Wednesday 15 August 2018

Skirmish Rules Testing: Part 3 - Azhanti High Lightning




Next up in the Skirmish trials is Azhanti High Lightning. In my 20s I lusted after this but it was already out of print. Nowadays it turns up on eBay every so often for about £30-£50.

Presentation

Large format box with deck plans for a huge spaceship. Must get them all out one day! An A5 LBB to describe the cruiser and another LBB with the combat rules and scenarios. Similar layout to Snapshot, again rules in about 6 pages and  something approaching a QRS double-fold.

Set-Up

As with Snapshot everything was kept at ground level. Normal span points for teams of 2 insurgents. AK47s and SA80s were treated as Assault Rifles, RPG 7 as 4cm RAM, UGL as a downgraded 4cm RAM, and Minimi and PKM as LMG, but without set-up time. Body armour treated as Cloth.

How It Played



Cpl Hore moved off at a pace down to the corner at the T junction as before with Pte Jones providing cover. Then WHAM an RPG round was fired off from the house at the end of the street - 3rd time out of 3 games! But this time the round thudded into the building behind him and he and Jones survived. In the ensuing firefight though Jones got hit, but Wade and Kronfield moved out to the left flank behind the wall and building, came up on the rear of the Insurgent position and killed both the RPG man and the Insurgent leader. The next Insurgent group laying in wait the other side of the RPG house saw their leader go down and instantly decided to withdraw. Already the game was feeling to have a bit more subtlety than previous versions.

LCpl Wall's fireteam moved through Hore's fireteam and took up positions in the compound NE of the T junction. LCpl Wall got it from an insurgent team further down the road.Wilson the Grenadier moved up and put a UGL round in the midst of them.


Meanwhile Hore and Kronfield were moving up behind the same house, but that put them in the line of fire from some insurgents behind the hedgeline on the edge of the cropfield.



Hore bought it this time, but Kronfield poured Minimi fire into the sheepfold that the insurgents retreated into. LCpl Wall's fireteam moved up to provide UGL support,first with smoke to enable Hore to be retrived and then with HE to take the insurgents out. With only one team left the insurgents withdrew, and the Brits organised the casevac of their two casualties.

Rules Impressions

AHL showed a marked improvement over Snapshot, and apart from the lack of spotting rules you could almost see it as the grand-daddy of modern rulesets like Danger Close. The biggest issue though was the activation system which was again prioritising the leaders and making it hard to move in a tactical way. The morale rules worked really well though, as did the to-hit DMs giving lots of missed shots and armour saves. If you fixed the activation model it would be a very playable set.

Overall, 5/10 as is, but 7/10 with a fix to the activation.

2 comments:

  1. I did not realise the AHL rules were different to Snapshot. I have the original box but only every used an occasional map for a bit of Traveller roleplaying, never to play the actual game. I have put AHL on my list of games to play - not the AHL rules but at least some of the scenarios with some other rules.

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  2. Don't think I'd appreciated how different they were either til I played them!

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