13 November 2022

La Hermandad Redux x 3


This past week has been a busy one for GdA. I had planned three games in one week to insure that I know how to use the ruleset, we will see how it goes. I had actually planned 4 but I had to cancel one. Both the GdA community on the TFL Forum and the GdA FB Group have been very helpful, so I have had a lot of support and I did ask a lot of questions. I have played 8 games of GdA to date, but 4 of these were more then 2 years ago. I have played 4 so far this year, but I felt 3-4 games in one week might cement the rules for me. 

I decided to use the La Hermandad scenario from the Vitoria source book, it has artillery, cavalry and infantry in various configurations as well as on and off table reserves and most importantly lots of skirmishers. I was hoping to not play the final game as the games master but that did not pan out. I had already played the scenario once with David about a month ago, I took the Brits that time; so this week, I played the Brits once and the French twice. I thought this would be educational for me!

Well I will give a brief description of each game below followed by a summary. I think one of the most interesting thing about these 3 games was the background of each of my opponents.

Game 1-Monday

This game was with Pierre-Yves. This was I believe his third game, but the first was virtual. As previously mentioned P-Y comes from a skirmish background and the only non skirmish game I believe he had played was "O" Group also from David Brown. He took the French.

Early in the game, I forgot to take a set up photo
The British launch their left flank attack
92nd firing line
The Centre
The French defence
Over the ditch

The final position of the troops

We started this game pretty late after 7pm, thus we called it at around turn 6-7. P-Y's dicing was pretty dismal in this game, and the game was a little slower than usual. No victory was declared but I believe that the Brits were in better position, so a marginal British victory.

Game 2-Wednesday

This game was with Graham, who has been wargaming for more then 40 years mostly I would guess tactical and grand tactical games. I am sure he has played some Napoleonics in the past but I understand that he does not have Napoleonic figures, being more focused on the SYW, ACW and AWI. I felt this would be the most challenging introduction. Graham took the Brits and I played the French for the first time.

The French initial dispositions
As you can see the British got most of their troops over the ditch, one of the French artillery batteries had to withdraw behind the BUA. They were also low on ammo.
French in line!
Portuguese in Attack Column!
The British right flank early in the game, it was big mistake putting the French in line, they really can not out dual the Brits with musket fire.
I was able to take the 92nd down to 12 casualties but they are a large battalion so refused to disperse.

Étrangers brigade

Portuguese approaching La Hermandad
Lots of smoke
The French cavalry kept on hesitating 
The British take the French right flank

I believe we got in 10+ turns in this game over 4-5 hours, even though Graham had not played this ruleset in the past. Clearly experienced tactical wargamers, even playing a novel ruleset, can make decisions quickly. I believe Graham believes that he was not winning but when I surveyed the table when he left, it was clear that he had got most of his troops over the ditch and was about to take La Hermandad. We will call it a marginal British victory.

Game 3-Friday

The final game was with my friend Iannick, with whom I have been wargaming off and on for years when I could get to Montreal. He has played a lot of Napoleonics, and in fact my first Wargame was with him and we played Napoleonics. I believe we started with Black Powder, went to Lasalle, played a game of Rank and File and if I remember correctly Field of Battle. We have played 1 or 2 games of GdA but I am sure that would be more then 2-3 years ago. I took the French.

Starting positions for the opposing divisions
Do not often get this opportunity, two fresh brigades but the English were hesitant and the French were on infantry assault orders, I decided to charge all 3 units. No supports on either side as the sole non involved British battalion was still on the other side of the ditch. If I remember correctly there was two melees both ending in routs and one retreat.
Final position after 6 turns.
The elite British brigade was in reserve and did not get engaged.
Neither did my off-table cavalry, they got on the table and hesitated!
My artillery brigade did cause some damage but for the 2nd game in a row, I rolled a double 1 and ended up low on ammunition. I was able to reload in this game.

We cut this game at after 6 turns as it appeared that the Anglo-British assault on La Hermandad had failed. We had wasted sometime talking about Quebec politics (I spend a lot of time trying to figure out my adopted province) before the game started and we still had to discuss the "Habs".

The game started off well for the Brits, the French actually had one turn where all 4 active brigades were Hesitant! Suddenly, however, my dice just changed for the better and Iannick's changed for the worse. I ended up getting two brigades on Assault orders on each of my flanks and they were essentially able to drive both Allied brigades back across the ditch. The Allies now had 2 brigades with a Falter status, and although Iannick was able to recover them both, it was now almost 11:00 pm and they were going to have to re-initiate their assault. We decided to call it, maybe a marginal French Victory.

Summary

So this is 7 games since September 1st, and playing 3 games in one week accomplished the goal of cementing the rules for me. In the last game, I referred to the rulebook only once and the QRS only occasionally. I do not even have any questions to ask on line. I am sure mistakes were made, but I am pretty confident that I could now finish a 16 turn game in 4-5 hours.

I have to say that I am really appreciate the help I got from both the TFL forum and the GdA FB page. There are a lot of active players on both sites and you can get answers quickly. There was real only one question that I posed that lacked clarity in response. This was in respect to intermingled brigades, specifically with one being a two battery artillery brigade.

I also learned some tactics that one should use when playing the French or the Anglo-Portuguese but I will keep what I learned to myself.

And finally thanks to Pierre-Yves, David, Graham and Iannick for joining me in these 7 games, I really appreciate it. I am hoping to get some more players involved soon.

