Tomorrow’s War is meant for not-too-distant “hard” sci-fi skirmish gaming, but I thought I’d see if it could work for skirmish gaming a long time ago in a galaxy far, far away… Mostly I just wanted to play some more Force on Force and no one was available to play this weekend so I recruited my kids to help out and busted out the old Grenadier Star Wars miniatures as an enticement.
To be honest, though I do own a
copy, I haven’t yet given Tomorrow’s War a full read through. I’ve skimmed
through it enough to note that it is pretty much identical to Force on Force
with the added feature or Tech Levels.
I decided the Imperial and
Rebels would be at about the same tech levels for the purpose of this scenario…
SITUATION
Tatoonie.
Manfred Bothans has stolen super
secret plans for the new Death Star. He has been trying to locate some rebels
to hand it over to. He finally met up with some at Mosley Station on Tatooine
SCENARIO
Duration: 8 turns
Initiative: Imperial Forces have
the initiative through the game.
Fog of War: Deternimed normally
by Reaction Tests
Table Size: 5’x3’
IMPERIAL MISSION
Capture Manfred Bothans and
recover the stolen data tapes. To capture Manfred Imperial troops must move
into contact with the Cloud Car he is trying to escape in before he can get it
up and running (it is in bad repair).
IMPERIAL VICTORY POINTS
Per Rebel killed, captured or
seriously wounded: 1pt
Capture of Manfred Bothans and
recovery of stolen data tapes: 5
IMPERIAL FORCE
Initiative Level: D8
Confidence Level: Confident
Supply Level: Normal
Body Armour: 2D Stormtrooper
Armour or 1D Scout Trooper ARmour
Troop Quality/Morale: D8/D8
Imperial Forces
Scout Team
3x Scout Troopers with Blasters.
Stormtrooper Team 1
4x Stormtroopers with Blaster
Stormtrooper Team 2
3x Stormtroopers with Blaster
1x Stormtrooopers with Heavy
Blaster
Stormtrooper Team 3
3x Stormtroopers with Blaster
1x Stormtrooopers with Heavy
Blaster
REBEL MISSION
Delay the Imperial forces long
enough for Manfred Bothans to get away. It will take him 8 turns to get the cloud
car warmed up and ready for flight.
REBEL VICTORY POINTS
Per Imperial Trooper killed or
seriously wounded: 1pt
Delaying the Imperials long
enough for Manfred to escape: 5pts
REBEL FORCE
Initiative Level: D8
Confidence Level: Confident
Supply Level: Normal
Body Armour: Light 1D
Troop Quality/Morale: D8/D8
Rebel Forces
Rebel Team 1
3x Rebel Soldiers with Blasters
1x Rebel Soldier with Heavy
Blaster
Rebel Team 2
3x Rebel Soldiers with Blasters
Rebel Team 3
3x Rebel Soldiers with Blasters
THE GAME
(Remember: click on the pictures
for a bigger version)
My helpful recruits ready to play! They decided to play the
Imperial troops and I was left to play the Rebels.
Imperial troops Entering Mosley Station. The furthest is
Team 1, in the middle is Team 2, the closest Stormtroopers are Team 3 and
beside them is the Scout Troopers.
The Rebels. The Team of four closest to Manfred “Many”
Bothans’ Cloud Car is Team 1. The Team in the middle is Team 2. The group
furthest from the landing pad is Team 3.
All the Rebel Forces began the game “Hidden”.
TURN ONE
The Stormtroopers begin rushing up to cover of the
buildings. One rebel team attempted to react but the Stormtroopers got to cover
before they could lay down any effective fire.
In the process both Finnegan and I rolled ONES for our
reaction tests so we each pulled a Fog of War card. He got something about a
vehicle breaking down – which didn’t apply,
I got one about a suspected Gas attack (which would force the
Rebels to don their Chemical defence suits and hamper their Troop Quality for
the rest of the game!?)… Gas? In the Star Wars universe…? We decided to ignore
that one too…
The Scout Troopers snuck into the ruined building on the
edge of town and took fire from Rebel Team 3
TURN TWO
Beginning of Turn Two… where to go from here…?
Stormtrooper Team 3 rushed into the building straight ahead
of them. Rebel Teams 1 and 2
reacted and brought fire down on the Stormtroopers, but with little effect. The
Stormtroopers return fire caused one casualty.
Stormtrooper Team 2 also moved into the building behind Team
3
The Scout Troopers exchanged more fire with Rebel Team 3 and
dashed for cover behind the building across from them.
Stormtrooper Team 1, from cover behind a building engaged
Rebel Team 1. Neither side caused the other any harm…
TURN THREE
Rebel Team 2 did a first aid check and found their comrade
to be only Lightly Wounded.
The Scout Troopers started off the Imperial turn moving into
the building and bringing fire down on Rebel Team 2. Rebel Teams 2 and 3
reacted but their fire was totally ineffective. The Scout Troopers fire,
however, caused another casualty and a morale failure, pinning Rebel Team 2.
Stormtrooper Team 1 occupied the building they were hiding
behind and brought fire down on Rebel Team 2 – taking out the remaining two
rebels!
