Monday, May 16, 2016

Round of Fire - Part 2

For Part 1, try here:  Round of Fire part 1

It's the Sergeant's turn again.  Right now the red squad is set to activate before his irregulars, so he boosts them yet again.  His boost and their fanatic combo is working well.
Drones go next.  Grenade launcher drone pops one into the oncoming regulars. 1 KIA, 2 bleeding out.  The other opens up on the 1 target in sight, 3 hits, even in light cover!  Another bleeder.
We forgot that incoming fire has the right-of-way

The irregulars go next.  Melee isn't working, so they disengage.  The other fireteam has to hold fire until they clear.
Red team 1 goes, with 2 men standing.  One grabs the objective, one grabs a down buddy, and they start falling back.

Oh look, it's the machine gun turn and some guy dragging somebody else just walked into his sights!  But his wild, uncontrolled burst go high, and the red team takes no damage.
Sniper's turn.  While I didn't notice it in the rules, it made sense that the sniper could target whoever he wanted to.  He draws a bead on the machine gunner, but just wings him for 1 damage point.
Sergeant back again.  He cuffs the machine gunner over the head, "Fire Discipline, frag it!" and boosts the MG back 1.
He didn't bother with the irregulars, because it's their turn again anyway.  With all 8 men blazing away, they only manage to down one more red team.
Blue regulars turn.  They try to pour suppressive fire onto the drones, but their rolling is abysmal and they only bump the drones up 1 turn.  That plan didn't work!
The surviving members of Red 1 continue to drag towards home, gaining the dubious safety of the gully.
Sergeant boosts his irregulars back 2, because they are about to be hit again.
But no!  Red 2 grabs two more downed guys and drops into a depression.

Carl!  If you yell "Game over, man, game over!" One More Time I will shoot you myself!

The sniper whiffs again.  This guy is going to be sent back to the line.
Did somebody put his scope on backwards?
The drone hasn't had a chance to reload the grenade launcher, but it doesn't matter.  He can only see one guy, and pots him.  One entire blue regular fireteam is down.  His partner drone does the same.

The irregular blue squad is still at full strength, and is seeing a lot of wounded guys being dragged away from them.  Time for an assault action!  Again, all 8 guys blazing away only caused 1 more casualty.  Ducking into that depression and gaining the light cover bonus really helped!
Now blocked by the irregulars, the machine gun shifts fire to the drones, causing heavy damage but not quite taking one out.
Red team 1 keeps dragging.
The Sergeant moves forward to stay with the irregulars.  So far they're the star of the show.
I'm getting too old for this...
Red 2 is down to 1 guy, with a mob closing in.  "Sorry, Boys, gotta run!" and he abandons his wounded team members.

The sniper sees the Sergeant ducking into cover, and shoots.  Finally he earns his title, and the Sergeant drops, unconscious.
Yeah, I finally hit something!
Blue regulars (all 2 of them), grab 2 of their wounded buddies and start backing out.

The MG puts 2 more bursts into the drone and finishes it off.
Take that, you bio-mechanical monstrosity!  Shoulda been painted camo!

End of round 5.

The game was supposed to go 6 rounds.  As it looked like the Reds would get their objective off the board, we called it at 5.  Blue would have enough time to grab all the wounded, but not enough time to grab their objective and remove it.  Ionization trails from the incoming orbital strike were appearing as they hoofed it...

Reds:  one juggernaut KIA.  1 wounded brought off.  (died anyway)  4 wounded left on board (2 died in captivity, 2 prisoner).  Main objective captured, both secondaries defended.
Blue:  One KIA.  6 wounded brought off (1 didn't make it).  Both secondaries defended.

Final score by my calculation was 53 points for the Reds, 20 for the Blues.  The Blues (conscripts) got points for prisoners.  Getting that main objective off the board was the only thing that saved the Reds, or they would have ended up in the negative column.  They still have some explaining to do to the brass, on how they got beat so bad by a bunch of rag-tag locals!

And the other reason we had to call the game, this still had to be finished...


 Next up, time for some asymmetric warfare.  And maybe some bugs!





