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Game Day May 8

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May 8 Games Day at Ames Iowa, Iowa State Memorial Union.

The Mission by the 1st Platoon of A Company of the 17th Heavy Infantry Regt. to take Hill 145 by 1800hrs at all cost. The Intel officer said the opposition would be light infantry to broken units.
Little did they know that the Stellar Confederation had just landed a squad the 29th Heavy Marines RDF in power armor from space. The Marines mission was to defend the objective until the retreating forces where out of the conflicted area.

Battle Report 8 May, '99

On Saturday May 8th we at Tactical Command Games held a play test session with two other people. As we are the ones who made the rules system the CG team did not take an active role in playing the game out. We let the two people play and guided them through the rules. Here is a brief run down of events.

The game started out with a roll of a d20. Side B won the roll and decided to take a defensive mission leaving side A to be the attacker. The two sides then proceeded to role on the Scenario Generator and make up their forces.

Side A rolled combat armour assault weapons machine guns and an APC. He also had 5 infantry squads with one APC to do his mission. He then rolled separately for troop experience which was a wide range of the given types.

Side B did the same procedure with the following results. He rolled 1 squad of Heavy power Armour , 1 APC was free to him sense he rolled A marine expeditionary force and 1 mine field. A very small but potent force. His troop experience was veteran.

TURN 1: The game was played out on the longest part of a 5x8 table and was played using 15mm scale figures. Side B had the advantage to set up on the table before the game began and his mission was to defend Infantry fighting positions that were 2 foot onto the board and 18 inches from the right table edge. Each player had a number of decoy counters and counters to represent their troops until spotted. Side A then proceeds to move his forces and then side B until all counters had a turn.

Turn 2: Nothing really exciting happened during turn two other than the realization on the CG team that in 15mm scale Playing out a 15mm game on an 8foot board will not be to exciting until troops are with in firing range. Thus leaving several turns to be quite boring. However on-



1st Plt of A Company advances on Hill 145



TURN 3: Side A is lucky enough to spot one element of side B's troops in a third story building. And decides to pop off a lt. MG at them. To everyone astonishment Player A roles a 20 and player B fails his armor save by rolling a 1, thus giving first blood in the game. ( this shot was considered a very lucky shot as it was at very extreme range, Something like over a mile in real distances.)

TURN 4,5,6,7 Nothing very exciting to report. Some of side A's forces are spotted but side B hasn't anything to range them with small weapons fire. The player decides to hold his long range Guided RPG fire against infantry.


1st Plt of A Company is ambushed in the minefield!



TURN 8 Player A has walked one of his squads into a mine field and feverishly probes his way through. At this point Player B sends an APC around the left flank of the advancing light infantry and opens up with it armament. The APC weapons fire blast a poor trooper to bits with his heavy weapon. The APC immediately attracts all the missile fire the light infantry can throw at it but survives with minimal damage. Player B is successful in wiping one Squad out and pops is smoke launcher to obscure LOS. While a team of heavy PA advances with in jump pack range.

Turn 9 Player A finally gets through the mine field and is lined up to breach the wire surrounding Hill 145. Another of player A's squad is in support of the assaulting troops. Thinking it safe to breach the wire, Player B diminishes all hope player A has in winning the battle by opening up with the APC which can see through the smoke with its thermal sites! And the proceeds to run down most of the breaching squad with the command "Driver! Front Slope Troops" and the poor troops are roadkill. Player B then jumps three Heavy PA into hand to hand combat and tears the rest of the light infantry into little itty bity red parts.


1st Plt of A Company tries to breach the wire obstacle,
while in hand to hand combat with Heavy Power Armor!



TURN 10 Player A tries to get a few infantry on to the hill but Player B charges again with the apc and wipes out the rest of the light infantry on player A left side. Player A realized that sending the other two squads and supporting APC down the right side of the board was a tactical mistake. Player B pulled his remaining team back toward his objective to set up a defense there. Player A gets his GEV APC mired in a hedge row effectively taking it out for the next three turns.

TURN 12, 13 Player A tries to advance to his objective but is moving real slow through the heavy hedges and high stone walls. Player B sets up to ambush the light infantry as they advance. Player A sees that he has no way of winning at this point and concedes the game to player B
Another Great Day for the Stellar Confederation Heavy Marines.







FieldMarshal Helcarexe
Of The Stellar Confederation Of Planets
Tactical Command Games







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