Showing posts with label fireteam andromeda. Show all posts
Showing posts with label fireteam andromeda. Show all posts

Wednesday, 28 October 2015

The Big Game XV - Clearing the Vipers Nest - A Fireteam Andromeda after action report by Podsy Mc Pod.

The Big Game XV - Clearing the Vipers Nest
A Fireteam Andromeda after action report by Podsy Mc Pod.


Fireteam Andromeda is available at: Two Knights Publishing

I must be doing something right.  I was invited to host a second participation wargame this year, at my local gaming club TableTopNorth in Belfast.  A simplified version of Fireteam Andromeda revised edition would again be the rule set of choice having worked extremely well on previous occasions.  You can see five types of marker on table.  The hexagonal ones indicate a unit has activated in the turn, the orange ones that a unit is shaken, the triangular ones that a vehicle is disabled, the irregularly shaped red ones that an assault needs resolved at turn end and the skull tokens indicate damage points.

The scenario was a continuation of an ongoing campaign between the rebelling human forces of the RPK republic (near future Arabs) and their evil galactic overlords the Naga (snake like aliens).  The RPK regular army forces had support from their air cavalry wing the muster troops and Ikwen militia who had been brought to earth by the Naga as agricultural slaves.  The Naga had support from Malig space goblins, a conquered race and various droids.  Basically the Naga have higher tech weapons with better range and damage (power) the saving grace of the human weaponry is that most weapons have the rapid fire ability meaning rate of fire increases by one die per weapon if the firing model is stationary.

We thought long and hard about the scenario for the game and I give a big thanks to all the wonderful guys in the 15mm sci fi facebook page for their input.  We wanted to avoid a clash of two lines of troops like an ancient battle and to incorporate the superb fortress I had purchased from multiverse gaming.  Most of the people who participate in the game do not regularly play wargames so the aim was to complete five turns in the day.  This ruled out anything which needed a lot of movement like a relief scenario.  What we decided was a siege game with prepared siege positions available to the rebels.  To spice things up a bit the rebels would have two forces which they could drop anywhere on table by drop pod.  The aliens would have two advance defensive positions which they could place anywhere on their side of the table.  Victory would be decided by who had control of six victory locations, the three rebel trench lines, the two buildings on the Naga flanks and the ramparts over the gate of the fort.  Control is determined by deciding which side has the highest value, in strength points, of units within six inches of the objective.  Command units are worth three strength points, infantry units two and vehicles one.  These values are reduced by one if the unit is shaken and or half strength or less.

The fluff was that the Naga fort known to the rebels as "the vipers nest" blocked the rebel advance on the main road to the capital.  The rebels would decide on the location of their drop pod landings when terrain was set up but before any troops were placed.  The alien advance defensive positions would be placed without them knowing the location of the drop pod landings.  This is how things looked before the drop pod landings.



So you can see the Aliens have set up one advance defensive position on the far left.  It is occupied by Malig space goblins.  They are armed with laser assault carbines so have limited range but have double dice in assault.   Just to the right of the fort the second position is occupied by rattler droids (light infantry with heavy laser anti tank weapons) and spider droid heavy infantry.  The rebels opted to make both their landing zones on the alien left flank.  We only used one drop pod model to represent all the drop pods in each landing zone.  By a series of amazing die rolls against the odds nearly all the troops in both drop zones landed on target.  Only one unit of Republican guard strayed off target landing in the middle of the fort right beside the Naga commander in chief!  As the rebels had initiative they would have a chance to kill the commander before the forts defenders could react.
One of the drop forces consisted of Ikwen militia.  They are graded as light infantry lacking armour but have improved rapid fire ballistic riles giving three shots per model if stationary and two if they move.  They also have a solar powered RPG support weapon in each unit.   The other drop force is the elite of the RPK army the Republican Guard.  They have improved armour incorporating anti laser defences giving a reroll on saves versus laser fire of 5+ and a grenade launcher in each team.

After the landings the situation looked like this.




