After far too many months, Buck's Team (Adam) and my team (the Gorilla Gang) once again find themselves at the Lost Oasis, chasing after pages of the Professors journal.
The set up, from my gang's entry point. The zombie spawning/plot points are the two small Spinx statues and the obelisk. Oh look, a zombie is already up to greet us! Adam and I were afraid we wouldn't have enough undead to run this scenario (he had a dozen) so I converted a broken pilot figure and two Sherden guards. Turns out it was unnecessary, we never had more than four on the table at a time and only once did a couple survive to the next round (because we targeted them instead of the other team as soon as they appeared). That extra die for short range really helps in taking them out, which we would get since we could move and shoot before they could activate.
So Much for the first Zombie/Mummy.
Mary, the Mad Doctor's daughter, rushed up to try solve the plot point, but fell too the extreme peril of the area. Poor Mary, she never did get up again. Next game I think I'll leave her back at camp and substitute Experiment 13. Mean while Mr. Purple, the Boss and at the top of the photo, Bananas, all dropped their undead targets.
Mr. Yellow began long distance snipping at Buck and company, while Da Boss worked on the plot point.
Another Mummy bites the dust, as Da Boss solves a plot point.
Meanwhile, Experiment 7 tries to rush one of Buck's allies (unsuccessfully) while Buck drops a mummy and Natalia solves a plot point.
Natalia, with plot point, heads towards the obelisk. Experiment 7 quickly moves around the rock to avoid the shots from Buck's team. Two Egyptian skeletons claw their way out of the ground to defend the obelisk.
An ally of Buck falls to the spear of a skeleton while the other moves towards Experiment 7. This is the only casualty caused by the undead the whole game.
Experiment 7 (sorry I took this from an angle where you can't see him/it) rushes Natalia. Using the card that lets you take the plot point at the same time you defeat someone in hand to hand, he grabs the plot point. Then Buck's team activated and shoots Experiment 7 down and Buck moves up to grab the plot point. I should have thrown Bananas, the ape in blue beyond the obelisk, at Natalia instead. As a sidekick he had a better chance of surviving and keeping the plot point. I really didn't play this round right and it cost me.
Another Egyptian skeleton falls to the tune of the Chicago Piano.
Buck fled to get out of sight while carrying three plot points, while Natalia stood up a dropped a Egyptian Zombie. I could have moved t0 get two shots at him, but as a leader it would have taken three hits to cause him to drop the plot points he carried. Since we all knew the last card would put a zombie/mummy/skeleton in contact with someone and everyone with plot points (Da Boss and Buck) would have taken 3 hits to cause them to drop the plot points we called the game. Buck's team scored three plot points, including a page from the Professor's journal (a major plot point). The Gorilla Gang ended up with two Plot Points, one was gear so Da Boss tried his luck on the Blood of Ra (Perilium) table. Next game he will get to roll d12s in hand to hand! Since we were both Friends of the Egyptians(Nghai) we finally took a look at that table and both saw we Ritual of the Dreamers. For any three resources we could draw a Fortune Card each time an specific enemy character activates (very nice). Next time we must deal with the Children of the Gods (Jungle Trail)!!
ASSAULT ON BATTERY JACKSON
MORE ACW BY GASLIGHT
It seems that most of the wargames I have played or seen are meeting engagements. Battles with one side the defender and the other the attacker are pretty rare, despite being very common in the real world. And attacks on prepared defensive works, after 30 plus year of gaming I've only seen a handful at best. So I decided to go with an attack on the lines (Petersburg maybe, certainly some late ACW battle).
The Trenchworks and other Field Fortifications gave special bonuses to the defenders. Heavy cover of course, no automatic hits on ones, standing up and going into full cover doesn't count as moving (only for handheld weapons like rifles), and most importantly round all fractions down. In GASLIGHT fractions matter. A Shoot of 7, goes to a Shoot of 3.5 at long range. Since you have to roll under the Shoot to hit, you would have to roll a 3 or less. With this rule the shoot would go to a 3, which means you would have to roll a 1 or a 2 to hit.
