Alien Arena - Warriors From Earth Are Forced To Battle For Alien Study
Today Mat and I played our SF game. We used Warhammer stats of Strength, Toughness, Initiative, Ballistic Skill and Weapon Skill plus armor saves.
A mysterious and powerful alien race has kidnapped various human bands to set them against each other. In return the humans have been offered anti-aging treatment to make them forever young. For some it was just the promise of a return to earth and to their respective times. Were the aliens doing this for entertainment or did they wish to use the humans, somehow, in a war? One band of aliens also took part. it is unclear if they are from the manipulative species or a different subordinate alien group.
We took it in turns to select facedown cards indicating units. As it happened my force was low in numbers but high in fire power. Some units were only three or four men. The biggest were the skeleton warriors and the ancient Romans.
Objectives were placed around the battlefield.
My force was the following: Space heroes (a very powerful unit), Great White Hunters (small force but deadly firing from cover), The French Foreign Legion (also a powerful unit which included a heavy machine Gun, Kelly gang of just three figures but with excellent armor saves, Scarecrow men (3 figures with flintlock pistols and infiltration), unit of five Morlocks who also had infiltration,
Mat's force included 24 'man' units of skeleton Warriors and ancient Romans, a unit of elite swordsmen led by Lady Liberty, Gunslingers, Gorilla warriors with rifles and sub machineguns and some with clubs only, four post-apocalyptic figures and a small force of aliens who had mind control power they failed to use.
I got to choose corners of the board. I had a good Warhammer 40K ruin to place my White Hunters. My two lots of infiltrators were placed in cover next to objectives, one, the 'Scarecrows' being in a forest close to Mat's deployment zone. We rolled to activate each unit and I activated the White Hunters and Kelly gang first, followed by the French Foreign legion and the others followed in later moves. Mat got more units on to start with, but most had to cross the river, which reduced his initial movement.
BELOW:
The pictures are out of order.
Aliens search for an objective but are about to be ambushed.
Scarecrows attack!Moorlocks capture an objective.
The last Scarecrow attempts escape with an objective.
These gorillas mean business.
Mat's swordsmen (and woman) cross the river to grab an objective.
Here are the last of Mat's gunslingers.
Fire fight
Closing stage of the battle as the Space heroes retrieve an objective from the Post Apocalyptic fanatics.
The Space Heroes avoided envelopment.
Mat's skeleton warriors were shot down in droves by the FFL but managed to get into melee and to kill all the Legionnaires.
Space heroes
Close and nasty with FFL vs Skellies
Mat's apes, led by General Ursus, cross the river.
Ned makes a stand.
The Kelly gang puzzle over a strange blue box that materialized out of nowhere.
Mat's swordsmen cross the river.
the last of the Scarecows dies fleeing across the river with an objective. The apes shot him down.
Examples of rule and unit cards
Mat's flying 'cat alien' prepares to fly off with an objective.
Mat's gunslingers are reduced to two by the fire from the great White Hunters. They return fire and kill to of the hunters.
Romans suffered greatly from shooting from the White Hunters and FFL until they were wiped out.
Morlocks grab the objective from the nuclear power station and run off with it.
One pauses to snack on an old and unidentified bone.
First deaths on my side - scarecrows
A giant alien cat snoozes on a cliff.
The Scarecrows ambush the aliens but their flintlock pistols miss. The aliens return fire killing two scarecrows but the forest is set ablaze killing individuals on both sides. The scarecrow charges the aliens, and he is the survivor of the melee.
Romans crossing the river
Legionnaires moving into position.
White hunters in a cosy position.
Objectives were moveable and could be taken by troops. If units still had them at the end of the game or had placed them on their starting lines they were captured for points. They could be taken away by enemy troops.
Two of my infiltrator units were next to the objectives. The Moorlocks, once activated, took the objective by the power station away before the Romans could get it. The scarecrows had to fight for the one at the forest edge. The surviving Scarecrow was gunned down by apes before he could cross the river. It reverted to Mat's force.
Mat's flying alien took the objective from the tower. The Kellys took an objective close to my initial territory. The central objectives became the deciders. it looked like mat's greater numbers, despite great casualties, would get an extra objective but the space heroes positioned themselves in rocks for cover and blazed away with their laser pistols. Then they charged in to kill the masked post-apocalyptic warriors. They got the objective back.
In the end we each had three objectives so it was a draw.
We have already drawn cards for our next battle which will have the same scenario. the sides will be somewhat different.
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Interesting battle report, and it's interesting putting up forces with different qualities up against each other. I like the aliens in your firs photo. It give me a 'Mars Attacks' feeling to it. Seeing your ape army, reminds me that I'll have something similar going on. -Just have to finish them.
ReplyDeleteYes, I aimed for some advantages and disadvantages for each unit. mat a I made our picks for the next game ad I have two lots of infiltrators again but I will have to come from across the river with most other forces. This time I'll get Romans and skellies. My ranged units are FFL and gunfighters but mat will have white hunters and space heroes. The last get two attacks in combat and very high leadership. He also has the aliens. Among these he has two flyer figures. I am already planning strategies.
ReplyDeleteWe will be playing the game next week.
Did you use weapon strengths or character strength for working out wounds with your ranged weapons?
ReplyDeleteI also had, using D6s, for shooting, a save of six for figures in open formation, which were generally all of them except for the Romans and skeletons. This was unless the bases were touching when the save was lost. Figures could be two inches apart. There was plus one for when the shooter had moved. Soft cover gave a save of 5-6 and hard cover 4-6. This was unlike Warhammer where this is deducted from the to shoot phase as we do the saves separately.
DeleteI just got home from camping so only now saw your comment. I used the Warhammer system using D6s and result tables but with my own modifications. So firstly, the shooter has to hit the target. If he has high ballistic skill his chances of hitting are greater. Usually this means a 3 rather than a 4. Most firearms are strength 4 and wound normal humans or similar creatures on 3s. They also deduct one level from armor saves.
ReplyDeleteBows are strength 3. Cannons are strength 10 so generally wound on 2+ and eliminate armor saves.
A similar process occurs in close combat with consulting tables for Initiative, weapon skill, strength and toughness. Units or individuals that attack another unit go first then, in subsequent rounds, it comes down to individual initiative with heroes having high initiative.
Individuals with high strength have greater chance of wounding an opponent and individuals with high toughness have greater chance of surviving.
When one side inflicts more casualties than the enemy unit the latter is pushed back 20cm, (different from Warhammer rules). If the unit is pushed off the table it is vanquished. However, when it suffers casualties and gets down to less than 50% it must make a leadership test.
Other games we use D12s and consult our own tables that involve one dice roll per figure, only, as armor is factored in. We then still use the same initiative order.