along with a couple pictures I liked.
This is actually my third game and Adam's second, but we made enough mistakes in our first game (and my game at a CON wasn't normal Pulp Alley, see http://mysteriousbill.weebly.com/bills-gaming-blog/winter-war-2014-dino-roping-yee-hah ) that this counted as a First Game. I'm still getting use to the system, I'm not sure that Allies are any good with abilities other than combat ones, and do you really only get experience when you draw the right card? Still a close game. Here's the link to the AAR http://www.dakkadakka.com/dakkaforum/posts/list/2460/508854.page#7530557
along with a couple pictures I liked.
KoKo the gorilla smashes Experiment #7 (the man-ape) while Da Boss (an ape-man with a Tommy gun) keeps control of the slightly crazed missionary.
Having made it safely up the extremely perilous terrain, Da Boss couldn't get control of the Silver Skull. Adam kept me too busy with dealing with enemies to have the time to try for the challenge, and when I did I failed. We played the Key battle with the requirement that if you had one of the keys (like the Missionary or the Lost Explorer with you) you treated the extremely perilous terrain around the Major Plot Point as merely perilous terrain.
I got the following ship from Hobby Lobby (wait until it is on half-price sale, which it is on a regular basis). A large fishing trawler, very handy for Interwar to present.
First, I cut it down to waterline. That wasn't easy. I don't know what wood it is made of but that and the junk they put in the make it heavy (some kind of plaster I think) made it a hard job. I mounted it on a board cut to match the hull, and patched the ragged sections with wood putty. I then removed a lot of the excess deck detail, because that detail would gotten in the way of moving the figure around (I do the same with my sailing ship and leave off the yards and sails on the bigger ones, otherwise it is too hard to move figures around with my big fat fingers). In doing so I unseated the superstructure leaving me with this....
I put the superstructure back on and place a few miniatures on it. Yes, they look about right for the size of the ship. I don't know about the superstructure though. The funnel looks a bit too modern for Interwar or Pulp.
A close up of the miniatures on the trawler.
OK the superstructure is going to have to go. I can't place a miniature on each side sothe figure stands flat on the deck. You can also tell I didn't do a perfect job cutting it down to waterline. There is a slight lean to the port.
I'll need to redo the superstructure, a little smaller with a more rounded funnel. More in a much later post.
A rancher chasing a lost cow discovered the Valley of Garwhangi! A lost land, full of mosnters from another age. Upon hearing of this the famous Col. Phineas P. Barnstock, owner of Barnstock's Circus and Wild West Show (THE THIRD GREATEST SHOW ON EARTH) decided he needed a few of these beasties to display. After offering a large sum for live ones (and a much smaller sum for dead ones) several groups of cowboys, lawmen, and even bandits headed for the valley to try their luck at roping dinosaurs (how hard could it be, they're just big dumb lizards). Pulp Alley rules were used.
My group consisted of the good Colonel himself (in the middle), Sure-shot Sue (one the right), and the mysterious El Hombre. You don't think the Colonel was going to shell out money if he could catch his own for free, do you?
The one with the initiative got to hold the dinosaur skull (to make it easier to figure out initiative order) and this guy won the first initiative (seems a little too attached to that skull).
The roping started off quickly, with this one being the first lassoed.
In my group Sue gets the first rope on a big'un
But it takes three to take it down.
Three from another group ganged up on one little feller. Poor little feller, it weren't fair
Others were more sporting and went after bigger prey (the bigger they were the more money they were worth).
So, of course, somebody had to go after the biggest, meanest, critters they could find. Finback and the King.
While Finback went down pretty quick, the King wasn't such an easy capture. as he started dragging the cowboys and their horses around.
One group loses their ropes, and a rider from another band snatches one up. And that group brings the big boy down.
Meanwhile, my riders lasso another dino.
One group tries to get fancy and goes after two of the three horned critters at once.
About this time, wargamers being wargamers, trouble started. First, they began shooting at each other.
