Showing posts with label Syntha. Show all posts
Showing posts with label Syntha. Show all posts

Wednesday, 18 June 2014

12 Syntha Prosthene Marines

Introduction

Back in the day, there were 4 human factions for the VOID 1.1 Science Fiction game, as well as 1 alien race.  When the manufacturer, i-Kore, went bust, I bought heavily into 3 of the armies: the Junkers (despotic, brutal dictatorship), Viridians (fervent ecologists) and also the Syntha (technologically-boosted cyborgs).  Many people were selling off the VOID miniatures cheaply, which was great for those of us who just wanted to collect metal!  Note that these ranges are still available; they're now owned by Scotia Grendel.

Many of my figures from this period are still in blisters or shrink-wrapped.  However, recently I thought it would be useful to paint up some Prosthene Marines since my Syntha force is probably the smallest of the three armies.  No, I've no idea what "Prosthene" means.  I'm also unsure what makes these guys "marines", though I suspect strongly that the guys at i-Kore just thought it sounded cool...

Prosthene Marines

So here we have it: 12 Syntha Prosthene Marines.  These are fully-armoured, though I'd rate this as "light" protection in most sets of rules as it doesn't look especially thick.  Of course, a couple of soldiers have taken off their helmets, just to show that they are sergeants.  At least, right up to the point where a shell splinter or stray plasma bolt to the head turns them onto "ex-sergeants".

I've painted these up to "table" standard rather than my more usual "detail" level.  Mainly this is because I lost a lot of interest in the mini-project almost immediately after removing them from their blisters!  By that time they were taking up a lot of space and I have a new house rule (since January) that any model which goes on the workbench may only be removed when it is completed.  Consequently, I rushed the painting for these models a bit and skimped on some parts.

8 of the 12 marines are armed with the "pulse rifle"; a fairly standard oversized sci-fi weapon.  Arguably the background fluff makes this plausible, since these soldiers are supposed to be technologically-boosted humans with above average strength.  Make of this what you will...

If it wasn't for the rather large guns then I'd say that these models could quite easily be used in a hard sci-fi game, or even as near-future combatants.  Actually, there is another variant of the Prosthene Marines who are armed with the somewhat less bulky gauss rifles, so they'd work even better as "realistic" futuristic troopers.

The remaining quartet consists of a pair of rocket launchers and also a couple of "targeteers".  Now, having forward observation officers (FOOs) isn't in itself a particularly radical concept.  It does make a refreshing change from the normal sci-fi infantry support weapons of machine guns, rockets and maybe a flamethrower, though.

For me, the things that make the targeteers rather more interesting are that firstly they are part of the regular squad, as opposed to being a rare, attached asset from a different branch of the service, so they're very common.  Secondly, once they have "painted" a target, the massively parallel communications network in the Syntha army allows anyone or anything with smart weaponry to fire at that target immediately, whether they can see it or not, without any indirect-fire penalties.  That capability could lead to some very interesting tactics!

Wednesday, 15 January 2014

FUBAR: The Rumble in the Jungle

Introduction

I've mentioned FUBAR before (here); it's a 1-page, fast-play set of rules for squad-level Science Fiction combat games.  Since I was at a bit of a loss when deciding what to bring to the games club this week, I thought I'd give it another outing.  It's been a while since I last played these rules.

FUBAR is adaptable to a wide variety of settings.  For example, it's sometimes used as a free alternative to Warhammer 40K or for games with Star Wars clix figures.  However I though that I would bring out some of my old VOID miniatures instead (note that these are still available from Scotia Grendel).  In this game, the Viridians (fervent ecologists) would attack a Syntha (cold cyborgs) outpost.


I think I may be getting something of a reputation at the club.  When one of the regular players saw the setup for this game, he asked nervously "Does this involve bugs?"  Of course, my answer was "Why?  Would that worry you?" (mua-ha-ha!).  It's true that I have used my Viridians in "bug hunt" games before, but there wouldn't be any hordes of monsters on this occasion!

The Scenario

This would be a very simple game: the Syntha have set up a base in the centre of the jungle and the Viridians don't like the mess they're making.  The attackers must wipe out the base, whilst the defenders must hold on!