To balance these bonuses I gave the attackers triple the manpower (6 squads to 2) and four Landships to two "cannons". Three to one is usually considered the minimum odds for attacking a prepared defensive position.
Union starting position, 24 inches from the Confederate line.
Confederate starting line (sorry the pictures a bit fuzzy).
A bit of fluff on my part. The USNLS (United States Navy Land Ship) Cairo. Manned by sailors and part of the navy (the Navy having created the first Union Armored Landships because of their experience with steam power and armored ships). Note the Sharpshooter next to it, which despite being able to ignore cover and having a good Shoot managed to kill no one all game.
Electrocannon (+1d6 to hit armored targets +1d6 SRM).
After some desultory long range fire, things heated up on turn 3, when a hidden Dynamite bomb killed several soldiers and knocked out one of the steam Chargers. A glancing hit burst a steam pipe, scalding the crew to death.
The general advance of the Union on Turn 3. Note the Assault Squad abandoning the Cairo because a hit from the Electrocannon killed it's driver. They decided to advance on foot rather than waiting for a new driver (and at 2 cards a turn they were faster than the Cairo anyhow).
After wading through some rifle fire, which they survived because of their good save (body armor) they stormed the Electrocannon and it's crew.
Things didn't go so good for the Union at the other end of the battlefield. A shot from the 30 pounder Parrot rifle penetrated. The penetrating round rattled around the inside and passed out of the other without doing any damage. But I had made a modification to the rules that any hit (from certain weapons) also did a glancing hit. That burst a steam pipe, killing four members of the crew (they got lucky 8 hits on the crew and four ended up being hit twice). Still they failed their morale roll and fled six inches. Since the range had closed, rifle fire started picking off the regular soldiers.
Confederate reinforcements arrived in the form of a couple green squads of Infantry and two Timberclads. The Rebs brought them in near the Electrocannon, where there was a unmanned section of the line.
Despite, or maybe because of, being green troops a squad charged the Rebel line, and gained a toehold in the trenches.
With orders from Lt. Jackson, the Electrocannon crew who had been tending the generator, charged up the hill and engaged the Assault Squad. The even killed one!!! (not easy when the Assault Squad had a save of 14).
But to no avail. Running out of enemy to fight (but forgetting to damage the Electrocannon first) the Assault Squad threw themselves at the Rebels in the nearby trenches.
With the Assault Squad in the trenches the green troops that had first taken them headed up the hill to attack the 30 Pdr Parrott.
On the far end of the trench line the Union troops were taking steady casualties, but urged on by both Lt. Smedley and Colonel Smith they advanced into the hail of gunfire. To make matters worse a penetrating hit blew the wheels off the USLS Salamander, keeping its deadly firethrower out of range of the enemy (because the Salamander was full of fuel for the firethrower I ruled that any penetrating hit went to the Catastrophic Hit Table).
The Infantry at the far end of the line, urge on by Lt. Smedley and Colonel Smith struggled across the abatis and engaged the Rebs in Hand to Hand combat. Things looked grim for them as green Union soldiers struggled with Veteran Rebs. Lucky shots from the Gatlings on the Salamander and a Steam Charger and close range fire from the Union Infantry whittled down the cannon crew and Colonel Cornpone was forced to assign his runners to keep the gun in operation. Col. Cornpone's Runners and Colonel Smith's Bugler allowed them to have a command radius of 12 inches instead of the usual 6.
The Rebels tried to drive the remaining soldiers of the Assault Squad out of the trenches with rifle fire, but they gave as good as they got (nothing like weapons that fire twice a turn without reloading to even things up).
Finally, the green Rebel troops mustered the courage to charge the trenches, forcing the squad that had gone up the hill after the cannon to charge back down into the melee. They and what was left of the Assault Squad threw the Rebels out of the trench.