08 November 2022

Pulp Alley-The Fog

 

I had my second game of Pulp Alley with my friend Luis at the Abyss in Montreal on Sunday. We played a stand alone scenario "The Fog". This scenario was set in a swamp with decreasing LOS as the fog spread over the area where the plots points were placed. There were 4 minor plot points with a major plot point that could only be picked up once all the other plot points had been obtained.

I decided to go with my "Order of the Jade Dragon" league. One of the stipulations in set up was that both players had to use "half leagues". I decided to go with the "Company of Heroes" perk. The rest of the details can be seen below. 
The figures are from Westward Production's Empire of the Dead line. Like my Baker Street figures, they are quite nice and I was happy to finally get them on the table. As the half league is rounded up, I took my leader and the two sidekicks. I was lucky enough to get a bystander from the Random Events table who I made a scout.

Luis went with one of the PA leagues, I do not have the details but I am sure the figures will be recognised.

Luis's terrain was really terrific, as you can see below. I am very lucky to be playing Pulp Alley with 2 friends who are great with terrain.
Luis-blue, The Tong-red, Evil Denizens-yellow
The Inscrutable Tong
Tae-goo had quite a tough time of it.
My bystander was quite useful in distracting the Denizens for Tae-goo initially
The General Advance
Luis's leader try to pick up a plot point
Tough work in the centre
Meanwhile Jae-sik was able to pick up a plot point, his second.
The approaching Fog
Six turns came up quickly, I was able to pick up 3 plot points to Luis's 1 plot point, but I was poorly positioned to go for the major plot point that Luis's leader was able to pick up in turn 6.

Another great game but stymied yet again by Luis. We will see how it goes the next time!

05 November 2022

Pulp Alley- China Station- Enemy Patrol


I had another game of Pulp Alley yesterday at P-Y's in Lachine. He has finished up his gaming room in his garage, and it was really quite nice. It is large with excellent light. The room is centred by a terrific 9x5' very solid gaming table. Around two walls are shelves hosting his gaming terrain as well as some figures. His WaC collection of figures and terrain was especially impressive. Along the third wall are his paint station, his 3D Printers as well an airbrush station. I was really quite envious.

We decided to have a game of Pulp Alley, and I had just recently purchased the China Station expansion with all the cards so we decided to play the first scenario from the book. I went with my Baker Street league, as I felt it might be good for this this campaign which is generally an investigative one set on the coast somewhere in Southeast Asia. P-Y used his Cultist league.

Essentially this pamphlet is a 12 scenario campaign, the goal is to find out what is the meaning of Code 3-2-7. There are multiple groups on the trail of Code 3-2-7. The first part of the campaign is an investigative phase to discover what is Code 3-27 and the second part of the campaign is to track it down.

Our first scenario, is set in a jungle and the leagues head there after intercepting a message to Commander Hakka who may hold the clue to what Code 3-2-7 represents.



As is usual P-Y set up a terrific table as you can see below.
The Table
No plot points but we placed 4 search markers, only our leaders were placed at the beginning of the game which is limited to 8 turns. Initially our leaders search and if successful, draw a scenario card which will either allow you to rescue another member of your league or cause an enemy patrol to be placed. Three enemy patrols were placed at the beginning of the game. These patrols can prevent a character from searching the markers and randomly move about the table at the end of each turn.
Turn 6, Dr Zirkov, Holmes, Watson as well as Lestrade are now on the table.
End of game, I have been able to also get my Hell Division Gang on the table.

My dicing was quite good in this game, while P-Y's was pretty dismal so the game was a little unbalanced.  I had the most investigators on the table at the end of Turn 8. The only character that I had left off the table was Dr Jekyll so he was captured by Commander Hakka as well as the Cultist character Dexter. 

Baker Street
3+ Reputation
League rewards: +1 Gear, +1 Contacts, +1 Tips

Followers of the Eye
No change

11 October 2022

Innsmouth Gold-Pulp Alley

I have been recently experimenting with the Pulp Alley Ruleset, it is an enormous amount of fun and I am getting figures on the table that have never been there. I am a big HP Lovecraft fan and I was going through the Pulp Alley videos on YouTube a few weeks ago and saw one entitled Innsmouth Gold. Right up my alley for gaming and all the figures I have painted from the Mansions of Madness boxsets.

I went ahead and downloaded the scenarios from the Pulp Alley store and got some figures out, had a look and put the following league together: The Arkham Investigators.
I took the Company of Heros perk, so I could have 2 sidekicks. The names are all from the Mansions of Madness game. I have maybe 12 investigators painted up, so I can rotate out the sidekicks and ally easily, but I decided to send these characters in first. 
The Arkham Investigators

The next challenge was the terrain, and I am certainly not set up for Pulp Alley gaming yet, but I did remembered that I had a bunch of Venetian mdf pieces that I got from the Carnevale kickstarter that would work for the Innsmouth scenario. Could have had some buildings but the excess bases are standing in for the same. I have ordered some more buildings from TTCombat, they are well priced and are quite nice to put together. I suspect that I will be putting some Venetian leagues together in the near future.
This was the ending position of the characters with Joe Diamond making it to the boat. The trick was  for the supporting characters to engage the Innsmouth denizens (NPC's) as they spawn very quickly.
Here are some Deep Ones and a couple of Innsmouth denizens before they have taken to the sea.
Dexter Drake did a great job and must of taken out 4-5 creatures.
They just kept on spawning
Agatha Crane and Father Mateo had a tougher time as their skills were not really up to taking out the Innsmouth inhabitants but they were pretty good dodgers.

Well it took about 20 go's for Joe Diamond to get the Golden Idol on the the motor cutter so he could make his escape but I did learn a lot on how to play the game.