dispatches from the front lines vol 1

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    INTRODUCTIONThe threads that weave history are fragile indeed. Who knows what effects the smallest, most seemingly inconsequential

    decisions can have on the future? Just imagine if events had turned out even slightly differently..Dispatches from the front

    14 june 2014

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    COPYRIGHT

    All material contained within is the exclusive intellectual property of James Martin.

    Copyright James Martin, 2014

    www.apocalypse-earth.co.uk

    www.facebook.com/ApocalypseEarth

    twitter.com/ApocalyseEarth

    This product is IN NO WAY associated with the film Apocalypse Earth.

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    CONTENTS

    Introduction: p1

    1) Errata: p2

    Grenades

    Close Combat against vehicles

    2) Revised Vehicle Profiles: p3- p14

    3) Bonus: Zombie Mode!: Rules for solo play p15

    4) Battle Report: Meeting Engagement p18

    5) Free Vehicles! Cut & Print Humvees p27

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    INTRODUCTIONThe threads that weave history are fragile indeed. Who knows what effects the smallest, most seemingly inconsequential

    decisions can have on the future? Just imagine if events had turned out even slightly differently..

    We are in the later part of the twentieth century.

    At its finest hour, humanity has turned in upon itself. Now,

    the European League and Atlantic Alliance fight a dogged

    and determined war of survival against the Holy Army of

    Tsar Joseph Djugashvili and his Soviet Empire, who in their

    turn attempt to turn back the numberless Asiatic hordes of

    Communist China and her allies whilst attempting to fend

    off the relentless and brutal expansionism of The Empire Of

    Japan

    Meanwhile, as the world economy collapses, jihad

    fundamentalism takes hold of the Islamic Middle Eastern

    nations calling for a crusade against the infidel. Even those

    not resident on the planet find themselves forced to take up

    arms, as renegade billionaire and cult leader Yogi Raeshnau

    and his lunar colonists join the fight to ensure the flow of

    materials and supplies to keep their colony alive , whilst in

    the depths of the South American jungle the nightmarishcreations of the IncaTech corporation spread chaos and

    terror across the borders and into the United States.

    In the Far East, the Imperial Japanese Empire

    rampages through the Pacific with terrifying new weapons

    and technology, although a dogged defence by the

    European League and Atlantic Alliance forces exacts a heavy

    toll, while the Chinese and their allies press in, seeking to

    hurl the Japanese occupied Korea and Manchuria.

    With their former colonial masters attention

    elsewhere, tribal conflict and rebellion sweeps Africa as her

    natives seek to throw off the chains of oppression and

    reshape the map of the continent.

    Most sinister of all, with the world in chaos, the

    forces of anarchy and revolution coalesce into a loose

    alliance of terrorists, assassins, criminals and fanatics known

    only as The Brotherhood. Through them, rumours come

    of a new and terrible threat to mankind, coming from the

    skies with a furious vengeance and spreading devastation in

    their wake.

    The Six Months War of 1914-15 showed us the

    dangers.

    Total war bringing total destruction to civilian and soldier,

    man, woman and child.

    While the British Empire looked on in horror, the

    mighty Royal Navy of little use in a continental strugglebetween the European powers, the armies of the Kaiser ran

    rampant throughout Europe. In the West, a million

    Frenchmen fell as the grey German tide swarmed over the

    French and Belgian plains like locusts, destroying, looting

    and burning as they went. Gay Paris, jewel of Western

    European civilisation, was reduced to a burned and blasted

    hulk. Mighty Zeppelins and Gotha bombers roamed the

    skies, bringing death and destruction in their wake as

    explosives, incendiaries and clouds of deadly gases rained

    down below on fighting man and civilian alike.

    In the East, the feared Russian steamroller rolledforward into the maw of the German machine guns. At the

    gates of Prussia, two complete Russian armies were

    slaughtered, butchered like cattle as their ill-equipped

    peasant soldiers were hurled blindly at the German and

    Austrian lines.

    The survivors brought word of the disaster back to the

    streets of Moscow and soon Mother Russia herself was in

    flames as the Russian people revolted against the brutal,

    incompetent reign of the Tsars. But in their place wouldcome a yet greater evil. The evil of Josef Vissarionovich

    Dzhugashvili - better known to the world as Stalin, the

    deranged Holy Emperor of the Soviet Union.

    His insane tyranny corrupted a nation and inflicted a

    war on the world which would engulf the globe and reveal

    the depths to which humanity could sink. His evil and

    twisted designs for a new world order lit the spark which

    brought first Europe and soon the entire world to a level of

    destruction and slaughter the like of which even the

    veterans of 1914-15 would never have believed possible.

    This is the war we fight. A war of annihilation. A war of

    Armageddon.

    The war of Apocalypse.

    Humanitys golden age has turned into a nightmare. Now, the destiny of the entire human race hangs in the balance.

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    1: ERRATA & ADDITIONAL RULES

    GRENADES

    Many troops have hand grenades as part of their

    standard or optional equipment. Grenades work a little

    differently to direct fire weapons.

    First the player rolls a D6 to see how many

    centimetres of range are added to the standard 12cm

    allowance. Then place the grenade template over the

    intended target and roll for accuracy.

    The direction of scatter is determined by rolling a D6

    and matching that result to the number on the template.

    D6 roll Result

    1- 3 2D6cm scatter.

    4 - 5 D6cm scatter

    6 Direct hit

    CLOSE COMBAT vs

    VEHICLES

    Vehicles may participate in close combat in the same way

    as infantry units and each vehicle has its own close assault

    rating. The modifiers are slightly different :

    Vehicles also do not need to check morale if charging or

    being charged in close combat.

    If a vehicle loses a round of close combat, it takes

    damage normally, but first, roll 2D6 to decide which location

    table to roll on.

    This represents vehicles ramming into each other and

    troops swarming all over an armoured vehicle, pushing rifles

    and grenades through firing ports, into exhausts, periscopes,

    vision slits etc.

    Open vehicles

    Open vehicles may be targeted with grenades thrown

    inside them - in this case the crew are hit with grenade

    fragments as if they were in the open.

    The crew of an open vehicle may also be targeted in

    close combat instead of the vehicle itself, but the crew takea penalty of -1 to their CCR.

    This reflects the crew trying yo fight while encumbered

    by safety belts, seats etc.

    Vehicle is moving (spent last AP moving): + 1

    Vehicle is at max speed (has spent the last two Aps

    moving): + 2

    Trooper is following up attack (cumulative- each

    additional attacker adds this bonus): +1

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    2: REVISED VEHICLE PROFILES

    Vehicles may operate independently or be assigned to an infantry unit. All vehicles may be upgraded with specialist

    equipment:

    Laser Targeter gives +1 to hit. 10pts

    "Roswellium" Armour Composite Plates - Adds 4 to vehicles armour rating. 20pts

    NBC filters gives save to vehicles crew and passengers of 3+ against Phosgene gas. 10pts

    ARPANet Link may be used to call down fire support. See earlier rules (p49). 15pts

    Smoke Launcher fires smoke grenades up to 20cm. Normal rules apply. 15pts

    VEHICLES

    Humvee - 40 pts Speed - 36cm CCR 2A four wheel drive wheeled utility vehicle, the Hummvee resembles an

    overgrown Jeep the vehicle it has replaced in most Allied armies. In its basic form it

    mounts a Light Machine Gun andSmoke Launcherand maycarry up to 6 infantry.

