26 September 2011

Sams Log - one


















18 September 2011

The Story Begins





Charlie Company roll up to outpost 125, they were not expecting to see what appears to be a mercenary force already there.
They are here to answer the distress call from the outpost, what are mercs doing here?
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Below is the set up
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TURN ONE
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The ECM win the initiative but fail to activate RJ1.
The turn passes to the hostiles.
Seizing the opportunity, hostile 4 (H4) make a run for the cover ahead, hoping to bed down and harass the ECMs right flank as they advance.
The hostiles try to activate another unit but fail so play passes back to the ECM.
The hostiles attempt to activate their sneaky AT gun which is hidden under the garage roof of the outpost, they fail.
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RJ2 manages to activate and it rolls forward toward the cover.
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Alpha and Beta squads also advance, making for the cover on the left flank.
Delta fails and play passes back to the hostiles.
The rest of the hostiles and the ECM fail to activate.
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TURN TWO
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Again the ECM win the initiative, RJ1 advances and then Alpha let down the side by failing to activate.
The hostiles try, their AT gun passes its activation and takes the aimed order.
It fires at RJ2, rolling 3 dice to hit.
It scores 1 hit and the APC fails to save.
Luckily for the APC it was a glancing shot with no real damage, though the shock and the noise stuns the crew who have a penalty to their next activation roll as result.
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Hoping to press forward, H4 tries to make it to the cover, they fail to activate.
Maybe the explosion from the AT gun broke their stride?
The ECM try to order Alpha forwards, but they are too busy checking on the crew of RJ2 and fail to activate.
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H1 runs forward and makes it to the cover on the ECMs left flank.
The rest of the hostiles manage to activate and carry out their orders.
The ECM continue to try to activate, Beta, Gamma and the stunned APC crew all fail to move.
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TURN THREE
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This turn sees the hostiles concentrate fire on the APCs and both crews end up being stunned from the shots.
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TURN FOUR
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H4 are bedded into the cover and RJ1 and RJ2 as well as Gamma squad in their H.A.R.D. suits make a concerted effort to unload a can of whupass on them.
H4 reply in kind.
After a brief bout of heavy firing the smoke clears to reveal no one was killed.
Crikey.
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TURN FIVE
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This turn just goes to show how luck plays a part in any wargame.
The ECM pass every activation roll they try, the hostiles fail every roll they try.
The ECM again unload a shed load of lead and introduce the hostiles to their favourite friend, Hans Christian Hand Grenade.
The result is that H4 end up being totally annihilated.
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REST OF THE GAME
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The destruction of H4 really signals the collapse of the hostiles.
The ECM push forward and start to outflank the hostiles.
The AT gun manages to continue firing and eventually cripples both APCs resulting in them losing their LMGs and the ability to move.
They are reduced to nothing more than cover.
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But there are enough of the ECM to push onwards.
The H.A.R.D. troops advance seeming unstoppable as small arms fire continues to bounce of their armoured shells.
Suddenly a HMG rips into them, splitting apart suits and causing Gamma to halt in their tracks.
H.A.R.D. troopers don’t get shot; they sure as hell don’t get killed.
This signals their demise as the hostiles turn all their available firepower onto them, including the AT gun.
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Still it is not enough, the ECM that remained in cover decide to make a break for the outpost, they push onward dodging and weaving the enemy guns as they are supported by Delta who crept around the flank.
They manage to get into the outpost, at which point the hostiles pull back and retreat.
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HERE ARE SOME MORE SHOTS FROM THE ENCOUNTER
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AFTERMATH
Who were the very well-equipped hostiles, what part did they play if any in the outposts call for help?
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Why did they retreat once the ECM got inside after putting up such a bloody fight?
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What did the ECM find inside?

9 September 2011

ECM Troop Rosta

Seeing as my ECM are only 4 squads of 5 men it is not too difficult a task to name them.

