Monday, September 28, 2009

Darkest Africa

The most fun of the games that I played was Dwight Jones' The Sword and the Flame Dark Africa game. I played the Zanzabari slavers and had a good time raiding the native population. I set up three separate commands with my forces as I was allowed to start anywhere on the table and come in from any edge I decided to place five of my squads (3 muskets, 2 rifles and one artillery piece) on the side of the board with the large village that was near the table edge. I quickly surrounded the town and took out the defenders but lost an entire squad due to John Murk (AKA THE COOLER) standing right next to me while I rolled hand to hand after a massive charge that resulted in massive casualties on my end. I did not make this mistake again and luckily I charged in with two squads and had supporting fire from a third. The third musket squad and the cannon were sent across the river to guard my flank while two of the initial attacking squads delved deeper into the forests in search of ivory and slaves. This left the defenders' chief of the town whom my force was able to successfully talk into joining our ranks. The nice chief even helped us load his town's valuables into our canoes for the trip home (including his former people).

The second command I had set up was two squads of natives on canoes that I sent to attack a village a little down river on the opposite table edge. I eventually gave these troops to another guy who was able to take the town as well but lost an entire squad in doing so.

The final command consisted of a porter unit (not kidding) a unit of swords a musket unit and a final cannon. This command was ambushed multiple times but as an avid TSATF gamer (and having played against John Murk in the past) I set my forces in a defensive knot so as to be able to fire in any direction if attacked. This allowed me to keep my casualties to a minimum while still being able to fight the enemy. This unit explored a nearby cave system and found nothing and finally attacked another village, calling "Surrender or we open fire". No one came out so we sent in the cannon shells and defended the cannon with our unit of swords. The unit of muskets was pretty much wiped out, the remainder of the men serving as guards for the new workers acquired. A bloody battle ensured but the village was overcome and the bowmen in the village were defeated. The command spend the remainder of the game looting the village. The remainder of the first command (after many ambushes by natives) finally hooked up with the porters and left the table with LOTS of treasure!

Finally we return to the command consisting of one musket unit and the cannon that was setup to defend the flank of the first command. While waiting for some action the squad's second in command attempted a mutiny which he paid for with his life. Meanwhile after successfully negotiating with the witch doctor for passage the local natives set up close by and we obliged them by firing at them. Then we were attacked by a squad of natives but were able to successfully repel them. That next turn the native squad saw some mystical bronze man running through the jungle and decided to prostate themselves. To which my LT stated 'fire at will boys!' and let the savages have it!

They finally attacked along with another who charged the cannon crew. All members of the cannon crew were killed except the gunner who was captured by the savages in the hopes of him showing them how to operate the cannon... and showed them he did... (A result of NO WAY JOSE!) and my poor cannoner sacrificed himself with one final hurray killing all the savages in one defensive fire (there were three remaining natives after the initial charge) before succumbing to his wounds. This was glorious! The day was a victory for the Zansabari but I have to say that my opponents played very well.

Back from Hurricon

We are back from Coca Beach, FL and Hurricon 09. This year we had a good time at the convention and I am happy to report that both Ambush Alley games went very well as did my Savage Worlds game. I will post more detailed information about each miniatures game as I am able to over the weekend and get pictures uploaded.

There were quite a few vendors at the event including Stan Johansen Miniatures, Tee Shirt Bordello, Stand To Miniatures, Tim Kuta Miniatures, Time Portal Hobbies, Arsenale Shipworks and The Battlefront to name but a few of my favorites. Unfortunately Miniature Building Authority was not able to make it to Hurricon this year due to the events in Atlanta, GA. My prayers and thoughts are with you in Atlanta that have suffered from the flooding.

The convention was a big success and I had a lot of fun. I was very careful and did not spend too much. I did get a few items including the farm house that MBA put out in 28mm during the fleamarket and a copy of Space Hulk/DeathWing to use for generic sci fi games as well as a few crew in the water and some tractors for my WWI/Victorian Sci Fi wargaming and a really nifty painted Whippet tank with German markings for Pulp. I also picked up some teeshirts for my wife and I and a plush Chipcthulhu for my wife (and a miniature from Stan that was beautifully painted to use as her character Kreek Eveningstar in our DND game which was a surprise).

Thursday, September 24, 2009

Heading to Coca Beach and Hurricon 2009

Where I am going to be playing games all weekend long! To run many games of Ambush Alley, Force on Force and Pulp Alley! If you are there look for me. I am slated to run one AA game and one PA game but plan on running off an on throughout the convention! I will be running Operation Rendezvous with AA and FOF.

Thursday, September 17, 2009

Operation Rendezvous

As part of the Osprey Raid challenge I put forward the following mission. The Osprey Raid challenge was to write a raid mission for Ambush Alley Games. I worked on this today and published it this evening. The challenge ends tomorrow at midnight.

