Showing posts with label Mongoose Publishing. Show all posts
Showing posts with label Mongoose Publishing. Show all posts

Wednesday, 2 September 2015

JDMG: Street Rumble, Take Two (2015-05-27/2015-06-16), Part 3

It has been a while since we played this game, and again and again I have been forgetting to get this AAR written up.

The Street Girls swarmed the central structures.


Chico managed to down one of the opponents!


Then Groucho bit the dust.


Seeing his boss go down, Chico had to take a morale test, which he, foolishly, passed.


Harpo was hopelessly outgunned. Some weapons in this system are not worth their points, in my opinion.


Chico kept moving, trying to avoid being caught in cross-fire.


All the while, thins looked bleak for Harpo.


Climbing all over the industrial tower, he tried to get a shot in...


...but did not stand a chance against the superior firepower he was facing.


As the Ape gang was now reduced to under 50%, Chico had to make another morale test. Being a stubborn li'l bugger, he chose to fight on.


Trying to make the most of the ruined building, he enganged in a heavy firefight with the female gangers closing in on him from all sides.

He managed to take down one of them, but succumbed to heavy cross-fire, which was stastitically the most probable outcome, anyway.








All in all an enjoyable game.

The house rules havbe proven themselves to make for a more cinematic game with lots of movement and wild firing away.

We did, however make a few adjustments, so the final version of the house rules are this:

Move and shoot:
A model may combine any movement action with shooting. If it is the model's first movement action this activation, it shoots at -1. If it is the model's second movement action this activation, it shoots at -2.

Movement Agility Bonus:
If a model makes at least one FULL movement during its activation, it gets a +1 bonus to Agility versus shooting only until its next activation.

Monday, 15 June 2015

JDMG: Street Rumble, Take Two (2015-05-27), Part 2

The Chimps got spurred on by the success of their Gorilla leader.






Zeppo ran up to one of the 'Runners and bashed her over the head with his club
Meanwhile, Chico felt outgunned , and moved to flank the opposition

Harpo used the cover of the industrial complex to try getting into an advantageous position.
One of the 'Runners started spraying Zeppo with hot lead...

...while Groucho was facing a lot of opposition...
...and, in a blood frenzy, decided to try getting up close and personal.

While Chico kept circling the street ladies...

...Zeppo was quicly dispatched.

Trixie's girls were controlling the central sgructures at this point.
This concludes part 2 of this rumble.

We are going to finish the game tomorrow after a break that was forced on us by Real Life, and I expect to get the rest of the write-up done soonish.

Tuesday, 9 June 2015

JDMG: Street Rumble, Take Two (2015-05-27), Part 1

This game was (started) before I put up the last light bulbs, and the decorative shields, and I had not finished moving stuff around, either. As a consequence, the attic still looked a bit messy, but most of the mess has since been sorted, so no worries for Attic Attack!



Before moving the Sci-fi stuff to the attic, I assembled the buildings and barricades from the Necromunda Outlanders supplement, so I could almost fill the board with industrial buildings and ruins.

I am planning a big purchase of ruins from Ziterdes later this summer, as I have just entered the Frostgrave 'Nickstarter'  at wizard Lvl 3, and some of those ruins will be very fitting for sci-fi gaming, too!

I shall not make this purchase until after we return from our summer holidays, though, as I need to take the financial state into consideration, that the vacation leaves in its wake.

Below there is a link to the 'Nickstarter', should someone be interested in the game; it seems to have a theme similar to Mordheim, but in a ruined, frozen city, and with much more focus on wizardry:

http://nstarmagazine.com/FROSTGRAVE.htm

For this Street Rumble, I made a gang from my painted apes (purchased second hand from a LAF member some years ago).

Groucho, the Gorilla, with the Chimps Chico, Harpo, and Zeppo.

Ulolkish again played Trixie's Midnight Runners, and I was heavily outnumbered right from the start - but I have corrected some cut-and-paste errors on the girls' roster, as a lot of them were recorded with a non-existent armour value, so my apes should at least have more staying power than the opposition.