    The Humvee may exhcahnge its Light Machine Gunfor the following:

    Heavy Machine Gun - 10pts Minigun - 20pts

    Stinger/TOW Missile Launcher - 25pts Automatic Grenade Launcher 30 pts

    Damage Roll

    (2D6)

    Front - Armour 12 Side - Armour 10 Rear - Armour 8 Top - Armour 6

    2-5

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed and all

    troops within 3cm are hit as

    if by a frag grenade

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew and

    passengers are hit as if

    by flame-thrower

    The ammo

    compartment is hit and

    explodes. The vehicle is

    destroyed. Crew and

    passengers must each

    roll a 3+ to survive

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    Both front wheels are blown

    off. If moving,the vehicle

    lurches 2D6 cm in a random

    direction. On a D6 4+ roll,

    the vehicle flips over, and all

    passengers and crew take

    damage as from a

    fragmentation grenade. The

    vehicle is immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The passenger

    compartment is hit. All

    passengers are killed.

    9-11

    The crew (including gunner)

    are killed and all passengers

    take damage as from a

    fragmentation grenade. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6).

    Vehicle is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

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    2: REVISED VEHICLE PROFILES CONT.

    VEHICLES CONT.

    Piranha IFV - 90 pts Speed - 28cm CCR 4

    A mainstay of the Allied armoured forces, this vehicle performs awide variety of roles from infantry transport and fire support to anti-air

    and anti-armour operations

    . In its basic form it the Piranha mounts a Heavy Machine Gun,a

    Light Machine Gun andSmoke Launcherand maycarry up to 6 infantry.

    The Piranha may choose an alternative configuration for the

    pints cost listed below:

    Damage Roll

    (2D6)

    Front - Armour 18 Side - Armour 14 Rear - Armour 12 Top - Armour 8

    2-5

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed and all

    troops within 3cm are hit as

    if by a frag grenade

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew and

    passengers are hit as if

    by flame-thrower

    The ammo

    compartment is hit and

    explodes. The vehicle is

    destroyed. Crew and

    passengers must each

    roll a 3+ to survive

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    Both front wheels are blown

    off. If moving,the vehicle

    lurches 2D6 cm in a random

    direction. On a D6 4+ roll,

    the vehicle flips over, and all

    passengers and crew take

    damage as from a

    fragmentation grenade. The

    vehicle is immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The passenger

    compartment is hit. All

    passengers are killed.

    9-11

    The crew (including gunner)

    are killed and all passengers

    take damage as from a

    fragmentation grenade. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6).

    Vehicle is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

    Tank Hunter - Light Railgun, Light Machine Gun, Smoke Launcher (may not carry infantry) : +40pts

    Missile Carrier- 2x Stinger/TOW Missile Launchers, Light Machine Gun, Smoke Launcher (may not carry infantry) : +50pts

    Anti-Personnel Fire Support - Minigun, Flamethrower, Light Machine Gun, Smoke Launcher (may not carry infantry): +30pts

    Ambulance- Light Machine Gun, Smoke Launcher, carries 2 x Medics: +10pts

    Repair - Light Machine Gun, Smoke Launcher, Repair Arm, may attemot to carry out up to three repairs to vehicles within

    6cm: +20pts

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    2: REVISED VEHICLE PROFILES CONT.

    VEHICLES CONT.

    Thunder MBT - 140 pts Speed - 20cm CCR 7

    The standard workhorse tank of the Atlantic

    Alliance armoured forces, this vehicle represents a

    balance of mobility, firepower and protection while

    ensuring easy deliverability by air, land or sea.

    While by no means as heavy or pwerful as some

    of the behemoths employed by the Holy Soviet Empire,

    the Thunder still packs a powerful punch and is well

    protected from all but the heaviest weaponry.

    In its standard form, the Thunder MBTmounts a120mm cannon with Laser Targeter, NBC filters, Smoke

    Launchers , ARPANet link, a Stinger/ TOW launcher,

    Heavy Machine Gun and2 Light Machine Guns.

    Damage Roll

    (2D6)

    Front - Armour 25 Side - Armour 20 Rear - Armour 16 Top - Armour 12

    2-5

    The ammo compartment is

    hit and explodes. The vehicle

    is destroyed. Crew must each

    roll a 3+ to survive

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew are hit as if by

    flame-thrower

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within3cm

    are hit as if by a

    fragmentation grenade

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    The fuel line is severed. The

    vehicle is immobilised and

    must roll a D6 every time it

    fires any of its weapons. If it

    fails to roll a 3+, the vehicle

    explodes. All within 6cm take

    damage as if from a

    fragmentation grenade and

    the vehicle catchesfire

    A track is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A track is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The crew compartment

    is hit. All crew except

    the driver are killed. The

    vehicle may move but

    not fire

    9-11

    The driver is killed. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6). If it

    survives it is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    The suspension system

    is damaged - the

    vehicles speed is halved

    The stabilisation system

    is damaged - the vehicle

    may only fire ifstationary

    The ARPANet system is

    damaged and no longer

    functions

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    2: REVISED VEHICLE PROFILES CONT.

    Vehicles may operate independently or be assigned to an infantry unit. All vehicles may be upgraded with specialist

    equipment:

    Laser Targeter gives +1 to hit. 10pts

    Tesla Charged Armour Plates - Adds 6 to vehicles armour rating but may not move. 20pts

    NBC filters gives save to vehicles crew and passengers of 3+ against Phosgene gas. 10pts

    Smoke Launcher fires smoke grenades up to 20cm. Normal rules apply. 15pts

    VEHICLES

    GAZ Jeep - 25 pts Speed - 30cm CCR 1

    A four wheel drive wheeled utility vehicle, the GAZ is the Soviet take on the

    iconic Western Jeep . In its basic form it mounts a Light Machine Gun and and may

    carry up to 5 infantry. The GAZ is an open vehicle.

    The GAZ Jeep may exhcahnge its Light Machine Gunfor the following:

    Heavy Machine Gun - 10pts Rocket Propelled Grenade Launcher - 20pts

    Damage Roll

    (2D6)

    Front - Armour 10 Side - Armour 8 Rear - Armour 6 Top - Armour 4

    2-5

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed and all

    troops within 3cm are hit as

    if by a frag grenade

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew and

    passengers are hit as if

    by flame-thrower

    The ammo

    compartment is hit and

    explodes. The vehicle is

    destroyed. Crew and

    passengers must each

    roll a 3+ to survive

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    Both front wheels are blown

    off. If moving,the vehicle

    lurches 2D6 cm in a random

    direction. On a D6 4+ roll,

    the vehicle flips over, and all

    passengers and crew take

    damage as from a

    fragmentation grenade. The

    vehicle is immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The passenger

    compartment is hit. All

    passengers are killed.

    9-11

    The crew (including gunner)

    are killed and all passengers

    take damage as from a

    fragmentation grenade. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6).

    Vehicle is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

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    2: REVISED VEHICLE PROFILES CONT.