When that didn't do much, they began sabotaging each other, by releasing the dinos the other hogtied and then riding off.
Which was kind of dangerous with the large meat eaters, as one team quickly found out.
But went better with the little guys
When all else failed, they started roping each other
And if one rope didn't do it they would try two.
And there was even the dreaded soda attack!!!!
My team kept out of the fight, just kept roping and hogtieing dinos.
At the very end one team tried to bring down the biggest guy, but two ropes weren't enough.
By staying out of the fights and concentrating on roping dinos I won with three roped big dinos. If the extra turn card hadn't been played I'd have had even more, since one player started riding around letting my dinos go (let my dinos go - that has a nice ring to it).
I really liked the card action of Pulp Alley, though until I started throwing out cards the rest of the players really didn't understand what use the cards were.
One thing I had trouble with, was the lack of effectiveness of gunfire. The roping cowboys and the releasing of dinos came about because shooting the other players didn't do much good. At the very end of the game I rode my two best shooters (El Hombre and Sure-Shot Sue) into close range and, even with their great shoot scores and having both shoot at the same person, I couldn't down him. It was the first time the guy running the game had run Pulp Alley, maybe he was telling us how to do shooting wrong? Still it was a great game.
Arrived in Indianapolis very late on Wednesday (a three hour trip that took six because of damn road construction- I hate traveling anywhere except during the winter because of road construction).
Thursday started off with a couple of quick games of King of Tokyo. A basic Kaiju board/card game in which you tried to develop the baddest monster and either winner by points or killing off all your opponents.
A fun little quick game (less than an hour) that I'll have to get sometime. Out of the five new to me games I played this is probably the only one I'll buy. One hint for playing the game, try to keep your monster out of Tokyo. I no that doesn't sound right, but the monster(s) in Tokyo get pounded on by all those outside.
Played a free game of Settlers of Catan while waiting for my evening game (the coupon book came with a coupon for a free ticket to a Mayfair game).
The evening game was Retro Raygun.
The Author of the rules, dressed up as Ace McQuire, Galacteer, somehow talked his daughters into dressing up as a Space Pirate and a Valkeeri. You can never go wrong at Gencon wearing a costume.
The game was the Galacteers vs. the Robot Legion in the search for the Galactic Key. Some where, beneath one of the structures, lay the vital Galactic Key, that would give the possessor great power. You just have to fight of the enemy, destroy the shielding devices, open the vaults to the underground to find it, and successfully get it off your table edge. Nothing could be easier ;)
Some of the Robot Legion's initial start (Legionaires lead by a Centurion, a couple of Warbots, and a swarm of Minibots). I have got to get a better camera, my wife broke my old one and bought another that is only fit for taking pictures of people, not close ups of miniatures.
Some of the Galacteer initial setup. Two squads of regular soldiers, with Dr. Zahn, Jane Hunter and Comet the Space Chimp accompanying them.
One Galacteer Squad seized the high ground by flying to the top of a mountain. They quickly flew back down behind the mountain after taking enemy fire. In this game you can shot across the board (except through very heavy cover)). Even when there is jungle between you and the target you can still shoot (at a small minus). The only reason to advance is to seize an objective or engage in hand to hand (some units like the Minibots and Hoverbots have no ranged weapons).
Because of this infinite range Queen Meckanica (lower center), after the first move, just sat back at her end of the board with her squad. With her ability to force attackers to discard their best attack and defense die she and her troopers slaughtered many a Galacteer (though the guy running claimed they just ran off and only the robots actually were destroyed) and didn't loose any robot in her squad until near the end of the game, when the Centurian was hit. In this game a hit on a squad "kills" that squad. The only way to avoid this is to have a "hero" with it to get hit instead. Then you can "kill" the hero, instead of the squad. The players on the other side didn't realize this at first and kept their heroes running around separately. While the heroes were useful, this made it easy to kill a squad, which usually had more firepower than a character.
