| British Bulldog landship |
| A Minion ram transport |
| Another unit of Fenian light horse |
Some more air support for my Prussians/Germans. This is all part of my grand invasion plan that will include 4 'landing craft' flyers and an air cruiser. They will be accompanied with some water borne barges bringing in the armoured support.
Four crew and maybe a dozen passengers can fit with in her. Beyond the VSF invasion force I expect this will see service in some pulp games too.
Our second game saw the British up against a combined Irish and Minion force. As usual I fielded too much stuff, but at least I had a good grasp on the rules!
AAR can be found HERE
| The relief force |
| Town defenders |
| The minion town assault force |
| Minion blocking force |
| Irish blocking force |
| Irish assault force with Nanarchists |
| British & Prussian forces square off against each other while a melee continues on the hill between reservists & some steam powered jump troops |
So, we tried out the old Valor & Flesh & Steel rules by Bob Charrette, it went well. Unlike most of my games this was not set on Mars, but somewhere in Europe. An Anglo-Franco force went up against a Prussian force augmented by some American equipment. Basically I fielded what I could for British and Prussian forces and filled in with extra stuff from other factions. It was a meeting engagement with objectives placed in each opponent's side of the table.
| Canadian & Scottish troops, supported by automated M.I.M.E.s & a light MG tractor |
It only took 3-4 turns to play out, but that took a few hours as we were learning the rules. The rules themselve are a kind of difficult. They are not the best organized and I spent the week leading up to the game consolidating all the information that I could into a coherent format. There is just so much information in the rulebook much of it scattered throughout that it takes a few readings to find everything.
| A bold cavalry charge right in front of the enemy, thankfully the enemy had already activated & could do nothing to stop them! |
I made a few adjustments to the game. I altered the weapon ranges down to encourage closer action, and I got rid of the use of a deck of cards for fate numbers and damage charts, using D12s instead. I did keep a deck for peril checks but I will replace that with D12s as well. Oh and I also made the power of weapons somewhat variable by using an old fashioned average die with negative or positive modifiers. It allows for some variation when checking for armour penetration.
I have posted the AAR HERE!
So, I tried this game out solo a couple of time over the last few weeks, but this past Friday I suckered I mean invited two fellow gamers over to give it a proper test.
It was a standard patrol, with both players on the same side vs the system (nominally run by me)
| Two units of Canadians |
| Two Martian sepoy units |
So two commanders each with two units on patrol looking for the enemy in rough terrain. They also were to fire the village.
| Some of the potential foes for the British to encounter |
The sepoys units found the enemy pretty fast. Two units of musket armed natives appeared on the main hill. These were followed quickly by two unit of fanatics. Meanwhile the Canadians thought they might have found some natives, but it turned out to be a false alarm.
One unit of musket men took the hill and rained fire down on the advancing Canadians, while on their left flank the fanatics quickly charged and engaged the sepoy troops. It was a bloody melee that saw sepoy and a fanatic unit destroyed and the other units severely weakened. As for the fire fight, the Canadians emerge triumphant, even after one of the units had to turn away to fight off the remaining fanatics who had just routed the remaining sepoy unit.
In the end the last remaining native unit quit the field leaving it in the hands of the Canadians.
I had some issues with the rules. It certainly was a quick game but it felt chaotic. I understand what the rules are trying to do, the whole reaction system, but somehow it just did not feel right to me. The group agreed that the system makes sense for skirmish gaming, and I may try a game of All things zombie to give it a test, but for unit VSF action, I am afraid my search continues for the right game.
Up next, a return to G.A.S.L.I.G.H.T.
PS sorry for the lack of 'action' photos I was too busy trying to figure out all the reaction rolls.
| More troops to get on the battlefield, some time soon hopefully |
So here are 24 Martians from Parroom Station to add to the collection. Half of them have two handed swords while the others have polearms.
These fine castings are from OSHIRO The turrets on platforms will be used in a planned German attack on British positions. The other three may well be used in the same game, but the original plan was to use them on a coastal bost for All Quiet on the Martian Front.