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.