  


Saturday, May 14, 2016

Round of Fire - Update Playtest

We finally had a chance to start play-testing the latest version of Round of Fire.  We used the sample scenario and forces exactly out of the rules.  For the background, I had the locals shoot down an Empire shuttle.  The Empire forces are moving to recover the data core, while the locals are trying to grab anything of value, while keeping the empire from figuring out how it was shot down.  (Each side has an objective to reach, and 2 to defend.)

Comments:  The core mechanic of the game is that every unit (can be made of multiple teams) has an activation chip on a wheel.  Every action you do moves you a certain distance around the wheel.  This very simple yet elegant mechanism makes for a lot of fun tactical decisions, and is by far my favorite part of the rules.
Red forces, including a sniper and some attack drones.  Who forgot to repaint them from the winter camo?  And yes, the sniper is a bush

Blue forces.  1 squad (2 teams) regulars, 1 squad (2 teams) conscripts, a Sergeant and a machine gun team.
The battle area, including a wash running diagonally through the center.  Red deployment area is lower left, blue upper right.  Each side had 2 objectives of their own color to defend, 1 of the opposite color to capture.  Note to self:  get more scatter terrain for objectives!
Terrain rules:  Depressions are light cover, behind rocks is heavy cover.  In rocks is light cover, unless going to ground.  Climbing over rocks sucks up an extra inch of movement.

Random initial deployment on the "wheel".  Blue has a special rule that the Sergeant must deploy first,
so it is good he got turn 4.
Blue regular squad acts first, but has to wait for their boss.  They "Wait" until turn 5
Red assault squad 2 deploys.  they're going to hustle for the objective.  (They want to grab blue #4)  They run 12", and move forward 5 spaces on the wheel.
Run like heck...

...and move your marker that many spaces up the wheel.  That's the whole core mechanic.  Beautiful, isn't it?
Red assault squad 1 goes next.  As they want to support both the assault team and cover a defensive point, they choose a walk action instead.  They move a shorter distance on the board, and less steps on the wheel.

Hurrah, the Sergeant can deploy. He tucks into some convenient cover.

Now the blue regular squads can deploy.  They are going to have to bunch up in the middle to achieve what they want.  This squad chooses to hang back and hook around some rocks to fake out Red on their objective.  They run.

Blue MG team moves out to join the Sergeant in the rocks.  They get a cover bonus for terrain expert.

Blue's battle drones move out to cover the center of the board.

Yep, really need a new paint job on those guys...
Red's running squad now has a decision.  They could run and reach the objective, or walk and catch a section of light cover.  Even though blue still has some troops left undeployed, red thinks they are weak and goes for the goal.

Red sniper deploys.  He has "tactical position 3", so he places 3 markers on the board.  The real sniper won't be revealed until he shoots or the enemy gets close.  (Bushes appear all over the place)

It's now the blue irregular squad turn.  Objective 4 isn't a defense priority for them, but there is a red team sitting on it!  They choose a walk and put one team on the hill, one closer to the Sgt.

Red team 2 figures they better hustle to help their buddies.  They sprint to cover to control the center, but won't activate for a bit.

Time for the Sergeant to do his sergeanty-motivating thing.  He Boosts the irregulars , so they jump backwards on the wheel.  They get an extra bonus, so jump 2 spaces.
Their turn.  One team will fire while the other will close the distance.  They must move the longer distance on the wheel.
First shooting!  All 4 figures can fire, troops in the open.
First guy fires, 1 hit - negated.
Ditto 2
3rd guy gets 2 hits, only 1 save.  One man down!
4th guy gets excited and fires his rocket launcher into the group.  The missile deviated slightly into the rocks, but still close enough to pepper the reds.  His own fellow fire team was just outside the blast radius!  They might have a party for him later...

In any case, they all miss their saves and the whole team is down.  One is still alive, but bleeding out.  The other 3 dead.

Kablooie and they are all dead.  Good thing those futuristic rocket launchers have no back-blast area!
RESET!

Feeling that we did the rocket wrong, we chose to re-set and have the last guy shoot his rifle instead.  One hit, one save.  Now the reds only have 1 guy bleeding out, instead of a dead team.
The other irregular fireteam moves up, almost into contact.  Much easier when your buddy isn't blasting RPG's near you!
But the unit moves up 5 spaces on the wheel, for the group that fired.  Red team also gets bumped up the wheel 1 for shock.

