First Run of Cyber Phase of LSNC: Science Fiction

Yesterday, I had a bunch of HAWKs to my war room to play three games.  I set up the gaming day because a West Point buddy, Ma’k Morin was coming for the weekend to visit Dave Wood.  One of the games I ran was an initial test of the cyber phase of the Look, Sarge, No Charts: Science Fiction rules that we are beginning to pull together.  The idea is that between turns, the two sides’ cyber forces fight for control of each others networks by allocating their cyber teams to attack or defend.  Based on the outcome of the cyber phase, the sides draw cards that provide cyber effects that can be applied during the turn.  Examples are the ability to “pin” an enemy unit, get an extra activation for a friendly unit, interrupt an enemy artillery mission, etc.

I have many of my science fiction figures painted and based; however, I haven’t put much thought into the unit attributes, so those forces aren’t ready to game yet.  Instead, I put a bunch of France 1940 figures on the table but added the cyber phase.  Again, the purpose was for this to be an initial test of the cyber phase.

So, how did it go?  Actually very well for a first attempt, I think.  The cyber effects were meaningful and interesting, but they did not overwhelm the game.  In this first play test, Kurt’s company of panzer grenadiers got to the bridge (pictured above), which was their objective.  Then Chris drew some really good and timely cyber effects that first pinned the armored battalion (to which the panzer grenadiers belonged) and then in the next turn, took an activation away from the panzer grenadier company.  This delayed the German advance for two, critical turns.

The cyber fight went okay.  While there is the potential for wild swings in the status of the penetration of enemy networks, in this first play test, the outcomes were very evenly matched, so there was little progress along the “cyber penetration” track.  Only in the last turn did Chris get a strong result that propelled him to a portion of the track where he could get two cyber cards per turn.  I am going to make one or two small adjustments, but nothing major until I get a couple more tests of the current ideas.

Star Wars with Combat Patrol

Greg the GM surveys his dominion
Greg the GM surveys his dominion

Yesterday we tested Greg’s scenario and rules modifications to use Combat Patrol(TM) for Star Wars.  It’s probably not surprising that the rules worked well for Star Wars, as the film franchise is light on science and heavy on action.

Rebels preparing their forces
Rebels preparing their forces

Greg built the cards for the various units.  For the Rebel speeder sleds, we just used the record cards for SdKfz 251 halftracks.  For the “chicken walkers,” or AT-ST, we just used the stats for the US M-5 Stuart light tank.  Greg, who is much more in tune with the Star Wars lore than I am, said that these are lightly armored and easily knocked out.

Rebel APCs moving toward the objective
Rebel APCs moving toward the objective

The Rebels started in one corner of the board.  Their objective was to get the droid (shown in the APC in the picture, above) to the opposite corner of the table and off the board.  The Imperial objective was to stop that from happening.

Stormtroopers moving into position in the town
Stormtroopers moving into position in the town

The terrain consisted of a desert town that occupied about a third of the board.  Since the towns on the desert worlds of Star Wars look Middle Eastern, I used my Crescent Root Middle Eastern buildings.  Before he runs this scenario at a convention, Greg is going to build up some bits to give it a little more of a science fiction look, but in general, I think the Star Wars figures looked pretty good next the Middle Eastern terrain.

A "chicken walker" blocks the path of the Rebels
A "chicken walker" blocks the path of the Rebels

While the Rebels had to get from one corner to the opposite corner, the Imperial forces started equally divided between the other two corners.  From each corner the Imperial forces had an AT-ST.  These were placed in the scenario to give the Stormtroopers a chance to cut off the Rebel escape.

Geoff's AT-ST gets knocked out by a rebel "projectile launcher"
Geoff's AT-ST gets knocked out by a rebel "projectile launcher"

You can see Geoff’s reaction tot he loss of his AT-ST in this video:  IMG_0091.MOV

Rebels hide behind a wall preparing for an assault on the Stormtroopers
Rebels hide behind a wall preparing for an assault on the Stormtroopers

Kurt’s APC is knocked out by small arms fire from Eric’s Stormtroopers.

Rebels take incoming HE fire from the Stormtroopers
Rebels take incoming HE fire from the Stormtroopers

Eric launches some HE at Bill’s rebels.

Rebels caught in a deadly Imperial crossfire
Rebels caught in a deadly Imperial crossfire

I had a team of Rebel infantry that was moving into the town to distract the Stormtroopers and keep them from interdicting the path of the APC with the droid.  I got pretty aggressive, and Eric hit me with two teams and a bag full of grenades.   It didn’t go well for my Rebels, but it did stop these two Imperial teams from repositioning to fire on my APC.

Stormtroopers taking up blocking positions
Stormtroopers taking up blocking positions

In the end, despite a lot of fire from Geoff’s infantry, I managed get close to the opposite corner with the droid.  Eric or Geoff hit the driver with small arms fire, which caused the vehicle to lose an activation of movement.  I dismounted the infantry and fired on Geoff’s Stormtroopers while continuing to flee with the APC.  I was eventually able to drive off the table, so we Rebels won the game.