Dystopian Legions News

Yes, that’s right, another DL preview post. But in my defence there’s a lot going on in Spartan towers at the moment.

For a start  the quickplay rules are now available to download. Click here to get them.

In other news there’s some more Kingdom of Britannia previews…

“It was a bit of a sticky wicket. The Suns had us on the ropes. If we broke, the road to Burma was open. But then we heard the bugles. The men of the 15th dropped into the enemy ranks behind a great sheet of flame and steam and scattered the Suns like wheat chaff in a gale. I knew then that we were saved.”

Sergeant Roger Coker, 6th Cumberland, describing the intervention of the 15th Hussars at the Second Battle of Taiping

Horse-mounted cavalry has all but vanished from the Britannian army’s order of battle since the flood of technology from the Covenant of Antarctica began to change the world in the late 1850s.

The cavalry regiments, however, did not disappear but instead radically altered their training regimes and equipment. Like the more heavily-armed garrison troops of the Land, Air and Naval Armadas, they are equipped with the sturdy Sturgicite-fuelled Brunel-Fosdyke Rocket Assisted Transit personal flying machine – nicknamed the ‘Ratpack’.

Britannia’s Hussar Regiments retain their role as daring, fast-moving assault troops. Many a hard-pressed regular platoon has had reason to thank a timely intervention by a Sky Hussar squadron at the key moment.

They are nicknamed ‘Flaming Angels’ by the Britannian press, thanks to their main armament – Ricardo MkII Flamebelchers, pistol-sized weapons capable of spewing great sheets of fire over opponents and sending them scrambling away in blind panic. These weapons are relatively new, being issued alongside more conventional arms and giving the Sky Hussars an exceptional edge in the shock assaults they favour.

The Sky Hussars have a much more glamorous reputation than the line infantry, second only to the pilots of the Air Armada’s fighter squadrons. Much of this stems from the risks that they are required to take in the execution of their duties. Their battlefield role is that much more rigorous, often involving fighting at perilously close quarters.

Hussar specialists, like the regular infantry, carry Ricardo flamethrowers to give them the edge over superior numbers of enemy troops. The combination of these weapons and the standard Flamebelchers make Hussar assaults even more terrifying for those on the receiving end of them, as well as acting as a great morale boost for other Britannian soldiers.

The Hussar squadrons prefer not to get involved in grinding combats of attrition if they can avoid it, specialising in fast and hard strikes at key points in the enemy line, before jetting back out of reach of retaliation and regrouping for their next assault.

Tactical Use:
The Sky Hussars can be a little tricky to use right, but once you know how to get the most from them they are a game-winning asset for any Britannian Commander.

Sky Hussars can put out a great deal of damage at close range, going to close quarters and burning the enemy down at point blank range. If it is totally essential, they can draw their sabres and go in with the old cold steel.

However, this comes at a cost in terms of protection. Sky Hussars go into battle in nothing more than their perfectly tailored uniforms and a pair of good riding boots. They most definitely cannot take as much punishment as they can dish out!

But to compensate, the Sky Hussars have their ‘Ratpacks‘, gifting them with the power to move like lightning across the table. Their skill makes them difficult to hit with gunfire at range.

When paired up with a Line Infantry Section, Sky Hussars excel. Let the Line Infantry whittle the enemy down as they move forward, then let loose the Hussars to send whatever remains of them to oblivion.

Alternatively, they can advance with the line and play their Special Game CardFirestorm, at the opportune moment. This will flush the enemy out of hiding just in time for the entire line to open up on them. This tactic can make for a fearsome outflanking gambit against a defended position.

“Fall back now? No, no, no! Look at them…on the verge of shattering like glass, I tell you! To me, lads! Let’s show ‘em how Britannians fight! Hurrah!”

Although the bulk of Britannia’s aerial strength falls under the remit of the Aerial Armada and the Navy’s Fleet Air Arm, the Kingdom’s regular army retains its own small integral aerial force, known as the Royal Flying Corps. Although they only operate conventional aeroplanes, as opposed to the great Sturginium Age flying engines of the Air Armada, the RFC is proud of its traditions.

These date back to Wellington’s great victory over the Prussians at Waterloo, when Royal Flying Corps’ pilots, manning perilously fragile Masaulle V biplanes contributed to the defeat of Emperor Heinrich Otto’s armies.

RFC officers are often attached to Britannian infantry formations. As well as being pilots and liaising with local air support, they are also fully-trained infantry officers in their own right.

Captain Gilbert ‘Bertie’ Smethington II, Distinguished Flying Cross, is undoubtedly the most famous of the RFC’s officer class. The scion of a noted aristocratic family – his father, Lieutenant-General Baronet Gilbert Smethington I, served with the army in southern Africa – Bertie saw action in the Far East before being transferred back to Britannia to take part in the Kingdom’s offensive operations against the Prussian Empire.

Brash, loud and flamboyant, Smethington’s presence is always welcomed by infantry units on the ground, despite – or sometimes because of – his propensity to rub regular infantry officers up the wrong way. His mere presence can inspire ordinary troops to great feats of courage in battle no matter the odds. Apart from his undoubted charisma, the Captain is also noted for having a lucky streak that often seems to land him, and those he leads, on their feet.

Captain Smethington favours a customised automatic pistol as his personal arm, a piece of extraordinary quality and effectiveness made by the prestigious Egg gunmaking house in London. However, ‘Bertie’s Blazer’ as it has become known to troops serving alongside him, has far more significance to Gilbert than just its effectiveness as a weapon.

Bertie acquired the pistol from Captain Ian ‘Spinner’ Spencer, a long time friend and colleague of his from their days of service in India. Spinner lost his life during the first Blazing Sun attack on Burma, when the scout aircraft that he and Bertie were flying was shot down by enemy fighter aeroplanes.

Both men survived the landing, deep behind enemy lines, but despite hauling the badly wounded Spinner more than ten miles along with him, Bertie was unable to save his old friend’s life. Spinner’s last act was to bequeath his pistol to Gilbert, who eventually found his way back to the Britannian stronghold at Georgetown after a gruelling two-week hike. Bertie privately believes the weapon to be the source of his good luck, and has carried it into battle in honour of Spinner ever since.

Tactical Use:
Captain ‘Bertie’ Smethington the Second DFC may not be the best shot or a boxing champ, but somehow he always appears to end up on top. Though he has fairly average stats for an officer of his rank, he is incredibly Lucky!

Smethington has a finite Pool of Luck Points that must last him the entire game. These can be spent at any time to re-roll dice – every commander’s dream come true when it comes to passing a vital Command Test, pulling off a key Ranged Attack or winning a Duel!

Although this makes the Captain very effective, remember that even Bertie’s good fortune has its limits – good management of your Luck Points is essential. Captain Smethington II is also a very competent leader. He provides plenty of Command Points to the Force’s Pool, and can be relied upon to keep your force in line with his unique Britannian Bulldog Command Ability, using his natural charisma to anchor the forces around him.

Finally, Bertie has his Special Game Card – Come on Chaps!”. This card allows any Sections near to ‘Smeth’ to make a special additional move at any time, perfect for escaping a dastardly Prussian charge!

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