Friday, 4 October 2019

Ambush! Mission 2: Advance to Chasoul - 2 October 2019


From the back of the box:

Ambush! is the solitaire game of combat, adventure, and heroism in World War Two France. Using a ground-breaking development of the programmed paragraph solitaire system, Ambush! gives the player control of an American squad, faced with a variety of missions against an ever-changing, hidden German foe. The variable events, innumerable tactical options, and wealth of unexpected occurrences make Ambush! a solitaire gaming experience unlike any that has gone before. The easily learned rules are specially designed to get the player into the action within minutes. The player selects and arms his squad, providing each soldier with command and initiative ratings, perception, weapons skill, driving skill, and movement capability. After selecting one of the eight missions provided, the player sends his squad into a mission map to conduct operations called for in the mission. Soldiers move freely, as far as the player wishes, checking for events each time they move...until the sequenced action rounds are triggered by the whine of German bullets!

I played this a lot with Duncan in the mid-nineties.  But apart from a couple of games with Kieron and one with David, it hasn't come out much in the last twenty-five years.  In that time, I've collected all the expansions, so was keen to kick-start it again when there was an opportunity.

David and I dusted off our (decade-old?) Squad Record from Mission 1: Bloody St Mick and set up for Mission 2: Advance to Chasoul.


Our squad had to check out all the buildings in a village.  We approached from the west and decided to swing round and approach the village from the south.  Privates Greggs and Harris stepped out of the woods and surprised a sniper in a small building.  Harris instantly bought it but Greggs rushed in and assaulted the German who promptly surrendered.  A Pyrrhic victory as Greggs had to spend the rest of the game very honourably escorting the captured prisoner.

Further round the village, after spotting and disarming a boobytrap in another building, Sergeant Barraclough spotted a second sniper, and sprayed the distant building with his sub-machine gun, taking out the enemy with a lucky shot.  Shortly afterwards, Private Dawson surprised three Germans in the woods and a big scrap ensued, with Barraclough capturing the officer.

Suddenly, a Messerschmitt ME109 flew overhead strafing the village but fortunately missing the squad.  It returned again later and Captain Abernathy raised his Browning Automatic Rifle, took aim and against all the odds, penetrated the fuselage and downed the fighter. 


With all the Germans dispatched and the village cleared, a reinforcement Jeep with a handy Medium Machine Gun unexpectedly arrived.  Private Johnson put up with all the insults when he finally arrived at the railway station where the squad and their two prisoners had gathered.  After a moment to remember Harris' sacrifice, Dawson started to brew up.

The squad gained 19 points for the buildings explored, 1 point for the appearance of the ME109 and 7 points for the various Germans killed or captured, for a total of 27 points.  They lost 2 points for the regrettable death of Private Harris and so just managed to achieve the victory condition of 25 points.  With their chests (and stats) suitably swelled, they set off - next stop Belgium.

Monastery attack - 17 September 2019

Six samurai controlled by James attacked a monastery defended by 4 monks and 4 hired fighters, controlled by Andy and David.


The monks' fighters were drawn from the newly painted groups of bowmen and aquebusiers:



These started to inflict some damage on the samurai rushing the front steps, although the heavy armour proved pretty impervious to arrows.


The least bloody samurai then mounted the steps and engaged the monks.


Except one who nipped around the back...


There was a lot of bloodshed on the top of the steps and the lone samurai survived his engagement with three fighters until the end of the battle.


At the end of the ten game turns, all of the monks were dead and so James claimed a victory.  But as a couple of hired fighters were still limping along in defence of the monastery, David & Andy claimed a victory too.  Only the GM and blogger knows the true result...

Wednesday, 31 July 2019

Seven Wonders, Sushi Go, Ra - 18 July

Five player games at Adrian's saw us fit in two old favourites and a new try-out.  First up was Seven Wonders with Adrian and Kieron returning to the fold in first and second place (Adrian 62, Kieron 55, David 50, Stu 49 and Andy also 49).  We then tried the beautifully designed Sushi Go for two rounds of raw fish fun: Andy won the first, and Kieron the second (Andy 54, 41; Adrian 53, 42; Stu 51, 44; David 48, 46; Kieron 42, 53).  Finally David stormed to victory with Ra with Adrian barely breaking even (David 58, Stu 30, Kieron and Andy 17, Adrian 13).  A fun evening.

Thursday, 25 April 2019

Clank! & Medici - 24 April 2019

Back to the dungeon for original Clank!  With his very noisy robot causing lots of clank, James made a quick smash-and-grab and an early (low-scoring) exit.  David wasn't far behind.  Stuart and Andy made it above ground with Stuart collecting enough money and gems to more than make up for not securing the bonus 20 points for exiting.  Final scores: Stuart 87, David 73, James 68 and Andy 55.

Then we dusted off an old classic from Reiner Knizia, Medici.  Andy usually wins this (with luck and his Derren bidding skills) and managed to continue his run of winning a game each week.  Final scores: Andy 125, David and James 117, Stuart 57.

Monday, 22 April 2019

St Petersburg, 11 April

A textbook play-through of St Petersburg.  High scoring all round yet no one could fault Andy's technique.  Scores Andy 121, Adrian 116, David 111.

Tuesday, 9 April 2019

Japanese ladies, palanquin and a shop!

The impending Salute prompted me into some more painting last week.  I finished off the bearers for the palanquin:



and painted several Japanese ladies, one in the same kimono as that inside the palanquin so she can be represented on foot or carried.


I also put together another MDF kit from Salute....


...this time a shop in the machiya style of a traditional wooden townhouse.



As usual, the roof is removable.


Another building... almost

My break from MDF buildings didn't last long!  The cardboard Wild West town has now been completely replaced by MDF (see here and here) but a kit from 4Ground caught my eye at Salute.  It's a building under construction and so will look a bit different on the gaming table.



The roof is removable so figures can be placed inside.  Don't think the walls should provide much cover though!