Albedo Combat Patrol


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General Discussion / Deference between ILR skirmish and garrison miniatures
« Last post by Tanker11 on March 03, 2021, 03:25:56 PM »
Looking at the miniatures, what are the difference other than the two types of headgear? Are the figures otherwise the same?
ACP Rules Discussion / Re: Non-Almata Campaign Orbat / TOE?
« Last post by Bayushi Koichi on July 20, 2020, 10:08:41 PM »
Did this get done? Did I miss it?

I am trying to organize my figures by units and having trouble. I would like to buy the exact number and type of figures (WYSWYG) need to make units (since the game organizes by units not by individual figures), but the Almata PDFs are driving me crazy. The TOE do not match the cards provided in the PDF!

TOE EDF Mech Platoon HQ
Platoon HQ
•Platoon Commander (LAKW 1-30)
•Platoon Sergeant (LAKW 1-56)
•Driver (LAKW 1-30)
•Vehicle Commander (LAKW 1-30)
•Portable Missile Launcher (PML)
•Loader (LAKW 1-30)
•AV8F (30mm Cannon, HAKW 2-50)

But the card only contains:
Leader, Platoon Sgt, Driver and Runner. I suppose I understand that the Driver and Cmdr could be left off the table to guard the vehicle, but what about the missile launcher team?

Also, the cards say the Leader comes with a LAKW 1-30, but the Leader miniatures always come with pistols!!!! No WYSWYG!  My OCD is going crazy! Too many years with GW Imperial Guard I guess....  :P
Battle reports / EDF Attack at Summit Junction Battle No.34
« Last post by Prollo on June 20, 2020, 06:29:38 AM »
Here is the AAR for Battle No.34, it was a horror show!

Battle reports / Deliberate Attack on Chanzori
« Last post by davidburden on June 16, 2020, 01:37:19 PM »

The Story So Far

Lupus Company of 3rd Battalion, 15th Armoured Infantry Regiment EDF was deployed rapidly forward to Topi Junction. Leaving 3rd Pl and Sp Pl to hold Topi, 1 and 2 Pl moved rapidly to take Chanzori but arrived to find the ILR just digging in about company strength. A hasty attack was a tactical success, knocking out the Satcom, but failed to dislodge the superior numbers (and quality) of the ILR Assault Company there. As the rest of Lupus Coy moved up (along with elements of Kilo Company) 2 and 3 Pl spent two nights in heavy patrolling conducting nighttime raids on the ILR, succeeding in the first to kill some critters but failing in the second to take out a LARC. Once the rest of the Company arrived it was time for a deliberate attach on flank of Chanzori, whilst two platoons of Kilo Company attacked the other flank.


Checking points EDF was meant to have 34 pts against an ILR force (smaller but more capable) of 20 pts. I scaled that down to 7 pts for EDF (2 sections, and extra fireteam plus a PML), and 4 pts for ILR (Assault section plus an Assault Pl HQ). The table had open ground in front of the town, and the IRL had rigged barricades on most of the main entrances. The EDF rolled for the train station as being their objective, to be held for D3 turns (determined once taken). ILR was controlled by the Solo/AI rules as in the latest issue of MW&BG.

EDF moving in form the L with ILR holding Chanzori R

How It Played

The EDF sprinted across the open ground as fast as they could, but still took several turns (low cards and body armour), and for much of the time were out of range of the puny ILR carbines. The forward ILR positions began to cause problems as the EDF neared but a few rounds from the PML took one of the main ones out. The extra fireteam tried to go right flanking but found no entry point, so back-tracked to where the PML had just struck and tried to sneak in their to enfilade the ILR team. An ILR LMG on a roof opened fire causing casualties so a brave EDF trooper lobbed a grenade up onto the roof, which bounced and came back down on top of him and killed him!

ILR LMG team with brave but dead EDF critter below

Better progress was being made on the other flank, with EDF coming off the best on the firefight. But down to 2 critters the ILR fireteam leader decide to charge the EDF and in a multi-turn melee managed to wound one EDF before being finally killed.

ILR Fireteam commander makes a fanatical charge into melee

His colleague hunkered herself down by the station platforms and managed to hold the EDF off for several turns as the rest of the ILR abandoned the (their) left and centre zones and came to her aide. As she fell to a UGL grenade the EDF went firm and rolled for 2 turns to defend the station.

ILR holding out at the station

As the ILR rolled in the EDF shot the lead critter at point blank as they emerged from an alley. Another EDF fire team pushed forward and flanked the ILR taking out two more critters, but losing one in the process. The second Shuffle card was drawn and the game was over.