A Union squad charged the Electrocannon, but just fell short. The cannon fired it's last shot of the game, which sizzled harmlessly over the USNLS Cairo. Don't you just hate it when your figures get stuck on a slope so they can't stand.
Lt. Smedley and Col. Smith joined the faltering Union squad by the abatis. The squad was quickly wiped out, leave Smedley and Smith to fight on alone (even the Bugler was killed). The Smedley, with pistols in both hands and evil grin on his face, went wild, singled handedly slaughter a third of the Rebel squad.
Down to one man, the Assault Squad fled the trenches, but was quickly replaced by the remains of another squad (complete with firethrower!!),
Which allowed the Infantry squad that had been in the trenches with the Assault squad to attack the cannon emplacement.
The game ended as time ran out and people hurried to the convention auction.
On the Union side they had a section of trench, a nearly complete squad was about to overrun the Electrocannon, more troops were coming up, and a fight was going on at the heavy cannon emplacement.
On the Rebel side Colonel Cornpone was dead, Lt. Jackson was dead, they were down to two units of green troops, and both timberclad landships had broken down (but could still shoot)'[
A minor Union Victory
While I like the rules for Leviathans in GASLIGHT, I find them a bit off when it comes to using Leviathans in the 25/28mm scale. A vehicle big enough for 30 or more men would be more of a piece of terrain in that scale, than a vehicle.
Go to this link for more information
Once again we found ourselves in the desert (Sahara this time) and we came to the famous Lost Oasis. It was a patch of jungle in the middle of nowhere, exactly five miles by five miles in size. The lines ran straight as any arrow, in a most unnatural way.
Abdul the Sniper was well worth the three points I spent on him. He started by whittling down Buck and Company.
Da Boss finds the Perilium.
While Buck loots the dead. Since we used sand instead of a lagoon we placed two of the minor plot points on the desert sands.
Neither Mr. Purple or Bananas could solve they're plot points which gave Agent Saddler time to make her way to the truck, which was strangely sunk in the sands.
Bananas battled with Agent while Buck took down Mr. Purple. Worst of all the Graboid surfaced (on the first turn it could, of course) making all the sand area extremely dangerous.
Agent Crask was charged by Experiment 13, while Agent Saddler shot it out with Bananas. Saddler then secured a page of the journal from the truck and fled to safety off the sand. Meanwhile the Great Worm stalks it's prey.
While she got away, Bananas, Mr. Yellow and Mr. Purple all go down from a combination of shots and perils.
Mary tries to befriend the Egyptian, who was sounding a horn to warn of strangers in the oasis. Mary falls to a peril. Vasquez also tries to talk to the Egyptian, but Abdul puts her down (Yeah!! Abdul strikes again). Neither recover.
Abdul secures the Egyptian and then wounds Agent Saddler. Da Boss puts a wound on Agent Crask (or maybe it was the other way around). Experiment 13 decides it is time for a lie down, after getting shot.
Rather than going after the box (which contained the paste that would have kept the Sand Worm away) Buck decides that discretion is the better part of Valor and quickly gets off the sand. Good thing to because Agent Saddler had been dropped by gunfire (Abdul again if I remember rightly, maybe Da Boss, they were the only ones hitting anything) and lost the page from the journal. Good ol' 13 got up and grabbed the page, just in time to be shot by Buck. Agent Crask grabs the page.
End game Buck's group have secured the page from the Journal (major Plot Point) and successfully looted the dead (damn grave-robbers). Da Boss and Abdul (the last men?) standing for the Gorilla Gang have the Egyptian and the
This is the scenario from Perilous Island, moved to a small village in Saudi Arabia (because that's what I had buildings and figures for). Instead of the Old Sailor, the teams had to get a hold of Professor Achmed, noted expert on Middle Eastern mythology and a good friend of Dr. Darrow. Once again it was Buck and Company vs. the Gorilla Gang.
