Monday, June 24, 2024

Downtown at Origins, the Streets were Mean!

    The Santanas face off against their rivals, the martial arts gang the Daos, at Origins Game Fair
Many years ago, miniatures were a major part of Origins Game Fair in Columbus, OH. Then came a period when the Game Manufacturers Association (GAMA) focused instead on the big box companies, and the individual GMs running cool miniatures events were shunted to the side. If you didn't want to buy space, they didn't have a use for you -- or at least that's how it felt to us. Time changes all things, though. We began to hear rumors that the new management at GAMA was much more friendly to the humble miniatures game master. That Origins wanted us back, and were seeking us out. 

    The Eastmoor Kings arrive in the turf of hostile gangs, hoping to fight their way through to home
As a member of the Great Lakes chapter of the Historical Miniatures Gaming Society (HMGS-GL), this was intriguing. Origins used to be one of our most fertile recruiting grounds. The people who attended this multi-genre convention were already gamers, and may of them miniatures gamers. We would run dozens and dozens of events, and people from all over the country would see and play in our games, and sign up to be members. The Great Lakes board discussed going back, and agreed it could be worth the effort. Last year, we "dipped our toe" in the water and a handful of us ran games. We learned the system, how things had changed since we were there before, and felt it was worth the effort to try again.

    I filled up 32 of the 36 slots in my six games over the course of Thursday, Friday, and Saturday!
This year, we signed up as a "club" to have our own space at Origins. We would recruit game masters, schedule our events, and act as a liaison between the convention organizers and our members running games. That's how GAMA likes to do it, these days, and it worked well. It worked for us because GL member Jenny Torbett stepped forward and volunteered to be the organizer and made our effort possible!We had 47 events scheduled prior for the convention. I decided to go "all in" and run Mean Streets in the morning and evening on Thursday, Friday, and Saturday. After last year, I felt it was my best fit for the Origins crowd of the rules sets I have written. The vibe at the convention is more fantasy and Sci-Fi and less historical than most of the shows I attend. Of course, we were taking our first steps to change that, and quite a few historical miniatures events were run both in our area and in other club areas.

    Quiet before the storm -- downtown Columbus set up & tense, waiting for gang warfare to break out
I decided to go with my most recent scenario which casts my Eastmoor Kings gang into the role of the Warriors from the movie of that name (and my inspiration for the rules). I was gratified that nearly every person who came up to my table and spent some moments eyeing it was familiar with the 1979 cult movie classic, The Warriors. I had definitely picked right when trying to fit a game and scenario to what would be popular with the attendees. The scenario has six player slots and I filled 32 of the 36 positions over the course of my six games. I was ecstatic with the player turnout. I honestly couldn't have expected much better than that.

    Five members of the Eastmoor Kings seeking a way through the Mean Streets of Columbus

In the scenario, the Eastmoor Kings have been lured to a gang parley. When no one else shows up, they know they've been duped. Now, they have to try to make it back home to the East side of Columbus through the turf of hostile gangs. Two players take on the role of the Kings, each with a Gang Boss, Warchief, and three Punks under my Mean Streets rules. The other four players each control a different gang of the same composition, with its own secret objectives and hatreds of other gangs. None of them want the Kings passing through their turf, but they dislike their neighbors just as much.

    Before they get home, the Kings have to pass through the turf of the Daos - black, martial arts gang
I ran this scenario earlier this year at both Cincycon and Drums at the Rapids. It went over very well at both shows, and I was hoping it'd be a hit here, too. As it turned out, the players were some of the most enthusiastic I've had yet with my game. I saw so many different possible scenario outcomes over the course of the six games. In the two games where I had only four players, I actually removed the invading Kings from the game and instead hosted a free-for-all among the other four "local" gangs. I think the enthusiasm of my players made me enjoy it as much as them. Even on my last game, Saturday night, it was a riot watching the Santanas carjack vehicles and use them to try to run over opposing players. It may not have been a wildly successful tactic, but it was hilarious for both those at the wheel and those they were attempting to run down.

