After much anticipation, I played my first solo game of
Patrol Angis by Alternative Armies. I had spent a lot of time painting my
starter set models and very little time throwing a table together using a
battle systems game mat, some trees made by my good friend and part-time lover
Robbie Grant and the original 15mm Critical Mass terrain that the great men themselves
used in their fantastic and fondly remembered demonstration tables, (courtesy
of my beloved friend Adam Davies).
This scenario is called ‘Stalking in the Forest’, but my
decision to play this solo game was fairly last-minute and I hadn’t prepared
enough trees, so opted to use my lovely new/old and much loved critical mass
buildings instead.
The scenarios in the Patrol Angis book are set on the world
of Dando III where the Prydian Army are fighting a hit-and-run war against the
League of Yordan forces who have laid claim to the mineral rich world by means
of a bloody and very un-knightly, (word) coup.
This scenario sees the dashing Baron Balthazar and his
adjutant Jerome, (whose name I remember by thinking of Robson and Jerome. Spare
me your judgement) leading their Lance, (the Prydian name for a platoon) of
Retained Knights through a densely wooded area while trying to evade or destroy,
(but ideally evade) a trio of Retained Yordish Knights each piloting a deadly
Duxis battlesuit.
I opted to play the Prydians because Balthazar is just
awesome in the background and the Yordists are classic villains, (and dicks) in
the true sense of every great space opera setting. In this scenario, the silent
player is aggressive meaning that the Yordist player will make every effort to
close with the enemy foregoing actions like overwatch, self-preservation, precise
shot and anything else that gets in the way of getting right up in the Prydians’
grille and giving them a bloody good kicking! Another feature of this mission
is that troop-specific special rules are disabled, so no jump jets, Cybernue
enhancements for Balthazar, etc… but being a veteran wargamer, I decided to use
them.
Deployment
Both forces were set up within 5cm of opposite table edges in
accordance with the scenario rules. I opted to keep the Duxis battlesuits in a
single post of three models to make them more survivable. I split the Prydian
post up into Demis, (4 man fireteams) and Minas, (2 man fireteams) to offer me
greater flexibility and also just because I wanted to learn about how the
action point allocation works by having lots of options to play with. For other
beginners, I recommend that you leave the Prydians in their 10 man posts for
your first game and run the Duxis as three individuals.
I rolled initiative and the Yordists won with 7 to the Prydians’
6, meaning that both sides would receive 7 activation tokens plus an extra 1
for the Yordists as they were the initiative player.
I continued the phase by allocating tokens to the Yordists,
(they allocate first, being the initiative player) then to one of the troop elements
of the Prydians. Having only a single troop element on the Yordist side, I
allocated their 8 tokens in one go and split the tokens between my Prydian
troop elements. Without an understanding of how the game worked in practice, I just
wanted to ensure that every troop element could do something, but – in theory –
I could have loaded a few elements with lots of tokens.
Now let’s get to the bit that everybody wants to see: photos
of wee men killing each other on a grown man’s dining room table.
Game Objectives:
Prydian Army - Exit the board via the enemy deployment zone with as many troop elements as possible or destroy all enemy troop elements
League of Yordan - Kill all Prydians
The Yordists begin the festivities by unloading a blistering barrage of railgun, laser and howitzer fire at the Prydian lines to no effect. |
The Yordists return fire following the Silent Player guidance of targeting priority. Robson and Jerome, (don't judge me) take cover and Jerome snap fires back scoring a lucky hit. |
The Retained Knights hold their ground and receive a punishing charge from the Duxis battlesuits who tear them apart with their Impact Fists before the brave knights even have a chance to respond. |
A Pyrrhic victory for the brave knights of Prydia, but a victory nonetheless. I was amazed to realise that this entire game constituted only a SINGLE ROUND of brutal gameplay. I was already in love with the background of this game before I played it, so finding that the game is intense, tactical, cinematic and just generally quite wonderful was something of a relief to me. I hadn't even finished reading Patrol Angis before I dropped another few hundred pounds on the Alternative Armies website, so beware!
Many people looking into the Ion Age have the same questions, so I'll try to answer the ones that I had prior to taking the plunge:
- The rules strike a fine balance between complexity and fast, fluid play. I recommend reading the rules through at least three times before trying it; especially if you're bolting on the solo play mechanics. Bookmark the page with weapons and armour tables and download the reference sheet which - like much of the material - is free.
- This game rewards tactical play. You aren't likely to win it at the point of army creation which is another thing that appeals to me. I think it would make an EXCELLENT tournament game; a fact which has been proven by the brilliant Aris Kohlemainen's Arcticon event!
- You can play 1 platoon a side with the first book, but I see no reason why it can't scale up to at least two a side, even with multiple players. The system is very flexible.
- This is the starter set that I bought:
https://www.alternative-armies.com/collections/15mm-ion-age-miniature-range/products/patrol-angis-15mm-skirmish-wargame-game-pack
- The starter set is a complete no-brainer. Combined with the robust solo rules, you can have lots of fun by yourself until lockdown is but a distant memory.