Sunday, 16 November 2014

Dad's Army - 15 November 2014

After many, many hours of planning over many, many years, James finally brought his Dad's Army game to the table for the first day of this year's Rivals "Weekend" (the second day will be at Andy's in a few weeks' time).


The figures were bought and painted well over a decade ago, and we did use them once in a wargame back in 2002.  Some of the older style buildings I'd had for many years too, and I'd built and painted the 20th Century buildings last year, after Andy bought them for use with his WW2 figures.

One of the challenges had been finding a ruleset that reflected the spirit of the TV series.  The usual move/shoot wargame just didn't feel right for these figures - it needed something to allow the characters and humour to come through, without lots of firefights and consequences that wouldn't be appropriate in a family-friendly sitcom.

I finally found a role-playing ruleset called Dead of Night that someone had once used to run a Dad's Army horror RPG session.  I didn't want the horror but the story-telling aspect really appealed.  Rather than any detailed rules, the players (and the gamemaster) describe what is happening, make a few rolls when necessary, but together move the story on in a hopefully exciting and amusing way.  I made a few amendments to the rules, created some character sheets, wrote the scenario and we were finally ready to go.  The players and the characters went together pretty well...


Introduction

It is late summer 1940. The air war in Britain’s skies is raging. The people of the small town of Walmington-on-Sea, on England’s south coast, watch the German aircraft fly overhead every day. This may not dampen their spirits but it does increase their fear of invasion.

Like most towns, Walmington-on-Sea is defended by Local Defence Volunteers (or the Home Guard) and Air Raid Precaution Wardens. Walmington’s Home Guard platoon is part the Queen's Own Royal West Kent Regiment, and is proudly commanded by Captain George Mainwaring. The platoon meets most evenings in the hall adjacent to St. Aldhelm's Church.

It is the end of the working day and the platoon members are due to meet shortly in the hall for a briefing before heading out on a night exercise.


Scene 1: “There is a war on, you know.”

Jones and Frazer shut up their shops.  Mainwaring, Wilson and Pike closed the bank.  And they all started to make their way to the church hall.  As they passed the village pond, a flock of geese started to attack Captain Mainwaring.  Fortunately Wilson had some breadcrumbs in the bottom of the bag in which he'd taken his sandwiches to work.  The geese were much more interested in the breadcrumbs than Mainwaring's trousers, so they all continued down the High Street unhindered.

Once they remembered they'd left Godfrey up at his cottage and sent Jones to fetch him, all of the First Section were present and correct and met up with Sponge's section in the hall.

Scene 2: “I say, would you mind awfully forming three neat ranks?”

Mainwaring briefed the troops on the planned night exercise but as they went to leave, the phone in the office rang...

“Mainwaring, it’s Colonel Pritchard. Some of our brave boys brought down a Luftwaffe plane earlier this afternoon. It crashed north of Walmington-on-Sea and the aircrew were picked up by Captain Square’s Eastgate platoon. Somehow, don’t ask me how, they managed to get away from that buffoon Square and stole a taxi. We think they are trying to make it to the coast and could be coming through your town any time soon. You must catch them and hold them overnight. You may as well see what you can get out of them.”

Scene 3: “Are you sure that’s wise, Sir?”

Sponge's section was ordered to the far end of the High Street where they broke down the fence around Godfrey's cottage in order to encourage the sheep to block the road.  Jones and Wilson encouraged Mrs Fox and Mrs Pike to seek refuge in the Red Lion.  Sponge rang from the phone box to report that he could see a fast-moving taxi in the distance.  Jones then drove his van up to block the road.

As the taxi entered the town, it swerved to miss the sheep and then Jones' van and ended up on its side.  A German aircrew emerged.


A couple surrendered straight away, another was shot by Jones, and another made a break for it.  Pike attempted to shoot over his head but failed the roll, and shot him in the heel instead.  Pike climbed on top of the telephone box to cover their prisoners with his Tommy gun.


Jones tied some rope to the taxi and righted it with his van.  The prisoners were then escorted back to the church hall - after another altercation with the geese, one of which Frazer took back for his Sunday roast.

Eventually, Frazer had the bright idea of searching the prisoners and found the officer was carrying a copy of Germany's invasion plans for the south of England!


Wilson unloaded all the confiscated weapons and rang HQ to report on the discovery of the invasion plans.  HQ ordered them to hold the prisoners until the following day when a courier would arrive to pick up the plans.  Jones took the plans to the bank to be secured in the safe, planning to have a snooze next to the phone.  Pike luckily had the keys on him, and the Verger was convinced to make a second copy of the plans.

Scene 4: “A typical shabby Nazi trick.” 

