Showing posts with label Flying Lead. Show all posts
Showing posts with label Flying Lead. Show all posts

Monday, August 11, 2014

Black Hats have a 'Bonanza'

Mike S had a hankering to do a 28mm Cowboy game, so after raiding Keith's Old Glory Western terrain, he set up a White Hats (good guys) vs. Black Hats (bad guys) scenario. This episode feature myself as the Cartwrights seeking to chase off some outlaws who have been trespassing on our ranch. Joel was the Texas rangers, come to help us round up the scofflaws, while Keith and Tom played the bad guys.

Mike had made some changes to Ganesha Games' "Flying Lead" rules to better reflect the Hollywood Western. Essentially, every character was "Tough," which meant taking a wound merely worsened their Quality by 1 to 3, depending on how badly they were hit (beaten, doubled, or tripled). Once a character's Quality rose to a "6", he was out of action, or dead. In general, the rules worked well, though Mike had some changes he'd like to see, and we had some we suggested, as well. One odd feature -- more of a random aspect of cards and dice -- saw 5 of the first 6 turns the player whose card was drawn last had his drawn first in the following turn. The infamous "double move" before your opponents can respond is one of the reason I dislike card activation games. I prefer an established turn order, and feel you should win or lose based on your tactics (and dice, perhaps) -- not a fluke of the cards.
"Pa" and Cain find good firing positions near the fenced-in chicken coop
We deployed first, and I foolishly focused only on where my own troops were, ignoring where me ally Joel had deployed. Both Tom and Keith deployed near one corner of the battlefield, directly across the table from me. I had my Cartwrights dash across the field to take up good firing positions and fill the bad guys with lead as they attempted to cross the battlefield and escape into the mesas on the opposite edge from them. I was successful in putting Pa and Cain inside the fenced-in, chicken pen, while my other three dashed into a two story house that overlooked the bad guys. I was the first to benefit from the "double move," so blasted away at Keith's gang of outlaws, all of who were named Bob. Since an abnormally high number of my hits were "retreat" outcomes rather than wounds (depended on whether my die score was odd or even), we laughingly called them the "Running Bobbs." Even worse, they lined up for cover behind the outhouse, which provoked howls of laughter saying they all had the "runs" and were scrambling for the outhouse.
The rest of my gang find a great firing position in the two story house overlooking the bad guys' position
What I had not noticed, though, was that Joel deployed his troops "a fair piece" away from mine. In fact, they couldn't have been in a worse position to support my attack -- they were hidden away in the mesas, and it would take a number of turns for them to advance to where they would be a factor in the battle. We have a saying on Sunday nights, and it proved true again this night: "Tom's winning!" Tom cleverly deduced they could gang both of their forces up against mine, and he proceeded to move his entire force into the house I'd holed up in, or blasting away at me through the windows. My three Cartwrights inside were cut down relatively quickly.  And when Keith woke up from his die rolling slump ("crapping out" twice in a row on activations, early on -- which meant none of his troops were able to act at all for two turns), the Cartwrights began to drop like flies.
And here's why it wasn't such a good idea...Tom's entire gang uses his "double move" to race around the side of the house and rush it, outnumbering my guys 6-3...
The Texas rangers did race in impressively when Joel got the double move, firing at the hip as they came. However, with my men whittled down to essentially just Cain -- and he was bleeding badly -- it was now Joel's turn to ganged up on by Tom and Keith. Tactically, the White Hats blundered this game. Joel deployed too far away, but worse, I stuck my neck out too far and the Black Hats were only too glad to slip a noose around it. We went down kicking, though, and shot up Keith's "Running Bobs" fairly heavily. However, it was obvious that the Cartwright Ranch would be under new ownership come sundown.

The game worked well enough that I'm sure we will see another Western episode on Sunday nights. Hopefully next time the good guys will prove to have a little more between their ears than a big white hat...!

Tuesday, March 25, 2014

Dakota Smith goes to Cincycon!

I packed up pretty much every piece of SE Asia terrain that I've made for my Pulp games, all of my 28mm Pulp figures, and headed to Cincinnati, Ohio, for Cincycon 2014. I would be running my game both Friday night and Saturday morning. Jenny and I arrived before noon, and I took the opportunity to set up the board since no one was using it before my evening event. It took a good bit of time because I hadn't done a "dry run" like I'd originally planned on doing. What's more, I hadn't even play tested the scenario -- usually a "no-no" for me!