On the right the large and imposing Warbots and Warbot Destroyers (the ones with heavy rayguns instead of hands) advanced. Despite being very dangerous looking, bad die rolls limit their kills on the Galacteers to Dr. Zahn, who was running about on his own.
On the left great masses of Galacteers advanced lead by Ace McGuire. Simon-6 split off from the unit he was with to advance on his (its?) own
Using the Vault as cover (it being one of the few things that would stop direct fire) the robots advanced. A horde of Minibots leading the way, closely followed be a Centurion with a squad of Robot Legionaries, and a Warbot.
The Warbot destroyed the force field generator and the Centurion opened the vault. Meanwhile the Galacteers blaze away at the Queen's squad doing no damage, while her squad's return shots destroy some Galacteer squads.
Through the open door the Centurion and his squad descended to the lower level, unfortunately attracting hostile creatures and natives to the Robot Legion
Such as the Giant Bug.
And the Aquaclops, which managed to destroy a Wabot. Both monsters kept the Warbots on the right busy.
The horde of Minibots advance but were downed by fire by the Galacteers. Hordes are a kind of unit in Retro Raygun. Even if not destroyed by fire or hand-to-hand they still lose one member each time they are shot at or fought. Their big advantage is rather than a set number of dice to roll in HTH, the number they roll is based on the number the remaining members of the horde. This makes them very dangerous in HTH.
For instance this horde of Hoverbots destroys this unit.
Then this one. Akk!! what a bad photo. I've got to get a better camera..
Before losing to Comet the Space Chimp. Notice the open vault door? Good old Comet managed to Discombobulate it (that's his special skill) by monkeying around with it (sorry about that pun). Jane Hunter rushed into the Vault before the door shuts behind her. There the Centurion and his squad make short work of her and soon found the Key
Meanwhile, on the surface, the Warbots finally kill the Giant Bug, but the Aquaclops battled on. The Queen's squad is finally hit after a multiple shots, but is not destroyed because her Centurion bravely (can a robot be brave?) stepped into the shot.
The other Centurion brought the Galaxy Key to the surface. After dodging some last desperate shots, he escaped off the board. A win for the Robot Legion.
I found the system to be good, quick, and rather bloody. Our Warbots seemed to be a waste of points (one even fell to a horde of four natives with spears) and the Minibots only served as shot magnets. The Hoverbots speed let them destroy two squads. Queen Mechanika's ability to force the other side to remove one success on defense or offense proved very handy. Ace McQuire also had that skill, but it didn't work out for him as well. The main problem the Galacteers had was not putting their Heroes in their units. You could sacrifice the unit to save the Hero or sacrifice the Hero to Save the Unit. They also didn't use their Jetpacks well. With them they could move 24 inches (though they couldn't shoot when they used them). Instead of spending time trying to open the Vault on their side of the board, they could have flown a couple of units across to the Vault the Robot Legion opened and use that to get to the Key. Though with the hot dice I was rolling with the Queen's squad, I'm not sure even that would have worked.
I played in a Where Heroes Dare game at Winter War 40 (I also ran one but with only one player I don't feel like posting those pics). This is the first time I got to play, as opposed to run WHD and it was an interesting experience.
Dr. Evil was exchanging human captives for Element X from the Zombies of the Stratosphere. It was up to the US Rocket Soldiers, Doc Bronze and his gang of heroes, and two units of Aiship Mercenaries (OK I forgot what the names of the groups really were, so I am making that up) to assault Dr. Evil's Sky Lair. The Airship Mercenaries were lowered from their airship, Docs landed via Autogyro, and the Rocket Soldiers flew to the flaoting sky lair. Meanwhile, Dr. Evil awaited the arrival of the Zombies for Planet X to exchange human captives for Element X. Dr. Fong's Tong was also on the Sky Lair to provide the Dr. with extra muscle.
Here you see the Zombies caustiously exit there rocketships (yeah $1 rocket sippy cups) while at the far side of the lair Dr. Evil and his henchmen await. Between them await the captives, helplessly in a cage.