I thought the rebels had made a right choice concentrating their forces and with a spectacularly accurate landing things looked good for them.  It is too difficult to give a narrative of the whole battle so I am going to split in into three sections.

Northern Section



Here RPK army regulars supported by Polecat recon vehicles and Guardian Battlesuits faced off against droids and spiderbots along with two recon mechs.  The RPK infantry are support infantry with an RPG and LMG in each unit.  The Polecats have auto cannons very good against infantry and reasonable against vehicles.  The Guardian Battlesuits were fitted with dual improved light machine guns.  Each rattler unit between the spider droids had two heavy lasers but we forgot to put out the right figures.  The Naga mechs have had high powered lasers which could explode the Polecat recon vehicles if they hit.  The standard droids only had average long range laser small arms.
The Polecats and mechs began to duel with the Polecats eventually getting the upper hand taking out both mechs for no loss.  Then the commander on this flank was struck with temporary insanity (or as he claims he obeyed orders from higher command) deciding to leave his prepared positions with all his infantry before any serious losses had been inflicted on the opposition infantry.  Out in the open they took withering fire and were all lost except for one battered unit which retreated to the trench line.  The Polecats realised they could not gain control of the objective facing them but fired for effect anyway.  The Guardian Battlesuits had to turn to face a threat in the centre from Vampirra infantry who had advanced across the table from the fort.  The remaining infantry was lost and the rebels held their own objective by the skin of their teeth with a single strength point of troops.  The Naga objective was firmly in the hands of the droids.

Centre



Here RPK infantry were supported by Guardian Battlesuits with rocket pod weapon load outs and three light weapons teams with high powered long range anti vehicle lasers.  The Naga had regular heavy infantry with heavy laser support weapons in the fort. In support they had SKA light weapon teams with long range anti infantry lasers and Vampirra assault troops with counter armour against ballistic weapons.

With a stray unit of Republican Guard landing in the fort the first shot of the game was an attempt to assassinate the Naga commander in chief!  It came tantalisingly close to succeeding causing two of the three wounds required.  Good but not good enough.  Then the Vampirra body guards quickly assaulted the hapless Republican guard unit eliminating it.

Seeing the early demise of the RPK infantry in the north their comrades in the centre wisely stayed behind their trench line.  Fire traded with the fort was largely ineffectual.  The Guardian Battlesuits advanced using their rocket pods to good effect against the rattlers in the advance defensive position.  One of the units of spiderbots also attempted to advance but was cut down in the open ground.  The Guardian Battlesuits attempted to take cover behind the rocks but heavy laser fire from the rattlers still found its mark and they were destroyed by game end.  The rebel light weapon teams wisely directed their fire against the swarm of vehicle targets on the Naga left flank.  They had some bad luck in their die rolls but still took down several enemy Battlesuits and I think all the Cobra recon vehicles.  The Vampirra in the fort climbed down the wall to assault units on the Naga left flank and fought their way across table eventually ending up in assault with the troops defending the trench line.  They did not make it close enough to challenge for control of this objective.  The RPK had a single depleted but unshaken infantry unit left.  So again they clung onto an objective with  a single strength point of troops!

Southern Sector



The air cavalry of the RPK army, the Muster troops, held this sector for the rebels.  They had one unit of superior infantry with two RPG's, a unit of light infantry with assault carbines, kamel motorbikes, a flight of Skylark recon vehicles with rocket pods and a unit of Guardian Battlesuits with dual light machine guns.  The Naga had droids, two units of battlesuits, a flight of Cobra recon vehicles and five units of Maligs in the advance defensive position.

This sector descended into absolute chaos right from turn one with assaults breaking out everywhere around the troops that had landed by drop pod.  Initial fire although heavy from the Ikwen and Republican Guard was largely ineffectual.  Perhaps because of this they decided to assault the Cobra recon vehicles and a unit of Battlesuits.  Both these moves were suicidal as they lacked specialised close assault weapons.  On the other hand Battlesuits are very good in assault under Fireteam Andromeda rules being hard to damage and automatically killing infantry if they can hit.  So the drop pod forces both suffered major casualties early on.