It has been over a month since this game was played, so some of the particulars may only resemble what actually happened.
Overview of the Table
The Minor Plot Points are the man by the well, a pilot by the airplane, Professor Smith-Smythe-Smith of the Smythe-Smith-Smythe expedition (by the tents), the box on top of the building in the lower left hand building, while Professor Achmed is hidden in the Bazzar in the center of the table.
Most of the perilous areas were near Middle Eastern looking bandits (from my pirate collection) plus a knife throwing cloaked assassin. But the game was at my home so I added the three above. The first was the sun-crazed Scotsman, when he was triggered you had to say :Scotland Forever". Then there was the contrary mule (if activated you had to say "Hee Haw". The last was a desperate American expat. When activated you had to say "Can you help a fellow American down on his luck?".
Here Da Boss makes the intrepid explorer an offer he couldn't refuse.
Over by the plane Mary, the mad scientist's daughter and the only human member of the Gorilla Gang, convinces the pilot to help her out. When it came time to solve the plot point the card read use any skill. Since she was best at dodge she used that skill. There must have been a radio playing somewhere and she danced her way into the pilot's heart (how else could use a dodge skill to solve a plot point). Note the Mad Scotsman nearby (Scotland Forever!!!!).
For several turns, a couple of Buck's men tried to shoot Mary.
But somehow she always danced (dodged) away from the bullets.
Agent Crask secured the man by the well, while Buck dodged the deadly hooves of the crazed burro (Hee Haw).
Lady Elaine and Experiment 13 searched the bazaar for Dr. Achmed, while being ignored by the locals (I guess they where used to abominations like 13 wandering in their midst).
13 didn't last long under the guns of Buck and Agent Saddler. Saddler had already picked up the plot point (a partial map) hidden in the crate on top of the roof.
Lady Elaine found Dr. Achmed.
But then lost him to Buck and Agent Saddler.
After helping Buck secure Dr. Achmed, Agent Saddler engaged Bananas (the Gorilla Gang's consigliere and second in command) in a gunfight. finally after turns of shooting someone plugged Mary, causing her to stop dancing (failed a Health check). Agent Sadler rushed out and took control of the pilot. Then Adam played the parlay card. As it was the last turn there was no way for Bananas to try to get the pilot back (or at least make Agent Saddler loose control of him.
In a last desperate effort Mr. Yellow tried to reach Achmed, but was felled by a kick from the vicious mule (Hee Haw!!). He failed to get up from the attack. There was one more turn left in the game, but a well played card (parlay) meant there was no time to get Dr. Achmed away from Buck, leaving Buck and Company with the major plot point and minor plot points. Next time on to the Lost Oasis of the Sahara.
Once again, I ran a GASLIGHT American Civil War battle at Winter Wars in Champaign, Illinois.
This time it was a fight for a bridge and a ford. Steam Powered Armored Landships weigh too much to cross on regular wooden bridges, and have to use stone bridges or railroad bridges to cross even minor rivers. Most fords, while fine for men and animals, can barely handle wagons. This made seizing usable bridges and fords of great importance during the Civil War (both sides regularly captured Landships that had gotten trapped by a creek, or stuck in a ford).
The objective for the Union was to capture to capture the bridge and ford. To do so they had to have two Landships and 20 men on the far side of the river by the end of the game. To make matters worse they weren't sure where the ford was located (after the bridge was built 10 years ago people stopped using the ford). The Confederates got to secretly record the location of the ford (so many inches left or right of the bridge). Men on foot could spot the ford when they got within six inches, but this meant that the Union had to put Infantry on the banks of the river on both sides of the bridge.
THE MILTIA FIGHT
As a giant wave of Union soldiers and vehicles surge towards them, the Militia held their ground and fired. Surprisingly, they managed to drop several soldiers with their old smoothbore muskets.
