- ECW Campaigning
- WW2 Tank on Tank Western Desert, and
- One-Hour Skirmish Wargames using Necromunda figures
This weekend I plan to prepare for the next ECW campaign game. First up though is a quick One Hour Skirmish game report using a couple of my very recently painted Orlock gang figures from Games Workshop's Necromunda range.
The game scenario has two undercover Adeptus Arbites, Tango and Cash, along with a squad of Arbites from the local precinct and supported by two Ogryns. They are raiding a local gang's stash of supplies. The Ogryns are slow and can only make one activation, other figures can make multiple activations.
|Tango and Cash and their Arbite friends|
|A brutal looking gang typical of the outer hive sprawl.|
The rules for the weapons were kept simple and scribbled down on a piece of paper. The later chapters in the book provided useful examples from some modern scenarios upon which I based the weapon rules.
|A view from the gang table side. Their stash is on the ground floor of the large building.|
|The Arbite view from their entry side.|
|A couple of the ganger on guard.|
|The other flank had a couple for guards.|
|The Ogryns create a shield wall behind which Tango and Arbite armed with a shotgun move forward.|
|On the left flank the remaining Arbite squad arrives without Tango who was running late.|
|Tango and Arbite provide covering fire from behind the shield wall.|
|Cash turns up late...|
|...And charges forward with both pistols firing. All shots missed, but covering fire by the Arbite squad downed the ganger.|
|The squad starts to move forward in support.|
|Tango, not to be out done by Cash, has cleared the balcony and gives a wave to Cash. As buddy undercover Arbites do.|
|Surprise! A ganger in hiding gets the jump on Tango.|
|Things not going well for Cash either and he has been downed.|
|Cash survives, he had just hit the dirt to avoid the shots. Whenever a joker is drawn the turn ends and checks are made for all downed figures and force moral.|
I actually played this game a couple of times. In the game described above I made a variation to the action costs. Instead of 1st action = 1 action point, second action = 3 action points, and 3rd action = 5 action points. I went with 1st action = 1 action point, second action = 2 action points, and 3rd action = 4 action points. It meant the game moved along a fraction quicker, and I will see how other games will go.
I am enjoying the book and rules, which are designed to be a toolkit, and do deliver on fast "Hollywood movie speed" action games.