Blue MG team goes next.  Their only target is in heavy cover, so they choose to go on overwatch.
The drones keep marching up the field
The Sniper sets up
Sgt boosts his irregulars back 2 - this is proving to be a good combination
Blue regulars cautiously advance, facing down the drones
The irregulars, thanks to the SGT, activate again.  One team shoots, the other then charges into melee.

First team gets another hit, 2 red guys bleeding out now.  Melee time!  Red chooses to passively defend (don't get to fight back, but don't move up the wheel so far).
Melee is highly unsatisfactory.  Lesson learned - do not enter melee without a special melee weapon.  All hits were easily countered.

Red team 2 is now in a quandary.  Their buddies to the left are getting chewed up.  But to the right is a fire-team in the open!  What to do?  Run through a withering hail of machine-gun bullets or shoot the suckers in the back?
Go left to certain death, or stay here and shoot those poor bastards?  Left it is!
Well, it was time to test the overwatch rules.  They moved at a run to join the melee, and the MG opened up on them.
Heh, heh.  Here comes the pew-pew...
A red team member goes down, bleeding out.

The sniper is all set up now, and completely misses his first shot! (5 dice, none above a 2). Send that guy back to school.

At this point, game paused on account of a birthday party.



Thursday, April 28, 2016

Sharp Practice 2 - first play

Our first battle of Sharp Practice 2 was the battle of Meriam's Corner, the start of the American War of Independence.  
The battlefield.  Ignore all the mess in the background, please.

Rebel Scum, showing the chit bag made by his Grandfather.
Deployment points.  British only have a secondary, on the road.  Americans chose a moveable secondary point and put it behind the house.
NOTE:  due to some models being "nude" (not completely painted), photos of the ensuing battle have been abstracted to preserve the innocence of those wargamers reading this.  

British Morale started at 10, American at 11.  We limited the force support more than the basic rules.  Brits got zero, Americans were able to:
  • Upgrade Sgt Blood to a Leader 2
  • Moveable deployment point
  • Drummer
  • Physic

 At the start of Turn 1, British Sgt Slaughter deployed his skirmisher group on the road at max distance.  Rebel militia Captain Brooks deployed his 2 groups of militia on the hill.  Rebel Sgt Blood deployed his group of skirmishers in the first floor of the house (rendering the DP usable by everybody else).  Major Pitcairn deployed the main body of 2 groups of grenadiers on the road behind the skirmishers.  Finally, Rebel Sgt. Barrett deployed his group of skirmishers on the 2nd floor of the house.


Hmm, it's looking like the rebels are setting up for an L-shaped ambush.  Major Pitcairn, (a Prig), is disdainful of their actions.  Heck, the main body of militia deployed at extreme range.  There's no way they can hit from that far away.  He orders a fast march and passes his unit through the skirmishers.  Sgt. Slaughter grumpily turns his group towards the hill.  There won't be any plunder for this Rotter up there.  British Lt. Brooks brings up the rear with 2 more groups of light infantry.

Still in the 2nd turn, Pitcairn's men have reached the limits of Captain Brooks' kill zone.  In a loud, measured tone, he unleashes the first volley.  From treason to war with one command.  This first volley gets all sorts of bonuses.  (He had 3 command initiatives built up, so he turned it into a crashing volley). 2 Kills (including a hit on Major Pitcairn, and 7 shock per group!  With a single volley, they are pretty much pinned in the fire sack.  British Force Morale takes a first, big hit.

Turn 3.  Brooks' chit comes early, and he fires another volley, more shock.  Pitcairn activates but can do nothing but rally his troops. American Captain Brown shows up with his 2 groups of militia and forms them in front of the house.  Sgt Blood exits the house to start flanking the Brits.  Sgt. Slaughter starts a measured march up the hill to remove the pesky militia.

Turn 4.  Well, the slow march isn't working, so Sgt. Slaughter runs his men up the hill to flank the militia, accepting the shock it will cause.  Lt. Barker moves his force to the right to avoid the kill sack.  He will be reprimanded later if he survives for avoiding combat.
Captain Brown orders his militia forward and then delivers his first volley into the already reeling grenadiers.  More deaths and shock, Pitcairn's unit is really hurting.  All he can do is rally more shock.

