With the Panzerfaust kickstarter entering the final fortnight, I was chatting to Rob and we arranged a playtest of the mass battle rules over at Lemington Spa gaming club.
I'd managed to have a read through the initial draft of the rules...
and most of it made sense so I was looking forward to actually getting some geek time in and trying out the rules,
as an added bonus Rob blasted me a copy of the initial draft with nation rules so I have a very quick mooch at these before getting to the club, as a first draft Rob's really been burning the midnight oil with these and has made great progress, when they are ready I'm sure Rob will release these to the masses!
I'd heartily recommend giving the basic rules a try and sending some feedback over,
So the Dwarves and the Gnomes were going head to head,
The terrain looked spot on so was happy with the overall look,
Rob kindly dug out his original panzerfauste models for us to use, and I've never seen them close up and they looked spot on, really well painted,
We tried out a few race rules which gave a distinct feel to both sides, and the gnomes dug in within cover were real tough cookies to shift! Which basically involved me swearing at them alot!
so the mighty Grenadiers advanced towards the Gnome lines, movement being in CM was a bit weird to start off with however I soon got used to it and wasn't a problem at all,
Terrain is handled quite easy with light cover giving a -4 off you movement and -2 to ranged shooting, heavy cover is -8 off movement and -4 to shooting so nothing too taxing on that front,
It wasn't too long before shots were being exchanged between the two forces, and with being able to pre-measure none of the guessing if you are in range is needed.
I did have a little trick up my sleeve and deployed the fallschirmjager on a pre arranged turn three, however rather than the usual deep strike / rapid deploy these crazy nutters come in on a condor...
A pretty good landing...
And yep that's a paper air plane! superb little rule and was a good laugh!
The squad deployed and gunned down a unit of gnomes, however it was at a cost as a brute unit was quite close and it wasn't long before that strode in and started giving the FJ a kicking!
as part of the end of turn sequence each squad makes a guts roll and depending on certain situations that occurred during the turn this will give positive or negative modifiers for the roll,
If you pass then all is peachy, If you fail then your guts roll will drop by one point and this in turn will affect your guts save, (this is roll 2D6 and get under your guts to see if you survive the hit, some weapons have anti-fodder so you take the number off your guts and roll under it) if you fail and its a critical failure then your guts drops by two!
With the amount of fire and casualties that the gnome unit took from the FJ they decided to head back to the pub and did one! the following turn ironically enough this happened to the brute and his guts dropped to a reasonable 7! the one sided fight suddenly looked alot better!
so whilst the FJ were tieing up the right flank the rest of the infantry continued to march towards the gnome gun line, a few bits were starting to drop from various units on both sides until the dug in gnome unit opened up and I couldn't roll a guts save and lost five out of seven hits that I took!
As the unit had took an exceptional amount of damage I was lucky enough to have the commander within the unit and managed to pass my guts roll!
Time was not on our side though and we had to wrap up the game however various bits within the rules were ironed out and suggestions were taken on board, I'll look forward to the next session,
Massive thanks to Rob and Allan for the session!