This area of the website is my hobby blog, it contains articles about games that I have enjoyed playing together with paining and model making articles.
Albedo Combat Patrol:ACP164.
The Defence of Science Station Z1430.
A couple of weeks ago, my good friend Patrick had an unexpected free afternoon so we decided to have a go at the introductory ACP164 scenario - Defence of the Science Station.
Set on a planet, many light years away from Arras Chankra an ILR Planetary Invasion Fleet has recently landed and plan to annex Ralon186 to the Republic,
Taken by surprise, the planetary HomeGuard were quickly overthrown at the starport and main population centres, however there are many pockets of resistance that need to be cleared before the ILR can claim a complete victory.
Science Station Z1430 was a biological research station, engaged in valuable research to determine if cultivated plants could be used to supplement the critters mainly synthesized diet. A single section of 8 HomeGuard had been tasked with its defence, however the platoon HQ was also located in the building and an additional section were close enough to support if reinforcement was neccessary.
The left flank was secured by a fast flowing stream and number of dirt tracks led to the science station.
The EDF split there section in to two fireteams. Alpha Fireteam positioned themselves behind the sturdt walls of the plazza.
The LMG from platoon HQ was set up on the roof of the research building with a commanding field of fire.
The defenders did not have to wait long for the first wave of planetary assault troops to advance through the light woods and move towards the cover of broken ground to the left of the building.
Long range fire, particularly from the defenders LMG thinned out the attackers, but did not prevent them from making it to cover.
The HomeGuards Bravo Fireteam had positioned themselves amongst some rocky outcrops to the right of the research station. It was not long before they had multiple targets to engage.
Although the ILR took heavy fire, and lost some good rabbits that day, it was not long before a second quad joined them to consolidate there position.
Eventually a second squad of HomeGuard arrived as reinforcements and started to move forwards.
Alpha Fireteam had born the brunt of the ILR assault for many turns, casualties were mounting and cohesion was beginning to break down. Here we see a critter failing a morale test and heading for the next piece of cover...inside the building.
At this point, the Republics finest decide to settle the issue by close assault
The ILR win the melee after two turns of bitter fighting.
Charlie Fireteam, part of the reinforcing section counterattacks, but they are also overcome by the aggresive ILR Troopers,(who are quiet handy at close quarters).
Delta Fireteam move forwards, but are too late to prevent the science station falling into enemy hands.
As always, an exciting game of Albedo. The scenario was pretty well balanced with a platoon attacking a reinforced section. Up until the last turn I had felt that I would get my reinforcements into the battle and that they would make a difference, but it was not to be and Patrick and the ILR won a well deserved victory.
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While I was at Hammerhead last month I got chatting with the guys over at Pig Iron Productions, they have some great stuff in their range and they are another independent 28mm Sci-Fi manufacturer based like us in North Yorkshire.
I had shown Alex some conversions that I had done a while back using Albedo ILR bodies and Frostgrave Barbarian heads to make some Sci-Fi freedom fighters and we got to wondering how the Albedo bodies and weapon systems would match up with Pig Iron Heads.
I went home with two packets of different Pig Iron heads, and promised to put some conversions together and take some photographs.
The top three miniatures are built using EDF Heavy Infantry bodies armed with LAKW 1-56 Assault Rifle, MAKW 3-60 Light Machine Gun, and Officer Data Pad arms together with Pig Iron System Hunter heads.
The Albedo range contains four sci-fi / near future AFV's (2 x light tank / 2 x APC ).
The optional vehicle crew set contains single piece resin castings of hatch with crew shoulders allowing and head to be glued in place to customise the vehicle.
I used a set of Pig Iron System Commando heads to convert the Albedo AV8B APC.
Here we have a converted Heavy Weapons team using Pig Iron System Commando heads and Albedo ILR bodies together with ILR Light Machine Gun and Loader arms.
Last weekend Sally 4th was at Hammerhead Wargames Show at Newark Showground. Hammerhead is put on by Sally & Paul from Kallistra Models and the show is unique as all of the games are participation games.
Doug Wight kindly ran a game of ACP164 The Albedo Miniatures Game for us.
The scenario saw the ILR troops (Independent Lapine Republic) who had landed and taken control of government buildings, digging in along the edge of some parkland that surrounded the main broadcasting station.
An EDF Mechanised Infantry Platoon had been tasked with recapturing the building.
The ILR had plenty of time to dig in and had a couple of very good fighting trenches forming the basis of there defensive position.
The EDF dismounted at 500 metres and advanced cautiously forward makingthe best use of cover.