We started out using the following House Rules to try them out:

1: Moving and Shooting
It is possible to combine a move action with shooting; with a -1 modifier if moving/shooting without having moved first, -2 if moving/shooting after already having moved this activation.

2: Moving Target
It is more difficult to hit a moving opponent than one standing still. Thus, each Move and/or Move/Shoot action during an activation gives a model a +1 Agility modifier for rolling to avoid being hit (thus, up to a maximum of +2 per Phase). This modifier is immediately lost when the model is activated in its next phase.

The red markers are movement markers, one for each movement made.

The game started with my apes crawling all over the industrial tower near my table edge - the Apes treat vertical surfaces as horisontal for moving, as long as they can end their move on a horisontal space - and Trixie's street girls fanned out to cover as much open space as possible.

Chico faced a 'Runner on the far left
Some 'Runners moved closer, using the ruins and the barricades for cover.


A rain of lead was exchanged over the central area.

One of the 'Runners had to buy it! Groucho grinned, and slipped another clip into his Spit Gun.
Two 'Runners closed in to avenge their fallen comrade.


This concludes Part 1 - stay tuned for the next episode!

Monday, 25 May 2015

JDMG: Street Rumble (2015-05-12)

After having played the introductory scenario twice, it was time to try out a full-scale fight between two street gangs.

I dug out some old models, and sat down to create a couple of gangs, and then I just had to find some modern stuff to populate the table for when Ulolkish came around to play a game.

As we played the 'Street Rumble' (not really that many scenarios to choose from in my old free version of the game), objectives were simple: Exterminate the opposistion.

I played the slightly smaller, slightly better armoured gang made up of old Necromunda Van Saar gangers, while Ulolkish took control of some Foundry Street Violence female minis (previously named 'Trixie's Midnight Runners' for a game of Flying Lead).

As it turned out, the rules somewhat favour setting your minis up in firing cover, as the two-actions-per-activation then mean you get to fire twice at visible targets, whereas moving minis will have only one shot (or none, if they use both actions for moving), and that - in cooperation with some insane rolls on Ulolkish' behalf - was instrumental in the complete annihilation of the Van Saars.

I tried maneuvering my gangers around the 'Runners', whereas Ulolkish took up firing positions, and very early in the game took out my sole rifle-armed Punk (who was the only guy who managed to take down an opponent), which left me outnumbered and outgunned for the rest of the fight.

I might have fared better, had I from that point concentrated on bringing as many guns as possible to bear on one target ar a time, but after my two wins in the intro scenario I was a bit over-confident and just kept to my initial plan of circling the opposition.

For future games, though, I shall propose some house rules regarding shooting and movement:

1: Moving and Shooting
It should be possible to combine a move action with shooting; with a -1 modifier if moving/shooting without having moved first, -2 if moving/shooting after already having moved this activation.

2: Moving Target
It should be more difficult to hit a moving opponent than one standing still. Thus, each Move and/or Move/Shoot action during an activation should give a model a +1 Agility modifier for rolling to avoid being hit (thus, up to a maximum of +2 per Phase). This modifier is immediately lost when the model is activated in its next phase.

This should reward cinematic play style, and make it just a tiny bit more likely that some models end up in close quarter fighting.

Next time we play, it will be in Argonor's Attic, and I hope to pursuade Ulolkish to try out my suggestions.

Meanwhile I have been constructing a large Isengard army for GoB out of already painted minis, so I am going to try to get a game or two going soon, as I have the whole week off, and it would be a terrible waste of leisure time, not to push some minis over a table!

Below, you can almost track the development of the game, and I shall not use many more words to describe gthe fight, as it turned into a very one-sided affair.

When rolling for injuries, though, all my gang members came out without a scratch, so apart from not earning a whole lot of Credits from this game, the gand is as good as new, and I can spend the earnings on some needed changes in equipment!








My leader just could not get behind those girlies,




No matter where he ran, guns were pointing his way.


Fnal showdown of my leader.

Last Man Standing, the sole surviving Juve heroically tries to gun down Trixie,
but fails, and bites the dust (or concrete)