It's odd, the things we choose to game. Wargames in general are odd, in that war, of course, is not fun. But we wargamers will game almost any period that is conceivable. I've had a hankerin' for playing a Post-Apocalyptic game lately. A true Post-Apocalyptic existence would be very depressing to actually live. But it's a hoot to game!
A while back, I "discovered" a free game called "Crimson Dusk" or as it's now known, "Crimson Dust."
It can be located here.
I played Crimson Dust 3.0 but I think the author is up to 5.0 now (in playtest). From his website:
"Crimson Dust - focuses on small scale skirmishes, with between a single figure and perhaps 15 miniatures to each side. It is based on a D6 (six sided dice) system, where a player rolls multiple dice to decide to effectivity combat and other tasks. The rules contain full rules for combat including pyschic powers and Hackers and a whole host of sci-fi technology."
"Crimson Dusk - is the first wargames rules produced, work on it has currently stopped as work on Crimson Dust has taken over. It is still available for use though. It is a game designed for platoon level games of around 15-30 miniatures a side. It is based on a simple D10 (ten sided dice) system, with few complexity modifiers. The rules also contain full listings for how to design your troops and set points cost to them so you can compete against your friends for mastery of the tabletop. And the great news is that the rules are entirely free to download and share."
Unfortunately, I can't find the current "Dusk" version, but that's o.k. as I wanted to play a skirmish game anyhow.
The game took six turns, played over the course of two evenings (note-taking and pictures drastically extending the time required).
You can click on the pictures and they will magically expand to fill your screen.
And now, the participants:
|The Scrags, ready for the first turn.|
|A Scrag-ian view of the table. The Glitter Gang is in the far distance.|
|And here's the Glitter Gang, ready to rumble.|
|A glamour shot of the Power Generator, which really played no part in the game at all. You're welcome.|
|Play then passes to the other side. I Activate the G.G.'s Leader using the same technique, and move her and Moonstone once, into a little better cover. d6 = 3 + 2 = 5".|
|I Activate Scrag #2 (Scrags aren't really big on personal names, you know). He/She/It moves twice. 6" + 8".|
|I Activate Pearl, who moves twice, thinking to get around behind the enemy. 5" + 7".|
|I Activate Scrag #1 (a Green), moving once. 8".|
|I Activated Coral (a Green), moving once into some cover. 8".|
|I Activated the Scrag 'Heavy,' and moved him twice. 3" + 7".|
|Last in the Turn, I Activated Amber, moving her into cover. 4".|
|End of Turn 1 Troop Dispositions.|
|Turn 2. The Scrags again win Initiative, with d6 of 2 vs 1. I Activate Scrag #2 (a Green) and move Him/Her/It a double move to cover. 3" + 7".|
|Ready to move on, I Activated Scrag #3, moving once for 4".|
|The end result was 2d6 + the weapon's Strength; both d6 results were higher than the Armor Roll. Coral is KILLED!|
|I Activated the Scrag Heavy, moving twice (7" + 3") intending to get to melee as quickly as possible.|
|Pearl Activates. This time I decide to try the Run move action. This uses 2d6 + 2" for each AP, with penalties if she is shot at, plus she can only move in a straight line. 6" + 12".|
|My thought is to get her around to the flank or rear of the Scrags. She is pretty close already!|
|I Activate Scrag #1 (a Green), moving twice. 4" + 6".|
|Lastly, the Scrag Leader double moves. 4" + 3".|
The Glitter Gang had no one to Activate since Coral was dead, and thus Turn 2 ended.
Turn 3. The Scrags win Initiative yet again, d6 of 6 vs 1. I decide to "hold" the Glitter Gang's Leader's Action.
|Next, I Activate the Scrag Heavy, and run Him/Her/It twice for 9" + 7". He/She/It'll be within striking distance next turn.|
|I then have Amber (a Green) also run (for 10") then a normal move (for 5") which puts her into melee! It was exactly the distance I needed. I hope this works: a Juve against a Heavy....|
|I Activated Pearl next, really hoping for some good results this time. She shot at Scrag #2, at 15", hitting on 4+. She scored 3 times against Scrag #2's Defense of 1, for 2 hits. After the Armor Value roll, she caused 2 wounds. Scrag #2 was KILLED!|
|Next I Activated Scrag #1 to move closer to Pearl and better cover. I used the 2nd AP to reload his/her/it's gun.|
|This is a view of the Pearl / Scrag #1 shooting relationship.|
|This is a view of Pearl from the Scrag's perspective.|
|For the last Activation of this Turn, I ran Moonstone 10".|
Please tune in next time (whenever that might be) for the exciting(?) conclusion to this game. It did continue on for 3 more turns, and things got a little faster and better.
Thanks for making it this far!