Category Archives: Beyond the Gates of Antares

1st Antares Day – Nottingham

A fantastic day spent in Nottingham. I got to play three games with great opponents, listen to Rick seminars, watching some fantastic scenery from Sarissa and chatting with the Mighty Tim! Great experience, glad to be part of this community. Oh! and by the way, I managed to end up 5th at the tournament! 🙂

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Scout Force Torak – part 1

I’ve been collecting Algoryn since a while now and Antares is my first choice for wargaming nowadays, a lot of exciting new releases, great scenery and a community in facebook which is a pleasure to folloImage result for algorynw.

We’ve seen a lot of new painting scheme, battle reports, videos and podcasts and of course a lot of blogs dedicated to Antares. I don’t write in my blog as much as I’d like but every now and then I have ideas I want to document and this new series is one of them.

I am going to build up (not from scratch) the background for my renovated Blue Devils, adding a bit of background and exploring the operational side of this Armoured Infantry regiment starting from the smallest operation force, the scout force.

The Idea

I started to think about Scout Force Torak after I’ve seen the fantastic Sarissa Precision Algoryn Fortress and the new plastic Algoryn were the perfect models to start executing the idea.

I like to build scenery with my force, I think it’s great for a theme and the narrative, and in an old post, I already published my first try to match force with scenery with the Agloryn exploration module. Now, that was the first time I was playing around with complete scratch build scenery and while I’m Image result for algorynnot too unhappy with the results the Sarissa product is at another level. It’s composed of three small bastions and one large bastion plus extra stuff as guardpost and walkways. And it’s a drop fortress. Drop. So I could see how a small bastion can be assigned to a small force and be used to drop the force for exploration, recognition and so on. That’s exactly what I was looking for, one of the small bastions will become Bastion Torak or “The Cave” as the Algoryn of scout force Torak likes to call it. It’s a the same time the place in which the scout force lives and operate during the exploration missions and it’s in all effects, part of the force equipment.

Army List

At 500 points choices are quite limited in Antares but the Algoryn are probably the most versatile force with several tactical choices and plenty of support. So I was spoiled for choices, but two things in my mind were very clear, I want to use the new plastic Algoryn from Strike on Kar’A Nine and I want to try to keep an “exploration” theme for the force. Last, due to the constant struggle with the Ghar, I want my force to have an extra punch against the armored scum, so I have to find a way to add a Mag Cannon in the force.

AI Squad Alpha – Torak squad (112 pts)

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Torak father, Ark’o was born founder and only thanks to an incredible act of valor during a battle against the Ghar in which he managed to save several civilians, alone, against a horde of outcasts, he managed to raise in the Vector ledger Mok’or. Torak is determined to honor his father legacy and hopes one day to show the same skills and bravery of the father. Torak carries a Mag Repeater, the same weapon his father used to repel the outcast horde, and he prefers overload ammo in his unit to have an extra punch against Ghar Battle squads. He leads squad Alpha, a heavy hitting squad with two Micro X-Launcher.

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AI Intruders Sharks (136 pts)

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Gorth and Torak are friends since the time of the training to become AI. Despite Gorth is part of a founder cast, and usually they are not assigned to lead intruders squads, Torak knows the tactical acumen and bravery of his friend very well and he trusts him to be both the eyes and the hard hitting fangs of his force. The sharks are trained to both speed and accuracy, they carry a compacted Mag Cannon and use the Intruders to quickly redeploy on the flank to target heavy armored targets. When there are no armored targets available they use a hail of Mag repeater fire to pin down and dispatch their enemies.

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Antares Narrative Scenario – Escort

Two small scouting force were attracted by an unexpected transmat activation in the planet Tersis IV.

The Algoryn of the Blue Devils division, part of the 63rd Armoured Infantry had to face a small Boromites force, part of the Trukk Family.

You can read about this small skirmish here https://wargamesamsterdam.wordpress.com … gone-wild/

At the end the Algoryns managed to recover one of the rogue drones, the drone was badly mauled and almost lost all its memory but the Algoryn engineers put it in a stasis capsule for transportation to the fleet. Apparently a map of an uncharted system was found in the memory core and the map was clearly a Builders map. The system is close to the area of influence of the prosperate and seems to be a key system according to the map found. The possibility to find more Builders artifacts is high and the High command of the Algoryn will surely be interested in exploring the system.