So here we are:

Charlie Company

Alpha Squad - green fatigues
Major Stockton
Private Carmine
Private Redfield
Private Ramirez - H
Private McReady

Beta Squad - brown fatigues
Corporal Paxton
Private Croft
Private Tyler
Private Weaver
Private Weiss - H

Gamma Squad - HARD suits
Sergeant Riddick
Private Statham
Private Reno
Private Grimm - H
Private Pliskin

Delta Squad - black fatigues
Corporal Barnes
Private Oldman
Private Cartmell - H
Private Leahy
Private Javier

The different colour fatigues allow me tell each squad apart just by looking.
H denotes that they are the heavy weapon trooper and as noted they do not carry the Enfield PB32 assault rifle.

5 September 2011

Rough Background

It is the future and now, more than ever money talks.
The earth is overcrowded, polluted and dying.

Corporations have taken to deep space to increase profits for their ever greedy shareholders and governments struggle to keep order due to the size of the expansion into space and a distinct lack of money and as such many key players and territorial leaders are influenced by donations from corporate sponsors.
Corporate off world colonies are the new “brave frontier”.


The majority of off worlders are in the employ of companies that have a vested interest in space exploitation exploration.
Typical off worlders live in small colonies where they mine for raw materials and conduct scientific research in places where the laws of earth are difficult to enforce and ignored whenever possible.

Some off worlders however are private individuals who managed to save enough money to escape the certainty of a short and brutal life on earth to book a one way flight. They travel with the highly popular Virgin Galactic company, who are by far the largest private commercial space flight company.
Brenson, their CEO, promises a “bright new future” off world, a future that most can only dream of. Branching out into the unknown, these individuals look to set up small farmsteads and small holdings on the many earth like planets that the corporations currently have no interest in.

Throughout the space now occupied by humans, Earth Corps Marines aided by their corporate sponsors can be found patrolling and policing the corporate and private colonies.
The laws of earth originally extended to all human colonies and on the majority, earth law still applies.
However, the taxes imposed by Earth on the off world colonies are increasing year by year and as a result more colonies choose to liberate themselves.
Liberation in the eyes of the colonists is seen as rebellion by Earth. These rebellions need to be stopped!

In many cases the struggle for liberty is encouraged by the corporations. Some corporations openly resist Earth’s attempts to quell the rebellions.
After all an independent colony will not be required to pay any Earth taxes and as usual Corporation Tax is something to avoid…. however possible.
These rebellions have led to many corporations forming their own private ‘liberation’ armies.


British Petroleum Industries has the largest such private force with its own small fleet of frigates that protect its colonies independence with vigour.
It is a trend that is beginning to worry both Earth Corps and rival corporations.


My games will be the missions of my Earth Corps Marines (ECM) and the various hostile forces they encounter.
For the most part the enemy will be the various corporations, but there will be mercernaries, renegades, alien wildlife etc.

There are no intelligent alien lifeforms in my FUBARverse, just humans.
I am undecided on space travel speeds but do know that space travel will take time and messages could take weeks to reach the ECM.
No lasers or ray guns, no teleporters or giant mechs, no hovertanks either.
Think more like Aliens for tech levels but with a bit more advancement, such as power armour suits.


We will be following the operations of Charlie Company from the 5th Battalion of the ECM.

There are 4 squads of 5 men.
Alpha, Beta, Gamma and Delta squads.

Each squad has its own APC, the DRM Ramjack.
RJ1 which is Alpha squads, RJ2 which is Beta's, RJ3 which is Gamma's and RJ4 which is Delta's.

Each squad also has Heavily Armoured Rapid Deployment Suits (HARD Suits) which are sealed power armour units.
These allow the ECM to manoeuvre in hazardous atmospheres and offer excellent small arms protection.
Standard weapons are frag grenades, handguns, smoke grenades and the Enfield PB32 assault rifle.

Each squad also has an anti-armour weapon, the BAE AT14.
This is designed to take out small armoured vehicles such as light tanks and APCs.
Due to its bulk and weight, the user is unable to carry the PB32.

Charlie Company is stationed aboard the Military Fleet Vessel (MFV) Wellesley.
The Wellesley carries 2 C6801 dropships, each capable of holding 4 Ramjack APCs.

The Beginning

This blog will be an online chronicle of my 6mm games using the FUBAR rules.

I will set out a rough background and this will develop as the games are played.
On this blog I will simply post AARs and background / story notes.

For things like how to articles and notes and model reviews and so on try the 6mm fubar forum:

http://6mmfubar.forumer.com


coming soon will be a rough bit of background...