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Since I played the Delta 6 rules by Adam L. Dobbyns earlier, I really wanted to try out the 'Hero section' in these rules with a 'hero going rouge' with a machine gun in a skirmish scenario and cinematic game. I know the rules says "1980's Hero", and therefore suggests some kind of (modern) 'Rambo Character'. I have no 'Rambo' figure, but when when I played and reviewed the Delta 6 rules, I got a feeling that these rules can be amended and used for several other periods as well. This made me think of a figure conversion I made as a 'Machine Gun Hero' last year; The Django looking Gatling armed Cowboy. I think the Delta 6 rules can be amended and played in an 'Old West' scenario. The Gatling will have the LMG stats. I will play the 19th century repeater rifles as the 'assault gun' as they are fast to reload. Other rifles will only score one hit on the roll of a 5. Pistols are Pistols according to the rules (a roll of a 5 can still score 2 hits as it can be 'fanning' the gun).
Preparing the game
I don't think the 'Hero' this game are carrying his Gatling gun on his hip all the time, so I found further inspiration from the Django movie to 3D-print a carrying case for it. This was printed just before the game, so due to time the settings were medium resolution and printed with a 'wood-looking' filament so it was 'ready made'. This 'wooden filament' was really challenging to print, clogging the nozzle and make the print look good. Won't buy it again (!)
Then the printed the coffin was blackwashed:
The Scenario
After a Shootout and killing an Army patrol of 5 in a shootout in 1884, the gang of 'Sinful Eight' was reduced to the 'Sinful Six', and wanted by the authorities alive or dead. They fled and hide in the small and remote frontier town of Dullstone, where they killed the Sheriff and kept the inhabitants under their 'domination'. Until the day 2 experienced Bounty Hunters who had teamed up for the large reward for the 'Sinfull Six', entered the town. After another Shootout the outlaws actually managed to take out the Bounty Hunters, but at the same time there was only 2 gang members back. They had to flee Dullstone as just the 2 of them couldn't keep terrorizing the population of Dullstone alone. They got even more wanted and the reward for them got higher after the last 'shootout'. So they're still chased by the law and Bounty Hunters alike.
It's rumored that the 2 last gang members fled only a day of riding away from the Mexican border, where they broke into a house, killing the owner and kept his widow as a hostage. This way they could flee to mexico by horse if they were caught up by the law again. - Until the day another stranger was passing by...
Forces:
2 remaining gang members from the original gang of 'Sinful Eight'. Both having a health of 6.
1 mysterious hero armed with a a Gatling gun with a health of 10.
Mission:
Outlaws: To kill the mysterious Hero, or escape by their horses through the pass behind the building.
Mysterious Hero: To kill the 2 last members of the outlaw gang and free the woman from captivity.
AAR
Time: 20 minutes
Turns: 5
Result: A victory for the Mysterious Hero
Since the Outlaws are unaware of our Mysterious Hero, I let the latter activate first; A stranger is slowly crossing the desert at foot dragging a coffin behind him. He can see a distant house ahead:
When coming closer he uses his Army binoculars to better observe it. Are there any threats ahead? Then he recognize the horses and their saddles and immediately know they belong to members of the outlaw gang of the 'Sinful Eight'. There should be only 2 of them left now after the 'Dullstone Shootout':
He moves in a little closer, and slowly in the cover of some vegetation he opens his coffin and take out a Gatling gun:
Then he opened fire:
He shoots at the Outlaws' horses to cut off the Outlaws' retreat and escape possibilities. I don't let horses roll for a save when hit, and one off them drops dead:
The shooting alerts the outlaws in the building...
...and they rush to the window and door to return the fire:
As the Outlaws discover that they're taken under fire from a long distance, they understand that they'll need to get out of the house and get into more favorable firing positions if they'll manage to meet this threat. One of them gives covering fire...
...so the second one can run into cover and give flanking fire. Meanwhile the machine gunner has advanced further and is now in cover of a fallen tree. Both of the Outlaws are skilled shooters and scores hits on the mysterious machine gunner, but non of them are critical:
The mysterious Hero opens fire with his Gatling again, and take out one of the Outlaws with a 'headshot':
The last Outlaw fires another shot but misses. He's clearly outgunned by the massive fire from the Gatling gun. To continue to exchange fire will be useless and a 'deathtrap':
So the last Outlaw does the only reasonable thing he can; He makes a run for the last remaining horse to try to escape towards the Mexican border:
The mysterious machine gunner are more on the offensive now, and leaves his cover and moves towards the horse pen. He opens fire again...