The Muster troops on the other hand advanced steadily.  The Skylarks used their rocket pods to take out two of the three Malig light weapon teams.  The Kamel motorbikes successfully assaulted a unit of Maligs.  The Muster superior infantry steadily picked off targets including enemy Battlesuits.  The enemy Cobra recon vehicles advanced only to be shot down by laser fire from the rebel centre. The Muster light infantry took up a strong position in a rock formation.  Things were looking good for the rebels as the Muster troops looked capable of rolling up the flank on their own. Then the tide turned.
Skylarks got shot down by enemy Battlesuits.  The Muster light infantry failed a morale test and got charged by a unit of Maligs without being able to shoot at them as they came in.  The assault carbines giving an extra dice in assault began to tell for the Maligs as they overwhelmed the Kamel bikes.  Naga battlesuits assaulted the rebel Guardian Battlesuits and chased them across the table.  Before long the rebel flank had collapsed and Naga forces were able to move on towards the centre as described earlier.

Conclusion and thoughts on the day.


With the central victory point locations being worth three victory points and the ones on the flanks two victory points the Naga had won yet again scoring a full seven victory points for not losing any of their own victory point locations and gaining another two for capturing the location on the rebel right flank.  So the final score was 9/5 to the Naga.

The rebels began on the back foot having inadvertently chosen the best defended flank to land both their drop pod forces. Being right beside the assault focused Malig and vehicles which they would struggle to damage did them no favours at all.  As they landed so tightly right on target I thought they still had a good chance.  However the game was really lost by two tactical errors.  The advance by rebel infantry in the north was a turn or two premature.  They needed to wear down the defending Naga infantry more before attempting this advance.  The rebel commander and I had a difference of opinion on how to deal with likely unfavourable assaults.  My preference would have been to try and avoid these assaults at all costs.  He felt it was better to try and throw in as many troops as possible to even up the odds.  This tactic did not pay off.  Far too many of the drop pod forces were committed to assaults on vehicles which they had practically no chance of winning.  It really should have been a moment to pause, check the rules and determine the chances of success before carrying out these assaults.   If only the rebels had known their drop pod forces would land so accurately.  If they had landed in the centre or north of the table it could easily have been a win for the rebel side.

Once again Fireteam Andromeda rules proved absolutely sound and allowed play at lightning speed. We actually finished an hour ahead of schedule.  I have been able to hone the choice of units used over the years.  I deliberately did not use any APC's so inexperienced players did not lose entire infantry units if the transport vehicle was destroyed.  Similarly I did not use any heavy vehicles dependant on specific anti vehicle weapons being used to stop them running amok.   The only problem encountered was that some players misinterpreted the capabilities of their units reading the unit cards incorrectly.  I thought I had made the unit cards self explanatory but obviously they were not clear enough for people who do not regularly play the game.  Before we start play next time the team captains and I will take the time to explain the capabilities of each unit to the player commanding it before the game begins, we have the spare time!

I thoroughly enjoyed the day and got the feeling the players did too and after all that is what it is all about.

Tuesday, 21 April 2015

Fireteam Andromeda AAR by Podsy McPod

Fireteam Andromeda  AAR by Podsy McPod

On Saturday the 18th of April 2015 it was once again my privilege to present a participation wargame to my local gaming club TableTopNorth in Belfast.  Most of the players I knew would be role-players at heart so for rules I used a simplified version of Fireteam Andromeda revised edition.  The recently released online army builder using Battlescribe meant I was able to create unit cards in double quick time.  I enjoyed the freedom of building units outside normal competitive play and the chance to use some of the many colourful options in the Fireteam Andromeda rules.  You can see three types of marker on table.  The hexagonal ones indicate a unit has activated in the turn, the orange ones that a unit is shaken and the skull tokens indicate damage points.  Player numbers were slightly down on previous years at thirteen plus myself as referee but still enough for a fast moving game even with the large number of units on table.

