So ended the game with no plot points for the Gorilla Gang, while Buck had the journal page and two other plot points.
With only three pages from the Journal, we decided to go back to the truck buried in the sands around the Lost Oasis and try to get a fourth. This time it didn't go so well for I was stabbed in the back by my own man(ape).
Have won a vehicle to hide behind, I started Da Boss close to the truck, accompanied by Experiments 7 and 13. Buck, Saddler and another of Buck's men started close by, hiding in the underbrush.
Lady Elaine and Mr. Yellow set up to back shoot Agent Carsk and some mook of Buck's.
Then came the inevitable unexpected betrayal as Mr. Purple turned on Bananas. Damn that gorilla, bought off with some peanuts and bananas (the old Double-Cross bought with the results of good Network of Supporters rolls). Maybe I need to rethink my choices of League Perks for my next team.
Despite the betrayal, Da Boss and Experiment 7 moved out onto the sands with 7 bravely (yeah right, he was too dumb to know better) serving as a human(?) shield. Experiment 13 decided to have a lie down after being shot by Agent Saddler and didn't get up.
Bananas dealt with Mr. Purple after his betrayal of the Gorilla Gang (at least temporarily). Such is the wages of treason.
Agent Saddler tried to bring down Da Boss, but failed. Still, the effort gave Buck a chance to get the missing journal page.
Then came the Beast of the Sands. Buck ran like a frightened little girl, while Da Boss grabbed the journal page.
Vasquez convinced the native to come with her, while Agent Carsk looted the Mysterious Remains.
Where was Bananas while this was going on? Still dealing with that traitor Mr. Purple.
Mr. Yellow moved out to deal with Agent Carsk, but was gunned down. Da Boss engaged in a gun battle with Buck and several of his men, but fell wounded.
With a final effort Buck stole the page from Da Boss. Experiment 13 failed to make Agent Carsk drop his plot point, Vasquez regained control of the native, and Mr. Purple, in a final traitorous act gunned down Lady Elaine!!!
So ended the game with no plot points for the Gorilla Gang, while Buck had the journal page and two other plot points.
After far to long we are back to the Perilous Island Campaign. This time it is the Sacrifice!! Rather than randomly rolling we went with Lady Elaine as the sacrifice and the Great Gorgonzola as the threat.
The board with Lady Elaine tied to posts in the center.
The Basti Sorcerer surrounded by loyal guards.
Buck and company hiding in the underbrush.
Agent Carsk quickly grabs one plot point (the Tears of Ra alias Perilium) from beneath the statue.
While Agent Sadler finds one plot point in the remains.
Bananas heads towards the ring of guards.
While Experiments 7 and 13 rush to place themselves between Lady Elaine and Buck's people. Mr. Yellow takes up position to provide covering fire. Hey look at the full moon(s).
Muhammad, one of the Arab guards that accompanied Buck's expedition, moves forward to take an unsuccessful potshot at Experiment 7 (or was it 13, I can never tell them apart).
Abdul, the greatest wrestler in his village and a Camel Driver with Buck's expedition, knocks down Experiment 13. Both the Gorilla Gang and Buck's team had journeyed to the Lost Oasis (Perilous Island) accompanied by local guides, guards and camel wranglers (with camels loaded with supplies). This was good in that you could occasionally bribe/talk one into accompanying you into the heart of the Oasis. It was not so good when it came to raiding the campsite of the other team, because the guides, guards and camel wranglers working for the other team were related to those in your employee. It was hard enough to keep your hirelings in line, what with all the expeditions to the Lost Oasis that failed to return. But attacking and maybe killing their relatives would be the straw that broke the camel's back (sorry about the bad joke).
The Experiments proved their worth by serving as a distraction while Bananas tried to free Lady Elaine.
Which he does successfully. It was nice of him to bring her some proper clothes and her gun ;) .
Buck makes his move towards the Basti Socerer, who is quite upset about the sacrifice escaping. Now who is the Great Gorgonzola going to have for lunch. Poor Gorgonzola.
