Showing posts with label FWC. Show all posts
Showing posts with label FWC. Show all posts

Friday, 24 May 2013

Future War Commander - RSL vs CCB

The war between the heroic Riskovian Stellar League (RSL) and the mighty Confederation of Caffeinated Beverages (CCB) in the year 2525 is a little-known conflict, but one very well suited to gaming. We played out a typical encounter battle last night using Future War Commander and Geoff's 6mm sci-fi figures.

The RSL had a lot of tanks. Here they are, lined up for a mighty thrust up the CCB flank.


The CCB, lined up at the opposite end of the table.


One of the CCB commanders, Caesar, ponders his plans. Because he is only fractionally taller than the men he commands he is able to inspire them to great feats of heroism and derring-do (Translation: He rolled far too many double-ones for activation ...)


The RSL artillery battery stacks up some dice before targetting a CCB infantry platoon.


The end results - the dice mark how many hits have been scored against each base.


And once the saving rolls had been failed, this is what was left. You'll just have to imagine the hole in the ground.


Unfortunately the RSL tanks were on the receiving end of Caesar's blinding activation rolls, and soon ended up as a mass of twisted, burning metal.


The RSL infantry made an heroic advance on the other flank, but in a dense patch of jungle were overwhelmed by numberless hordes of CCB troopers and driven from the field.

The RSL will have its revenge.

Friday, 12 April 2013

Somewhere That's Not Earth - 2525AD

The date and location of last night's battle was ascertained by Ralph after carefully questioning our referee, Geoff. Apparently it made a difference to his battle plans.

Anyway, we played Future War Commander again, with 4000pts a side. The game moved along quite smoothly, even with a novice player, one who had a hazy grasp of the basics and a referee who'd read the book.

Here's some pictures.





This week the burning tanks are mine.



Arty macro pictures.





Ralph's mighty armoured formation.



Friday, 5 April 2013

Future War Commander And Maurice

Last night Geoff and I gave Future War Commander a try. Neither of us had played it before, and had both really only skimmed the rules as well. I'd played Blitzkrieg Commander a couple of times about five years ago, so had a little more experience, but not much.

Geoff had thrown together two armies using various figures (including Epic 40K) stuff, the lists being based on two factions from GZG's 'Tuffleyverse'. I had the NAC (Anglo-Americans) whilst Geoff had the Communist ESU.

Geoff's forces consisted of three motorised infantry companies, an artillery company and some scout walkers.


I had two motorised infantry companies, a light tank company and a heavy tank company.


My tanks advanced slowly - they fired a lot (to little effect) but never seemed able to move.


My light tanks were positively static a lot of the time.


Especially when they started blowing up.


Meanwhile Geoff's infantry swiftly seized the objective whilst mine hung around outside, afraid to advance.


At that point we called it a night. We'd made loads of mistakes with the rules, but having sorted them out now the next game will be faster and, probably, bloodier (now we know how to do firing properly).

Meanwhile Caesar, Ralph and John played Maurice. Note that I still haven't painted the Riskovians ...



I have Caesar to thank for the Maurice report:

"Thanks Ralph and John for another enjoyable bash at Maurice, where Prinz von Sparker obligingly mopped up the battlefield with my precious Pink Grenadiers.

It started to go pear shaped when my Riskovian infantry, cunningly deployed for an aggressive march in column, saw a Sans Coleur battery unexpectedly wade through some rough terrain to park on my flank. While “the Pinkies” ably charged these guns down, aided by musketry support from John’s Blackshirts, I had to pivot my entire line of advance to do so. Sans Coleur infantry took little prompting to advance their neat lines into the staggered confusion that was the Riskovian force after dealing with the enemy artillery.


The ensuing fire fight was predictably one-sided as oblique lines of Riskovian infantry crumbled to superior fire power. At one stage Ralph threw in the “Confusion” card to break up my force, which made rallying much slower, as pay back for my use of the “That’s not on the map” card to materialise a swamp to halt his artillery flanking manoeuvres.


Lessons learned:

Changing from column to line is slow without the “Cadence” national advantage.Keep artillery at a safe distance from enemy charges.
Don’t let an enemy flank march distract your main line of attack.
Keep your forces intact whenever possible to economise on orders and aid mobility.
“Rally to the Colours” is a handy national advantage, up there with “Lethal Volleys”.
Still plenty of fun surprises from spoiler cards in the deck.

The closing stages saw Comte de Cesare’s command being overrun and narrowly avoiding capture, absconding the field in a carriage reputedly belonging to one Milady de Winter…"

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