Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts

Thursday, 16 August 2012

Firefight 2.0: Getting Going


I spend many many hours writing and editing for both pleasure and as part of my monthly tasks on Barking Irons Online and Orcs in the Webbe (which if I'm honest I really enjoy so they're pleasure too). I also like converting games for use with virtual tabletop software (like the awesome Battlegrounds). The one thing I don't seem to do much of is actually playing the damned games I write and create. Well, thanks to this blog,  that stops now. One of the reasons I started it was to make me think about what takes up my time. The posts themselves are written mainly on the bus so there's not much time lost there. This evening Ems is staying over down in London (one of the perils of being a lawyer in a city hundreds of miles away from home) so I am going to play a game...

Sounds simple doesn't it, but what to play? Something I know the rules to? something new? something digital? something out of a box? All have pros and cons. It's decided that when I get in I intend to game. I shall give it some thought, but not too much, five minutes after I'm in I want to be playing a damned game...

(incidentally I did realised trying to cram Action Cards, Virtual Table Top (VTT) Software and Boxed Game ethics into one blog post was a bit much. Today's post is about the game. Yep, I've used Battlegrounds to play it but this post is about the game (and maybe a teeny bit about the Action Cards). A bigger, shiny VTT post is coming soon, don't you worry...)

*Thirty or so minutes later*

Well, I made it in and decided to give Firefight a whirl. I know I haven't finished my FF2.1 training gamebook yet but I did manage to finish off making my Action Cards. So I'm going to play the first FF2.0 scenario in the rulebook, Getting Going, using Bob Minadeo's cracking solo rules which can be found on Barking Irons here

And so it begins...

Firefight 2.0: Episode 01 "Getting Going"

A simple grudge match between two sets of four Muster, for ease of play called Red and Blue. I took control of the Blue and gave the Red's over to the solitaire rules. 

Turn One



Event: 2 Spades - No event

Initiative: Red 5 vs Blue 1 - Red's Go First

I rolled a D4 to choose which order to activate the red miniatures. I've cut and pasted bits from the solo rules to show what each character gets up to.

Red 3 - 5 of Diamonds (Discretion) - A figure that is already behind the furthest available cover on the battleground will Stay Frosty instead of Moving, firing on the first enemy to spend a General dice within LOS and weapon range.
Red 3 - Tactical Option: Stay Frosty

Red 1 - Ace of Clubs (Willingness to Wait) - If there is no enemy figure in LOS within the distance indicated by the card the figure will default to a Stay Frosty action, firing on the first enemy to spend a General dice within LOS and weapon range.
Red 1 - Tactical Option: Stay Frosty

I worked out which squares would trigger opportunity fire and marked them on the map. This helped in the solo game so I didn't miss anything.



Red 2 - 10 of Diamonds (Discretion) - Move and Fire action if an enemy figure is in LOS within the distance indicated by the card. Any movement will be used to move away from any enemy figures only if the figure can end its move in hard or better cover.

Red 2 - Move & Fire @ Blue 4 - 5,2,3 - No TARGETs - Stays in place

B4 has to activate next as survived attack.

Blue 4 Move & Fire @ Red 2 - 3,5,6 - One TARGET - Moves 2 squares
Red 2 - Is Turn Done so can only use Tactical Response: Armour
Response: Armour - 2 - No DODGEs
Dead!

Well, that went well :) 



Red 4 - 3 of Spades (Intent to Harm) - If there is no enemy figure within the distance indicated by the card the figure will default to a Move action. The figure will move as close to the nearest enemy as it can. The figure will end its move in the best cover it can reach given its objective of closing with the enemy, this means it can end up in the open if no cover is available.

Red 4 - Move - 6,5,1,2 - Moved 3 Squares



My go... Not many places I can go without triggering Opp Fire. Going to go for a move action with Blue 1.

Blue 1 - Move - 1,1,4,4

Actually checking cover rules I'm pretty sure he can hit me... (edit: Actually think I got this wrong but hey ho)



Okay, so, checking the Opportunity Fire rule card.

Red 3 - Opportunity Fire @ Blue 1 - 1,6 - One TARGET
Blue 1 has already rolled two Dodge's though so TARGET is negated.

A question arose: I'm not sure if one of my Move Action Dice had been a TARGET could I have Opp Fired back ? I, at that point, did not have a Turn Done marker... Hopefully one of the writers will let me know :)

Blue 2 (Emeritas Hughes no less) - Move & Fire @ Red 3 - 1,4,2 - Moves 2

I changed to mini numbers here so I could place them on the squares with the character and also replaced the Turn Done on Blue 4 and reduced the Dice Pool, just in case you were wandering why it's different.