    Vehicles may operate independently or be assigned to an infantry unit. All vehicles may be upgraded with specialist

    equipment:

    Laser Targeter gives +1 to hit. 10pts

    Tesla Charged Armour Plates - Adds 6 to vehicles armour rating but may not move. 20pts

    NBC filters gives save to vehicles crew and passengers of 3+ against Phosgene gas. 10pts

    Smoke Launcher fires smoke grenades up to 20cm. Normal rules apply. 15pts

    VEHICLES

    NKW Half Track - 45 pts Speed - 25cm CCR 3

    The NKW half track is the backbone of the Soviet motor rifle forces, durable

    and versatile with a respectable turn of speed.. In its basic form it mounts a Heavy

    Machine Gun and and maycarry up to 10 infantry.

    The NKW Half Track may exhcahnge its Heavy Machine Gunfor the following:

    Lightning Launcher - 10pts Rocket Propelled Grenade Launcher - 20pts

    Damage Roll

    (2D6)

    Front - Armour 16 Side - Armour 12 Rear - Armour 9 Top - Armour 2

    2-5

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed and all

    troops within 3cm are hit as

    if by a frag grenade

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew and

    passengers are hit as if

    by flame-thrower

    The ammo

    compartment is hit and

    explodes. The vehicle is

    destroyed. Crew and

    passengers must each

    roll a 3+ to survive

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    Both front wheels are blown

    off. If moving,the vehicle

    lurches 2D6 cm in a random

    direction. On a D6 4+ roll,

    the vehicle flips over, and all

    passengers and crew take

    damage as from a

    fragmentation grenade. The

    vehicle is immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The passenger

    compartment is hit. All

    passengers are killed.

    9-11

    The crew (including gunner)

    are killed and all passengers

    take damage as from a

    fragmentation grenade. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6).

    Vehicle is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

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    2: REVISED VEHICLE PROFILES CONT.

    VEHICLES CONT.

    T-48 Medium Tank - 100 pts Speed - 20cm CCR 6

    The standard workhorse tank of the Holy Soviet Armys armoured

    forces, this vehicle represents a balance of mobility, firepower and protection

    while ensuring easy mass production in factories located close to the front

    lines

    While not the super heavy monsters employed by the heavyarmoured corps, the T-48 is an excellent all-round performer - practical,

    highly mobile and providing useful fire support..

    In its standard form, the T-48 Mediaum Tankmounts a 100mm

    cannon, Smoke Launchers, Heavy Machine Gun and2 Light Machine Guns.

    Damage Roll

    (2D6)

    Front - Armour 21 Side - Armour 17 Rear - Armour 14 Top - Armour 10

    2-5

    The ammo compartment is

    hit and explodes. The vehicle

    is destroyed. Crew must each

    roll a 3+ to survive

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew are hit as if by

    flame-thrower

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within3cm

    are hit as if by a

    fragmentation grenade

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    The fuel line is severed. The

    vehicle is immobilised and

    must roll a D6 every time it

    fires any of its weapons. If it

    fails to roll a 3+, the vehicle

    explodes. All within 6cm take

    damage as if from a

    fragmentation grenade and

    the vehicle catchesfire

    A track is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A track is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The crew compartment

    is hit. All crew except

    the driver are killed. The

    vehicle may move but

    not fire

    9-11

    The driver is killed. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6). If it

    survives it is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    The suspension system

    is damaged - the

    vehicles speed is halved

    The stabilisation system

    is damaged - the vehicle

    may only fire ifstationary

    The machineguns are

    damaged and no longer

    function.

    Vehicles may operate independently or be assigned to an infantry unit. All vehicles may be upgraded with specialist

    equipment:

    Laser Targeter gives +1 to hit. 10pts

    Tesla Charged Armour Plates - Adds 6 to vehicles armour rating but may not move. 20pts

    NBC filters gives save to vehicles crew and passengers of 3+ against Phosgene gas. 10pts

    Smoke Launcher fires smoke grenades up to 20cm. Normal rules apply. 15pts

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    2: REVISED VEHICLE PROFILES CONT.

    Vehicles may operate independently or be assigned to an infantry unit. All vehicles may be upgraded with specialist

    equipment:

    Laser Targeter gives +1 to hit. 10pts

    Prism Active Defence System- Gives a vehicle automatic 6+ save but may not move. 20pts

    NBC filters gives save to vehicles crew and passengers of 3+ against Phosgene gas. 10pts

    Smoke Launcher fires smoke grenades up to 20cm. Normal rules apply. 15pts

    VEHICLES

    Mercedes UNIMOG - 30 pts Speed - 24cm CCR 2

    The Mercedes UNIMOG is the basic lynchpin utility vehicle of the European

    League, manufactured under licence across the continent. In its basic form it mounts

    a Light Machine Gun and and maycarry up to 8 infantry.

    The GAZ Jeep may exhcahnge its Light Machine Gunfor the following:

    Heavy Machine Gun - 10pts Triple Panzerfaust- 30pts

    Minigun - 20pts Cobra ATGM - 20pts

    Damage Roll

    (2D6)

    Front - Armour 13 Side - Armour 11 Rear - Armour 8 Top - Armour 5

    2-5

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed and all

    troops within 3cm are hit as

    if by a frag grenade

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew and

    passengers are hit as if

    by flame-thrower

    The ammo

    compartment is hit and

    explodes. The vehicle is

    destroyed. Crew and

    passengers must each

    roll a 3+ to survive

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    Both front wheels are blown

    off. If moving,the vehicle

    lurches 2D6 cm in a random

    direction. On a D6 4+ roll,

    the vehicle flips over, and all

    passengers and crew take

    damage as from a

    fragmentation grenade. The

    vehicle is immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The passenger

    compartment is hit. All

    passengers are killed.

    9-11

    The crew (including gunner)

    are killed and all passengers

    take damage as from a

    fragmentation grenade. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6).

    Vehicle is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

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    2: REVISED VEHICLE PROFILES CONT.

    Vehicles may operate independently or be assigned to an infantry unit. All vehicles may be upgraded with specialist

    equipment:

    Laser Targeter gives +1 to hit. 10pts

    Prism Active Defence System- Gives a vehicle automatic 6+ save but may not move. 20pts

    NBC filters gives save to vehicles crew and passengers of 3+ against Phosgene gas. 10pts

    Smoke Launcher fires smoke grenades up to 20cm. Normal rules apply. 15pts

    VEHICLES

    Hanomag SdKf3 253 - 60pts Speed - 20cm CCR 3

    A durable and dependable workhorse, the Hanomag has

    evolved to fulfil almost any role asked of it,. In its basic form it mounts a

    Heavy Machine Gun and Light Autocannonand maycarry up to 8

    infantry.

    The GAZ Jeep may exhcahnge its Light Autocannonfor the following:

    Heavy Machinegun - 5pts Cobra ATGM Launcher - 10pts

    Triple Panzerfaust - 10pts Heavy Flamethrower - 5pts

    Damage Roll

    (2D6)

    Front - Armour 18 Side - Armour 13 Rear - Armour 10 Top - Armour 2

    2-5

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed and all

    troops within 3cm are hit as

    if by a frag grenade

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew and

    passengers are hit as if

    by flame-thrower

    The ammo

    compartment is hit and

    explodes. The vehicle is

    destroyed. Crew and

    passengers must each

    roll a 3+ to survive

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    Both front wheels are blown

    off. If moving,the vehicle

    lurches 2D6 cm in a random

    direction. On a D6 4+ roll,

    the vehicle flips over, and all

    passengers and crew take

    damage as from a

    fragmentation grenade. The

    vehicle is immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The passenger

    compartment is hit. All

    passengers are killed.