As dawn broke, the Verger burst into the church hall: “Parachutes, Captain Mainwaring, parachutes. I seen ‘em coming down over the town. I don’t know what his Reverence will say.”

Oberleutnant Muller: “Our rescue party is here already! These plans will soon be safely back in Germany.”

Eight paratroopers dropped in randomly over the town, although mostly around the sea end of the high street, even one straight into the graveyard at the back of the church hall, and one whose chute caught on the church spire.  This led him to be dangling right in front of the window where Fraser had taken up a sniping position.  A quick shot cut through some of the parachute cords, leading the German to drop down a few more feet, enabling Captain Mainwaring to knock him out after a couple of blows with his pistol butt.


The German prisoners started shouting out where the plans were being held, as all conversations had taken place in front of them.  Wilson gagged one with his only handkerchief and then Mainwaring gagged the rest with Pike's scarf.

Wilson shot at a precarious gravestone which toppled over, pinning the unlucky German paratrooper to the ground.  Another German shot at Frazer, missed him but knocking his dead goose out of his hands and into the church doors.  In an extremely unlikely shot, Pike managed to tear a strip down the back of a German's uniform, rendering him harmless if somewhat embarrassed by his nakedness.

Mainwaring broke down the door of Frazer's shop in order to bluff the German in the back garden to surrender.  After calling from the bank to see what was happening, Jones managed to shoot a German who had climbed on top of a truck.  He bounced off the roof, on to the bonnet, and on to the floor, where PC English promptly arrested him and handcuffed him to the truck.


Two other Germans hotwired Hodges van and started driving down the High Street.  Even though they were driving on the wrong side of the road, some members of the platoon didn't realise the threat.  Fortunately, after they'd exited the vehicle near the church hall, they faced a hail of gunfire and the remaining German got dragged backwards and forwards by Frazer in the van.

Scene 5: “You’ve all done very, very well.” 

With all the Germans rounded up in the church hall and the plans still secure in the local branch of Swallow Bank, Walmington-on-Sea was safe once more.  Colonel Pritchard turned up in a taxi to congratulate Captain Mainwaring and his men, and relieve them of the vital plans.

Summary

The players really got stuck into the scenario, with a particular mention in despatches for Andy who even turned up dressed up as Jonesy in full Home Guard uniform!  Everyone played up their character's strengths and weaknesses, and there was a lot of laughter.  The Gamemaster was much relieved!  Here's a little video of the game table:





Peloponnes & Alea Iacta Est - 12 November 2014

Another play for a couple of firm favourites.  Lots of fun with Peloponnes as always.  Empires grew, and then most of them crashed and burned.  But David secured a strong win with 33 population and 32 prestige, followed by Andy with 15/21, Kieron with 12/25 and turning in a truly dismal performance going from 18 people to 1 in the final turn, James with 3/28.

However, dignity was preserved as James then won Alea Iacta Est with 56 points, followed by David on 48, Andy on 47 and Kieron on 44.

Saturday, 1 November 2014

20th Century - 30 October

Four at Adrian's for a go at 20th Century, a game with little bits of everything neatly arranged into a very satisfying experience: Power Grid meets Puerto Rico meets Carcassonne meets Steam.  Some asymmetric play went on, with Deej building a large territory, Andy going for money, Adrian trying to minimise the amount of rubbish, and Kieron adapting his tactics each go whenever someone pipped him to the draw.  In the final analysis, Adrian's flower power was enough to take him just out ahead of Deej.  Scores: Adrian 108; Deej 100; Kieron 79; and Andy 71.

Saturday, 25 October 2014

Battle of Worcester - 19 October 2014

The Battle of Worcester took place on 3 September 1651 at Worcester, England, and was the final battle of the English Civil War. Oliver Cromwell and the Parliamentarians defeated the Royalist, predominantly Scottish, forces of King Charles II. The 16,000 Royalist forces were overwhelmed by the 28,000 strong "New Model Army" of Cromwell.

Our version of it took place at Jonathan's last weekend using Warhammer ECW rules, with David and James' Parliamentarians attacking Jonathan's well defended Royalist position.

The Parliamentarians got off to an aggressive start in the middle and on the right flank, throwing everything forward, and then watching mostly everything running away.  Salvo fire from the Royalists requires a leadership role to test morale, and our leader Cromwell didn't arrive on the table until turn 3, so we were failing tests all over the place.

Fortunately when the veteran red coats of the New Model Army turned up, things picked up for the Parliamentarians.  Despite some incredibly inaccurate artillery shooting, the Royalists were starting to lose units, under pressure from James' cavalry on the right flank, and David's mixed forces coming over the river on the left flank.

The final outcome was as expected but I suspect the early losses of the Parliamentarians meant their victory was not as strong as historically.



