Apocalypse: Earth Battle Report- The Battle Of Kubica Pass (Pt. 2 – FIGHT!!!!)

And thus was battle joined…

Turn 1

The Atlantic Alliance won the initiative and opted to move first.

A Silverbug gunship leapt from cover, skimming over the treetops to hover inside the ruins of the church, securing Objective 6 and sending a terrifying volley of fire at the Soviet superheavies – two Stinger/TOW  missiles rocketed towards the Colossus and a burst of deadly Rosewellium tipped shells from the Avenger cannon pattered lightly of the Rampager’s incredibly thick armour. In return, the Colossus stomped forward, lightning launcher and machineguns failing to damage the second Silverbug, who managed to blow out a sensitive knee joint with it’s Avenger cannon. The pride of the Holy Soviet Army, slumped against the ruined wall, immobilised but still very much in the fight!

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Stompy Uncle Joe is immobiilsed by the Avrocar Silverbug flight

On the other side of the field, the crew of the SU-152, (their resolve hardened by a “Take Aim” Order Card) prepared to fire their first shot in anger… the massive artillery shell arced straight and true, landing square on the top armour of an M60A3 Centurion.

Which promptly exploded.

Cue much fist bumping amongst the Soviet artillery crew, reinforced when the SU rolled onto Objective 1, and cue loud swearing from the Allied side as one of their most powerful assets was demolished without firing a shot..

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“Comrades- drop an M60A3 on the first shot?”
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“YES WE CAN”

The M42 Stealth Tank and the Rocketeers manouevred their way through the woods and hills in front and below the SU-152 and it’s frantically high-fiving crew while the Soviet Artillery Observation team (who were feeling a little redundant by this point, it has to be said) followed the assault gun up the hill to consolidate Objective 1. Meanwhile, on the Soviet right flank, the Rampager ground forwards, it’s twin 140mm cannons and multiple machineguns spraying a wall of lead at the lead Silverbug but the damnable Alliance contraption bobbed and weaved in a physics defying fashion to deny the Soviet behemoth a hit.

Realising they had better get their remaining Centurions into play quickly, the central Allied MBT advanced forwards, 120mm cannon and Stinger/TOW systems entirely failing to miss the Soviet Elektra tank, but was rewarded with at least downing a Siberian.

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M60A3 Centurion surveys the scene….
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“PHIIIIIIIIIIL!!!!”

Elsewhere along the frontline, the Holy Mystic struggled, beads of sweat on his forehead as he desperately tried to summon forth the psychic energies around the battlefield- to no avail. Meanwhile, the Stinger/TOW equipped Humvee missed the SU-152 and the Cherno Alfa, a Soviet T-48, immobilised the Stealth Tank before it could cloak and Cherno Brava took down the railgun-equipped Humvee with a single shot!

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“In Holy Soviet Empire, gun rails you!”

Rushing toward Objective 3 in the centre, the Soviet Shock Drones took position to prepare a lethal ambush for the Allied infantry, but an M113 with a 20mm cannon took down the first, also killing a rifleman from Soviet HQ in the process, while the Allied Dreadnaught squad paused on the low hill to take aim with a Stinger/TOW and with a beautiful shot brewed up Cherno Troika!

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“Watch this”
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“OH YEAH”

Inspired by their example, Charlie Squad and support M85 ‘bot try the same on the Cherno Brava and Cherno Draka, but their missiles fall short. More range time, gentlemen (and robot)!

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No. 4 (Support) Squad take position on Objective 2…
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Promptly gutting Charlie squad, killing the sergeant and demolishing the support M85!

This was not without cost though, as Ghost 7 dug in on Objective 5 drew a bead and sent a 7.62mm round straight through the forehead of a Soviet heavy machine gun crewman.

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The Soviet Lightning Storm Squad deploy onto the walls of the tenement block, losing two bodyguards to fireteam Delta 2
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Elektra rolls forward, her lighting launcher immobilising an Avrocar Silverbug and stripping off one of it’s Stinger/TOW launchers
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FInal M113 pulls into the gulley and fires on the advancing No. 3 squad – this goes VERY wide…
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..Straight into the middle of No. 2 squad, in fact – killing four of their number!
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At the end of turn 1, Soviets occupy objectives 1, 2 and 4, Atlantic Alliance are on 5 & 6, closing on 3

Turn 2

The Atlantic Alliance won the initiative and decided to move first. Bobbing up and down serenely in the ruined church that was objective 6, the first Silverbug gunship unleashed two volleys of fire at the Soviet Colossus – a dozen Roswellium tipped armour piercing rounds, and no less than FOUR Stinger/TOW missiles crashed into and around the massive mech…. but at the end, it still stood firm, albeit with a second knee joint blown out. So all we had accomplished was immobilising an already immobilised target. Great. And that was one of the most powerful Allied assets!

