Tuesday, November 7, 2017

Force 10 - In the works

Now that Fall In is behind, I am working more on the Force 10 campaign that I would like to start next year.  Some of the figures that I used in the Commando Raid game will make appearances in the Force 10 game also.

Keith Mallory (Robert Shaw) 





Miller (Edward Fox) - Explosives and "Whiz Bang" expert



A couple of British that may be used.  Since I am combining the book, movie, and a few other sources, it is tough knowing what I want to use for the game.


 



Monday, November 6, 2017

Fall In 2017 - Sand Pebbles game

Below are some shots of the large Sand Pebbles game.  Each team that to complete four missions from the movie in a specified amount of time.

The four missions were to get through the boom on the river, rescue the missionaries at the monastery,  find the consulate people and rescue them, and rescuing some others ( I thought I had a photo of all four mission sheets but must have missed one). 

Each team was competing one of the missions at the same time.  When you were done, or time ran out, you would move to the next one.  You weren't necessarily doing them in the order of the movie. 

We started out with the river boom, went to the monastery, then the consulate, and then the last one.

Each table had one or two Chinese players, and there was one or two Japanese players.  The Japanese would rotate from table to table as the card for them was drawn.  

A different GM would run each mission.  Cards were drawn from a standard deck and based on the card, a different event would happen.  Generally it seemed black was bad and red was good.  Also, the captain of each ship would roll an action die.  The number rolled was how many actions you got to use that turn. If a red card was drawn you could move the ship for each action rolled.  If a black card was drawn you could only move on one of the actions and had to do other things with whatever you had left. 

You had to roll sixes to have a success if trying to do something. 















The boom mission took us the longest.







When rescuing the people from the monastery, our captain bribed our way to a quick completion.






 The consulate staff rescue, also went quickly.  Our captain tried bribing his way through it, but that didn't work.  We had a large contingent of American troops show up though, and that helped us accomplish our mission.






 On the last mission, he did bribe a clear path for us and an event put the people we had to rescue on a boat, right next to the ship, on the first turn.  We quickly made our way off board.  

We all thought we had done well, until the results were tallied. We actually came in last.  The key factor was how many cards you had left.  We only had six.  

I think the delay in the first game was what did us in.  

Overall, we all had a lot of fun.  I would certainly play again if the chance was given.  

Thanks everyone for a great time!






Pulp Alley- Commando Raid - Fall In, November 4, 2017

Pulp Alley - Commando Raid game at Fall In Convention 2017

I ran a game of Pulp Alley this past Saturday, 11/4/17, at Fall In, held in Lancaster, PA. 

The scenario was based on The Raid scenario from Vice Alley. 

We had four players, Jamie and Matt were Germans.  John and Mike were the British. 




In the above photo you can see the beach area and the cliff that the attackers will have to scale if they enter from the sea.  This was a perilous climb, except for the area where the path is, by the bunker.  The bunker had a German MG deployed in it.

The area to the far right, where the dice are, and in the back, the tape measure, is not playable.  Basically, depending on where the British decide to attack from, would determine the play area. 
If they launch a sea attack in the landing craft, then the shore and some of the buildings top part would be the main battle area.  If they landed by parachute then the other side of the board would be the play area. 

The major plot point for the British was to capture the German radar scientist.  He would randomly move around the board each turn.  


The other plot points were the two houses, the radar station itself, and the bunker. 
 The Germans had five guards deployed on the board at the start.  One can be seen in the vineyard to the right of the above photo.  The guards would function as a gang, even though they weren't close enough.  They would walk a straight line of six inches until the British were spotted.  This gave them a lot of strength for firing at first.  I had figured stealth would play a big part early on while the guards were at full strength. 

I explained the basic rules.  Matt had played before but the others had not.  The British were given the two choices for the initial attack and they chose the parachute drop.  The landing craft were available to escape with and there was a gang of the Royal Navy and a commando,"Mad" Jack Churchill.  Churchill carried a longbow, sword, and bagpipes into battle (during WW2). They could either radio the landing craft, send up a flare, or have a predetermined turn for the landing craft to, well, land.

The British decided to opt for the parachute drop.  Originally I was going to game the drop and have various rules for bad landings, off target landings, and lost equipment.  After realizing that I was overly complicating things I decided not to do that and just deploy the troops. 

Both sides were evenly matched with their leagues.  Each side had one gang available and on gun team.  



The British won the initiative, John, and they started moving.  Since each side had two cooperative players, the playing of Fortune Cards would be by side.  For example - If John (British) had the initiative and asked Matt (German) to move a figure, both British players would have the chance first, then Jamie.  Trying to avoid having people arguing over who played first. 

The scenario was a night scenario and no shooting over twelve inches would be allowed.  The twist in that, was that daylight would be happening as the game went on. I shuffled four of the blank cards into the deck.  The first three were randomly shuffled into the top "half" of the deck, and the fourth into the bottom "half".  I got the inspiration for that timing device from the old Avalon Hill game Assassin. When the first card was drawn, the range would be increased to eighteen inches, the second twenty-four, the third thirty, and then the fourth thirty-six.  FYI - The board playing area (elevated part) was about four feet by four feet. 

One of the cards was drawn on the initial draw and the starting range was eighteen inches.  

The British started out moving the first one or two characters three inches and remained hidden.

 
After a brief discussion though, the British decided to start moving fast.  They wanted to reach the objectives before time ran out.

The Germans reacted and moved into position to block the advance.  





One German section came out of the larger house and took up position behind some supplies.  



The British had troops scattered around, trying to overwhelm the Germans, but the Germans seemed to keep a better concentration of firepower together. 



The British players kept pushing forward, trying to use combat skills, to eliminate the Germans, instead of avoiding combat and trying for the plot points. 



The only British character that really seemed to handle himself well, is the one that will be my Keith Mallory in the Force 10 game that I am working on.  He was able to brawl successfully with several Germans, and the British leader commanding him, John, kept using him that way to try to eliminate the German defense. 


The field above became a real maelstrom of death.  The British gun team, several British soldiers, the German gun team, and several of their soldiers, all met their end there.  

At the end of the game, the Germans had eliminated most of the British forces.  The British landing craft remained at sea, and the rest of the commandos were captured.  Not one plot point had ever been attempted. 

I think that stealth could have played a bit of a larger part.  Once spotted I would have, and tried to encourage moving, more and fighting less.  Trying not to bog everyone down with combat.  

The British also had a character with the Doc ability.  They never used it.  

I think that not being familiar with the rules, can be a drawback.  While Pulp Alley is an easy game to learn, there are a lot of subtle differences from other rules out there.  

The players all said they had fun, I know I enjoyed having the opportunity to run the game with them.  

Thanks for a great time, gentlemen.  

Hope everyone keeps on playing Pulp Alley.