My View

My View

Sunday, 31 August 2014


Apologies for the gap in posting. I have been busy. I have built up a backlog of photos and games to blog about. I'll go with the most recent, as I am more likely to remember how the games went! Some of the posts may end up as just acollection of pictures.
This past week I managed two nights of Gaming.
On Wednesday, I took on Del in our latest game of In Her Majesties Name. We played the 'Bad Jack' scenario, involving an escaped mutated lab experiment, with both factions trying to track it down.  
The opening positions.
Using a bit of narrative gaming, we determined that the monster was being developed by Del's faction and they were determined to destroy it, and any  evidence pointing to them. Scotland Yard were there to protect the populace, destroy the monster: and it's owners!
The Monster.
Del managed to find a suitable figure from his collection.Here it is, on the roof of David's Wulsung building which stood in as the lab.
The monster escapes.

David controlled the monster, it would always attack the nearest figure in sight, until then it moved randomly.

The monster attacks Del's mutants. The Yard moves round the back of the building.
Both sides converged. Del's mutants got in first and attacked the monster
The Yard move in, taking fire from Del's supporting characters.
The Yard firing line moves into close range. The hits, though not killing it, have made the monster go Berserk!
In the last two moves, some characters are knocked down and one wounded, but subsequently saved by the medical skills of the Good Doctor!
The game started off with Del's force attacking the monster, but not making any impression. My Scotland Yard were more cautious. They formed a firing line and used volley fire. This caused some hits on the combatants, but good pluck rolls meant no kills. The rest of the Yard moved round the back of the lab, and engaged the rest of Del's force. The game ended in a draw, with the only loss being one of Del's mutants.

The game was really enjoyable. It ended up in a great mass melee, with no one gaining the upper hand and suffering no casualties. The monster broke free. It will no doubt make an appearance in future scenarios.

I had not expected to be gaming on Thursday, but Rick's business meeting had been cancelled, so he arranged a couple of boardgames at short notice. We had another go at Trenchzone Rick had acquired the Tactical Advantage expansion.
We used hidden deployment, masked by the game box.
I set up looking to send an assault down my right flank. I managed to build up my forces and take out Rick's fortifications.

Early stages of the game. Note the Tactical Advantage cards.
My tactical advantage card gave me a melee advantage in one section. The other two cards were decoys. I sent my attack over the top, knowing I had a 'charge' card which would allow me to move two zones at once.  
Later in the game. The attack from my right trenchzone is hit by a gas attack. Rick also played a 'Rain'card, stopping movement by the attack. To make matters worse, he also played an 'engineering' card to add wire to the zone that I had already cleared.
Rick had other ideas! He stopped my attack by playing a 'rain' card, This stopped forward movement as long as the card was in play (stayed for three turns!), He then attacked with gas. This also lasted three turns. This, and artillery bombardment, destroyed my attack, earning 2 VP.

He then launched an attack of his own. His tactical advantage card added extra forces to each attack. As he had destroyed my artillery and most of my pillboxes, he was able to attack my middle trenchzone. He managed to break in, and win the game.

This was more enjoyable than our last attempt, as we had a better understanding of the game. It has a lot or replayability. More importantly, it brings home the futility of this type of warfare.

This game took so long that we were not able to have a go at Manouvre. We did have a go at , but it was just a quick familiarisation.

A busy two nights gaming.

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