Thursday, November 18, 2021

Perilous Tales Playtest

 Wolfmen on the Moon

First playtest of Perilous Tales  (Available HERE)

Note:  I just got introduced to a free! set of rules called "Perilous Tales".  A solo / co-op game where the horror level keeps slowly increasing as you try to complete jobs.  It looked awesome.  It says "from 1820 to 2020".  Nah, who listens to that?  I'm going to set it in the future.  

Our crew is sent to find out why Moonbase X3000 has gone off-line.  No power is being generated. 

Moonbase X3000.  Crew enters from left, has to make it to the reactor room on the right.  

The crew:  

Right to left:  Capt. Badger, Scarlett, Brutus, Doc, and Blanco.

Captain Badger, Lucky & eagle-eyed

Scarlet, the demo expert

Brutus, the brute

Doc, the medic

Blanco, the slippery


Their 3 objectives:

1) Kill the Master

2) Rescue the Prisoner

3) Flip the Switches 

(These were random-rolled, but fit the mission perfectly)

Yellow markers are the 3 switches that have to be triggered to bring power back online


Hot and fresh (literally) off my printer, the Threat Markers haven't even been painted yet.  What number is this one?

The layout was "encircling", so the threat markers were placed.

Our heroes are placed.  Badger, Doc, and Scarlet will take the left entrance, Brutus and Blanco the right.

The red line shows the end of the 2x2 square.  I just had to add the rest for completeness.  Any monster that spawns back here will start on the red line.  

Turn 1.  TL 1

How do you handle doors without "lockdown"?  I figure it costs 1" of movement to open / close a door.  All villains can open doors.

Blanco moves and opens the door, then moves again (almost forgot they have 2 actions).  Brutus moves through the door and forward, wisely closing it behind him.  They both stay out of range of the threat marker.

Badger moves, opens the door, and moves a bit more, staying just out of range of the marker.  Doc and Scarlet follow, closing the door.  It is eerily quiet in the base.

I think I am so clever not to trigger any threat markers.

Villain phase:  Threat check.  So it is a skill of 1 (current level) and minimum difficulty 4.  They get 1 die and have to roll higher than a 7.  They get a 9 (1 success).

"The Noose tightens".  Oh, man, there's gonna be a lot revealed!  TL to 2.  

**Where is the "I'll Cover You" hero reaction?***

The first one revealed is the Young Werewolf.  He spawns next to Blanco.

A Wolf pup spawns next to Brutus.

I have the hellhounds from this set somewhere.  I swear I do.  I can't find them.  So the bigger guy at the bottom is Young Wolf, and the smaller dude will be "wolf pup", the "wolves" in the rules.

A Wolf pup spawns next to Scarlet.

And an earthquake (okay, moonquake) happens!  Badger and friends are all knocked down.

This does not look good

WOW!  Conditions change quick in this game!

The Young Werewolf makes a villainous attack against Blanco.  Blanco takes 5 wounds and is Marked!  

The wolf pup attacks Brutus. 3 wounds.  

The wolf pup attacks Scarlet.  She takes 2 wounds.  

Turn 2.  TL2

Blanco uses his slippery ability to move away from the Young Wolf and shoots him.  Scores 2 wounds.  This was when I first realized these beasts might take a lot of killing.    


Unfortunately, he didn't move far enough away and the wolf pup steps forward back into melee.

OOPS!

Brutus hauls off and swings at the wolf pup.  He rolls a 10 on the difficulty die!  Oh, Misfortune.  Luckily, he wasn't Marked.  He tries again.  4 wounds!  The wolf pup is pulverized.  

Badger stands up and uses his other 2 actions to get the crew up.

Scarlet manages to escape from combat, then fires on the pup.  She hits him 3 times.  

Doc focuses, then shoots the pup.  He hits him 3 times also.  Bye bye, wolf pup. 

OK, not so bad now...

Villain phase:  

Threat check.  2 successes!  Noose tightens again.  

TL to 3.  Another marker will be revealed.

Low oxygen levels!  Scarlet is closest, so she takes the attack.  She takes 2 more wounds.

Yes, the circle is wrong.  That circle is only 6" across.  It should be 12".  It will be fixed.

Young Wolf attacks Blanco again.  He takes 2 more wounds.  Blanco is almost out!

  

WHY WON'T YOU DIE?

Thoughts and comments so far:  Once you figure out the villain reaction system, the play is fairly fast.  It took longer to type than to play.  

