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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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