Thursday, May 3, 2012

DUST: Warfare BatRep 1

Hauptmann Rustung scanned the ruins through the mist. Somewhere, lost in the hollow brick shells reaching like skeletal hands into the lowering clouds, a force of Allied Rangers was moving through the contested Icelandic town of Oskjuvatn. Not far off to the west the Hofsjokull Glacier marked the center of a much larger battlefield as the Allies, the Axis, and the SSU all struggled to claim the deposits buried beneath the ice.
But those were concerns being dealt with at a much higher pay grade than a mere Hauptmann. Generalmajor Kreider wanted this push by the Americans blunted, and it was Hauptmann Rustung’s job to see that it was so. The officer replaced his binoculars in their hip case, hands clumsy within their heavy gloves, and activated the small radio built into the gorget of his Schwer-Sturmgrenadier armor.
“Heckenschutze, what do you see?”
Far above, on the fourth floor of a shattered tenement overlooking the town square, the platoon sniper crouched with his spotter, Franz. The Hauptman’s earpiece crackled slightly and then “some vague movements across the way, sir. No clear targets yet, but someone is moving in.”

Blutkreuz Grenadiers and 'Gretchen' hold the flank.

Rustung grunted. His entire Schwere Platoon was established in the buildings along this side of the square, while Leutnant Leiche and his troop of fanatic nihilists were spread out along his left flank, facing the large stone church in the center of town. Rustung could never get used to the pale faces and haunted eyes of the Blutkreuz men, marked by the terrible serum they volunteered to take that might, in the event of their deaths, reanimate them in the service of the Reich. Duty was all well and good . . . but duty was served TO the point of death, was it not? The thought of service beyond that violated everything Rustung was comfortable believing. Of course, belief was easier, with the mewling pack of undead monstrosities that Leiche had brought with him – not to mention the creature with the circular saw . . .
Hauptmann Rustung had also assigned Leutnant Alena Engel and her MPW II-B Ludwig Gretchen to cover the left flank, while the Schwer Laser Grenadiers braced to hunt for any Allied Armor that might make an appearance on the right flank. His platoon was rounded out by Feldwebel Reiniger’s Fliegerfaust squad, and Feldwebel Fleischer’s Schwer Sturmgrenadiers, scanning into the cold morning mist for infantry targets.

Battle lines are drawn.


The battle started, as most do, with a sudden and shocking adrenal rush, surprising no matter how experienced a soldier becomes. One moment there was no visible movement in the ruins across the blasted street, no sound in the dulled, muffled morning air, and then a faint shudder worked through the ground. A staccato series of impacts echoed confusingly through the fog, and the wireless exploded with a frantic report, Heckenschutze’s voice high with surprise.
“Schwer Roboter!”
“Damn,” was all Hauptmann Rustung had time to utter before the entire fourth floor of the tenement holding Heckenschutze’s team detonated in a chalky gray blast wave that rained down across the platoon’s entire front. The lethal snap as the wireless signal cut out told Rustung all he needed to know, but even as he spun forward to call through one of the windows at the Schwer Laser Grenadiers, a further volcanic blast swept through the building, a plume of gray smoke, sand, and bits better left unidentified erupted out of the ground floor windows, including the one Rustung was looking through. Coughing and sputtering, cursing the armored gloves that kept him from wiping the dust and tears from his eyes, he squinted into the drifting dust and a gaping hole in the building’s front. The Hauptmann could just make out the massive shape of an Allied M6 assault walker, its crab-like gait bringing it out of the morning fog like some great sea monster sounding before a helpless ship.

An Army of one . . .