Stompy Uncle Joe was displeased. With Lightning Launcher, heavy flamethrower and heavy anti air machineguns, he did vent his wrath on the Silverbug squadron…

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F*CK YOU.
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AND YOU.

Two gunships destroyed and one VERY worried Atlantic Alliance commander! Did I mention one of those Silverbugs was holding Objective 6?

Meanwhile Elektra led the Soviet advance into the gulley to assault Objective 3, Lightning launcher firing wild but machine guns downing a member of Bravo 2.

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Meanwhile, a humble Stinger/TOW equipped Humvee decides to get this party started…
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First shot blows the SU-152 off it’s perch on Objective 1, spinning it round and immobilising it – effectively making it a 40-ton paperweight…
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Second shot brews up a T-48, which explodes, killing a member of No. 4 (Support) Squad and suppressing them!
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A suppressed Support Squad, you say? Rocketeers zoom up to Objective 2, claiming the entire Soviet Heavy Weapons Squad as POWs!

Elsewhere the momentum was starting to turn… The surviving Soviet Shock Drone leapt on an M113, ripping off it’s main weapon before being destroyed an M60 Centurion..

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“Git yo’ claws outta mah buddy”

..which went on to slaughter five Soviet infantrymen and brew up yet another T-48!

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BOOM!
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“You know what today is? A bad day to be a T-48, fool”

Elsewhere in the centre the Soviet APC managed a lucky shot, killing a member of Charlie Two and suppressing the rest of the fireteam, whilst in return an M113 managed to kill a Soviet Lightning Storm trooper, also suppressing the Soviet elite troops.

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The sole surviving T-48 crests Objective 1 and destroys the Stinger/TOW Humvee after the Allied Dreadnaught squad miss with their Stinger/TOWs
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Carnage around Objective 3 – M60 blows Elektra’s turret off…
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Whilst Inferna’s brutal assault saw rips the other M60 in half!
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“Today’s weather forecast – fire. Lots of it.”
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Rampager super heavy moves in on the Allied left flank
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Charlie One demolish Inferna with another superb Stinger/TOW shot
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Assault saw whirling, an M85 heroically charges the Rampager..
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….scratches the paint, but that’s about it.
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Soviet infantry and HQ hustle up to the gulley to support the attack on Objective 3
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Immobilised, the Stealth Tank decloaks to fire at the surviving T-48.. futilely, as it would turn out..

(By this point, victory points had kind of gone out of the window – we were just enjoying the epic slugfest! The battlefield itself looked truly apocalyptic, blast markers blazing everywhere- check out this video on our Facebook page)

Turn 3

The Atlantic Alliance won the initiative and went first.

Fresh from capturing both Objective 2 and the entire No. 4 Soviet Support Squad, the Rocketeers decided to take a gamble, given the relative paucity of Holy Soviet forces  in this area of the battlefield. Jet packs roared into life and submachineguns delivered death from above as the Holy Mystic was riddled with 9mm rounds before he could summon up his supernatural powers!

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No throwing tanks for you today, Ivan!

Meanwhile, a turretless but still game Elektra forced her way onto Objective 3, ramming an M113 in the process as the battle in the centre hotted up.

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The M113 is flipped over and destroyed by Elektra’s attack, Allied HQ barely escaping!
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Immobile, the Stealth Tank looses twin burst of rapid autocannon fire against the surviving T-48 on Objective 1, scratching the paint but that’s all..
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Humvee sweeps around the gulley to attack Soviet HQ in the open, wounding Lt. Polikarpv and killing the Soviet RTO…
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…Before being rammed by a reversing Soviet APC and losing it’s minigun!

To the Soviet right the Lightning Storm Squad shook off their suppression and marched doggedly forward, but it would be another turn before their lethal Lightning Launcher would be in range, whilst in the centre an M113 advanced up insupport of the Humvee and immobilised the Soviet APC with it’s .50 calibre heavy machinegun.