    'Halt, police!' The police show up in the middle of the board near the end of Saturday night's game
There were games when none of the Kings made it to the bridge and its bus stop on the opposite board edge (their destination was to catch the bus home to their turf). And there was also a game where eight of the 10 Kings made it to the bridge -- the most ever in all my times running this game. There were games when the police arrived early and others when they didn't show up at all. I had police officers (controlled by the player whose gang has nearly been eliminated) shoot opposing gang members and other times when the cops were knocked out by the gang members. Years ago, I had come up with the game mechanic that, when a player is down to one or two gang members left, I give them control of a police car which can arrive on any street board edge. It gives them a chance to get some revenge or even affect the outcome of the game. What's more, it takes a player who may be disappointed with what is going on and turns them into someone eagerly looking forward to mess with his opponents! Win-win for the player and me as GM!!

   'Student Body Right' - all 10 of the Kings quickly move towards the right side of the board to escape
One of the most cinematic moments was on Friday night when the two Kings players decided to run a "Student Body Right" maneuver. Both gangs crossed to one side of the board, attempting to overwhelm and blow by the Franklinton Flippos. After initially holing up in an alley in their turf, the Flippos player grew bold and formed a line at the playground behind their two apartment buildings and the board edge. It was the narrowest point and the 10 Eastmoor Kings could get at the five of them only three wide. Marvin, the Flippos Gang Boss (and would-be Leonidas at Thermopylae), stood up the Kings and began knocking them down. In line beside him were his Warchief and his punk who had the "Scrapper" ability. Great and brave tactics!

    The Franklinton Flippos take a page from the Spartans and hold off the Kings at the narrowest point
Soon, the rival Indianola Mohawks from across the street were inspired and launched themselves into the back of the Kings, diverting their attention and weakening their push. Although the Kings outfought the Mohawks and began knocking one punk rocker after another out, this ended up having an effect they didn't expect. When Kings punk Cy -- the only player in the game armed with a pistol -- fired off some shots early, the police arrived soon after. Since the Mohawks had lost the most gang members at that point, they were given control of the cops. The police car contains two officers, one with a billy club the other a pistol. Both are "Warchiefs", which makes them difficult opponents. Now, the Kings had to face not only the determined and resolute clown-faced Flippos and the punk rock Mohawks, they had the police on their backs, too (cue The Clash song...).

    Racing to the aid of their bitter rivals, the punk rocker Indianola Mohawks crash into the Kings rear

Fortunately for the father and adult son playing the Kings, the other two local gangs, the Santanas and Daos, did some serious dawdling on their way to join the fight. Ostensibly, all four gangs claimed they'd show solidarity and fight off the outsiders. In practice, the effect of these two gangs was to cut off any straggling Kings who tried to escape from ever reaching the bridge. It was fun seeing those two gangs role play their gangs, though. I think we all knew they were simply waiting for the other four players to wear themselves out and then they'd come in and sweep the streets! They talked tough, but were short on action. It was hilarious to watch them justifying their foot dragging.

    Even the police got in on the act in trying to squash the Kings and their attempt to reach home!
The Kings lost that scenario, but the next morning the opposite happened. The Flippos, who had stood like a stone wall in the face of invasion the previous night, absconded immediately. They dashed into Santana territory and concentrated on their secret mission -- stealing snacks for tonight's party. While they stuffed twinkies into their clown pockets, the poor Hilltop Highlanders (who I had swapped out for the Mohawks that game) were beaten down almost to a man. They stood no chance against the combined force of the Kings. It was still a very interesting game, but in the end, the Eastmoor Kings won with 19.5. It was very close, though. The twinkie-eating clowns came in third with 15, edged out of second by the Santanas at 16, who showed no shyness to rumble.

    A 3-gang rumble in the middle of the streets between the Daos, Kings, and Mohawks
The final game on Saturday night was the closest of them all. A father and middle school aged daughter played the Kings. They got a respectable four Kings on the bridge by the end of the game. However, the car-jacking, vehicular homicide attempting Santanas edged them out by a HALF POINT. That was, without a doubt, the closest of the finishes I've had in this scenario. There was every chance I could have been tired and burnt out by my sixth time running the game, but the players were simply too fun to let that happen. We laughed throughout the game and everyone had a good sense of humor. 

    The Daos try to fight off an invasion by the Hilltop Highlanders, who seem intent on stealing beer
All in all, Mean Streets at Origins was a success. I ended up selling all six copies of the rules that I had brought, which is the most I have ever sold at any convention (not counting wholesale to exhibitors). There was a constant stream of people stopping by my table and praising how it looked, which is always gratifying. Running a game can be stressful, tiring, and hard work, at times. However, there is a dynamic that when players are obviously having blast, it seems to GIVES you energy. I fed off of my excellent players' energy for three days.

