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.
Last friday we had a playtest of our Albedo ACP164 participation game that we are putting on at Partizan next weekend, (Sunday 19th May).
We are very lucky as the game is being run by Mike Wilson who has written the ACP164 Source Book and Campaign Supplement. Mike has recently returned to the UK after living in Australia for the last 35 years, Mike has spent the last week staying with us which has given us the opportunity to get a wide range of games played.
Our Partizan game is called Block Wars. The action takes place within the confines of a single 'Hab Block' Each faction controls a single floor and are looking to increase their turf.
Their are 3 methods of teavelling between floors, and they each have their own perils.
Firstly, there is the main stairwell, unfortunately this is normally well guarded by some trigger happy critter, waiting to get a reaction shot off as soon as you are half way down the stairs.
The second option is the fire escape at the side of the building.
The third and most entertaining option is using a line with a grappling iron to either absail down to a lower level, or climb paw over paw to a higher level, and then leap over the balcony to melee who ever is in the reception party at a bit of a disadvantage.
Victory points are awarded for territory held, territory gained and eliminating the enemy characters who are equiped with the sinister suitcases.
We played the game through twice. As it is a participation game at a show, the plan is to play for an hour and then count up the victory points. The colored tokens represent rooms controlled by a particular faction. Mike, Doug and I had a great game and really enjoyed the scenario and look forward to sharing it with any one who is at Partizan on Sunday.
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.
This week Doug and I have started sorting out our participation game for this years Hammerhead show at Newark SHowground on 2nd March, which is played using Albedo Combat Patrol
The situation on the ground is that ILR Planetary Invasion forces have landed on and around major population centers on Coralaus Prime. ConFed Coralaus Homeguard forces were pushed back after intense firefights.
Over subsequent weeks the ILR consolidated there positions, digging in (bunnies are good at that), around strategic sites, such as the Government buildings and media hub featured in our counterattack game, which sees elements of an Extra Planatary Defence Force (EDF) Mech Company, landed outside engagement range via Aerodynes moving forward in a deliberate assault to recapture these strategic sites.
Across the road from the Government buildings is an attractive patch of parkland that the ILR have used to dig in to form an outer defensice cordon around the sites.
The EDF Mech Infantry debus from their AV8 AFV's making best use of available cover. Unfortunately a stray shot from an ILR LMG team strikes Sgt Davies, wounding her. First blood to the ILR!
The EDF decided to attach over a wide frontage, No 2 section debusses and heads for cover off the tree lined sunken path, while No1 section goes right flanking.
Doug is commanding the EDF forces. Combat is fast, intuative and card driven. All of the probabilities and factors that you would expect from a realistic, platoon level skirmish game are reflected on a unique set of 50 action cards. Shooting involves flipping a card, looking at to hit area which is based on shooting skill of troops doing the shooting, modified by factors such as range, if target is moving, if firing unit is moving etc. If target is hit another card is flipped to which figure in target group is hit, cover stops round and the severity of the wound.
On the EDF right flank we see No 1 section advancing in extended line against a half section of dug in ILR troops. Unfortunately for them there is also an ILR LMG on building roof behind trench which has them in range.
On the EDF left flank, Sgt Davies pulls herself together and limps into cover behind the AV8, while the one pip wonder and the rest of Platoon HQ head for cover of the fast food outlet.
The ILR keep there heads down in there trenches waiting for the EDF to advance into killing range of there less powerful carbines.
In the center No 1 section cautiously advances making best use of cover.
The boss makes it into cover of building, is he checking the map or collating a take out order from Battalion HQ?
Bravo Fireteam, No 1 Section take casualties from incoming small arms fire as they attempt to dash between cover.
Platoon HQ moves through the building to take up firing positions against the far wall.
To be continued - as we spent most off the evening talking about how we wanted the game to play at Hammerhead and finalising the terrain, we did not get the game finished on Monday night. We are planning to finish it next week, at which point I'll update this report.