With no more return fire coming from the building across the
street, Strormtrooper Teams 2 rushed across the street and passed through Rebel
Team 2’s position. Some ineffective fire was exchanged with Rebel Team 1.
StormTrooper Team 2 moved up to the position Team 2 had left and also exchanged
fire with Rebel Team 1
TURN FOUR
Stormtrooper Team 3 exchanged fire with Rebel Team 1. Rebel
Team one took down THREE stormtroopers with some devastating fire! (I rolled a
whole bunch of eights which just couldn’t be matched.
The Scout Troopers moved up to the same building with
Stormtrooper Team 3 – as they made the dash tey took some fir form Rebel Team 3
and one of the Scout Troopers went down – his team mates pressed on dragging
his body ahead into the building with them.
Strormtrooper Team 2 also exchanged fire with Rebel Team 1,
though it was wholly ineffective.
Stormtrooper Team 1 continued moving up from building to
building completely out of sight of the Rebel Teams.
TURN FIVE
Some First Aid Check had to be made….
Stormtrooper Team 3 had one Dead, one Seriously Injured, and
one Lightly Wounded.
The Scout Troopers, examining their fellow trooper found he
had expired from his wounds. They also checked on the Rebel Team 2 casualties
and found one to be Seriously Wounded and two Lightly Wounded. They were all
taken prisoner.
Stormtrooper Team 2 exchanged fire with Rebel Team 1 and
took two casualties.
Stromtrooper Team 1 continued to move up under cover.
The Scout Troopers who had passed their Troop Quality test
tried to bring fire on Rebel Team 1… for their troubles they took another
casualty!?
IN the end phase Rebel Team 3 moved across to a different
building where they could hopefully better engage the Imperial Troopers.
TURN SIX
First aid checks were required for The Scout Troopers and
Stormtrooper Team two. The Scout Trooper turned out to be seriously wounded,
which effectively put them out of action. The remaining Scout trooper basically
sat with his wounded comrade and watched over their three Rebel prisoners. Both
Stormtroopers from team two were also Seriously Wounded
Stromtrooper Team 1 finally moved into a position where they
could bring fire down on Rebel Team 1 – from within Optimal Range.
Unfortunately that put them in Rebel Team 1’s optimal range as well and the
rebels shot them up pretty good – causing TWO MORE casualties.
Rebel Team 1 apparently had commando or sniper training or
something… I just couldn’t stop rolling eights!?
TURN SEVEN
It sounded like Manfred Bothans was finally getting his
Cloud Car fired up…
Stormtrooper Team 1 checked their downed men and found that
they were both perfectly okay!? (“Hey, this armour works after all!?”)
Some fire was exchanged between Rebel Teams and Stormtrooper
teams 2 and 3. The Stormtroopers were trying to soften up Rebel Team 1 in hopes
that Stormtrooper Team 1 might be
able to close assault. They were ineffective in caustin gany casualties or
pinning, and, in fact, Stormtrooper Team 3 took two more casualties…
But what they DID do was distract Rebel Team 1 enough –
coaxing it to make two reaction fires – so that when Stromtrooper team 1 did
rush across the street the Rebel team was down a few firepower dice.
In their rush across the street the Stormtroopers did take
one casualty, but they passed morale and continued into Close Assault! Huzzah!
Two rounds were fought and the Rebels were wiped out – every
last one of them KIA. The Stormtroopers apparently weren’t taking any prisoners
after this team had pretty much devastated their force!
TURN EIGHT
It all came down to one dice roll. The Stormtroopers were
right there – all they had to do was walk out and stop Many from taking off…
But first they had to check on their downed man.. who turned out to be dead.
Then they failed their Troop Quality test – which meant they
would not move and could only react to fire that turn…
So close…
I think Finnegan cried a bit… it’s tough to be so close to
such a hard fought victory to have it yanked out from under you by one failed
die roll…
Storm Trooper Team 3 also checked casualties and found one
of theirs was Seriously Wounded and the other Lightly Wounded.
By the end it was all smiles and “Dad can we play this again
tomorrow!?”
Afterwards, as I started downloading photos and writing up
the report they kids made up their own game…
Rebels
KIA: 4
Seriously Wounded: 1
Lightly Wounded: 2
Okay: 3
Taken POW: 3
Imperials
KIA: 3
Seriously Wounded: 5
Lightly Wounded: 2
Okay: 5
Yowzah! 66% casualties! And they didn’t even get Many
Bothans! A serious blow to the Empire! The survivors would probably be
remustered to janitorial duties on the new Death Star…
The Heavier (2d) Storntrooper armour is really handy to have
– but doesn’t help much when I can’t stop rolling eights and sevens…
How would I add heroes to this? I guess reading the rules
might give me some ideas – from what I’ve gleaned so far I could make them independent
leaders of particularly high Troop Quality (for the big characters - Luke, Han,
Chewbacca, Leia, Darth Vader, etc…).
Coming soon on Tim’s Miniature Wargaming Blog:
More toys… Just finishing up a few more assorted Moderns.
Too cool! And more realistic looking than anything ol' George ever came up with!
ReplyDeleteI love the story and photos, nice work Tim.
ReplyDeleteCheers,
Helen
Thanks, Helen.
Delete