At first this mission may not seem like a raid since the primary mission is to secure the convoy for the coalition forces but the intelligence documents in the Iraqi complex make a tantalizing target. Therefore this mission while not a classic raid per say becomes a raid nonetheless. Please feel free to review and comment. Comments are welcome.

Operation Rendezvous (fictitious mission)

Mission Overview
The push through Iraq which was designated Operation Sabre was lead by the British Special Air Service (SAS) whose objective was to secure scud sites and interrupt communications. The British were quickly followed on February 9, 1991 by elements of the 2nd brigade first cavalry division of the US Army. A cease fire was declared and a twenty four hour notice was given to Saddam Hussein to being withdrawing his forces from Kuwait. In late February the coalition took the Iraqi forces by surprise with a pincer movement attacking into the southern Iraq desert. Those forces were followed by those brave men and women whose job it was to provide the logistics and support. This was the lifeline of the attack.

Coalition Mission
Your resupply convoy is heading to resupply a nearby town on the front line where fighting has intensified in Iraq. The sounds of mortar shells are heard landing nearby. Night quickly approaches, the shadows of night bringing to life the fires from the oil fields. The unit CO radios for the apache pilot to scout ahead as a mortar shell lands at the back of your convoy slamming into an up-armored HMMWV. The sudden impact of the shell and the inertia the of vehicle send it flipping end over as it slams into a tanker truck directly in front of it. A loud noise deafens the convoy as the tanker truck explodes into a fireball sending gouts of flame into the sky. “OK boys, get out and make a defensive parameter around the convoy. Get those HMMWVs in front of the trucks and get those tanks out providing cover! Lock em’ and load em’ boys the enemy is just over that hill.”

The primary US objective is for the grunts to see the cargo trucks safely off the board. If you are able to capture or kill the leaders of the Republican Guard the morale of the enemy will surely falter. You must get at least two of the six supply trucks safely off the board. The trucks are heavily loaded with supplies and may only move at patrol speed. In addition, there is a complex of buildings on a nearby hill which may have valuable documents. Capturing these documents would lend an obvious advantage to the attack.

Rep Guard Mission
Having all but been forgotten in the southern desert your small band of Republican Guard fighters have spent most of the time watching CNN worrying about the Americans sitting at the southern edge of the country. Your group has been assigned to guard a small road in the middle of the southern desert that leads to a nearby village where some of the main attacking force is heading. Alerted by the noise of the large diesel engines one of your scouts notifies you that a small convoy is heading to your very position! Smiling you ordered your men to both sides of the hill in anticipation of ambushing the convoy. You have them setup makeshift roadblocks which will force the convoy to leave the road and follow a dangerous route through the sands.

The primary mission for the Republican Guard is to capture or destroy the cargo trucks. Secondary missions are to capture or kill coalition forces and to protect the vital documents which are in the barracks building.  

Starting Forces
Coalition Forces
Two squads of 2 6-man Fire Teams. Troop Quality Veteran D10, Morale Good D8.
Each Team –
1 x Leader w/M116 Assault Rifle
1 x Grenadier w/Grenade Launcher
1 x Gunner w/SAW
3 x Riflemen w/M116 Assault Rifles

All Vehicle Crews Troop Quality (Trained D8, Morale Good D10)

2x M1A1 Abrams Tanks

Firepower: 6d (120mm Main Gun)
3d (M2HB)
3d (coax mg)
Defense: Class 4 (4d12)
Survivability: 4+

AH64 Apache
Firepower: 4d (Chin Turret)
5d (8x Hellfire ATGM)
4d (2x 70mm FFAR Pod)
Defense: Class 3 (3d10)
Survivability: 4+

6 cargo trucks
can be combination of M393 5 ton, M35 duce ½, M1011 10 ton or HEMTT)
Firepower: None
Defense: Class 1 (1d6)
Survivability: 4+

2 HMMWV M1043
Firepower: 3d (M240 machine gun)
Defense: Class 1 (1d8)
Survivability: 4+

HMMWV M997 (Medic-Up-armored)
Firepower: None
Defense: Class 2 (2d8)
Survivability: 4+

M2A1 Bradley
Firepower: 4d (25mm Cannon)
4d (Tow II ATGM)
Defense: Class 2 (3d8)
Survivability: 4+

Republican Guard Forces
Four squads of 2 10-man Fire Teams. Troop Quality Trained D8, Morale Fanatic D12.
Each Team –
1 x Leader w/AK47 Assault Rifle
2 x Grenadier w/AT RPG
2 x Gunner w/SAW
5 x Riflemen w/AK47 Assault Rifles

