Donnybrook Skirmish 1600s North America
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I don't always play wargames, but when I do, I prefer miniatures.
Nice to have Dan back at the table. We did the intro scenario for Ambush Alley/ Force on Force "Contractor Trouble".
The Marines squad has to get to the ambush site and rescue 2 PMCs and extract in 6 turns.
Although they turned in a flawless performance there were a couple of points were success rested on some lucky turns of the dice.
Marines enter from far side, 2 fire teams and squad leader.Insurgents pool at the exit point to launch a last bid ambush. But again the Marines firepower sees them through the gauntlet. A perfect score win for Marines 15-0.
The first part of the day was a Star Wars Xwing rules rebel assault on an imperial hold out base.
The Rebels came in strong and damaged the Tie-Fighter hanger and shield generator at the cost of 1 A-wing. Fortunes suddenly shifted and 2 X-Wings and the B wing went down to TIE swarm and Laser Turrets. The Falcon was the sole survivor.
Part 2 was the commando raid to capture the
The Imperial officer.
Stealth went out the window turn 1 and a running gun battle went through the base until the team got to the locked control room.
The Turncoat agent tricked the Imperial into opening a cargo bay door while the Wookie smashed through another. The wookie struggled to survive against a Dark Trooper while the other commandos spirited away the stunned Admiral.
Fallout Wasteland Warfare
The Settlers, led by Heroic Cait and Sturges have moved into the Astro Mart. The Super Mutants orders are simple (they have to be!): destroy the settlers food and supply crates. There are 6 scattered around the settlement.A quick solo Fallout wasteland warfare game.
Heroic Nora and Dogmeat are trying to clear a ruined city block of a raider gang (5 raiders with pipe weapons or melee and one Scavver leader with double barrel shotgun and tire iron)
When Nora comes in Los of an investigation marker she rolls a Luck die. Lucky = no raiders there. Unlucky = roll red die (1-4 weighted to the 1) to see how many raiders are there. The leader will always be the 6th raiders revealed.
Nora is considered hidden until in LOS of enemy and they pass a search test or she attacks.
Nora approaches the first check point and rolls. 4 raiders are there. Dogmeat rushes in and kills one raider before they take him down.
Nora blazes away with combat rifle but rolls a terrible string of X and 10s. She falls back into the alley to channel the 3 raiders. She drops them all in quick succession with rifle and tire iron. Using her only stimpack she gets Dogmeat back up to 4 hp. Next investigation marker reveals one more raider hiding behind cover across the street with his pipe rifle. He takes 2 shots but misses both. Nora rolls 2 extra VATS points and moves to a better angle and drops him with 2 shots.
Moving to the last marker to confront the gang leader. Dogmeat charges in and gets a "crippling arm" hit on the Scavver. The Scaver only has a 3 to hit with his mangled arm and shooting in melee but he hits Dogmeat twice, putting the best boy back out of action. He also takes some buffout to bring himself up to 8 hp.
Nora gets another action point and moves around the corner. By now her crit meter is full and she unleashes an amazing 5 damage shot. Scavver fails his armor roll and goes down.
Nora scrounges up some radstag meat to get Dogmeat back on his paws and loots one other container but the locked containers are beyond her picking and hacking ability.
Taking back Boston one corner at a time.