Sgt. Blood moves his unit to occupy the farmyard, as Sgt. Barrett gives up on the second floor and prepares to exit the house.  Captain Brooks is next, but before he can act Sgt. Slaughter uses 3 CI to interrupt.  He forms up and fires a volley into the flank of the militia!  This one should be more devastating than the one fired by Brooks, but not so much.  Only 1 militia is killed, and 4 shock is shared by both groups.  The dice do not like Sgt. Slaughter.
Captain Brooks recognizes the danger on his flank and tries to turn his men to face the new threat.  But caught up in the firing, reloading, firing at the trapped British, they fail to heed his orders!  More shock on the grenadiers.  At the end of turn,

Turn 5:  Captain Brown goes first, unleashes another volley.  That is finally enough to break the grenadiers.  They run all the way to the edge of the board.  Force morale plummets.
Desperate to clear the hill (and to try out the fisticuffs rules), Sgt Slaughter orders the charge.  Normally a small skirmish unit going into hand-to-hand with 2 militia units would be suicide, but he is able to catch them in the flank.

The first fisticuffs was fought to a draw, the second resulted in a strong victory for the British.  Captain Brooks was wounded, his force required to retreat 12" and regroup.  The hill is cleared!  But Sgt. Slaughter is too weak to follow up.  The hill could be taken in the next turn.


 Turn 6:  With a 1 in 16 chance, Miles pulls the Tiffin chip as the first chip!  End of Chapter, not just turn.  All routed troops run away.  I have to roll for both grenadier groups running away, and Major Pitcairn.  This leaves Sgt. Slaughter wounded holding the hill, Lt. Barker with full force facing a whole lot of rebels, and the Major high-tailing off the board.

Win to the Rebels!

Sunday, April 10, 2016

4 Against the Darkness - classic solo dungeon delving

Links at the start:

This comes from the wonderful  Ganesha Games

It only costs Eight bucks!  What have you got to lose?  it's a steal


So, late at night at the fire station, when we are supposed to be napping, waiting for the next alarm, I have a dirty little secret.  I’m not napping.  I’m crawling through dank dungeons, battling dragons, and I’m doing it all with a piece of paper and a smart phone.   A couple dice would be easier than the smart phone, but I AM a geek.  I'm not online, it's just me and a pad of paper.

The game is called “Four Against the Darkness” (4AD).  It is an old-school, solo, dungeon delving adventure.  You develop your party of adventurers, roll up a dungeon room-by-room as you go through, and fight, negotiate, or run away from whatever is in each room.

It’s not exactly a minis game.  Everything is plotted on graph paper.  It’s not exactly a table-top game.  The whole thing fits on a couple sheets of paper, and can be easily hidden from my crew so they don’t know I’m nerding out instead of watching hockey in the dayroom.

What is a dungeon like?  Here’s a short play-through of a start of a new dungeon.  My adventurers, this is their 4th dungeon (well, most of them), so they’ve all had a chance to level up.  The group was formed by the young wizard Sykeson.  He figured the best way to power up quickly was to hire some help and go dungeon crawling.  So far they lost a cleric, but gained a dwarf along the way.

Sykeson:  Wizard, Level 3.  Has a couple spell scrolls sitting around to boost his numbers.  He did manage to find a magical short staff (+1 crushing).  Usually travels in the back with the new dwarf:

Geardo:  Dwarf, Level 2.  He’s a dwarf from the sticks that tries real hard to look the part of a real battle-dwarf, but has problems fitting his pudgy frame into the armor.  Still, as a dwarf he has helped the party sniff out a lot of gold.  Heavy armor, 2-handed axe, you know the look.  He wants to be like the big guy up front:

Zircon the valiant warrior leads from the front.  (level 2)  Actually, through 3 dungeons now it has been “Zircon, the can’t hit the broad side of a cave from the inside” warrior.  He has consistent bad luck with attack rolls.  The real savior of the group walks next to him:

Mr. Shadow, Thief, level 3.  This rogue, (don’t call him loveable) just might be the power behind the throne.  He also has a magic weapon, a small war hammer (light hand weapon) that is +1 crushing.  And he has a secret teleport ring that he thinks nobody else knows about…

Okay, so that is our crew.  Perennially short on gold, (Zircon still thinks he can drink a dwarf under the table), they heard rumor of a new cavern to the North.  They do have the group discipline to load up on bandages, having lost their cleric.

