Showing posts with label Batrep. Show all posts
Showing posts with label Batrep. Show all posts

Tuesday, 21 August 2018

Turf Eviction - Radlands game.

Hello and welcome back to my blog.

I thought that I would share the first play test for my own home brew Post Apocalyptic sci fi skirmish rules “Radlands”. Note these rules are far from being formalised or ready for release. 

Out between the western edge of the Blasted Ruins and the town of Rubbleborg lies the settlement of Piean. Piean is ruled over by the Warriors gang. Today a runner entered the settlement saying that the nearby ruins had been taken over by Vermen. Strange humanoid rat mutants. 

Not happy about encroachment on their turf Brock gathers his warriors and they set out to evict the squatters. 

Starting positions for testing the Radlands rules...



Let's get readdddyyyy to rumble!!

The Warriors win initiative.


First blood to the Warriors. One  of the brood is down. The only one with a decent ranged weapon.





The brood have spread out to stop the eviction from Warrior turf. Shaden the Brood Lord lurks. 


The Warriors fan out while most of the brood go onto overwatch waiting for the humans to get close enough to shoot at. What weapon fire there is misses everything.


The Warriors keep fanning out. 


Brock the Warriors’ leader takes out a brood member. More shooting hits another brood member. The brood firing is ineffective again with shots missing. More Brood move forwards to maintain the line with Shaden their leader.






Shaden jumps a rookie taking him out. 



On seeing the Brood leader in the open Brock opens fire. He hits twice but fails to wound. Shaden takes 2 shock counters. 

Vutch moves forward to protect the Brood Lord firing his auto pistol at Brock. The hail of bullets all hit him. Brock is down. The rest of the gang takes a bottle check. Many fail. 


Turpin who stays cool spots the waiting brood member with a chem thrower in the crater and lands a frag grenade on him. Shredding the rat man. Nice shot. 

The rest of the brood surge forwards killing a panicked warrior.

Flowers opens fire with the machine gun shredding Vutch. Shaden shakes off his shock (spends 2 action points). Having a leader perk means he has one more action point which he uses to move into cover. 
Another rat man moves forward and open fires on Torchi. Torchi passes his deep breath test (recovery from bottling it) and flips up his flame thrower toasts the rat. However more rat men swarm forwards and engage Torchi in hand to hand combat. Sadly Torchi goes down. 


Turpin rounds the corner and gets a shot on Shaden. Shaden shrugs it off but gains another shock token.

Things are hotting up. Shaden fires at Turpin downing him.

Red Dot turns the corner and gets a shot on Shaden causing another Shock token. 

Meanwhile Flowers gets jumped by a brood member and slaps the rat down. Another brood member soon follows. 

Koch passes his deep breaths test and pops out from behind a pile of rubble to take out a Brood member lurking over the downed Torchi.


The last 3 turns where fast and dirty. All remaining fighters pass their lowered number bottle tests (fighters are down all over). Flowers went down in close combat. Red Dot and Shaden exchanged fire. Shaden takes a bullet in the exchange. In a fit of rage Shaden charges Red Dot and they fight it out. 

Meanwhile the remaining brood member got tired of Koch shooting at him (and missing). Snarling the Verman charges Koch. Koch side steps and crushes his skull with the but of his assault rifle. 

Red Dot betters Shaden and stabs him. Shaden goes down. 

Warriors win with 2 men standing. The Brood are evicted from the Warrior’s turf. 

Follow up...there is no follow up as that part hasn’t been drafted yet. The same thing applies to points cost formula, vehicles and other goodness. 

The game highlighted a game mechanic that needs fixing. Or re written for clarity. As usual a load of edits came out of it and a few new additions. But the game played well enough and was fun. 

Keep a eye open for more.

Thanks for reading and take care out there. 

Sunday, 22 February 2015

Outpost Raid - Gruntz Batrep

Rules: Gruntz

Outpost Skivo lies near the boards of the Badlands and Hullscape on the world of Wolfden. Scouts from the Mads Tribals and the Scrappers of Hullscape spot each other casing out the Outpost. As both groups have different objectives within the outpost they decide to join forces. 