Meanwhile, help is on its way in the form of three units of cavalry, a wagon drawn by a mechanical that mounted a large firegun(flamethrower), and a steam wagon containing men with Whitworth breechloaders that fired .80 caliber explosive bullets. Officially, these guns were only suppose to be used on Landships, mechanical men and constructs, cassions, and other such legitimate targets, not people (yeah like that happened).
Pulled by a mechanical horse (real ones get too nervous around fire) the Fire Wagon features a rear firing heavy Firegun (a steampunk version of a Tachanka).
MILITIA FIGHTS ON
The Militia did pretty good, for troops with truly horrible morale. They had no leader bonus. always rolled on the Extras table, and divided their numbers in half for morale purposes (four Militia count as two Regular soldiers). Still they managed to drop a few Feds, and made others slow down by returning the fire.
The USLS Decatur was the first across the ford, and ran right into one of the militia groups (but failed the Scuffle rolls to run someone down). But without anti-Landship weapons they could not harm a Union Landship.
Unfortunately, the Landship promptly broke down (failed a Sustain roll).
CROSSING THE BRIDGE
The Militia fled from the bridge after firing a volley and a Union squad of Infantry began pushing the wagon blocking the way slowly forward. This kept them in cover from all the recently arrived rebels. They were told that they could push it over the side of the bridge.
Please excuse the gyrocopter set on the ground, couldn't find my flight stand.
THE FIRE WAGON AT WORK
The Fire Wagon sped towards the bridge, spun about and fired its heavy Firegun. But the player had misjudge his distance and missed the Union soldiers, but did manage to set fire to the wagon (with some lucky rolls).
The battle then began in earnest. Soldiers crossing the river were cut down by a Special Anti-Landship squad using breechloading rifles, firing .80 exploding bullets. Cavalry was shot up by the combined fire of the USLS Decatur and the Landships across the river.
THE ARMOR SUPPORT ARRIVES
Two British made Landships and a locally made Timberclad Landship arrived on the board
THE ARMORED TRAIN
The Armored Train arrived on the third turn, beating the Confederate Landships to the battle. Heavily Armored (Save 15) and armed with a Gatling and a Breechloading Rifled Cannon.
While the Armored Train could dish out lots of firepower, its length blocked the Landships from joining the battle. The Cavalry also kept getting in the way.
THE SWORD FIGHT
After crossing the river Major Wood found himself in a brutal battle with Colonel Cornpone. The fight lasted for card after card. Sabre slashes were parried, pistol shots bounced off of pocket watches or were stopped by a bible. When two cavalry charged in to help Cornpone, the Major calmly cut one down. This grand battle inspired the troops on both sides to press on.
STEAM WAGON FORWARD
After dropping off the Special Anti-Landship Squad the Steam Wagon found itself with nothing to do, so it rammed itself into the bridge, further blocking it. This left the Union with only the ford as a crossing point. At the same time a volley of shots brought down the gyrocopter, but not before it had successfuly bombed some cavalry.
THE END OF CORNPONE
Have finally cut down and/or shot Major Wood the Colonel pushed his luck and was taken down by a single Union soldier. The USLS Decatur finally bit the dust. It took some time but with all the armor knocked off (by everything from the Armored Trains cannon to hand thrown fire-bombs) the crew died horrible deaths as steam pipes ruptured (I run that if you roll a natural 20 with a -2 SRM or better you get a catastrophic hit, same if you are reduced to zero armor).
IT GO BOOM
In a desperate last turn attack a handful of Union troops attacked the Armored Train, and blew it up using fire-bombs!! But it was too late. Note, the two Confederate Landships trapped on the other side of the tracks by the train and the charging cavalry. I had been worried that the Confederates had too little armor, so I gave them and extra Landship. They didn't even get what they originally had into battle.
And so it ended, with the Union having the two Landships they needed for victory across the river, but only nine soldiers, out of the 20 they needed for a win. A hard fought battle that cost the South dearly (that train will be hard to replace) but they did win it (BOO - I'm a Yankee at heart). Mistakes were made on both sides, and the lack of room to maneuver hurt everyone, but still an enjoyable game.
