’s not like I’ve got a deadline :-/ Camo triangles were done in Vallejo Olive Drab and the whole thing got a wash of Vallejo Brown Ink thinned with W&N matt medium.. the “freedom” sigils were stippled on with red craft paint.
Pin wash with Vallejo Smokey Ink, followed by sponge chipping Vallejo German Grey… in the heaviest weathered parts I went in with the teeny brush and put just a tiny stripe of Vallejo Silver in to represent paint and primer coming off – all this freedom fighting leaves precious little time for maintenance, you know.
Done! In situ with tank commander painted..
..and here facing down it’s nemesis, the Hazzard 1977th PDF Leman Russ, the mighty “General” himself!

I’ll be showing the infantry soon, and then it’ll be nice to have another faction to scuffle on Hazzard Prime – plus these guys will probably count as “baddies” (whether they agree with it or not) which will provide a nice bit of balance when we next do a REALLY BIG GAME – and we will… things might seem grim now, but it’s not forever.

Till next time, stay home, stay safe, wash your hands and don’t do anything stupid. If you’re NHS and reading this, then thank f*ck for you and may any and every deity protect you going about your duties. The world will turn soon enough, hang in there folks.

Apocalypse Earth: Black Ops Playtest – Sweep & Clear

For a while now we’ve been playing with the idea of “scaling” the Apocalypse: Earth setting for different games – just as back in the day GW had Epic, 40k and Necromunda for massed battles, intermediate and small scale skirmishes with different levels of detail, we’ve been toying with the idea of a 6mm mass battle version as well as an intimate, up-close-and-personal RPG (of sorts) set in the shadows of the Apocalypse: Earth universe.

To begin with, we thought we’d shift the focus from Allies v Holy Soviet Empire, and shine a light on some of the small scale behind the lines security.. Now, one of the factions that we haven’t explored too much on the tabletop are the extraterrestrials – the iconic Greys! If you’ve read the fluff, you’ll know that the main reason the Atlantic Alliance has the jump on the other sides in terms of technology is due to an alien spacecraft crashing in the deserts of Roswell, New Mexico, in 1947. Ever since then, Alliance scientists have been busily reverse engineering every aspect they can, creating the UNIVAC artificial intelligence to run the everyday infrastructure (and maybe more..) of Alliance nations, and the ARPANet instant electronic communications network, as well as the antigrav tech that powers things like the Silverbug gunships.

But although we haven’t seen the Greys in open battle yet, behind the lines it’s a different story, as elite security teams drawn from the best Allied combat units fight desperate small unit actions against alien infiltrators!

Accordingly tonight’s game pitted our gallant Alliance Special Forces team against an unknown foe, sweeping across an abandoned industrial sector..

The battlefield laid out.. SpecForce team in bottom left, with four objective markers four the team to check out and clear
The team deploy into cover
The team approach the first objective, cunningly concealed behind the two crashed cars..
Specialist Stewart trains his weapon on the objective, setting overwatch as Specialist Hill moves in to check the objective..
..we roll on the threat table, and out come two Mind Slaves with light weapons!
Clearly taken by surprise, Hill’s rounds go wild, missing completely!
Mercifully, Stewart is on overwatch, dropping a mind slave instantly. The second one attacks Hill in close combat, but the specialist has clearly recovered his composure and takes it down swiftly and brutally!
The team move cautiously toward the next objective..
..but the GM has some nasty surprises in store! We’re trying to figure out a way to simulate sod’s law in combat.. this is getting us some of the way there!
To Specialist Hill’s immense relief, Objective 2 turns out to be blank!
Hill and Moss clear Objective 4, but Objective 3 spawns a pair of mind slaves with pistols, stunning both Stewart and Hunt, and wounding Hunt’s leg into the bargain!
Thankfully Hill is on overwatch, and despite being hit with a jam, he clears the stoppage and takes down the two mind slaves with a couple of clean head shots.

And with that, the game is over! A resounding victory for the Special Forces team, but bear in mind that this is the lowest threat level, and would be an encounter that takes place at the start of a campaign. A fun, and at times pretty tense mission, looking forward to more playtesting on this!

Till next time, stay thrifty (and dry..) out there, see you soon!