Outpost Skivo. The base is defended by the Wolfden Security Forces. Both sides have a points value of 190. The Security Forces are low grade (trained) and mostly armed with pistols but they do have a couple of vehicles which pull their points up. The Mads and Scrappers are higher quality and are armed with rifles. The Mads have body armor too. 

 The first squad (armed with pistols) are on sentry duty. All the Wolfden Security Forces figures are GZG Colonial Militia.

The Scrappers deploy. The Scrappers figures are 15mm.co.uk Post Apoc gangers

The Mads deploy. The Mads are 15mm.co.uk armed tribes men. Both sides plan on using the available cover to sneak up on the Outpost. 

The command post receives satellite warning of forces amassing to the north of the Outpost. Lt McKilla sounds the alarm and rushes out of the command post. 

The second squad grab their rifles and assemble outside the barracks. The gravcar (bottom left) starts up. 

The Mads objective is the water plant. 

The Scrappers are after the Outpost's Power Node which they want for providing power to one of the old derelict space wrecks that they live in. 

The Mads move out along the flank. 

The Scrappers also move out along their flank. 

The Grav car moves forward, a little too enthusiastically nearly throwing the gunner out of the back. I must get that base fixed. 

The second squad moves out to protect the water plant as Lt Mc Kenna rushes to reinforce the squad manning the barricades.

The first squad go to Overwatch. 




The combatants maneuver towards their objectives. In the distance the Wolfden APC starts up. 

The Mads hide behind the shrubs as they hear the grav car approach. The car swings around the shrubs catching some of the tribals in the open. 

The Scrappers rush the barricade. Living in the toxic rotting starship hulls does things to your mind. 
The first squad open fires on the advancing Scrappers. Their pistols drop three of the gangers. 

The Mads open fire at the grav car causing some damage. The machine gun and autocannon of the grav car returns fire missing the Tribes men. 

Realizing that they cannot clear the barricade the Scrappers slow their advance and open fire hitting two of the Enforcers. 

The APC autocannon opens fire at the Scrappers missing the gangers.

Lt McKilla moves forward beyond the safety of the barricade. 

Cooly the Lieutenant levels her pistol and moves a Scrapper into the next world. 

Upon seeing the deaths of their comrades the Scappers yell "Run Away!! RUN AWAY!!" and flee the Outpost.

The Mads cause more damage to the Grav Car. The Car's gunners continue to miss the tribes men. The Grav Car's driver slams the car into reverse in an attempt to get out of rifle range. 

The APC moves up to support the battered Grav Car. It's Autocannon turns a tribal into mush. 

The APC rumbles through the Mads' line crashing into one of them. 

The tribes man did little to slow the progress of the armored vehicle. 

The Mads fire at both vehicles missing. The APC swings back around while the Gravcar approaches cautiously. The Grav Car's guns get hits (finally) but fail to cause injury. The Mads become suppressed. 

 As the Mads are distracted by the vehicles the second squad move up unnoticed.

 The Enforcer's weapons drop two of the Mads. 

The APC swings back around. 

The APC's weapon causes another hit but with no injuries. However the Mads have had enough and go into "Condition Brown" causing them to flee. 

The Grav Car follows up it's weapons cutting down another tribal. "Oh you can hit something now!" McKilla sneers into her communicator. 

The Second Squad also follow killing another fleeing tribes man. The remaining Mads make it off the field of battle. 

Thoughts: 

Gruntz plays really well and feels quite intuitive. I found the rules easy to learn and the rule book has flow charts to help the understanding of how the game mechanics work. I can see me using these rules again. 

I would split the teams to the sizes recommended in the rules. As I have 10 man squads (simply because that's the amount of figures I have), I will look to split them into a 6 man squad and a 4 man squad. The smaller squad will have higher stats. Or it will until I build the forces up more. 

The vehicle crews need to be higher quality too as they had trouble hitting anything.  Each of the gangs could do with a leader too.