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08/03/07
- The High Ground: with points awarded to the membership
in exactly the same fashion normally used for the club's American
Civil War tournament, but this time with a battle set in the middle
of the Franco Prussian War.
At
right, French infantry and North African Turcos fortify a farmhouse/village,
one is never exactly certain of the ground scale in the club's games.
Despite its prodigious defenses this feature isn't really worth
many victory points to the French commander, as it is deep within
his rear area off to the left flank.
At
right, congestion in the Prussian center. On the left artillery
and heavy cavalry try to squeeze just that extra bit of movement
from the main road, represented here by the not so photogenic white
masking tape. In the center and on the right, several Prussian infantry
brigades maneuver in order to both advance on the French AND stay
off of the road. This is shortly before 'All the French Cavalry
in the World' erupts onto the scene. Subsequent to which event Haptman
von Lewis remarked, "We really do seem to be outnumbered. Why
are we attacking here?"
Not
shown, just to the left of the previous photograph, Uber Brigade
Commandant von Bratwurst (because Bratwurst is German for Weenie
- sort of) launches an infantry assault on some French troops cowering
in a wood. It is only after the charge begins that a French sub
commander informs him that his poor eyesight has caused him to misinterpret
the nature of the French troop stands. What Bratwurst thought were
decorative command stands turn out to be several units of Miltrailleuse.
(That's hand cranked machine guns for wives/girlfriends/civilians.)
Needless to say, von Bratwurst's attack did not develop as he had
hoped.
At
right, more French infantry in another fortified farm/village. However,
this geographic feature is on the right flank, and deep within the
Prussian deployment area. Consequently it is worth many, many victory
points to the French commander. The umpire did not expect a French
success on this flank, but after a series of Prussian attacks (in
very unexpected formations) and some very impressive dice rolls
on the part of the French subcommander, the entire Prussian flank
collapsed and fled in disorder. The Prussian subcommander would
have received more criticism had not all the Germans in the center
and on the right flank been running away with equal speed.
08/10/07
- The Mexican Revolution: An actual bank robbery conducted
during the club's excursion into the Wild West. At right, the main
street of Agua Prieta. The small brick building on the right is
the bank. Behind the bank the large yellow structure, which manages
to show up in almost all the club's Wild West games, is the Cowtown
Hotel. Beyond the Cowtown Hotel, and in its shadow, is the headquarters
of the local police. At the end of the street the large white compound
is the Federale barracks.
At
right, a closer view of the Federale barracks, revealing that the
model was obviously some sort of mission before it was appropriated
by the club to serve as decorative terrain. Please take note of
the lovely fountain in the center of the courtyard, and the two
Federales responding to an alarm from the bank. Actually, the alarm
hasn't sounded yet, so at this point perhaps the infantrymen are
just out for a stroll with their Mauser 98 rifles in hand?
Below,
Joe Hill and Elfeugo Baca across the street from the bank.
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The
'Gap Tooth Gang' or maybe the 'Donavan Gang,' perhaps it would be
more elegant to say 'Gap Tooth Donavan and his gang' embark upon
their plan to loot the bank using the by now traditional diversion
of stampeding cattle down mainstreet. Frequent readers may remember
at least three past games in which this very same ploy was attempted,
frequently with disastrous results for the criminal neredowells.
However, this time the plan actually seemed to work, with terrified
bovines serving to isolate the bank from the police station, the
Federale barracks, and even the saloon across the street. At right,
a local citizen (and a non-player character) is trapped in the stampede
whilst stunned union organizers look on from the Saloon.
At
right, more gang members position themselves on the balcony of the
Land Office and blaze away at the lone policeman who has retreated
to the roof of the bank. To the right of the office Joe Hill, a
local union organizer, is crossing in front of the alley. This position
necessitated much discussion on the part of the membership, because
one of the gang members was at the end of the alley and he wanted
to 'Plug the guy in the overcoat.' After much heated argument it
was decided that shooting at Joe would not be a violation of "The
Code of the West," because even though the figure was presenting
its back to the alley the character's movement indicated that he
was not being 'backshot' but only 'sideshot.' (If that is in fact
a valid term of western gunplay.) Perhaps this might be a good point
at which to explain the dice next to each figure. Members have complained
that the rules system, with its use of cards for determining movement
turns, often forces characters to remain immobile for the majority
of a game. The ingenious umpire thought that if each figure received
a dice that was incremented each turn then characters which had
not moved on a turn could roll against the dice and if the result
was equal or less than that on the dice marker, then the character
would be allowed to move even without having turned up the necessary
card. This idea merits further experimentation, because early in
the game the umpire dropped Joe Hill's movement card on the floor
without noticing it, and the only way Mr Hill managed to move for
the rest of the game was through use of these dice markers.
At
right, half way between the bank and the Federale barracks is the
'Jizumnasium.' Clearly some sort of western entertainment emporium.
Lying in the street, partially obscured by the tree, is a wounded
Federale whose trip from barracks to bank has been prematurely terminated
by one of the American bandits.
Much to the umpire's surprise, the robbery was a howling success
with the bandits escaping under the heavy burden of numerous money
sacks, and none of them were kilt... On the other hand, one
of the members who was supposed to be running a non-player policeman
cut a deal with the bandit leader, betrayed law and order south
of the border, and began firing at his fellow law enforcement officers
while everyone was still inside the police station. The model building
was very small, so the numerous players involved were forced to
keep track of their movement on a small piece of notebook paper
as they spent the entire game blazing away at each other inside
a building that was only 3 inches square. And again, no one was
kilt.
At
right, the lone policeman who defended - heroicly, but unsuccessfully
- the bank whilst his compatriots shot it out inside their own police
station.
