17 November 2022

This War of Mine-Day 3

We are now on to Day 4, in this engrossing post  apocalyptic game.

DAY 3

NIGHT


Night is dark, but suddenly KATIA can hear an approaching vehicle and the street outside your house is flooded with car headlights. An army truck and a jeep park outside your house, soldier climibing out of the truck and start guearding  the street with their weapons ready. Some bored looking soldiers and a civilian man looking very annoyed approach your door, the man is wearing spectacles and carrying a notepad and a briefcase.


KATIA first hides some stuff, then does not open the door first but asks what the soldiers want. The bureaucrat explains army is trying to help civilians most affected by war, perhaps due to international pressure, your house was written in a list of some patrol that came by here the other night. Bureaucrate demands and you let them to see inside your shelter. After looking at your stores and the state of MARIN, you are given


Bureaucrat marks his ledger and takes KATIA signature for having received the goods.

Then the soldiers leave, get into their cards and the street becomes dark adn quiet again.  

( STORAGE updated )


The night goes on…and there is another knock on the door, and a pleading voice. The arrival is a gravely wounded stranger, asking for shelter.

“Can you take me in? I noticed that soldiers came and took care fo you… can you take me in also? I dont think I can make it out there alone… I have not had food or water for several days?”


KATIA has no heart to turn him away, so she invites ROMAN into the shelter to join the group.

ROMAN seems quite capable in terms of survival, with his PROWESS 3 and INVENTORY 3 and MILITARY SKILLS… if you can get him to recover into working condition. He is severely WOUNDED (2 black dots) and has other handicaps as well. ( CHARACTERS updated )


BUT - he also comes bearing gifts: his has some loot he has carried along in his sack:

1 RAW FOD, 1 VEGETABLES, 1 WATER, 2 AMMO and 1 BROKEN PISTOL. 


in addition, he donates to the house his transistor radio, in fully working condition but may start running out of batteries at some point. During DAY ACTION, any character can use the radio to

  • TUNE IN: listen to broadcast and preview warnings about possible upcoming EVENTS or possible upcoming NIGHT RAIDS… so you can plan and prepare.

  • RELAX and chill out listening to good music, possibly lowering MISERY of the character using the radio OR all people in the house at the time.

If you wish, you can also choose to TRADE the radio for something. Should be quite valuable BUT the final transaction value will be determined in the trading action itself.


That’s it for the night.


Daylight is beginning to increase when EMILIA and PAVLE return form their scavenging, also bearing additional loot:


Happy moment… all in all.


( STORAGE updated with all new stuff; SECRET HIDING PLACE card is used and removed )








SCAVENGING


EMILIA and PAVLE take off scavenging to the far away location of SMALL QUIET HOUSE.


Do you want to GO STRAIGHT INTO whatever you find first,

OR

do you want to scout the environment first for 2 TURNS ?



10 TURNS

NOISE 1


This housing estate has remained almost untouched by the war, quiet little area of houses with porches and gardens, most houses look still inhabited, people trying to lead normal lives here. You might have to be willing to steal, to find stuff here?


YOUR CHOICES:

  • few people further away in distance, standing at the corner of a house almost in darkness - GO MEET THEM.

  • deserted looking place, no lights, overgrown grass and wild garden, house looks to be in bit of bad shape - GO IN THE HOUSE.


8 TURNS

NOISE 1


You approach the abandoned looking house carefully. Halfway there, a hooting owl draws your attention, majestic bird sits high above a burnt tree branch, large black eyes stare sadly at starry sky. owl is gray and brown, feathers covered with tiny spots. it resembles bullet ridden walls of buildings around it. from close up you notice the owl is holding a dead at in its claws. WHOOPS - rat slips from owl’s grasp and falls to ground … then a rock is thrown at the bird and misses the head of owl by inch, bird reacts and swoops into air. Another rock bounces off a nearby car wreck. who is throwing …?

Something approaching your direction, you feel like a skeleton marching toward you. Skinny silhouette barely standing, face resembles that of starving animal rather than man. It kneels over owl’s abandoned meal and lifts the dead rat to its mouth… Sight of this miserable wretch is etched deep into your memory. You look away in disgust and move carefully on… the skeleton figure hobbles back into shadows and disappears.


