So we decided to give the Xenos Rampant rules a run out for the Quar. We randomly generated the scenario which would involve one side trying to escort a convoy across the table while the other tried to stop them. So to 24 point forces per side. I took a light infantry company from the 22nd Double D's regiment, led by a junior Caertan on his first mission. I had a couple of supports in an Alithean tank and a torpedo team. We were joined by support elements from the 13th Regiment, the Quarkers dozen.
So we arrived for the game to discover a slight miscommunication in orders. We were defending the convoy, not attacking it. Looks like the Pykpyk was a royalist sympathiser. Now looking at the Royalist troops, there didn't seem to be many, turns out they were elite, yikes!! and they had artillery, double yikes!! Now in Xenos rampant if you fail an order it will end your turn. Happened quite often on the first order, triple yikes!! As a result my Alithean tank blocked in the convoy and the support elements from the 13th. I did manage to get the light infantry spread out to support the flanks.
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The Glorious 22nd Deploy |
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Let's head for cover |
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Treacherous Royalists open fire |
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Heavily armed Royalist elites |
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Turn 6 and we haven't moved much, well once. |
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The boys under fire from Royalist infantry and a pesky hidden sniper |
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Vehicles getting nowhere fast |
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1st squad beginning to have second thoughts |
Once we engaged the Royalists, their superior quality of troops quickly began to tell. Poor honourable Crusaders cut down in swathes. We did manage to pick off a few of the enemy, but not enough. One Royalist elite squad, took out the torpedo ream and then routed 1st squad. The second unit of elites took out 2 trucks and severely damaged the Alithean tank with their demolition charges.
With the 2 Crusader commanders bickering over vehicles moving, not moving, blocking fire lanes etc, lots of jovial banter, our poor Quar were being routed from the field. We did manage to get to turn 8, I think we managed to get the vehicles about 18 inches across a 6 foot table.
So an enjoyable game and will definitely give them another run out.
Nice looking game.
ReplyDeleteChristopher
cheers Christopher
DeleteGreat looking game!
ReplyDeleteCheers Michal
DeleteNeat looking game but frustrating inactivity. How did you think XR worked?
ReplyDeleteI actually enjoyed the rules. They were fun and gave a good game. Really like the firefight rule where you can fire back when fired upon, kept me in the game for 8 turns
DeleteLol...shades of "send two and sixpence, we're going to a dance " in the pre game miscommunication, Scotty! Maybe you should replay it next week, but change roles?
ReplyDeleteTable and figures look lovely BTW.
Cheers Keith, the mix up in orders provided much of the banter during the game. So it turned out fine as I play to enjoy myself. With every bad dice role for either Crusader player, the more wittier the comments got.
Delete