Also, the fact that bad guys stick around longer (don't just die with one shot) is a lot different than other solo games I've played.  I need to change my gaming style.  Perfect example is Blanco just backing up a bit, expecting to kill the Young Wolf with one burst.  Instead, the fiend jumped him again!

Also, if you are interested:  Part 2 will be delayed, as I'm away for a few days and can't continue.  Just really wanted to get part 1 up.

Perilous Tales is available here:  Perilous Tales

The terrain I'm using is available here:  Level 427

Thursday, October 28, 2021

Monday, October 04, 2021

Operation Last Train

 This started because I had the terrain pieces out and running through the paint line.  I've been trying to find "the right set" of rules to use with these tight corridors.  Operation Last Train fell off the shelf so I tried it. 

About halfway through I realized I was having a blast!  The game flowed.  Combat was quick.  The troops were moving.  And there weren't any pictures!  So the story starts halfway through.


The Volunteers received a radio report that some civilians had made it into a closed military center.  The last report was they were hiding in the armory, but were unable to access any of the gear.  The team enters from the entrance at the left bottom.  They must make it to 2 locations to find civilians - the armory and the cell block.  

We pick up the action as the Volunteers have just reached the armory and found 4 civilians.  The team consists of Sgt Badger (comm spec), 4 riflemen and 1 MG.  They have already downed about 6 bugs to get to this point.  Rifleman Blue was downed by a bug, but miraculously survived (played the hero card).

blue / white coins are the random spawn points.  Yes, I did let them spawn right on top of folks!  Doors can be opened by the volunteers as an action.  Bugs won't open doors.  


The first group of survivors are found.  That's the worlds worst machine gunner in the lower right.  He missed more than anyone else!  And ran out of ammo several times.  




When the team makes it to the cell block they hit the mother lode - 8 more survivors!  Every trooper grabs some civilians.

They decide to head out through the computer room, knowing the existing corridors are crawling (literally) with bugs

That proves to be a bad idea, when they open the door to a surprise party.  The other half of the squad splits off and tries a different path.

The gunner finally gets some good shooting in, and most of the path is cleared. 

But wait!  If I rolled doubles for spawn, I placed one "Big Bad" instead of 2 regulars.  The Big Bad had the Armor trait, and always moved towards the humans.  (He never rolled for random movement).  This photo was right before he jumped rifleman blue from behind.  Blue went down for the second time, the civilians ran, then the gunner got the big bad.

The final rescue.  All 12 civilians made it out.  Sadly, Blue died from his wounds, so one more on the KIA list.


I gotta tell you, these rules work well!  They are fast-playing.  At first the aliens seemed to go down too easy.  But that was the luck of the dice, and I saw what happened when the luck left the dice.  At one point the horde was really starting to stack up!


Free Operation Last Train rules here:  operation-last-train-charity-wargame











Tuesday, September 07, 2021

FSD Playtest 5

 



FSD Playtest 5
More Randomness

So, 2x2 board.  55 points per side.  BUT:  Total random entry.  Each side will enter on the "triangle" in their corner.  Turn 1 they draw 4 cards each.  Those units can deploy turn 1.  After that, 1 card per turn.
Game:
Similar to the scenario, the 3 spots in the center are control areas.  Any unit within 1 DU controls, as long as no enemy is within 1 DU.  No action needed to control.


The board.  3 stars in the center are the control points

Tech got a good draw, the Gun Platform, 1x Spider Droids, 1 Zeno and 1 Socrates.




Enlisted did pretty good too.  2x MBTs, the Scouts, and their Guided Missile!


Tech wins first init (purple).  They add 2, Enlisted add 1.



Tech first roll:



Socrates Jumps into cover

Enlisted's first roll.  Not as great.

Scouts Out!  Deploy into cover


Zeno can really Jump on a short board!  They zip all the way up to the central objective.  Scouts are just barely over 1 DU away.

MBT drives on to the board and shoots at the Zeno.  Like just about everybody this turn, he misses.

Missed by a mile

Gun Platform deploys, moves slowly forward and fires on the MBT.  I gave the tank cover.  He misses.

Another MBT deploys and takes a shot at the Socrates.  Shockingly, he actually hits!

The only damage out of all the firing in the first turn.







Thursday, August 26, 2021

FSD Playtest 4

Hey, let's try and break it.

Idea:  Let's not use equal sides.  Lets use asymmetrical warfare - breakthrough attack, using all armor.