The scenario was a continuation of an ongoing campaign between the rebelling human forces of the RPK republic (near future Arabs) and their evil galactic overlords the Naga (snake like aliens).  Basically the Naga have higher tech weapons with better range and damage (power) the saving grace of the human weaponry is that most weapons have the rapid fire ability meaning rate of fire increases by one die per weapon if the firing model is stationary.  The rebel forces were closing in on the capital of the RPK republic when they discovered that the Naga were using a local farm to breed Xenomorphs.  This was a threat behind rebel lines that could not be ignored. The rebels used electronic warfare to jam the gates on the holding pens and launched an attack before the Naga could bring electronic counter measures to bear.  Victory would be decided by who had control of the four holding pens and the central command tower at game end.  The command tower was worth three victory points and the four holding pens two each.  Control is determined by deciding which side has the highest value, in strength points, of units within six inches of the objective.  Command units are worth three strength points, infantry units two and vehicles one.  These values are reduced by one if the unit is shaken and or half strength or less.
An overview of the battlefield with victory point locations marked.

The corridors and walls do not block line of sight but the buildings and rock formations do.  So the battlefield is fairly open.  Smoke plumes from destroyed vehicles also block line of sight and it was amazing how quickly lines of sight became tight.  I must apologise that the table is just slightly too small to get the unit cards off the map which makes some of the photos look a little untidy.    Here is a photo of the rebel deployment with some of their key assets marked
A view of the rebel deployment with some key assets marked.


A view of the Naga deployment with some key assets marked.

Will the superior alien technology win the day? Will the holding pens open and release hordes of xenomorph hatchlings?  Will the rebel tanks crush all before them?  We were soon to find out.

It is difficult for me to get events in chronological order across the whole table as I was busy refereeing so I will divide the battlefield in to three sectors.  In the North Naga battlesuits with infantry and recon support face off against rebel infantry, mounted infantry on grav bikes, battlesuits, and recon vehicles with anti armour missile launchers.

Naga units in the northern sector.

Disaster strikes the rebel forces right at the start of the game when Naga electronic counter measures force open the gate of the holding pen closest to the rebel forces releasing their deadly occupants.  This really forces the rebel hand making them deal with this threat.   The first units activated all fire on the hatchlings in the holding pen to fairly good effect.  Long range fire from the Naga shakes one of the rebel infantry units and the hatchlings waste no time assaulting the unit as it cannot fire at them as they charge home.  If unshaken the rebel infantry could have fired at the assaulting unit.  It the assaulting unit took casualties it would have to check morale and if it failed it would not complete the charge. This is one of core mechanics of Fireteam Andromeda.

The assault between hatchlings, Muster infantry and Death Rider grav bikes.
The Death Riders grav bike unit having taken considerable casualties from long range fire (against the odds) decide to join the assault where they cannot be targeted until the assault is resolved at the end of the turn.  It is a tough fight for the rebels but the grav bikes swing the result in their favour.  Only two grav bikes remain and then the second holding pen in the sector opens...

Meanwhile Naga fast attack battlesuits with power claws move up and attempt to assault the rebel Polecat recon vehicles.  The recon vehicles are not shaken and so can fire at the charging unit.  They destroy one Battlesuit (exploding it with a high damage roll) and the unit fails it's morale test stopping the charge.  The fast moving (grav powered) Cobra recon vehicles move up but their weapons are anti infantry and cannot damage the human recon vehicles.  Things are looking good for the rebels in this sector until the hatchlings from the second pen charge home on the shaken Polecat recon unit.  The remaining hatchlings have two assault dice each for a total of sixteen but need 5+ to hit and a 6 on their damage roll to cause damage.  The Polecat recon only need at a 3+ to hit and a auto kill but only have one assault dice per model.

This fight drags on with minimal casualties on either side.  By the time it resolves the losses on the human infantry have mounted.  The Cobra recon vehicles swoop in to take the holding pen closest to rebel lines.  The rebel recon vehicles finally win the fight but it is too late.  Both objectives in this sector are firmly in the hands of the Naga.