Rustung knew that, with the deaths of his Schwer Laser squad, there was literally nothing left to his entire flank that could so much as scratch the behemoth’s armored hide. Crouching behind the stump of the tenement, he cursed the luck or skill that had erased so much of his offensive capability before he’d even known the enemy was upon him. The thin, attenuated popping of Allied M1 assault rifles rattled off in the fog, as Feldwebel Reiniger’s calm report, “Contact,” buzzed over the wireless.
“Hauptmann, we have movement as well. Advance?” Feldwebel Fleischer’s voice betrayed no tone of eagerness or hesitation.
“Nien. Hold.” Rustung tapped his collar radio control to access the Blutkreuz frequency. “Leutnant Leiche, we’re pinned down here, an M6 opposite. Sweep around the church and apply pressure to their flank.”
The curt response, “Ja, Herr Hauptmann,” was barely audible over the faint hum of static, but as he glanced to the left, Rustung saw Leutnant Leiche’s Sturmpioniere platoon begin to move out of a ruined mansion and off behind the main hall of the large church. Lurching along further down the flank Rustung could see Leiche’s foul creatures. He hoped the grenadiers anchoring the flank were moving as well. The hulk of the walker Greta could just barely be seen among buildings nearly lost in the mist.
A faint roar sounded off behind the crouching gothic building, and Rustung looked up in time to see a small squad of Allied Rangers equipped with rocket packs redeploying away from his left flank. He grinned around his soggy cigar, chewing with anticipation.
Off to the left Greta’s 8.8s barked, their shells’ passage swirling the mist downrange, where some armored Allied target must be hidden by the church. “Leutnant Engel, what is your situation?”
Alliled M2 hull down in a ruined building.
“Here Hauptmann. One M2 hull down at extreme range. Advancing Blutkreuz grenadiers reporting an M1 approaching from behind the church. Sounds like a Blackhawk.” Her response was difficult to understand from the echoing interior of her walker, but he cursed. If it was a Blackhawk, and the pilot got it into range of Greta and unloaded all of its Piat launchers in one salvo . . .
“Leiche, if you encounter an Allied Blackhawk, it must die.” The Blutkreuz grenadiers would be the only units in position to protect his armor from the M1.
“Jawohl, Herr Hauptmann.” Was the only response, but the sudden cough of Panzerfausts and the dull boom of Panzerschreck’s firing immediately after, followed by a dull thud and a rising cloud of burning fuel lighting the left facing of the church tower, told him his order had been followed. “Target neutralized, Herr Hauptmann.”
“Danke, Leiche. Continue your advance.”
Hauptmann Rustung did not hear Leiche’s reply as he was distracted by the growl of the Allied jump troops as they sailed back over the church towards his charging left flank. He began to warn Leutnant Leiche when he was interrupted by the sudden rasp of three Fliegerfausts rattling into the mist. “Nein!” the Hauptmann called out; spinning to glare at his Schwer Flak squad, but it was too late.
Again the paired howitzers of the Allied heavy roared out, and the building holding the flak squad shook under the punishment. Dust and flame washed out from the impact, and when the smoke cleared Rustung ‘s heart gave a start as he saw two of his men signaling to him that they were alright. But then they looked around them in sudden concern, and Rustung saw the still form of Obersoldat Steiner, half buried in pulverized brick, on the floor of the ruined townhouse.
“Arzte!” Rustung turned to his squad medic, “Schnell, schnell!” Ducking from the mere threat of the assault walker stalking the street, Rustung and his command squad made for the rickety protection of the flak squad’s blind.
A victorious shout over the wireless distracted Rustung from his mortal peril, and he hit the wall hard, waving the medic in to see after the fallen trooper while tapping to access the general frequency again. “Report!”
Leutnant Engel’s voice, as if from the belly of an iron beast, echoed back. “Direct hit on Allied M2. Enemy still functional, but he knows he’s been kissed!”
Hauptmann grinned, then barked back, “the Blutkreuz?”
“The Heroes of the Fatherland have swept around the church. Incoming Allied jump rangers were met with massed grenadier fire as they landed, and then overwhelmed by the Heroes.” Rustung chuckled lightly at the new slang term the regular sturmgrenadiers and pilots had started using to refer to the Untertoten of the Blutkreuz. “Several Heroes have died . . . again . . . for the cause, closing with the M2. They disappeared behind the enemy walker’s cover.”
It sounded like things were proceeding according to plan on the left flank, anyway. Now if only he could convince the M6 to head out. The Hauptmann peered out from behind his cover to assess the situation, and could not repress a gasp of surprise as he saw the massive walker slowly backing down its alley and turning towards the left flank, leaving the lightly armored Allied infantry unsupported. Before he could give the order, his well-trained men responded to the changing situation with their own initiative, as re-loaded Fliegerfausts burred out into the hidden Ranger squad directly across the street while another squad, hiding further down, were brought under fire by his emerging recon grenadiers’ MG 44 Zweis.

In the buildings opposite his platoon’s position Allied troopers were struck by the hail of bullets and 20mm rockets, slumping in place or spinning away out of cover to land gracelessly in the dust. Only desultory fire came flashing back, silenced by a second volley from his advancing teams. Rustung looked down to where his medic was still working on the fallen flak trooper. The medic shook his head but continued to work.

