Played a very down and dirty game of Seek Out, Close With & Destroy Sci Fi this afternoon with some makeshift rules and values for Disposable Heroes/SOCWAD games set in the "grim, dark nightmare of the [far future] millenium."
Game featured a small action between 2 patrols, a Guardsmen patrol and a "Sanguine" Pact patrol to reconnoiter a station outpost on a far, distant planet. I had a whole story line developed, but this post is long enough as it is...
No large support in the way of artillery, air, or vehicles. Just straight up infantry teams going at it. The Guardsmen did have a "heavy" crew served weapon with them, as well as light support weapons with each fireteam. The Pact troopers had light support weapons and a flamer to use. The ending will surprise you.
|Pact troopers (Wargames Factory Greatcoat Troopers) advance towards the outpost.|
|Anxious Guard fireteam moves out to contact.|
|Pact Light Support Weapon|
|Guard Heavy Weapons Team in cover. Scanning the outpost grounds for targets.|
|The command bunker was reached!|
|Pact team crests the hill overlooking the complex.|
|Pact troopers advance into a defile and find the generator turbines intact. This information is quickly radioed back to their command post via the 'caster.|
|Guard team behind the command bunker, as of yet, unpainted. By the way, the painting trays at home depot are about $1.79 and look awesome for 28mm sci fi.|
|Guard heavy weapons opens fire on a Pact team as it crests the hill. The battle is on! 2 Pact down.|
|and eventually 3 pact down...Team lost!|
|The pact is in a bad way, as their movement is under almost constant observation. Not their style at all...|
|what's left of the pact left squad advances and reaches the barracks. Solid cover and much harder to hit inside!|
|On the other side, in an attempt to break out from the turbine defilade, the pact send the flamer forward. He kills a trooper before he is cut down from fire in the command bunker.|
|blood pact Radio operator watches the flamer go up in flames...|
|Guard support weapon operator knocks down the flamer and puts fire into the turbine defilade.|
|The officer and squad leader NCO are all that remains of the movement group and are quickly pinned...|
|The lone pact trooper joins in the firing.|
|"this is bad, sergeant this is very bad"|
|Then the sergeant is killed...|
|Guard team assaulting the barracks!|
|unsung heroes. "even a man who has nothing can still offer his life"|
Well this was an experimental battle testing out my SOCWAD Sci Fi tweaks against the rules set and they worked out well. I have already played some very, very small battles with my "Galactic" Marine troopers and, true to form, and all the damn 40k books I've read, they are able to mesh with the DH system nicely.
Not too dominant, but a very, very dangerous opponent. In other games, 5 marines, split into 2 fireteams, were able to hold their own against about 20 pact troopers. Granted they were wiped out completely, but, like I said, it "feels" right. Now onto the tactics!
Suppress the Enemy: This mantra of the modern military professional holds true in DH, and, as it turns out, the "grim darkness of the far future where there is only [Disposable Heroes]" 3 and 4 man fireteams are efficient especially if you have a light support weapon, but if you can't combine your firepower with quick, aggressive action, you've relegated the battle to 2 sides taking pot-shots at each other until someone wins.
When 1 team suppresses for a turn or 2, send another team around their flank or in their general direction. Their teams will inevitably fire on your advance unless you can cover the ground quickly, with supporting fire.
My rule of thumb would be to have the entire squad (2 teams) fire for 1 turn, then send a team in next turn. I'll have to try that next game.
Go Big, Go Fast, Go Early: My blood pact troopers in little teams were no match for a heavy crew served weapon with a ROF of 5 and a morale modifier of -3. Moving out with the entire squad not only increases your assault chance for success in the advance, but ensures you have enough bodies for the inevitable close combat to follow.
Assign Cover Values right away: More for scenario design and a good rule of thumb for any gamer/scenario designer. I kept forgetting what the cover values were for each building, bunker, etc. Would have been nice to have written down but I was in a hurry...
Next time I play this, I will most likely incorporate artillery, air, and of course vehicles and more troops into the fray. had there been a commissar present, he could have shot the officer and taken over but it wasnt to be. I need to paint up more marines and scouts, as well as a huge host of greenskins and see how I can work them in as well. Not to mention more pact troopers.