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Friday, 29 November 2024

Imperial Guard vs Fluffies


 20 years ago my youngest son expressed an interest in 40k. As he was my fourth child I knew hobbies could last a lifetime or until lunch time. I did not want to spend a lot of money so bought him some WW2 Russians in winter uniform and a French Char B tank and passed them off as 40k Imperial Guard.

As expected his interest lasted until just after we completed painting them and then it was back to wrestling action figures and WWE on the Wi system.

But 20 years later his efforts come in handy and his force will brave the Fluffy xenos.

Scenario:  The Imperial Guard platoon and its supporting tank need to cross the snowy wastes of the Fluffy home world to reach the rescue shelter while being pursued by endless hordes of fluffies. Once there they need to call down a shuttle to rescue them. This will take 1-20 turns to arrive.


Rules used are the FFOL Galactic Heroes.

Fluffies move 10" per turn and can only fight in close combat and roll a D8. They have one wound each. Every turn one to four groups of three Fluffies will appear on the edges of the board. There are six entry locations on the edges of the board and each group will be randomly allocated to one of these. To wound the tank they must roll a 7 or 8 on a D8.

The Imperial Guard soldiers move 10" and don't fire, 5" and fire once, or don't move and fire twice, they roll a D8 for Firing and a D6 for Close Combat. They have one wound each and are armed with either a Laser Rifle (one shot Short Range 12" Long Range 24") or a Heavy Blaster ( three shots, -1 to hit, +1 to wound, SR 18", LR 36")

The Tank moves 5" and has six wounds. The Hull Flamer uses a template and auto hits anything under it. The Turret has a heavy blaster Heavy Blaster ( three shots, -1 to hit, +1 to wound, SR 18", LR 36") When the tank is destroyed it will explode and any Fluffies in contact with it will be destroyed.

The Rescue Shelter has doors and windows. These can be engaged in close combat by the fluffies and roll a D6. The Door has 6 wounds and the three windows have 4 wounds each. The door can be engaged by two fluffies and each window by one fluffy. When the door or window is destroyed the fluffies can enter the rescue shelter and attack any imperial guardsmen hiding within. The Imperial guards can fire out of the rescue shelter.


Start of the game. The Imperial Guard have formed a square with the tank in the lead. The rescue Shelter is on the right. Top and bottom are Fluffy hordes.


End of turn 2. The fluffies advance towards the guard as they rush towards the rescue shelter.


The Imperial guard square collapses under the fluffy attack. While some fluffies have been killed (red markers) and some incinerated (black flaming markers) the rest have contacted the guard and killed many of them. Three guardsmen are racing towards the shelter.


 

End of turn 5. The guard have reached the rescue shelter but many of their comrades have fallen to the fluffy hordes. 



End of turn 6. They have successfully requested evacuation but it will be 9 turns before the shuttle arrives. The shuttle will move along the line of clear cups one per move. Two more guardsmen are nearly at the shelter, the tank is surrounded by fluffies. Will any more guardsmen make it? 


End of turn 7. The last guardsman outside the shelter falls. Inside the shelter the guardsmen keep up a furious fire against the approaching hordes as the shuttle takes its time arriving. The tank moves and incinerates fluffies but more arrive all the time.



End of turn 8. More fluffies are killed but more arrive. So far the guard are keeping the fluffies from attacking the shelter. The tank continues its fight but will its sacrifice help.


End of turn 10. The tank explodes incinerating all fluffies next to it. Will its sacrifice save the remaining guardsmen? The fluffy horde have reached the shelter and are attacking the door and windows.

End of turn 13. The door and windows of the shelter still hold but just barely. More fluffies arrive to replace any killed and the shuttle gets every closer.



End of turn 14. The shuttle is nearly there but the door has finally been broken. Next turn the fluffies will enter the shelter. Two windows have two wounds and the third has one. If they hold another turn the guard will escape.


End of turn 15. The shuttle reaches the shelter and drops its rear door. But fluffies have broken in and killed two of the remaining guardsmen. Two of the windows are close to breaking.

Turn 16. The five remaining guard race for the shuttle door and make good their escape leaving the crew of the tank and 13 of their comrades on the field of battle. They have killed 65 of the hideous fluffy xenos but their endless hordes can't be stopped.