ILR Commander rushing in, but all too late

A firefight round the alley, and it's all over


Another great ACP164 game. I think the solo/AI rules are a little bit cautious, the ILR HQ in particular hung back a lot and a lot of "do nothing but react" results. The ILR stepping up to "aggressive" as the game went against them was I suppose a reasonable reflection of their last ditch attempt to save the game, and was triggered by the fact that EDF was able to attempt more shots as they had more figures, but then kept missing due to their Green rating.

Battle reports / Chanzori EDF attack on ILR in fixed defenses
« Last post by Deredo on June 13, 2020, 12:17:08 AM »
This time I decided to add a few figures to each side and try out some different options  :o

The ILR had three teams, each consisting of six members and I took an officer to lead overall, his section had seven members, this broke down as:
Section "1" was setup on the left side of the board, they had a LMG team, a section leader three troopers.

Section "2" was in the middle with one officer, two grenadiers and four troopers, each grenadier had a trooper assigned to him and were placed on detached duty in the buildings overlooking the enemies approach. The officer and the two remaining troopers took their position in the middle fortifications.

Section"3" was setup on the right side and had the same composition as section one.
The LMG teams were setup close to the middle of the table in an attempt to give them the best possible fields of fire, it was hoped that combined with the grenade launchers high up they would make life for the attackers miserable.
The advancing EDF forces were also broken down into three, three trooper fire teams, the team one had the section leader together with the LMG team. Team two had two troopers and a grenadier with a grenade launcher, team three was similarly outfitted. In addition to this I brought along the sniper as support.

Turn one went uneventfully as the ILR forces chose to stay in the cover of their positions when they activated, and the EDF were forced to try and advance into decent shooting positions without getting turned into Swiss cheese! The ILR section 1 were able to engage the EDF section three on the left side of the board with long distance fire but failed to hit anyone. The sniper was to be activated only on the Black one but managed to quickly get into position.

Turn two saw exchanged fire with little casualties being caused on either side as the EDF forces got themselves into good  positions. It became apparent that placing the ILR grenadiers high up in the buildings was a mistake as the buildings in front of them limited their line of sight and the possibility of taking direct fire from the advancing forces reduced them to direct fire/line of sight only weapons.
during the movement phases of this games the Reaction mechanic was used quite often when opposing a fire teams movement or actions and it seemed to work out pretty well from my perspective. But the EDF did get very lucky quite often for example as the team on the far left managed to crawl over the rear balcony into the apartment closet to the ILR position without giving themselves away.

 Around the board the EDF forces stacked forces in preparation to go on the offensive, in the middle they prepared to open fire on the ILR positions in the middle with the Grenade Launcher (GL)  on the right side the fire team prepared to push around the corner and work over the ILR positions there.
The turn three  started off with a bang for the EDF, with the grenadier in the middle opening the fire which stunned the ILR officer in the middle position, they then moved to a new location with the blessing of the cards, this first hit was followed up by the sniper who caused a wound on the already stunned ILR officer. The ILR returned fire on the newly moved fire team and caused the first wound on the EDF grenadier.

On the right the LMG team with the NCO opened up on the entrenched ILR forces hitting quite a few of them and causing the first fatalities of this game.
On the left flank the grenadier opened up the party with a bang injuring two ILR on that side, this was followed up with a less helpful "out of ammunition" result but a few good shots from the trooper with the carbine helped knock down and further injure more ILR troopers.

The ILR responded first on the left flank by having one trooper do a Banzai attack on the EDF in the building, the EDF made the Reaction role and took a shot at him as he broke cover, wounding him despite his being on the move! this is where the Mele portion of the combat got used, with the enraged trooper despite being wounded beating the EDF LMG gunner and causing him a wound in the process. The other ILR forces shrugged off the efects of the EDF fire and returned fire with little results.

Turn four saw the EDF team on the right flank engaging the ILR again, the NCO rushed the injured ILR trooper and inflicted two more wounds on him in Mele thus finishing him off.
On the left flank the ILR activated first but were not able to bring usefull fire superiority onto the EDF team opposing them and the EDF as they reacted were able to take out another ILR trooper and caused more casualties with ther direct fire.
The morale in the middle of the ILR force wavered as the officer suffered a second wound and one of his flanking troops was taken out by a lucky shot from the EDF fire team working their way up the tree line towards them so the officer turned tail and ran for the security of the buildings to his rear.