08/17/07
- AK-47: For those new to this rules set it appears to
be a simple and quick way to recreate Third World conflicts specializing
in Africa of the post colonial 1960's. Players spend points on building
their combat force, then save some points to spend on a sort of
flow chart that lets them improve their troops, or inconvenience
their opponents. Then the game is played for a number of turns mandated
by more dice rolls by the defender. Then any points left over from
the beginning of the game are used to buy more dice rolls which
are added to the victory points won by seizing terrain features.
Got that! Good. On to the game.
At
right, an actual 'Helicopter Shot.' Well, at least for the very
first time there is a helicopter in the shot. To the left 'US Backed,
Military Totalitarian' warlord troops move forward against 'Religious
Fanatic Anarcho-Syndicalist' rebels. At least that's how the editor
remembers the titles of the various sides in the game. Perhaps from
now on we'll just refer to them as Warlord and Rebel
troops. In the oasis behind the hill, and partially hidden by that
helicopter, the most aggressive of the rebel troops have already
suffered casualties. Mostly from the detestable helicopter.
At
right, rebel infantry shuffle sideways across the front of a built
up area after pummeling Warlord infantry with small arms fire. The
inverted stands to the left are the unfortunate Warlord troops who
are either dead, wounded, or just very frightened. I forget which.
Meanwhile, Rebel tanks maneuver around the north side of the skyscrapers.
The Rebels are feeling pretty cocky, as all the terrain features
with victory points are way off to the right of the photo, and the
Warlord units are all coming in from the left. At this point one
should describe the mounting disbelief on the part of the umpire.
It was his opinion that the game would only last a few turns, but
the Rebel commander kept rolling 1's on his 'End the Game Now' test.
So the game just kept going, and getting better and better for the
Warlord troops. Did I mention that the Rebels kept failing their
reinforcement dice rolls?
At
right, now follow me here, from top to bottom; somebody's drink,
the oasis from the very first photo now containing only the few
survivors of the Rebels most aggressive unit, the Rebel's most magical
and exotic unit (which received all sorts of combat bonuses from
the pre-game dice rolls) rushing towards the middle oasis, a Warlord
infantry and tank unit blasting the aforementioned Rebels with long
range fire, an empty bowl that previously contained salty and unhealthy
snack foods.
Shortly
after this photo was taken the Rebel commander, in a sportsmanlike
gesture, reminded one of the Warlord subcommanders that if he
only moved his helicopter over that hill to the right, then the
rebels could not claim the hill as an uncontested victory condition.
The helicopter promptly moved over the hill, and into point blank
range of the Rebel tanks from photo #2, which where hidden from
the 'Helicopter Player' because of the location of the built up
area. The Rebels were still down some 20 points, but they rolled
so well in the 'Post Game Dice Roll, None of the Members Really
Quite Understood What Was Going On Phase,' that they won the game.
08/24/07
- Colonel Winky's Colonial Campaign: Now famed in both
story and song, at least within our club's colonial campaign, 'The
Ashanti Game.' At right, from the British side of the table, her
majesty's forces in Ashantiland move forward in a formation guaranteed
to prevent the nefarious natives from slipping around one of the
flanks. The Grenadier Guards, strangely, are on the left with many
sailors and Royal Marines in the center.
Now
keep in mind that according to the rules the Ashantis shoot poorly,
because they tended to load their muskets with buckshot for hunting
monkeys, and fight in close combat with something like a wooden
soup spoon. (Actually, I think that they must not have even had
the spoon, based upon their abysmal hand to hand combat rating.)
So the King of the Ashantis decided to concentrate on the British
left flank in the hopes that the British commander might misinterpret
this as only part of the native host when it was in fact almost
the entire male population of Ashantiland. At right, the intended
targets of the native attack, the Grenadier Guards.
Below,
the natives wait until the Guards march into a clearing, discharge
their muskets using the 'not quite so awful first time shooting
column' on the muketry chart, and then rush them from all sides.
With each passing turn more Ashanti appear as the native players
whisper not to quietly about their enourmous quantitiy of units
in reserve. Below right, member states in disbelief at the Ashanti
assault.
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At
right, 80% of the Ashanti army press the survivors of the Guards
back towards... the beer bottle, um... towards their own camp. Meanwhile,
far to the left of the photo, and industrious Ashanti subchief is
spending enormous amounts of time and effort making many off table
moves and tracking many units on his hidden movement map. There
is, in fact, only one more native unit remaining and it is just
to he left of the photo. However, through the use of just 2 skirmishers
and some very theatrical bookkeeping he has convinced the British
commander that he is maneuvering forces in excess of several Soviet
tank divisions.
No
photo available, a succession of native survivors from the Ashanti's
first assault nip around the British left flank and seize the decorative
bell tents (to bad we don't have a photo, they really are lovely
models) representing the British base camp. There's not really very
much that they can do with their depleted numbers, but they're hoping
that British fire will accident;y ignite their own ammunition reserves.
This most cunning of natives ploys did not quite pan out, but they
came very close on some of the dice rolls.
At
right, to the left of the photo 3/4 of the Grenadier Guards colonel
as he pulls back the left flank under continued, but flagging, Ashanti
pressure. In the center the, obviously stunned at his own unexpected
success, King of the Ashanti contemplates his good fortune. Off
the bottom of the photo the British right flank has pulled back
to defend the camp. Shortly after this the British commander withdrew
back down his line of supply, convinced that he was facing vastly
superior forces. However, there were only 19 more natives on the
table than imperial troopers. Clearly an engagement won through
luck, guile, and theatrical off table map movement.
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