Sunday, September 22, 2024

AVEF Punitive Expedition

My attention has turned to prepping for our Family Fall Festival game (I'll be running a Call of Cthulhu RPG adventure using The Cthulhu Hack rules) but I still managed to setup and play a game this weekend:

After the devastating ambush of an Allied Venusian Expedition Force (AVEF) patrol, the allies decided to strike a retaliatory blow upon the lizard folk of Venus. A show of force would be made at a lizard gathering spot - an abandoned ancient temple complex known to be used by the lizard warriors as a gathering ground for exchanging intelligence about the Earthlings' movements. An engineer section would, if possible, blow the temple sky high.

Unfortunately, the lizard folk were well aware of the column fast approaching the ruin and sent a considerable force to oppose it.

Armies consisted of 6 units each which, 1/3 would arrive on turn 1, 1/3 on turn 2, and 1/3 on turn 3. The composition of each wave was determined randomly, with the exception of the AVEF cavalry, who would arrive from one of three potential flank points on a die roll on turn three or after, depending on the result. 

There are 5 objective points 1) the center thick jungle terrain on the AVEF edge , 2) the hill on the lizard edge, 3) the ford, 4) the thick jungle to the right of the AVEF (center top in the picture below), and of course 5) the temple complex. The temple complex is worth 2 points, everything else is worth 1 point. A tie is quite possible.

The forces arrive on the battlefield.

The French advance on the AVEF left, but it's slow going.

Lizard folk archers arrive on the hilltop, accompanied by a triceratops battle wagon to their left.

The stalwart Highlanders arrive in the AVEF center.

The lizards, unimpeded by their native jungle, reach the temple complex first.

The AVEF gatling makes its way into position - a clear lane of fire to the complex - while the Highlanders become entangled in the jungle growth.

First contact! Lizard skirmishers (of the Gecko tribe) tear through the jungle and crash into the advancing French. 

The Gatling opens fire on the complex. Unfortunately, they are hindered by the cover provided by the ancient stones, as well as by the fact that they are poor shots.

The French fall to the lizard skirmishers. They continue their relentless advance along the river.

The Gatling crew has no idea what is coming towards them. Meanwhile, more lizard forces arrive by land and, concerningly, by air.

Lady Luck finally shows favor to the AVEF; the lancers appear behind the lizard heavy troops (of the Marine Iguana tribe) and crash into the triceratops battle wagon.

Although greatly reduced by a hail of arrows, the Highlanders manage to reach the complex and engage the lizard archers in violent hand to hand combat in and around ancient walls and pillars.

Surrounded and vastly outnumbered, the lancers fight valiantly for Queen & Country & Planet.

When the Gatling crew fell, the AVEF flank was completely exposed - leaving the engineers and the commander in charge of the force to hold off the approaching Geckos and Pteranodons.

The battle wagon is knocked out of the fight, but the Marine Iguanas closed in. The lancers' luck has run out.

The AVEF is decimated. The few survivors are forced flee back towards their base, with a flight of Pteranodons no doubt pursuing overhead.

This was another crushing victory for the lizards. Now, it is true that I was playing them as "my" force, and even I look with suspicion upon the result. Still, I don't control die rolls or card draws. 

When I was setting up the sides, I had thought the superior fire power of the AVEF would help overcome any hidden bias. What I had failed to account for was 1) the limit to LOS presented by the crowded terrain which would greatly reduce the range their rifles could be effectively deployed from and 2) how my rules changes would impact things.

Once again, I used In Good Company. 

However, I added and changed a few rules:

The first modification changed what a unit could do on its activation. As played above, units can only take 1 action on their activation Move OR Shoot OR Melee (which might involve a charge into melee, but you get the idea) or for leaders, they could instead choose a leader action.

Movement was adopted from Contemptible Little Armies. The value to the left of the slash is for open ground, to the right is for rough ground. Lizards, being native, are not subject delay through the Venusian jungle, the way non-native troops are. The dice are rolled once per unit and apply to all figures in the unit.
  • AVEF Foot units 2d3/1d3
  • Gatling units 1d3/1d3-2
  • Lizard Foot units 3d3/3d3
  • Lancers 4d3/1d3
  • Pteranodons 4d3/4d3
To try to preserve the rule about machine guns moving and shooting, I modified that bit to read:
  • Machine guns and cannon may NOT move and fire in the same turn
That's actually quite a bit stricter, but it makes more sense given my restricting units to move OR shoot when activated.

Leader actions are:
  • Order friendly unit within 6” to fire
  • Order friendly unit within 6” to move 1d3”
  • Attempt to recover any in hospital figures for a unit within 6”
Both sides made good use of these.

Finally, I added a morale rule:

If a unit ends a turn with only KIA and in-hospital figures, then it has routed/been destroyed and does not return.

Nothing earth shattering, but it would add just a little more to an enjoyable slim set of rules.

The rule change that had the most impact, I believe, was the rolling for movement. The AVEF just rolled horribly all around, but the Highlanders spent several turns traipsing through the jungle. They should have gone around - had they done that they could have brough the center into contention.

Whether that would have changed anything is up for debate - the AVEF, with the exception of the lancers, rolled poorly in close combat and especially so when checking to see if the figure was out of the fight, in the hospital another round, or back to its unit.

The morale rule, while I like it in theory, did mean that there was no chance for the French to come back from a rather devastating melee that ended with the remaining seven figures in-hospital. My new rule meant they would never get a chance to even check their status.

Perhaps a better rule is if a unit STARTS a turn with all of its figures killed or in-hospital, then they are routed/destroyed. That allows for every in-hospital figure to at least test once (on the STOP card that ended the previous turn) before a unit is written off.