Monday, 2 August 2021

Palaeo Diet Fireside Tales goes Bronze Age.

 




Palaeo Diet is a growing family of rules. I wanted to do this set, Palaeo Diet Fireside Tales, 5 fun linked scenarios.  I'm "upgrading" to the Bronze Age, but it could easily be adapted to any pre firearm setting.  For later, Palaeo Diet Pulp gives you the bangs.  Lost world here we come.  I'm thinking Venus.





I couldn't resist - found during research.  

I bought a lot of wargame related T shirts during lockdown.  

I spent money on cloths-.




We were hit by the British summer week - too damn hot & humid for us to do anything.  These took part over 2 sessions.  Why rush?  

I'm working on 3 more posts during this time and starting to plan my Beach Head participation for February.  

I have a new phone that takes pictures!  Plus it talks to my Chrome computer so loading the raw (public) pics onto my facebook site is same day.  I know some of you use this as a sneaky peak.




The Games.  The Lion King. First one in the book is placing our hunters betwix teeth n tusk.  A lion and a boar.   I diced for terrain as per book.

The boss runs for the rough ground with a "follow me chaps!"  Pen represents wind direction.  So the lion can see them & the boar can smell them.  Cheating - sling is now a club.


Movement attracts the boar who charges the nearest.


Everyone crowds in.



The boar stabs to the club bearer after being walloped on his head.


The archer is wounded and gets back, looking for an opening.


We should have done this from the start.  Red = wounded.  A wounded hunter has less chance of doing and the beasts get a bit more - active.  Clubber gets tusked.


Boss decides to return, but running in LOS of a huge European lion in not the best idea, so he does a jink.  The lion looks on.


The boar lets out a mighty "oink!"  Sending the hunters skipping back.


That allows it to kill the club man and then render him intestate.
 

All the noise and the blood is proving irresistible to the lion.



Nom Nom Nom.



The boar is finally speared.


"I'm taking the high road!"


Skirting the swamp as the lion goes for the pork.


"OK, I have a plan-  we'll run up and poke it."


You can tell the lion is impressed.


Swipe!


Stab!


Then chomp-.



That still leaves one!  Who's wounded-.


Then eaten.  All participants were recycled.  9 out of 12 turns.



Game 2 Angry Birds.  Get across the swamp and get the funky fungi.  

What could be easier?

Little weeds.


3 nest sites marked by green dice.


The boss squelches his way through, gets the bird.  That is the word.  



Wounded, good start.



Poke!  Fortunately they're easy to kill.


Archer gets 2!



One pissed off bird.



Again we should have done this from the start, yellow= activated, red= wounded.  I love these birds, wish I'd painted them more. 10mm, yes 10mm, from Pendraken.  The spearman has grabbed some fungi & is on way back.




MY fungi!


Archer gets to the fungi.


Now everyone is wounded! I hope those fungi are medicinal.


Clever girl.



The archer has fungi in his gander bag, if the spearman can grab that- he's home & (can get) dry!  The boss is nearly there!


Ah, that didn't work.


Struck down from behind!  Do you notice a pattern developing?


Game 3   Mean Girls. Transport option.

I 

Plus I couldn't resist this victim - from Poundland in UK, rubbers (erasers) sold in packs.  
They come in half so perfect! 


The set up.  Our poor hunters are surrounded,  equal number of hunters each a long away.


The party started poor, lots of lost actions so the enemy moves in.


Reminder red= wound, yellow= activated.  Take that!


End of round 1.


Archer kills one, but a thrown spear wounds the redshirt spearman.


More failures, allowing more spear chucking and the spearman is doomed!  'ee don't like it up 'im!


The successful warrior roars and charges.  The heroic heroes bolt.



He is brought low by the archer who stood his ground.


2:1 but our heroes are spread out.


That's the end of that round.  We start with the stable archer and he gets 3 activations, turning the advancing hunter into a pin cushion!  The remainder gets a Flee! result.  Only 1 death & 1 would.  Result.



Only 5 out of 12 rounds!



Game 4  Bonanza.  The terrain and the wind direction (marked by pen) gave us quite a debate.  We decided on 2 equal teams sneaking around the hill.


One of the Big Yin's senses something, his unease gets the herd moving in the direction we want.  That's good!


Sneaking close, hugging the swamp, which was allowed back then.


Tension as activations lost.  The Big Yin is spooked but goes back with the heard.



Cautiously moving up, keep them bambi's moving.  We had a debate about yelling & creating a stampede, but everything was going well, in the right direction even if a bit slow.


Trying to get the archer close enough to shoot the Big Yin.


Running around the flank, staying away from the deer.


End of round, looking good!  Confidence is high.


Whack!  Well done that archer - now the reaction---.


He moves away, ripple of movement in the herd.


This one does not do so well.  The Big Yin roars, which sends the heard a bit faster.  Bonus!



The brute stalks forward, obviously getting annoyed.  He's just short of clubbing, he needed to be in contact.


Support!  But the Big Yin roars and they strategically regroup backwards.


The archer is in range, misses - and the brute leads his heard off table!


Wow, we are on a winner.  Not even a wound.  We've run this one before and got stomped!


Game 5  Snakes on the plane.  
Once again how more Bronze Age do you want?  Having developed a sometimes winning team we swap the redshirt spear for a firepot wielding fire starter henceforth known as Pyro.  

They have the poor beast surrounded and it shuffles around being a bit agitated.



Pyro starts getting his game on.


Peppering the poor thing, it's wounded and turns on an archer in self defence.



Oh no!




Danger close, but effective.


See!  Told you!  Fire is picking up.


Tail whipping is remarkably ineffective.


Pyro runs to start another fire or bash the brute.