    I subbed in & moved the starting spot for the Hilltop Highlanders around to change up the scenario
Not only was my own personal experience a success at Origins, our chapter's venture there was a huge positive, as well. Dozens and dozens of folks came by and found out about our chapter. We gave away lots of flyers for our flagship convention, Advance the Colors, Oct. 11-12, Springfield, OH. We gave out a stack of handouts with information about our chapter and what historical miniature is to people who stopped by. The editor of our bimonthly magazine, The Herald, gave us a couple dozen previous issues as promotional materials. We handed all of them out. And guess what? New memberships to HMGS Great Lakes are already starting to roll in!

    The Flippos watch other gangs invading their turf from their apartment, contemplating their move
So, just like many years ago, I think our chapter can sit back and call our venture at Origins a success. I know my own games were a success, and I am already thinking of how I can one-up my scenario next year! If you are a historical miniatures gamer -- or any minis gamer at all -- I encourage you to make plans to attend next year's Origins Game Fair. It was a great time, and lots of people had lots of fun this year. I'm glad that we decided to go!

    Despite the threat from the Kings, rivals the Daos and Santanas rumbled in more than one game!

    The choices made by the Franklinton Flippos, on the edge where the Kings invaded, were crucial

    All across the 5'x3' battlefield, rumbles broke out and gangs traded punches, knife thrusts & more

    As a reward for her organizational work for our Great Lakes effort, Jenny played in my game twice!

    Julio, Gang Boss of the Santanas, hops atop a car and taunts the other gangs in an early game

    Saturday morning's game saw Liam and Brian, at the table end, score the most success for the Kings

    Gang members from the Flippos, Santanas, & Daos square off - oblivious to the police sirens!

    My players were wonderful and had a great attitude in all six of my games

    'Stop! All of you! I mean it...!' Columbus Police try unsuccessfully to corral a gang fight

    Twice I had just four players, in which case I would simply do a 4-on-4 gang free-for-all

    The spacious, airy gaming hall at Origins is the perfect place to host a miniatures event!

Thursday, June 13, 2024

Two Warlord Prizes for Origins 2024 Saga Tournaments

    One of the two warlords I painted up as prizes for the Saga tournaments at Origins Game Fair 2024
When some of the Saga Ohio guys decided to run events at Origins, I promised to paint up some warlord stands to give away as prizes. That's becoming a signature prize in my tournaments, and from what I hear from players, the warlord stands are appreciated. Since one of the tournaments is Dark Ages and the other is Medieval, I figured it made sense to paint up one of the appropriate theme for each.

    A side view of the Gripping Beast mounted "Brian Boru" that I used for the general figure
I dug through my unpainted lead, looking for suitable miniatures. Awhile back, I'd purchased a mounted Brian Boru (famous Irish who fought back against the Vikings), and knew it'd be perfect. Typically, I have a mounted general on my warlord stands, but a foot standard bearer. That way, whoever wins the prize can deploy it as either mounted or foot -- at least that's how I look at it! The third figure on the circular base is sometimes a musician, bu this time I decided to go with a dog (or dogs, plural). For the standard bearer, I found a foot figure holding his arm out that would be work well to attach a banner against. The figure also had a tunic and cloak, like the Brian Boru figure.

    A close up of the 28mm wolf figure that I used for the general's pet
For the dog, I decided to use a 28mm wolf and paint it up as a wolf/dog hybrid. I used Google Image searches till I found one whose color I liked. It somewhat matched the general's horse color and the standard bearer's tunic, so I went with it. I used a green and blue color scheme for the mounted general, going with lighter sleeves and paints and a darker cloak. The tunic is a medium blue, and I repeated those colors in the decorations on the hems and headband. I really like how his light reddish hair and beard came out, too.

    The Medieval general used a Teutonic Knight figure, a mailed foot soldier, and two 28mm dog figs
For the crusader figures, I believe I chose a Teutonic Knight general figure as the mounted warlord. It is a big, beefy figure with a mailed horse, large cloak, and big triangular shield. There are lots of pieces of equipment fastened to the figure, so this one was more time consuming than you might think. Of course, the decorations along the hem, chest, and horse added to the work, too! I was happy with how the tiny white dots turned out inside the red cross blazoned across the general's chest. I think his auburn hair and beard look nice, as well.