Blue 3 - Move - 6,6,5,4 - Moved four squares

Decided to risk it and stick him in the open as hitting is hard. Fingers crossed...



Removed all status tokens and tokens showing Opp Fire squares for AI and made # tokens for red smaller too.

Turn Two

Initiative - Red 4 - Blue 2 - Red's Win

Event: No Event

Roll D4 to select which red to actiuvate, re-roll on a 2

Red 1 - Queen of Hearts (Measured Approach) - If drawn as an action card, a picture card indicates the figure will fire at the closest enemy in LOS and within weapon range regardless of distance or chance to hit. Suit will indicate the specific action used to make the attack. A figure drawing hearts will use a Move and Fire action. Any movement from this action will only be used if the figure can end its move in soft or better cover.

Red 1 - Move & Fire @ Blue 3 - 3,1,5 - Moves 2, No TARGETS

B3  has to activate next as survived attack.

Red 1 in Hard Cover from Blue 3's viewpoint.

Blue 3 - Aimed Fire @ R1 - 5,2,2 - One TARGET
Red 1 - Is Turn Done so can only use Tactical Response: Armour
Response: Armour - 1,2
DODGE negates TARGET

Red 3 - 6 of Diamonds (Discretion) - A figure that is already behind the furthest available cover on the battleground will Stay Frosty instead of Moving, firing on the first enemy to spend a General dice within LOS and weapon range.

Wow, Red 3 has a massive view of the battlefield. I've put translucent 3's to show the squares that trigger Opp Fire again.

Red 4 - 7 of Hearts - (Measured Approach) - A figure drawing hearts will use a Move and Fire action if an enemy figure is in LOS within the distance indicated by the card. Any movement from this action will only be used if the figure can end its move in soft or better cover.

Red 4 - Move & Fire @ Blue 4 - 1,3,4 - Moves 2 squares - No TARGETs

Blue 4 has to activate next as survived attack.

Blue 4 - Aimed Fire @ Red 1 - 3,6,2 - One TARGET !
Red 1 - Is Turn Done so can only use Tactical Response: Armour
Response: Armour - 1,6
DODGE negates TARGET



Blue 2 is going to Aim as that doesn't use a GENERAL dice so won't trigger Opp Fire (I think)

Blue 1 - Aimed Fire @ Red 3 - 4,2,4 - No TARGETS

Blue 1 - Move (nothing in LOS so no choice) - 6,2,5,6 - Moves into a Red 3 Opp Fire Square
Red 3 - Opportunity Fire @ Blue 1 - 2,5,5 - No effect

End of Turn Two !



Turn Three

Initiative: Reds 5, Blue 3 - Red Wins

Event: Queen of Spades: Artillery Barrage!
There is no such thing as “friendly fire”. One side or the other has mistakenly landed a barrage in your battle ground. Roll 1d6 for each figure in play, friend and enemy both. Any figures rolling a 6 are killed and removed from play. Roll 1d6 for each terrain item in play. Any terrain item rolling a 6 is destroyed just as if it had failed to dodge a hit from a heavy weapon. All figures are now marked “Turn Done” and play proceeds to the following turn’s Random Event phase. 

R1 - 6 - DEAD!
B1 - 1
B2 - 6 - DEAD! 
R3 - 6 - DEAD!
B3 - 3
R4 - 3
B4 - 4

All terrain is fine.

Bugger me. That was an eventfull turn.Emeritas Hughes (being the hero of the piece) has been stablised and rushed to hospital... He will live to fight another day! Faceless Red dudes not so lucky.



Turn Four



Initiative: R5, B4 - Re-roll
Initiative: R3, B5 - Blue goes first!

Event: 9s - No Event

Blue 1 - Aimed Fire @ Red 4 - 1,4,2 - Missed

Red 4 has to activate next as survived attack.

Red 4 - Queen of Hearts (Measured Approach) - If drawn as an action card, a picture card indicates the figure will fire at the closest enemy in LOS and within weapon range regardless of distance or chance to hit. Suit will indicate the specific action used to make the attack.A figure drawing hearts will use a Move and Fire action if an enemy figure.

Red 4 - Move & Fire @ Blue 1 - 1,6,2 - One TARGET, One DODGE
Blue 1 - Is Turn Done so can only use Tactical Response: Armour
Response: Armour - 2,4
No DODGEs - Dead!

