Posts Tagged With: Williamsburg Legati

Escape! A7TV 1 Inch Spy-fi adventure

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Last Sunday found the Legati again practicing with our new 7TV rules.  Jeff and Chris played while I acted as director.  (Actually, I was somewhere between Directing and also Starring in).  Jeff and I took the minions and Chris the Spies for good.  We have decided to stick with the genre and the casts for a bit so as to better learn their “Star qualities” or abilities. This is really the only difficult part of the game, and it is made far easier by the cards that list all the explanations on the back.  Still, it is easy to forget what you have available to you!

This game was “episode” was simply generated randomly by the rules in the book, which is why there is so little character to the central casting characters we used.

The minions consisted of Dr. Maybe (Evil mastermind), his Faithful Lackey, a Plaston bodyguard, and some minions under the direction of their minion commander.  Chris’ cast of defenders of the free world consisted of a Flamboyant Agent, his Crackpot Inventor pal, Merry, and Kerry (two neutral and very effective Ninja), and some security guards.  The Episode was the “Escape”.  In this episode, the defender is in the attackers base and has to get out.  We decided to use the McGuffin, which in this episode, provided the Good guys with an extra gadget.

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The additional gadget was, of course, unnecessary with this cast.  The Crackpot Inventor provides them with all sorts of extra gadget pool abilities.  Including their ever present nerve gas that was used to again make most of the minions unhelpful.

This game was far closer than the previous one, however.  Early on one of the scene cards allowed the easy removal of one of the Ninja, who just sliced and diced their way through all opponents last time.  The board was small ( I really need to order more Sally 4th tiles) and provided a good deal more cover than last time.  The minions also experienced better dice luck which was helpful.  The spies only broke through in the last turn or two available in the episode, though by that time there was really no resistance left to stop them.

Another enjoyable episode of this very enjoyable and clever game.

 

Categories: 7TV, Crooked dice, Pulp, Spy Fi, Uncategorized | Tags: , , , | Leave a comment

One Bad Apple, a 7TV Episode — Williamsburg Legati

The club’s first encounter with 7TV

ONE BAD APPLE With DC Falstaff disguised as a member of the firm, the Beat unleashes a sudden raid. Unfortunately, it’s less of a surprise then expected. Is a member of the squad bent? DI Skelton has to find […]

via One Bad Apple, a 7TV Episode — Williamsburg Legati

Categories: 7TV, Crooked dice, Pulp, Uncategorized | Tags: , , , | Leave a comment

Reckoning for Lone Rock, A Pulp Alley Adventure!

Yesterday afternoon found me off enjoying my local convention, guns of August, where I ran a Pulp Alley game of wild West Cowboy Action!  This is the first time I have used Pulp Alley for a cowboy skirmish.

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I decided to use the Crime Spree adventure in the Vice Alley campaign book.  This is of course designed for 1930s gangsters, but one of the greatest aspects of Pulp Alley is how easy it is to do whatever you want with it.  Because I was playing at a convention I decided to allow 6 leagues (and therefore 6 players) rather than the usual maximum of four.  Because I was allowing six players I decided to allow a larger playing area as well.  Pulo alley is usually played out of a 3″x3″ table, but I decided to use a full 6″x4″.

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I can’t really give as much detail as I might like in an AAR.  The number of inexperienced players, the tight quarters of the gaming hall, and the roar of the fans trying so hard to cool the hot air all conspired against me for properly documenting the game.  I often wasn’t really sure what was happening myself.  Another great advantage of these rules is that while they can be difficult to explain, they are very easy to learn.  Very quickly the players were able to help themselves very ably.  This allowed me to prepare for another game I was planning on running directly after this one. Similarly, I had only a small number of photos to use here.  Many of these, most of the non-antiqued ones were taken by one of the players

Similarly, I had only a small number of photos to use here.  Many of these, most of the non-antiqued ones were taken by one of the players

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Again, borrowing from the notion of Vice Alley, all of my leagues were intended to be classed as criminal or vigilante.  The leagues consisted of El Guapo and his banditos, The McBroom gang, Marshall Harris and the Pinkertons, Sheriff Silas and his Posse and of course Preacher Harris and his Evangelical Vigilante Suffragettes.  I had planned a sixth league which of cowboys but I ended up with just the five players, that’s fine.  I think in the environment we were ibn even five was probably too many.

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The plot points consisted of Major Plot point:  An active Bank Robbery

Minor Plot Points: A witness

An assault

A burglary attempt

An informant

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The game was a lot of fun.  Some of my players had no experience with gaming at all let alone with Pulp Alley, and two were children ( though one of those was probably getting close to adulthood).