Further back the shamefaced bodyguards of the Soviet Mystic vent fury on the Rocketeers, filling the air with lead from their submachineguns and downing one of their number – checking morale, the Rocketeers were rewarded with Frenzy, which allowed them to instantly vault back to Objective 2!

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Dreadnaught squad line up the final T-48 with a Stinger/TOW…
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..and are rewarded with ANOTHER big juicy explosion!
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Pushing forward in the centre, the sole surviving Siberian assault trooperhurls himslef at Platoon Sgt. MacAuliffe – CCR 7 + 1 for charging, vs CCR 3…
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Mac, you are one bad ass mutha***ker – Hero Save on two wounds and put the Siberian DOWN!
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As the Rampager closes in, a desperate manoeuvre from an M113 crew – light autocannon, point blank, rear armour… the shots bounce harmlessly off (however side machineguns kill a Tesla trooper and suppress the squad yet again!)
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However, this in turn left the vehicle exposed to the Lightning Launcher of Stompy Uncle Joe, who promptly immobilised it

Vasily the Noble Sniper drew a bead and picked off a member of fireteam Alfa 2, suppressing them, while chaos erupted in the centre as a vicious grenade battle raged between Soviet and Allied infantry:

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“There’s too many!”
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Lt. Polikarpov falls and Commissar Kuryakin leads the charge!
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ZA RODINA!!!

By this point we had completely forgotten about victory points and were just in it for the sheer love of the game – would the Soviets pierce the thinning Allied lines? Because if the Rampager completed it’s flanking manoeuvre, it would all be over….

Turn 4

The Atlantic Alliance won the initiative and went first.

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Allied Centurion crew manoeuvre for the perfect flank shot on the Rampager – one 120mm cannon round later and it turns into a fireball!

With that, it pretty much seemed like game over for the Holy Soviet army – all their heavy weapons and armour were destroyed, but Commissar Kuryakin was not going to go down without a fight! He lead his HQ into the gulley, guns blazing and grenades flying, but to no avail…

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..as the final M113 rolls up to the rear of the surviving Soviet infantry squad. 2 light and one heavy machine gun, point blank range. Nothing to do but drop weapons and raise hands..

And with that, Dan had to concede defeat. The Lightning Storm squad (suppressed), the surviving members of the Mystic bodyguard and the immobilised form of the Colossus were all that remained, whereas most of the Allied infantry fireteams were still intact, along with the Dreadnaught squad an M113 and an M60.

It was a close one, and props once again for Dan for being a hard but fair opponent, but the Atlantic Alliance held just long enough and got just lucky enough to pull this one off. But it could so easily have gone differently….

Conclusions:

The Holy Soviet Army:

CURSES! I’m starting to feel like the Jervis Johnson to Jim’s Andy Chambers (’90’s White Dwarf readers will know what I’m on about). I could blame the dice, but we both had good and bad luck – yes, I lost the initiative each turn, but that’s how the Soviets roll.. big and slow, but when they get you you’re in trouble!

Where did I go wrong… I think my big mistake was not holding Elektra and Inferna back (and the Shock Drones too) until my infantry were ready to close assault, if I’d have concentrated them together that would have enabled me to break through the gulley and slaughter those capitalist running dogs. Instead I let them get destroyed piecemeal going after targets of opportunity. Next time, next time… Other than that, the lads all gave a good account of themselves, particularly my SU-152, and Stompy Uncle Joe – two Silverbugs in one turn!

So, enjoy a well won victory, Jim lad – because next time it’s going to be the clenched fist of Holy Soviet fury,  infantry and tanks and Siberians and drones all in one go, let’s see how you imperialists like that!

Atlantic Alliance:

On paper, it looks like a pretty respectable victory – I still had a coherent force of infantry and vehicles to hunt down any Soviet survivors while Dan was reduced to a few scattered survivors but it could so easily have gone differently. Had we not won the initiative on the last turn, that Rampager would have got into the Alliance rear areas and caught everyone out in the open, slaughtering them. Once that was out of the game, we were safe, and when my last running M113 captured his rifle squad, that was it.

