Published on by Chris Abbey
ACP164:The Albedo Miniatures games is a 28mm hard sci-fi platoon / company level skirmish games in the world of the Albedo Anthropomorphic comics.
To enable players to keep up with miniature gaming during the 2020 global pandemic, we developed a set of solo rules, which are available as a free PDF download. Click here to download them.
Mike Wilson has developed a comprehensive, planet wide campaign game. Players across the world are giving orders to formations and then fighting tabletop battles against a programmed 'intelligent' opponent and then feeding the results back into the overall campaign. Click here to take a look at (or join up to) the Albedo campaign
Last week I played my first solo ACP164 game as part of the campaign. I am playing an Independent Lapine Republic (ILR) Air Mobile Company. At the outset of the Jika campaign they used their Air Mobility to leap forward to land in and around the vitally important mineral mines and then dig in until mechanised forces could reinforce them. While their, to keep the troops frosty the Company Commander ordered some aggresive patrolling to dominate their perimeter.
This action pitted an ILR Platoon against an EDF Armoured Company. The EDF Armoured Company had two Platoons in the line and the third on rotation and each platoon initially had one section standing to at the front and rear of their position, and the third section getting their heads down in their scratchers.
The EDF Company Commander and CSM together with the rest of HQ section were located in a sandbagged position guarding a tunnel entrance to an underground command bunker.
The ILR raiding party rolled to determine their mission, which ended up being to exit off the opposite table edge. As the far side of the table was a command bunker, I decided the mission was to get inside to capture some Intel. The tunnel entrance looked like an easier route of the table than the checkpoint between the cliffs and the building.
The ILR move forward, taking some casualties from flanking fire, but utilising fire and maneuver they give as good as they take and move foward in bounds, sprinting to the next piece of cover before resting to recover.
The EDF realise that the threat is to the rear of their position, thin out the defenders at the front to get them into the firing line.
The ILR move through the wreckage of a shuttle. The last dash to the enemy position is very exposed so they wait until they can bring enough troops up to suppress with fire before the final sprint.
The EDF have a very unlucky day, especially for command casualties. Here a stray round hits their platoion commander straight in the face to incapacitate him with no cover save.
An EDF section from the front of the building redeploys to the roof in anticipation of good arcs of fire.
The EDF's bad luck continues with both the Company Commander and CSM going down from critical shots.
More and more EDF troops are depeployed to the front. Here we see a half section who had started the encounter stood down, moving into position.
The Tunnel entrance has been suppressed and the ILR Air Assault Troopers rush forward to occupy the position. The Air Assault are an elite formation who benefit from elite shooting modifiers plus helmet, torso and abdomen body armour.
The first troops move through the carnage of the defensive position and into the relative safety of the tunnel entrance.
The EDF inflict casualties as the remainder of the Air Assault Platoon cross open ground to the bunker, but eventually the bulk of the platoon are on the objective.
The EDF continue to engage the enemy in a long range firefight. The half section that redeployed onto the roof have good arcs across the battlefield.
The ILR move through the bunker complex. The EDF mount a counterattack through the main bunker entrance, but it is to little, to late.
The final results of the game were fed into the overall campaign.