Traveling for a day, they enter the darkness and find:

A dark entrance with 3 corridors branching off.  Being of good trained firefighter stock, we commence a right-hand search pattern and check out that corridor.

This is what it looks like in the book

And mapped on the paper...


We roll 33 and that’s the drawing

Fit it to the dungeon…


That’s the complete mechanics of making a dungeon.  Fit it as best you can.  Once you fit it, you roll to see what is in it.  My roll says it is empty, but there is some sort of special feature in it.  Roll again and find it is a puzzle room!  The Wizard and Rogue can have a go at solving this puzzle, but wait, I have a dwarf.  Sniffing, he determines there is a gold necklace worth at least 130 GP in the box.  It’s worth it, so the rogue tries first.  He just barely makes his roll, and disarms the trap!  The Dwarf holds on to the treasure (never forget to feed the dwarf).  On through the next door.

It’s a huge room, with doors to the north and south.  And it has a pile of treasure in it, defended by a trap!  The rogue has a chance to defuse the trap before the dwarf can sniff out the treasure.  He doesn’t see the giant boulder over his head and it falls, striking the Wizard!  Sykeson has no defense boosters,  and takes a boulder to the noggin, dropping his life by 2 levels.  Not very happy with the rogue, right now.  But now the treasure is revealed, another 130 GP necklace.  This dungeon is starting to look like a Jared’s.

Keeping to the right-hand search, they go south.  It’s a dead-end room, but minions are here.



6 fungi folk turn towards the adventurers.  They are usually belligerent towards interlopers so you order the attack!  It’s a room, so everybody gets to fight.  Zircon roars his battle cry and charges in.  True to form, he barely nicks one enough to take it down.  Geardo winds up and buzz-saws across the room, taking 2 more down at the knees / stems.  Mr. Shadow, now that the numbers are running in his favor, takes down another from behind.  These are tough mushrooms, though, and the rest stay to fight.  Sykeson doesn’t want to waste a spell, so he bonks one of the remaining on the head with his staff.  No luck.

Now the remaining minions can attack.  With 2 minions and 4 adventurers, it will be a random attack.  The first mushroom goes for Zircon the warrior, who easily dodges his attack.  The other one hits Sykeson, who successfully dodges this time.  (All my guys have leveled up at least once.  Most minion encounters are not this easy.  Beware.)  Back on the attack, Zircon finally starts rolling sixes and chops the last minions into mushroom puree.  A lousy roll on the treasure table shows us what the dwarf already knew, there wasn’t any treasure here.

Heading back through the trap room to continue searching, we roll once in each room to see if wandering monsters attack.  And of course, they do.


It’s 2 hobgoblins, resetting the trap.  They have an even chance of not attacking, so the party stomps in to negotiate (roll for reaction instead of just attacking).  It was a good call, the 2 panicked and raced like hell for the exit, leaving yet another necklace, this one worth only 60 GP.  Mr. Shadow joked that Zircon should wear all the necklaces and we could call him “Mr. Z”, but nobody got the joke.

The next room to the north was an empty corridor, with doors to the left and right.  Or was it empty?



The above took longer to write out than it did to play out.  Right now, tables are mixed through the book/PDF, but the next update (free!) will consolidate all tables into several pages.

Edit to Add:  The update is already out.  All tables are consolidated, have a quick-reference, and even include separate "pocket guides" to help arrange everything.

Although billed as a "solo" game, I have already run it as DM with my son running his own characters.  That seems to be even better, as he never has to drop the dice to look at tables, etc.  And although it doesn't require figures, I'm growing attached to these guys and want to paint some up.

The last bit below is paraphrased from another reviewer, because I could not say it better myself:

"Andrea has been very responsive to questions and clarifications, and has posted an FAQ to the Yahoo group to clear up questions, which will be put into the revised PDF rulebook available as a free update to those who have purchased the PDF to date. He has also acknowledged some of the shortcomings in the layout, and will be working to make it smoother to use in a future update. He has also mentioned there will be many future supplements with expanded rulesets and alternate genres possible  .... Overall, for the price and simplicity, you can't find a better solo dungeon crawler that you can play almost any time, anywhere."







