Tuesday, 5 March 2019

RS Fort Zinda Nuff found abandoned!

I'm playing catchup with myself.  This campaign is my excuse to buy and use stuff.   I didn't organise as with the Moon campaign as I was waiting for My Splintered Light kickstarter and a few discreet purchases in and around same.  Here's my haul from Beach Head.  Largest 15mm Eastern building from Blotz.  Ruined pillars and palm tress from The Scene.  Square building from Brigade.  New and slightly figures and camp site from Croms Anvil.  I've got enough new stuff for at least 2 more games at least.

There are on the edges of this once forgotten kingdom 6 small forts, in reality more small police stations. These are called Nuffs*: Zinda Nuff, Hadda nuff, Seena Nuff, Plum Nuff Saida Nuff and Bigga Nuff.  There are several in towns and cities such as the infamous Fairy Nuff and Luva Nuff.

*(For non English, pun on Fort Zindanuf. had-enough, plum duff, said enough, big enough, love enough)

You may remember that recently the American Institute of Investigative Archaeology got stomped by Torchwood. However, the crew from the Ptaclusp Associates, Necropolitan Builders to the Dynasties got away with one of the treasures. One got stung, left behind he later does a runner with the Scorpion King's sword. They gained a massive 3xp. So 203 to play with. There were 4 of them, so if they all move up to Green from Civilian costing 10 each. 42X4 = 168. 

Another civilian recruit @ 32 = 200. Lets give him basic medical for the remaining 3. As happened, this gang is diverging from the norm due to their experiences. Lets call them the A gang.

The Game Naturally they want to offload the gained goodies for the clinking readies. They arrange too meet a local merchant at Fort Zinda Nuff. The local merchant isn't playing fair and arranges an ambush-. Location home- defenders get +1 morale. Mission Ambush Complication Boozehound

A Gang
Workers Green, Steadfast3, Tough3, Weaponmaster3.  Green Action 10, Reaction 12
Red Fez Sword 2 Primitive

White, Blue, Grey Fez  armed with picks & shovels @ -1 for improvised. 
New chap Civilian, Steadfast3, Tough3, Medic Weaponmaster3 Total 35 Action 12, Reaction 14



Merchant Prince ½ Merchants ½ Guards. Merchant, 2 bodyguards, sergeant & 3 guards = 200
Merchant Civilian, Leader, Perceptive, Tech, Xenologist 4

Hackhim & Slashhim. Fast, Reactive, Tough, Weaponmaster3. 26 Total 28
Sword (2) Primitive 2



Nuff Sayyed (Police Garrison)
Sergeant Ackack Leader, Reactive, Tough2, Veteran Weaponmaster2 39 Total 53
Sword (2) Primitive 2
Light combat dress Legs/arms2, Torso/head3. 14

Guard. Tough Weaponmaster 11 Total 13Total 29
Spear (2) Primitive, Long 2
Light combat dress Legs/arms2, Torso/head3. 14
Abdul (drunk), Badbul and Cabful.





The game is a slight variation of Ambush, yes, I know, one of my favourites.  The Nuff  Sayyed are lined up all casual like in front of Fort Zinda Nuff.  Their unwitting victims started in the middle of the (A3) board.  With no shooting, this big enough, or so I thought-.

The more experienced in the front, new chap leading the camels behind.


The merchant hides with his bodyguards behind the gates.




A roadblock, "anything to declare?"


Drunk Abdul picks a fight, causes a turnover and the diggers scarper for cover.  The camels are led away at a breakneck walk.




The sergeant subdues and takes white fez prisoner.



Abdul succumbs to his addiction (rolls a 1 for action)  and promptly expires.  Budbul, trying to take  another prisoner get his head stoved in.




Hiding-


Now we come to an eastern standoff.  Sergeant says "try anything and I'll run him through".  Movement for advantage, the Said are surrounded.  The camels are moving off at warp speed for camels.





An attempt to rescue goes badly wrong, initiative swapped and the sergeant gets a good roll and goes on a killing spree.  The tables are turned!


Cabful doesn't fare as well!



Last man standing, but the camels are moving!


Here comes the bodyguard, running, jelling, waving sword.  Honest.


A survivor staggers up!  Red Fez with the Scorpion Lord's sword.


He's catching up!



He grabs the rear camel, which is brave.


We are into extra space.  A fight with both using the camels as cover.


Ah, remember the captive?  He's up, grabbed a weapon-  you've seen it, the negligent rearward blow by the antihero.



Dammit, after all that he's got to run after the camels-.


Another survivor tries to get ahead.



Attacked from 2 sides the bodyguard gives up his post.


The sergeant gets there, but the survivors have seized the initiative, leap on the camels, apply bricks and depart!


Someone has a cunning plan.  The poor dead guards are mounted on the walls and the sergeant starts a new job as a bodyguard.  After tea, with bikkies the pursuit is on--.



Life copies fiction. Fun little game.  Effectively 3 sides and no long range weapons  changes the feel of the game.  I had a plan to run back to the campsite and fight there, hoping the bodyguards  wouldn't catch up.  That didn't work-.












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