Turn five started off well for the EDF with a good activation on the left side of the battlefield causing more casualties in the ranks of the ILR, ultimately causing one rabbit to flee the safety of the positions.
The middle of the EDF line pushed forward and cleared up the remaining foe to their front and right side, but not without taking a wound more for their efforts.
on the right side the ILR chose to regroup in the security of the buildings on the highrer ground where their GL teams were waiting and taking the occasional ineffective pot shot at the advancing EDF. The EDF fire team on the right took a further wound but carried on harassing them with fire all the way.
Turn six carried on going well for the EDF with the right and center teams advancing at half speed due to injuries but they were able to keep up the momentum and took down the remaining ILR troopers seeking cover, this left the two GL teams and the officer as the only opposition left on the board.
The Sniper activated in this turn and caused a wound on the ILR GL trooper on the left flank causing them to move away from the window and further into the building.
On the right flank the EDF stormed the building, took a further wound but took out the ILR officer with direct fire and managed to take out the Grenadier team with grenades...
The only uninjured team in the EDF force stormed the building on the left side and were able to take out the last GL team.

The ILR lost all of its forces but held out to the end, the EDF had 6 injuries but lost no one in this engagement.
I had expected the EDF to lose this round and was surprised at this outcome. 
Battle reports / Re: EDF meeting engagement on outskirts of Summit Junction
« Last post by Deredo on June 12, 2020, 08:26:56 AM »
Thanks for posting this great write-up!
Battle reports / Summit Junction, Meeting Engagement
« Last post by Deredo on June 11, 2020, 10:25:41 PM »
Two patrols approached the outskirts of Summit Junction with the unimaginative designation D4, they came from different directions and were vastly different in their intent, but their dedication to their duty was something that they shared.

The ILR section approaching from the south was comprised of 9 basic troopers, one grenadier, an LMG team and the section leader and his second in command.

The EDF Heavy infantry section patrolling from the north had 4 basic troopers, an LMG team and the section leader with his second in command.
Both opposing sections started off the game split up into two teams and all were in a normal state of mind.
In turn one the ILR were able to move first and in one case twice with good movement ranges! This combined with good fortune allowed one squad to quickly get into a good position amongst the vegetation with a good view of the approaching EDF patrol. At this moment I let the dice decide and the ILR team suffered a bout of "accidental discharges" in that they tried to shoot up the EDF troops on the right side of the road, unfortunately with the result that they failed each shot and alerted the EDF of their presence... As the section leader was paired with the grenadier in this team, I allowed them to take a third trooper off to the side of the nearby small factory in an attempt to catch the EDF team in the open.

The first EDF team activated and ducked around the back of the shop like building and was in the cover between the building and a line of trees.
The second EDF team activated and with a goodly move was able to get into position behind the small factory, their luck held and they activated a second time allowing them to enter the window of the shop and move through it unopposed, the point man ended his move with an undeniably sweet view of the ILR leader and made the shot... scoring a 3 for damage suffered. That ended this turn.

In turn two the EDF team two activated first and compounded the damage by taking out the next trooper of the ILR trio.

As the ILR team in contact was next to move I decided to move the grenadier back to the rest of the ILR team, but the EDF made their reaction test and he too was dropped by a burst of fire.
Next to move was the EDF team one and they brought their LMG in position at the end of the store, opened fire and to my surprise caused two casualties. The ILR team on that side of the board activated and reacted in a bit of an odd manner as part of resolving the markers due to the incoming fire, the assistant section leader ran away, then shot himself,  two other team members charged the set up EDF forces with their two wounded companions limping along behind them, as I divided the effects of the tokens among both squads two ILR troopers also lost their nerve and ran for a new bit of cover.

This ended the turn to my surprise.

Turn three had the ILR troopers on the left side activating first and removing their suppression and the shamefaced LMG trooper moved back towards his team.
The next team to activate were the EDF team two on the right side and they moved to contact upon the remaining three ILR trooper in cover of the vegetation who were able to cause a wound on the attacking section leader before the EDF opened fire causing  two more wounds to the ILR forces. Their luck held and they activated again to add further damage to the already sorely pressed troopers. This ended the turn.

Action resumed on the left with the EDF team one activating first and creating a slew of new bullet holes in the ILR squad on the left, who also activated, removed themselves from the line of fire to regroup in the nearby vegetation, they reactivated and were and were able to cause two wounds on the EDF team one, who also managed to reactivate and respond in kind dropping two more troopers.

In the final turn the ILR survivors regrouped in the vegetation removed their suppression, but failed to route but drew the fight to the last bullet card and re loaded their weapons before the EDF teams opened fire from both teams and relieved them of their last wound points!

