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MYSTERIOUS BILL'S GAMING BLOG

ONE LAST AAR FROM WINTER WAR 40

3/2/2013

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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.

The Plot
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.

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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.
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Then the US Rocket Soldiers dropped in on the ones who had made it to cover.
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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).
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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.
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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.
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Doc Bronze and his men charged Dr. Fong's Tong, dropping some with the Mercy Bullets before KOing the rest in hand to hand.
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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.
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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.
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The Curse of the Idol of Doom

12/17/2012

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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.
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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.
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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.
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New Schticks and Vices for Where Heroes Dare

4/8/2011

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New Shticks

Companion

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.

Companion

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).

Vices

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.
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Decatur Campaign Games 2 and 3

2/21/2011

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I didn't have a camera with me, so no pictures of Game 2 or 3. Game 2 was a Run Thru the Jungle game. The Master and his loyal cultists had to get to one end of the table and escape on a seaplane waiting for them. After a brief battle with Agent 9 of Bureau 13, the Master got bogged down fighting Professor White and his robots. The real "hero" of the game was the monster Agnew.
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First, Agnew fell into a patch of quicksand and pulled one of the mercenaries in while getting out. Then he raced to the river bank and barely got on the seapane as it tried to get away (without the Master or the Briefcase). He ripped a door open and fought a furious battle with Maggie Mae (a Lead level NPC). After knocking her out with his mighty muscles, he found himself in a plane going nowhere fast. Twice he attempted to stop the plane before it exited the board with him. Twice he failed (what do you expect from a monster with an exposed brain). Giving up, he leaped into the river and was promptly attacked by an alligator. He made short work of the gator (as judge I declared he pulled the gator's jaws open until they broke) and made it safely to shore.
Professor White on the other hand did very poorly, even in the confines of the jungle (which limited ranges to six inches). Even with his newly acquired skill Science!!!, which let him subtract 2 from the rolls on the Mad Science table, his robots once again came up short. One exploded gloriously (even with a -2 rolling a 10 on the Mad Science table still causes the worst kind of explosion) and took out a second (which merely was put out of commission). The third robot finally made it into hand to hand combat with the Master and his men (the first time in two game that robots had done anything against another team). Unfortunately, the Master and his men used their bayonets to damage and destroy the last robot, then the shot the Professor down. Sam who was running Professor White decided that robots were pretty useless and started a new team. Robots in Where Heroes Dare remind me of the terrible robot Bela Lugosi had in The Phantom Creeps. Sure it looked really dangerous, and he spent most of the serial bragging about how deadly it was, but when he finally sent it out it blew up after being shot a couple times.
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Robots just aren't worth the points in Where Heroes Dare. They cost a hundred or so points each (50 for the Robot, 40 or 50 for -4 or -5 AP armor, and  15 points for Fists of 6). However they move slowly (only six inches) and lack ranged weapons. This means they always get shot before they close to hand-to-hand combat. Even though they have a Dare of 2, any wound usually takes them out for the game (70% chance) or at least out for the turn (20% chance). Plus, half the time, when damaged they explode probably causing wounds to their group. It's sad, but funny, to watch one exploding robot detonate the rest in a group. Human henchmen may be puny and prone to run, but at least they don't blow up when shot!

The game ended with the seaplane out of commission and the Master fleeing back into the jungle.
The third game saw Sam's new team, Ninja Sam and his cuthroats.
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This time the Master had to get through the jungle to a car waiting for him on a dirt road on the jungle's edge. Agent 9 ignored the Master and his men and rushed to the car. Ninja Sam chased after the Master and sprang an ambush on him with Seize Him schitck. He placed four hired guns with pistols 4 1/2 inches ahead of the Master (half the normal 9inches because of the terrain) and Ninja Sam closed from the rear. Things still didn't go well for Ninja Sam and company. They killed the Master's men, but were wiped out themselves. Down to only two wounds the Master fled back into the jungle rather than take on Agent 9 and his men.