Central Sector


Here the initial action is dominated by the Naga trying to get their anti armour assault drones into contact with the rebel tank platoon.  These pesky drones have high powered ultra short range lasers counting as improved anti armour melee weapons.  The drones advance and take cover in the control tower.  A little abstraction going on here, they are technically mounted infantry so can occupy buildings.  The rebels concentrate fire on them causing heavy casualties.

A good overview of the Naga advance in the centre.

Elsewhere in this sector goblin Malig units and the one unit of full size Xenomorphs on table lead the advance.  The Xenomorphs jump the corridor and assault a unit of shaken Battlesuits.  They need 5+ on their damage roll to cause damage and have twelve dice.  They get an amazing seven hits causing damage wiping out the Battlesuit unit.  A Malig unit takes the control tower but is soon shot up by advancing RPK infantry who take the tower themselves.  At this point I found it very hard to call who would win control of the tower.  Advancing Naga laser rifle infantry squads took heavy casualties as they advanced across open ground towards the tower.  In the final turn the last remaining holding pen opens and the hatchlings rush to assault the tower.  The RPK infantry unit is shaken so cannot fire at the chargers.  With forty assault dice against it, it is doomed.  The Naga hold this objective.

The RPK infantry bravely occupy the control tower.  Counter intuitively in this scenario they would have been better standing behind it and avoiding being assaulted.


Southern Sector
Despite destroying the opposing Battlesuits rebel forces get badly pinned down around this rocky outcrop.

The opening moves by the rebels are again to concentrate fire on the holding pen and casualties on the hatchlings within are heavier than in the North.  The mounted infantry on motorbikes are a unit whose key asset is their speed.  Instead they go to ground in cover and are shot up by the opposing forces.

Rebel forces advance in the south but it is too little too late.

Autocannons on the human recon vehicles make short work of the Naga battlesuits.  Rebel infantry both regular RPK units and superior Muster infantry advance taking up positions around the corridors and in cover within the rock formation.  One unit of RPK infantry shoots up and then assaults a Malig unit wiping it out.  Titan Recon vehicles use their high grav movement to move into the holding pen on the rebel side but when strength points are totalled it is still deemed to be in rebel hands.

A final overview of the table as the game ended

Conclusion


The Naga are deemed to be in control of three of the holding pens and the central control tower so win by a margin of nine victory points to two.  The Naga had definitely made more effective use of one of the core mechanics of the game, that is, to shake units and then assault them.  They were also aided by the holding pen in the North opening right at the beginning of the game against the odds.  The rebels were too static, they needed to be moving from the first turn.
Although that said they were right to concentrate fire on the holding pens before they opened.  On reflection there should have been fewer hatchlings in the units and perhaps their armour value dropped by one.  One of the rebel key assets a light weapons team of laser cannons did little.  It should have moved to a position where it could fire on Naga vehicles in the north, this could well have turned the tide of battle in that sector.  They also suffered some bad luck failing key morale checks.

It was interesting to note just how much more survivability vehicles had following the changes to revised edition.  There were loads of infantry support weapons on table capable of taking out vehicles but this did not happen, I don't know what the players were doing with them.  The rebel tank platoon was steadily taking hits but as they are spread evenly it was never enough to take out a model.  Several players remarked on how well balanced the game was.  I think that is due mostly to the robust points system used in Fireteam Andromeda.  Play went very quickly with us actually finishing the final turn of play about forty minutes ahead of schedule.  Before the game I doubted we would finish the final turn.  If anybody would like the details of the rules tweaks I have used to adapt Fireteam Andromeda for participation play just drop me a message on Facebook.





Thursday, 27 November 2014

BattleScribe files for Fireteam Andromeda

From Two Knights Publishing's Facebook Page:

"Today marks the day where Fireteam Andromeda - finally - has itself an armybuilder application! After a lot of trial and error, we're proud to present a Generic Platoon armybuilder for Battlescribe!

To get it for yourself, then you'll first of all need to download a version of BattleScribe.