The Silverbugs were a bit of a disappointment, clearly rather more vulnerable than I’d thought they were going to be! Lightning Launchers are clearly very effective anti-air weapons, so Stompy Uncle Joe will have to be dealt with by other means in future. I also had a weird time trying to get the infantry into a place where they could accomplish something without being fried, so most of them spent the battle hiding behind the gulley. Maybe a freak of terrain placement, we’ll see what happens next time!

Meantime, we’re planning a scenario game based on Operation IRON HEART – those of you familiar with the fluff will know that this was the moment when the Atlantic Alliance entered the Great War – as the Holy Soviet Army crashed into northern Germany, the 1st (Allied) Air Cavalry Division mounted a heli- and saucer-borne attack into a large Soviet logistics base near the German coastline on February 14th, 1954.

If you want to get in on the action, pick up a copy of the rules here or click below:

 

Detail page of Apocalypse: Earth Miniature Wargame Rulebook
Apocalypse: Earth Miniature Wargame Rulebook
£5.99

 

 

And we’ll leave you with this rather haunting shot showing the blast markers we made (thanks for the tutorial, The Terrain Tutor)!

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Stay tuned, stay thrifty, we’ll see you again soon!

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Armies On Parade – the (NEW) Holy Soviet Army

Right, then, here we go! So, after Jim’s revamp of his decadent capitalist lackeys, I decided my righteous warriors of the proletariat needed a bit of a sprucing up. Rebased the infantry and tarted up the tanks, along with some new mechs and toys.

So, here they are – Task Force Polikarpov:

Rampager super heavy tank with twin 140mm cannons (scratchbuild)

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Mecha – Kolossus super heavy (Stompy Uncle Joe) and Shock Drones , all scratchbuilds

Armour platoon – four T-48s, three scratchbuilds and one T-54 from 4D models.. see if you can spot which is which!

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Heavy transport – BTR – 152 APC (scracthbuild papercraft from Landships II)

T-48 Inferna variant mounting heavy flamethrower and assault saw! (scratchbuild)

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Elektra – T-48 chassis and turret swapping 100mm cannon for Tesla Lightning Launcher (scratchbuild)
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Artillery support – SU-152 assault gun (4D miniatures kit)
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Strong Men (Sil’nyye muzhchiny) Siberian Close Assault Squad. Note the shotgun carried by the sergeant. (Conversions from Caesar miniatures)

Lightning Storm (Ataka grozy) Attack Squad – power armour infantry with Tesla Lightning Launchers (greenstuff conversions)

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Holy Mystic and bodyguard
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HQ – Lt. Polikarpov, Comissar Kuryakin, RTO, standard bearer and riflemen
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Grunts! No. 1 (Rifle) squad
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No. 2 (Rifle) squad
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No. 3 (Rifle) squad with flamethrower
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Artillery Observation Team

No. 4 (Heavy Weapons) squad – reinforced with Lightning Launcher team

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Noble Sniper Vasily Zaitsev

…..and some shots of the entire force in parade ground formation! I’ve detailed the armour painting scheme in a previous post, and the infantry scheme in another one.

Command  –

Platoon Headquarters : Lt, Commissar, RTO, Standard Bearer, 3 x Riflemen

Line

Rifle Squad (No. 1)

Rifle Squad (No. 2)

Rifle Squad (No. 3) – Flamethrower replaces Light Machine Gun

Heavy Weapon Squad (No. 4) – reinforced with Lightning Launcher

Support

Strong Men (Sil’nyye muzhchiny) Close Assault Squad

Lightning Storm (Ataka grozy) Attack Squad

Artillery Observation Team

Special –

Noble Sniper (Blagorodnyy Snayper)

Holy Mystic (Svyataya Misticheskaya) & Entourage

Vehicles

T-48 Platoon (4 x T-48 including 1 command tank)

SU-152 Assault Gun

IS-6 Rampager

“Inferna” variant T-48

“Elektra” variant T-48

Kolossus Super Heavy Mech

Shock Drone section (2x Shock Drones)

 

Overall, this force represents the slow, impregnable, shockingly violent rolling firestorm that the Holy Soviet Army should be in Apocalypse: Earth – a crushing hammer blow instead of the rapier pin pricks of the Atlantic Alliance nemesis! Always fun to roll these guys out, and this time, this time, Jim – I’ll ‘ave yer!!