...and takes out the last horse, and cut of the last Outlaw's retreat possibility:
The last Outlaw now understood that he could not escape this situation, and the only way was to take up the fight. He took cover behind the well and opened fire again. Unsuccessfully:
The machine gunner takes cover and returns fire...
...and successfully take out the last Outlaw with another 'headshot':
Our mysterious Hero silently wraps up his things and slowly continues ahead towards new 'adventures', leaving behind him a 'trail of death':
Conclusion
Even if the Delta 6 rules clearly are made for more modern warfare in mind, I think amending them for a 19th century skirmish or a Old West shootout worked just fine.
Even if the "1980's Hero" have more health and better close combat skills than 'regulars', he's still very vulnerable as it actually only takes a single unsaved 'headshot' to permanently take him out of action. Perhaps he should be allowed to roll 2 D6 for save rolls as well, keeping the best? - Or give him 'Johns' stats and let him 'Fade to Black'?
I had a good time and enjoyed the narrative and cinematic feeling of this game. Time will show when and where he appears next time, or if I actually get around to acquire a 54mm 'Rambo' figure...
This year it's exactly 50 years since Airfix released their 1/32 scale 'Modern British Infantry', and therefore announces a limited reissue of the set as it can be used alongside Airfix' new 1/35 scale British vehicles from the same period (Alvis FV622, Alvis Stalwart Mk.2, Ferret Scout Car Mk.1 and Mk.2 and Alvis FV 603 Saracen Mk.5):
It's weird to think that this 'modern' set is turning 50, while their WW2 counterparts was only some 30+ when I grew up. This set will later be followed by other limited reissues of 'Modern' Cold War troops like the 'Modern German Infantry'...
...and 'Modern US NATO troops:
There will also be a reissue of a set of 'modern' opponents:
The release dates are not set yet, but all of these sets can be pre-ordered from April 1st. (only)
A post 1st of April update:
Ok, these 'breaking news' didn't seems to fool any readers of this blog. While 'working' with these ChatGPT generated images I was about to fool my self as these are old Airfix figure sets I'd really wish to see re-released again. I wonder if any others felt a slight excitement when seeing these images?
I'm not sure why Airfix has never re-released these figures. I've seen the 'Modern Russians' being sold for over £100 secondhand. Perhaps these are some of the mold which were lost or destroyed after the 'Heller period'?
I did not fool 'Messenger' today either. When writing the URL in a message for my son, this is what the link preview showed:
I really hope that Airfix will re-release these sets one day. If they can.
In 2023 I made a scenario and played a prehistoric 'fantasy' wargame between Homo Sapiens and Neanderthals using my own house rules. Is it possible to create a scenario for en even earlier period than this 'prehistoric' game?
In 2024 I made a54mm 'Ape Army' for Sci-fi and Fantasy wargames. Even If my Apes depicts 'Chimpanzees' I envision that they also could substitute for early Hominids in the 'Dawn of Man', like those in the beginning of '2001 - A Space Odyssey' too. In that movie the evolution accelerates when the Hominids receives a Monolith from space some 4 million years ago, and they learn to develop tools and weapons. -Not only for hunting, but to battle each others as well. What if these early Hominids eventually got armed with simple spears not only received a 'monolith' from space, but actually got into a close and violent encounter with aliens armed with high tech weapons? -That could be an interesting scenario for another prehistoric Sci-fi/Fantasy wargame.
I don't have many 'alien' miniatures either, but I made some 'V'-miniatures last year. Like the early Hominids there aren't detailed records of the "Visitors" history either and all we actually 'know' is that they're from the 4th planet from Sirius in the 'Canis Major' constellation. They're a militaristic race of reptilian aliens, who travel to stars and plunder other worlds. We don't know how old their world is, and for how long they have been space travelling and plundered other planets. So for the scenario for this wargame I presupposes that they had such technology and were performing such activities at the same time as the 'Dawn of Man' on earth.
I had almost everything needed to play this game at hand, but decided go fancy and 3D-print and paint a 'Monolith' to set the scene:
The Rules
For this little skirmish game I wanted to combine FUBAR 4th Edition with FUBAR Dark Fantasy, as they have (almost) similar Core Rules. Close Combat and morale rules are slightly different between them, and are played as FUBAR 4th edition. I'll use FUBAR Dark Fantasy for the Hominids due to their melee weapons, and FUBAR 4th edition for the "Visitors" due to their ranged weapons and body armour. Their laser rifles are treated as 'assault rifles' according to the rules.
