Rampant Stars: Battle Report- Rumble in the Jungle
Welcome to my latest battle report for RAMPANT STARS. This time, I decided to try using the rules as a 1:1 skirmish game instead of a squad based skirmish game. That means, each “unit” will be a single model with 10 Effectiveness rating each. A small tweak, but I wanted to get my old Necromunda Cawdor and Demon Blade Shockforce models on the table for a game.
A Cult in the nearby dome-city stumbled upon an ancient map to the location of a holy data point. However, the Cult needs to venture outside into the Jungles that surround their hab to locate it. Little do they know that the datapoint is also sacred to the local Tribals. As the Cult approaches, the Tribals set-up to stop them
CultistsIrregular Infantry Commander- Grenade Launcher Cawdor
Irregular Infantry Effectiveness rating: 10 Points: 2 (+3)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Squad Support weapon (+2)- Double Potential Hits
Blast (+1)- Ignore cover
Irregular Infantry- Sword and gun
Irregular Infantry Effectiveness rating: 10 Points: 2 (+3)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Combat Weapons (+1)- Short range, double dice for assault
Fierce (+2)
Irregular Infantry- Sword and gun
Irregular Infantry Effectiveness rating: 10 Points: 2 (+3)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Combat Weapons (+1)- Short range, double dice for assault
Fierce (+2)
Irregular Infantry- Auto-gun guy
Irregular Infantry Effectiveness rating: 10 Points: 2 (+2)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Rapid Fire (+2)- Double dice at short, 1.5 at long, may not be used with a move and shoot order
Irregular Infantry- Shot-gun guy
Irregular Infantry Effectiveness rating: 10 Points: 2 (-2 +1)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Obsolete Weapon (-2)- Short 0-8, Long 9-16
Blast (+1)- Ignores cover
Irregular Infantry- Las-gun guy aiming
Irregular Infantry Effectiveness rating: 10 Points: 2 (+2)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Marksman (+2)- Re-roll failed shoot attacks on shoot orders.
Irregular Infantry- Heavy Bolter
Irregular Infantry Effectiveness rating: 10 Points: 2 (+4)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Armor-piercing (+2)
Rapid-fire (+2)
Total Points= 30 points
TribalsIrregular Infantry Commander- Shaman
Irregular Infantry Effectiveness rating: 10 Points: 2 (+4)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Psionic Powers (+4)
Irregular Infantry- Saw and Shield
Irregular Infantry Effectiveness rating: 10 Points: 2 (+3)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1(+1)
Traits:
Combat Weapons (+1)- Short range, double dice for assault
Armored (+2)
2x Irregular Infantry- Las-gun guy aiming
Irregular Infantry Effectiveness rating: 10 Points: 2 (+2)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Marksman (+2)- Re-roll failed shoot attacks on shoot orders
Irregular Infantry- Las-gun guy white hair
Irregular Infantry Effectiveness rating: 10 Points: 2 (+3)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Hover (+2)- Ignores Difficult Terrain to act as a scout
Rapid Move (+1)- Roll d6 for Rapid Movement
3x Irregular Infantry- Las-gun guy
Irregular Infantry Effectiveness rating: 10 Points: 2
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
None
Total Points= 30 pointsMissionMissions are generated by rolling 3d6 three times and consulting a mission, complication, and Location chart. Of course, you don’t have to roll any at all, but for a test game we might as well go for it!
Secure the DatapointThe defender sets up the board per the terrain guidelines. A token is placed in the center of the board. The attacker chooses a table edge. The defender deploys on the opposite table edge within 6 inches.
The attacker then deploys within 6 inches of the edge. Each side is trying to hold the data-point token at the center of the board by having an intact unit covering it at the end of turn 8, one hour, or until one side is destroyed/routing. The force on the token at the end wins, if no one is on the token, it is a draw.
The Cultists will be the attackers.
DawnThe battle starts at the break of dawn. Initial Line-of-sight is 0’ inches. At the end of each turn, the Line-of-Sight distance increases by 6 inches. Therefore, at the end of Turn 1 the Line-of-sight is 6 inches, at the end of turn 2 it is 12 inches, at the end of turn 3 it is 18 inches, etc, etc. This continues until the full length of the board is available.
LocationOutdoor, Jungle
The battle takes place on a Jungle world with huge trees, brightly colored foliage, and dense brush. Shooting only has a Line-of-sight of 6 inches while in the jungle. In addition, the entire board is considered to be difficult terrain. Gaps, clearings and paths are normal, open terrain.
Well then…. this should be something.
Set-upThis board is 4x4 in size using my classic Jungle terrain segments first made for Codex: Catachan. The brown is considered open trails with normal LOS and terrain. Anything green is considered jungle and only has a 6 inch LOS and considered in difficult terrain.
The totem rock in the center of the board is the data-point. Overlooking it is the ruins of a hilltop fortress, but there seems to be only one winding path that even gets close to the Totem. The Tribals set-up on the path on their side of the board and are ready to move in towards the totem as quickly as possible. The Cultists are on the opposite side, spread out along a game trail.

Read the final results at the blog here:
http://bloodandspectacles.blogspot.com/2017/05/rampant-stars-battle-report-rumble-in.htmlIf you are interested in trying out
Rampant Stars yourself, go here:
http://www.wargamevault.com/product/209268/Rampant-Stars?src=newest_recent