    9-11

    The crew (including gunner)

    are killed and all passengers

    take damage as from a

    fragmentation grenade. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6).

    Vehicle is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

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    2: REVISED VEHICLE PROFILES CONT.

    VEHICLES CONT.

    Cougar Battle Tank - 115 pts Speed - 18cm CCR 7

    The Cougar is a versatile and solid battle tank produced across the

    League nations and represents a balance of firepower, mobility and

    protection

    In its standard form, the Cougar Battle Tankmounts a 105mm

    cannon, Smoke Launchers, NBC Filters, Radio, Heavy Machine Gun and2

    Light Machine Guns.

    Damage Roll

    (2D6)

    Front - Armour 22 Side - Armour 18 Rear - Armour 14 Top - Armour 12

    2-5

    The ammo compartment is

    hit and explodes. The vehicle

    is destroyed. Crew must each

    roll a 3+ to survive

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew are hit as if by

    flame-thrower

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within3cm

    are hit as if by a

    fragmentation grenade

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    The fuel line is severed. The

    vehicle is immobilised and

    must roll a D6 every time it

    fires any of its weapons. If it

    fails to roll a 3+, the vehicle

    explodes. All within 6cm take

    damage as if from a

    fragmentation grenade and

    the vehicle catchesfire

    A track is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A track is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The crew compartment

    is hit. All crew except

    the driver are killed. The

    vehicle may move but

    not fire

    9-11

    The driver is killed. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6). If it

    survives it is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    The suspension system

    is damaged - the

    vehicles speed is halved

    The stabilisation system

    is damaged - the vehicle

    may only fire ifstationary

    The machineguns are

    damaged and no longer

    function.

    Vehicles may operate independently or be assigned to an infantry unit. All vehicles may be upgraded with specialist

    equipment:

    Laser Targeter gives +1 to hit. 10pts

    Prism Active Defence System- Gives a vehicle automatic 6+ save but may not move. 20pts

    NBC filters gives save to vehicles crew and passengers of 3+ against Phosgene gas. 10pts

    Smoke Launcher fires smoke grenades up to 20cm. Normal rules apply. 15pts

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    2: REVISED VEHICLE PROFILES CONT.

    Vehicles may operate independently or be assigned to an infantry unit. All vehicles may be upgraded with specialist

    equipment:

    Improvised Armour Plates - Adds 2 to vehicles armour rating but costs vehicle 4cm speed 15pts

    NBC filters gives save to vehicles crew and passengers of 3+ against Phosgene gas. 10pts

    Smoke Launcher fires smoke grenades up to 20cm. Normal rules apply. 15pts

    VEHICLES

    Shenyang 8cwt truck - 20 pts Speed - 20cm CCR 2

    Based on the Marmon-Harrington ton truck, the predecessor

    of the jeep, this vehicle is a utilitarian transport and fire support

    vehicle. In its basic form it carries a Light Machine Gun and may

    carry up to 12 infantry. The truck is an open vehicle.

    The Shenyang 8cwt truck may exhcange its Light Machine Gun

    for the following:

    Heavy Machine Gun - 10pts Rocket Propelled

    Grenade Launcher - 20pts

    Damage Roll

    (2D6)

    Front - Armour 10 Side - Armour 8 Rear - Armour 6 Top - Armour 4

    2-5

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed and all

    troops within 3cm are hit as

    if by a frag grenade

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew and

    passengers are hit as if

    by flame-thrower

    The ammo

    compartment is hit and

    explodes. The vehicle is

    destroyed. Crew and

    passengers must each

    roll a 3+ to survive

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    Both front wheels are blown

    off. If moving,the vehicle

    lurches 2D6 cm in a random

    direction. On a D6 4+ roll,

    the vehicle flips over, and all

    passengers and crew take

    damage as from a

    fragmentation grenade. The

    vehicle is immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The passenger

    compartment is hit. All

    passengers are killed.

    9-11

    The crew (including gunner)

    are killed and all passengers

    take damage as from a

    fragmentation grenade. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6).

    Vehicle is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

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    4: BUILDING A BATTLEGROUP CONT.2: REVISED

    Vehicles may operate independently or be assigned to an infantry unit. All vehicles may be upgraded with specialist

    equipment:

    Improvised Armour Plates - Adds 2 to vehicles armour rating but costs vehicle 4cm speed 15pts

    NBC filters gives save to vehicles crew and passengers of 3+ against Phosgene gas. 10pts

    Smoke Launcher fires smoke grenades up to 20cm. Normal rules apply. 15pts

    VEHICLES

    Type 14 Gun Truck - 50pts Speed - 20cm CCR 4

    An improvised vehicle, the Gun Truck may mount a variety of

    different configurations:

    Dragon - 2 x Heavy Flamethrowers,carries up to 12 infantry

    Mosquito - 2 x Heavy Machineguns, carries up to 12 infantry

    Ox - 85mm Cannon, light machinegun, may not carry

    infantry

    Snake - 2 x Light Autocannon, may not carry infantry

    Damage Roll

    (2D6)

    Front - Armour 17 Side - Armour 12 Rear - Armour 10 Top - Armour 2

    2-5

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed and all

    troops within 3cm are hit as

    if by a frag grenade

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew and

    passengers are hit as if

    by flame-thrower

    The ammo

    compartment is hit and

    explodes. The vehicle is

    destroyed. Crew and

    passengers must each

    roll a 3+ to survive

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    Both front wheels are blown

    off. If moving,the vehicle

    lurches 2D6 cm in a random

    direction. On a D6 4+ roll,

    the vehicle flips over, and all

    passengers and crew take

    damage as from a

    fragmentation grenade. The

    vehicle is immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A wheel is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The passenger

    compartment is hit. All

    passengers are killed.

    9-11

    The crew (including gunner)

    are killed and all passengers

    take damage as from a

    fragmentation grenade. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6).

    Vehicle is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    Passengers take

    damage as if from a

    fragmentation grenade

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

    1 randomly selected

    passenger is killed

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    2: REVISED VEHICLE PROFILES CONT.

    VEHICLES CONT.

    Type 59 Battle Tank - 85 pts Speed - 14cm CCR 5

    The Type 59 is based on an obsolescent Soviet design tweaked

    by years of combat experience to ensure easy mass production and

    standardisation of training across all ACF units. Though scarcely state-

    of-the-art, it remains a potent and versatile armoured fighting vehicle.

    In its standard form, the Type 59 Battle Tankmounts a

    100mm cannon, Smoke Launchers, Radio, Heavy Machine Gun and2

    Light Machine Guns.

