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 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).
This weekend I attended a brand-new Con in Decatur, IL---HEROICON
Not bad for the first year of a Con. About 200 people, and 7 or 8 vendors. Lots of Magic, Pathfinder, various RPGs, and Board Games, but very few miniature games. I'll have to work on getting more of my miniature gamer friends to run something next year. I ran an ACW GASLIGHT game (AAR in a later post) and played in an X-Wing tournament.
One thing that was different about this Con was they had the best Gift Bag I have ever seen at a Con. Usually you get a die, some coupons, a couple cards to games you don't play, maybe a plastic miniature. Their bag had three games in it!!!
My bag had a copy of the old Steve Jackson microgame Ogre, a Cthulhu dice game (with extra die), and a game called realpolitik (seems to be some kind backstabbing game of politics) by Peacable Productions ("a game of lies, murder, and dirty tricks for 2 to 5 players").
The scenario was that the Union had to capture or destroy a giant Armored Union Landship , the Confederates had to prevent that from happening. The Landship had broken downand was abandoned during a Union advance, that turned into a retreat.
The initial Confederate set-up. The Landship was guarded by two squads of Militia, and a Squad from the Corps of Invalids. A group of unarmed mechanics were frantically trying to get it going before the Union forces arrived. Every turn they worked on it, they added 1 to the start and 1 to the sustain. Since that started out at 3 start and 8 sustain, they needed every turn the could get to have a chance to get it going.
The Corp of Invalids
A desperate measure by the South, who found themselves short of manpower at near the end of the war. In a war of attrition the North would win because they had more men. They had plenty of badly wounded and crippled men, often missing limbs, and plenty of Mad Victorian Science to do something with them. And so the Corps of Invalids (really barely a regiment strong) was created. Missing limbs were replaced by mechanical arms and legs, damaged internal organs by artificial ones, missing eyes with monocular vision devices. Even the normal looking soldiers above have had some work done on them to get them back into the field. The Zouave look was selected for their uniforms, since many of the initial volunteers for the "refurbishing" came from Zouave units.
The Union came on with regular cavalry, horse drawn artillery, and an Ornithopter. Two of the cavalry units and the artillery entered on the right side of the table, with another cavalry unit on the extreme left side of the table (out of shot). The Ornithopter headed straight to the Confederates and the broke down landship, being careful to fly out of range of ground fire.
The next turn saw the arrival of Confederate reinforcements, two units of cavalry, one cannon, a Timberclad landship (let's hear it for Mott's applesauce containers) and a British built armored scout landship.
The Union reinforcements also came on that same turn. Two Steam Chargers (2 man armored landships), a unit of Mechanical Cavalry, a unit of Steamcycles with Gatling guns, two Steam Wagons carrying special troops, and a pair of giant glasses? (Hey those are mine!!!)
The Mechanical Cavalry and a unit of regular cavalry charge the Confederates, despite taking casualties.
The regular cavalry makes contact with a squad of militia, forcing them to retreat towards the Corp of Invalids. A smashing Union Victory! Now the way is clear to attacked the mechanics trying to fix the broken down landship, Huzzah, Huzzah, Huzzah!!!
The Mechanical Cavalry seems posed to do the same to the Corp of Invalids, or at least blast them at close range with their fast firing (semi-automatic in modern terms) carbines. Because of the Mechanical Horses, they don't even need to dismount to fire their carbines.
Is the Union posed to quickly defeat the Confederates and retake the damaged landship?
Oops, I guess not. The victorious Union cavalry find themselves being charged from behind. Unable to turn themselves quickly enough the Confederates get to make their attacks before the Union cavalry can respond. I love GASLIGHT but there are a number of things, such as what happens when you are charged from behind, that the rules don't really cover so I made up that rule on the spot.
The Mechnical CaThe other Confederated Cavalry squad charged the Steamcycles, and made it through, despite heavy Gatling fire.
The Mechanical Cavalry lost too many men to the from the Corp of Invalids (fire from two regular Gatlings and a heavy Gatling will tend to do that), but the Steamchargers, the Landship USLS Union , and the Steam wagons with their mysterious cargo advance in their place.
The Corp of Invalids climbed aboard the Steam Wagons, and found them occupied by the Grenadier Engineers (I hate that name, but Assault Engineers sounds to modern). In one wagon the Corps tied up the Engineers riding in that wagon for a turn, the other Engineers poured out. Armed with Quickshooters, handheld Gatlings, and Firethrowers they were well armed, wore body armor, and specialized in assaulting fortified positions and landships. Ye at the same time the mechanics finally got the broke-down landship started, and a landship capable or moving is a much harder target to destroy than one incapable of moving. Would the Engineers get there in time or would the damaged landship escape?
The Confederate landships advance into the fray trying to lend the weight of their fire to the attempt to stop the Engineers. Captain Walker then destroyed one with a well placed firebomb. A hit, a penetration, a roll of 1 on the Penetration Table (making it a catastrophic hit) followed by an 18 on the catastrophic hit table (Vehicle explodes killing everyone inside). You rarely see that result in GASLIGHT.
