Tuesday, November 12, 2024

Chechnya - New Xenos Rampant Vehicle Damage rules.

Having painted up a number of in fills an excuse to give them a first outing.

The additional Russian and Chechen support units will come in handy and will give both sides that extra punch.


Now to break the freshly painted curse.

Looking back of previous scenario's I thought about giving the original scenario a run out a mere 8 when it first landed on the table, at the time with less figures using Chris Peers at close quarters rules. I was interested to see if Xenos Rampant gave a better feel.

It did not disappoint.

June 1995 somewhere between Benoi and Vedeno - Chechnya.

A Russian BM21 has broken down on a major supply route, a couple of sections of infantry and supports have been left behind to protect the rocket launcher whilst reinforcements arrive with a repair party. The area is known for insurgent activity who would like nothing more to get their hands on the extra fire power. The Federal forces must protect the vehicle and drive off the Chechen fighters.

The table looks a little better than 8 years ago with more rural looking buildings and repurposed woods. The BM21 can be seen in the centre of the table with the access road at the bottom of the picture. The Chechens will enter randomly on the table edges, with the reinforcements for the Russians appearing on 1d6 turns.


The centre point of the table, 2 squads a HMG and Sniper hardly seem enough to hold back the insurgents.

With the defenders awaiting the column, Chechen militia appear on the wood lined hill tops over looking the valley and the stranded rocket launcher. The Russian HMG and Sniper covering this flank to hold back the fighters.


On the opposite side of the table a Chechen sniper team appears the Russians unable to see him at over 12" push up the hill to drive him off.


A second sniper is spotted and again the Russians advance to close the gap.


The sniper having drawn out the infantry instead of firing calls down mortar fire on the infantry, in the first salvo 50% of the advancing troops are killed or wounded and the rest flee back down the hill.


At the far end of the table Chechen's creep into the settlement ready to slow the rescue party.


The Russian HMG chews up the militia in the tree line.


The Chechen mortar disproving the myth that freshly painted troops always lose, switches his focus to the sniper sending him running for cover.


Meanwhile the rescue column makes it's way on to the table.


Rpg rounds hit the column and the lead BTR70 is destroyed sending the infantry running for cover. 


Another whoosh of AT rounds and the BMP1 falls back behind the house.


Before the rescue party could regroup from out of the barn another RPG round smashes into the BMP forcing it to retire. 
The rescue mission had failed their would be no break through today.

That was fun, heavy weapons such as HMG's can really hurt infantry as can mortar rounds if you catch them in the open. 

The vehicle rules felt like they needed a little extra, if played correctly XR only allow for one vehicle but they can certainly handle multiple vehicles, the only potential downside is the attritional nature of the rules where strength points chip away at units. So I introduced a chart similar to that found within Bolt Action.

It worked well and resulted in the lead APC being destroyed in short order after being hit by a unit with the Anti-Tank capability. Hopefully this does not break the rules but makes the use of vehicles more challenging for larger games and could make for tank on tank encounters a little quicker.



Feedback welcome.

Saturday, November 02, 2024

Battle of Short Hills 1777 - Rebels and Patriots

Thanks to Matt Crump and his excellent blog for this scenario - wargamesinthedungeon: Battle of Short Hills 26 June 1777 : AWI

An engagement between George Washington and General Howe as Howe pushed to defeat the Continental Army and clear the way to capture Philadelphia. Washington's forces numbered in the region of 11,000 men against a British force of Regulars, Hessian mercenaries and Loyalists in the region of 18,000 men. 

The British under one column under Gen Cornwallis and a second under General Howe attempted to outmanoeuvre the American forces. The Americans looked to delay the British advance and avoid being out flanked.

Matt converted the encounter to the table top, which I have 'borrowed'.

Played in 10mm using Rebels and Patriots rule set with some new fencing :-)


The British outnumbered the Patriots by approx. 20% with both sides split across to access roads, the Americans deployed behind fences and in the tree line. awaiting the advance of the Kings forces.


The ranks of red coats marched down the road towards the defenders.


On the left flank the Americans won the initiative and seized the high ground and picket fence but were not able to get all their companies into close order as the British approached.


The British advanced with a cloud of German skirmishers to their front as the Americans readied their lines.



A long range fire fight opened up the Patriots whittled away the skirmish screen only for the British rank and file to have formed close order and let off volley fire, the militia started to fall back from the picket fence. But they were slowly knocking the turns down.


Switching back to the right flank the British came into sight as the second American detachment stood firm.


The Americans reserved their fire allowing the British line out.


The view at the mid point as both lines close.


As the left flank ground to a stalemate the British pushed hard on the right. 


The final turn and the throw of the dice for the British as the Grenadiers look to smash their way through the Patriot lines.


The American lines hold.

A hard fought victory for the Americans, they had taken a real battering but their morale had held and they had held up the British forces for 12 turns swapping bodies for time.

Forces were twice those recommended for each company but it did not slow the game, having a random command generation for each of the 4 commands made it quite fun as to who had the drop on each other. A large first game but played to a conclusion in 3 hours.

You really need to get the militia into close order to stand up to the British volleys. The Patriots had some lucky morale rolls to hold their ground. The British played a great game with the skirmishers forcing the militia men to waste their first round of fire.

10mm looked great for the period and allowed me to play those larger games with flanks and ranks.

The next order has been fired off to Pendraken for more reinforcements in the shape of artillery, Continential Regulars and British Light Infantry.

More games to come and thanks again Matt for your scenario.