Blutkreuz Grenadiers cover the withdrawing flank.

Hauptmann Rustung tapped his wireless for the general frequency. “All squads, fall back. Incoming M6 on your flank. Leutnant Leiche, pull your men and . . . creatures back. We’ve taken our toll. We’ll go back and contact Generalmajor Kreider for reinforcements. There’s no way the Allies can hold Oskjuvatn with what they have left.”
“Jawohl, Herr Hauptmann.”
“Blutkreuz units are pulling back,” Leutnant Engel’s voice was marked with the harsh buzz of a private channel. “That ghost with the buzz saw has been shot half again to death, the rest of his Heroes seem unharmed . . . all things considered. The other Heroes must have been successful, the M2 has not moved for several minutes. A single Untertoten is returning under cover of the Blutkreuz grenadiers.”
A dull explosion sounded from behind the church, a geyser of dirt and dust rising up into the air beyond the retreating flank.
“Never mind. Another Hero of the Fatherland returns to his natural state. The M6 has arrived. Pulling back myself, now.”

The Rangers preside over the smoking wreckage of their survivin command.

“Right flank secure.” Feldwebel Fleischer’s voice was crisp and businesslike. “One runner.”
A coughing startled Hauptmann back to his surroundings and he looked down to see Steiner sitting up, supported by the medic.
He continued on the main frequency. “Exemplary work, troopers. Fall back to rally point Drei in staggered formation. Fleischer to cover the rear as we pull out.”
As the gray ghosts of the Axis forces disappeared into the mists the Allied forces, too thin to advance into hostile territory, pulled back to their own lines to reassess the importance of the small, isolated hamlet.  

Friday, March 30, 2012

Mr. Gallant's Coliseum Naval Combat Game Extravaganza

Hello, hello, hello! Back again so soon, you say?

Oh ye of little faith, say I!

Ok . . . so I deserved that . . .

Anyway, I've had several requests over the last couple of months from teachers and non-teachers alike from all over, to send them my Naval Combat Game rules. So I've decided to just put them up here for anyone who wants them.

They're not really super detailed, they're not historically accurate in ANY WAY, and you'll have to season them to your local tastes . . . but without further ado, here they are:

Roman Naval Combat
The Game

We have learned about how bloodthirsty the Romans could get in their entertainments, and now we are going to follow them into the wild and wacky world of Mock Battles! In this case, we are going to recreate, in our own unique way, the mock naval battles they staged in flooded arenas and coliseums throughout the Empire.

You will be building a boat using materials provided to you in class. This boat must have two elements: a hull (body), and a mast OR oars. You may, if you wish, add other features to your boat as described below after the Basic Rules.

BASIC RULES
Your Boat: Each boat must be between 9” and 12” long, and at least 2” tall and 2” wide not counting oars, and masts must be at least 8” tall.

Movement: Each boat moves between 9” and 18” each turn. You may make ONE 45 degree turn AFTER moving 9” and another after you’ve moved another 9”. Your boat MUST move 9”, and if it hits something, it counts as RAMMING whatever it hit (see below).

Attacking: AFTER you have moved your boat, it may ATTACK. This is simulated by shooting a rubber band, with your fingers, from just above your boat at any other boat in the game. If you hit ANY PART of ANY BOAT, you do ONE square of damage (see below). You CAN hurt yourself or some other unintended target with a poor shot.

Damage: Your boat can be harmed by either getting hit by another boat or in the event of a ramming. Each boat starts with FOUR damage squares. This means you can get hit FOUR times before your boat sinks. Each time you get hit, mark off one of your squares. Ramming is special, and is covered on your SHIP REGISTRATION CARD.

UPGRADING YOUR SHIP
Each boat may choose ONE of these four upgrades to make it better and different in some way. Your upgrade MUST be visible on the boat, as detailed beneath each type of upgrade.

Speed: Your boat is built for better speed. You gain another 9” of movement each turn if you wish, and can make a further 45 degree turn at the end of that 9”. This must be indicated by an overly large sail OR a sail AND oars.

Better Weapons: Your ship has a bigger or better weapon, or more weapons, on it. You get to shoot TWICE each turn. You must indicated this by actually building a weapon to put on your ship. It could be a big catapult, or a big crossbow, or some other suitable weapon.