Plus, I was not using Pulp Alley -- the rules I normally run for the guys in our Sunday night games, Dakota Smith's Oriental Adventures. I had set it up for 8 players, and I really didn't feel confident running the rules for a group that large. Instead, I was using "Flying Lead," the modern rules set from the Ganesha Games engine made popular by Song of Blades and Heroes (which I use for Dark Ages skirmishes). I had never actually run a game using FL, but had played in a number of them. I was using my innovation I premiered at Advance the Colors 2013 of splitting the game board into separate, simultaneous games. Rather than have it be four one-on-one matchups, like at ATC 2013, this game would essentially be two separate four player games. The figures could meet up, though, as the two boards were connected by a the rope bridge piece of terrain I'd scratch-built. I felt pretty safe running the rules, though I did need to scan them a couple times to make sure I was aware of the differences between FL and SBH and the French & Indian War variant I usually run, Song of Drums and Tomahawks.

I really didn't need to worry as the players all said they had a blast. There was a lot of laughing and joking around going on, so I think everyone had fun. I made one adjustment after the first game, switching out the deployment of the secret martial arts society, The Order of the Fire Coral, with that of the international smuggling ring, Svetlana's Smugglers. The pygmy cannibals were simply too deadly to the martial artists, and I felt that with three submachine guns, Svetlana's lot would be able to handle the swarm attack of the pygmies. It was a near thing, though, and if it hadn't been for the Pygmy player crapping out twice in a row exactly when they had the smugglers on the ropes, they might have repeated as the scenario winner on Saturday, too.

As it was, there were a lot of humorous and cinematic moments. My favorite was when the portly Harris McLeod of the British archeological team braved the crocodile infested water and escaped only by the skin of his, well, you know what...! Another favorite moment was when Svetlana -- beset by three martial artists -- was knocked off of the cliff. The player remembered the reroll ability of the Hero trait just in time. With a new set of dice rolls, Svetlana went all "La Femme Nikita" on the Fire Coral and drove them off, remaining Queen of the Mountain.

Pics and comments are below. I'm grateful for all the praise and comments I received from players and convention goers. Many years ago, I remember admiring South Pacific Island skirmish games set up by other GMs. I recall secretly wishing that, one day, I could run a game like that. Well, Cincycon 2014 was THAT day, and I'm happy it all worked out great and seemed to give the players several hours of enjoyment.
The board was a big hit with the players, and got lots of nice comments
Close up of the board, with the river dividing the boards. Notice the large temple in the upper left and the giant, Petco statue in the river island.
Svetlana's international smuggling ring advances towards the jungle hut
Von Jaeger and the German archeological party, with a force of German sailors, advance on the jungle hut on the other board
Harris McLeod leads the British Museum party, guarded by a force of Sikhs, survey the area around the big temple
The Order of the Fire Coral infiltrates the temple area, looking to secure artifacts from the prying hands of the foreign devils...
The Pygmy Cannibals were vicious and deadly, swarming over the martial artists of the Fire Coral and then attacking the Germans and Americans in Friday night's game
Pierre Fournereau's French archeological party and their Senegalese Askaris seize the high ground
Tatko and Jaz Minh of the Order of the Fire Coral sprint up the cliff path to be the first to make it to the river island
Other agents follow them and cross the rope bridge in their path, while below Jaz Minh -- who fell when making the leap into the lap of the stone god -- scrambles away from the hungry, hungry hippo
Meanwhile, H.T. (who won playing the Pygmy cannibals Friday) notices that the martial artists have split half of their strength off...it is a well-known fact that Pygmy Cannibals highly enjoy Chinese food!
One by one, the Fire Coral's agents remaining on that half of the board are surrounded, beaten down, and dragged off to the simmering cookpot -- including the leader, Opay
Meanwhile the British climb up their side of the cliffs to squabble over it with the French
It became quite the scrum on top of the cliffs. Peace broke out for a moment in Anglo-Franco relations, but it was quickly tossed aside as close-range shotgun blasts proved too tempting!
The final, climactic battle royale atop the cliffs. When the martial artists attempted to cross over to join in, Harris McLeod cleared the bridge with a shotgun blast that pitched three into the water
After securing the fabled artifact, the Tears of the Buddha, from the island temple, Tatko decided to bypass the bridge and instead take a shortcut through crocodile and hippo-infested waters. The burly martial artist ended up being guest of honor in the resident crocodile's dinner plans...!

Wednesday, January 15, 2014

Star Wars skirmish

The Rebel Alliance enemy, Keith and Steve, and our Imperial co-commander, Joel
 We use the Ganesha Games rules, "Song of Blades and Heroes," for a number of periods. Their modern one, Flying Lead, was adapted by Mike S to use in Star Wars skirmishes. We'd play-tested it once before, and Mike was itching to do another game of it. He cooked up a scenario that featured an imperial raid on a rebel base. Intelligence reported that the leadership of the Rebel Alliance was meeting on the planet, and we were sent in to capture them.

