Showing posts with label AE Bounty. Show all posts
Showing posts with label AE Bounty. Show all posts

Saturday, May 28, 2011

AE Bounty Battle Report "Pirate Raid"










We played our second game of AE Bounty Thursday night playing with pretty much the same crews as we did in our first report. The only major change in the list was that the green squads in Boon's Irregulars replaced their grenades with AP rounds.

We randomly selected the "Robbery" scenario from the book. The pirates has the secondary objective "Assassination" and the militia had the secondary objective "Capture".





I was playing the pirates and my objective was steeling loot from the militia's warehouse in the center of the table. The dirty trick I had selected for the battle was "scouts" which allowed me to set up the "Duct Rats" in hidden deployment. In the last battle this served me having three pirates with sub machineguns gunning down militia from turn one however the battlefield condition we rolled was "darkness" so they needed a 6 on a d6 to hit anything. Still with a rate of fire of 3 it seemed like a good idea.



Rolling 9 dice helped the "Duct Rats" score hits but their targets all had medium cover which added quit a bit to their armor saves. Redjack the militia sniper has the "Hunter" ability with "human" chosen as the target race. That gave him +1 strength to his shots. He was also a crack shot and he also had the "Crack Shot" ability which allowed him to ignore up to 2 points of cover. With two shots and a better ranged combat skill than the pirates he quickly started eliminating them.




By the 2nd turn Captain Cyclopes had managed to pick up a bag of loot and head for the table edge. I had to get two bags of loot off the table to achieve the primary objective of the battle. I chose to use my captain and my two quarter masters to be my looters because they had more action points than my crew and just picking up a bag of loot cost an action point.



Things just kept getting nastier for the "Duct Rats". My wife moved two militia around to flank me and I managed to shoot one down but Redjack dropped another pirate.

By the third turn Carson Boon had got into the fight. Fortunately for the pirates Vinnie the Quartermaster had picked up another bag of loot and was heading off with it. Grim was not so lucky and ended up in hand to hand with the militia leader so "Da Gurlz" charged down the hill to help him. Boon was wounded in the first turn due to being highly outnumbered.

By the end of the third turn Captain Cyclopes had made it off the tabled edge. Vinnie looked close behind with the 2nd bag.

By the fourth turn militia members Smith and Jones charged into the combat at the warehouse. During the fighting "Da Gurlz" were wiped out but Grimm the quartermaster managed to put another wound of Boon.



By the end of the 4th turn Vinnie was right at the tables edge with the 2nd bag of loot but it would be another turn before he could get off the table with it.




Grim managed to hold off the militia with some amazing hand to hand combat rolls. He even managed to take Jones down. What really helped him was that Quartermasters get a natural 4 armor value and he had a light armor suit with made his armor value 5. Since no one in the fight had any hand to hand combat weapons it was pretty easy for him to resist strength 2 attacks.


At the end of the battle the pirates had achieved the primary objective of getting two bags of loot off the table. The militia had achieved their faction objective of 1000 creds due largely to the 500 cred bonus for wiping out two thirds of the pirates. According to the rules it was a tie. Playing this scenario was quite a bit of fun and I think you could easily add it into a story or map based campaign. We will hopefully be starting some kind of AE Bounty campaign soon in our "Station 42" setting.

Monday, April 18, 2011

Station 42 building layout!

Well we managed to finish building all the buildings for the main part of the station. Of course we still have a lot of detailing to do. In stead of setting them up on a 4x4' or 4x8' table we used four of our 2.5x6' tables which make a 5x12' playing surface. This will allow us to put some other things on the outskirts of the buildings. At the moment we've got some larger ships set up on the extra space but we are talking about adding some residential buildings to at least one side. of the station but we may build them on another section entirely.

Here's a shot of the Venture Star base on the left and Rosie's Workshop on the right. We've used this section for a game of A.E. bounty already.
Here's another shot of the Venture Star base. This facility is the most complete of the buildings in the space port so far. Venture Star has these three mining vehicles as well as a small shuttle and a flat bed truck. I also plan to add a prospecting vehicle or two and 14-20 employees.

Here's the shot of some of the newer buildings. The black on in the foreground is going to be the new clinic. The building directly across from it will be a cantina and the building the the two attached platforms will be the fuel station. The platforms will have fuel tanks on them.


The other new building is the Nova Corp Security Station up in the top right of this picture. There are two landing pads for Skysweeper Patrol Ships and they will have four light patrol vehicles as well as a riot APC and some sort of paddy wagon.