The two groups of Airship Mercenaries (their motto "If you've got the money, we've got the death from the skies") charged over the hill and quickly gunned down two of the Zombies (it's nice to have the initiative). My group of mercenaries is the one on the left.
Then the US Rocket Soldiers dropped in on the ones who had made it to cover.
Dr. Evil met the other group of Space Zombies and turned over three captives to them. My group moved into cover behind a rocketship while the other mercenaries tried to get a shot in, but couldn't becuase of the captives being in the way. So they instead shot two of the "dead" Zombies that had stood back up (these Space Zombies were truly zombies, for death didn't always keep them down).
Meanwhile the Rocket Soldiers snuck back to the other side of the compound, via the underground tunnels (see the hatch), to join up with Doc Bronze and his men.
Unable to stop the Zombies from loading the captives on their rocketship (and unable to figure out how to open the door to the rocketship) my men (and one lady) charged the laboratory containing the Mind Control device with guns blazing. Maybe it was our gunfire, or maybe it was just bad die-rolls, but Dr. Evil couldn't get the device to work.
Doc Bronze and his men charged Dr. Fong's Tong, dropping some with the Mercy Bullets before KOing the rest in hand to hand.
I kept Dr. Evil's men engaged while being fired upon by the Zombies who exited their Rocket Ship (which promptly took off with the captives leaving them behind). Caught in a cross fire two of my brave men went down, but so did all the Zombies that came out to play. With the Rocket Soldier and my remaining men (and one lady) firing at the Lab with the Mind Control device, while Doc Bronze and his men took over the building right to the north of the Lab. Surrounded and out-gunned, Dr. Evil decided it was time to stop trying to get the Mind Control device to work and fled via a convienent hidden exit. Meanwhile the other Airship Mercenaries escorted to remaining captives to freedom.
A victory for the good guys. Dr. Evil's Mind Control device and a rocketship was captured, and most of the Zombies of the Stratosphere and Dr. Fong's Tong were killed or captured. The Zombies did get away with three humans to experiement on, but I'm sure a genius like Doc Bronze can figure out the remaining rocketship and go to free them.
A few things I learned about Where Heroes Dare
1. Remember the Bullet Proof Vest
I was the only group to have such an item (I bought it since the guy running the game had to short me a weapon). With so much lead flying a vest is your best chance of keeping people in the game.
2. Numbers count.
Especially in the early turns the good guys had a great advantage by ganging up on one part of the bad guys. One group of Zombies ended up facing three groups of good guys, one right after the other. By putting out one enemy group right away (Ok sometimes they got to stand up again, but since that was all they could do on their turn they'd get shot back down) it left the good guys with a real advantage. When I ran a multiplayer WHD game at a Con I had several groups, that all had different objactives and different enemies. With just two sides (even if several players) it allowed one side to concentrate on part of their enemies to gain the upper hand.
I will be running a Where Heroes Dare game on January 27th at 9AM at Winter War in Champaign, IL. the game will be...
The Curse of the Idol of Doom
Found on a windswept plain in Antarctica a strange unearthly idol made of an unknown substance was being flown to New York when the plane went down in an unexplored region of the Amazon jungle. Can you find and claim the idol for fame and/or fortune before the competition? Look out for the dangers of the Jungle.
Dr. Roboto seeks the statue because he is sure it is made of that rare metal, Unobtanium. With it he could build robots to conquer the world (or at least one of the nicer pieces of it, maybe the French Riveria or somplace else warm, but not too warm). Dr. Roboto is flanked by two of his killer robots, oh and a couple expendable flunkies.
The Master of the Cult of the Green Death seeks the statue so he can contact beings from the Great Beyond who will then give him power (and maybe some more monsters). Here the Master is flanked by two of the Forbidden Worms of Leng and backed up by brain-damaged, I mean devoted followers.
Westland Pterodactyl Mk1 A and MK 1B
You just have to love a plane that it's own designers named after an extinct flying lizard.
