Great Mountain Mercs vs. Stinging Willow Precursors
The Mans
So, the first thing I do is stat up the armies for each side. Based on the figures that I own, I go with "Mercs" (mercenaries) versus "Precursors" (an "elder" race, like space-elves or something). I like "unit cards", so I use these, although maybe there's an argument to be made for a simple "roster" layout. Still, these are kind of pretty.
The Mercs command squad. Six dudes with rifles, a SAW, and a commander. |
A personality. ahz'Glandi the Thrice-Blessed. Basically a space-elf witch. |
Now, let's see who will be fighting tonight!
A Mullo medium blaster-tank, a basic rifle squad, a support squad with rockets,
and power-armor dudes with assorted heavy weapons.
|
A Duxis power-suit with a big honking energy sword, and a support squad
with rockets and grenades and such.
|
An assault squad with power-axes, ahm'Icantremember the Stoic (commander),
a regular rifle squad, and ahz'Glandi.
|
Three hover-speeders. |
The Objectives
This is an "Objective" game, not simply a matter of opinion. Ha! I kid! What I mean is that there are Objectives to capture. That's how you score Victory Points. The story is that a pod-ship crashed on a backwater planet, and both sides want to know what it's about. There's some recon to do, and intel to gather, and thus, the Objectives.
The Cargo. What's in it? Who knows? The first side to control the cargo
scores 2 Victory Points, and then the cargo is removed from play.
|
The Beacon. This was ejected from the pod, and is now transmitting something.
At the end of every turn, whoever controls the beacon scores one VP.
|
Recon Point Alpha. Is there anything else here? Let's find out! Controlling
this point scores 1 VP, then the point scatters in a random direction.
|
Recon Point Bravo. This is another recon point. |
Also, I have the attention span of a coked-up squirrel, so this game will only last 4 turns.
Turn 1
The Precursors have a slightly better Intellect, and a much better die roll, and thus start the game with Priority, which means that they go first each phase.
The table is set up like this:
Trying to stay out of line of sight, of course. |
Movement Phase
This being a mission about capturing Objectives, there isn't any point in messing around. Most of the units on both sides give up the opportunity to shoot in order to run double-time instead. The Precursors move a unit (because they have Priority) and then the Mercs move a unit, and then the Precursors, and so on.
The yellow tokens with the triangle here mean "ran". Or "runned".
Whatever. The point is, they moved fast and can't shoot this turn. |
Fire Combat Phase
The Precursors still have priority, so they get to select a unit to shoot first. And then the Mercs, and back and forth like that again. The thing is, at this point, there aren't a lot of units with line of sight to the enemy. A few shots are traded, but only the Jackal manages to hurt anything.
There are a handful of special rules for the speeder bikes, but they are in a supplement and I can't be bothered to look them up. I check later, and while I forgot about their Force-Screens, I also forgot to check to see if I hit the pilot, so I think it evens out.
The Mullo hits here, but doesn't successfully wound the Duxis.
Mostly, this is just a cool angle for a photo.
|
The Jackal's Heavy Laser doesn't do the trick, but the pilot's Neural-Link
allows him to try again with the Auto Laser. Sizzle! One of three wounds!
|
Close Combat Phase
Wyrd Phase
ahz'Glandi the Thrice-Blessed has Wyrd Mastery 3, so she knows three "Wyrds" (i.e. "spells", or "psychic powers"). One, "Etheric Might", is "always on" and just makes her stronger and tougher. "Mesmerize" gives her a 2/3 chance of paralyzing a target figure. "Split-Second Sight" lets her warn nearby allies, granting them +1 Armor. She can cast the latter two every round, but each successful casting causes 1 Strain. Of course, she loses two Strain at the end of every Wyrd phase, so it really only becomes an issue for higher-level casters, or critical failures.
As an aside, if you can manage to roll box-cars twice, not only do you fail to cast, but the mystical realm overlaps the real world briefly, and everything within 3 inches of the caster (figures, terrain, objectives, the caster, everything) is sucked into the other realm, never to be seen again. Ouch. But still awesome. :)
"Split-Second Sight" gives everybody here +1 Armor.
That's 1 Strain there, but it is so not a problem.
|
Rally Phase
No morale failures yet. Carry on.
Turn 2
Priority changes hands. The Mercs get to go first now.
Movement Phase
The Duxis charges this power-armor squad.
Probably not going to end well for the little blue guys.
|
Rifle Squad Bravo gets in range of Recon Point Bravo!
I'm just hoping that tank doesn't squish somebody.
|
The Mullo doesn't squish anybody, but it does manage to
get itself stuck (bogged) on a bit of wall.
|
And here's where everybody is. Check out that speeder on the far left.
Those guys are fast!
|
Fire Combat Phase
Revenge is sweet! The speedy speeder behind enemy lines rolls three dice,
all 1s, which get rerolled, score a 1, which gets rerolled and scores another 1. Five hits!
|
Four of the hits wound, and nobody makes their armor save.
Four blue smears in the dirt!
|
The Auto Laser on the Jackal takes out another speeder. |
Rifle Team Alpha (beside the Jackal) hits with a long shot, and drops
the Precursors' rocket launcher.
|
The Mullo's auto-slugger drops another Precursor. |
At the end of every phase, if a squad loses more than one guy (and hasn't tested already),
they make a morale test. These guys fail by 1, and are thus "pinned".
|
Close Combat Phase
Close combat can take a moment, as each fight can have multiple attacks. The trick is to get the first attack, and kill the other guy. He might have three attack dice, but he only gets to use them one at a time, so if you can kill him first, he gets to use none of them.