    The banners for my warlord stands are all designed in Photoshop using clipart and then printed out
The standard bearer is a typical mailed infantryman that I felt I could pose his hand to be holding a banner. I gave him some extra decoration along the hem and a fancy white cross on a red shield to go with the general's white wolf design. He was probably the easiest figure (beside the dogs) to do on the two warlord stands. Most of his body is covered in mail, which I do with a base coast of Iron Wind Metals Steel and dry brush of silver.

    This warlord is accompanied into battle by his loyal Norwegian Elkhounds
I decided to give this general a pair of dogs using some of the many 28mm dog figures that I have collected over the years. With their size and look, I felt they'd fit well as Norwegian Elkhounds. I did my usual Google Image search to get the coloring as close as possible. I really like how they turned out.

    These two warlord stands will be given away as prizes at the Origins Game Fair tournaments

Finally, the banners are all designed using clipart found on the internet and Adobe Photoshop. I like how it lets you select a color and change it to whatever. you choose. Speaking of color, I probably should have made the Dark Age warlord's green banner a little lighter. Well, it LOOKED lighter in Photoshop, but once printed out on an Office Max laser printer, it seemed darker. I'll try to remember that in the future to go lighter if there is a question. All in all, I'm happy with both warlord stands and hope the players who win them will be, too. If you're a Saga player in the area, you really should come to Origins Game Fair, June 19-23, 2024. Dan Neal, Lee Parker, Joe Dihrkop, and Rusty Parker have collected a LOT of prizes and set up some really fun events. There is a "Learn to Play"/open play on Thursday, a Medieval tourney on Friday, and a Dark Age one on Saturday. 

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 74

Tuesday, June 11, 2024

PT Boats in the Black Sea

    A convoy of 1/300 scale coastal vessels attempts to evade an ambush in the Black Sea during WW II
One of the advantages of having a friend like Keith (here's the link to his blog), who owns figures for virtually every period of warfare, is that you get to PLAY games from virtually every period of warfare! This past Sunday was a perfect example. In all my years of gaming, I don't believe I have ever gamed WW II PT boat actions. Yet there we were, playing out an engagement between Italian, Romanian, and other naval forces as one side was escorting a convoy that the other wanted to sink.

    Keith taught us a new set of rules for small scale coastal actions called, 'Hunters on the Shoreline'
Keith was using a set of free rules he'd downloaded from the internet, Hunters on the Shoreline. They bill themselves as "Fast Rules for 1/600 WW II Coastal Miniatures." Keith's miniatures were 1/300, but I can't imagine that really affected anything. Just bigger and easier-to-see ship models. We had six players, and each of us was given a small force of three ships or so. Mine were two F Lighters -- big (for this type of action) armored ships with a 3" gun and some smaller caliber weapons. Most ships simply had what was called an Autofire Factor to account for their 20mm guns or whatever. My third ship was a heavily-armed Romanian torpedo boat. Our side also had three freighters we were escorting.

    Two of Jenny's torpedo boats veer off to meet the attack of Allen's ambushing flotilla at the top
The enemy decided to spring their ambush early. Allen's four torpedo boats roared out to attack the escorts between him and the freighters. Spotting is a crucial factor in this game, with size, speed, and distance all making it more difficult to see an enemy at night (when most of these types of battles took place). We had two turns of taking this into account before Keith's bigger ship fired off a starshell which illuminated the entire battlefield. 

    Three dark gray freighters surrounded by the defending escort vessels attempt to make it through
Allen's early attack meant he was potentially facing at least half our fleet while his two cohorts were far away, out of range to assist him. True to form, Allen's dice were hot, though. He knocked out the steering of two of Jenny's torpedo boats forcing them to slow to a crawl to avoid running aground. Between Jenny's return fire and my own attacks with the my Romanian vessel, Allen's force of four PT boats was soon either sunk or fleeing the table. My Romanian vessel had also created smoke to keep Allen from attacking our freighters, which I think was a crucial point to our success (if I must say so myself...haha!).

