So, trying Xenos Rampant on a small scale here. I combined some of the units to make them more manageable:
Edwardian sailors, light infantry with heavy weapon (Lewis) and increased squad size - 5 points
Edwardian sailor command, command, light infantry with increased squad size - 3 points
Versus:
Albertine sailors, light infantry - 1 point
RCMP - light infantry, command, increased squad size - 3 points
Welsh Guards - heavy infantry with assault doctrine (bayonets) - 4 points
| Setup |
| First move goes okay, most units get it for free. |
Oops. They are now suppressed, and may not move until rallied.
Next the other sailors fire on the Mounties:
| Because not all of them can see, I gave the Mounties cover. |
Albertine turn next. The Mounties move aggressively towards the hill, hoping to get under its shelter and out of LOS. The Guards move to the edge of the forest. The sailors rally.
Half the Edwardians move up the hill, into LOS of the Mounties. The other unit fires.
| This time the Mounties get no cover, as nearly all the sailors can see now. |
Albertine turn next. Let's try having the Mounties go to ground. The sailors move to the edge of the forest, and the Guards get to fire for free. They need sixes to hit and score four out of ten, but their targets are in cover so only one casualty is scored. Their targets attempt to Firefight back, but even with a +1 to the roll for nearby Commander, cannot make a 7+ on 2d6. They pass their morale check easily.
| Understrength Mounties, holding ground. |
At this small scale, the only way one side will win is if they force a rout on an opposing unit and thus badly outnumber the remnants.
Edwardian turn. Concentrated fire on the Mounties. The sailors with the Lewis score six (!) hits, killing two Mounties even with their +1 armor for Gone to Ground. They roll their Firefight response, as it's only allowed once per turn and they'd better use it now before they take the casualties off and have half dice.
(I wasn't sure here if they would lose the Go to Ground for Firefighting, as that's an activation which ends the former - in that case they'd take three casualties instead of two. In the event it didn't matter.)
They score three hits for one casualty. Both sides check morale. The Mounties at -2 (two casualties, under half strength, Commander nearby) and the sailors at normal score (one casualty, Commander nearby). The sailors pass, the Mounties (rolling on only one die) roll a one! Their score is negative so they are removed from the board!
The Mounties were the command unit, so this is even worse - All other units must test, without +1 to the score. Both remaining units are in cover though, for a +1 there, and are rolling on two dice for greater than half strength, so they pass easily.
The Edwardians aren't done, though; the other unit gets to fire still and aims at the opposing sailors. They score three hits on 5+ for another casualty. The Albertines, being a smaller unit, need 6s to hit and score none. Albertine leadership check at minus one - rolls a two. They retreat four inches and are suppressed.
| At least they're behind the forest, thus out of LOS. |
In their turn, the Albertine sailors rally and the Guards fire, but only score one hit and their targets easily pass the test. Should the Guards with their Close Quarter Doctrine have done the charging? Well, the Mounties were a larger unit and so actually have the same Attack roll as the Guards. Perhaps it's not as useful a benefit as it sounded when I built the list.
The Edwardians, a bit wary of moving forward, rain fire on the Guards in the hope of suppressing them. But only one passes its action roll. That one scores five hits, causing a casualty, but the Guards pass their morale check and Firefight back - scoring only two hits which would cause one casualty IF the target wasn't in cover and thus required three hits. The Edwardian sailors pass morale.
It's the Albertines' turn. The battered sailors move back into the woods and the Guards fire again, again to no result. The target fails its Firefight response.
I would like to see what a charge does for testing purposes, so the Edwardians will advance. Well, leapfrog. The Lewis squad tries to suppress the Guards and scores seven hits - not quite enough for two casualties. They pass morale, but their return fire is still for naught. The other Edwardians move to the front. but are still in cover.
| Precariously so. |
| So let's assume they run at each other like madmen. |
Do I like these rules? Yes! They're less complex than I make them sound. The activation rules in particular (which could be a serious problem in a game this small) are easier on the player than they are in The Men Who Would Be Kings. The game went pretty quickly (barring breaks, cat removal and writing time for this post). With larger armies, I could see running this at the club. Next time...