Assault on bunker 17

Back in the eighties I read this scenario written by Brian Ansell for Laserburn rules and I always wanted to play it since then. I finally did it yesterday; with different rules and different miniatures but I did it and I had fun.
First of all the characters:

 Me, two hired assassins, the technician, four Red Redemptionists and the infiltrated agent

The Imperial side with names of rule and scenario collaborators

Bunker 17

Security office with Halliwell and Pattinson. Next room is General Yates office and at the back we can see the computer and the nuclear destruction device. A Black Guard standing in the corridor.

Rebels breaking through the main door and guard quarters at the other side.

The rebels stop at the first security door which Pattinson manages to open without Halliwell taking notice.

In the next door something goes wrong and Pattinson punches the intruder alert buttom himself. Halliwell sends two Black Guards to help the Imperial troopers at the guard quarters.
The rebels blast down the door and fire at the troopers.  There is a missile failure and does not shoot; then Tivoiv jams his autolaser. Then I totally forgot about the grenades, but the rest of the group finally manages to kill two guards and stun another two.

Now is Imperial's payback time. They fire and kill Slim and three Redemptionists. Lugul with the missile launcher miraculously survived as his armour deflects two hits.

The missile launcher finally works and kill four troopers in one go.

In the following turn he fires again at the next door and destroys it together with the two Black Guards who were taking cover behind it. The missile launcher inside the bunker was a killer and levelled things a bit.

 Halliwell finally realises Pattinson smells fishy and grab his gun. There is a fast draw situation with -3 for Halliwell.

Pattinson wins and fires his two-shot laser derringer and stuns Halliwell.

This situation was not contemplated by the scenario but as Pattinson had no more ammunition or hand-to-hand weapon, he run as fast as he could towards exit while Halliwell was stun. The surviving rebels race in the opposite direction trying to get Yates and the computer before it is too late. Halliwell heads to the nuclear destruction device to set it for auto destruction.

He reaches it and sets it to go off in six turns (1D10 roll).

Aleshing heroically crosses the corridor to reach a computer terminal in the security office. Ackland on ambush fire misses "her" shot. He was actually a man but I did not have any figures left to represent him. Sorry Tony ;-)

Diane kills Ackland and I run to Yates office and fire at him but his force field deflects all my shots.

Yates first and then Halliwell manage to escape from the bunker. Aleshing reprogrammes the computer and we all run for the exit before everything blows up.

 Three turns to go off and half the group has already made it.

The last two of the group, Diane and me, could escape in the last turn!

The game went really well and it was very exiting. I did not believe I was going to get any points from the mission but suddenly I could reach the officers area and almost got Yates and Halliwell.
In the end I could not kill Yates nor capture Halliwell, but I reprogrammed the computer (6 victory points), rescued Pattinson (2 VP), the bunker was destroyed (2 VP) and returned with more than three men (1 VP), so I got 11 victory points in total which grant me 20.000 credits and the command of a guerrilla commando.


X-Com testing

I'm uploading a few pictures showing some action of my first X-com game testing. The six men team was slaughtered by the Greys.
I'm testing two things: sci-fi generic combat mechanic rules that I called Zap or Glory (ZOG) and X-Com campaign to be played with any ruleset. Many things need to be fixed though, especially in activation and combat mechanics. So far I just have a few pages draft in Spanish but it is taking shape. If I finally get something then I will translate them into English.
Minis from Khurasan; terrain hand-made except toy ships and trees.



I painted these fab Greys from Khurasan for my ongoing project X-Com Skirmish that I''m very slowly making.

Humans vs. Aliens!

 Scale shot

Family shot


More Khurasan sci-fi troops

This time are low tech level troops that I will use as rebels and as militia mostly. I wanted to give them mute military colours but I think from now onwards I will use bright colours for this scale as these ones cannot be seen clearly from a standing distance.

Again, Khurasan minis have great detail and crispy casting. They are 15mm delicatessen.

I experimentally tried some little skulls on some of them but they did not turn up very well...


German assault troops

I needed some assault troops for my Battlegroup games as well some more soldiers with Panzerfausts so after a bit of thinking I decided to buy the Revell German infantry box. If you are interested you can see it here.
This box is interesting because most of the troops come in winter dress, although I painted them as having SS camouflage smocks. But the real reason to buy it was that it contains enough different assault troops to build a full Battlegroup pioneer platoon.

This is my first time at painting SS camouflage and although the miniatures are soft plastic and they were fast painted, I am happy how they turned up. I tried Oak leaf B autumn.

 Full squad

 Close up of flamethrower


 Much needed extra Panzerfausts

MG team