    Mike S's torpedo boats race towards Keith's flotilla, hoping to screen the freighters and launch torps
As Joel and Keith's flotillas closed with our fleet, Mike S had zoomed ahead with his PT Boats to cover our front. When he got near enough, he began the countdown to firing his torpedoes. Strangely, you declare you are firing them and it takes two full turns before they are actually launched. Mike did a great job with timing because as soon as they hit the water, Keith's big warship was within close range. Lots of dice rolled later and Keith's vessel was struck twice by torpedoes and quickly sinking. It did get off a long range hit on one of my lighters, knocking out its 3" gun. 

    My Romanian vessel lays a smoke screen to prevent Allen from launching against the freighters
The rules for firing the 3" guns really annoyed me. To hit, I needed to roll a "12" on 1d12. What's worse, if my target was small like a torpedo boat, I would then need to roll a "6" on an additional 1d6. My autofire factor on the lighters was only a "1", so my secondary weapons were useless at more than 12" range. I realize in these actions the navies are throwing everything that floats into the battle, and some ships are going to be underpowered. However, I would think a 3" gun would be more effective than that. A direct hit would probably not be necessary to cause damage on small vessels like we were fielding.

    The Romanian warship fires its impressive array of auto cannons and sinks one of Allen's MTBs
Then again, I am assuming the author of the rules knows way more about this style and period of warfare than I do. It just seems unsatisfying to roll 1d12 turn after turn and know you have only the slimmest of chance at hitting. I thought the rules for the smaller caliber guns -- the Autofire factor -- worked well. The modifiers made sense and hits were realistically more or less likely depending on the tactical situation. So, kudos to that aspect. I think it would have been fun to play the game without the starshells turning everything to daylight, too. Ships moving slower are hard to spot, but once spotted, are easier to hit. A nice decision-making conundrum for players.

    Allen & Jenny with a rules question during -- Allen rolled lots of criticals, but Jenny drove him off
Did we enjoy that game? I don't think anyone was ecstatic and champing at the bit for another game. Equally, I don't think anyone felt it was a waste of time or unplayable. That often seems to happen when we first play a game, though. Learning new rules and trying to design a balanced scenario for a rules set you haven't played is difficult. Often it takes just getting one rule wrong or something off in the scenario to prevent you from getting full enjoyment. So, kudos to Keith for taking the risk, as well as time and effort, to let us test out these rules.

    Allen's torpedo boat pierces the smoke screen, but is promptly damaged & driven off by autofire
Keith's 1/300 miniatures looked great, I felt. They were small enough that we could play a naval engagement on a tabletop, yet big enough you could see the details. It was easy for me to tell my torpedo-armed Romanian ship from its sister ship that didn't have torpedoes. 

    Mike W wasn't there, but his cat Jack (who Keith was watching) was & made himself a nuisance!
Keith did make some slight changes in the sequence of play. Those of you who read my blog regularly are probably thinking, "Did Keith bolt on the Wiley Games' card play mechanic for sequence?" Why, yes! You would be right! And I honestly feel Keith made the correct call. The rules say movement in simultaneous, but we all know how that works out when two sides are moving at the same time. One side watches the other and reacts to their movement. With no "plotting" mechanic, there's no way of avoiding this situation once the ships are within range and shooting at each other. So, I felt it was a solid modification and I'm not really sure if there was a downside to it.

 

    Screen shot of the 'Hunters on the Shoreline' rules, which Keith downloaded for free of the internet

We declared our side the victors since we sank Keith's big warship and scattered or sank Allen's fleet. Our losses were small -- a damaged lighter and three ships with their steering temporarily knocked out. Most of the ships on the table were undamaged, including our freighters. So, it seemed like a win for the defenders. All in all, a good time and a chance to play something new and different. Thanks, Keith!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 67

Sunday, May 26, 2024

Drums 2024 Purchases

    'One of these days...' I will get around to doing Mesoamerica gaming, so I bought some more terrain

In reading Convention Director Doug Johnson's posts about last weekend's Drums at the Rapids 2024, I saw something about Armory Hobbies going out of business and liquidating their stock at the convention as a vendor. The name sounded familiar, but I couldn't place what they carried. Turns out it was convention regular Dan Straub and he was getting rid of as much as people would buy - 50% off. One of the things he carried regularly was terrain by my favorite, Acheson Creations. I knew that I would be picking some stuff up, as I love me some Acheson!