This Merc power-armor survives the Duxis' first hit, misses his own attack,
and then is missed by the Duxis' second attack. Lucky!
|
Wyrd Phase
ahz'Glandi refreshes her "Split-Second Sight" Wyrd. [Shrug] Not super exciting, but at least she doesn't get sucked into the darkness between the stars.
Rally Phase
The pinned guys remained pinned. They'll automatically recover at the end of the next Rally Phase. (I think there might be plans to change how that works in a later update, though.)
End of the Turn
The Mercs have more guys within 2 inches of this Objective than the Precursors,
so they score 1 VP and the Objective moves 5 inches NNW.
|
Turn 3
Turn 3 goes pretty fast. Priority goes back to the Precursors.
Movement Phase
The Mullo gets over that wall, and Rifle Squad Bravo advances.
That's about it.
|
Fire Combat Phase
That last speeder finishes off those two remaining pinned Mercs, who can't move out of the way. The power armor squad fighting the Duxis steels its nerves and pours napalm all over the Duxis and their own guy. The Merc shakes it off, but the Duxis takes one wound.
Close Combat Phase
Why don't I have a photo of this? The Duxis takes out the power armor that it's fighting and advances on the next nearest power-armor.
Wyrd Phase
ahz'Glandi casts "Split-Second Sight". Bibbity-Bobbity-Boo!
Rally Phase
Nada.
End o' Turn
The Mercs score Recon Point Alpha, which moves 8 inches west. |
They also score Recon Point Bravo (which jumps behind them) AND the Beacon!
|
Turn 4
The Mercs have Priority again. They're also in the lead, points-wise. The Precursors had better try something!
Movement Phase
Mostly, everybody tries to advance on the Objectives. The Jackal runs in to get the Duxis in its sights, and Rifle Squad Bravo spreads out to try to capture both Objectives again.
The view from the satellite. |
Fire Combat Phase
These Precursors try to outflank the power armor, but the power armor just
jumps the wall into cover and guns a couple of the Precursors down.
The Precursors don't fail their morale test, though.
|
Close Combat Phase
The Precursor Assault Squad... assaults, and to great effect. They kill two Mercs,
and chop down another as he tries to run. The rest of the Broken unit flee the table.
|
One of the guys killed is the Commander, so the power armor guys
Break too, and run away from the slaughter.
|
Rally Phase
The power armor squad fails to rally, but it doesn't matter, because this is the last turn.
End of Turn
The Mercs score a couple more points, and then it's game over! The Mercs win, 6 to 2!
And that was my little weekend adventure in the world of Renegade Scout. It's a pretty fun game. It has a retro aesthetic, but the rules are still clean and unified. I hope to play against a real, live opponent in the near future. :)
And the link. I'm too lazy to bother with "affiliate" stuff, so this is just a link.
Renegade Scout: Bleeding Edge Retro-Gaming
Äœis la revido!
Jason "Ludanto" Smith C;E
Big fan of your stuff. Do you have some sort of homebrew AI that you use or do you just do the "pick the best for both sides" type of solitaire? Are you on Ivan's patreon?
ReplyDeleteThanks a bunch!
DeleteI do support Ivan's Patreon!
And no, I don't have an AI. I just do what seems best (or occasionally the most fun) for both sides. Is that better? I don't know. Obviously there are fewer surprises that way, but it's one less process to have to worry about. Tough call.
For posterity, NWG's Patreon:
Deletehttps://www.patreon.com/nordicweasel
I figure you can do 5P's AI and just do like a flowsheet for the Wyrd phase. I went on and on about it on the patreon 😂 Still contemplating whether or not to pick this one up
ReplyDeleteThat could probably work!
DeleteAs for buying the rules, you do seem to get a lot of book for your money. And the supplements are pretty good, too.
Just started 5 leagues. Man I wish I had discovered it sooner. I think I like NW's stuff more than even Rangers of Shadowdeep.
ReplyDeleteFive Leagues is great! RoSD might have the edge in some respects, but 5L has a wider scope and more replayability. I also like 5L's campaign structure. I'm looking forward to Five Klicks, too, which has a similar structure.
DeleteRangers wins on story telling but I love all of the tables and gameplay mechanisms of 5L.
ReplyDeleteI don't know. With some of the expansions and a little bit of creativity, 5L can get pretty close and with better replayability.
Delete(Sorry. Catching up on missed replies.) :)
Is 5K basically 5 Mad Maxx?
ReplyDeleteHa! Something like that. Post apocalypse skirmish with some kind of home base building. Sort of like Fallout 4 (sort of).
DeleteGood write up, nice to see an overview of the game. Been playing five parsecs and five men in normandy, but I may need to shell out for this one now!
ReplyDeleteIt's a little more "mainstream", but it has a nice feel and is very comprehensive. I've had some good times with it.
Delete(Sorry. Catching up on missed replies.) :)
Does 5 men hold up depth/progression wise compared to 5 parsecs?
ReplyDeleteYou know, I'm not sure. I haven't played "5 Men", actually. Sorry.
Delete(Catching up on missed replies. Sorry again.) :)
What an inspiring report, I haven't tried out the rules yet though I played other Nordic Weasel games. If the other games are any indication for this one's quality and judging from your report, as well as the forces Involved, it is a game I definitely need to pick up.
ReplyDeleteGreat write-up!
Thanks! I had fun, and I like the rules overall. If you're interested in these rules, the author is supporting them via his Patreon, so there should be more content coming out for it (especially if he gets more patrons).
Delete