Just in time for the Great Gorgonzola to appear. By careful maneuvering (run away, run away!!!!) Buck was left as the closest character figure.
Fortunately, the fleeing in terror left Da Boss next to a plot point, which he promptly solved.
Closer and closer the Great Gorgonzola came to Buck.
Da Boss, in a last desperate attempt tries to make Agent Sadler drop her plot point, but fails.
For the first time in far too long I finally won a game!! Hurrah!!
But I couldn't have done it without help. So thank you Jill (age 5) and Alex (almost 2). Their babysitter couldn't make it so Adam had to watch them and play. Whenever there was a crash in the next room (or worse yet when it was too quiet) he had to run in and see what they were up to.
I attended HEROICON a couple weeks a ago In Decatur, Illinois. A new and still small con in its second year Heroicon is mainly RPGs Card Games, and Board Games, with only four miniatures games, one of which was mine. I think there may be more miniatures games next year. I got a couple old time gamers to attend and they are starting to make noises about digging out the Micro-armor (1/285 that is). We'll see if they do.
This year I ran the same game as I did at Winter War, with a few tweeks. I mention Mechanical Men and Ornithopters is my listing for the game and had to add those two things to the scenario. I got rid of the two mines and toned down my modified anti-vehicle rules. Any hit would be a glancing hit with light and medium guns firing solid shot, if it didn't penetrate (2 glancing hits for the big gun). I had been running it as a glancing hit in addition to any penetration, and that was a little too deadly.
Union starting forces. 6 squads of infantry (regulars and recruits), the USLS Salamander again, the USNLS the Cairo with an Assault Squad, two Steam Chargers, and the marksman that I used at Winter War. But I added two Ornithopters with light bombs, and a Engineering Landship with a pile of poles to use in an attempt to fill in the trenchline, so the lighter landships could cross it.
The Rebels had the same equipment as the last game, except for the Mechanical Man (Warmachine Warjack). They also had two extra sections of trench, which I run so it is even better than just heavy cover. The Big Cannon (a 30pounder Parott) and the Electro-Cannon where only in regular heavy cover.
Since I managed to misplace the Electro Cannon I used last time, I had to quickly paint one up. It was based on a Raygun shaped pencil sharpener (one of those fake bronze pencil sharpeners that look like steam tractors, wagons and other useful items for VSF gaming). I used the same big Parrott gun I used at Winter War, giving it a crack crew (two cards a turn) so it could fire more than a couple times during the game.
The Construction Mechanical Man was a Warmachine War jack. As usual for my games, it was programmed to only attack vehicles, cannons, and other such things. The official reason was that having a human torn apart was "too cruel even for war". The real reason was the Mechanical Men were stupid. They couldn't tell a Rebel apart from a Yankee, let alone a civilian. They would stride by enemy soldiers without noticing them to get after a Landship or Cannon (it was best not put them too close to friendly vehicles or cannons or they might attack them).
The Union went for a weighted attack, putting most of their forces against end of the line with the Electro Cannon, while sending some troops, the Steam Chargers, and the Engineering vehicle against the center of the line. The Mechanical Man strode out onto the battlefield, and promptly broke down.
The USLS Salamander continued it's long standing history of breaking down on a regular basis. The USNLS Cairo faired better, losing just one man on top to rifle fire. Once a glancing hit filled the vehicle with smoke driving out all the crew, but they passed their morale and got back in the next turn.
The Ornithopters moved forward quickly being careful to stay at a height out of range of gunfire (and out of range of dropping bombs successfully). While the Cairo and Salamander hung back (for a variety of mechanical and personnel reasons) the Steam Chargers and the Engineering Landship moved forward, under a constant bombardment from the Rebel Big Cannon, losing movement, armor, and taking other minor damage (a stuck hatch, a bent Gatling barrel, and worst of all a dead driver in the Landship with the Cannon).