    A nice-sized Sci-Fi building, and at 50% off, was definitely worth picking up for current projects
He brought quite a few things I had not seen anyone stock for awhile, including the pier/bridge set, the American Frontier blockhouse, Native American palisades, and more. However, I had enough of those, so concentrated on things for current or potential future projects. An example of a "one of these days" projects is my growing collection of Mesoamerican terrain and figures. I currently don't game Maya, Aztec, or Incan periods, but plan on doing it one day. When my friend Bryan Borgman was getting rid of his Acheson stuff, I picked up some of the Acheson line he had in stock. So, I snagged all three of Armory's Olmec heads, his only reclining Chac Mool god, and a more generic tumbled ruin.

    A Marx footbridge (or gallows?) that will also work great in 28mm scale for a number of things
In the category of good for current projects, there was a nice, big Sci-Fi building that I picked up, as well. I have a number of smaller Acheson Sci-Fi scatter buildings that I'd painted up, but this was a bigger one, and I could use a few more bigger ones. It will paint up quickly, I'm sure. Once I get my first game of Xenos Rampant under my belt, I am sure I will snag this one off the shelf and get it ready for the tabletop soon. There was also a pair of non-Acheson pieces that caught my eye. They look like a small wooden plank footbridge, but it could be used for multiple things -- even a gallows! It is probably meant for Marx's 54mm scale stuff, but hey! A bridge is a bridge and it will work fine for 28mm, too.

    At $1 each, it was hard not to pick up a handful of these concrete traffic barriers
And finally, I could resist picking up some more urban scatter for barricades or walls. The tall, concrete traffic barricades can be used in anything from modern to post-apocalyptic games. I have a set of 15mm that I picked up (I believe) from Miniature Building Authority. These were painted up with appropriate African graffiti for my 20mm modern Africa games. I will likely leave these 28mm Acheson ones more generic, though I will doubtless be tempted to paint some graffiti tags on them to make them look more worn and urban. They will also paint up quickly and will supplement my existing (and growing) collection of urban scatter.

    28mm Acheson tire and oil drum barricades -- a bargain from Armory Hobbies at 50 cents each!
The last piece of urban scatter was one Acheson piece I hadn't seen, yet. It was another barricade, but build from a combination of stacked tires and oil drums. I have quite a few Acheson tire scatter, but collected into a barricade was something new. These were marked $1 each, and at half off, were only 50 cents each. I was definitely envisioning these for my post-apocalyptic games. Like all the others, they should paint up quickly, too. By this time, I have painting Acheson terrain down to a system. Its deep detail makes these pieces fairly leap onto the table with just black priming, dry brushing, and a few details. So, hopefully, with me being retired now, they will see the tabletop very soon!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 67

Sunday, May 19, 2024

Street Gangs Defend Their Turf at Drums 2024

    The Eastmoor Kings look back from the bridge onto the streets they've just fought their way through
I ran my Mean Streets gang warfare game twice at this weekend's Drums at the Rapids convention at Fort Meigs in Perrysburg, OH. I couldn't have had two more different games. In the first, I joked with the players that it seemed I was running a game of Gaslands. Nearly all the gangs decided to carjack vehicles and use them to try to run down rival gang members. It has happened from time to time in the past, but never on the scale as in this game! I'm definitely going to have come up with more detailed rules for vehicles than the off-the-cuff die rolls I've been using to gauge player's success. In the second game, I left most of the vehicles off the table and it was a more standard street rumble.

    "Come on, guys! Let's steal a car and drive to the bridge..." Tyrese comes up with a plan
 
    Players gathered around the table on Friday -- both of the games were full & everyone had fun

The scenario is a nod to the 45th anniversary of the release of the movie, The Warriors, which is my inspiration for the game. My Eastmoor Kings stand in for the role of the Warriors, and have been lured to a bogus parley with other gangs. When no one else shows up, they have to hoof it home, and know they're in for a fight crossing the turf of rival gangs. The game is set for six players -- two controlling the Kings and four controlling a gang each that has their own agendas but are not happy with the arrival of a new gang on their turf!