Scenario idea:  TECH faction is focusing heavy effort on a small section of the ENLISTED perimeter.  They know the Enlisted have pulled their infantry for defense in other areas. so they are spamming Armor.  (Both sides must deploy 90% armor units)

The idea here was to try and break the system, using only 1 type of units and 1 side greater than the other.  I expected a walk-over, as of turn 4 I am completely in the wrong.

Tech side:

Gun Platform

2x Socrates

2x spider droids

Orbital Deployment

4x Zeno with 1x Fire Control AI

55 points

(okay, technically spider droids aren't "armor" but the fit with the story)



Enlisted:

2x Heavy Battle Tanks

2x Main Battle Tanks

Mobile Artillery

32 points



Tech get 12 dice, Enlisted 10  

I think I got this right, less dice total for the smaller force

Half tech forces in reserve, all on board for enlisted.

Would change this next time.  Maybe 60-75% attacker forces on board.  Too easy for the defense.

Tech get victory cards for every unit exiting the bridge.  Enlisted get victory cards starting turn 3 for every turn nobody exits.  

The Board (2.5 x 3).  Tech attacks left -to -right.  Any unit on "the bridge" has exited the board.



Deployment:

Tech will deploy all 4 Zeno to start.

Enlisted get right 1/3 of board to deploy on.

Heavy tanks on the outside, Mediums in the middle

Artillery backing them up


Zeno team to the South and North, both in cover

Turn 1:

Tech win init.  First roll.  Only got enough 1-2 for one team to Jump.

Zeno 3 activates, uses command to bring Zeno 4 along.  They jump into cover. 

Z3 has a long range shot at a MBT.  Needs 5 or better to hit.  Rolls 3 sixes.  Tank blocks 2.  Takes weapon damage.

Holy Shit!  Eat my railguns, tank!

Z4 has normal shot at HBT.  1 hit.  He blocks.

Enlisted roll dice, allocate.

HBT takes a shot at Z4.  Hits him in cover, but he blocks.

Tech:  Other Zeno team moves.

Enlisted:  Arty has a shot at the Zenos that just moved, long range.  Hits twice, Zeno blocks 1.  Movement damage!

Tech passes.

Enlisted MBT shoots at Zeno 3.  Both shots miss.

End of turn.


Turn 2:  

Tech draws a spider droid.

Tech wins init.  

Zeno 3&4 jump again, this time into contact with the HBT.  Power fist time!

HBT blocks all attacks.



Arty goes first, another shot at the wounded Zeno. 2 hits.  Zeno 1 is dead.  Fire control AI switches to Zeno 3.  

Zeno 2 moves into cover.

HBT backs up (I took 1" per DU away for reversing) and fires at Z3. 2 hits, no saves, Zeno is dead!  No more fire control AI.

Tech passes.

MBT 2 (wpn damage) drives over and shoots at Zeno 4.  Misses.



Tech passes.  

Other MBT moves up and shoots at Zeno 1.

1 hit, movement damage.  

End turn 2


Turn 3:  Enlisted win init.

Lots of fives and sixes, going to be a lot of shooting.

HBT fires at Zeno in his back.  1 hit, movement damage. 

Since he didn't move, also fires MG at the Zeno.  Zeno blocks.


Tech draws a Socrates.  

Zeno 4 jumps towards the bridge, but at his lower rate of speed doesn't make it.

Slow MBT chases him down.  More back shooting.

Zeno blocks the main cannon, but takes 2 hits from the lowly machine gun.  2 more movement damages take him down.



Tech decides to get serious.  Socrates can jump, too!  He jumps behind the other MBT and shoots.

MBT takes a wpn damage from Socrates cannon.  

The MBT races to get behind the Zeno.

Bounces off.

Zeno moves behind MBT and power-fists.  Movement damage for the tank.

End turn 3.

Turn 4:

Tech wins init.  Draws the gun platform!

Suddenly remembering the mission, the Zeno jumps (reduced) heading for the exit.

Enlisted roll, not a lot of high numbers.  But HBT up north has been saving up for awhile.  He moves out and shoots at the Zeno.



Two hits, a one and a six.  Dead Zeno.



Gun platform deploys.  Shoots at MBT.

Both hits go in.  2 more movement damage.  Dead MBT.



HBT 2 moves up, takes shot at Socrates.

Socrates does not save, movement damage.

Socrates jumps into cover.

Other MBT comes around to flank it. 

End turn 4.

End of game for now, will continue.  TECH is badly outnumbered, should have had more on the board at start.  I thought this was supposed to be a cake walk for the Tech, but they need more forces on the board at the start to overwhelm the defenders.