Thursday, September 9, 2021

No Mr. Bond, I expect you to roll a 6

 Working on some James Bond rules with Mr Whitehouse. 

The evil villain Mr. Greysuit has kidnapped a scientist and his daughter to force him to work on his doomsday device.
Bond arrives at the cantina to meet his contact, Honey Bakedham. 
Unfortunately,  enemy agents have her under surveillance....
Honey goes for the car, the thugs in pursuit. 
One fails to slide across the hood/bonnet, landing poorly.  Bond dispatches the other with the car door.
The heroes tear down the road, where Honey reveals Mr. Greysuit's hidden villa (across the road from the cantina).
Sneaking into the compound at night, Bond first encounters Haha, Mr. Greysuit's Voodoo Lieutenant .  He gives Bond a key to the villa before vanishing in a puff of smoke.
Bond takes the key, but realizes it was too easy, the door is trapped!  Have to find another way in.
Haha's pet, Ronnie the chimp runs off into the jungle after trying to attack Bond.
Bond's CIA allies arrive, Bick Lighter and Goldie Magnum.
Greysuit escapes out a secret tunnel.  "I'll get you next time, Mister Bond!"

"Honey, it's the end of the game.  Do you mind if I say something rather suggestive and inappropriate for a modern audience?"


Thursday, September 2, 2021

Fortunate Suns. Playing Dark Sun Vietnam.

We played the game using Dark Sun skirmish rules.   These include some "Cthulhu like" super natural elements,  but we didn't use those in this game.
This game was two players representing a US  platoon with some heavy weapons vs randomly generated enemy/civilian/supply caches run by the umpire.
The US players goal was to clear objective markers scattered around the table.  Each player also randomly drew a personality card for their leader who had special abilities and personal victory conditions (in this game based on the characters in Platoon.  Dan was Sgt Elias and Howard was Lt Wolfe).
Dan's first markers were a single civilian and a rice cache.  Howard immediately stumbled upon some local force VC exiting a hut and the firefight wounded one of his men and killed half the VC and sent them running.
Sending a fire team in pursuit, they triggered a second VC team, this one in ambush. 
That fire team was cut up pretty bad with almost all wounded or out of action until both US squads were able to converge and apply all their fire power to end the threat.
Lt. Wolfe next encountered some villagers in an ox cart traveling down the roLet.
Then I drew the Ace of Hersts which signaled all civilian figures on the table to suddenly become armed VC (had to use Empress brilliant dual figure range that has matching armed/unarmed civilians).
The old farmer pulled a hidden grenade and threw it at Elias as he ran away.
The peasants produced assorted weapons from the ox cart and shot up Lt Wolfe command team with several wounds.
Then a random event card triggered s heavy monsoon, reducing visibility which allowed the VC to escape, ending the game.
The US forces had cleared most of the objective markers and although several wounded only 1 or 2 killed so it was a US victory.
Sgt Elias personal victory goals were to have the least casualties in his squad, which he did, so Dan was the overall winner.


 Without monsters....

Dan's impressive Empress 28mm collection. 













10mm Marlborough man

 Testing out Howard's new game for 1700s Era. Grid based.  10mm figures.