    The Kings enter the tabletop and immediately see their first obstacle: the Indianola Mohawks

    And on the other side of the street, the creepy clown gang awaits - the Franklinton Flippos
 Each player controlled five gang members -- a Gang Boss (the toughest dude), Warchief, and three punks. I standardized the traits that each gang member possessed. In the first running of the scenario at Cincycon 2024, I gave the Kings one more gang member and more traits. I was worried that the other four would call a truce and pounce on them. In three runnings, that has yet to happen -- even when the four other players ostensibly agree to a truce. Someone is always unable to resist punching a rival gang member!

    On the far side of the board near the bridge, the Santanas and the Linden Daos begin to rumble

 

    On Friday, Mohawks boss Sid has a solution for the invasion -- steal a truck and run them down!

 Kings boss Tyrese at the wheel has an answer to Sid's tactics -- ram his truck and pin it against a wall!
I think in future runnings of the game I need to dwell more on explaining the traits that each gang member has. Each leader has a powerful one, whether Blackbelt (can do one attack per action), Intimidate (can spend an action to make rival gang members -1 or their own +1), or Scary Mutha (punks and Warchiefs have to test morale to enter melee). The only ability that came into play during both games was Blackbelt. So, I either have to take the time to explain the traits more, or standardize it further for convention games and just give all the leaders that trait. The game felt more balanced this time with all players have more similar forces.

    The Daos send their warchief Juanita and a punk to steal some smokes from Mohawk turf
    Saturday's players try to choose between the many objectives I presented them with in this scenario
Both games moved very quickly with six players and were completed it under three hours. To me, that is the gold standard for a convention game. The days of me wanting to play (or GM) an eight hour game are long since passed. I don't mind a four hour game, but ideally if it can normally be completed it three, you have a little insurance against slower players that could cause you not to finish. I think it takes an active GM, though, to ensure this for Mean Streets. The sequence of play sees gangs dicing for initiative, and then moving all of their figures when it is their turn. Waiting for five other players to finish before it is your turn could make it slow, but I keep an eye on who's next up in the order. If they're not going to affect the currently moving faction then I have them get started. This tends to move things along a lot quicker.

    The fighting begins as the trespassing Kings, tagging as they go, begin to be met by defending gangs
    The Mohawks & Flippos begin to swarm the stragglers at the end of the Kings column
The goal of the Kings was relatively simple. They were to cross the 5' length of the board and get onto the bridge at the far end of the table. The surviving gang members are to board the bus and once on board, are safely on their way home to their turf. They are encouraged to "tag" buildings and let folks know they were there. They are also admonished not to back down from a fight and run like a bunch of sissies. The other four gangs are encouraged to punish the Kings for trespassing on their turf. However, each also had a secret mission, such as to steal some beer or snacks for tonight's party. In addition, each gang owed "payback" on another rival gang. Everyone gets points for knocking out members of rival gangs, but each of the other four got bonus points for taking out a specified rival.  All gangs get points for tagging buildings in their rival's turf (who then lose points for having their turf tagged by an opponent). 

    "Keep moving!" Warchief Archie shouts as the Kings cross the street into the central intersection

    Nowhere to run, nowhere to hide! The Kings begin to fight their way through the city streets
All of the various victory conditions add up to a game that is more chaotic and free wheeling than a simple 2 vs. 4 that it might be otherwise. In our first carjacking-heavy game, the clown-masked Franklinton Flippos came out on top. Had we played for an extra 45 minutes, it was very likely the Kings would have done much better than their last place finish. Five of them were in a stolen car and headed towards the bridge. The cops were on the table and would be in pursuit. In addition, the Santanas and Daos were waiting for the arrival of the Kings, smacking their fists in anticipation of a beat-down on the newcomers. All of the other gangs (and the police) did a great job of slowing the Kings down so that -- at game's end -- none were on the bridge waiting for the bus.

    On Friday night, the Kings attempt to drive across the table is cut off by the arrival of the police

 
    Meanwhile, the Daos-Mohawks rumble in the alley behind the hotel gets more and more bloody
Speaking of the police, what I do at a convention is to have any player who's been reduced to a single figure or less take control of a police car next turn. It arrives with two cops (who count as Warchiefs), and the player can choose which street table edge it arrives on. That allows them to exact a little revenge on the gang that beat them down or frustrate the intentions of any front runners. Friday's nights cops, controlled by the Daos player, arrived just in time to cut off the two vehicles loaded with Kings that were attempting to enter the intersection in the center of the table. The Kings tried ramming the police car, but the driver locked the wheels down with his brakes and they were unable to move it. His partner got out and shot the driver of one of the Kings vehicles, knocking him out of action (it would go on the police report as "self-defense"...after all, it WAS attempted vehicular homicide, wasn't it?). 