However, some house rules seemed necessary; I guess early Hominids are 'comparable' with modern Chimanzees which are very fast, so I let them move 8" insted of 6". They also have brutal strength, a strong bite and deadly teeth, so I think they will be far superior to the reptiles in hand-to-hand combat, so they get to improve their expertise with +1 in melee for their physical strength and another +1 for their 2 handed spear.
The Scenario
About 4 million years ago an alien space-ship on their way home to their planet after a plundering raid on another planet, experienced technical difficulties when passing our solar system. The technical challenges resulted in that they needed to drop their loot from one of their cargo bays.
The dropped loot was valuable hard drives from another ancient world, and salvage patrols was eventually sent from this reptilian's home planet near Sirius to see if this loot could be found and salvaged. Several patrols searched through our solar system to see if the hard drives could be found by smaller crafts and recovered by larger vessels.
One of these smaller 'Search and Rescue' patrols were searching planet earth. When passing the area we know as the African continent, they spotted an objective which could be one of the hard drives. They decided to land to have a closer look before contacting their Motherships and report their possible find...
Forces:
The Shock Troopers:
1 squad of 2 fireteams:
Fireteam 1: 2 troopers with High-Output Energy Rifles (like assault rifles according to the rules) and 1 trooper with a heavy laser blaster (like a LMG in the rules)
Fireteam 2: 2 troopers with High-output Energy Rifles (like assault rifles according to the rules) and 1 trooper with laser launcher (rocket launcher in the rules).
The Shock Troopers have body armour which will save on 5+ and are 'Veterans'.
The Hominids are not 'organized' but fights as 3 groups of 5 each. They have not yet developed the capacity of throwing their spears, so they can only use them for thrusting. They will fight as 'Seasoned and their experience gains a +2 in melee. They have no armour but will save on a +6 due to a 'stray shot'.
Mission:
The Shock Troopers: To gain access to the 'monolith' for one turn to decide if it's a rock or if it's one of the lost hard drives.
Hominids: They see the 'Visitors' as invaders and a threat to their tribe, and will try to eliminate them.
AAR
Time: 30 minutes
Turns: 3 (!)
Result: Hominids victory
A 'Search and Rescue' Skyfighter flies by an object and decides to take a closer look at it from the ground:
When the Skyfighter lands the crew disembarks, and then they sees that the objekt is surrounded by some sorts of primates:
The Shock Troopers does not know if the inhabitants of this planet are friendly or not. It doesn't look like they have any advanced technology or weapons.The Shock Troopers goes on guard to see how the primates acts:
One group of Hominids rush against the strangers, and it becomes clear to the Shock Troopers that they are not friendly and they opens fire:
And makes one hit, which is 'pinned':
Then a second group of Hominids hastes against the other group of strangers. It's very clear that they have no friendly intentions with this behavior and the Shock Troopers opens fire:
This group of Shock Troopers also have a heavy blaster:
The Shock Troopers tries to hold the Hominids on a distance by heavy fire, but the Groups of Hominids just don't seems to care and and now a third group of Hominids joins the battle. How long can the Shock Troopers hold them back:
Not very long. Despite some hits, none of them were critical and the Hominids didn't seems to care and they rushed into an assault on a group of Shock Troopers:
It's a fierce melee and casualties on both sides, but it still looks like the Hominids have the upper hand:
The second group of Hominids also rush into an assault on the Shock Troopers:
And it's a brutal melee with casualties on both sides:
Finally the first group of charging Hominids have killed all the Shock Troopers in close combat with no further casualties:
That alien gunner is a though one, and really hold his ground in the close combat for another turn:
-Until the third group of Hominids also made an assault and joined the close combat agains the last alien. Even if he was a brave alien, he was chanceless against this horde:
This was an victory for the Hominids. They tried to enter the space craft, but didn't manage to open it.
While on their way back to their 'base' they heard a nose from above. On the sky they could see another similar ship as the one they just abounded, but it didn't land as the first one. It just opened fire and destroyed the first ship, so the 'enemy' wouldn't take advantage of their advanced technology. They did not have intention to land in a such hostile environment...
... at least, not yet. Perhaps they would come back to this planet in the future better prepared for battle: