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  • giorgis 12:02 pm on September 19, 2020 Permalink | Reply
    Tags: clashonthefringe   

    Weaselhammer 40k Ep.02 

    Kamalom Usha. A temperate, human miscible planet, with a breathable atmosphere. A simple colony in the vast reaches of space. The Orks have a strong presence on the planet, but Tallion and his squad of Eldar Guardians could not abandon their mission. The artifact they recovered needed to be extracted. The shuttle would arrive any moment now at the top of the hill. All they had to do was get past the Orks standing in their way.

    The scenario is simple. The Eldar squad needs to get to the top of the hill within 6 turns. The Orks have to stop them.

    For miniatures, I’ll be using Alternative Armies 15mm.co.uk miniatures from the Ion Age range.

    Eldar
    The Eldar Squad

    Space Orks
    The Space Orks Squad

    As a Rules system I’ll be using again Clash on the Fringe, I really enjoyed playing it in my first session, so I’m sticking with it for consistency’s sake.

    Eldar (Precursors, Hardened Veteran) Speed Survival Discipline Morale Training Armor Weapons Traits Notes
    Leader 6 6 7 7 6 Hard suit Pulse Rifle Few in number, Resent brutality, Bond, Sentry, Leader (2) 74
    Hero 6 6 7 7 6 Hard suit Pulse Rifle Few in number, Resent brutality, Bond, Sentry, Hero 74
    Trooper 6 6 7 7 6 Hard suit Pulse Rifle Few in number, Resent brutality, Bond, Sentry 54
    Trooper 6 6 7 7 6 Hard suit Pulse Rifle Few in number, Resent brutality, Bond, Sentry 54
    Trooper 6 6 7 7 6 Hard suit Pulse Rifle Few in number, Resent brutality, Bond, Sentry 54
    310
    Orcs (Brutes, Conscript) Speed Survival Discipline Morale Training Armor Weapons Traits
    Leader 4 5 4 5 3 Protective Jacket Knife, Pistol Smash, Resilient, Direct 43
    Trooper 4 5 4 5 3 Protective Jacket Carbine Smash, Resilient, Direct 37
    Trooper 4 5 4 5 3 Protective Jacket Carbine Smash, Resilient, Direct 37
    Trooper 4 5 4 5 3 Protective Jacket Carbine Smash, Resilient, Direct 37
    Trooper 4 5 4 5 3 Protective Jacket Carbine Smash, Resilient, Direct 37
    Trooper 4 5 4 5 3 Protective Jacket Carbine/Bayonet Smash, Resilient, Direct 39
    Trooper 4 5 4 5 3 Protective Jacket Carbine/Bayonet Smash, Resilient, Direct 39
    Trooper 4 5 4 5 3 Protective Jacket Carbine/Bayonet Smash, Resilient, Direct 39
    308

    As I had said in my first session, there is an implied setting of the Fringe, which can easily be adapted to most known sci-fi universes. For Conversions I used the Precursors as Eldar, and Brutes as Orks. Since the Orks are larger in number (8 vs 5) I had to give them worse training, armor and equipment, to have things balance.

    Actual Play Report

    Turn 1

    Eldar point of view
    Ork point of view

    Initiative: Orks win
    Activate: Squad
    Action: Engage
    Ork1: Shoots Eldar: Miss: Moves 4″: Reaction Fire: Hit: Survival: Failure: Ork1 is down: Morale: Failure: 1 Stress
    Ork2: Shoots Eldar: Miss: Moves 4″: Reaction Fire: Miss, Miss, Miss, Heads Down
    Ork3: Shoots Eldar: Miss: Moves 4″
    Ork4: Shoots Eldar: Miss: Moves 4″
    Ork5: Shoots Eldar: Miss: Moves 4″
    Ork6: Shoots Eldar: Miss: Moves 4″
    Ork7: Shoots Eldar: Miss: Moves 4″
    Ork Leader: Shoots Eldar: Miss: Moves 4″
    Ork Leader orders Ork7 to Move it: Moves 4″

    Initiative: Eldar failed to activate

    Snozguk saw the pompous Eldar march towards the top of the hill where the white flare pointed.
    “Ere we go, ere we go, ere we go! Get da filty eldar. Don’t let im escape” He screams to his troops.
    They shoot their las carbines but they all miss. The range is too great for their weaponry. The march onwards towards the treeline, and the Eldar return fire. One Ork falls from the Shuriken, while another drops down in search for cover. “Dey will kill us!” he screams.
    Tallion is indecisive. He can’t tell if they have the advantage, and doesn’t give any order to the squad. The Eldar stand there, waiting for his orders.

    Turn 2

    Turn 2

    Initiative: Eldar win
    Activate: Squad
    Action: Engage
    Eldar1: Moves 6″: Shoots Ork7: Miss
    Eldar2: Moves 6″: Shoots Ork3: Hit: Survived: Heads Down
    Eldar3: Moves 6″: Shoots Ork2: Hit: Survived: Heads Down x2
    Eldar Hero: Moves 8″: Shoots Ork4: Miss
    Eldar Leader: Moves 6″ Shoots Ork4: Hit: Survival: Failure. Morale: Success. Orders Hero: Attack: Ork5: Miss

    Initiative: Orks succeed
    Activate: Squad
    Action: Engage
    Ork2: Heads Down: Failure
    Ork3: Heads Down: Failure
    Ork5: Shoots Eldar2 within Assault: Hit: Survival: Success: Heads Down
    Ork6: Moves 5″: Reaction Fire: Heads Down, Miss, Miss
    Ork7: Moves 5″: Shoots Eldar2: Miss
    Ork Leader: Moves 5″: Shoots Eldar3: Miss: Orders Ork3: Keep it together!
    Ork3: Moves 5″: Shoots Eldar2: Heads Down

    Tallion takes command, and orders his guardians forward, as far away from the Orks as possible, out in the open, in a Move and Shoot tactic. They’re too far to get reaction fire from the Orks, but their Shuriken weaponry shoots true. They pin down two more Orks, and Tallion kills one of them. Odds are turning to their favor.
    Snozguk screams, and gets one Ork to shake it off. He shoots at the Eldar and suppresses a guardian. But, none of the rest manage to get a proper shot. Under the reaction fire, another Ork is pinned down. Snozguk is uncertain of their success.

    Turn3

    Turn 3

    Initiative: Eldar win
    Activate: Squad
    Action: Engage
    Eldar Hero: Shoots Ork3: Hit: Survived: Moves 6″
    Eldar2: Heads Down: Success: Shoots Ork3: Success: Survival: Failure: Morale: Failure: Stress 2. Moves 6″
    Eldar1: Moves 6″: Shoots Ork7: Miss
    Eldar3: Moves 6″: Shoots Ork7: Hit: Survival: Survived
    Eldar Leader: Shoots Ork5: Hit: Survival: Failure: Morale: Failure: Stress 3: All Fire is Unaimed. Moves 6″. Orders: Eldar Hero: Shoots Ork7: Miss

    Initiative: Orks
    Activate: Squad
    Action: Storm
    Leader: Orders Ork2: Keep it together: Shoots Eldar3: Miss: Moves 5″: Storms: Eldar Wins: Survival: Failure: Leader down: Morale: Failure: Stress 4: Orks are broken.

    Ork leader stormed

    Tallion orders his squad to shoot again and move. The Eldar bond is strong, and the guardian is no longer suppressed. They kill two more Orks, and their morale starts wavering. They close up to the hill and the Orks charge in return. Snozguk gets in close combat with an Eldar. The fierce Ork Leader is much stronger than the Eldar guardian, but he is unsure. This fear is obvious to the space elf, who finds the opportunity and blocks the knife strike with his rifle. He kicks off Snozguk, who falls to the floor, and follows through with a kill shot.
    Seeing their leader down, the rest of the space Orks disperse and flee.
    Tallion and his squad reach the top of the hill and are extracted to safety before any more of the greenskins arrive.

    Aftermath

    Aftermath

    The Eldar receive 3BP. I spend 2 points to increase Tallion’s Training by 1.

    Session Summary

    Again, the game was fast! I may have done a mistake or two here and there, but it was enjoyable. The Eldar may have lost the first round of Initiative, but their reaction fire in the first round gave them the upper hand. The orks didn’t have the numbers and the Eldar troop quality was now evident.
    Also I didn’t bother much about terrain rules. Something about entering woods and such makes me lazy. Maybe after I have more than a few games under my belt I’ll take it under consideration. I don’t have the rules in print and going back and forth in PDF from the game board isn’t to my liking.

     
  • giorgis 11:31 pm on September 4, 2020 Permalink | Reply
    Tags: clashonthefringe   

    #Weaselhammer Ep.01 

    Tenebris, C400950-9. A warm, human miscible planet, with a thick atmosphere. A simple colony in the vast reaches of space.
    Necron scout forces have arrived in the system. Ultramarine 2nd company is deployed to intercept them.

    The scenario is simple. The Ultramarine squad needs to activate the relay, and the Necrons need to destroy it. I’ll be running it as ‘to the last man scenario’.

    For miniatures, I’ll be using Alternative Armies 15mm.co.uk miniatures from the Ion Age and the Hordes of the Future ranges.

    Ultramarines
    The Ultramarines Squad

    Necrons
    The Necron Warriors Squad

    As a Rules system I’ll be using Clash on the Fringe, it’s PWYW over at wargamevault, so you can go ahead and give it a try!

    Roster

    Ultramarines Speed Survival Discipline Morale Training Armor Weapons Traits Notes
    Leader 4 8 7 8 6 Powered Armor Man-Stopper Pistol (4/12/2, CC) Brawler, Leader 1
    Trooper 4 8 7 8 6 Powered Armor Man-Stopper Pistol (4/12/2, CC) Brawler
    Trooper 4 8 7 8 6 Powered Armor 2xMan-Stopper Pistol (4/12/2, CC) Gunslinger,Brawler
    Trooper 4 8 7 8 6 Powered Armor 2xMan-Stopper Pistol (4/12/2, CC) Gunslinger,Brawler
    Librarian 4 8 7 8 6 Powered Armor Heavy Blade (3, Innacurate) Psionic Skill 6, Level 2 Individual
    Necrons Speed Survival Discipline Morale Training Armor Weapons Traits
    Leader 5 5 7 7 6 Soulless Beam Rifle+Sight (4/40/4, Heavy) Leader 1, Synthetic, Network, Calculating, Shift
    Infantry Module 5 5 7 7 6 Soulless Gauss Rifle (4/25/2) Synthetic, Network, Calculating, Shift
    Infantry Module 5 5 7 7 6 Soulless Gauss Rifle (4/25/2) Synthetic, Network, Calculating, Shift
    Infantry Module 5 5 7 7 6 Soulless Gauss Rifle (4/25/2) Synthetic, Network, Calculating, Shift
    Heavy Support 5 5 7 7 6 Soulless Gauss Support Weapon (4/45/2, Heavy, Suppression) Synthetic, Network, Calculating, Shift Individual

    If I’ve done my force calculations correctly, the Ultramarines are at 356 points, while the Necrons at 329.

    It’s the first time I play Clash on the Fringe so I expect everything to be a bit slow at first.
    I read the rules thoroughly and, everything was in it’s right place. There were a few odd things here and there, and a couple places where I had to go back and re-read the paragraph, but overall they were robust and lean. The rules made sense, and where innovative at certain places. I kept pondering at what rules system I should go after, and I believe I made the right choice.
    There is an implied setting of the Fringe, which can easily be adapted to most known sci-fi universes. Converting it to WH40k theme was very easy, as the Unity Stormtroopers coupled with Power Armor could easily mean Space Marines, whereas the Soulless are a Necron proxy.
    Clash on the Fringe has Solo Play rules, Scenario and Campaign rules, but I wanted so much to get in the thick of it with my troopers that I skimmed through these and didn’t pay much attention. I’ll certainly be looking at these for my next battles.

    Actual Play Report

    Table
    Table Set Up

    Turn1

    Initiative: Ultramarines win

    Initiative
    First roll of the game

    Activate: Squad
    Action: Engage
    Trooper Moves, Shoots 2xNecron Support: (-2 Long Range): 1 Shot Hit: Survival Failure. Necron Heavy Support Removed: Morale: Success
    Trooper Moves, Shoots 2xNecron Leader: (-2 Long Range): 1 Shot Hit: Survival Success: Necron Leader Heads Down
    Leader: Order Move It: Trooper to go into Cover
    Leader: Moves, Shoots Necron Leader: (-2 Long Range): Heads Down

    Initiative: Necrons win
    Activate: Squad
    Action: Engage
    Leader: Heads Down: 1 Marker Removed
    Leader: Order: Keep It Together: 1 Marker Removed
    Leader: Moves, Shoots Ultramarines Leader: Miss
    Necron: Moves, No LOS
    Necron: Moves, Shoots at Ultramarine: Hit: Survival Failure: Ultramarine Removed: Morale: Success
    Necron: Moves, No LOS

    Initiative: Failure to activate

    Brother Morger advanced, and caught a glimpse of the neon green Necron weapons. He pointed both of his Bolt Pistols, and a loud crack was heard as he pulled the trigger. The shot was true, and the Necron’s skull was now wide open. The synth was no longer holding a huge gauss minigun. and fell, lifelessly and soullessly to the ground.
    Brother Terson, aims at the Necron next to the casualty before they have a chance to react, but inspite of his hit, the blow ricochets at the synth’s armor, disorienting it.
    Sergeant Strolaris orders Terson into cover and then advances and shoots at the same Necron figure holding a huge gauss rifle. He barely misses, but it’s enough for the soulless to put it’s head down.
    Brother Cassiurion advances further onwards.
    The Necrons quickly and coldly recover, and advance towards the relay. Most of their shots miss, but one of them hits Brother Terson right in the chest, dropping him down.
    Librarian Ortytanus stands motionless, pondering at the best course of action.