After the Final Flight the opposing teams had to head back to the US to find a crate in a warehouse that contained information for the next scenario. Adam and I ran the usual gangs. Mine, the Gorilla Gang and his some League of do-gooders (I really need to learn the Adam's character's names, other than the leader Buck I always forget their names).
The setup of the warehouse. The doors were the entry points and the drums filled with noxious chemicals were the perilous areas. On the far side of the board were the two guards, while on my side was the warehouse manager and his desk with the ledger in it.
Da Boss quickly grabbed the manager, but then had to waste a turn handing him off to his second in command, Mr. Bananas.
Mr. Purple made it to the desk and found the ledger. Just in time to be gunned down by some mook from Adam's team.
A general slaughter began with Mr. Yellow and Experiment 7 biting the dust, along with the guy who had grabbed the ledger.
The Adam's team grabbed both of the guards and sneaked towards the center of the warehouse, in search of the crate.
While Bananas dragged the manager towards the center of the warehouse, where he spotted the crate (main plot point). Da Boss made a bone headed maneuver by charging an enemy ally. He ended tied up and unable to help Bananas. How was he going to get untangled from this mook so he could go help Bananas with the main plot point. So I turned over the initiative to my opponent.
Then I selected the mook fighting Da Boss with one card and threw a peril at him with another card. He failed, went down and cost Adam two Fortune cards.
With Da Boss providing covering fire, and Bananas completing the plot point the Gorilla Gang grabbed the crate and fled while the warehouse went up in flames. A victory at last for the Gorilla Gang, though Adam shorted himself Lady Elaine, which he had picked up in the Fatal Flight game last month.
I've got to be more careful with Da Boss. That's two games in a row where he got tied up in a pointless melee. This time I lucked out and got free.
After doing a version of Hidalgo Fire (go here for a brief overview of the battle http://www.lead-adventure.de/index.php?topic=81792.15) using the miniatures we had it was time for the Final Flight. Instead of Morocco we set it set in Ruritania, where the peasants were once again revolting (the peasants are certainly revolting). Various Americans and other Europeans were desperately trying to get out of the country, while the dreaded Black Guard protected the airport. The soldiers and the drunk were the perilous areas, with the crate being guarded by another soldier (extremely perilous) and the slick talking Ticket scalper stood on the other side of the field (also extremely perilous). I rolled up starting with a hidden character (pretty useless in this scenario) while Adam got to place two more perilous areas (soldiers) where they would cause me the most trouble.
Here is my starting position. Notice the soldier guarding the crates I need to get into. Yes, my gang consists of gorillas in snappy suits carrying Thompsons. I have a back story that makes it make perfect sense, well perfect sense in a pulp sort of way.
Adams setup. Just a bunch of stinking hummies and one noble but stupid gorilla. There is that slick talking ticket agent in the straw hat and yellow tie
Both sides spent several turns moving around. dashing from cover to cover, both sides too afraid to start a fight and start the extreme peril.
Overhead shot of the board.
Adam advances his people.
I advance mine.
The Big Boss (the Gorilla in the nice pin-stripe suit) gets involved with the plot point at the crate. Bananas, the second in command took too long. Not that the boss was any better, rolled 4 eight siders, just needed one success, got none.
Adam's team made it to the plane with Lady Elaine, shortly after the gunfights started..
I finally, a turn after Adam got Lady Elaine to the plane, got the Mechanic working of some sabotage. I blazed away with Mr. Yellow, then charged with my War Ape (Experiment 13). That was a mistake because it blocked my best shooter, the Boss, from firing.
The Mechanical Man stood up and was promptly hit again, forcing it to move full speed through the artillery, to the other side of the hill. The artillery and infantry on the right flank of the Union was taking hits, but stayed in combat. The USLS Centralia (that's the one with the cannon) finally got started and advanced, while the USLS Mt. Vernon promptly broke down. All the Union landships has 17 Sustains, but still kept breaking down!!!!
