Been playing a little Warfare in the Age of Madness. To teach a friend who is pretty green in wargaming I came up with two loosely "platoon-scale" (600 points, though these are each actually 680) forces that are designed to showcase different types of infantry and the mechanics of the game without involving many units to keep track of. To help make this work we played on a much smaller table than is normal for the game (roughly 6 bounds to a side) and with only three objective markers-- neither side uses a command post. Pictures will follow.
The forces:
Hell Divers ("Platoon" Level—8 models)
Inspired Motivation
Vast Network
Unified Teamwork
Heroic Moxie
Hawkeye Shooting
Elusive Evasion
Vast Network
Unified Teamwork
Heroic Moxie
Hawkeye Shooting
Elusive Evasion
Ninja Assault [As you can see these are meant to be the best of the best-- and this helps keep the unit count very low!]
Assault Rifle Element with Grenade Launcher and Hardened II (meant to represent 3 combat-suited Hell Divers with something like Traveller's Advanced Combat Rifles-- with integral smart grenade launchers)
Rifle/MG Element with LAW-T2 and Hardened II (3 Hell Divers, one with a SAW, and two as a rifleman and a rifleman with LAW on his back)
Assault Rifle Element with Grenade Launcher and Hardened II (meant to represent 3 combat-suited Hell Divers with something like Traveller's Advanced Combat Rifles-- with integral smart grenade launchers)
Rifle/MG Element with LAW-T2 and Hardened II (3 Hell Divers, one with a SAW, and two as a rifleman and a rifleman with LAW on his back)
Command Element w/Medic
Trait, Hardened II (the squad leader and a corpsman with assault rifles)
165+275+235= 680 its
165+275+235= 680 its
[I will say preliminarily that using this force really felt like the original "Ghost Recon"]
Trojan Belt Pirates (Platoon Level—15 models)
Aggressive Motivation
Aggressive Motivation
Broad Network
Tight Teamwork
Tight Teamwork
Brave Moxie
Average Shooting
Elusive Evasion
Average Shooting
Elusive Evasion
Ninja Assault [Also an elite force, but more 'focused.' They are good at close combat and not getting hit and have higher than average motivation, as they are meant to represent veteran space pirates who focus on swift strikes, stealth, and agility]
CQB Element w/Stun Grenades, Hardened II and Command
(The Captain and his two best fighters, all in colorful combat armor and carrying heavy pistols and stun grenades)
Assault Rifle Element w/Recon, LAW-03 (Three pirates specialized in stealth and equipped with rifles and an RPG)
Assault Rifle Element w/Recon, LAW-03 (Three pirates specialized in stealth and equipped with rifles and an RPG)
Rifle/MG element, LAW-03 (Three slightly less elite pirates, equipped as above but with an MG taking the place of one of the assault rifles)
Blade Element w/Molotov cocktails (2 pirates with blades and pistols, and one with a short range incendiary launcher)
CQB Element (3 pirates, 2 with shotguns and 1 with a carbine)
Blade Element w/Molotov cocktails (2 pirates with blades and pistols, and one with a short range incendiary launcher)
CQB Element (3 pirates, 2 with shotguns and 1 with a carbine)
[This force may actually represent a few more men than the models suggest, as tends to be the implication in WitAoM, but ultimately this is an elite force and it 'feels right' that it should be about fifteen men at 'platoon' scale-- if there are more men I'd imagine they'd mostly be in the CQB and Rifle/MG element, as those are the less elite troops and their relative strength suggests more men to me. Playing with these guys and their sweeping assaults definitely calls to mind 'Sid Meier's Pirates' land battles]
Neither of these forces is particularly well designed, in my opinion, for a regular game of WitAoM. They might work as half of an allied force, but at the end of the day they seem weak against armor or masses of cheaper troops, and all of those advantages ultimately don't mean that much for their price. However it turns out they make a pretty excellent skirmish game against each other!
The pirates are raiding a small research station-- of particular value are several expensive robots. The Hell Divers made a quick drop in response to the distress call and are engaging on the ground in an attempt to prevent damage to stolen goods (as would be the case if they intervened in a risky orbital battle). As is normal in WitAoM, both sides also would like to confirm enemy casualties-- either for its own sake or for the salvageable goods or intel that this entails.
We ended up playing four rounds, switching sides each time. I also played against myself with these forces once to test them (and did multiple 'what if' assessments to see different results). These pictures are from that game:
Hell Divers Assault element attacks into an ambushing Recon team as both converge on a Salvageable robot |
The rest of the squad take up a position by another Salvageable Robot |
CQB and Blade pirates ready themselves behind a building as they prepare to assault. |