Cheap ‘n’ Simple Scratchbuild – Holy Soviet Empire Shock Drones DIY Miniatures

How do – Dan here again. After Jim’s revamp of his decadent Western capitalist imperialist helots (which included a reinforcement with a dastardly M42 Stealth Tank and a close air support flight of Avrocar flying saucer tankbusters), I’ve had to up the game for my Holy Soviet Army in the hope of Lt. Polikarpov finally getting a victory for the workers.

This started with the BEHEMOTH mech I showed you last time, but seeing as we got such a positive response I thought I’d share these little critters with you – a pair of Shock Drones. Now, these are inspired by and similar to (but definitely not the same as) the notorious Terror Drones from Red Alert 2, and function in a similar way – basically fast moving close combat killers with limited AI and rigged to self-destruct when they hit Allied lines!

So – the build. For materials, you’ll need a few wee tiny offcuts of foamboard, some cocktail sticks, some glue that isn’t superglue, some glue that is superglue, some bits of sprue, some wee little bits of cardboard, and some disused guitar strings or bits of wire.

Step 1:

Foamboard. Take a rectangle of foamboard, 20mm x 15mm, and trim it at the edges. Count 5mm in each side and trim off. This gives you an octagonal shape which is the main body of the droid.

Step 2:

Glue a bit of sprue on top. Two if you’re really enthusiastic. These are the sensor superstructures on top of the droid.

Step 3:

Legs. You’ll need two cocktail sticks. Chop them in half, and then score each half a stick in the middle. Break the stick along that line but leave it in one piece and bend it at an angle. You then soak it with superglue to stiffen that joint. It will harden and actually be more solid than you might expect. Then you cut a V-shaped piece of cardboard, score it along the middle and fold it, and glue those to the “shins” of the legs (it doesn’t matter which way round you do it, but I had the sharp bits of the cocktail sticks as the feet). The other end of the cocktail stick gets dunked in glue (NOT SUPERGLUE – that will melt the foam) and pushed into the foam on the edges.

Tell you what, here’s a picture:

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Step 4: Attack cables

Guitar strings (or wire) wound up around a screwdriver, dunked in glue and pushed into the foam.

Step 5: Painting

This is exactly the same as the paint scheme for Stompy Uncle Joe, with one MAJOR difference – DON’T USE SPRAY PAINT! Spray paint has a chemical in it that melts foam. Your model is largely made from foam.

Some close ups of the finished articles:

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This is a dead easy build, and the little fellas actually do look quite nice in situ:

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Seen here about to rip apart an M60A3 Centurion..

They’ll certainly be a valuable addition to the rolling firestorm that is the Holy Soviet Army, skittering ahead to attack whatever enemy unit registers on their crude but effective sensor arrays. They also represent a potent, if somewhat unconventional anti-tank capability – admittedly the Holy Soviet Army likes to deal with tanks by using LOTS MORE TANKS (and occasionally the Holy Mystic to chuck them about).

We’re going with Armour Rating 12, Speed 24cm, CCR8 but no ranged weapons. A rugged Soviet construction method means the first hit penetrating the armour won’t destroy them, just halve their stats – the second takes them down, and when they go, they explode like a frag grenade!

And of course, there’s no way they could get hacked and go haywire. Is there, Jim?

Stompy Uncle Joe! Superheavy Soviet Mecha

Dan here – I wasn’t going to do a post on this (going to wait to the Grand Unveiling of my new look Holy Soviet Army) but Jim saw it and I thought he was going to shit out a lung – he convinced me it deserved a blog post in it’s own right.

So I began with a Steam Mech papercraft template that I downloaded from http://www.toposolitario.com a couple of years ago (although sadly it doesn’t seem to be there anymore). I built up the main sections of the hull and legs and wound up with this:

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As you can see, I’ve added a few bits – rivets are cardboard using a 1/8″ hole puncher like this which as an essential in doing this kind of stuff. I cut out a couple of bits of cereal box card for extra plating, around the feet, built a Lightning Launcher from card, greenstuff and cocktail stick and one of those ring pull inserts you get in milk cartons and sauce bottles became the anti aircraft radar dish and gun mount.

In these you can see the powerfist/flamethrower arm built from drinking straws, a piece of scrap foamboard for the fist with the fingers built from cocktail sticks chopped down to 1cm ish lengths, snapped in half and the break sealed with superglue. I’ve also added more armour plate, hatches, and HUNDREDS OF BLOODY RIVETS.