In the center the Armored Walkers and a squad of infantry kept up fire against the Union troops in the church. A Mechanical Man also attacked the church (seeing it as an immobile if very large landship) but was hit and toppled over by a bomb from the sergeant of in the squad in the church.
Since it ended up on the other side of the artillery, the Mechanical Man spun and attacked the nearby USLS Mt. Vernon.
After several tries the Heliostat finally blows up a cannon.
On the Union left the Infantry were gathered for the advance.
And advance they did.
More than they were suppose to (a failed morale check lead to an uncontrolled charge at the enemy).
Major "Popeye" Doyle, who had been hiding behind the Infantry (I mean gallantly leading from the rear), found himself exposed to enemy fire and was quickly cut down.
The squad that had charged, continued forward until it hit a partial Confederate squad. Then they were countercharged by the Zouaves. It was a bloody battle, especially after one of the Armored Walkers waded into the melee. I'm sure that the Union soldier it hit with it's claw made a spectacular splat (that's got to violate some rule of warfare). The Union troops fought on the last man, which came pretty quick.
The Confederates on the left had one of their squads flee after a failed morale check. Was the lack of the steading hand of Cornpone effecting the steadiness of the Confederate line?
Nope, the squad reformed and advanced back to the battle. Meanwhile, both sides aircraft engaged in a remarkably unproductive aerial duel. It is hard to shoot a revolver while flying a steam-powered contraption.
After hiding in the woods for several turns, Tiny Joe stepped out and cut off the cannon barrel of the USLS Centralia with one mighty chop. Tiny Joe had come down from the hills to, as he put it "join in da fun". Tiny Joe was the shortest, smartest (which wasn't saying much), and best looking (also not saying much) in his family. It was best that the rest of his family didn't come out of the hills to join the fun. For the Union because they would have been tough opponents, for the Confederacy they would have broken their supply lines (keeping Tiny Joe fed was enough of a problem).
Tiny Joe standing next to a regular soldier.
On the Union right, Tiny Joe tried to kill the Union Sniper which had foolishly hidden in his woods. The now gun-less USLS Centralia tried to ram the third Mechanical Man (which after a couple breakdowns finally got into the fight). while another Mechanical Man attacked the USLS Mt. Vernon from behind (how rude).
The ram attack did little damage and the Mechanical Man's counter attack made the Centralia go boom (critical hit). Up near the firing line a squad on infantry that had been reduced down to two survivors hung grimly on (it is amazing how many squads passed their morale checks, even after very heavy casualties).
In the end the Union right flank was more than decimated. The Mt. Vernon had brook down and was under assault by a Mechanical Man. The infantry squad was being cut down, and the cannon crews had fled the field. The only bright spot was that, to everyones surprise, the Union sniper defeated Tiny Joe (Scuffle 6 vs. Scuffle 12) in a battle that took many combats to finish (both had two cards a turn, for four hand-to-hand combats a turn).
The Union troops on the right were badly torn up, and facing two Mechanical Men plus three squads of Infantry. In the center, the Union Squad in the Church had been all but wiped out. The Union still had some infantry left, but if they left cover they would have to face fire from the Zouaves, both Armored Battle Suits, and the Timberclad. A solid Confederate victory (they had control of the road, which was the victory condition).
This weekend I ran an ACW GASLIGHT game at Heroicon. I had seven players out of six (one player brought his wife who helped run a couple units). Fortunately, a couple of my regular GASLIGHT players from the area showed up and helped the newbies. Since I had some newbies, I kept most of it simple (well as simple as it could be and still have some Steampunk flavor). It was that old standard of Wargaming, the meeting engagement, with the Union and Confederates fighting over possession of the road that bisected the board.