Categories: Convention, Pulp, pulp alley, Uncategorized, Wild West Skirmish, Williamsburg Legati | Tags: , , , , , | 4 Comments

Blood Sacrifice, A Pulp Alley Adventure!! — Williamsburg Legati

So last week brought about another installment in our Pulp Alley Perilous Island campaign. Chris and the Rogue legionnaires continued against Peter and the Red Shambala to take themselves closer to finding the whereabouts of Lord Darrow. Peter’s son joined us for the game with the “Knights of the White Rose”. This legion consists of […]

via Blood Sacrifice, A Pulp Alley Adventure!! — Williamsburg Legati

Categories: Pulp, pulp alley, Uncategorized, Wargaming, Williamsburg Legati | Tags: , , | Leave a comment

The Last Visit to Tanganyka…A Pulp Alley Experiment

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The Hedwig von Wissmann

Last August I was disappointed with how the game went, and in fact often have been.  The rules I was using just didn’t seem to work with these tiny vessels.  they were also really meant for the period just prior to my conflict.

recently I have also been enjoying Pulp Alley as a bit of a diversion from my more serious wargaming.  Perhaps it might be a better fit?  So I decided to bring out the Mimi and Fifi one more time….

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the Hedwig and the Kingani

Pulp Alley isn’t really built for this sort of thing.     Rather than being a game of military simulation, it is really meant more for recreating the derring do of intrepid adventures that filled the pulp pages in the thirties.  the game is amazingly flexible however so I thought it just might work.  To do this I relied upon the original rulebook of course, but also the Pulp Vehicle book and the new Pulp Leagues which gives some advice I using the rules in alternate Pulp periods and settings.

I decided to make each boat’s crew an individual league which are basically the teams or gangs that each player controls in a game.  I used four boats, two for each the German and British navies.

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Toutou Closes with the enemy

Guns are all pretty abstract in Pulp Alley.  This is true of the small arms usually used in the games as well as the larger pieces that arm vessels.  With no real guideline on how to apply the rules for light, medium or heavy guns, I decided instead to look at the ship’s Weapons  and figure out how to represent them differences between them.  I was basically only dealing with four different guns.  The Kingani had the largest, a six pounder mounted on her fore deck.  The Hedwig was armed with a 3 pounder on her bow and a 37 mm Auto cannon on the fantail.  The Mimi and the Toutou both on the other hand were armed with 3 pounders on the front and vickers machine guns on the stern.

Due to how these weapons work in Pulp Alley I didn’t need to make a real differentiation between the Automatic weapons and the others.  What I did was to call the machine guns light, the 37mm autocannon and the 3pdrs medium and the 6 pdr heavy.  I alos made the 3pdrs on the British ships advanced which reduces the number of crew needed to man them.  I did this mostly to keep the crews at the number they operated with.  In a somewhat reverse fashion I gave the Hedwig simple crew characters.  these are low lever characters which come with a gun with no cost.  This allowed my to increase the number of men available on that larger ship.

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The Hedwig 3pdr crew looses a man

Due to a lack of fore thought I had no perilous area. This could have been easily resolved by designating shoal or reef areas, or possibly locations where other navigational hazards by be found (sunken vessels for instance). The problem was by the time I thouigh of this it was too late to make any way to mark these areas.   I did designate all of the water as an Extreme Peril for any sailors who might find themselves overboard.  I also decided to create a perilous area anywhere a vessel might sink, representing the sunken hulk .  I did already have markers for this wreckage but it didn’t matter as no ship was ever sunk.

I also decided to just forget about Plot Points.  These are the goals and objectives of the normal Pulp Alley game.  They represent the goals or clues for the adventures to find to drive the course of their adventure.  This really being just a historic combat game I gave them a miss.  This was to have dire effects on the game!

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A German Sailor is knocked Back right of the Kingani!

I left the ships unarmored except for the Kingani.  These were not fighting vessels but rather simple boats converted for their wartime use.  The only exception was the Kingani.  The gun of the Kingani was armored which in fact caused it to be taken in the historical battle.  A round lodged into its gun shield and then exploded killing most of its crew and its Captain.  I gave the Kingani one point of armor and a Glacis which added its armor by 1 to the front.

Oddly enough in the game an incredibly lucky British shot did take out the gun and most of the Kingani’s crew!

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Kingani runs out of steam trying to ram the Toutou which by this point was dead in the water

The game turned out to be a British victory, which was partially because of a mistake with the fortune cards.  The British were incredibly lucky with there cards.  They kept getting very useful and powerful cards.  The Germans on the other hand found their cards mostly useless.  Some of that was because in this scenario they simply did not apply.  Many of theirs relied upon plot point challenges and we weren’t using plot points!  Or perilous areas which didn’t really exist.  We did notice that early on, And  I instructed the players that any card the received that seemed unplayable in this version of the game.  On was replaced but I think the offer was forgotten after that.  If I was to play this again I would either pull those cards from the deck, or preferably include at least the perilous areas.  I don’t however intend to play this scenario again.  I might however rename the vessels and use them in a game more fitting to these rules.  Maybe a raid with items hidden in the bigger boat…..

Until next time…Cheers….

Categories: africa, Convention, Pulp, pulp alley, Uncategorized, Wargaming, Williamsburg Legati, Williamsburg Muster, world war I | Tags: , , , , | 1 Comment

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