Battle reports / Summit Junction IV – attack on fixed defence
« Last post by Felna on June 09, 2020, 06:23:34 PM »
EDF forces:
Command group - 2x officer (E,E,1,3,3 - MPKW2-18) 1x trooper (R,R,1,3,3 - LAKW1-56)
Heavy infantry - 1x leader (R,R,1,3,3 - LAKW1-56) 2x trooper (R,G,1,3,3 - LAKW-156) 1x trooper (R,G,1,3,3 - MAKW2-60)
Heavy infantry - 1x leader (R,R,1,3,3 - LAKW1-56) 2x trooper (R,G,1,3,3 - LAKW-156) 1x trooper (R,G,1,3,3 - MAKW2-60)
Heavy infantry - 1x leader (R,R,1,3,3 - MKPW2-18) 3x trooper (R,G,1,3,3 - LAKW-156)
Heavy infantry - 1x leader (R,R,1,3,3 - MKPW2-18) 3x trooper (R,G,1,3,3 - LAKW-156)
1x AV8G

Assault infantry - 1x leader (E,E,1,3,3 - ML199) 3x trooper (E,E,1,3,3 - ML199) 1x grenadier (E,E,1,3,3 - ML199+AW191) 1x gunner (E,E,1,3,3 - MG202) 1x loader (E,E,1,3,3 - ML199)
Assault infantry - 1x leader (E,E,1,3,3 - ML199) 3x trooper (E,E,1,3,3 - ML199) 1x grenadier (E,E,1,3,3 - ML199+AW191) 1x gunner (E,E,1,3,3 - MG202) 1x loader (E,E,1,3,3 - ML199)
Garrison support - 1x leader (R,R,1,3,3 - ML199) 2x trooper (G,R,1,3,3 - ML199) 1x grenadier (G,R,1,3,3 - ML199+AW191)
Command team - 1x leader (E,E,1,3,3 - ML199) 2x trooper (G,R,1,3,3 - ML199) 1x grenadier (G,R,1,3,3 - ML199+AW191)

Mission was to secure and hold the town square on the southern edge of Summit Junction currently being used as a staging point for ILR troops coming into the town. EDF assigned troops supported by an armoured personnel carrier. Scouting missions had confirmed no ILR armour currently present so heavy armour was stood down to minimise damage to the town.

EDF units approached from the north, to discover a well defended position featuring multiple LMG creating a potential kill-zone in the centre of the town, protected by defenders watching for flanking attempts.

Because of the narrow streets in this area, the APC was of limited value and so held back while the foot soldiers advanced.

Initial progress was slow as the well-defended positions caused serious injuries to any troops that ventured near.

The ILR units were led by the first of the fanatic officers our intelligence keep telling us about, and while certainly fearsome, it was their over eagerness that led to their undoing. First the units covering the eastern flank (led by the commander himself) charged the EDF units attempting to penetrate - however the distance was too great, and after an inconclusive melee they were left exposed by our own troops counter, and at point blank half the squad was killed (including the officer) while the rest were seriously wounded.

The story was the same on the western flank where despite being outnumbered almost two to one, a similar charge was attempted, and although the initial melee caused injury, they were left exposed and both squads dispensed with the ILR troops in short order.

With experienced troops still holding the central ground and the squad there taking heavy fire, it was decided to bring the APC up as far as possible to bring additional machine gun fire to the battle. Although the LMG placed inside the building on the southern edge proved impossible to dislodge, it was able to do damage to the team placed on the barricades to the east. This supported by the flanking squad there, enabled the central squad to move up into positions in the square itself.

An attempt by Sergeant Roxatl to bring his squad round the side of the building led to the only casualty for the EDF. Sadly Roxatl was killed in this assault, while several of his squad were injured.

The remainder of the battle was inconclusive, with both sides taking casualties without claiming much ground, however the superior fire form the APC started to take its toll on the ILR and forced them back from the square into the buildings beyond. With this staging area in the town lost to them, it shouldn't take much more effort to dislodge them form the town completely.

1x heavy infantry (1 killed, 1 lightly wounded, 1 heavily wounded)
1x heavy infantry (1 lightly wounded, 1 heavily wounded)
1x heavy infantry (3 heavily wounded, 1 lightly wounded)
1x heavy infantry (1 lightly wounded)
1x command group (unharmed)
APC (unharmed)

1x assault infantry (4 killed, 1 lightly wounded)
1x assault infantry (4 killed, 2 lightly wounded)
1x garrison infantry (4 killed)
1x command team (2 killed, 1, lightly wounded, 1 heavily wounded)
About / Re: Maps
« Last post by ACP_Mike on May 30, 2020, 08:53:30 AM »
Thanks, Man.
About / Jika Campaign
« Last post by ACP_Mike on May 30, 2020, 08:53:06 AM »
Turn 7 start.  All actions to be completed in two weeks.