Cheesy smile from Oliver C...


Very well defended farm on the outskirts of Worcester...


Responsible for many craters but very few casualties...



I am not charging that pike block...




General Leslie rather isolated as the Parliamentarian cavalry pursue fleeing Royalists behind him (although he managed to escape)...




Reinforcements courtesy of Charlie...




David's raw recruits valiantly (and successfully) charge the gun...






The Scots start to break on the left flank...





Thursday, 23 October 2014

20th Century - 22 October 2014

First games night play of Kieron's 20th Century - a game seemingly designed by putting Carcassonne, Pelopennes and Power Grid into a blender.  Fortunately, the resulting concoction works rather well and is a lot of fun to play.  A variety of strategies can be employed.  I can't recall what everyone tried but it looks my winning strategy of minimising rubbish worked for Adrian the following week too.

If I've remembered who had which colour correctly, the photo finish shows the final scores to be: James 127, Stuart 122, Kieron 103, David 97 and Andy 88.  We sorted out a number of rules clarifications before we started (which meant Kieron failed to emulate his previous winning score of 175!) but one I did realise I abused was using the train to transport a worker further than I should, so think the moral victory goes to Stuart.  (I still think moving them just to an adjacent city is pretty useless in a game where you are building a railway layout, but them's the rules, and no-one's raised it on BGG).

Wednesday, 15 October 2014

Village - 15 October

I have a rule of thumb that goes 'If you are stupid enough to show any competence at something then you'll be asked to do it again'. I should have known that the plaudits (well plaudit) for last week's write up would result in me being suggested for this week's effort.

Kieron, James and David had a foggy drive over to Andy's for a game of Village. We played the expanded version with the addition of the pub.

Andy went all-in on the market, acquiring a huge stack of chits. Kieron played the market for a bit, but then switched to a gold/council strategy generating lots of gold and converting it to victory points. James concentrated on travelling and towards the end of the game was able to gain some positions in the church. David went for a more balanced game - some market, some travel, but kept ahead just enough in the church to earn the bonus points each turn.

Tactics around the balance between spending time (and killing off your people) and influence (a scarce resource) varied. James rattled through his family at quite a rate but as a result ended up with lots of influence cubes giving him a lot of options later in the game. David was at the other extreme, spending influence as it came in meaning he had more people to spare but had very limited choice of actions.

As the end game approached both the Chronicle and the pauper's graveyard were almost full. James had five in the Chronicle where as Kieron only had two. On the other hand, Kieron was stacking up 9 or even 12 points a turn just from use of the council.

James triggered the final round on gaining the final travel location with the final graveyard space being filled. This caused David to utter a rude word (earning a fine of his match fee and a 6 month ban suspended for 1 year) as he realised his cunning plan was for some reason based on thinking James was playing yellow not red. The resulting brain meltdown caused him to think of an even more cunning plan securing the a fifth spot in the Chronicle and victory.

Final scores: David 66, James 59, Kieron 58 (for the second week running being pipped by 1 point by James) and Andy 40.

We concluded that we would probably leave out the pub next time as it slowed things down a bit and the game is good enough without it. Despite the variety of strategies the top three were very close.

Thursday, 9 October 2014

Hamburgum - 9 October

At a long overdue curry evening we agreed to reduce our game variety so that we could concentrate on a smaller set of games and take advantage of the fact that we'd remember the rules. In this way there would be shorter set up times, better strategies, fewer rule 23 moments and much fun and hilarity.

We implemented Project "Old Farts With Poor Memory and Little Patience" immediately with a quick return to Hamburgum. To demonstrate how much better things were, Andy promptly asked what the rules were, Kieron managed to mistakenly misremember the missed rule from last time and James forgot the scope of the donation chits. David sat crowing about his vastly superior memory until he later realised that he'd forgotten a rule printed on the player guide in front of him about always being able to sell goods to the bank for the knock-down price of £30. Not much use early in the game when goods are going for around £100, but pretty useful at the end game when the trading price is £50.

David got the jump on the others and built up an early lead making use of lots of buildings. Kieron and Andy stalled near the start but Kieron started coming back in the mid-late game. James kept his donation scores quiet for as long as possible making it look like he was in a worse position than he really was.

At the end game, Kieron and Andy loaded the dockyard up with ships and made a play for the ship donations, building up a large score. This effectively stalled David's game - limited trade options meant that he never managed to put the funds together to complete a church. Instead he had to make do with picking up as many cheap donations as possible. James completed a couple of churches and picked up some very useful donations along the way.

The final scores were very close: James 81, Kieron (who really thought he'd won for a moment) 80, David 78, Andy 52.