Laserburn: The Weapons Factory

We played the scenario I’d written up: The Weapons Factory.

We built gangs of about 5,000 points and each fielded about 10 men each.

The table, as set up, with the factory in the middle.

We start deployment…

Rich deploys his troops including a sniper on the roof of the building.

I waste three recruits out on the far flank, who made little contribution until they got KO’d in an explosion later…

Feline supervision is needed, apparently !

Turn 2 and the first casualty – Rich’s sniper gets a head shot to my guy Lance – after Lance Henrikson one of only two actors to have been killed by an Alien, Predator, and Terminator.

A firefight ensued across the central open area. My guys caused a fair amount of damage to Rich’s team as I had a heavy bolter and my leader involved, so Rich started lobbing smoke grenades, which we improvised by using cotton wool balls stuck to paper templates.

Rich sent forth his minions.

They got Tobbac’A, before one got killed outright (standing in the open).

But this was evened up, when Rich fired on the dangerous materials loaded onto a truck, that blew up and KO’d my 3 flanking guys.

More smoke grenades were deployed, as after looting the weapons factory, Rich conceeded the game.

He got the weapons, I got the glory (experience points).

A good game and complaimnts about the layout of the rule book aside its still a nifty game that is enjoyable.

Further feline supervision was needed !

More photos are here

Laserburn: Aftermath

Byakhee Rich & I played a game of Laserburn today (Weapons Factory), here’s some thoughts:

  • How do we play this game again ? (After 6 months)
  • Even after 30 years of playing them of and on, its still difficult to follow the rules. They’re all in the rule book but just not in a logical or sensible order – they need editing.
  • Setting up gang rosters – we forgot to amend Initiative stats for the weapons and armour
  • Initiative, surprising how big an effect the modifiers had
  • Game was dominated by the three guys who had a chance to hit anything (it would have been four, but he got shot in the face in the second round)
  • Anybody of regular skill level with an inaccurate weapon can’t hit a barn door at 5 paces (cruel)
  • This affects tactics – I certainly wasted three guys who were flanking for most of the game and had little input
  • Cover isn’t much use
  • You’re harder to hit moving at walking pace
  • Move, shoot, move (into cover) is a good option
  • Out of sight is the best option (How not to be seen)
  • Being in the open is a death sentence, being out of sight is best because then you can’t be shot !
  • Take a chance (on me) and do the reaction roll (Rich got lucky on that many times…but when it really counted !)
  • Duckback ! Where the hell is that in the rules ? Turns out it is on p10, but we couldn’t find it when playing Grrr
  • Left leg – the most common location for being hit
  • Laserrs vs Armour = no damage
  • Morale & Unit coherence, applied by the players not the rules, maybe they need to be beefed up
  • Along with the deployment rules these are all missing because it is more like an adjunct to a RPG as opposed to a wargames system.

Next up, some photos of the game. 🙂

(Now editted for the typos, and a new link added)

Laserburn: Scenarios & Deployment rules

I’ve written up two scenarios Byakhee Rich & I will play tomorrow. I’ll trawl the records and brain cell to add some more as there seem to be very few Laserburn scenarios written up.

One thing that struck me when writing them up and reading the Laserburn rule book was the complete absence of deployment rules. Its totally up to the umpire to decide when designing the scenario – but what happens when there is no umpire ? Who chooses sides ? Who sets up first ? In what order ? How far in ? etc. Now having played different rules sets and different scenarios there are any number of options.

Some ideas for deployment rules:

  • Dice to choose side of table
  • Dice to choose deployment zone(s)
  • Play out the scouting rules as per Chain of Command
  • Hidden movement
  • Scouts & Vanguard movement (WHFB)
  • Place units alternately
  • Place all units in one go
  • Place units in an Initiative determined order (high first or low first)

It got me thinking as to how these rules would affect the way scenarios are run and how the balance of gamesmanship would change. If one side places all its units first, that could give the other side an unfair advantage (advanced intel). This is something that hasn’t come up in AVBCW yet where we simply all pile in all at the same time. Is this better or worse ? On what terms ? In terms of the chaos of war ? In terms of fairness ? Or does it disrespect advanced intel and hence undermine military prowess ? How far do you go when designing a scenario to favour one side or the other ?

I’ve longed to write up some inter war rules sets, and indeed to expand the Laserburn rules so if you have any ideas, chuck them in to the comments. I want to break out of the IGUGO rules and fixed deployment zones and get a really fluid battle going.

Thanks !