The result of the 2 games was the Master was still out in the jungle with a booby-trapped briefcase containing Formula X. The Master survived to gain a couple skills, while Agent 9 gained more men (supporters).

Aaron (The Master) and Sam (Professor White and Ninja Sam) are brothers, and like all good brothers, when gaming, concetrate on attaking each other first.
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Winter War Part 2

2/16/2011

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The conclusion to my trip to Winter War 38

http://mysteriousbill.weebly.com/winter-war-38-part-2.html
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The Decatur Campaign

1/20/2011

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I have started a new campaign for some friends in Decatur Illinois.

The Teams
http://mysteriousbill.weebly.com/decatur-campaign.html

The Rumble in the Jungle AAR
http://mysteriousbill.weebly.com/rumble-in-the-jungle.html
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Where Heroes Dare at Winter War

12/17/2010

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I’ll be running a Where Heroes Dare Game at Winter Wars in Champaign, IL in January 2011

 

The Search for the Book

 

Saturday 3 to 7 PM

 

January 29th, 2011

 

Pulp Miniatures. You have finally found where the book you have been seeking is, but you know your arch-nemesis has discovered the location also. You and your followers race to the clearing where the book lies hidden, just in time to see your enemy enter on the other side. Other groups you do not recognize arrive at the same time. Are they friend or foe? If you find what they are looking for can you trade it for what you need? If you want to bring your already created 400 pt. starting WHD team, with painted miniatures, please arrive 15 minutes early so I can check to your team.

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New Gadgets and Gear for Where Heroes Dare.

12/2/2010

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Since I always tinker with the games I play, I thought I'd try out some new Gadgets and Gear for Where Heroes Dare.

Custom Weapon-Hits Harder 10 Points


Because of a better bullet (hollowpoint or Magnum), a sword made by a master swordsmith, or a knife forged from an iron meteorite this weapon causes +1 AP damage. Can only be applied once per weapon and cannot raise the AP above 9.

Mercy Bullets 15 Points

Made their first appearance in Doc Savage number 10, The Phantom City, December 1933. A character with a Code of Honor shouldn’t be blazing away with a sub-machinegun at the bad guys, unless it is loaded with mercy bullets. Mercy bullets can only be used in pistols and sub-machineguns. May not be made to Hit Harder. Each wound causes one suppression. Unfortunately, they do no damage to things that can’t be rendered unconscious (robots, vehicles, etc.).

Shield 2 points

Characters with a shield may make one of their opponents re-roll one Fists die per round of dire duels. Also re-roll one Gats die roll vs. thrown weapons (not grenades or bombs), blow-guns, and bows. Generally only allowed to primitive tribesman, other characters need a good story why their characters carry one.

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New Battle Reports

10/21/2010

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A couple battle reports from my ongoing Where Heroes Dare campaign.

 

A Dinosaur in Chicago

http://mysteriousbill.weebly.com/dinosaurs.html

 

An Unwelcomed Visit

http://mysteriousbill.weebly.com/an-unwelcomed-visit.html

 

When I get some painting and modeling done I’ll be ready for the Isla de los Dragones in the Lagoon de la Muerte adventure. Dinosaurs and pirates and robots, oh my!

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Where Heroes Dare and Flintlock Weapons

9/17/2010

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The Heroes (and Villains) in the next part of my Where Heroes Dare role-playing campaign will have to face Pirates from the early 1700’s (trust me I have come up with an excuse to use all those Pirates I painted and really haven’t used). Most Pirate weapons can be found in the book but I needed rules for flintlock weapons.

Flintlocks

Type               Range            ROF    AP       PTS     IM

Pistol            6”                   1          6          1          +3 (If loaded otherwise as per club)

Musket         10”                1          8          3          As per club

Blunder buss 8”S               1          6          3          As per club

Special for Blunderbuss +2 to Gats

It takes one turn to reload a flintlock.

Multiple barrel pistols cost 3 pts and have a rate of fire of 2.
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    Mysterious Bill

    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.

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