Primed with £1 black spray paint and based with Vallejo Russian Green.

Washed with Army Painter Green Tone.

From there, I drybrushed with Russian Green which I lightened with tan craft paint, then a pin wash of Vallejo Brown ink around the hatches and the HUNDREDS OF BLOODY RIVETS, before weathering . This was sponge chipping, first black and then Vallejo German Grey, and I went HEAVY on this, I like a grungy look for my forces. Then I gave the legs, arms etc a drybrush of Burnt Umber dark brown, which I highlighted with a final drybrush of a mid brown tone.

 

Stompy Uncle Joe leading the Holy Soviet Army to inevitable victory! Za Rodina!

Side note – the template was designed with 28mm in mind, I believe – in 1/72 it’s MASSIVE, we’re talking Imperial Knight size. Jim lad, prepare to be crushed beneath Emperor Stalin’s iron fist!

 

Terrain Talk Pt. 3 – The Board

Let me start by linking the videos that were largely the blueprints for this project (both by Mel The Terrain Tutor):

In Depth Guide To Realistic Flocking (47 minutes, but it’s a better way of spending 47 minutes than watching the Kardashians…)

Texturing Gaming Boards With Filler (20 minutes)

So, as the new generation terrain began to develop, we decided that the board was starting to look a little tired and tatty… Time for a change.

Our board is a pair of 12mm thick 3’x 4′ chipboard shelves bought from B & Q a couple of years ago – unfortunately, logistical challenges (to be specific, my car) meant we couldn’t keep a 6’x4′ slab together, but they fit together quite nicely and provide a good solid base for gaming on.

Step 1 – Texture

We first tried painting texture paste over the original coating of artificial grass and grit, but it soon became clear that wasn’t going to work, so we simply flipped the board and started again. Using the texture paste idea from the Terrain Tutor video , we knocked up a paste from filler powder, play sand, PVA glue and water. The ratios will vary depending on how you want to texture it, so experiment! You’ll need about 2 litres to cover the board, and you’ll want to leave about 24 hours to dry. Be sure to stipple rather than brush as you don’t want unnatural looking straight lines.

Step 2 – Painting

With the paste dried nicely, next step was spray painting a black basecoat. A word of warning here, you’re going to need a LOT of spray paint. Seriously, we went through five of the £1 cans from our nearest pound shop. This project EATS supplies.

Next up was a drybrush, following the pallette of earth tones I copied from 3T Studios.

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Starting to take shape…

 

Some close ups of the textures this method accomplishes.

I also wanted to replicate some of the cool exposed rock effects that you see on GW Realm Of Battle boards, so I used a dab of filler and traced cracks into it with a very fine bit of wire.

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Rocky surfaces in white

With the earth tones applied, I painted the rocks in the same way I painted the rocky parts on the hills we did recently.

Step 3 – Flocking

The Terrain Tutor’s video is a must see for this step. Basically, he’s using a three tone approach which I nicked, shamelessly. A good time saver here is to use a small sieve to evenly distribute the flock all over the board creating areas of dark and lighter grass, in some places allowing the original texture paste to show through and blending in some fine dust gathered from my garage floor!

I took Mel’s tip about using a window cleaning sprayer with diluted PVA to blend and seal the flock, and then a couple of coats of matt varnish to seal the whole thing.

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Seen drying here, but you get an idea…

Close ups of the details

 

In situ with the new look Buffalo 2-7 deploying across it!

Now just waiting for Dan to finish mucking around with his Holy Soviets and we’re going to christen this bad boy with a truly APOCALYPTIC battle! Stay tuned 😉

A Matter Of Scale

I’ll start this post with some maths. The standard wargame tale is 6′ by 4′ – that equates to 1.8 by 1.2 metres in metric. We wargame (mostly) in 1/72 – so this equates to a simulated battlespace of 129.6 by 86.4 metres. To give some sort of real world reference, a football field is 90-120 metres long and 45-90 metres wide.

So basically – 6’x4′ in 1/72 = a Premier League club football field. Hmm. And we’re supposed to believe an epic struggle between company level units with heavy weapons and tanks?

