Saturday, 15 June 2024
Five Parsecs from Home: Turn 14 - Deon B
Friday, 14 June 2024
Chain of Command - US infantry vs Panzergrenadieren
Last night at the club (I LOVE that I can say that now) we played a pick-up game of Chain of Command. A US platoon vs a Panzergrenadier platoon. I was on the Panzergrenadier side. It was a meeting engagement where there weren't really any objectives other than to break the enemy.
I am unfamiliar with these rules. I have seen about them and have heard good things, but because it looked like they were marketed at 28mm I didn't really bother. I neither want to collect that scale nor play in it and was unsure that if I ever found a club whether they would go for 20mm. As it stands they play a bit of every scale in loads of different rules. I might have to invest in some more rulesets...something I never thought I would do.
I don't know what to think of these rules. I need to read them first. I think the scale is just below what I want. Two games and no vehicles so far, but even when we were chosing our support the options were only an Sdkfz 250 with MG team level of vehicle. No tanks. The US player brought no vehicles whatsoever. I would rather have a few tanks and an AT gun. Hence why I like Battlegroup so much.
There is this initial movement phase where you move these tokens around the table, they must remain within 12' of eachother and as soon as they go within 12' of an enemy token they get locked in place. Then once all are locked down, you triangulate where the jump off points will be. Then and only then do you start bringing units on the table, but that all depends on the command dice rolls. You roll 5 and each number means something else. It is a fascinating mechanic and one I struggle to comprehend how the guys at Two Fat Lardies even came up with it.
I think I like the rules. It makes for an interesting battle. But we do spend a lot of time checking with the rules. The QRS was like 4 pages long! FRONT AND BACK! I will probably end up buying the rules and having a peruse.
Wednesday, 12 June 2024
Five Parsecs from Home - Turn 13: INVASION!
At the beginning of turn 13 I did an invasion check. In the narrative, obviously there are Collective forces on the planet meaning it has been invaded. The check is to see if you have to fight a battle to escape the planet or if you can just escape. If I really wanted I could ignore the rule that you have to try and escape an invaded planet, in order to try and complete more war adjacent missions, or join a side or something, but I felt it makes more sense to escape. Maybe the war will follow. I look forward to tracking if this place becomes unavailable though.
I intend to play a couple of games where Collective is fighting with the planetary militia before any UCS forces arrive. I have one of the forces written up and am deciding if I want to base up and paint new miniatures entirely for it. This battle will use the Horizon Wars rule set.
Chaos! While the sector militia were desperately battling to delay the Collective advance on this sector's key landing ports, chaos ruled on the roads and transit hubs. Collective forces were rumoured to be close to cutting the grav train line and this was likely the last train out of this area. Desperate civilians, nervous scoundrels, plucky scavengers were all attempting to leave on this train. The road was riskier and blocked in many areas due to traffic, abandonned vehicles, and careless driving.
Tuesday, 4 June 2024
Five Parsecs from Home - Turn 12: Secure the energy production plant.
I don't often fudge or reroll my dice. Sometimes for an easier life I will do it, or to end a game quicker. This campaign turn though - you couldn't have written it better. When rolling up this encounter I rolled a battle against "Unity Grunts". Before all of this happened, I had created the narrative of a possible Collective invasion made up for flavour. I wanted to create an incident and see what happened. The decision to use "Unity Grunts" as Collective infantry was made as they are good, generic soldier stats, and if an invasion battle came up, I would use those grunts, rather than anything else, even though they technically aren't an invasion threat enemy. It is just hilarious to me that the very next battle ends up being against Unity Grunts. Thus, the narrative for this encounter will be to secure some energy source/energy plant from a team of Collective infantry. They are also pretty heftily armed, military rifles, a couple of plasma rifles and a fury rifle?
I also made the realisation that I only ever had 3 single use Frakk grenades. I have unquestionably used more than 3 grenades, probably thinking I had like 5 or six of them. Then it was two years since I played and I forgot that they were limited. I am now playing that I have two left. I love Frakk grenades. It will be a shame to lose them, although I have a grenade launcher it just doesn't feel the same as flinging a grenade over a stack of crates.
As night approached the crew set off, splitting into their two teams. Brenko, Phillips and Forgrave were going to use the train as cover and wait, hidden, ready to pounce on any Collective grunts who might stray into their path. Stealth was the key. Holmes, Nicolau and Baratski were going to run to the power plant and lock it down quickly. Most power stations were designed with a lock down proceedure that could only be overriden from the inside, or remotely with correct access. The local gov were hoping to slow down Collective invasion plans by robbing them of access to power.
In game terms one of my crew had to finish two consecutive turns in the centre of the map, with no enemy within 6. Narrative - locking down the power plant. I made the picture dark to show it is night. I did not do that with the other pictures, so you can see what is happening. Visibility is 9cm, although if you fire you can be fired upon from any range.
The recon squad of Collective soldiers split into two gun teams. Four men would advance in column up the road while a support weapon team, along with the LT would cover the flank and hop from cover to cover. They needed this power plant in tact if possible.
The crew advanced, steadily, remaining hidden behind the train.
The Collective troops cautiously advanced. The road column was about to disperse to create a field of fire.
The Pelican crew spread out a little. Holmes and Baratski were preparing to run across the road to commence the lockdown sequence. The Collective soldiers also spread out in order to cover the men who would try storming the power plant.
Brenko and Forgrave popped out from behind the train and opened fire on some Collective troops, knocking two of them out. The Collective troops held their nerve. They were professionals.
One Collective soldier flanked around the trees while others took aim and fired. Brenko escaped the fire but Phillips and Forgrave both took shots. Forgrave went down under a furious amount of plasma fire and heavy weaponry. Unpictured, Holmes and Baratski hopped across the road, still unseen, and began locking the plant down.
In game terms he took two stuns markers from a Plasma Rifle, then a third from the Fury Rifle. He is out of the game now.
Brenko jumped off the train and charged at a Collective soldier, slicing him down. Still the Collective held their nerve.
Still unseen, Baraski and Holmes completed the lockdown proceedure, shutting out access to the plant. Any Collective forces wishing to use this place, or disrupt power supply would have to bring in heavy artillery.
A Collective strike group arrived on the scene in tactical column. It was time for The Pelican crew to get the heck out of there. They could not fight this with a couple of grenades and shotguns.
Emboldened by the reinforcements the remaining Collective soldiers began advancing again. There were no more targets. The column would now bypass this place and advance up the road into the more settled areas.
Back at port, they checked Forgrave out. Save for some cracked ribs and bruising, the flak vest had taken the brunt of the attack. He would be just fine. Credits transfered, loot stowed away, the decision was made to leave asap. The skies were already full of other craft filled with families, workers and other refugees bugging out as soon as they could. No-one wanted to remain planetside when there was an active war going on.
Monday, 3 June 2024
I found a local wargame club! 5 minute drive!
A post appeared on the Battlegroup FB page asking about interest in a Battlegroup event in my city. I showed interest and conversation led me to a wargames club that is just down the road from me. It saves me travelling to another city for wargaming. It was very welcoming and I have met some people who I reckon I will get along with just well.
We played Chain of Command, I have never played it before. It was interesting. There were low casualties but the game still played out quite well. We took quite a while and I don't feel like a huge amount got done, but maybe that is how it is when playing with others. I will be going as often as possible now and hope to get some Battlegroup on the table soon. Maybe with prettier 20mm miniatures rather than my own 6mm.
Here are a few pictures.They are pretty blurry though. I felt a bit awkward leaning in to take photos to be honest.

















































