Figures: Irregular Miniatures
Buildings: VariousTerrain hexes: GHQ Terrainmaker
The heroic resistance fighters of Dodgson's World took on the brave liberators of Dodgson's World at my house last night. The rebels arrived mob-handed in a selection of improvised armoured vehicles worthy of the A-Team (circled in blue in the image below). Their goal was to seize the air traffic control equipment from the New Clemency spaceport and make off with it. This would make it hard for ShortCom to land new troops and would disrupt ShortCom activities massively, thus giving the rebels a chance to focus on defeating existing ShortCom troops before new ones could be brought in.
The situation just after the start of the game |
Another view of the game at the start. |
Lorries packed with troops follow up the armoured spearhead. |
Reinforcements arrive |
Rebel vehicles screamed up the apron. The fire from their gunners drove the spaceport defence company and the militia back but returning fire immobilised one vehicle and took out the gunner on another. Light losses for the rebels. It seemed like nothing could stop them.
The lorries approach the control tower ready to deploy their troops and carry off the control equipment. |
The game was a draw thanks to Steve's last lucky shot with the RPG. Up to that point, it had felt very one-sided. Rebel casualties were amazingly low because of the lack of anti-vehicle weaponry among the corporate forces while corporate casualties were huge. Despite this, he prevented me from achieving my victory condition (escaping with the equipment) but by destroying it, he also stopped his own victory. To be fair, I think this was the best outcome he could expect by that point of the game. No doubt both sides will spin this into a propaganda victory.
After two games, we are of the opinion that Hellfire is a decent set of rules. The mental arithmetic that is needed to calculate combats is, no doubt, good for our ageing brains and will offset some deterioration there. However, we are also both of the opinion that these rules, more than many others we play, require the players to play within the spirit of the rules rather than the letter of them. Playing them with a rules lawyer would be even more hellish than other rules sets.
I was a bit worried that I would not have enough buildings to cover the table. Turns out I did, although there is little coherency in the architecture, and I really need to get more of them painted.
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