Galleys & Galleons - Fair Winds playtest 2

Got some new players, some updates from the author, so it was time to try again.  You’ve heard of the Kraken, of course, but have you heard of the extremely rare “albino kraken”?  Only found in arctic waters, the eyes of the albino kraken are rated as more expensive than the biggest crown jewels.  One of these monsters has recently been sighted, and 2 competing expeditions sail to claim the prize.

The British maritime expedition was unchanged from the last game, a Man Of War with a pyromancer, and 2x frigates with bombs.

The Spanish expedition had a minor change, the submersible now is fitted with an “unorthodox” propulsion system (from the new rules).  This fits the theme of the submersible much better.  And the airships received a paint job.

The 3rd player this time (me), had several creatures to defend with:
Albino Kraken  Q3  C3
Alpha Creature
Bilious Cloud
Iron Grapples

Giant Blenny  Q4  C3
Hydromancer

Sammy the Shark  Q4  C3
Ramming

The board was set with both fleets entering with a fair wind, with the Kraken and his minions waiting in the center of the board.  And icebergs.  We had icebergs.

Wind blowing straight towards camera, icebergs moving left to right with the current.  All creatures started submerged, the other players didn't know what was out there.  British player has already taken her first move.

On the initial move the British player learned the danger of sailing her ManOWar too close to an iceberg, and ripped heavy damage into her hull.


 Soon after, the giant blenny used his hydromancer magic to shove the ship into her compatriots, just barely missing a 3-way collision.

Big Ship Coming Through!

However, an unfortunate turnover next caused Sammy the Shark to get impaled on another iceberg, taking him completely out of the fight.

The British, (after sorting out the traffic jam) had a hard time slowing down, and charged right up the table.  The lead frigate got a broadside into the kraken before it sank back below the waves.  The ManOWar unleashed a powerful broadside at the large Spanish Airship, but because of the altitude difference caused no damage.



The rear frigate made a bombing run on the kraken, and missed!  The Kraken responded by surfacing and grappling the frigate, and started to make mincemeat of her crew.


The ManOWar had most of her crew repairing damage, so the pyromancer launched some fireballs at a passing airship.  A triple failure on his activation caused him to blow up.  So much for the damage repair.  The small airship dropped down to low-level to attempt to cut the British line, but the activations weren’t there.

I could have raked you both.  Just sayin...

In the next turn it got really crazy.  The trailing frigate, hacking at tentacles with all her might, managed to break free!  But then the wind caught her and she zoomed down the table, smashing into the heavily damaged ManOWar.  A great save roll for the big ship was followed by a horrible one for the frigate, and down she went, sinking with all hands.

Excuse me while I rear-end you.
The Kraken, angry now, latched on the low-flying airship, to see if they tasted better than the British.


 And that was when the Spanish player’s luck finally deserted her. She rolled a failed activation and turnover.  No chance to fight the kraken, the submersible stuck playing chicken with an iceberg, and her large airship on a course straight for the edge of the table.

Normally, we don’t let the same player activate twice in a row, but the turnover was the end of a turn.  Her chit was drawn next, so she had a chance at redemption.  And, not so much.  A second turnover roll of 3 ones caused her big airship to sail off into the sunset.
It's OK, Dad.  I still have root beer

But that same turnover was bad news for the British, also.  The ManOWar, still reeling from the first collision, smashed broadside into the second frigate!  This time her luck failed and down she went.

Got Geico?

The British now had one badly damaged frigate left, running out of sea room.  The Spanish had a damaged airship and an unscathed submersible.  And the giant blenny, caught by the rapid turnovers, ran smack into another iceberg and quit.

Missed an important picture here.  While the airship and kraken battled it out, the last frigate repaired some damage and managed to turn back into battle, unleashing a full broadside at close range into the locked combatants.  She managed to sink the airship and stun the kraken.


It was down to the final duel.  Submersible sailing towards the fight, hoping her string of bad rolls was over.  Frigate maneuvering for a shot.  The submersible launched a torpedo but missed, and was forced to surface.  At long range, the frigate fires one last broadside…


…And scores a lucky hit!  The submersible rolled a 12 on the critical damage table, finally getting a high roll.  With a giant explosion, the submersible disappeared, leaving the kraken’s body for the damaged frigate to recover.  Talk about yanking victory from the jaws of defeat!