    Damage Roll

    (2D6)

    Front - Armour 20 Side - Armour 16 Rear - Armour 13 Top - Armour 11

    2-5

    The ammo compartment is

    hit and explodes. The vehicle

    is destroyed. Crew must each

    roll a 3+ to survive

    The fuel tank is hit and

    explodes. The vehicle is

    destroyed and catches

    fire. Crew are hit as if by

    flame-thrower

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within3cm

    are hit as if by a

    fragmentation grenade

    The engine is hit and

    explodes. The vehicle is

    destroyed, crew and

    passengers are killed

    and all troops within

    3cm are hit as if by a

    frag grenade

    6-8

    The fuel line is severed. The

    vehicle is immobilised and

    must roll a D6 every time it

    fires any of its weapons. If it

    fails to roll a 3+, the vehicle

    explodes. All within 6cm take

    damage as if from a

    fragmentation grenade and

    the vehicle catchesfire

    A track is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    A track is blown off. If

    moving, the vehicle

    lurches 2D6 cm in a

    random direction. If it

    hits an obstacle it

    crashes (penetration 2 +

    2D6). If the vehicle

    survives, it is

    immobilised

    The crew compartment

    is hit. All crew except

    the driver are killed. The

    vehicle may move but

    not fire

    9-11

    The driver is killed. The

    vehicle slews 2D6cm in a

    random direction. If it hits an

    obstacle it crashes

    (penetration 2 + 2D6). If it

    survives it is immobilised

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    The vehicles weapon is

    destroyed and its

    crewman is killed.

    12 1 randomly selected crew

    member is killed. If driver,

    the vehicle moves out ofcontrol as described above. If

    gunner, the vehicle may not

    fire its weapon unless

    another trooper takes over

    The suspension system

    is damaged - the

    vehicles speed is halved

    The stabilisation system

    is damaged - the vehicle

    may only fire ifstationary

    The machine guns are

    damaged and no longer

    function.

    Vehicles may operate independently or be assigned to an infantry unit. All vehicles may be upgraded with specialist

    equipment:

    Improvised Armour Plates - Adds 2 to vehicles armour rating but costs vehicle 4cm speed 15pts

    NBC filters gives save to vehicles crew and passengers of 3+ against Phosgene gas. 10pts

    Smoke Launcher fires smoke grenades up to 20cm. Normal rules apply. 15pts

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    BONUS: SOLO GAMING -

    ZOMBIE MODE!

    Every now and then its fun to just grab a few miniatures and just throw together a battle. But what if you havent gotan opponent to hand?

    The answer - ZOMBIES!

    ZOMBIE UNITS

    We begin by selecting a points value. Every 100 points of living troops will be met by 2D6 Zombies and a

    Zombie Spawning Point.

    Zombie Profile:

    Move allowance - 10cm

    CCR- 0

    Standard equipment - Miscellaneous Firearm, Zombie Bite

    Infect - a Zombie who kills a living trooper in close combat with his Zombie Bite turns the infected

    trooper into a Zombie. The new Zombie may be activated in the turn following his infection.

    Zombies never check morale or become suppressed.

    Zombies within a group will always stay within 2cm of each other and will press together as close as

    possible.

    Zombies suffer a -1 to hit penalty when firing.

    Zombie Spawning Point:

    These may be placed anywhere within the Zombie Deployment Zone. Every turn, in the End Phase,

    the Spawning Point will spawn 2D6 Zombies. These Zombies should be placed as closely as possible tothe Zombie Spawning Point. The Zombie Spawning Points may be destroyed by a living trooper coming in

    contact with the Spawning Point and expending 1AP to destroy it.

    Weapon Range Rate Of Fire Penetration Notes

    Miscellaneous

    Firearm

    50cm 1 6 + D6

    Zombie Bite N/A N/A N/A Avoids -1 close

    combat penalty,

    infectsthose it kills

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    BONUS: SOLO GAMING -

    ZOMBIE MODE!

    ZOMBIE DEPLOYMENT

    Zombies may deploy right up to the table edge on either flank, and for every 100 pts may extend

    their deployment zone forward by 12cm.

    Zombies NEVER have the initiative!

    Unit activation takes place as normal. However, when a Zombie unit takes its turn, instead of giving

    orders as normal, roll 2D6 and roll on the Zombie Reaction Table below:

    a) Zombies do not need to see their enemy to detect which is nearest.Zombie smell brains

    b) Zombies will fire at their enemies even if they have no chance of hitting them. Zombie kill

    c) If a Zombie unit is in cover and has to move toward cover it will move toward whatever cover is in

    the direction of the nearest enemy.Zombie want brains..

    d) If a Zombie unit comes into contact with an enemy unit, even if it is not charging, even if it has

    fired, it will engage them in close combat.Zombie eat brains

    e) If a Zombie unit has to fire through another Zombie unit at an enemy, each shot that misses the

    enemy stands a 50% chance of hitting the Zombie unit in the line of fire. Zombie not use brains..

    ZOMBIE COMBAT

    ZOMBIE REACTION TABLE

    2D6 Dice Roll Zombie Reaction

    2-3 Stunned - Zombies do nothing

    4-5 Move and then fire towards nearest enemy

    unit

    6-7 Fire and then move towards nearest enemy

    unit

    8-9 Move towards nearest cover and then fire

    at nearest enemy unit

    10-11 Fire at nearest enemy unit and then move

    towards nearest cover

    12 Charge nearest enemy unit

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    BONUS: SOLO GAMING -

    ZOMBIE MODE!

    Example:

    A 9-strong Zombie group fires on a pair of Atlantic Alliance soldiers in heavy cover. Taking the Zombie

    -1 to hit penalty into account, this means that the Zombies will need a 9 to hit. Between the Zombies and

    the Atlantic Alliance soldiers are another group of 6 Zombies.

    The first Zombie group successfully roll a 9, but the other 8 shots miss. A D6 is rolled for each shot -

    odd numbers mean the shot misses entirely, even numbers mean the shot hits one of the intervening

    Zombie group.

    The D6 rolls are 2, 2, 5, 1, 3, 4 , 6, 3 - four shots hit the intervening Zombie group and four Zombies

    are removed. Dont worry, there are plenty more where they came from.

    In a Zombie Mode game, the living player wins by destroying ALL the Zombie Spawning Points.

    The Zombies win by eliminating all the living players units.

    If a Zombie unit is broken up by losses, the surviving (?) Zombies will drift towards the nearest

    Zombie group and join that.

    For smaller games, its often wise to allow the living player to stretch or avoid unit coherency rules

    ZOMBIE VICTORY

    NOTES

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    BATTLE REPORT -

    MEETING ENGAGEMENT

    Buffalo 2-7, this is Buffalo Six, do you copy?

    The Lieutenant toggled his ARPANet receiver.

    Buffalo Six, Buffalo 2-7, we copy, over

    A burst of static and then the company commander's voice came back online.

    Buffalo 2-7, we have co-ordinates for a downed Oxcart beacon, your orders are to move and secure the area. Co-ordinates to

    follow

    The Lieutenant's transceiver flashed into life, bringing up co-ordinates roughly a mile south and three miles east of the

    platoon's current position.

    I need hardly remind you, Lieutenant, that the A-12 is highly classified technology, it cannot fall into Soviet hands. We have

    to assume Ivan has also picked up the signal and will be moving to investigate.

    Copy that sir we're on our way

    The platoon sergeant already hand the Humvee's engine running. With a howl, the Rocketeer squad ignited their boosters and

    erupted into the air, submachineguns scanning the ground for hostiles.

    The Lieutenant keyed his transceiver again. Buffalo 2-7 Move out!

    This scenario is a simple meeting engagement relying on victory points to determine the winner. Victory points are gained by

    occupying objectives and breaking enemy forces the higher points value of the broken unit, the more victory points

    received. The victory trigger (as noted in the rulebook) is when one side has accumulated victory points to the level of 10% ofthe battle points value. 1000 points 100 victory points to trigger a win.

