Wiliamsburg Muster 2017

DSC_0012The club participated as we always do in another Williamsburg Muster.  Though this one was different in a number of ways.

The Convention itself was held over Memorial Day Weekend (May 26-28) rather than its usual time in February.  It was not just a wargaming miniatures convention, but rather reached out to our local board gaming and roleplaying game communities to help expand the convention into a greater or more universal gaming convention, and lastly, it was at a new venue, The Doubletree here in Williamsburg.

The hotel was a great improvement, and one attendee stated that “it was nice to have a hotel with hot and cold running water for a change”.  If you attended last year’s Guns of August you will know he wasn’t entirely exaggerating!

The convention was different for the club as well.  Chris had planned on running some games but his business demands (The Phalanxe Consortium) and his convention duties got in the way.  He was present as a vendor of course as well.  Poor Peter found himself laid up at home with an injured back.  This left me to carry the Legati flag as far as running games and reduced the number of games supported by the Legati in years past.

My first game was intended to be a “Big Chain of Command” game, using TFL’s expansion for multiple platoons.  It was based on a scenario for Mud and Blood in an older TFL special, “Midnight at the Oasis”.  This was part of our ongoing commemoration of the World War One centennial.

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Only two players wanted to participate, however, and so the game turned into “regular” Chain of Command with just two of the original four platoons.  One of our long lost Legati, Andrew Frantz participated and gained victory with the Turks holding the supply depot.

I also provided two 7TV games.  Both were set in 1970s London and played on the same table.  That made it far easier for me to run two games on Saturday, but it also gave me the opportunity to show off the versatility of the game.

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The first game was “The Beat” a gritty London detective show involving a security van robbery.  The game was undecided.  The criminal firm successfully pulled off the heist but the Met did manage to nick some of the baddies including one of the stars.

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The second game was a more outlandish spy-fi game.  Department X was escorting a VIP when attacked by the mysterious SHIVA. Al and Kerry played and the VIP was safely delivered.

Overall the convention seemed successful to me, and the new venue has a lot of promise.

Until next time Cheers,

Ron

 

 

A Link to Last Thursday’s Game Report

Thursday night the Williamsburg Legati played another Spy Fi game of Crooked Dice’s 7TV. More of the miniatures are painted, and we are playing around with different scenery ideas. Our newest member Geoff brought a lot of jungle foliage by, so we decided to set the game in the jungle. We also shook things up a bit on […]

via Bungle in the Jungle! A 7TV2 Episode. — Cry Havoc and Let Slip the Dogs of War!

One Bad Apple, a 7TV Episode

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     ONE BAD APPLE

          With DC Falstaff disguised as a member of the firm,

      the Beat unleashes a sudden raid.  Unfortunately, it’s

      less of a surprise than expected.  Is a member of the

      squad bent?  DI Skelton has to find the culprit and

      nick the villains.

   So last Sunday the Williamsburg Legati began a new project.  7TV  second edition is a game by Crooked Dice based upon cult TV shows of the 1960s and 70s.  The game was really intended as a practice to help familiarize the players with the concepts and the rules.  Are table is not quite finished yet, so some of the scenery is a little sketchy, and in the excitement, I paid a  bit too little attention to the camera’s focus.  My apologies for these deficiencies!

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This was an episode (game) of “THE BEAT” which was fictional TV Channel 7TV’s hard detective action programme.  Both casts (Sides) were built on 50 Ratings (points) and we had four players.  A random roll decided that this would be a Battle which is the simplest of the scenarios.  The Law got to choose if they would defend or attack and they decided it made more sense that they would be attacking. The coppers would be unleashing a raid on a criminal firm’s hideout in a factory complex.  Everything sounds fine so far….

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A very interesting feature of 7TV is the “count down” cards.  these cards act as a turn counting device, but they are divided into three groups (Acts One, Two and Finale) and have special events that escalate as the acts progress.  The coppers had initiative and peeled around the corners in an impressive collection of vehicles.  The villains however, all had one free move due ot one of the character’s special effects.  Clearly they knew something was up.  Than a countdown card ( I think, it might also have been a special effect) caused one woodentop to activate under the villians control.  Choosing the driver of the police van, the bent copper smashes into Skelton’s flash motor, wrecking it!  these event crfeated at random a new narrative.  Obviously the villains had someone inside the squad!

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This accident caused the police raid to stop further from the crooks than intended.  The coppers fought hard, but the disadvantage of firepower (all the PCs armed just with their truncheon) and the surprising toughness of slag aiding the Geezers eventually caused the Old Bill to pull out.  Occasionally crime does pay I guess.

Everyone enjoyed the game, which took longer than it should have since we didn’t know the rules as well as we might.  They are not difficult, but a number of the concepts are a little unusual.  Clearly the challengs of the game are knowing your cast (and perhaps the opponents) and determining how to spend your plot points.  These are used not only to activate your characters but can also be used to acctivate special effect or gadgets and to increase your attacks or defense.  I look forward to playing again.

Cheers!

Nice Mention By Our Guest Mike Whitaker as well as a review of Altar of Freedom and interview with Chris…

Download Episode 175 Welcome to Episode 175 of the Meeples & Miniatures Podcast In this episode, hosts Neil Shuck Mike Hobbs & Mike Whitaker discuss Mike W’s recent trip to the USA, including a day at Historicon. Our main feature in this show is an interview with Neil Fawcett, owner of Spartan Games, as we […]

via Meeples & Miniatures – Episode 175 – Halo Ground Command & Historicon 2016 — Meeples & Miniatures

Blood Sacrifice, A Pulp Alley Adventure!!