For you 28mm chaps – you poor deluded fools 😉 – it gets even worse. 28Mm is officially 1/48, meaning you guys cram all your 40k Imperial Guard, Ork or Tyranid horde onto 86.4 by 57.6 metres. Usain Bolt can run the length of your table in less than ten seconds – it’s fair to say a Space Marine probably can too.

However, let me throw an interesting statistic your way – during the course of the 21st century and the endless “War On Terror”, most infantry firefights take place at ranges of 100m or less, making the standard 1/72, 15mm and even 28mm scales actually not bad at simulating skirmishes.

But that’s just it. Skirmishes. A platoon or so. Anything beyond that – silly.

So, with that revelation in mind, it occurred to me that when it comes to Apocalypse: Earth, trying to build a huge army with massive superheavy units is completely missing the point. So, from now on, nothing heavier than an MBT. No apocalyptic monsters, no titanic giant robots, no massive flying gunships – we’ll save them for A: E’s 6mm cousin!

And this leads to an interesting idea – seeing as we focus on keeping armies cheap and affordable through use of 1/72 infantry and scratchbuilt vehicles, maybe our player base won’t consist of Soviet Empire or Atlantic Alliance or FutureCorp or Brotherhood players – maybe most players will end up with a bit of everything. As we’re not in the business of selling miniatures, that works out great as far as we’re concerned!

Now 6mm – 1/300… that means we’ve got 540 x 360 metres to play with. Now THIS is where we want the crazy stuff – and we’re planning A: E Armageddon, the battalion level wargame where we crank the crazy up to 11! So what would you guys like to see? Let us know, the more mental the better!

The Battle Of The Kessenburg Hub

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!

 

Terrain
The table laid out – you can see the tele-logistics node in the centre

Thankfully my command team had had their coffee so the Atlantic Alliance won for deployment:

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Plucky little Buffalo 2-7 on the left, the massed Holy Soviet hordes on the right
Deployment1
Swanky new APCs make their debut, with M85 combat ‘bots in support – my infantry were deployed in the APCs, going for a “cavalry” feel today!
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Allied right flank, Dreadnaught power armour troops (who would prove rather useless..) my Rocketeers (good ol’ Warhawk 4-9) and the armour complement of three M60A3 Centurions
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Dan’s Holy Mystic and bodyguard – I was determined to terminate with extreme prejudice after his telekinetic tank-lobbing exploits of late..
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The Red Hordes! Notice the big scary Rampager superheavy amongst the T-48 tank platoon

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..

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Turn 1 – Fireteam Charlie 1 take down said scary Rampager with a Stinger/TOW! They never normally hit ANYTHING until Turn 3!
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Turn 2 -The Humvee makes a sally forth with its minigun but is swamped by the Soviet infantry platoon
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Turn 2 – The Soviet Beastmen hop out of their APC and slaughter Delta squad!

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.

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Turn 3 – His HQ wiped out, Polikarpov leads the remainder of his platoon in a furious vodka-induced charge, challenging my remaining Command Element member to single combat..
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..and winning! Platoon Sgt’ McAuliffe’s credentials as a hardass are somewhat dented..
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But it just wasn’t enough, with the Soviets reduced to an Artillery Observation Team, a useless Sniper and half the Heavy Weapons Squad…
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Smashed and burning armour litters the table –  a good game!
Endgame3
Soviet survivors decide enough is enough

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!

Here come the (Armoured) Cavalry!

I’ve always had a soft spot for the M113 – lurching, unwieldy aluminium deathtrap that the thing almost certainly was! And given the nature of the Atlantic Alliance force as having late 60’s/ early 70’s level tech in a mid-1950’s World War scenario (thank you, Roswell), it was inevitable that sooner or later I’d have to get myself a few…

A bit of Google Fu later (papercraftsquare.com) and I had me a rather nice M113 papercraft template which I printed out straight onto cardstock. Now, I did botch the first one a bit – leading to a low slung “sports APC” look, but the addition of spacers covered by some armoured skirts seemed to do the trick, and had the bonus of giving it a more “sci-fi” look.

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I’ve gone for the “ACAV” Vietnam-style look and I think it fits rather well – each mounts a heavy weapon in the forward turret and a light machinegun in the flank turrets. Eagle eyed observes will note this is missing on two of the machines – I need to do another Sgts Mess order…

From left to right – mounting Mk 19 grenade launcher, M2 .50 calibre heavy machine gun and 20mm autocannon – lots of yummy firepower to back up the dismounts!