4 T72 Tanks
Firepower: 5d (125mm Main Gun)
4d (Gun Launched ATGM)
3d (AA HMG)
3d (coax mg)
Defense: Class 4 (3d12)
Survivability: 4+

4 BMP-2
Firepower: 4d (30mm Main Gun)
4d (Gun Launched ATGM)
3d (coax mg)
Defense: Class 2 (3d8)
Survivability: 4+
Special: Amphibious

Regular Victory Conditions
• Per cargo truck successfully exited off board 5 points
• No wounded or POW left behind 5 points
• Recovered intelligence documents from barracks 10 points

Insurgent Victory Conditions
• Per cargo truck destroyed: 2 points
•Per cargo truck captured: 3 points
• Per Coalition wounded: 1 point
• Per Coalition killed: 2 points
• Per Coalition POW: 5 points

Insurgency Level
3

Die Roll Insurgent Unit
1 1d6 w/Small Arms + AT RPG
2 2d6 w/Small Arms
3 1d6 w/Small Arms + AT RPG
4 1d6 w/Small Arms + 1 w/L Support, 1 Leader
5 1d6 w/Small Arms + 1 RPG
6 3d6 w/Small Arms + 1 w/L Support, 1 Leader
7 1d6 w/Small Arms + 1 RPG, 1 Leader
8 2d6 w/Small Arms + Leader
9 1 BMP2
0 1 T72 tank  

Table Setup
Setup a secondary winding road with hills and small vegetation on either side. The supply convoy is setup close together at the end of the table with the following formation: M1A1 Abrams, M1043 HMMWV, M2A1 Bradley, cargo truck, cargo truck, M997 HMMWV (Medic), cargo truck, cargo truck, M1043 HMMWV, cargo truck, cargo truck, M1A1 Abrams.

The Republican Guard forces are setup on the four hills surrounding the road with only one fire team being allowed per hill. A makeshift barricade which is not crossable to the cargo trucks is about ½ up the road. At least one fire team of Republican Guard must be in the barracks complex. The barracks complex is on the farthest hill from the table. This is a 4x4 table.



Max Turns
Once it has reached 10 turns the coalition convoy is considered to have successfully negotiated through the ambush and made it to safety.

Special Rules
It’s the Desert: Out of contact movement not in use
Fanatic Guardsmen: Morale checks of the Republican Guard are immune to ‘shrinkage’ until the first Republican Guard leader is captured or killed.
Increased Fog of War: Roll for Fog of War each time either the insurgent or regular forces rolls a 1 on a reaction check.
Soft Sand: The cargo trucks must make a reliability check when they first leave the road. If this check is failed the truck bogs down in the soft sand. The cargo truck then has to stop where it failed the roll and must wait one turn without moving for the crew to dig it out. This check only has to be made each time a cargo truck leaves the road.

Wednesday, September 9, 2009

It's in the details

GMany of my readers have asked me for more details in my posts. I have looked over recent posts and agree with my readers. From now on you can expect an order of battle for each side detailing out the units, a brief description of the rules being used, highlights from the game, some interesting pointers or effects and what everyone thought of the game after it was through. This should be more than enough details to fill in what is missing. I will as always include pictures of the games as well as descriptions. The next game will probably not be until Thursday although that will most likely be Full Thrust but we shall have to wait and see.

I did get some new Rebel Miniatures figures yesterday. They are 15mm scifi figures including four spider walkers, two walkers from Gear Kreig, and forty-two infantry. They were all painted to a good standard and sent to me. I will be using them to play test a new set of Ambush Alley rules for Science Fiction that will be coming out.

In addition to the above Rebel Miniatures figures I obtained some really nice figures that remind me of that movie Dark City. These guys are bald wearing dark glasses with black button up trenchcoats that have blue lightning patterns going down the sides. They are very intereting and will be part of the villians for the Pulp Alley game at Hurricon this year.

I have been asked to take many pictures and get a good description of everyone's feelings and thoughts about the Pulp Alley game at Hurricon so that this information can be passed to the game's creator David. I am hoping to get a good crowd at the convention.

Tuesday, September 8, 2009

LaborDay Weekend

There was in fact no gaming this past weekend. I did get my garage/gaming room all organized and will be posting pictures of it later. My friend gave me a few couches that I put on either side of the game table and I was able to obtain two more bookshelves for my collections. The gaming room is much more accessible now and my terrain is very easy to pick off the bookshelves and plop down onto the table.

Friday, September 4, 2009

Pulp Alley

I will be demoing the Pulp Alley game at Hurricon 09 this year! I will also be running demos of Ambush Alley and games of Savage Worlds including a pirate game. Come out and enjoy!

http://www.hmgs-south.com/hmgs/