Once you've gotten a hold of BattleScribe itself, then you simply paste in the following link to your data-repository for BattleScribe:

https://dl.dropboxusercontent.com/u/5828169/Fireteam%20Andromeda%20-%20Battlescribe%20Files.bsr

And then you're off to a running start with an armybuilder-application for use with Fireteam Andromeda.

Note that the Armybuilder does not include Profiles for your units, but will list all the upgrades and so on bought on your rosetsheet (still trying to figure out how to fix this) - but other than that it should work perfectly!

Feedback is, as always, more than appreciated as this is also a first for Two Knights Publishing :)"

Tuesday, 21 October 2014

Fireteam Andromeda Revised Edition- First Impressions by Podsy McPod

Fireteam Andromeda Revised Edition- First Impressions
By Podsy McPod



Available at : Wargame Vault

This article concerns itself only with the changes to Fireteam Andromeda, please see link for a review of the original game.

First off I have to declare an interest as I was one of the play testers for this edition.  I was pretty happy with the play test version I had and when revised edition arrived I was shocked to see it differed hugely from what had gone before.  So what has changed?

The most important change by far is that the unique and extremely tactical command and control system has been given an overhaul.  The system for counting the number of commands you can give in a turn has been simplified. Shaken units now cost two commands to activate at all times.  With this simplified system there is no longer a need to share commands and this mechanic has been removed from the game entirely.  Even more important than this is that a hard cap of three commands per unit has been introduced.  As shaken units now cost two commands to activate there is an immediate reduction in their options for additional active or reactive commands.  You find yourself thinking very carefully about the implications of how you spend your commands.  For example if a shaken unit decides to concentrate fire for a bonus to hit it has spent all three possible commands already leaving it unable to issue any reactive commands like defensive fire against an assault.  This system may sound a bit confusing but I promise you it is a model of simplicity in play and highly intuitive.

The next major change is to vehicles.  The weapons that come as integral to the various vehicle types have been toned down so you will find yourself spending points to up gun them.  All vehicles now have two hit points with the exception of the heaviest armoured units like tanks which have three.  When firing a unit at a vehicle you only count your best result not all your hits.  So small arms if increased in power, firing at rear armour,  or being really lucky can damage light vehicles for one point of damage  but a volley of eight shots can no longer cause eight points of damage, only one.  Powerful weapons can still explode vehicles in a single hit.  The best result rule vastly increases the survivability of vehicles especially light ones.  Combined with a radical decrease in the points cost of light vehicles I am finding many more transports, infantry fighting vehicles and battlesuits appearing on table.  Infantry survivability has also increased with a standard saving roll going from 4+ to 3+.  These two changes combine to make it a much more viable option to use vehicles to transport infantry.

Melee combat has been revised.  It is no longer an "all or nothing" attack that wiped out the loser.  The loser must run away but lives to fight another turn.  The winner can choose to pursue the losing unit or take a free move.  There were a couple of unfortunate combinations of traits and upgrades in the old rules which allowed assault super units.  Thankfully these have been removed or restricted.  A successful assault against an unshaken enemy is very hard to pull off just as you imagine it should be.  So assault remains a useful tool but no longer threatens to overwhelm shooting.

Anti armour weapons in the old rules could only fire at vehicles and quickly became the least favoured weapon choices.  They are now free to fire at any target which means they can be really useful against heavily armoured infantry like power armour troops.  There also seem to be a lot more light vehicles around for targets.  Unfortunately the pendulum seems to have swung too far.  Automatic weapons (low power, high rate of fire) seem pretty feeble compared to their versatile or anti armour counterparts.  The moderately higher rate of fire not counting for much when it so hard to get a kill even on infantry with standard armour.
A couple of traits in the old rules especially commander traits were distinctly over powered and these have been removed or radically toned down.

Walker vehicles (mechs) were a poor choice of movement type in the old rules costing the same points as ground units but only giving one third of the movement of standard ground vehicles.  Now it is half which combined with their unique ability as vehicles to initiate an assault, ability to move unhindered through terrain and to fire all weapons even after a full move, brings them right back in to play.