Carefully through the garden and into the abandoned house… avoiding noise and scanning your surroundings… 

What you see inside:

  • just past the entrance there is a HEAP in the corner, you can search for 2 TURNS.

  • to your left, doorway to kitchen.

  • straight ahead, closed door to another room.


PAVLE and EMILIA go straight for the closed door…

" I THINK I SEE SOMETHING... "

 

maybe your luck is about to change…

 

+ 3 = 11... good roll !

This means you come up with a special find: YOU CHOOSE - 1 piece of FOOD or 1 MEDS ?

 

Then you go for the door... it seems to open easy enough without much noise... raise noise level +1 = 2... and roll…

 

no sweat, quiet as mouse you inch forward into a room which is dark in the front, then another part of the room around the corner to the left where some light is shining... To your left a separating wall made of plank boards, you can hear 2 men voices talking behind it…

 

 

straight ahead you can see table with opened can of food and half loaf of bread…

keeping close to the wall on your left, you peek through a crack between the wooden planks. Two men sitting by the wall on old mattresses, both wrapped in blankets and trying to keep warm it seems, aided by small fire burning in the room, drinking a hot cup of what smells like strong tea. You can hear them talking:

 

“”it is real opportunity, you have to believe me, I know that guy leaves the old theater every night looking for food and stuff, he lives alone there so no one is guarding th eplace when he is gone… it is just that most people are scared of him, they call him the Red Sergeant. I know where he keeps his stuff: UNDER THE STAIRS there is a hidden basement. I tell you, we just have to go and grab stuff when he is gone, he will never find out who it was. There is a iron fence around the property, but the gate has no lock so it is easy push to get in.”

 

“yeah well, sounds all good but I dont think we are no match for him, even two of us…”

 

You can see a hatchet leaning against the wall by one of the men, another one seems to have a machete by his side.

 

“that is what I am trying to tell you - I know when he goes out. I had the kids scout th eplace out for a week, it is always at same time, he is a slave to his habits. He is leaving in 30 minutes and he always comes back at daybreak, never has come back before. So we have good time…”

 

“yeah yeah ok, I got you… but I have to get rid of these cold shakes first before I can go anywhere, I am maybe coming up with something, I cannot seem to stop shivering…”

 

“no problem,  man, you are just cold like me, we can wait for an hour, get this hot drink down our throats and eat rest of that bread, then we go, ok? I still have not forgotten how he cheated me and I had to play dumb with military police, he put all that on our heads andgot away, I want to get back at him while we can.”

 

“yeah.. ok, I can do that. Once I get warm and get my fingers working, I can do that.  Lets do that, we wait maybe an hour then we go”

 

Slurp slurp you can hear them sipping their tea.

 

What are they talking about? wait … then you relaize, you know what they are talking about … the OLD THEATER where they used to show movies before the war where you went with your dad… you know where that place is, about 15 minutes walk from here.

 

You hide and wait for the  guys to go out. After they have left, then you sneak into their den and search through their stuff … with the FOOD you picked up already, you now have::

 



EMILIA and PAVLE then go out of the house and start to move toward the old theater. Out on the street you are greeted with a peculiar sight.

 

People under pressure from poverty can find oddest uses for things. you know this from first hand experience, but even so you are taken aback by sight of slim short man dragging an oxygen tank as emerges from the darkness adn walks toward you. He looks at you and asks: “are you good divers?”

 

He continues talking, sharing his plan: “two nights earlier I witnessed smuggler’s boat getting sunk by army in one of rivers crossing the city. My plan is to dive at the spot and look for the stuff that smugglers were carrying, must be valuable. I already have oxygen tank and pressure regulator, but look at me, I am too skinny and weak to do this, I need swimmer who can dive good enough to do the job properly.


You decide to take a chance and help this guy out. You follow him to the docks,  strangely quiet here. rows of darkened windows of buildings pierced with tree branches across river makes you feel uneasy. Anyone there? Are they aiming at you already? Your guide is nervous too, he hurriedly strapped the tank to EMILIA’s  back, gave some advice on how to use regulator, put flashlight in her hand, then pointed you to spot in the river. 

SPLASH. down you go.

As  you enter cold dark muddy water, try not to think about how many corpses have ended up here in recent months… or how many of them are still floating about. 


You turn on the flashlight as you get to bottom, not wanting to draw too much attention to your location. Visibility is bad, you only notice side of the boat when you are close enough to reach out and grab it. Guide was not lying. small fishing boat with huge hole in its side. 