    1000 points is a good level for a platoon sized engagement with added support and special units and can be wrapped up

    within the space of a couple of hours. For this battle report, we kept notes and used a cellphone camera to take basic snaps

    of key moments in the battle.

    Setup and deployment

    We used the studio folding three piece table for this battle (it's first!) and placed six objectives two on each folding piece.

    Objective 1 Downed A-12

    Objective 2 Cliff top

    Objective 3 Ruined department store

    Objective 4 centre of woods

    Objective 5 low hill

    Objective 6 Ruined tenement block

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    BATTLE REPORT -

    MEETING ENGAGEMENT

    Generally, the more terrain the better is the rule with Apocalypse: Earth games using true model's-eye-view to track linesof sight means that battles on open fields very quickly degenerate into tedious slugfests, where as dense terrain really allows

    for skill in infiltration and manoeuvre.

    Battlegroups -

    Atlantic Alliance - Buffalo 2-7

    HQ Platoon Command Element

    Line units:

    Alpha Squad Rifle squad

    Bravo Squad Rifle squad

    Charlie Squad Missile squad

    Delta squad Light machinegun squad

    For this battle, the squads would split down into two man

    fireteams.

    Support Units:

    Stealth Squad

    Rocketeer squad

    Humvee with Automatic Grenade Launcher

    Fire Support:

    1 x Copperhead Artillery Strike

    Holy Soviet Army Battleforce Malenkoy

    HQ- Platoon Headquarters

    Line units:

    No.1 Squad Rifles

    No.2 Squad Rifles

    No.3 Squad Rifles

    No.4 Squad Heavy Weapons

    Support Units:

    3 x T-40 (Cherno Alfa, Cherno Brava, Cherno Troika)

    Holy Mystic Telekinesis, Pyrogenesis, Mind Control, Level2 Upgrade

    Fire Support:

    1 x 100mm Artillery Strike

    Buffalo 2-7 on parade!Front rank (l-r): Humvee with auto grenade launcher, Platoon Command Element, Ghost

    Seven (Stealth squad).

    Middle rank - Alpha squad (Rifle), Bravo squad (Rifle), Charlie squad (Missile), Delta squad (Light Machinegun)

    Rear rank: Warhawk 4-9 (Rocketeer squad)

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    BATTLE REPORT -

    MEETING ENGAGEMENT

    Setup and deployment -

    The Soviets won the initiative (someone at SHAEF was asleep on the job!) and opted to deploy on the north edge of the

    table.

    Soviet strategy

    Having fought the Atlantic Alliance many times before during testing, the critical thing for a Soviet commander is to not

    lose momentum the AA ability to split into fire teams allows them to dance around a larger force, outmanoeuvring and

    chopping up the less wieldy Soviet formations. The crucial thing is mass and concentration of force if you can pin down

    those dainty little fireteams and destroy them, you can very quickly overwhelm the numerically small and brittle AA

    battlegroups. They punch hard, but they can't absorb much themselves.

    With this principle in mind (and having scored the unexpected bonus of deployment edge choice!) I had a quick look at

    the terrain and formulated a rough plan. My rifle infantry and HQ would mass in the woods on the centre-left with the goal

    of taking objectives 4 and if possible 5. The heavy weapons squad would lug their heavy machineguns and mortars up the

    steep hill to take objective 2 the machineguns would deploy atop the hill in cover where they could pour fire down on the

    Alliance forces below, while the rifle elements would act as spotters for the mortars to fire indirectly.

    The tanks would go in the centre, with the goal of securing objective 1 and at least denying objective 3 to the Alliance.

    On the far right, seeing the opposition had only deployed a squad of jet pack infantry, I decided to take advantage of the Holy

    Mystic's status as an independent unit and give him and his bodyguard the task of taking objective 6 and destroying the

    pesky Rocketeers.

    With this plan, I was confident of crushing the puny, decadent Americans!

    Atlantic Alliance strategy:

    Lost the initiative to the Soviets! Someone back at 28th

    Infantry HQ was going to get a chewing out in all seriousness, the

    high initiative of the Atlantic Alliance is one of the key factors that goes towards making up for their inevitable numerical

    inferiority. Losing this advantage was a blow. Still, no use crying over spilt milk.

    The Atlantic Alliance is almost invariably outnumbered by it's opponents, and experience has shown the best way to

    handle them is to get your forces into good positions to use the deploy skill and cut the enemy to pieces before

    counterattacking.

    With this in mind, the first priority was to find good positions for my anti-tank weaponry. The only real tank country

    looked to be in the centre in front of objective 1, so I had to assume the Holy Soviet Army would be placing their T-40s there.

    To counter this, I positioned the Humvee with it's thermite-capable grenade launcher in the woods on my right, where it

    could use it's small size to get into a good camouflaged firing position, getting the enfilade/ defilade fire combination. Charlie

    squad deployed onto the centre left with the idea of deploying into cover on the low hilltop and getting the same advantage.

    As deployment progressed it became clear that most of the Soviet infantry would be pushing through the woods on the

    right, so Alpha, Bravo and Delta squads were tasked with deploying into cover, taking objective 5 and inflicting sufficient

    casualties on them to successfully counterattack in the later phases of the game. This necessitated the Platoon Command

    Element to be deployed centrally to maintain platoon coherency.

    The Rocketeers went on the far left to take objective 6 and their jet packs would enable them to work as a fire brigade

    unit, moving quickly to support units that might otherwise be overwhelmed, and last but not least the Stealth squad wasplaced centre left on the reverse slope of the low hill, with the plan of moving up into cover and denying objectives 2 and 3

    to Soviet infantry.

    Buffalo 2-7 was ready for battle bring it on, Ivan!

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    BATTLE REPORT -

    MEETING ENGAGEMENT

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    BATTLE REPORT -

    MEETING ENGAGEMENT

    Buffalo 2-7 on parade!

    Front rank (l-r): Humvee with

    auto grenade launcher, Platoon

    Command Element, Ghost Sven

    (Stealth squad).

    Middle rank - Alpha squad

    (Rifle), Bravo squad (Rifle), Charlie

    squad (Missile), Delta squad

    (Light Machinegun)

    Rear rank: Warhawk 4-9

    (Rocketeer squad)

    Turn 1

    Having won the initiative, the Holy Soviet Army opted

    to move first.

    With a roar of diesel engines, T-40 Cherno Alfaburst

    forward at full throttle, hoping to engage the Alliance

    Humvee and neutralise the heavy weapon it carried.

    Unfortunately the small vehicle was too well hidden, so Alfa

    turned it's guns on the exposed infantrymen of AlphaSquad, killing three of the four riflemen with well aimed

    blasts from it's machineguns.

    In response, fireteam Charlie 1 dived forwards into

    cover, bringing their Stinger/TOW launcher to bear on the

    next Soviet tank in line but the missile plowed into the

    ground short of it's intended target.

    Hefting their mortars and heavy machine guns onto

    their shoulders, the Soviet Heavy Weapons Squad

    scrambled up the steep slopes towards objective 2. A

    moment of doubt and dread washed over the soldiers asthey were briefly afflicted by Battle Fatigue, but their nerve

    held. Settling into position on the bluff overlooking the

    battlefield, the squad opened up on Charlie Squad with

    mortars, rifles and machine guns, dropping three of the

    Americans including the missile launcher.

