Thursday, May 28, 2026

An Homage to the Finest of All Star Wars Movies

 I present this only for everyone's entertainment.  These are the result of extremely hasty remixing some STLs, printing at a lousy resolution and some slapdash painting borne of over-enthusiasm and impatience.

 

 

My labor of love / crime, depending on opinion. 





 


Regiment Playtest Game 2 - 23 May 2026

 Or, the Boys Learn that Infantry is Better at Close Combat than Shooting

 

Match 1:     

CrazyIvan (Galactic Empire) vs Maddog (Rebel Alliance)

Empire Forces: 

1 AT-AT
2 teams of AT-ST (2 walkers per team)
3 units of Stormtroopers (3 stands each) 
1 e-Web Heavy Repeating Blaster (1 stand)

Empire Support Assets: 

Comms Jamming (penalty to enemy command rolls)
Propaganda Drop (penalty to enemy courage rolls) 

Rebel Forces:

2 each 1.4 FD Laser Cannon (single stand each) 
3 each T-47 Snowspeeder (single stand each) 
5 units Rebel Troopers (3 stands each)

 Rebel Support Assets: 

Field Repairs (repairs a cannon or speeder) and 
Field Triage (heals up to 3 wounds for an infantry unit).

 Turn 1:

The game started a lot like the first game, except for minor deployment adjustments.  Being a big fan of the WWII Russian army, CrazyIvan opted for a general advance of the AT-ST teams followed very closely by Stormtrooper infantry, while the AT-AT carried a unit and anchored the center of the line.  Maddog's only change was to have the Snowspeeders swing to the rebel left flank to cover the more balanced Empire advance. 

Turn 1 had a lot more accurate shooting than in the first game, with the laser turrets taking out one unit of AT-STs while the AT-AT and AT-STs on the other side of the table shot down two speeders with the third making a dash move to quickly get out of the firing arc of the E-Web team.  I need to re-read the rules on flying models because I'm pretty sure that Maddog planned on making an illegal maneuver on turn 2.  With so much mechanical destruction right away, both sides' infantry had to push forward right away.


Turn 2:

Turn 2 saw even more destruction.  The Stormtroopers inside the AT-AT deployed into the treeline and then immediately took casualties from a Laser Turret.  Then Maddog got another activation token and suddenly realized that infantry has more firepower in close combat than shooting at range, so Rebel Troopers charged the AT-AT.  Predictably, or maybe surprisingly, neither side took a single wound.
 
 
The next image is the end of Turn 2.  I'm really sorry I didn't get more pics but I was really busy answering questions from the guys and laughing at the combat results.  The sequence was something like:
  1. Stormtroopers in the woods charged the Rebel Troopers who had previously charged the AT-AT, and somehow both sides caused enough wounds that were were no survivors at all.
  2.  Rebel Troopers charged the Stormtroopers near the destroyed AT-STs marked with black smoke, and were eliminated, but took out two stands of Stormtroopers.
  3. The E-Web Heavy Blaster passed a Command roll, pivoted and shot down the last T-47 before it could make an attack on the AT-AT.
  4. One of the Laser Turrets managed to destroy the AT-STs on the Empire right flank with two shots. 
  5. The AT-AT activated, moved towards the Laser Turrets and then charged the nearest turret.  The outcome was exactly like when somebody stomps on a beer or soda can.

Turn 3... 

was just one roll of dice because the AT-AT activated first and was already within charge range of the remaining Laser Turret that was the last Rebel unit on the table.  The game ended with more jokes about stomping beer cans.






 

Wednesday, May 27, 2026

SW Regiment Playtest 23 May 2026

 A few of us got together at NeverBoard Games in Brooksville, Florida to see whether we'd break the rules or the rules would break us.  What we found is a quick and straightforward system that's surprisingly well laid out for an Alpha Test edition.  My models are older and based to play the old Assault on Hoth board game by West End Games, so the bases of my stands don't nearly match those recommended for this new wargame.

Match 1:     

Marz (Galactic Empire) vs Maddog (Rebel Alliance)

Empire Forces: 

1 AT-AT
2 teams of AT-ST (2 walkers per team)
3 units of Stormtroopers (3 stands each) 
1 e-Web Heavy Repeating Blaster (1 stand)

Empire Support Assets: 

Comms Jamming (penalty to enemy command rolls)
Propaganda Drop (penalty to enemy courage rolls) 

Rebel Forces:

2 each 1.4 FD Laser Cannon (single stand each) 
3 each T-47 Snowspeeder (single stand each) 
5 units Rebel Troopers (3 stands each)

 Rebel Support Assets: 

Field Repairs (repairs a cannon or speeder) and 
Field Triage (heals up to 3 wounds for an infantry unit).

 Turn 1:

 We deployed about 40" away from each other which is good as we were very nearly in range of each other once the Snowspeeders and AT-STs had moved without dashing.  The e-Web Blaster team is a great candidate for riding in a transport as it's 4" movement lags behind everything else in the force.  This photo was taken more than halfway through the first turn - the Stormtroopers haven't begun their advance and Maddog kept the Rebel troopers hunkered down behind cover most of the game as they're the most squishy unit in the game.
 
 

Turn 2:

We belatedly remembered that the 1.4 Laser Cannons have the Scout keyword which enables shifting their position right after deployment, so Maddog moved one from the back side of the tall hill down into the forward saddle.  This gave it LOS to the AT-STs instead of nothing at all.  After realizing "new player confusion" about attack stats, the 1.4 Laser on the front side of the tall hill did manage to damage the AT-AT.  I was teaching Maddog the rules as we played but we screwed up by confusing the two attack numbers as short / long range instead of shooting / melee.  This photo is just before the very successful Snowspeeder tow cable attack.  Marz had his dice portraying the Stormtroopers very well by missing almost every shot and the few that hit were easily saved by the rebel forces.

 

 Turn 3:

  This is where the game went very much like the movies.  AT-STs were annihilated trying to maneuver.  A speeder's tow cable brought down the AT-AT and the troops on board.  The other two speeders cut down the stormtroopers as they tried to take positions while the rebel troopers finally emerged to simply watch the destruction.  The dice luck stacked so strongly against the Empire that we couldn't fault any game stats.