The AV8 Armoured Personnel Carriers laid down suppressing fire from there HMG's as the troops moved forward.
The terrain for the Albedo game was built on Sally 4th Terra-Former tiles, including the new trench tile that we released last week. The ability to have terrain features 'dug in' below the surface of the terrain is one of the key benefits of the terrain system.
The game was a lot of fun, the forces were very evenly matched with the increased number of attacking EDF and there superior weapon system being countered by the strength of the ILR's dug in position.
This was a fantastic participation game that 3 Shires gaming put on using a modified version of Wargames Foundries 'The Rules with No Name'
The terrain featured pretty much everything from the Sally 4th Exotic Locations range. This range is based on the idea of 'Film Lots' that are converted from one set to another as the needs of filming dictate. The range contains 'Locations' these are 10cm cube pieces of terrain that can be re-arranged to make lots of different gaming layouts. The Set Dressing packs contain the furniture needed for each location and the Props packs are the detailed bits and pieces that bring the set to life, such as the trays of food in the cafe, the snake in the basket for the souk and the exhibits to go in the museum cases.
This area uses the 'Ricks Place' location, set dressing and props packs.
The museum of antiquities uses both the 'Museum and the Ricks Place' location set plus the furniture and museum display cases from the Museum set dressings and of course the pack of detailed resin museum display pieces.
This area uses the market stalls and goods from the Souk Set Dressings and Props packs together with the Souk Location pieces.
This really was a suberb presentation from 3 Shires Gaming, through ut the day there were lots of people taking part. THe game which involved searching for treasure and avoiding 'The Mummy' looked like a whole lot of fun.
The terrain making genius at COGS had put together these fantastic looking battle board for 'Vanguard', Mantic Games fantasy skirmish game using one of the Sally 4th 'Terra-Former' Contested Crossing Sets.
Terra Formers are kits to enable you to construct perfect 12" terrain tiles with a wide range of profiles such as streams, roads, hills, canals, beaches etc.
Each tile comes with 12 rare earth magnets that align the boards and hold them firmly together so that they do not drift apart during a game.
The precision profiles mean that features flow perfectly from one board to another.
Click here to take a look at the terra-block range or click here to take a look at some of the videos that explain terrain building using Terra-Former tiles.
Sparky, my daughter and son in laws dog enjouyed Hammerhead 2019.
Thanks Sally and Paul for putting on another top show.
Last Saturday (15th September), Doug & I had a first play through of the introductory scenario from Albedo Combat Patrol.
I also played this scenario through with Justin when we visited Beasts of War and we made a 'Let's Play video of it'
The introductory game represents a recce patrol running into a defensive standing patrol. Confed Forces are in defensive positions around the main communications complex. The ILR have sent out recce patrols of fire team strength to identify the defenders state of readiness and the strength of their positions.
This clash takes place in the industrial estate surrounding the comms complex.
As this is an introductory scenario with very small forces involved, each figure gets it's own activation dice and acts as an independent unit. Confed had a fire team consisting off a squad leader with machine pistol and three troopers armed with the LAKW 1-56 Assault Rifle.
The ILR fire team has a team leader and five troopers, four armed with carbines and one with a LMG.
The Confed team leader and foxy trooper deploy into a building, hoping to get a good field of fire from a covered position.
Trooper Fox smashes the glazing with his rifle butt and scans the horizon for signs of movement.
At the far side of the complex, ILR troopers are moving through buildings and taking up positions for a cautious advance.
Confed form a loose line, making best use of the cover in and around the buildings to the left.
The superior range of the Confed rifle takes it's toll, as the lepine casualties mount.
However, the frontal assault is a feint and a pair of ILR troopers make their way around the rear of the buildings. Although one of the pair goes down, the survivor takes Trooper Fox out as he fumbles a magazine change, leaving the path clear for a rush to the exit (which game the ILR three bonus victory points) as they had slipped the patrol and could report on the positions they were shielding.
At that point, on the last turn it looked like a draw with 4 victoty oints a side. Confed had incapacitated 4 ILR troopers for 4VPS, ILR had got a trooper of the table and incapacitated one Confed trooper for 4 victory points. How ever, in the last activation of the last turn this Confed trooper charges and manages to incapicitate his opponent tipping the scales to a 5 vs 4 result for Confed.
This was a very tense and exciting game which could have easily gone the other way. The introductory scenario is a great way to get to grips with the fast, fuirious and realistic card driven combat mechanics at the heart of Albedo Combat Patrol.