    Over toward the woods, fireteam Bravo 1 ducked

    forwards into cover of a hedgerow, firing into No. 1 Rifle

    Squad and inflicting one kill. However the hedge proved

    boobytrapped with an incendiary device and suddenly

    erupted in flames! Luck was clearly not with the Atlantic

    Alliance so far, six infantrymen down out of only twenty-six

    to start with, with only one kill to set against it - and the

    first turn wasn't over yet!

    No. 1 Squad fired back as they moved into the woods,

    targeting the Humvee and Bravo 2, but the Alliance infantry

    were too well covered and the Humvee's Roswellium panel

    upgrade deflected the one round that struck.

    Determined not to simply react to events, the

    Rocketeer squad on the western edge of the Alliance

    deployment zone went onto the offensive, boosting off with

    their jetpacks to capture objective 3 and hosed the

    cowering Holy Mystic and his bodyguard with

    submachinegun fire, killing two bodyguards and suppressing

    the unit. Perhaps a break?

    The third Soviet tank, Cherno Troika, spied an

    opportunity and gunned its engine, clouds of blue smoke

    erupting behind it. The cunning commander moved forward

    around the front of objective 1 to gain an enfilade fir

    opportunity on Delta squad, wiping Delta 1 and suppressing

    Delta 2.

    With one Soviet tank still to move, the Alliance's

    Platoon Command Element came into play, moving forward

    into covered positions. Three assault rifles opened up onthe Heavy Weapons Squad, killing a machinegunner, while

    the Lieutenant toggled his ARPANet switch to request a

    priority Copperhead fire support mission onto Cherno

    Brava, the only Soviet tank not yet activated. A kilometer

    away, a single 155mm gun from the Canadian battery

    deployed in support of the sector fired almost

    instantaneously. The laser guided shell bore through the

    turret, blowing out the armament and scoring a weapon kill

    on the tank.

    Over in the woods, No. 2 Rifle Squad elected not to try

    and exchange fire with their opponents and double-timeddeeper into the woods looking for cover, while the Stealth

    sniper team dove forward into cover, drew a bead on the

    Soviet CO and missed!

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    BATTLE REPORT -

    MEETING ENGAGEMENT

    Turn 1: Cherno Alfa is hit in the track by a Thermite grenade

    and sent crashing into the downed A-12. With all guns now

    pointing skywards, it looks like game over for the lead T-40!

    No. 3 Rifle Squad followed their comrades, double-timing into advantageous positions in the woods, while the

    Humvee crew dove forwards into cover of their own and

    pumped three thermite grenades toward Cherno Alfa,

    blowing off a track and causing the fast moving take to slew

    into the downed A-12. This left it in the unfortunate

    position of being stuck at a forty five degree angle, turret

    and hull weaponry stuck facing skywards! An official

    mobility kill therefore became an effective weapon kill too.

    Behind it, the Soviet Lieutenant thought better of being in

    full view of the Alliance Stealth Squad sniperscope and

    moved forward into the woods to add weight to the rifle

    infantry assault.

    Finally, Bravo 2 moved up into the hedgerows to get a

    better field of fire into the worryingly numerous oncoming

    Soviet infantry, killing the sergeant of No. 2 Squad. The

    bravefrontovikiheld their nerve, however no doubt

    helped by the inspiring presence of their nearby Commissar!

    Alongside them, fireteam Alpha 1 took up position on

    objective 5, firing into the Heavy Weapons squad on the

    bluffs above them but failing to score a hit.

    End Phase:

    The hedgerow fire caused by the incendiary booby trap

    continued unabated, smoke and flames licking at the Bravo

    Squad troops using the hedgerow for cover. However it

    didn't spread and despite raw eyes and coughing, caused no

    more casualties amongst the hard pressed Americans.

    Fireteam Delta 1 shook off their suppression, steadied by

    the booming, reassuring voice of their indomitable platoon

    sergeant. Over on the Soviet right flank, however, the highy

    strung Holy Mystic failed to recover his nerve, with him and

    his remaining bodyguard retreating right off the table edge!

    Victory Points:

    Holy Soviet Army 63

    Holding objectives 1 & 2 (20pts), Alpha, Bravo, Charlie &

    Delta squads (43pts)

    Atlantic Alliance 50

    Holding objectivcs 3 & 5 (20pts), broke Holy Mystic, plusmobility kill on Cherno Alfa and weapon kill on Cherno Brava

    (30pts)

    Tactical Notes:

    After Cherno Alfa's rampaging opening

    move, Charlie Squad did not target it with their

    Stinger/TOW launcher, instead turning the

    weapon on the next tank in formation.

    This was because Alfa had already been

    activated tempting though it is to wreak

    vengeance on a tank that has gunned down

    three of your precious infantrymen, it's more

    important to target a vehicle or unit that

    hasn't been activated yet and therefore poses

    a far graver threat.Apocalypse: Earthis all

    about taking the initiative, rather than simply

    passively responding to youropponent!

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    BATTLE REPORT -

    MEETING ENGAGEMENT

    Turn 2

    The Atlantic Alliance won the initiative and elected tomove first.

    Having effectively crippled Cherno Alfa in the first turn,

    the Humvee crew quickly reloaded their grenade launcher

    with fragmentation ammo and with a squeal of tyres

    executed a violent handbrake turn, pulling across cover to

    let rip into No. 2 rifle squad, killing half the remaining

    infantry and suppressing the rest. On the other side of the

    battlefield, Cherno Troika gunned it's engine and movedforward to collect objective 6 in a cloud of diesel fumes. The

    turret shook as the main cannon and coaxial machine gun

    opened up on the Stealth squad, but the dastardly optical

    camouflage suits saved the two men from harm.

    Safe in their vantage point, the sniper took careful aim

    on one of the Soviet heavy machinegunners on the heights

    around objective 2 this time his aim was true, and the

    man's head exploded in a puff of red mist. The other squad

    members were instantly suppressed by this, ducking back

    into cover and cowering out of sight of this unseen

    executioner!

    Realising that although he was now effectively

    unarmed, he was still alive and his tank still functional,

    Cherno Brava's driver threw his vehicle into gear and

    advanced to collect objective 1, hopefully blocking any fields

    of fire.

    In the woods behind the Humvee, Bravo 2 decided to

    find some cover that wasn'ton fire, moving forward into the

    bushes throwing smoke and frag grenades towards No. 3squad. On discovering that they had suffered zero casualties

    from this onslaught, the squad dusted themselves off and

    run fall tilt towards objective 3, securing it. Seeing his

    buddies now hopelessly outnumbered, the lone surviving

    Alpha squad trooper quickly deployed onto objective and

    fired a burst from his assault rifle, dropping one of No. 3

    squad's riflemen. Behind them, No. 1 squad fired on Bravo

    2, but were defeated by cover and the drifting haze from

    their smoke grenade and had to be content with moving

    forward in support of the attack on objective 4.

    Near the Alliance centre, Charlie squad's sole survivorsought vengeance for his squadmates, opening up on the

    only targets he could see the Soviet Heavy Weapons

    squad. Two burst from his assault rifle dropped their

    sergeant that squad was STAYING down!

    Meanwhile the Soviet HQ section moved up behind the

    assaulting riflemen, maintaining platoon coherency. The

    rifle-armed members fired ineffectively on Bravo 2, while

    Lieutenant Malenkoy and his radio operator called in a

    supporting fire strike on the Humvee's position. Their

    Alliance counterparts deployed into cover and fired, also

    ineffectively, on the Soviet HQ, while Delta 1 reinforced thesingle Alpha squad trooper on objective 5, again targeting

    the Soviet HQ but this time with rather more success-

    dropping Lt. Malenkoy himself!