Wednesday, February 9, 2011

3 new ships for the spaceport project!

I just got three new ships for the spaceport project on Monday. These are all G.I. Joe toys I picked up off Amazon. The big dark blue one is a Cobra "Night Raven". The smaller white one is a G.I. Joe "Sharc Tooth" and it's suppose to be a submarine but I think it looks an awful lot like a small shuttle. The grey one is a Cobra "Gunship". I've already converted and nearly finished my first Cobra "Gunship" in the "Black Dog" project. This one I will probably tramp up a bit more. The "Night Raven" and "Gunship" both cost me about $18.00 each which is much lower than the retail price for either ship. The "Sharc Tooth" only cost about $8.00 so I think I got a great deal on all these ships.



Here are a couple close up shots of the "Sharc Tooth". As you can see the landing gear consist of really simple pegs. As I've said before I'm not a bit fan of scratch building landing gear and the gear on this ship does at least hold it level really nicely. I may still decide to add some simple runners to the pegs probably made out of plastic cloths pins but I'm not going to go crazy and do something complex.






Here's a couple shots of the "Night Raven". It's a pretty cool ship and a good size for RPGs. Large enough to look impressive and also large enough to be a party ship for an RPG but not so huge as to take up too much space on the table. It's landing gear are fine for this project but the little grey gun handle thing near the back of the ship has got to go. All in all I think it will be a pretty easy ship to convert and fix up for 28mm miniature games.
I didn't take any additional pics of the "Gunship" because I've already show it extensively in my "Black Dog" project.




Saturday, February 5, 2011

AE Bounty Battle Report "Bloodborn Pirates vs Boons Irregulars"

We tried out first game of AE Bounty and we used out new spaceport terrain for the first time tonight. The game pitted Boon's Irregulars against the Bloodborn Pirates. Boon's men were trying to destroy a pirate starfighter which had been repaired at Rosie's workshop. The pirates were attempting to save their ship.


The Bloodborn Pirates
Standard Crew

Captain Cyclopes (Human Veteran Blooded Warrior Hero)
M/3 RC/3+ CC4 A/5(7) S/3 DR/5 W/3
Equipment: Particle Beam Rifle, Light Armored Suit, Personal Magnetic Field
Ability: Apathetic, Command, Get up and shoot!


Quartermaster Grimm (Human Regular Individual)
M/3 RC/4+ CC/3 A/5(7) S/2 DR/4 W/2
Equipment: Particle Beam Rifle, Light Armored Suit, Personal Magnetic Field
Ability: Apathetic, Issue Equipment

Quartermaster Vinnie (Human Regular Individual)
M/3 RC/4+ CC/3 A/5(7) S/2 DR/4 W/2
Equipment: Particle Beam Rifle, Light Armored Suit, Personal Magnetic Field
Ability: Apathetic, Issue Equipment

The Ductrats (Human Green Squad)
M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1
Equipment: LFR Slugthrower, Light Armored Suit
Ability: Apathetic, Random Equipment


Da Gurlz (Human Green Squad)
M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1
Equipment: Slugthrower Pistol, Light Armored Suit
Ability: Apathetic, Random Equipment

Dirty Trick: Scouts



Boon's Irregulars
Mercenary Large Crew

Sargent Carson Boon (Human Veteran Unkillable Hero)
M/3 RC/4+ CC/3 A/4(6) S/2 DR/6 W/4
Equipment: LRF Slugthrower, Personal Magnetic Field, Cybernetic Eyes
Abilities: Inspiring, Command, Get up and shoot!, Impervious (5+), Unstoppable, Night Vision, Aim

Redjack Unit Sniper (Human Regular Sniper Individual)
M/3 RC/3+ CC/3 A/3 S/2 DR/3 W/2
Equipment: Slugthrower Long Rifle, AP Rounds, Cloaking Field
Abilities: Hunter (Human), Crack Shot

Smith and Jones Hired Guns (Human Regular Squad)
M/3 RC/4+ CC/3 A/3 S/2 DR/3 W/1
Equipment: LRF Slugthrower, Fragmentation Grenades
Abilities: Inspiring

Frank and Jessie Fresh Meat (Human Green Squad)
M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1
Equipment: Slugtrower Rifle, Fragmentation Grenades
Abilities: Inspiring

Bonnie and Mr. X Fresh Meat (Human Green Squad)
M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1
Equipment: Slugtrower Rifle, Fragmentation Grenades
Abilities: Inspiring

Chuck and Red Fresh Meat (Human Green Squad)
M/3 RC/5+ CC/2 A/3 S/2 DR/3 W/1
Equipment: Slugtrower Rifle, Fragmentation Grenades
Abilities: Inspiring

Dirty Trick: Satchel Charges


The pirates set up the Duct Rats as scouts. Armed with LRF Slugthrowers these guys did some nasty damage to the approaching mercenaries.