Ram: Many ships built a huge metal spear on the front, and they rammed other ships with them. If you have a ram, you may make a special RAM attack when you move (see your CARD for instructions).  You must indicate this by actually building a ram onto the front of your boat.

Your Hull: Boats will start with four damage boxes . After you construct your boat the class will vote, and you may gain or lose a box or two, depending how strong and sturdy your boat looks to your peers.


Roman Naval Combat
Ship Registration Card

Student Name: _______________________  Ship Name: _________________________

# of Inches per Turn:: ________ # of Shots per Turn: ________ Ram? _______________ 

Ramming, flip 4 coins, calling in mid-air. For every coin that lands on your called side, you do 1 block of damage to the opposing ship. Flip another coin and call it after you’re done but before the other boat sinks (if you did enough damage). Heads: you are free to move next turn as normal. Tails: you are trapped by the other boat until one of you flips a heads. If the other boat sinks while you are attached, you get one last chance to get a heads. If you fail, flip 4 coins, your opponent calls it in mid air, and for every called coin, YOU take one block of damage.

Damage: 










Roman Naval Combat
Ship Registration Card

Student Name: _______________________  Ship Name: _________________________

# of Inches per Turn:: ________ # of Shots per Turn: ________ Ram? _______________ 

Ramming, flip 4 coins, calling in mid-air. For every coin that lands on your called side, you do 1 block of damage to the opposing ship. Flip another coin and call it after you’re done but before the other boat sinks (if you did enough damage). Heads: you are free to move next turn as normal. Tails: you are trapped by the other boat until one of you flips a heads. If the other boat sinks while you are attached, you get one last chance to get a heads. If you fail, flip 4 coins, your opponent calls it in mid air, and for every called coin, YOU take one block of damage.

Damage: 










Roman Naval Combat
Ship Registration Card

Student Name: _______________________  Ship Name: _________________________

# of Inches per Turn:: ________ # of Shots per Turn: ________ Ram? _______________ 

Ramming, flip 4 coins, calling in mid-air. For every coin that lands on your called side, you do 1 block of damage to the opposing ship. Flip another coin and call it after you’re done but before the other boat sinks (if you did enough damage). Heads: you are free to move next turn as normal. Tails: you are trapped by the other boat until one of you flips a heads. If the other boat sinks while you are attached, you get one last chance to get a heads. If you fail, flip 4 coins, your opponent calls it in mid air, and for every called coin, YOU take one block of damage.

Damage: 







Tuesday, March 6, 2012

Infinite Apologies!

Wow . . . September . . . that's TOO long . . .

Anyway, ironically enough I don't have a lot of time, but I DO intend to update more often (again, and with the best of intentions . . . ) . . . but for right now, a QUICK update:

Just got back from Australia and New Zealand. LOVED both countries, both completely lived up to a lifetime's expectations, and I hope to visit them both again someday. Some pictures, hopefully, will be forthcoming when I get some of that elusive free time.

Writing: My latest endeavor has finally appeared, at the Spartan Games website. A short story I wrote for all the folks who donated to my team for the Extra Life fund raiser, featuring Angelo, the top donor, as the main character, but also featuring every other donor who gave their name as well. It was accompanied by a painting by Spartan Sally, of Angelo as the character from the story.

It can be found here.

Also, I can now speak (briefly, again) about my efforts with Fantasy Flight Games. The Koronus Bestiary which will be/is available soon was my first efforts with them, over the summer. I translated most of the Eldar troop choices from 40K into 40K Roleplay via Rogue Trader . . . including the awesome Shadow Spectres . . . how cool is that?!? This one should be available in March or April. More info can be found here.


My next Fantasy Flight job was with the first of the Black Crusade supplements: Tome of Fate. An awesome book that includes material for both players and GMs, the Tomes series will each focus on a single Chaos god, starting, of course, with Tzeentch! :)  I LOVE me some Architect of Fate, so I was SUPER excited to be offered this chance. Also, this was my first chance to venture away from building NPC stats (although I DID get a chance to stat up some standard daemons to fill in the gaps, AND to create a brandy new Daemonic Herald! :) And finally more info on that can be found here.


While I was doing that I was working on a HUGE project for Spartan Games that I can't talk about right now, but I just received word that it should hit shelves around May 2012 . . . and if that happens it will TRULY be a miracle! :)

Well, that's about it for now. Sorry again for the tardiness of this update. Half a year . . . meh . . . that's not TOO bad . . . :)

I will try, as I said, to update again sooner, and include some of the cool pictures I collected during my sojourn in NZ/AUS.