In the early 1920's G T R Hill began studying aircraft design in order to design a plane with better low speed stability and handling. He and his wife built a glider that he demonstrated to the British Air Ministry (yes, this series of planes was actually ordered by the British Government, unlike so many American weird planes that the designers had to fund themselves). Sufficently impressed, a powered version was built (using a 34 hp British Cherub Engine). This was later modified to a Mk 1b with 70hp Armstrong Siddeley Genet and small rudders. Two seater with a wingspan of 45 ft 6 inches.
This lead to the
Pterodactyl Mk IV-1931
A three-place cabin aircraft powered by a 120hp D.H. Gipsy III four-cylinder air-cooled engine. With a wingspan of 44 ft 6 inches, a max speed of 113 MPH, and a max altitude of 17,000 feet. This very capable plane was able to do acrobatics. One feature it had was a gear, by which it was possible to sweep the wings backward and forward through an angular range of 4.75°. This operation, which enabled the machine to be trimmed when the centre of gravity was varied by alternative loadings, could be effected by the pilot while in flight.
The success of the MkIV lead to the ultimate Pterodactyl
Westland Pterodactyl Mk V-1932
The other Pterodactyls had been experimental planes of limited military use, The Mk V was an attempt to use the concepts that the early planes had developed to build a proper military aircraft. A 2- seater fighter it had a 600hp Rolls Royce Goshawk steam-cooled vee-type engine, a wingspan of 47 ft 8 inches, a max speed of 190 mph, and a max altitude of 30,000 feet (for comparison a Hawker Demon 2 seat fighter from the same time had a max speed of 182 MPH and a ceiling of 27,500 ft). Armed with twin Vickers it was also to have an electrically-operated twin-gun turret that had an incredible field of fire. Fully acrobatic and capable of inverted flight.
That wooden trawler from Hobby Lobby looks nice, but is a bear to work with.
Go to this link for more information
I can't help myself. It's like when I built or bought steam powered armored landships for GASLIGHT. I ended up with more than I'll every be able to use. Stop it Bill!! Stop it!!
Sigh.. At least this one will take less repainting than the last one I bought.
This time it's a Lockheed Orion. The pictures below are posed with my usual Pulp Miniature, Copplestone and Rattrap miniatures for scale purposes.
LOCKHEED MODEL 9 ORION – 1/46 ROUGHLY
Liberty Classics or Spec Diecast
The Lockheed Model 9 Orion was a single engine passenger aircraft built in 1931 for commercial airlines. It was the first airliner to have retractable landing gear and was faster than any military aircraft of that time. Designed by Richard A. Von Hake, it was the last wooden monoplane design produced by the Lockheed Aircraft Corporation.
The Orion was the last design using many identical elements from the Lockheed designs preceding it. It primarily used all the elements of the Altair, but included a forward top cockpit similar to the Vega, plus the NACA cowling introduced in the Air Express.] Lockheed used the same basic fuselage mold and wing for all these wooden designs (the Explorer wing was unique), hence the close similarities between them. The Orion featured an enclosed cabin with seating for six passengers. The Orion received its Approved Type Certificate on May 6, 1931.
Gerard F. Vultee was Lockheed's chief engineer in 1928 through 1931 and was involved in the designs of all the Lockheed variants of that time and specifically designed Charles Lindbergh’s Sirius.
Although designed with the passenger market in mind, its speed made it a natural for air races. The first Bendix race of 1931 had a showing of two Orions and three Altairs and one Vega in a race that had only nine aircraft competing. On 11 July 1935, Laura H. Ingalls flew a Lockheed Orion, powered by a Pratt & Whitney Wasp engine, from Floyd Bennett Field to Burbank, California, establishing an East-West record for women. Two months later she flew it back to set a West-East record.
