Showing posts with label 5150. Show all posts
Showing posts with label 5150. Show all posts

Sunday, July 30, 2023

Terrain Board for Rocherath-Krinkelt and 5150 Terminator playtest

 My first attempt at a proper terrain board continues. I framed out the first board, used a Mod Podge/Chocolate brown/Coffe grounds mixture to cover the roads. Apparantly the roads were in very bad shape as they were unpaved and heavily travelled. One account from my reading is that tanks were sinking up to their deck as they moved through the village. 

I used a lot of coffee grounds to heavily texture the roads. When I complete the snow I will use less texture to reflect less travelled areas of the countryside outside of town. 


I didn't use as much paint or Mod Podge as I thought I would so I was able to complete the roads on all 3 boards. I also used some flock for weeds and brush that are sticking up through the snowfall. This should break up some of the white with dead vegetation. 





I was also able to get in a playtest game of 5150 for a Terminator game, a favorite set of rules. The terminators are not killed off immediate but lose repuation with each KIA (-2 Rep) or Out Of Fight result (-1 Rep). They start as a Rep 5 so they slow down and become less accrate, when they lose the last Rep point they send off a recovery beacon which draws more Terminators. The goal of the game is for the human players to cross the battlefield and down load information from a Hunter/Killer that had been shut down. 



Terminators randomly appear and took out a team from behind. 

The Hunter Killer lies in the center. 

Over watch with a minigun 



We got in 2 games and are still working out details for a game at Fall in. W need to work on the terrain. 



Friday, January 13, 2012

5150 Star Wars Second Play Test

Rules 5150 SA
Figures : 28mm Star Wars 

Here is another play test of the new 5150 Star army rules. We played at the Icehouse to make sure we understand the rules and to revise the Jedi force powers. 

The object of the game is for either side to capture the houses during their patrol. This is a play test for an upcoming Cold Wars game.



The Clone troopers advance along the river bed with a Jedi leading the way

The clones blew the initiative rolling a 6, so they got off to a slow start. The Sith start fast moving to gain the advantage.
A second Clone trooper squad moves through a field with another Jedi
The fields slow movement to half the distance of a normal move. Fast moving is different  as you move 10" then roll for each figure for additional movement. This will easily disperse a squad quickly.

A squad of Separatists are following the Sith
The Sith have the same powers as the Jedi which is deflecting shots, force push We are adding force lightning and force choke for the Sith and Healing for the Jedi for now. Other powers to be added later.

The houses are the objective
We wanted to test some of the building rules in the new 5150 SA rules. Unfortunately most of the combat occurred outside.

Movement is slow going and the Clones struggle through the field at 1/2 movement
The insight checks are similar. Squads move into the open as the seen figures halt after 2" and the remaining figures move 2". As the est of the squad comes into view additional insights are taken. I thought the Clones were toast but most of them made it across unscathed.

The Jedi is spotted as he moves with the markers showing the intended movement
The Jedi moves ahead unafraid as the rest of the squad moves in support. The Jedi deflects all of the shots and finishes the move. The Clones get into a fire fight.

A Clone trooper lags as the rest of the squad makes it with only one trooper stunned
A man down, the clones pick up the wounded man who is only stunned and they duck back behind the building. Previous fast movements left one of the Clones behind, and he pays the price for being slothful.

The solitary trooper is hit and left to die
The sole Clone trooper is dropped as the rest of the squad remains in duck back.

The Jedi deflects the shot with double 4's putting the Droid leader OOF
Shooting at a Jedi can be dangerous. The laser blast hits but the Jedi rolled double 4's against his Rep. The shot hits the shooter putting him OOF. We used reaction tests for the Symons when playing out the Droids reaction tests. They seem to fit perfectly. The Clones used the Star Army tables.

 The game was called as the clones were caught in the open. We also ran out of time because we were discussing rules and abilities in between turns. This is turning out to be a promising game.

In addition to abilities we will give the Jedi and Sith Star power. These figures will represent the players so they will be able to cheat death along with other advantages.
 
The clones are trapped as their Jedi is wounded


The game took about two and a half hours. We took out time, researched the rules and played with different abilities. The game will easily play within 2 hours living up to the rules name sake.

Sunday, January 8, 2012

5150 Star Army Playtest - Star Wars

Rules 5150 Star Army
Figures 28mm Star Wars

I bought the 5150 Star Army Rules from 2 Hour Wargames as a Christmas Present for my son. We were very interested in the new mechanics and seeing how the game has changed. My son also plans to run a game at Cold Wars using these rules so we need to get familiar with the game.

We decided to keep the game small so he took the Sith with Seperatist Droids and I took the Jedi with clone troopers. We assigned a Rep 5 for the Sith and Jedi and a Rep 5 fire team leader with Rep 4 troops. We are also testing out how to use force powers in the game.

The objective is to secure a platform and prevent the other side from doing the same.


The Jedi with his clone troopers move first and take cover behind a small structure.

 The Sith and his droids are fast moving. The rules for fast move are different than the original 5150 rules. We move everyone 10 inches then roll to see how many additional inches they move. The interesting thing is that you must move the number of inches indicated on the dice.

 I decided to send the clones to the right and have the Jedi move straight ahead. The clones take cover by the hydroponic farm.
 The Sith move normal and close in on the landing pad. I blew my initiative roll giving the Sith the advantage reaching the platform first.

 Now we test the powers of the Jedi in the game. I roll and pass 2D6 allowing the Jedi to leap up the side and land in front of the clones. The Jedi declares a charge negating the in sight check. The clones roll slightly better during the charge and are allowed to fire at the Jedi. The first shot hits so now the Jedi gets a chance to deflect the shot. I rolled double 3's. We agreed that rolling doubles in a successful deflection will send the shot back to the firing figure. The shot hits the droid and kills him. The other 2 droids completely miss and the Jedi closes in to melee. The melee rules are slightly different but rolling a 1,2 or 3 still means a success. The result is a tie and the fight continues next round. We forgot to take the man down test for the droids but that's part of play testing. In the second round the Jedi loses as I roll poorly and the result is an Out Of Fight.


The Sith moves into melee and has a much better result than the Jedi. The melee winner is the Sith as he Out Of Fights 2 clone troopers. The day belongs to the Sith. The next play test will be a bit larger with one squad per Jedi and Sith. At Cold Wars we plan to have 6 payers, 3 Jedi and 3 Sith players. The whole game took about 45 minutes so as we add more troops and terrain we are sure to add game length as well.