    Turn2

    Initiative: Ultramarines win
    Activate: Squad
    Action: Engage
    Trooper Moves, Shoots 2xNecron: (-2 Long Range): 1 Shot Hit: Survival Failure: Necron Removed: Morale: Success
    Leader: Order Move It: Trooper to go into Cover
    Leader: Shoots Necron Leader: (-2 Long Range): Hit: Survival Failure: Necron Leader Removed: Morale: Success
    Leader: Moves
    Trooper: Moves: Shoots Necron: (-2 Long Range): Hit: Survival Success: Heads Down

    Initiative: Necrons win
    Change of Plan: Carry on as current
    Activate: Squad
    Action: Engage
    Necron: Shoots at Ultramarine: (-2 Cover): Hit: Survival Failure: Ultramarine Removed: Morale: Success
    Necron: Heads Down: Failure

    Initiative: Ultramarines Success
    Activate: Librarian
    Action: Engage
    Librarian: Moves

    Brother Morger moves into position and takes another volley of shots at the nearest Necron, striking true once more, and sending his enemy into oblivion.
    Sergeant Strolaris orders him into cover, advancing next to the relay fortifications. He then takes another shot to the Necron with the rifle, and hits this time, blasting his head into smitherens.
    Brother Cassiurion moves into position and takes a hit at the closest enemy, but the shot ricochets off the robotic armor. The Necron is confused by the hit and stands motionless.
    One of the remaining two Necrons shoots at Cassiurion and hits. The Space Marine hits dirt, motionless.
    The other Necron keeps standing motionless.
    Librarian Ortytanus advances towards the enemy.

    Turn3

    Initiative: Ultramarines win
    Activate: Squad
    Action: Engage
    Trooper Moves, Reaction Fire: Failure: Shoots 2xNecron: 2 Shots Hit: Survival Failure: Necron Removed: Morale: Success
    Leader: Order Move It: Trooper to go into Cover
    Leader: Moves

    Initiative: Ultramarines win
    Activate: Librarian
    Action: Engage
    Librarian: Moves

    Initiative: Necrons success
    Activate: Squad
    Action: Engage
    Necron: Heads Down: Failure

    Brother Morger has closed in on the enemy, peeks right out of the fortifications and takes a salvo at one of the remaining Necrons. Both shots hit, and two holes in the Necron’s chest speak of their penetrative power.
    Sergeant Strolaris orders Morger to get back into cover, and advances further towards the Necrons.
    Librarian Ortytanus closes further towards the enemy, gripping his heavy blade with both hands, eager to try it out.
    The last remaining Necron, tries to get it’s circuits running, but it simply does not compute.

    Turn4

    Initiative: Necrons win
    Activate: Squad
    Action: Engage
    Necron: Heads Down: Failure

    Last enemy
    Last Necron standing

    Initiative: Ultramarines Success
    Activate: Squad
    Action: Engage
    Trooper Moves, Reaction Fire: Failure: Shoots 2xNecron: 2 Shots Hit: Survival Failure: Trooper Removed

    Ultramarines Win

    Standing motionless, the last remaining Necron, watches frozen, as Brother Morger scores two more hits, eliminating the enemy. The Ultramarines are victorious, but at what cost?

    Aftermath

    Received 1 BP.
    I increase the Speed of Brother Morger by 1.

    Session Summary

    Overall I really enjoyed Clash on the Fringe! It was fast and quite deadly. I liked the fact that there is no maximum range for shooting, which makes sense, so the entire (albeit small) battlefield was free range.
    I’m not a fan of roll-under systems especially when it comes to wargaming. I’d prefer to have to roll 11 or more and just add up the modifiers to my dice roll. Something about rolling high appeals to me. But that’s just a personal note, and nothing against the ruleset. Might houserule it next time I run it.
    Clash on the fringe is really recommended. I enjoyed it so much, I’d like to test it with a few more squads and terrain features, since I had the bare minimum for this fight.

     
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