    It wouldn't take long before rivalries resurface and the neighbor Mohawks & Flippos trade punches

    Once the Kings had cleared out, the rumble between the Flippos and Mohawks raged on
In the second game, no cars were jacked and the Kings looked like they would be allowed to pass through the gauntlet of the Flippos and Indianola Mohawks unmolested. However, as soon as the bulk of the Kings passed by, those two gangs pounced on the rear of the column. A furious melee ensued with four gangs pounding on each other in the streets. When there was a pause in the fighting, and the two Kings factions won initiative to move first and second, they decided to sprint across the center of the board, unfortunately leaving one or two of their gang members behind who were locked in melee. At the other end of the board where they were headed, the Santanas and the Daos had been clobbering each other from the start of the game. Each sent an end run of their warchief and a punk to accomplish their side missions, but that meant when the Kings did arrive, they were in no shape to contest their passage.

        With cars trying to run people down, Cruz of the Santanas picks a safe spot to guard his turf

    Meanwhile, Kira of the Mohawks sprints around the table tagging buildings in rival turf
I could have given one of the two a police car to even things up. However, they hadn't lost that many gang members. The Daos were down to three, and the Santanas had four. So, technically they hadn't been beat down enough to qualify. At the start of Saturday's game, I thought for sure the Mohawks would be first to be given a police car. Abbi, who was controlling them, ended up fighting all five of the other gangs at one point in the game. By turn two, she was fighting against both Kings players, the Flippos, and the Daos. However, at the end of the game, I was shocked to see she hadn't lost a single gang member!

    It's a long way from the far end of the board to the bridge...will the Kings make it there?
    "Hurry! The bus is coming!" On Saturday, Kings make it to the bridge for the first time in 3 games!
The winner in Saturday's game was the Eastmoor Kings. I take each of the Kings players victory points, add them together, then divide by two. With getting roughly three quarters of the combined gang onto the bridge, that gave them enough to score 13 points. However, both the Flippos and Mohawks scored 12 each. So, it was a narrow victory. Their tactic of pouncing on the King's column while knocking out a good handful of rival gang members brought them very close to victory. It was a chaotic, fun game, with all six players involved in the fighting. The winning Kings had to make some tough choices, but correctly kept the bulk of their gang moving so that they could reach the bridge. It was actually the first time in three games that any Kings members actually made it to the bridge!
    Early in Friday's game, Delroy leads the Kings onto the board "Just remember - act like Kings!"
    Warchief Iggy and Gang Boss Sid of the Mohawks would be in for a busy weekend...!
My game filled up both Friday and Saturday, and my players all seemed to have a good time. In fact, two of my Saturday players were repeats. They had such a good time Friday evening that they wanted to try it again controlling different gangs. Everyone had their successes, and no one took it on the chin so much that they might have become discouraged with the game. I'm definitely calling the scenario a success, and look forward to running it again this June in Columbus at Origins Game Fair. I will run it six times over the course of the con, twice on Thursday, Friday, and Saturday in the mornings and evenings. 

    Players had a great time in both games - so much so that two showed up again the next day to play

Interestingly, the inspiration for the scenario -- the Warriors trying to make it back to their home turf after a gang parley gone wrong -- was also being run in Portland, Maine, this very same weekend. Another big fan of The Warriors (Cat O'Mighty on Facebook) has built a New York City setting for a very similar scenario. She has painted up many of the gangs from the movie, including the Warriors, Orphans, Riffs, etc. I am looking forward to her after-action report on her games from the Huzzah convention and will come back and post the link here when she publishes it. 

Here is her AAR on Lead Adventure Forum - check it out!

    Meanwhile, in Maine, another group was playing Mean Streets in an amazing NYC layout
Between our two games, The Warriors was definitely honored this weekend. I look forward to adding a couple more wrinkles to my games at Origins. So, if you want to "come out and play," you know where to find a good rumble!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 64
  • Miniatures painted in 2024: 67