Pulp Alley - World War 2 Normandy Firefight
To highlight the versatile nature of the Pulp Alley rules I decided to go to something a bit more standard than the last couple of games I have done, a standard World War 2 fight between American Paratroopers and the Germans during the Normandy invasion.
The battle takes place in the early hours of the invasion, at night. To reflect this I had each player roll for spotting each time they wanted to shoot at someone. They had to spot them first. If they failed to spot it still counted as their activation (they were busy trying to see where he went).
The Germans hold a house and the Americans goal is to get it and see what it may hold. Around the house are some supplies that the Americans may be able to use.
The main plot point is for the Americans to secure the house with supplies being minor plot points.
Taking out German guards silently is also important to the Americans. If the German guards spot the Americans they can send out an alarm and the main German force will activate. They are considered to be in the building.
The Americans have a small, but tough, band of paratroopers. Two are equipped with sub-machine guns and the other two with rifles. All have knives for silent kills.
The German guards are positioned randomly around the board. To determine their location I use a 12 sided die and roll for the direction from the house that they will occupy. They will be 12 inches away, in that direction. If it would carry them off the board then I either re-roll the direction or shorten the distance (depending on which would be needed). Unfortunately for the Americans most of the guards end up closer to where they will be entering.
Americans have initiative and begin moving through the woods.
Collins moves up and is trying to sneak up on the German guard.
The guard will move randomly and will roll for spotting as needed for anyone in his front arc.
For the guard movement it is another d12 roll to determine the direction. Distance is the standard walk distance for the figure.
The Americans all move first, and then the random German guards.
One of the German soldiers moves and this puts him right in front of the American.
It looks like the Americans are having a bit of bad luck already. The German can't help but spot the enemy. He is able to raise the alarm and this brings on the rest of the German force.
The main force is deployed outside of the house as they move out to engage the American invaders.
The American player has the promo card Fightin' Dirty and is able to take out the guard that spotted them.
The battle takes place in the early hours of the invasion, at night. To reflect this I had each player roll for spotting each time they wanted to shoot at someone. They had to spot them first. If they failed to spot it still counted as their activation (they were busy trying to see where he went).
The Germans hold a house and the Americans goal is to get it and see what it may hold. Around the house are some supplies that the Americans may be able to use.
The main plot point is for the Americans to secure the house with supplies being minor plot points.
Taking out German guards silently is also important to the Americans. If the German guards spot the Americans they can send out an alarm and the main German force will activate. They are considered to be in the building.
The Americans have a small, but tough, band of paratroopers. Two are equipped with sub-machine guns and the other two with rifles. All have knives for silent kills.
The German guards are positioned randomly around the board. To determine their location I use a 12 sided die and roll for the direction from the house that they will occupy. They will be 12 inches away, in that direction. If it would carry them off the board then I either re-roll the direction or shorten the distance (depending on which would be needed). Unfortunately for the Americans most of the guards end up closer to where they will be entering.
Americans have initiative and begin moving through the woods.
Collins moves up and is trying to sneak up on the German guard.
The guard will move randomly and will roll for spotting as needed for anyone in his front arc.
For the guard movement it is another d12 roll to determine the direction. Distance is the standard walk distance for the figure.
The Americans all move first, and then the random German guards.
One of the German soldiers moves and this puts him right in front of the American.
It looks like the Americans are having a bit of bad luck already. The German can't help but spot the enemy. He is able to raise the alarm and this brings on the rest of the German force.
The main force is deployed outside of the house as they move out to engage the American invaders.
Despite the Germans being alerted the American are not going down without a fight. Barnes spots one of the guards, opens fire, and the guard goes down.
The American player has the promo card Fightin' Dirty and is able to take out the guard that spotted them.
At least he suffered for having spotted the American troops.
The main German force moves into the woods to engage the Americans. The Americans are able to pick off the guards but begin losing to the main force.
Two of the four paratroopers fall and the American;s decide that it is better to pull back and attack with a stronger force later.
The Germans have won this small battle.
Pulp Alley is really a great, versatile set of rules. I have run WW2, superheros, and pulp games, all with the same rules, and they work. Next year I want to get some French and Indian War figures painted and try some F&I War skirmishes.
Looking forward to another year and what awaits for Pulp Alley in 2017,
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