In the meantime, if you'd like to find out more about ACP164 - click here for the Albedo Web page which has links to video play throughs and interviews on Beasts of War, reviews from magazines etc.
Albedo Combat Patrol ACP164 is a hard science, gritty skirmish game.
It is based on the anthromorphic world of Steve Gallacis comics, which gives the setting 20 plus years of background detail, however if you don't like the setting, no problem as underneath the bonnet ACP164 is a gritty squad level hard sci-fi skirmish game that work well with any genre.
We decided to play through the ACP164 introductory scenario using human troops, pitting Federation troopers against Rebel Alliance Freedom Fighters.
The troops are the standard EDF & ILR troops that are available in thestarter set or unit boxes, we have just swapped the heads out for human sci-fi heads.
The Federation troopers have some resin puppetswar judge dredd style helmets. The bodies are EDF Heavy Infantry and three figures are armed with LAKW 1-56 Assault Rifle while the grenadier has a carbine with underslung grenade launcher.
The Rebel Alliance team are based onILR trooper bodies, 4 are armed with LAKW 1-56 Assault Rifles, one has a LMG, loader has a carbine with folded stock and the quad leader has a Machine Pistol. The heads are a mixture of barbarian heads from Victrix from my bits box and some resin Mohawk heads from Puppetwars.
Ann choose to play the Federation troopers. There are less of these but they have better body armour and better training, counting as Regular shots in a firefight.
As we were playing the recce-probe introductory scenario, my mission was to exit one figure through the Federations deployment zone so they could report on positions in depth.
I decided to send my LMG team left flanking to try to suppress a path on the left hand edge of the table.
Unfortunately, as soon as they cleared the corner of the building a Federation Trooper was sucessful in there reaction fire test and caused a critical head shot on the gunner. First blood to Ann and the Federation!
The Rebel Alliance assault team move into position, making best use of cover.
Unfortunately, for the rebels the LMG loader was pinned following the burst of fire that brought the gunner down, before he could act to retrieve the weapon he also became a casualty.
At the end of the first turn the table looked like this, Anns Federation Troopers had gone firm in good cover, trhe Rebels had lost there fire team but there assault team were working there way around the courtyard of the building, bottom right.
ACP164 is normally played as a platoon level game, with whole squads activating at once, however to enable players to get gaming straight away we have developed some introductory scenarios that are a similar level to WH40K Killteam. At this level each figure is a 'unit' in its own right, and get's its own activation dice.
Rebel Alliance fighters are a bout to break cover on there right flank.
Meanwhile on the Rebels left flank, the first trooper sprints across the yard to the safety of the doorway. However once again. Anns trooper first manages to reaction fire and then scores a wounding hit on the figure which means he can not complete his movement.
On the rebels right flank another Federation Trooper takes up a good fire position, using the corner of the building for cover.
Before the trooper from the assault party can recover from being pinned, he his hit by another round and taken out of the game.
When the group on the rebels right flank also took casualties, the Rebels thought better of this particular probe and decided to retreat, regroup and try there luck another day.
This was a great little game, Ann won by a large margin preventing the recce probe from penetrating her lines and causing considerable rebel casualties.
The rules are available as a free PDF download with any purchase of an Albedo Miniatures Squad set.
The terrain is made from a Terra-Fomer multi-layout terrain set. This contains building sections that can be laid out in lots of different configerations.
Albedo Combat Patrol, ACP164 is a new 28mm science fiction miniatures game set in Steve Gallachi's “Albedo Anthropomorphics” universe.
Fast paced, easy to learn rules combine with a unique range of miniatures, vehicles and terrain to produce a fun and excitingly different SF gaming experience
Sally4th spent three days with the great guys over at Beasts of War filming some Interviews and 'Lets Play' videos about Albedo Combat Patrol
.... so if you want to see and hear what it is all about check out some of the videos that we made.
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.