    The Rocketeer squad swooped in to steal objective 1

    from under the noses of the Soviet tanks, firing into No. 2

    squad and causing a further casualty to the already-mauled

    squad.

    End Phase:

    Despite their heavy casualties, the stubborn survivors

    of both No. 2 squad and the comrades in the Heavy

    Weapons squad rallied themselves to rejoin the assault,

    while a deadly accurate fire mission destroyed the

    Humvee. The Roswellium armour couldn't protect the

    vehicle from the heavy artillery barrage and the the three

    105m shells tore it to pieces.

    Victory Points:

    Holy Soviet Army 72

    Holding objectives 1 & 5 (20pts), broke Alpha, Bravo,

    Charlie & Delta squads (43pts), destroyed Humvee (9pts)

    Atlantic Alliance 50

    Holding objectivcs 1 & 5 (20pts), broke Holy Mystic, plus

    mobility kill on Cherno Alfa and weapon kill on Cherno Duo

    (30pts)

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    BATTLE REPORT -

    MEETING ENGAGEMENT

    Turn 3

    The Holy Soviet Empire won the initiative and elected to

    move first.

    The Heavy Weapons Squad yelled defiantly as they

    charged back up the hill to regain objective 2 and were

    immediately hit by fire from the Alliance Stealth sniper and

    the sole survivor of Charlie Squad who had been waiting on

    overwatch for just such an eventuality! Despite losing a

    further two members to sniper and assault rifle fire, this time

    their morale refused to break, and regaining their heavy

    machineguns they brought a Rocketeer crashing to the

    ground. Meanwhile the mortar teams fired on both Charlie

    and the Stealth team. Charlie's sole remaining squad

    member was hit but his body armour saved him, the shell

    fragment lodging itself in his concealed hip flask. The trooperswore bitterly, seeing his precious home brew leaking out

    onto the earth.

    Rather than responding to this threat, the Rocketeer

    squad engaged boosters and vaulted over the bluff, sailing

    over objective 2 and the amazed Heavy Weapon Squad and

    coming to rest directly behind Soviet HQ. Surprise! yelled

    the Rocketeer sergeant before he and his squad massacred

    the HQ to a man at point blank range. Somehow, despite the

    loss of first their officer but now their Commissar and the

    entire command team, the Soviet line held.

    Seething with rage at what he had just seen, Cherno

    Troika's commander ordered the tank into action to roll up

    the Alliance flank, but the fortunes of war struck again and

    the tank's diesel engine sputtered and died. Enraged, the

    tank crew opened up on the Stealth squad with everything

    they had. This time, not even his sophisticated optical

    camouflage suits could save the sniper and the spotter could

    only watch as the hail of cannon and machinegun fire blew

    his comrade into dust.

    The Alliance platoon command element decided to stick

    where they were, deploying into cover to maximise their

    safety and firepower. However, despite opening up on the

    Soviet Heavy Weapons Squad with everything they had, they

    scored no hits. Not so for No. 2 Rifle Squad who reacted to

    the sudden appearance of the Rocketeer squad by ducking

    into cover, wheeling around and managing to bring down

    one of the hovering infantrymen. This victory, however, was

    quickly punished by the sole remaining Alpha Squad trooper,

    who was now presented with an excellent enfilade shot into

    No. 2 squad and promptly dropped two of them.

    However, in the woods around objective 4 thesheer

    weight of Soviet numerical superiority was starting to tell.

    No. 3 squad charged Bravo 2, losing a man to overwatch fire

    but still overwhelming the Alliance fireteam in close combat.

    Recovering from the slaughter, the squad was promptly hit

    by close range overwatch fire from Delta 1, losing all but one

    of its members in a hail of assault rifle and light machinegun

    fire. In the closing moments of the battle, No.1 squad got

    close enough to the heights to recapture objective two.

    With practically nothing left of his platoon, the Alliance

    commander was left with no alternative but to retreat. His

    command had managed to inflict sufficient losses on the

    Soviets that they were unable to secure the downed A-12,

    and as the remains of Buffalo 2-7 pulled back from the field

    carrying their dead and wounded, an F-4 strike obliterated

    the precious airframe, preserving its secrets for another day.

    Soviet Heavy Weapons Squad deploy onto objective 2,

    occupying the heights with a commanding view of the

    battlefield

    Tactical Notes: Fire Support

    This game showed the difference in fire support

    doctrine and capabilities between the Atlantic Alliance and

    Holy Soviet Army. Due to the sophisticated ARPANet link,

    the Alliance lieutenant was able to instantly receive his

    Copperhead strike, whereas the Soviet gunners took until

    the end phase to respond.

    This means that AA fire support is much more usable,

    whereas a Soviet commander must target a unit or vehicle

    that has already moved in order to make sure that thetarget doesn't simply move out of the way!

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    BATTLE REPORT -

    MEETING ENGAGEMENT

    Victory Points:

    Holy Soviet Army 112

    Holding objectives 1, 2, 4, & 6 (40pts), broke Alpha, Bravo, Charlie & Delta squads (43pts), the Rocketeers and Stealth squads

    (20pts), destroyed Humvee (9pts)

    Atlantic Alliance 66

    Holding objective 5 (10pts), broke Holy Mystic, plus mobility kill on Cherno Alfa and weapon kill on Cherno Duo (30pts), broke

    or destroyed Soviet HQ, No. 1 and 3 squads (26pts)

    Holy Soviet Empire debriefing:

    A resounding Soviet victory then but it was closer than it looked on paper. Two out of three tanks destroyed, the

    headquarters unit wiped out, Holy Mystic routed and my assaulting rifle infantry were down to nine men between the three

    squads. There was no way this was enough to secure the crash site, so we agreed that the Soviets were unable to take

    possession of the down ed A-12 and the retreating Alliance remnants called down an airstrike to destroy it.

    Heavy losses are inevitable when you're a Soviet commander, so I'm fairly sanguine about the fate of my rifle squads

    they did their jobs and died for their Emperor! What I should have done differently is kept to my own principle of force

    concentration the Holy Mystic served no purpose out on the right flank on his own. Deployed in support of the assault

    through the woods he could really have sped things along. Still, no point crying over spilt milk a new round of draft notices

    have already been issued, and we'll be back!

    Atlantic Alliance debriefing:

    Damn it! All those lives lost, and what did we gain? Nothing! Still, it's worth realising I had some appallingluck with the

    dice who loses initiative twice with a rating of 4 to an opponent with a rating of 2? And it's worth noting that I suffered

    most of my casualties on that first catastrophic turn, when my force was at its most vulnerable and when an Alliance

    commander would normally expect to have the drop on his opponent.

    My plan was largely sound, but one thing I would do differently is be more aggressive with the Rocketeers. They were

    the perfect antidote to the firepower of the Soviet Heavy Weapons Squad and should have been used to annihilate them,

    leaving the Humvee and Charlie Squad to hit the Soviet armour.

    Still, every time I play the Atlantic Alliance, I learn something. There'll be a reckoning soon enough, Ivan!

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    FREE VEHICLES:

    CUT & PRINT HUMVEE PLATOON