Finally there has been a thorough revision of weapon stats and points costs in general.  There was not a lot wrong with the old point’s costs but I think the changes that have been made are in the main very successful.  I keep discovering little subtle changes which improve things so by no means take the above as an exhaustive list of changes.

So what is not to like?  Standard infantry weapons have been changed from a choice of six, each with their own unique stats and three possible upgrades. The six names remain but all three infantry rifles have identical stats as do all three assault carbines. The three possible upgrades are still available but I would be surprised if you do not choose the improved power upgrade option most of the time.  I have heard the change was done as most people chose the weapon with the most power.  So in short for playability.  I can see the author’s point that all infantry rifles serve the same purpose but the result does feel a little bland.  Buying improved armour for infantry has been made more expensive as the base armour value of infantry already starts one point higher and the higher numerical value it reaches it gets disproportionately better.  This now means light infantry are viable but I feel it is unlikely players will buy improved armour as an extra hit point or another figure can be bought for a similar cost.
Personally I feel infantry survivability is a little too good now but there are only six sides on a D6 so the graduation of change is limited.  Standard infantry with unimproved weapons and lacking support weapons will not cut it in a fire fight against infantry who do have these attributes even if the opposing units are similar points values.  The author has said that in his view of sci-fi combat infantry without support weapons would be "out of the ordinary".  This imbalance may come as a shock to new players.  I will have to get used to fielding smaller units with support weapons.

There are a number of colourful traits for infantry like artificial (robot) which are nice to provide interest for scenarios or free form games but they are really not viable in competitive play.  You will find yourself struggling not to choose the trait that allows access to additional support weapons for every infantry unit.  If you don't take support weapons for an infantry squad there are definitely plenty of good choices of alternatives to put the points into.  The points system is certainly robust enough for pick up games to an agreed point’s value, with the one proviso for infantry mentioned above, so I would imagine most games will be organised this way.  So you may struggle to differentiate your infantry with a limited range of viable weapons, armour, and traits.
So do the positives outweigh the negatives?  Yes, without a doubt, by the weight of a galaxy or two I would imagine. The core of this game is the unique and highly tactical command and control system.  Not only has it been streamlined it has been improved.  A highly impressive feat!  All vehicles even the lightest are now viable choices.  I thought vehicle combat was good in play test it is now even better.  In my original review of the rules I said they could do with just a little more polish.  I can assure you they are now gleaming.

Thursday, 17 April 2014

Podsy McPod provides another Fireteam Andromeda AAR!

AAR by Podsy McPod

Bringing Sci-Fi gaming to the roleplaying masses. An after action report of the Big Game 12.9
For a number of years my local gaming club (TableTopNorth) in Belfast has allowed me to run participation figures wargames events.  These have become known as the Big Games.  On Saturday the 5th of April I had the privilege of running the latest Big Game.



With Fireteam Andromeda being my favoured set of sci-fi rules I wanted to use them.  At first I was baffled as to how to do it.  The heart of Fireteam Andromeda is the unique and incredibly subtle command and control mechanism which allows units already activated to take extra commands, known as active commands.  In various other circumstances units can make reactive commands.  I knew most of players would not be regular figure gamers and this would confuse them so reluctantly this mechanic had to go.  Instead in each activation phase each player would be allowed to activate one unit and take it through the four potential actions.  Regrouping to recover from morale or damage effects, moving, shooting (or running for infantry and mechs) and assaulting if desired for units that did not run.  Each unit in the game would have it's own unit card giving all the required stats for the player controlling it.

Monday, 17 March 2014

Rise of the Robots: A Fireteam Andromeda AAR by Podsy McPod

By Podsy McPod
Posted by Harold

Fireteam Andromeda is available here.