After failing to clamber onto the damaged landship, to place their explosive charges, the man with the firethrower fired one last shot, hitting and causing the escaping landship to explode, winning the Union a minor victory. The firethrower could have hit the landship up to three times, but only hit once. That shot penetrated and once again the roll was a 1 on the penetration chart followed by and 18 on the catastrophic chart. the landship
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.
Here's Marc not looking too happy about being on the side of the Rebel Scum (a true Yankee he is). In the middle you see two units of cavalry, the USL (United State Leviathan) John Adams, the Hornet and the Wasp USALs (United States Armored Landship). To the right is a unit of Mechanical Cavalry, to the left is another unit of conventional cavalry. In front of Marc is the Grand Battery of five cannons, a Whitworth breech-loader, two 12 pdr Napoleons and two 10pdr Parrots. On his right is the CSL Memphis and the timberclad Jackson. A couple of special rules. Everyone passes their sustain the first turn. and if you start on a road you don't need a sustain check. Note, the Adams is too big for the road. The objective put the Adams on one of the hills where the Grand Battery is now for the win, or get three other Union units, more or less intact, off the far end of the board for a draw.
One of the regular complaints people have made about GASLIGHT is how hard it is to kill a landship. You shoot and shoot, and rarely does anything happen. Even if you penetrate, many of the results on the table do little or no damage. Not this time. The shot from the Hornet penetrated the Memphis for a Critical Engine Hit destroying the vehicle (though 4 of the 5 crew did escape). I don't think in over a dozen GASLIGHT games that I have ran or played in have I seen such a result.
Here is a general overview of the general advance of the Union forces. The Adams set back out of range of the Grand Battery and tried to shell it at long range. It missed and promptly broke down. Note the steam-cycles heading up behind the tree line. The Hornet (by the wreck of the Memphis took a hit from the Grand Battery and lost some speed.
Here the Hornet crashes through the graveyard (bad luck that) and suffers a hit from the Grand Battery that kills the driver. Meanwhile the poor bloody cavalry loose a man to the heavy Gatling on the Jackson. But bravely they charged forth.
And got shot to pieces, The Grand Battery had two cards as long as Captain Pelham stayed alive and here they are massacring the Mechanical Cavalry.
The advancing steam-cycles were jumped by a squad from the woods, and fled ignobly.
After the Whitworth damages the cannon on the Hornet (-6 to shoot), Dynamite Jack blows off some armor (-6 to Save). The Lt. in charge of the Hornet shoves the dead driver out of the way and takes over the controls.
Captain Smith bravely charges part of the Grand Battery.
And is promptly shot down.
Charging the hill the Hornet tries to crush the guns.
While a much reduced squad of cavalry (they started with eight men) take on the other section of the Grand Battery. And loose to a bunch of Artillery men armed with rammers and other artillery tools.
Slowly the Adams advances (at eight inches a turn that is the only way it can advance). The Wasp (the Gatling armed landship to its right continues to be unable to restart its engine. Note the remains of the cavalry squad next to the Adams. Artillery fire and fire from the Jackson have reduced it down to three men. The cavalry played a bloody price for leading the charge, but they attracted the fire of the Grand Battery so the Adams could advance unmolested.
The rocket armed Zouave fires into the Hornet, killing the last crewman, after it has crushed both 10 pdr Parrots,
Cavalry Squad 2 is wiped out to man, leaving only Captain Pelham still standing amongst the carnage.
Late in the battle the Wasp (the landship at the very back) finally starts. Only two are left of the Mechanical Cavalry, one regular cavalry squad has been wiped out, another is reduced to just three trooper, but the last one is still fairly strong (the one in the graveyard). Pelham stands on the hill waving his sword about, trying to get the surviving artillerymen to return to the cannons. All the while the Adams continues its indomitable advance.
The Steam Cycles try to run the gap between the woods and the hill, but are attacked by Confederate Infantry.
The elite Zouaves start to move towards the center of the battle, followed by the Mechanical Man (which spent most the game broke down- it would fail its sustain, the start, then fail its sustain), while the Jackson also breaks down.
The other regular Confederate squad slaughters the last of the Mechanical Cavalry (who finally failed their sustain roll) but lose a man. They fail their morale check and fire at the nearest enemy. A volley of firebombs takes out the Wasp. The sacrifice of the Wasp meant that the infantry had nothing with which to attack the Adams!!!
The Adams goes up the hill. There is one final chance to stop the Adams. Professor Zappinni unleashes his electro-gun upon it. It hits but fails to do damage.
Victory for the Union Huzzah!!! Huzzah!!!
The game ends before the Confederates can launch a final assault on the Adams, as time runs out on the clock (the game started at 9AM and was set to end at 1PM).
Da Guys who played Da Game
It was a real nail-biter to the end. So many ifs. If the Memphis hadn't been destroyed on the first turn, if the Mechanical Man hadn't kept breaking down, if a morale check hadn't made one squad waste its precious firebombs against the Wasp instead of saving them for the Adams. But it is a good wargame were the result is in doubt until the end.
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.