THE CONFEDERATE SETUP
The Confederates put their Artillery, Timberclad Landship, an Elite squad of Zouves, a regular Infantry Squad, two Armored Walkers, and Major jubilation T. Cornpone on the eastern section of the board. The western section contained three units of Infantry, three Mechanical Men, Captain Smith, Big John, and the Ornithopter.
I let each side set up their section of artillery and a squad of regular Infantry up to 12 inches from the road. While the Confederates set up their squad in some woods, they set up their artillery near the back of the table (where it was constantly firing at long range and was often blocked by intervening friendly units).
THE UNION SETUP
The Union forces put one of their squads in the woods on their left (seen here leaving the woods, to fall back to them the next turn). Their section of guns was set up on a hill on their right. There it had a clear field of fire and kept the Confederates under constant fire (though they later took severe levels of causalities due to their open position. On their left they placed two squads of Infantry, two Ironmen, and the Heliostat. In the center they placed their strongest landship, the USLS Marion. On their right the put their remaining landships and the rest of their Infantry. Note, Colonel "Popeye" Doyle on horseback near the front lines.
Colonel "Popeye" Doyle got his name from his one over sized bulging eye (the guy I had paint this up for me had to try to paint the eyes, with rather mixed results).
On the Confederate right two squads of Infantry, the Timberclad Landship and two Combat Walkers advanced ion cover behind the hill. The Confederates kept their cannons and Landship well away from their Mechanical men. Mechanical men in the ACW were notoriously simple-minded. They were set not to attack Infantry and Cavalry, because of a lack of ability to distinguish between friends, foes and civilians ( after the Potterville Massacre this limitation was made mandatory by both sides). Mechanical men were instructed (programmed in modern terms) to attack landships, wagons, artillery pieces (but not the crews) and other such items.
The Union forces had plenty of trouble with their landships. They'd fail their Sustains, take a couple turns to restart, then promptly fail their Sustain again. The USLS Marion (the big twin stack landship) spent most of the game right where it is now. The Ironmen have reached the stonewalls around the church. The Confederate Ornithopter overflew the Union forces looking for a place to drop it's bombs (being careful to stay out of range of ground fire).
The Ironmen with their steam-powered cannons.
Thwe First kill of the game. I think it was Gatling fire from a Landship that did it. Earlier one of the Armored Walkers hit a Union squad, but the hit landed on the Sergeant who saved with a 1.
The Confederate Timberclad approached the road, followed by the two Armored Walkers, the Zouaves and a squad of Infantry. The Union Helostat soared safely through the air out of range of gunfire.
Major Jubilation T. Cornpone bravely road fort to steady the troops on the Confederate left.
On the Union right one of the Mechanical Men finally got close to the Union forces (the others were lagging behind do the breakdowns) when a good shot from the cannons knocked it on its ass. The Infantry was advancing well, while the Landships continued to have trouble with breakdowns. Most things had a 17 Sustain or better, and still things kept breaking down. The dice kept rolling high all game, why can't they do that when I'm using them when playing an RPG.
The aerial force finally got into the battle, with the Union Heliostat dropping down to lob grenades at the cannons.
While the Confederate Ornithopter bombed the immobile USLS Marion. The Ornithopter used up it's two bombs and damaged the steering on the landship, forcing the crew to take yet another turn to fix that damage.
While its initial attack did no damage the Confederates sent back their elite Zouave squad to deal with it.
The Confederate right flank (minus the Zouaves) reached the road, which was the objective of the game. Now they just had to hold it.
On the Confederate left flank things were a stalemate. Then Major Jubilation T, Cornpone died in a hail of gunfire.
Was this the end of the Confederate left flank? What could they do without Cornpone's leadership? Stay tuned for the next installment (this AAR is to damn long to do as one post).
I've been gaming since the 1970's and even wrote some RPG adventures in the 80's for the Judges Guild. It seems that I can only get in miniatures is gaming at cons, but I do regularly play boardgames and RPGs.