Blue 4 - Assault Fire (as cannot see R4, don't fancy my chances as need two TARGETS to hit but might as well give it a go) @ R4 - 4,5,5 - No TARGETs

Time to close the net, no point assaulting as it's really hard with so few dice and no re-rolls. Next turn one or the other should get a clear shot. Might even win initiative next turn..

Blue 3 - Move - 1,6,5,3 - Moves three squares.

End of Turn



Turn Five

Initiative: R4, B3

Argh ! Red's going to get a shot in (although it depends on thier action card.) Is there an event...

Event: 8 of Clubs - No Event

Whew!

Red 4 - 6 of Clubs (Willingness to Wait) - A figure drawing clubs will use a Move and Fire action if an enemy figure is in LOS within the distance indicated by the card. Any movement from this action will only be used if the figure can end its move in hard or better cover.

Red 4 - Move & Fire @ Blue 4 - 2,3,6 - One TARGET
Blue 4 - Tactical Response: Running for Cover - 2,3,5,6 - No DODGEs ! Dead !

Blue 3 - His squad decimated tries to end it...

Blue 3 - Aimed Fire @ Red 4 - 2,2,5 - One TARGET
Red 4 - Is Turn Done so can only use Tactical Response: Armour
Response: Armour - 4,2
No DODGEs - Dead!

GAME OVER MAN! GAME OVER!


I really enjoyed the game. The solo mechanics work really well, it was pretty close. I am crap at anything tactical but it felt like the opponent was reacting to my actions.

That random event took me a bit by surprise, Bloody hell, wiping out three characters, including Emeritas Hughes! It's so long since I uploaded the article onto Barking Irons I'd pretty much forgotten how powerful some of them are. It made the start of every turn after really tense, just in case something else cataclysmic happened. The solo rules would work for a number of Sci Fi skirmish wargames. I'm thinking about compiling a list of event cards for different settings for use in FF2.0 (jungle, underwater, spaceship etc). A quick web search shows most of the work has been done already, just a case of finding twelve I like the sound of for each setting and jotting down the game effects.

Modesty can jog on, my Action Cards performed brilliantly! Every turn was really smooth with no referencing the rulebook required at all. No melee was forthcoming, but that's because I think it's really hard to actually hit someone as a preliminary 'focus' roll is needed before rolling to hit. More powerful characters with higher dice totals and re-rolls wouldn't have as much difficulty.

I will definitely be playing FF2.0 again in the near future, I can't stress how smooth the mechanics felt as I played the scenario.

C.


Friday, 20 March 2009

Flash Gordon using Larger Than Life...

Yesterday I sat down and perused the Internet to look at the various rulesets I could use to play my planned Flash Gordon miniatures game. Scale doesn't matter so much as I have the magic powers of a calculator but I definitely want to stick to a skirmish type game, the other is that it has to be fun.

There are currently quite a few 28mm/40mm games out there featuring not-Flash, something of a classic sci-fi revival in fact but the game which piqued my curiosity most was Two Hour Wargames Pulp ruleset, Larger Than Life (LTL).



Two Hour Wargames and their reaction based games system are (as far as I know) quite unique. You play out the preamble and run up (and fallout) of a game using multiple campaign tables and the actual fighting itself has a clever mechanism where you're never quite sure what the figures under your command are going to do, let alone the bad guys. because of these cleverly designed tables the game lends itself to solo and (my favourite) co-operative play the rules are fast paced and fun.

With LTL the core gaming system remains mostly the same as previous games but much more streamlined and a lot of work has gone into the campaign structure to make the games you play feel like a pulp adventure and if Flash Gordon in my mind was anything, it was those Buster Crabbe black and white serials that were repeated on TV during half term holidays when I was a kid (these were repeats in the 80's, I'm not that old).

So all excited I bought a downloadable copy of LTL and waited for it to arrive. One of the small irritaters with Two Hour Wargames is that they email you the file after a certain period of time (up to 24 hours) instead of it being instantly downloadable. So after a nights sleep my file arrived and I started reading through the book, creating my characters and campaign as I went. One thing to be aware of (which did catch me at first back when I bought my first Two hour Wargames product Warrior Heroes (WHAA), their fantasy ruleset) is the layout of the book, it doesn't follow the normal formula for a rule book it's laid out more like a flowchart with each section dovetailing neatly into the next one you need. Once you get used to this you'll wonder why other manufacturers don't do this. Also the LTL book is streets ahead of older rulesets (like WHAA) as when you do need to jump to another section it's clearly labelled which page you have to go to.