You enter dark interior through the gaping hole… suddenly find yourself surrounded by dead faces and pale hands. Smugglers were transporting civilians. Toddler wrapped in blanket bumps against you. This is too much. You try to swim out of the wreck but one oxygen tube gets stuck on something sharp … if d10 gives 6-10 then you are in the clear…

nope… with PROWESS of 1 EMILIA can reroll…

nope… you feel something ripping, water starts filling your lungs, you start to choke … rushing your way out back through the hole in side of the boat, you gash your leg against jagged piece of metal … you keep frantically pulling on the tugrope and feel how PAVLE adn the guide start to pull you up… eventually you manage to get to surface - miracle to get there. 

Take a breath. Cough out the dirty river water.


EMILIA takes 2 DICE on her WOUND (now maxed out at 6…).

Guide is angry you left the tank in the water, he says you are bad luck, he leaves grunting. As he goes, he is shouting he hopes you bleed to death.


Now EMILIA needs to burn her 4 EMPATHY DICE which are maxed out…

lucky her, she does not get to feel any more miserable than what she already is. No additional black dot for MISERY and her dice stay where they are.

 

for the lack of success in your project, PAVLE also needs to roll for EMPATHY (equal to or less than 6)...

using his PROWESS to reroll…

PAVLE clears his empathy rolla nd does not need to burn his MISERY dice…

 

Your FINDINGS pile are still as it was previously: total weight of 5.5,

your combined inventory capacity = 7 so you can take everything with you back to the house when you go.

 

you start your return trip back home with your loot:

 

 




Tonight’s locations, look at the cards to see what you most likely find there:


CLOSE DISTANCE LOCATION - 14 TURNS

SMALL BLOCK OF RUINED FLATS


DISTANT LOCATION  - 12 TURNS

MEDIUM SIZE GARAGE


FAR AWAY LOCATION - 10 TURNS

QUIET HOUSE





MORNING


New day begins for the lucky survivors in the city.

You hear form your neighbors: there was an Aid Organization Airdrop of supplies in the city, in Old Town square, several people were able to collect food and other supplies. Because of these supplies, FAMINE condition is also lifted, prices of FOOD items and VEGETABLES drop to normal levels.

You also see 3 soldiers walking down the street in the early morning hours; they tell you that the crime wave will be eliminated by special military police troops that were vrought into city this morning. And they will patrol this way again before tonight. 


WEATHER gets even wrose, temperature drops another 2 COLD LEVELS.


Now you need tod decide who is doing what actions during the day.

Look at CHARACTER abilities, the existence of BLACK DOTS:

KATIA - can perfomr 2 ACTIONS.

EMILIA - can perfomrm 2 ACTIONS.

PAVLE - can perform 2 ACTIONS.

MARIN - cannot perform any actions.


One thing you might want to do is to work up the HEATER:

To do that, you need 1 CHARACTER doing 1 ACTION in there, burning as much WOOD as you want to (during that 1 action). Every 2 pieces of WOOD removes 1 COLD level from the HOUSE.


Other things you can do: look at BUILDERS MANUAL and STORAGE, do you have necessary material to build something you want?


Pity - you dont have LOCKPICKS or SAWBLADES to get through the locked doors or the bars in the house. BUT - there is one piece of FURNITURE which can be searched by 1 CHARACTER.


So - for the first action:

KATIA goes to burn 6 pieces of WOOD in the HEATER, taht removes 3 levels of COLD.


PAVLE goes to attic to install RAINWATER COLLECTOR adn the FILTER. Done. Now just wait for the water to build up…

EMILIA does a search through the FURNITURE


and discovers quite a few items which are now added to your STORAGE:


OK.

So the heater is burning, rainwater collector is up and running and the storage is updated.

Behind the furniture, EMILIA also discovers a hole in the wall where the cold and draft gets in. That could be boarded up…

 


KATIA patches the hole in the wall using 2 WOOD to build a board-up.


PAVLE picks the lock into the left attic room, and finds

MECHANICAL PART, BOOK, COMPONENT and piece of WOOD.


He also discovers a pile of RUBBLE which can be cleaned tomorrow by 2 people working together, if you dont find a shovel tonight.


( STORAGE and HOUSE updated )

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
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