Rise of the Robots: A Fireteam Andromeda AAR

One of the first sets of figures I bought for sci-fi gaming are the mini mechs pictured below.  I never found a way to field more than a couple.  I was also feeling a little tired of the desert colour scheme of most of my armies.  So I drew up a "mekanoid" army list using low cost infantry to allow me to field eight mini mechs. It was also a bit of a gimmick army as it is all rated poor experience level which is not too much of a drawback as being robots they automatically pass morale tests, confidence checks in Fireteam Andromeda terms.  The negative side is they cannot use extra commands in an activation without a commander with the overseer trait on table. So they are vulnerable if their commanders are lost.


Tuesday, 4 February 2014

Fireteam Andromeda AAR - By Podsy McPod

Posted by Harold


Written by Podsy McPod

Fireteam Andromeda is available here: Wargame Vault for $16.43

This is an after action report of a recent game I had of Fireteam Andromeda with a gaming buddy and good friend Gary.

This was a pretty standard game of FA using one platoon each to a value of 1000 points.  The battle was over a mining complex.

Gary chose to play the Naga, a high tech army of space snakes from Critical Mass Games.  He chose a generic platoon which gave him access to the one vehicle unit he used of mini mechs counting as Battle Suits.  His force was made up as follows.  A field commander, 2 NCO's, 3 units of infantry each with their own support weapon and an attached weapon, 2 units of Vampirra power armour infantry, a unit of scouts with their own attached Grav transport and a unit of Mini Mech Battle suits.  The scouts, and power armour units are all good in assault.  The infantry squads pack a lot of punch with the extra weapons.  The mini mechs are armed with pulse cannons and also grenade launchers which are deadly to all at close range.

The Naga Deployment


Wednesday, 29 January 2014

Fireteam Andromeda Review by Podsy McPod

Posted by Harold
Written by Podsy McPod

Fireteam Andromeda
Fireteam Andromeda is available here: Wargame Vault for $16.43



Something old, something new, something borrowed, something blue...

Add up to a rather good set of sci-fi rules apparently.  Let me explain.  I was attracted to this rules system by the advertising blurb which promised that it would "easily handle 50 infantry models and 15 vehicle models a side in a two hour time frame".  I thought this to be an entirely outlandish claim but in fact it is a very fast system and although I am not there yet I can see myself having games of this size in around this period of time.


Monday, 13 January 2014

Fireteam Andromeda Review by Jan Juklíček


By Jan Juklíček
From: BATTLEFIELD PILSEN

Note from Harold:  I have been reading through this ruleset and have been preparing this review when I saw this review posted online.  I thought it was really good and got permission to repost here.

Fireteam Andromeda is $16.48 and available from Wargame Vault
(Two Knights Publishing)

Fireteam Andromeda Review


Fireteam Andromeda
This review is done from playtest version of rules however I assume not much has changed in final product as game seems very solid, from my point of view the author was inspired many game systems but it working well together.

So what is FT:Andromeda about? It is classic Reinforced platoon skirmish game as well as Gruntz, Tommorow war or Fast and Dirty. But this one is different in many ways.
Unlike most of the gaming systems for 15mm it use only one type of dice – old revered D6 and didn’t use much counters/markers.

Wednesday, 30 October 2013

Interview with Torben from Two Knights Publishing - Publisher of Fireteam Andromeda

By Harold

Here is an interview I did with Torben from Two Knight's Publishing,  publisher of the rules Fireteam Andromeda, available at wargamevault.



1) How long have you been involved with miniatures and war gaming?

I started wargaming back when I was around 10 or 11, so that would mean around 19-20 years now.

2) What first piqued your interest in miniatures/wargaming?

A friend of mine’s big brother had gotten his hands on this here “Warhammer 40.000” game, and already being a huge fan of Star Wars and – by natural extension thereof – anything science fiction I was sold almost instantly. The thing is, however, that we never actually played the game itself but rather made our own hodgepodge version of it; saying that we played Warhammer 40.000 is a bit of a stretch as we didn’t really follow the rules that closely and when we did we made up a lot of things on our own. But the idea of painting up your own forces, inventing a background and scenario and then having some rules to play out the battle with instantly clicked something on inside of my brain and before long I was starting to amass a lead mountain!