So last week brought about another installment in our Pulp Alley Perilous Island campaign.  Chris and the Rogue legionnaires continued against Peter and the Red Shambala to take themselves closer to finding the whereabouts of Lord Darrow.  Peter’s son joined us for the game with the “Knights of the White Rose”.  This legion consists of some high ranking veterans of the Imperial German Army, trying to stop Hitler’s rise to power.  Mostly they do this by thwarting his collection of occult and mythic relics.

This episode begins with the players being drawn to the cries of a distressed island girl.

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The Germans were aided by a friendly local (a level 1 scout) and the French choose to bring a gadget x and a utility belt.  This is the first game that we were able to use the new resource cards and everyone was pleased with them.

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I lost some of the action and didn’t take enough pictures so the comic does suffer a bit in accuracy this episode!  For example, there was more fighting in this adventure than we have seen in some time, if ever.  Gonga the terror proved far more capable than any other Terror we have encountered so far!

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Of the minor plot points, the Germans took Shugenja and the relic, the French took the Periliniuim and the Russians had the remains and the Major plot point the Tropic Maid.  An enjoyable time was had by all.  Join us next time for “The Sinister Swamp!!”

The Curse of the Abaia!! A Pulp Alley Adventure.

This week found the Williamsburg Legati returned from their month long hiatus as well as completing another episode of the Perilous Island campaign.

Having discovered the blind sailor in Soerabaja, apparently the only survivor of Lord Darrow’s expedition, Red Shamabala and the Legio Patra Nostra  temporarily put aside their animosity and take passage on board the S.S. Venture to the mysterious Perilous Island!

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There boats scattered and wrecked by something under the lagoon, the adventurers swim safely  to the shore.  The Plot points for this adventure were one Major plot point, a box containing remains of Lord Darrow’s journal.  this was pre-placed on the boat wreckage at the mouth of the lagoon.  The others, placed by the players were a small pot of Goo, Perillium mineral deposits, a native fisherman, and a corpse.

The leagues also brought with them so useful gear.  The Russians had a rocket pack and the French a diving suit.  The French also had the help of a New Guniea brawler as a local friend.

The Russians gained the goo very quickly, and Ivanna used her rocket pack to fly out to the wreck in the lagoon.

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Alex used the diving suit to simply walk out to the boat, while Captain LeFurge approached and took the native fisherman plot point.  Pretty quickly a brawl broke out on the wreck.  this fight would continue and only increase in size and confusion.

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Samson tried to stop the Russians from taking the perillium, but all he achieves is slowing them down before being dropped.  It was about then that the Abaia surfaced!!!

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In the confusion Alex (unlike what it says in the comic) managed to break away from the fight and steal the journal, his dive buddy on the other hand was killed by the Abaia.  While it consumed the poor fellow, the others slipped off to safety.  The mysterious remains in the end were never investigated.  The thorny growth around the body kept several attempts at bay.

See you next month for BLOOD SACRAFICE!!!

Captain Engelhorn and the Soerabaja Manhunt, A Pulp Alley Adventure!!

This week brought about the next issue of the Club’s Pulp Alley Campaign.  Clues found in the warehouse in Athens have lead our intrepid adventurers to Soerabaja in Dutch Indonesia.  It was here that an old and nearly mad sailor returned from Lord Darrow’s expedition to Perilous Island.  Perhaps he knows Darrow’s whereabouts?

As per usual, Chris had his rogue legionnaires and Peter, the Soviet Red Shambala.  We were joined this evening by Brian who opted for the S.S. Venture crew.  This legion is based very heavily upon the crew of the same name in King Kong.  They are a tramp freighter crew, engaged in making a living however they can.  Often this is by importing wild animals legally or otherwise!Page_1

This adventure is designed to use 5 locations as the plot points.  I decided, due to the nature of the game and the usual way that plot points work (which requires them to be too small to be contested by multiple legions) to use figures to represent the places.  So with that in mind, the plot points were:

A grumpy sailor figure- Gimpy’s Bar

A Nurse- St Lawrence’s Catholic Mission

A rugged looking Matron in an Apron- Red Bridge Hostel

An Armed Maid- Cafe Perkasa

and lastly a Bartender- De Zondebak & Het Schwarte Schaap pub

All of these are just minor plot points.  the major plot point was the old sailor and he wasn’t to be placed on the table at all.  As per the usual ruloes the plot points would be played with perils and a random challenge.  If taken a reward card is pulled.  If that card has the +1 Exp reward than the Old Sailor would also be there.

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The Legionnaires and Red Shambala immediately went for the closest plot points, and this game became mostly a race.  The legionnaires went directly for the mission and the bar, while the soviets went for the Hostel and cafe.  the sailors moved slower and went to the sailor representing Gimpy’s bar.

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Combat was very minimal.  All I remember was one exchange of gunfire between the Reds and the French which resulted in nothing at all!  Perils were having an effect however and it took surprisingly long for most of the plot points to be taken.

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When he was finally discovered it was by the Venture crew, who quickly left in pursuit of the Island.  The other leagues likewise went in search of transport to follow the tramp freighter.

Next time Perilous Island!!!!