Slainte!

~Craig

Monday, September 12, 2011

Distant Thunders

The next book in the Destroyermen series (I believe this is book 4 of 5). Still my favorite time-travel/alternate world series. Great characters, great stories. One of my go-to Audible selections.

My Grade: A

The Horns of Ruin

Finished this book awhile ago, and REALLY liked it. It starts off . . . different than you'd expect, because it's setting up a more intricate world than you'd anticipate, and the fact that it's a totally different world, and not a 'steam-punked-up' alternate reality, there's some static at the beginning as your brain takes time to adjust. But once you do, it really does a good job.

I particularly liked the end, where a lot is implied, and mostly left to the reader to fill in on his or her own. An entire mythos is created, a unique magic/godhead formula over-arches the entire story, and seems to be ripe for future expansion.

I'd give this book an A-/A for myself, mainly because it took a little while to engage me. But that could easily have been my own brain not conforming to what the book was throwing to me . . .
Slainte

Ghost Story

Jim Butcher's latest: Ghost Story. Great book. Not as good a story as Changes, I think, but it's all classic Butcher, and that's all good. Great banter, and emotional investment, and all wrapped up in the end with a nice diving board put on their for momentum into the next book . . . which promises to be spectacular! I am always amazed at his ability to bring all of his plot and subplot yarns together in a really satisfying bow at the end of each book.

My grade: A, because everyone needs to have room to grow! :)

Slainte!

Friday, August 26, 2011

Black Library Reading Recommendations

Over the course of the last several years I've had many people ask me for recommendations from the Black Library, Games Workshop's fiction publishing arm. Now, Black Library has a whole slew of novels in their catalog, some among the best sci-fi you'll ever read and some . . . not so much . . . And because of the richness of the 40K Universe, the range of topics/characters/themes covered is immense as well.

So I came up with this basic Black Library 40K Primer, to help folks choose where to start when faced with this daunting edifice of Dark Gothic fiction. It's not comprehensive, by any stretch. New books are added every month, and I'm woefully behind. Also, this is just the 40K side of things. I don't read as much BL fantasy stuff, but what I have read I've enjoyed immensely.

If you're interested in . . . :
Large noble genetically-enhanced warrior monks, start with Graham McNeil's Ultra Marines (Greek hero based) or William King's Space Wolf series (viking based), or Dan Abnett's Brothers of the Snake (more standard and only a single stand alone novel).
Super secret espionage organizations, start with Dan Abnett's Eisenhorn Trilogy
Average grunts fighting a frightening array of bad guys across a war torn universe, start with Dan Abnett's Gaunt's Ghosts series.
Evil bad guys dark-crusading across the universe, start with Graham McNeil's Storm of Iron series, or Anthony Reynolds' Dark Apostle
Average grunt combat aircraft crews fighting evil mutated humans or alien menaces, start with Dan Abnett's Double Eagle
Space combat between huge, gothic star ships kilometers long start with Gordon Rennie's Execution Hour and Shadowpoint (not sure which is first)
Very funny anti-heroes with a touch of poignant emotion, start with Sandy Mitchell's Caiphas Cain novels (caveat here: these are some of my all time favorites, but you MAY need to know more about the universe than they directly convey to really appreciate them)
And finally, if you're really into amazing epic expositional historical sagas that will show you how things WERE 10,000 years ago, and thus how they got to be how they are in the year 40,000, you've GOT to start with the Horum Heresy series, starting with book 1: Horus Rising by Dan Abnett. Same caveat as with the Caiaphas Cain novels, though.
Hopefully that helps a little bit. There are other books in the 41st Millennium  that are good, also, but in my opinion these are the best, capable of entertaining anyone, not just fans of the game and the universe. Of course, if there are any questions, or you don't see something you feel should be on this list, feel free to shoot me an email at craig@thed6generation.com!

Slainte!

Adendum: New Books

Aaron Dembski Bowden, a relatively new writer in the Black Library stable, rose quickly to the heady heights of one of my favorites. I have only read two of his books so far, but they were both fantastic. He wrote one of the Horus Heresy books, The First Heretic . . . awesome.

And his own series:
If you like books from the point of view of the bad guys . . . showing an excellent differentiation of the shades of grey within the spectrum of bad guys . . . his Night Lords novels, starting with Soul Hunter, is a great place to go.

(Good catch, Vincetegator!)