Then thernithopyers dove and attacked (OK dropped down, hovered and tossed down a couple bombs). The one attacking the center of the line was shot down in flames, hitting a Steam Charger with a glancing blow that cost it more movement. The other successfully bombed the Electro Cannon, killing some men and damaging the fragile Electro Cannon. Its second bomb missed (probably a dud) and it then flew safely off the field.
Rebel reinforcements arrived, in the form of two green squads of infantry and two Timberclads.
The Engineering Landship successfully dropped its load of poles filling in part of the trench, while the Mechanical Man finally restarted. It then took a shot from the cannon armed Steam Charger that cut a steam line, leaving it immobile for five turns (the player running it refused to call it dead and out of action, and it did last those five turns, being able to restart on the last turn of the game).
The main Union attack moved steadily forward (except for the Salamander of course). Fire from the Infantry and the roof mounted Gatling on the Cairo dropped so many of the Electro Cannon crew that the survivors (the guys who had been shoveling coal into the steam tractor powering the cannon) fled. A flamethrower armed soldier from on of the squads of regulars moved forward to get in range.
The Engineering Landship successfully crossed the trench line while the Steam Chargers prepared to cross while Colonel Cornpone (on the right) looked helplessly on it's crossing. Hurrah for Colonel jubilation T Cornpone, he really saved the day (look it up yourself).
Since it had no weapons and the crew was trapped inside the vehicle by a jammed watch the only thing it could do was run over the reinforcements. RAMMING SPEED!!! Since the reinforcements lacked any anti-vehicle weapons, they had no way of striking back and several died. They then fled to the woods where the Landship couldn't go (without risking being hung up on a stump).
While one Union squad fled the field after taking shots from the Rebs, Colonel Smith and his trusty (or is that rusty) Bugler rallied the rest. From out of the Cairo came the assault squad, throwing grenades and shooting their rapid-fire super pistols. They drove the last of the Electro Cannon crew off the hill.
After a short, futile battle with the shovel wielding remnants of Electro Cannon crew (they bravely charged to their deaths) the Assault Squad began chucking grenades and firing down at the now exposed Rebel regulars.
After taking a couple of casualties from rifle fire the green Rebel troops did what any sensible soldiers would do, they charged the enemy. They did kill the man with the flamethrower that had been moving into position to use his weapon. They killed a couple other soldiers, but were gunned down to a man. One squad made it up the hill further securing it for the Union and flanking the trenches.
The two squads on the extreme left who were going after the Big Cannon took a beating from the Rebels in the trenches. One squad fled the field, while the other dropped a couple men manning the Big Cannon.
Which took umbrage at this and dropped a shell on the squad. Leaving a pitiful few survivors that with the help of Lt. Smedley stood their ground and stayed on the field. Smedley and the flamethrower man move up the edge of the trench, in perfect position to burn a bunch of Rebs. Smedley and Colonel Cornpone exchanged a couple shots, both surviving with one shot stopped by Smedley's bible and one stopped by Cornpones pocketwatch. Then the Colonel realized the flamethrower was far too close to his men and shot him down.
The Steam Charger with the Gatling safely crossed the trench at the poles.
But the one with the cannon fell to a shot in the rear by a revolver canon and in that most rare occurrence in GASLIGHT, brewed up.
The game was called and I judged it a minor Union victory. The Union had taken the hill on the right, captured the Electro Cannon, and was slowly rolling up the trenchline. The Union left was almost wiped out. The Union center made it across the trenches but was unsupported by infantry and surrounded by Rebels. Hopefully the other attacks at other points of the line were more successful.
Once again the flamethrowers turned out to be of little use. The Salamander never got into position to use its large flamethrower, two of the men with flamethrowers got into position but died before they could use theirs, and I think the third soldier with a flamethrower fled the battlefield with his squad. So much potential for destruction, with no results.
THE HAND, THE GIANT HAND!!!!!!
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.
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.