Mike set up a nice board with lots of scratch-built, futuristic terrain. Our favorite was the radar dish made from a plastic champagne glass. We also noticed immediately, as he passed out the command, that we would each have a freaking HUGE force. I think Mike looked at the recommended point level per side and interpreted it as per player. With six players total, that meant our battle was three times the recommended size - ha, ha!

This led some of us to attempt only one action per figure, so as not to "crap out" (two failures or more on an attempt). If a player rolls two or mroe failures on the same roll, their turn is over and the remaining figures in their command do not move. This would be my lot for much of the game. It seemed whenever I tried more than one activation, I crapped out. But rather than have you read about my typical, awful dice rolling, I thought I'd plug in a couple of After-Action Reports that others who were present emailed to each other.
Imperial Scout trooper finds a nasty surprise around the corner -- a whole pack of rebels!
First up, is the report sent out by my fellow Imperial commander, Joel Sams:

Star Wars Skirmish - GM: Mike S
Team Rebel:  Allen, Steve, Keith
Team S'Troopers: Mike D,  Tom, Joel

"...Juliett Platoon, right flank! Storm Troopers assault!" Fanned out moving smoothly toward the village. We encounter worker droids amongst a tank farms.


Pvt. 'Joker':  "Hey Sargent are these the droids we're looking for?" Then that ambush hits Papa Platoon hard.  The rebels are all over them like ugly on a wampa.  Our preplanned memory bank kicks in...
Sgt. HardKor:  "AMBUSH! SPREAD OUT -- MOVE, NOW! Third squad take rear guard  position by that radar dish. Pvt. Joker, take point!  Get across that pipeline...move, NOW!"

Our squad moves as a unit across the pipeline and our body armor is pressed hard against an adobe shanty.  We see Gunner Thompson of Papa Platoon is dropping grenades everywhere BUT on the  rebels.  The firefight is intense Papa Platoon holds up in storage tanks uses the cover and their body armour helps holds off the rebels.

Sgt. HardKor arrives at the adobe. "Is this structure secured?"

We repeat the question aloud to ourselves,  Is this ..structure...secure??" Suddenly we are under small arms fire from INSIDE the building. Then the adobe from across the dusty street also erupt with small arms fire.  Sgt. HardKor directs traffic. "Moon and Rok around back- look for a back door!"

Five minutes of firefight, then Pvt. Joker looks up and pauses, "I love it when they RUN!" Three streets away a herd of rebels (20 or more?) are running like gazelle, with move and shoot tactics.  Their unit moves fluidly and quickly overwhelm Motel Platoon on the left flank.  It is a sight to see and we are in awe of their ability.  Papa Platoon falls back just before Motel Platoon bends, and it is Papa Platoon that stops those Runnin' Rebels. 

Things aren't much better on this end of the battlefield as my leader (in red hair) is about to be overwhelmed, but go down fighting...!
 Next up, is a post from the other Rebel commander, Tom:

It was indeed a trap! The 4th Antares Legion had deployed a battalion of Storm Troops flawlessly from their transports at extremely close range to the rebel hive of scum and villainy, known as the Sar-Lor Industrial Complex (SLIC). We advanced on a search and destroy mission intended to decapitate the rebel leadership in this sector of empire.

It appears that the rebels were aware of our plans and had laid an ambush for us. As we approached SLIC a large number of rebels appeared immediately to our rear and opened fire on us. If we had been deployed on different sides of the village as had been the original plan proposed, any one of our Companies might easily have been annihilated, but as the operational commander I had 'altered' our line of embarkation to minimize friendly fire casualties and the rebels were facing three times the troops that they likely expected.

Police Commander Smythe was the first to go down as he was the furthest in the rear of our forces and many of us were caught in the open. However, the rebel scum, were as usual, unprepared for a firefight and when the initial surprise was over the  massive firepower returned by our battle line proved devastating.

Our left and right flanks put forward advance guards toward SLIC to probe for further enemy forces and they very quickly found them lurking in many of the buildings of the town. In addition they reported additional rebel reinforcements were being brought up through the worker's slum.

The right flank held well, engaging rebel forces in the slum, but the left flank seemed to be unmotivated and once engaged with the rebel scum quickly decided withdraw was the better option. A huge rebel thrust on the left almost broke through our  lines to the waiting evacuation ships, but the left flank managed at the critical moment to stiffen and hold off the rebels.

A number of experienced rebel pilots were killed or injured, but the high level commanders slipped the noose.

General Moose
Commander Antares Legion

Look out behind you! One turn after we march onto the board, a massive force of rebels sprints on behind us and opens fire...thankfully, Allen wasn't hot with his dice or we'd had an even rougher time of it...!