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The Algoryn engineers build a stasis capsule to transport the artifact safely, unfortunately the capsule is slow and needs to be escorted by a unit. In the meantime the IMTel found out about the artifact by interrogating wounded Boromites that were part of the small battle to recover the drone and they are now preparing an assault to the Algoryn position to recover the artifact. Time is running low, will the Algoryn manage to transport the capsule safely to the transmat? Or will the Concord Combined Command recover the artifact?

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The game, played at Amsterdam6Shooters venue, Pontania, sees two C3 Commanders, Rob and Rogier, trying to recover the capsule with the drone from the hands of the Algoryn, lead by me.

The capsule is placed at 45″ from the transmat, in 6 turns the Algoryn have to cover the distance, only units within 5″ at the beginning of the turn can escort the capsule that can be moved up to 10″ if the unit escorting it move up to 10″. So the game will be quite difficult for the Algoryn. The concord will enter randomly from the side of the battlefield which is open field in the middle, where the capsule is transported.

Algoryn Army – 1000pts

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Concord Army – 1000pts

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Drone in a floating stasis capsule

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The Battlefield. The Algoryn have to reach their outpost where a transmat is still functioning, at the end of turn 6 the IMTel nanodrones will manage to assimilate the transmat and make impossible for the Algoryn to use it.

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The Algoryn commander is escorting the capsule

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Infiltrators advance to cover the flank

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A view of the battlefield at the beginning of turn 1IMG_4883.JPG

A Concord drone supported by a battered drone is the first concord contact with the Algoryn

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And with a deadly shooting managed to kill the Algoryn commander, despite leader 3 and a medi-drone!!! Morale drops immediately for the Algoryn. It’s going to be tough

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Algoryn light artillery enter the battle.

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Algoryn reinforcement arrive, while another concord squad attacks from the opposite flank

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More concord squads occupy the Algoryn outpost

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Concord commanders busy giving orders to their troops

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Apparently satisfied of the prompt response of their troops

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AI squad Beta advancing to cover the capsule

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Drop squad and another Drone enter the game

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The Interceptor squad finally join the battle, immediately neutralizing one Algoryn X-Launcher

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The assault squad run with the capsule in the middle of the battlefield, time is running short

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Still far….too far….

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The second Algoryn commander, leading a squad of Intruders, quickly destroy the interceptor bikes with a hail of mag repeater. There is still hope!

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On the flank the infiltrators are pinned in a deadly firefight with drones and C3 strike squads.

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The game is still on, but the Algoryn are too slow and the Concord have managed to occupy excellent positions to stop the Algoryn advance

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After some heavy shooting from the Concord the capsule is isolated, nobody can reach it on time

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With two squads too far to reach the capsule, two turns to go, and only a maximum of 10″ of movement available out of the 15″ needed, we realize the Algoryn cannot win, the IMTel will be able to assimilate the transmat before the capsule can be teleported to the Algoryn fleet.

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The Concord at the end of the battle, firmly hold both the Algoryn outpost and the Transmat. Now it’s time to bring back the drone in the capsule and investigate the map it holds. The IMTel, once again, cannot fail, the two commanders chosen for the task both survived the battle and completed the task.

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What a game! What a game! Really, that was fantastic, rules start to flow very well now, the scenario was very fun, kudos to Rick. I worked very hard to prepare scenery and make two balanced lists with all those nice models, worth it, every minutes!

From tactical point of view I think I could have used my Intruders better, I should not have cared about the C3 bikes, I should have sent them to escort the capsule. Also, I probably played too safe the infiltrators by going down all the time to avoid the combat, at the end I managed to block the flank but not enough and the drones made some damage to the units escorting the capsule.

Well, lesson learned for the next time.

The Concord will now bring back to their base the drone, where a Nu-Hu is waiting to join with the core memory and learn everything about this system, the Xilos system.

But the Algoryn now wants revenge, and let’s not forget the Boromites family of the Trukk’s now knows for sure that drone is important if the IMTel wants it so badly.

Maybe the Concord will have to start fortify the base because those two factions are ready to recover the drone at all costs.