Ouch.


Run in, stabby stabby behaviour.  That's a wound on Hydra, again tail attacks both but no effect.


End of round, fire grows.


More stabs, and the poor beast is dead for the loss of 1 archer and the wounding of another.




Excellent.  These cooperative games care a nice "cleanse the pallet".  If you haven't tried them I'd recommend.  If you have kids into dinosaurs this is an ideal set of rules.  Bit of maths, planning, communication skills.

Some more - thoughts.  Please comment or like.
























Monday, 12 July 2021

RS Dominar Rigel and the Foxy Force 5 vs PAU Police


Dominar Rigel and the Foxy Force Five. They were 5 ordinary young criminals until the Dominar recruited them. If you have a problem you need - resolved you might be able to hire this crew.


I've racked my brains as to the manufacturer of these ladies - I thought CP Models or Khurasan, RPE, but no - I'll find them.


PAU (and trailer) are all GZG PAU special forces. Commisar is an armed civilian and the scout a merc.


Except for wall sections, all terrain is from https://terrains4games.com/?fbclid=IwAR0hTwPWAbvrO_LMa9kAcZEXYTpgNzV54HZc-bnC6Sl8C5fW1kgDJmPI62s?fbclid=IwAR0hTwPWAbvrO_LMa9kAcZEXYTpgNzV54HZc-bnC6Sl8C5fW1kgDJmPI62s


The more astute reader will have gone "aaah" in a knowing way, having realised that I'm exerting my Modus Operandi* and playtesting the potential participants of my Oz campaign (May 2020) The more worried reader will be dreading the arrival of the Vegemite Mining Association.


* insert pithy comment here.



Total 200 Opportunity Fire.  +1 any shot on Reaction.


Dominar Rigel Civilian, Difficult target, Fast, Free disengage, Leader. Total 7 = 21
Activate 12 React 14 Flight 8" Hover 2". Free disengage.
Flight Pack 8
Zap pistol (3) Built in, Electrical, Energy, short range 6

Ms Black  Marksman 3  18 =  44
Light Combat Dress Legs/Arms 2 Torso/Head 3  14
Laser rifle, (5)  Blind, 2 handed energy 7
Accurate Weapon +1 called or aimed shots 5

Ms White.  Marksman 2  Martial Arts 2  Medic 19 =  41
Light Combat Dress Legs/Arms 2 Torso/Head 3  14
Hunting needler, (3) silent, 2 handed 8 

Ms Grey  Marksman Martial Arts  Tech 12 =  33
Light Combat Dress Legs/Arms 2 Torso/Head 3  14
Zap Rifle (4) Electrical, 2 handed, energy  7

Ms Blue  Marksman Martial Arts 8 = 29
Light Combat Dress Legs/Arms 2 Torso/Head 3  14
Zap Rifle (4) Electrical, 2 handed, energy  7

Ms Green  Marksman Martial Arts Stealth 11 = 32
Light Combat Dress Legs/Arms 2 Torso/Head 3  14
Zap Rifle (4) Electrical, 2 handed, energy  7


PAU Paramilitary Police Patrol PAUPPP  Militia  Total 199 4 Reload token. Commissar Inspector Dang Alert2 Marksman2 16= 29
Kevlar Torso 2 6
Zap rifle, (4) Electrical, 2 handed, energy 7

Sergeant Fong  Vet, Leader3,  Marksman2  Martial arts.  40= 54
Kevlar Torso 2 6
Assault rifle (5) Auto, 2 handed 8 

Gunner Hassan Marksman2  Martial arts.  14 = 30
Kevlar Torso 2 6
Machine gun  (5) Heavy, 2 handed. 10

Trooper Jelani Marksman  Martial arts. 8 = 22
Kevlar Torso. 2 6
Assault rifle (5) Auto, 2 handed 8 

Tech Gbeho Marksman2  Martial arts. Tech 18 = 32
Kevlar Torso 2  6
Assault rifle (5) Auto, 2 handed 8 

Scout Bankole Danger sense, Marksman2, Martial arts2,  Stealth 21 = 32
SMG  (4) Auto  6
Pistol (4)  Short range, 5

The Game.  Mission 17, make it back to the ship alive.  Here is Environment 8 Defenders home planet.  The Baron and crew have acquired a trolley load of gains.  He's pulling it (half speed) behind his sled.  The mission says his side is deployed & the defenders at a distance.  Amazingly. Tony took the cops.  You think you know people. 


The Baron zooms down the road.


"Stop in the name of the legal law!"


Sneaking up.


 It's going to come down, so the Baron sensibly legs it.


The sergeant tries to outflank.


He leaps the dune in one bound, tried a snap shot wot misses.  The Commisar goes forth.



Ms Black is a sniper, not the best or best equipped for this type of encounter.  This game, for once- the dice were with me - embarrassingly so.  She drills a hole through the sergeants head.



Now Ms Green removes the Commissar.


A shot at the tech misses, he hides in the doorway.



Ms Green gets knocked off her feet by the scout, who tucks herself under the offending trailer.  Ms Blue & White sneak around the flank.



A brief encounter!  Ms Blue takes a shot, burns the Troopers vest.


Alas, Ms Green recovers, and the scout is too close for anything but a head shot.


The tech is feeling that the wall is a bit thin- as another poor soul bites the dusty road.



It's on the dice, the Trooper fails (2 pins from last shot, if he had won it could have been a lot different)  Another high roll and the poor chap is outshot and killed.



That's a complete win for the Dominar.  The dice were with me.  I thought the balance was, if anywhere, with the cops.  The Dominar is more of a liability.  Foxy's have better armour, cops better weapons, better shots and more effectives.

Yellow pin.