by Trey Stone
Hovertank 09 of the merc company known as the Hooter Patrol screamed along at top speed. They had single-handedly destroyed two enemy tanks and an enemy powered missile trooper before it could be successfully deployed against the Hooter Patrol. Now the tank had fired on an Electronic Warfare Vehicle, wounding it. The stricken vehicle limped for cover behind the high hills it had been sitting in.
"Hot damn, an ELW!" exclaimed Gunnery Sergeant Mike McRight. "Ol' Captain is going to owe us major bonuses. With that ELW smoked by us, along with those other kills, we'll have the unit record. Don't spare the horses, Ferro."
Spc. Ferro, the driver, narrowed her cobalt eyes as she traded glances between the HUD and the main viewscreen. She saw the fleeing ELW darting between the hill peaks; no doubt motivated by the air strike that just strafed him, as well as the swiftly approaching Hooter Patrol Tank. Her slender, strong hand eased back on the acceleration ever so slightly to avoid an overheat in the power plant.
Pvt. Shore, on the guns, tapped on McRight’s shoulder. "Skipper, a fleeing suit on our six. He's caught between us and their arty. He's running like a rabbit in the open, making a break for the trees. Man, took at him jump! You’d think the Grim Reaper himself was chasing him."
McRight said, "He is. Watch this." He shooed Shore off the weapons controls and rotated the turret to the rear. The infantryman could now be seen in the target scope, his jump jets whooshing as he ran for all he was worth. Smiling, McRight switched to shells, selecting AP round. Locked on target, he pressed the firing stud. There was a bang with little recoil, and a click as another shell was automatically loaded into the breach. In the target scope, the infantryman had suddenly become an airy poof of red spray and titanium shavings.
Chuckling, McRight high-fived Shore and said to Ferro, "Red, we greased a Trooper-B. Should be worth a bit more bonus." Red gave a thumbs up as she prepared to move into the valley between the hill peaks.
McRight rotated the turret to the forward position, searching for the ELW. "Yep, the Captain knows it, and so do I. This little way is just about over…."
At Ease!
The preceding some is based on Chris Carter's action-filled Hyperplatoon, the first release from his new PBM firm, Solaris Games. It features fast-moving armored warfare in the battlefields of the future, and is one of a small handful of PBMs on the market that focus on tactical ground combat, and armored warfare in particular. Notable others include Friendly Fire Games' Tracks, a World War II scenario, and Fantasy Workshop's Centurion, based on the FASA boardgame of the same name. It is a field crying for games, and Hyperplatoon is a welcome addition to the field.
Head ‘em up, Move ‘em out!
When HP goes fully commercial, there will eventually be several variants, such as multi-player games, campaigns, etc. But at present, in the playtest version, it is played with only two players. A definite victory goal is set, usually a set terrain objective to occupy ("take the hill, drill!"), and a set number of casualties to score on the enemy.
Each game is played on a different map, crisply laser printed and made to look like a military topographical map. All sorts of terrain can be presented, such as flatlands, forests, hills, mountains, rough areas, lakes, rivers, beaches, and roads. No two are ever the same, and each has its own individual challenge, You are to look over map and determine your initial deployment within the perimeters provided. Your initial deployment will greatly affect the coming battle.
Enemy on our Twelve!
After your deployment, your troops head out to find and destroy those of your enemy. There are quite an interesting variety of these troops, and their proper use is essential to your success.
First are your infantry. Same thing they always have been, footslogging mud soldiers. It's just that these mud soldiers am men outfitted in powered combat suits, each designed and trained for different missions They include:
Scouts: Fast, lightly armored troopers. They have a light laser rifle, and heightened sensor capability. Each one carries a remote probe, and are the only unit that can "designate" a target (paint a target with a laser for the purpose of targeting artillery).
Basic Troopers: Average ground pounder. Carries a light laser rifle and has average armor.
Heavy Trooper: Heavier armor, heavier laser rifle, with a more powerful power plant and thruster unit to compensate for the added weight.
Cannon Trooper: Basic trooper with a laser cannon instead of a rifle.
Missile Trooper: Heavy trooper equipped with an equipment pack to allow transport of four Mat-B anti-armor missiles. When all missiles are fired, this unit operates as a heavy trooper.
Tanks: The beasts of the battlefield, these armored hulks are essential to victory. Main armament is the 200mm main gun, capable of firing laser bolts, or firing anti-tank or anti-personnel rounds. They can also fire shells indirectly (they are also artillery). Fast, even faster on roads, they are scary, especially if a bunch of enemy tanks are headed at you full speed, and most of yours have been destroyed.
Finally, there are your support vehicles. Mounted in a chassis similar to the tank, they possess the laser cannon, but nothing else. However, they are tremendously important.
ELW Vehicle: Your electronic warfare support vehicle This vehicle provides a myriad of electronic abilities, including jamming, spying, counterjamming, and more. It also provides counterbattery data. Lose it, and you lose all defense against enemy EW, and your counterbattery ability will be sharply reduced.
HQ Vehicle: Your seat of command, presumably where the company commander is running the show. Allows communication, and is the main system with the computerized maps. Also calls in air support. If you lose it, all of the above is severely reduced, or completely lost. Also has a remote probe.
All vehicles and units am defined by a set of ratings in different areas: Armor, Sensors, Power Plant, Thrusters, add Communications. These ratings can be reduced when damage is sustained.
All units except the support vehicles possess overthrust capability. Use it sparingly, as excessive use can result in damage.
Lights Out!
In summary, Hyperplatoon looks to be a GREAT addition to the tactical ground combat field. It features FAST action and intense combat, and is a welcome challenge to any tactical combat fan.
Hyperplatoon is in playtest at present, however, and is subject to the hiccups that any playtest is. Set-up is $7.00, and subsequent turns are $2.50, but these are the playtest rates, and could increase after the playtest concludes.
Chris, the GM, is friendly, and gratefully welcomes player input. He shows a great talent for military simulations, and HP, with its Army-style maps and unit representations, lends itself well to this. He works in the computer field, and one of his projects involves programming for a field artillery support computer.
If this sounds like your bag, and you aren't afraid to possibly face the Hooter Patrol, write to Chris Carter, Solaris Games, 412-3 Wallen Hills Drive, Fort Wayne, IN 46825.
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