So how did my adventure go, it went something like what follows, whenever I play a Two Hour Wargames game I start a new Document and write down things as I go, I have copied my first foray into this excellent ruleset below, a battle/campaign report if you will. The sections in blue are fluff that I wrote after I'd finished the dice rolling for each section before continuing on to the next. The sections in green I've added here to make it flow a bit better.

Flash Gordon using the Larger Than Life Ruleset by Two Hour Wargames

- The rulebook breaks down what is a pulp and explains what the main factors are. I added in my Flash Gordon details as I went.

Star – Flash Gordon
Co-Stars – Zarkov
Love Interest – Dale
The Big bad – Ming
Femme Fatale – Aura

- Then it has full details of how to create your Stars, the main players of the tale.

Flash Gordon (Star)
Star Power: 2
Larger Than Life
Cheat Death
Free Will
Home – TBC
Reputation: 4
Brains: 2
Brawn: 4
Bravado: 2
Advantage: Natural Athlete
Disadvantage: Chauvinist – He cannot choose to attack a female unless she has attacked him first.

– Having a look through the disadvantages none of them seemed to fit with the idea of Flash so I made this one up.

Profession – Jack-of-all-trades (use the Adventurer Crisis Table)
Skills:
Acrobatics (Brawn)
Shooting (Brawn)
Influence (Bravado)
Melee (Brawn)
Employer: National Government.

– I wasn’t sure what to pick for Flash as he’s on Mongo and is the only one but I decided that working for America probably makes the most sense.

4 Recruiting Points

- I used the story of Flash to help me here, even though not technically at Home (as Flash has no home on Mongo at the start of his adventure) I’ve chosen to recruit two co-stars Dale Arden and Hans Zarkov.

Dale Arden (Co-Star & Love Interest)
Cheat Death
Rep: 4
Brains: 2
Brawn: 2
Bravado: 4
Advantage: Sexy
Disadvantage: Petite - I used the Runt disadvantage but decided to call it petite, to be more in the spirit of Flash.
Skills:
Journalism – The ability to investigate as well as report the news.
Crisis Test: Civilian
Employment: Private Company (Daily Herald)

Hans Zarkov (Co-Star)
Cheat Death
Rep: 4
Brains: 4
Brawn: 2
Bravado: 2
Advantage: Photographic Memory
Disadvantage: Addict (Drunkard)

- I gave Zarkov this but am using it to represent an addiction to stimulants, he always seemed a bit of an oddball character.

Crisis Test: Adventurer
Employment: Self-employed

Flash, Dale and Zarkov are on Mongo and using the wreckage of their crashed Rocket Ship as a base of operations. It’s in the middle of nowhere so is classed as Jungle (Rocky Desert).

Opening Scene

What does the star need to accomplish? - Find a person (Enemies protecting)
Who is the Big Bad ? – Slavers (Ming’s Palace Guard)
And how bad is he ? – Same rep as the Star
The Master Plan – Steal treasure

After crash landing on the planet surface, Zarkov picks up a radio transmission being sent by some of Ming’s Palace Guards back to the palace. In the transmission the Guards reveal that they have captured the crown prince of the Lion Men of Mongo, Prince Thun ! They are holding him captive in an attempt to get their hands on the Lion Men’s fabled ancestor stone.

How many scenes before the final scene ? - Get info from someone in a Story Advancing Scene

Travel scene – Have to go to Jungles (Arborea) using a Safari Vehicle, there is no encounter whilst travelling.

Under Zarkov’s instruction Flash and Dale manage to salvage parts from their crashed rocket ship and construct a basic flyer to take them to the nearby mountains where the transmission came from.

Scene 1 - Get info from Someone (Story Advancing Scene)

Is the Big bad here ? No
Time of Day ? Daytime

Travelling through the mountains as close to the triangulated signal as possible they discover that the Palace Guard are no longer here as this is just a relay post that was used to forward the transmission. Noting that the relay station appears manned they land their flyer and set out to find the small building with the intention of questioning the inhabitants.

Difficulty of finding the person ?
Rolled 2 and 6
No modifiers as person in Jungle
Roll 2d6 vs Rep = 6,4 – 1 pass
Roll 2d6 vs Difficulty = 4,6 – 0 pass
Searcher finds the Quarry but will suffer Complications when questioning the Quarry.

Solving the Clue
Rolled 4,3
Flash = 4 – 2,1,2 – 3 successes
Clue = 3 – 1,6,4 – 1 success
Star solves the meaning of the clue (Clues solved = 1)

Sneaking up on the outpost with the hopes of getting the drop on the sole guard within Dale trips up and they’re worried they may have alerted the guard to their presence. Luckily for them he did not hear and they quickly overcome him and manage to persuade him to give them what he remembers of the co-ordinates of the original transmission. Sadly it is incomplete, they tie up the guard and leave him behind.