Wrap up.
Well that was reasonably exciting. I was not sure if the fluffies would be able to get anywhere close to the guards and then  after a few turns I thought the guard had no hope. But finally a bit of a Hollywood ending with  five guardsmen escaping by the skin of their teeth.

Having the door and windows fight the close combat worked well and is something I will use again.

I was glad to be able to get to use the figures made such a long time ago but now they are back in their box and will have to wait another 20 years. 😂

What's next? I have been painting and building some terrain.

Tuesday, 5 November 2024

Space Rangers in Danger

 Part of Project Fluffy. The Space Rangers need to get across the snow fields to the rescue shelter and call down a shuttle to escape. All that stands between them and safety is an endless horde of Fluffies who want to eat them.

Rules used are the FFOL Galactic Heroes.

Fluffies move 10" per turn and can only fight in close combat and roll a D8. Each turn one to four groups of three Fluffies will appear on the edges of the board. There a six entry locations on the edges of the board and each group will be randomly allocated to one of these.

Space Rangers can fire twice, or move once 4" and fire once, or move twice (8") and roll a D10. The rangers need to get to the shelter, enter and call down the shuttle. The shuttle will take one to four turns to arrive.

Below- Start of the game - on the left is the space ranger squad led by their sergeant with a flamer. The other five rangers all have assault guns. The Fluffies on the board are hidden by hills.

End of turn 1. Fluffies are moving from both sides as the rangers head for the shelter. Two more lots of Fluffies have come on the table.



End of turn 2.  The Sergeant sends two men to the shelter to call down the shuttle while the other rangers deal with the approaching Fluffies. All the Fluffies have moved towards the rangers. Four additional groups of Fluffies have appeared on the board with three of these groups appearing in one entry location, bottom left.


End of Turn 3. Fluffies that have been incinerated are replaced by burning markers. This shot are shown by the red hit markers. Dead Fluffies are added back to their reinforcement pool.
While the Sergeant and his partner have dealt with the Fluffies near them, the rear two rangers are struggling to inflict any wounds on the Fluffies. The front two rangers have been stopped in their race to the shelter but have killed one Fluffy. However a horde of Fluffies is approaching from the bottom left.


End of turn 4. The rangers at the rear are still struggling to do any damage. In the center they have finished off the Fluffies and at the front only one Fluffy remains. However three more sets of Fluffies are headed their way from the top.



End of turn 5. The rear rangers finally kill two Fluffies but they will soon be replaced.
In the center the Sergeant moves to incinerate a the advancing horde of Fluffies and sends his squad members towards the rescue shelter.
At the front two rangers hold the Fluffies while a third races towards the rescue shelter to call for help.



End of turn 6.  The Sergeant's sacrifice has paid off and one of the rear rangers has broken free. The other unfortunately also falls prey to the Fluffies. 
In the center the Fluffies are being killed in great numbers but more and more replace them.
One ranger has reached the rescue shelter and will soon be able to call for the evacuation shuttle. 


End of turn 7. At the rear the Fluffies feast on the fallen rangers. In the center the Fluffies still come and the rangers have battled through them. Will they make it to the shelter?
At the front the ranger has made it into the rescue shelter and has called for evacuation. Will any other rangers join him?


End of turn 8. The shuttle is 2 turns out from the shelter, but a horde of Fluffies is headed there as well. Two of the Rangers are free from the Fluffies and maybe able to make it to the shelter.


End of turn 9. The shuttle is only one turn away as the rangers battle with Fluffies to make it safely into the shelter. One of the rangers has gone down to the rampaging Fluffy horde who feast upon him


End of turn 10. The Shuttle arrives and the three remaining rangers enter it gratefully as Buzz provides covering fire. 

I had no idea how this would turn out so a good result as far as I am concerned. The Fluffy hordes kept coming and coming. While the Rangers killed 30+ Fluffies they were not deterred. No doubt the Rangers will not return here.

But good news. The Imperial Guard will and another report is on it way.

Lots of fun to play. I skipped using the cards to determine playing order and the rangers went first each turn. With the number of Fluffies in play it made more sense.