The Syntha's southern defences.  2 squads (one of robots, one of humans) man the sandbag wall while "Hades-40" stands ready in the background

Syntha troops are all deployed on the table from the start.  They have:
  • 2 tanks (one is much better camouflaged than the other and may be quite hard to spot in the picture above).  Very powerful.
  • A troop of grav-bikes.  Fast and heavily armed, but unarmoured.
  • Several squads of robots, big and small - a mixture of androsynths and teratosynths, if you're interested.  Well armed, somewhat armoured, but not very bright.
  • 2 squads of (slightly) modified human marines.
  • ...and finally, a pair of biomechs - mechanically-enhanced cyborg super-soldiers.
The Viridian force would be split into 2 parts; each would enter from a different end of the table.  Total force is as follows:
  • 2 behemoths (dinosaur-like "tanks")
  • Several squads of power-armoured troopers.
  • Several squads of regular infantry.
  • 1 scout squad, mounted on fast, bipedal lizards.
Since the Syntha had 2 commanders and the Viridians had 4, I expected the attackers to have a significant command and control advantage.  In FUBAR, when a player fails an activation roll for one of his units then his turn is over.  On average, the Viridians should have been able to activate about twice as many units as the Syntha for each round.  I hoped that this would compensate the attackers for the defenders' semi-prepared positions.

The Game

Oh, there's the second Syntha tank: "Nemesis-41"

The crashing of something large through trees was the first the Syntha knew of the attack on their base.  A Viridian assault behemoth broke through the foliage and its gauss cannons all opened fire on the nearest defending tank, wrecking its grav-drive.  Powered infantry could be seen close behind the monster.

Quickly recovering from their surprise, the defenders returned fire.  The tank fired its star-cannon at the behemoth and stunned it with a near miss, while the marines blazed away on some hapless Viridian troopers who were in the open.  These were quickly suppressed and suffered casualties; they remained pinned in this position for a number of turns until the Syntha eventually found a higher priority target.

The disoriented behemoth failed to activate, as did all of the Viridian southern command.  Figuring that they were only being attacked from 1 direction after all, the Syntha moved some of their large robots into a position where they could see the creature.  A superb shot from the 'bots managed to break one of the behemoth's legs and destroy the nearer gauss cannon.  From now on the Viridian creature couldn't move and had only half its original fire-power.  I would have said that it was a sitting duck - except that it doesn't look anything like a duck!

Finally, the other part of the Viridian attack arrived, from the south.  The Syntha pretty much ignored them, because (a) the attackers were still a fair way off and (b) they didn't seem to know what to do with themselves.

In another part of the northern assault, a Viridian squad had crossed the river.  They hoped that this movement hadn't been seen, but the 2 biomechs were waiting for them.  The armoured infantry turned out to be no match for the super-soldiers and hit the dirt to avoid casualties.

When the Syntha grav-bikes joined in, the attackers started to take losses, despite their armour.  Eventually this infantry squad was wiped out.

Nemesis-41 was busy receiving a software update [i.e. the tank failed its activation roll for several turns in a row], so a Viridian assault squad seized the opportunity to race across the bridge and assault the nearby infantry.  Despite being outclassed, the Syntha troopers defended heroically; both sides were still locked in melee by the end of the game.

At the southern end of the table, the other Viridian behemoth and supporting infantry began edging past the Syntha positions.

For a moment, this looked like a dangerous move.  However, a very lucky missile from the emplaced Syntha infantry detonated the ammunition in the behemoth's howdah, killing the creature and all crew.  The 2 defending biomechs also raced towards the scene, making the nearby Viridian troopers very uneasy.

The worried troopers quickly found that they couldn't draw a bead on the fast-moving biomechs; most shots were dodged and the few which seemed to strike home had no effect.  In return, the cyborgs made mincemeat of the humans, killing one outright and sending others sprawling for cover in the dirt.

Conclusion

By the end of the game (when time was up!), the Viridian attack seemed to have stalled.  Various units were exchanging fire with their Syntha counterparts, but this was fairly desultory.  The one possible success could have been the Viridian assault troopers attack in the north, but a counter-attack from assault robots was expected imminently.  Finally, the defenders still had quite a lot of their forces available as a mobile reserve - Hades-40, the 3 grav-bikes and the 2 biomechs - whereas the Viridian scouts were the only unit the attackers hadn't committed.  I'd say that the Syntha have managed to hold their position very effectively!

So, how did FUBAR work out?  It's certainly quick to play and the unit activation rules force the players to concentrate on what really matters at the time.  Overall I think it's a very useful set of rules, though a lot depends on the attributes you create for your models.