Advance the Story: 4+1+1d6 = 7 !

Get info from someone in a Story Advancing Scene.

Travel scene – Have to go to Jungles (Mountains) using a Safari Vehicle, there is no encounter whilst travelling.

Scene 2 - Get info from Someone (Story Advancing Scene)

Is the Big bad here ? No
Time of Day ? Night

Flash and his companions trace the signal from the relay station and decide to head to the next one with the intention of seeing if the guard their can recall any more of the co-ordinates. They get back in their anti-grav flyer and head off in the direction of the next station.

Difficulty of finding the person ?
Rolled 2 and 5
No modifiers as person in ‘Jungle’
Roll 2d6 vs Rep (4) = 4,1 – 1 pass
Roll 2d6 vs Difficulty (2) = 2,5 – 1 pass
Searcher fails to find the Quarry.

Upon locating the next relay station finding it sadly unmanned Flash and his companions were not able to find out any more information about the co-ordinates of where the signal originated.

Advance the Story: 4+1+1d6 = 8 !

Get info from someone in a Story Advancing Scene.

Travel scene – Have to go to Lost World on foot there is an encounter whilst travelling.

Scene 3

After the failure at the last communications relay they examine the information they down loaded from the rocket’s computer and track the origin of the signal as best as they can. Zarkov believes the signal to have come from the entrance to a nearby cave. Leaving behind their flyer they enter the forbidding cave on foot.

Scene 4 – Travelling Encounter – being followed

Not long after they enter the cave network they realise they are being followed.

Scene 4 becomes a Stand Up Fight

Suddenly the tunnel our heroes are following opens up, thinking they have traversed the whole width of the mountain the look up but they notice the sun is paler in colour to that of Mongo’s surface. Above them is clear blue sky and the strange coloured sun is centrally positioned. As they look down from their ledge they see a lush and verdant grassy plain, unbeknowst to them they have entered the inner world of Mongo. Amazed by the wonders this alien world has to offer they descend to the plain, but no longer being able to conceal themselves in the tunnels their pursers catch them up and attack !

- Hmm the rules did seem to neglect to give you who you are fighting when a being followed turns into a Stand Up Fight. I am just going to roll on the Interaction tables as normal and then follow the full combat bit.

Interaction with Dinos !

Setting the Stage (p.40 [46]) - The scene takes place in an open and flat area of grassland.

Assemble the Cast
4+4+4 = 16
Roll 1d6 = 5 : +1 Clue = 6 : Big Bad Rep 4 = 10 = The enemy has equal the Rep of your group.

Small Feeder
Rep 3
Star power 2
(Three of them equalling 9 Rep)
Special Characteristic:
Feeder
Crisis test: Feeder

Small Ferocious Flyer
Rep 4
Star Power 2
(Five of them equalling 20 Rep) – I reduced this to 2 of them making the overall rep of the encounter 17 instead of 29 !
Special Characteristics:
Flyers
Ferocious
Crisis test: Ferocious

Place the Actors on their Marks

Leaders start 11 inches from each other (28mm scale), place all other with 12 inches of leader but no closer than he is to enemy.

Action Section – Take the Gaining the Upper Hand test
Flash – 4,5,5,3 – 1 Success
Dinos – (+1) - 5,6,5,1,5 – 1 Success
Flash – 6 - Fail
Dinos – (+1) - 5,2 – 1 Success
Dinos won

Score 1 more success than opponent

• All will fire if possible. Go to the Combat Rules section.
• Otherwise charge into melee but enemy may fire. Go to the Combat Section rolling Activation normally

- Not owning any Flash Gordon miniatures I stopped there for the moment !

So in ten scant minutes I had an excellent scenario laid out in front of me leading to a rumble with the inhabitants of Mongo's inner world. I could play it solo from then or have people playing Dale and Zarkov and even someone playing the Dino if I wanted to. All in all I was very very impressed with how this ruleset let me follow Flash's footsteps on Mongo and I can't wait to give the fight a go this weekend (with proxies) and will let you know how the combat mechanism works ! One thing I forgot is that my Flash and his co-stars are not armed so it might be an easy win for the Dinosaurs !

Over the weekend I will also be looking at a recommended source for the Lion Men of Mongo and maybe trying to source a Zarkov whilst I'm at it.

Laters,

Craig