The fighting started to heat up around the objective. Early on it looked as if Boon's men might over run the pirates and end the battle quickly.

Things started to get nasty. Both the group leaders were trading shots and both sides were taking wounds and casualties. The particle rifles that the pirate captain and quartermasters started taking their tole on Boon's crew.

In the end the pirates prevailed pretty handily. The particle weapons and the personal magnetic fields made the pirate individuals very nasty to deal with. Vinnie the quartermaster was able to get to the fighter and fly it to safety although most of the mercenaries had been taken out of action by then.

Thursday, February 3, 2011

Venture Star Prospecting Main Office

We managed to finish up the exteriors of the main office for the "Venture Star Prospecting Company" and their excavation machine. The "Venture Star" office is for our spaceport project. My wife made the two main buildings and I made the refinery station and converted and painted the vehicles.
We still need to make a couple access ramps for the buildings and a small landing pad. We have a small G.I. Joe shuttle coming that we are going to use for the company shuttle and I plan to add a semi truck with a flat bed to the company vehicle fleet and hopefully some kind of van or truck for the manager and science staff.
I've already got one mining crew of four half painted for the vehicles. We are also working on four scientist and a manager and assistant. We will probably also add a couple shuttle pilots and a couple of mechanics bringing the total staff to about 14.

Thursday, August 5, 2010

The Wolfhound Legion Freikorps

I put together 6 of my Wargames Factory Shock Troopers as a crew for AE Bounty. These are the Wolfhound Legion Freikorps or at least one of their veteran crews. The Shock Troop figures went together fairly well. I used Testors Liquid Cement to put them together. They went together fairly well. Not as nicely as I would have liked. The flame thrower armed trooper was a particular problem because in order to get his left hand under the weapon I had to rotate both arms so far forward that I'll have to fill in the gaps with green stuff but some of the other multi part plastics I have assembled have similar problems. Also the necks really need to be cut down a bit to sit flush and not be too tall. That's easily dealt with. These guys ended up costing me less than a buck a piece from the Warstore so I feel I got an amazing value. I've mounted them on GW bases because that is what I had laying around.

Here is a shot of their backs. As you can see they come with some nice gear options. I've use the daggers to designate my veteran level units. I thought it would be a nice subtle way to show their status without having to give them markings. It seems sensible that a large mercenary force might award ceremonial "swords" to it's veteran fighters.
Here is how I have set the crew up for AE Bounty:
The Wolfhound Legion Freikorps

Squad 4 Company C 4th Battalion
Veteran Crew

Sergeant: Lars (Human Individual Blooded Warrior Hero)
Experience Level: Veteran
Composition: 1 Mercenary
Equipment: Particle Beam Long Rifle, Light Armored Suit, Slugthrower Pistol
M/3 RC/3+ CC/4 A/4(5) S/2 DR/6 W/3
Abilities:
*Command
*Get up and Shoot!
*Inspiring

Old Guard: Otto and Heinrich (Human Squad)
Experience Level: Veteran
Composition: 2 Mercenaries
Equipment: Slugthrower Rifle, Light Armored Suit
M/3 RC/3+ CC/3 A/3(4) S/2 DR/4 W/1
Abilities:
*Apathetic

Heavy Hitter: Fritz (Human Individual)
Experience Level: Regular
Composition: 1 Mercenary
Equipment: Flamethrower, Light Armored Suit
M/3 RC/4+ CC/3 A/3(4) S/2 DR/3 W/2
Abilities:
*Apathetic

Hired Guns: Manfred and Reinhard (Human Squad)
Experience Level: Regular
Composition: 2 Mercenaries
Equipment: Slugthrower Rifle, Light Armored Suit
M/3 RC/4+ CC/3 A/3(4) S/2 DR/3 W/1
Abilities:
*Apathetic
I have no idea how these guys are going to preform on the battlefield and I plan to make up several other crews so I can demo the game locally. I will also be working up crews from the pirate army I've been working on as well as several of the Sci-Fi minis I own.