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Like these guys!

Some of you might notice a bit of a change in painting style – I’d gone for a heavily weathered BAOR type look previously, but after checking out this guy’s blog I just had to try my hand at some digital camo! It’s based on the 1970s DualTex scheme, and it’s just the kind of thing I can imagine UNIVAC coming up with – a kind of primitive-retro sci-fi idea, perfect for Apocalypse: Earth!

I also rather liked his way of doing headlights – so in my own cackhanded way, I copied that, too…DSCN1784

Shiny shiny.

Looking forward to getting these guys on the tabletop and deploying Buffalo 2-7 as an armoured cavalry force!

Da Skooderia Pt. 2

Last year, I came up with the idea of doing an Ork warband for 40k in 1/72 – Da Skooderia and knocked together an army list from some old copies of Waargh The Orks.. Yep, the Rogue Trader era!

I’d always had a fondness for the Evil Sunz clan as a kid, the idea of red painted, greenskinned lunatics lurching across the battlefield in piles of junk held together by simple Orky will, so that set the initial feel. Red Wunz Go Fasta!

And what else is red?

FerrariF1

Oh yes.

And thus was born – Da Skooderia Ferrorki! Led by Warboss Enzo Ferrorki, along with Chief Big Mek Mikal Shoomorker, these vagabonds terrorise the southern sector of the Imperium (including the world of Hazzard… more on that another day!)

Now, finally, we have some minis!

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Da Wagon! Based on an old Airfix SPG, lots of card and cocktail sticks and glue to make it proper “Hairodynamik”, like

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Boyz mob, with multi melta

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Close up of da boyz mob

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Group shot!

Da boyz are Caesar fantasy orcs : 12505_pd299452full

With greenstuff and small arms courtesy of these guys:

Sgts Mess

I’ve gone for a mix of Russian and British small arms – boyz with AKs and SLRs, with 40 or so figures for about £8 this means the whole force should set me back less than £20… what’s not to like?!?

 

We’ll knock up some rules in Apocalypse: Earth for these guys – there’s a follow on game planned bringing the Cold War INTO SPEHSS, and these chaps will definitely be making an appearance!

Thoughts on #TheBigGame

So we rolled out with everything a couple of weeks back, testing out the new Rampager, Elektra, Inferna and Siberian units on the Holy Soviet Empire side, and letting the Atlantic Alliance give their M85 Autonomous Combat Platforms and M60A3 Centurion squadron a maiden airing. The full after action report will be published in our new (free, digital, available for download here and Wargames Vault)) magazine just as soon as we can get it all written up, photographed and DTP’d, but meantime there are a few fine tuning details we can take away from what was a hard fought, close run and hugely fun game!

Dan, your snipers are way too expensive.L’il ol’ Vasily accomplished precisely squat despite being twice the cost of a rifle squad! Yes he’s hard to hit, but what’s the point of he just sits there? I suggest we halve his points cost and give him an “Infiltrate” skill to ensure he can deploy somewhere he can get shooting straight away. For fairness, we should give my Ghost 7 team the same skill, of course!

Spotting for indirect fire – let’s clear this up. For off table support, I think we can let that be targeted anywhere (“Sir, Zaplinsky reports enemy tanks on the ridgeline!”) but for on-table indirect fire such as mortars,someone in the squad needs to be able to see the target (“Rogers, shift your fire, 10 meters bearing five two!”). Although it pains me to say it after what happened to my HQ, “speculative fire” actually does make sense – “Drop a few rounds behind those bunkers, Corporal, lets flush out anything that might be hiding” – so after much soul searching I’m turned around on this one.

Objectives – For all  the fun, the game still turned into a bit of a kill-point-slug-fest by the end. I suggest making each objective 45 vps rather than 40. It still means a bit of a scuffle in smaller games (you can’t win a 500pt match without some shots being fired) but it does encourage more manueuvre. As we saw, you can’t really capture all 4 objectives in a 2000pt game anyway unless the other guy collapses so there’ll still be plenty of carnage!

This is actually a positive but I loved the way the tank fights played out! LOTS of maneuvering to get a better shot through weaker armour, the open spaces on the table east edge were a whirling knife fight between my M60s and Dan’s T-48 and Rampager!

Thoughts, gentlemen?