The Battle For The Pudding – Battle Report

‘The Pudding War’ was a small and short lived conflict between the nations of Caerdonia and Su Khan, and was fought entirely within the Boskova Mountain range on the border between the two countries in the year 1237AC. To put that in perspective the events of my games of Deathzap take place around 2000AC.

Su Khan miners went on strike due to lack of payment and food shortages, the straw that broke the donkey’s back and the reason of the name for the war was the lack of traditional shrimp puddings given out for their new year’s celebrations. The strikes turned violent after a Su Khan soldier’s rifle reportedly misfired while attempting to hold back the strikers. Several Su Khan soldiers were beaten with clubs during an ambush and had their weapons taken which turned the conflict into a full scale battle between the miners and the soldiers. Fearing the safety of their own miners not too far away across the border Caerdonian forces arrived a few hours after the strike turned violent. Disobeying orders from his superiors Captain Lance Liger of the Caerdonian Mountain Guards decided not to simply hold the border, but moved in to see if his men could calm the situation as a neutral third party. Unfortunately the Su Khan soldiers under General Ardek Shan saw it as an act of aggression, and suspecting the Caerdonians had incited the riot to slow Su Khan mining and claim more of the resources within the Boskovan Mountains the Su Khan soldiers opened fire.

The following happened hours later as two patrols attempting to spy out the surrounding area clash by an old destroyed mission (I could do with some new terrain).

The Caerdonian’s cautiously advanced.

The Su Khan’s threw themselves into the fight.

Fire erupted moments later.

The Caerdonian’s lost the intital fire fight, and were pushed back by the overrunning Su Khan forces.

But the Reds were too keen and suffered heavy losses for their gutsy but foolish move.

The last remnants of the Su Khan squad were pinned down behind a large rock, and taking fore from both sides it woudn’t be long before they were toast.

However as the game drew to a close, somehow the Reds held out, and the Caerdonians fled, perhaps finding themselves in foreign territory and fearing Su Khan reinforcements caused them to pull back.

For this fight I used the rules below:

  • Roll off to determine side A and Side B.
  • Side A Moves.
  • Side B Fires.
  • Side B Moves.
  • Side A Fires.
  • Check Morale

MOVEMENT

An infantryman on foot can move up to 10”. Suppressed figures can crawl 2”.

SHOOTING

  • Check range.
  • Roll to hit.
  • Make saving throw if hit.
WEAPON RANGE TO HIT SAVE RULES
Rifle 48” 4+ 5+  
SMG 24” 4+* 4+  
MG 48” 4+* 6+  
Flamethrower 12” 3+* 6+ Ignores cover for saving throws.
Pistol 12” 4+ 4+ +1 to melee rolls.
Grenade 12” 4+** 6+  

Suppressed figures only hit on a roll of 6. +1 to the To Hit roll for shooting from cover. +1 to the save roll if the target is in soft cover. +2 to the save roll if the target is in hard cover.

*If this weapon hits after the save is resolved it can be fired again at the same target, or another target within 5” of the first target fired upon.

**If this weapon hits its target, it also hits all figures within 3” of that target. All additional hit figures make their saves as if hit from the position of the original target.

If a saving throw is failed the figure fired at is killed. If a saving throw is successful the figure is suppressed. Lie the figure on its side.

MELEE COMBAT

If two opposing figures come into base to base contact at any point resolve the melee immediately. Roll a die for each figure, adding 1 if they are armed with a pistol, and reducing by 1 if they are suppressed. The high roller kills their opponent. In the case of a draw reroll the dice.

CHECK MORALE

First roll for each suppressed figure. On a 1-3 they remain suppressed. On a 4-6 they stand back up.

Then check to see if each side breaks.

Total the number of suppressed figures on that side and add any figures taken as casualties this turn, multiply this total by a die roll, and take note of the result. Then multiply the number of non-suppressed figures on that side in play by a die roll, and compare the two results. If the result for suppressed/casualties is higher then that side routs. If the total for non-suppressed figures is equal or higher then the side carries on.

At the end of 6 turns roll for both sides non-suppressed figures and compare the results. The higher scorer wins the game, the other side withdraws.