Being caught in the open is bad news, especially for unarmoured infantry.  Not many models died, at least in part because my squads were small and therefore had limited fire-power, but the suppression certainly limited what units could do.

I'm not really a fan of "partial" damage for tanks or other vehicles (e.g. loss of a weapon, mobility or other attributes).  Because of this rule, most of the "vehicles" in the north survived the entire game, albeit with various bits shot off.  Only the luckiest hit would truly destroy such a model!

Unit of the match: the 2 Syntha biomechs, without a doubt.  They were fast, elusive and hard-hitting.  Their elite rating meant that they would activate on a 2+; this made them extremely active.  Indeed, with the exception of the one dead behemoth and its crew, they caused almost all the fatalities in the entire game.

Most useless: I think I'd have to go for the Viridian scouts.  For a long time they refused to come on to the table.  When they finally arrived, they skulked about in the woods and hid so well that they don't even appear in any of the photographs.  At least all of the other units on both sides used their weapons, even if they didn't all hit anything.  Apart from the assault synths, that is - but they were an obvious reserve in case the perimeter was breached!

Thursday, 28 February 2013

FUBAR: successor to Battle! ?

Introduction


Normally in a mid-week post, I report on the game that I hosted at the Helensburgh Games Club's weekly meeting (Tuesday evenings during school term times, Victoria Halls, 6pm-8pm).  Unfortunately, this week I ended up with 8 players and this contributed to making everything so hectic that I forgot to take many pictures.  Those photos that I did take were rushed and have turned out to be very blurry and poor quality.  I won't be able therefore to provide a full narrative of the battle in any way that I'd be happy to publish.  Bah!  More on this later...

Battle.  Practical Wargaming.

Did any of you start wargaming with this book, I wonder?  When I was a boy, my father gave me a copy that he had bought one day while at work in Glasgow.  He used to go for a walk at lunchtime and Glassford's model shop in Cambridge Street (long gone and sorely missed!) was just a minute or so from his laboratory.  It was one of the best things he ever did for me, though I don't know that dad ever appreciated this.

My copy of Battle is still intact, though the dust jacket is tatty and there are various pencil marks inside the book.  The rules themselves are very simple, based around alternate turns and straightforward "move, shoot" mechanics.  However, the book also described platoon and company organisations, the use of support weapons, effects of cover and so on.  For a young boy, this was gold dust!  All the rules proper could be written on a single side of paper and memorised easily.

FUBAR

Tuesday's game board, with Junkers Convict Legionnaires defending an important crossroads and a cannon emplaced in the middle of the road
On club night, I had taken along some of my old 28mm VOID models, from the Junkers and Syntha forces.  However, I didn't intend to use the VOID rules, but rather we played the game using FUBAR.  This is a free set of modern or sci-fi skirmish rules that are explicitly designed to fit on a single side of paper (wow, deja vu!)
FUBAR is easily adapted to any setting and there are many fan variants, including Star Wars, Warhammer 40K, Stargate, Starship Troopers and so on.  And, of course, my own adaptations for VOID.
So, how does this relate to Battle!  Well, in some ways FUBAR is a descendant of the older rules.  All it needs is a bit of imagination; the core mechanics are learned within a few minutes and play is then fast and furious.  I suppose that I'm suggesting FUBAR as an easy way in for the younger children at the club, for whom Warhammer 40K is (in my opinion) far too complex and far too restrictive in the forces you can field.

Game Night

Syntha forces (mostly robots, with one squad of bionic marines and a couple of biomechs/cyborgs) advance along the road.  Their jetbikes had charged ahead earlier, on their own, and had not lasted long against even weak long-range Junkers fire.

A Syntha grav tank exchanges fire with the Junkers cannon and comes off worse, while the Syntha infantry continues to advance steadily (relying on their armour for protection rather than on cover!)

One of the Syntha cyborgs peers through the wreckage of the grav bikes to destroy a Junkers buggy.  The other cyborg had just destroyed the quad-bike in the top right of this picture.  In fact, there are a lot of dead vehicles here, from both forces.  Who'd have thought that soft-skins were so vulnerable to infantry weapons :-) ?

Sadly, time ran out just as the Junkers started to counterattack.  Sandrunners (troopers with explosive lances, riding 2-legged lizards) charged some of the larger robots, while human bombs and legionnaires with thermite poles attacked the other Syntha grav tank.  I think (at least, I hope!) that all the players had a really good evening.

So, this post is a bit rambling, but I hope my point is clear.  Start simple and make it fun!