The first Orion entered service with Bowen Air Lines at Fort Worth, Texas, in May 1931. Many safe miles were flown in airline service and the headlines won by a few expert speed pilots proved the advanced design and reliability of the "Orion". Those that went into airline use as a passenger transport had their life span limited, however. In 1934 the Civil Aeronautics Authority issued a ruling prohibiting further use of single engine passenger aircraft from operating on all major networks. It also became mandatory to have a co-pilot and thus a two-seat cockpit arrangement on all such flights. The requirements of the ruling brought an end to the "Orion" as a passenger carrying airlines' airplane. They were then used for cargo or mail carrying or sold for private use and charter. Because the aircraft had a complicated wood construction and needed to be sent back to Lockheed in Burbank California to be repaired, they were often disposed of after any type of significant accident. At least 12 of the used "Orions" were purchased for service in the Spanish Civil War and destroyed in use.
The Orion Explorer was a modified 9E. It had a damaged wing replaced with the wing of the Explorer 7 after a crash, and was fitted with a 600 hp (482 kW) Pratt & Whitney Wasp S3H1 engine. Fixed landing gear and later floats were also fitted. It was used by Wiley Post and Will Rogers for a round-the-world flight attempt, but both men died when the aircraft crashed in Alaska on 15 August 1935.
14 built, 410 hp (306 kW) Pratt & Whitney Wasp A or 420 hp (313 kW) Pratt & Whitney Wasp C
Orion 9A Special
one aircraft with 450 hp (336 kW) Pratt & Whitney Wasp SC engine
two aircraft supplied to Swissair, 575 hp (429 kW) Wright R-1820-E engine
redesignated Altair DL-2A
three aircraft with 450 hp (336 kW) Pratt & Whitney Wasp SC-1 engine
one executive aircraft with a 645 hp (481 kW) Wright R-1820-F2 engine
one executive aircraft with a 650 hp (485 kW) Wright SR-1820-F2 engine
one Orion 9D to USAAF in June 1942
modified Orion 9E, 600 hp (482 kW) Pratt & Whitney Wasp S3H1 engine
Specifications (Orion 9D)
Crew: one, pilot
Length: 28 ft 4 in (8.64 m)
Wingspan: 42 ft 9.25 in (13.04 m)
Height: 9 ft 8 in (2.95 m)
Wing area: 294.1 ft² (27.32 m²)
Empty weight: 3,640 lb (1,651 kg)
Max takeoff weight: 5,200 lb (2,359 kg)
Powerplant: 1× Pratt & Whitney Wasp S1D1, 550 hp (410 kW)
Maximum speed: 192 kn at sea level (220 mph, 354 km/h)
Cruise speed: 178 kn (205 mph, 330 km/h)
Range: 652 nmi (750 mi, 1,159 km)
Service ceiling: 22,000 ft (6,705 m)
A knife in both hands- The character can carry and use a weapon in both hands in Dire Duels. The weapons must be one-handed. The character gets one extra attack with the secondary weapon per round in Dire Duels. Off-hand weapon cannot be used to force extra re-rolls of opponents Fists roll. If you have a sword in each hand you only get one re-roll, not one for each sword. 10 pts
We all have miniatures with a weapon in each hand, with this schtick they are actually useful.
Science!!!-An expert in the workings of Superscience, your devices are better maintained than others. For those items you personally use (not those used by others on the team) all rolls on the Mad Science Table are at a -2 to the die. 10 pts
Mad Science isn't worth the points (especially robots). The weapons and the gear are nice, but with a 10% chance of failure (then a 50% chance of an explosion) they cost too much for the good they do. This skill balances that out a little (only a 30% chance of an explosion).
Dumb as box of rocks- Maybe he was a prizefighter who took one too many hits to the head. Maybe he’s an inbred Upperclass Git or Hillybilly. Whatever the case, he forgot to get in line when they were handing out brains. He succeeds on Dare tests on a natural 1. -5 pts
Many a villian keeps a stupid but powerful lackey around to do his dirty work, and many a heroes sidekick has been a little short on brains.
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.