As the Holidays approached, my wife suggested that the dining room table (upon which rested my partially complete 28mm streets) might be a better choice for Christmas dinner than sitting in the parlour, eating from TV trays...
Her logic was inescapable.
So, I decided to have one more scrum before I boxed up "Lockdown City", to await next year's convention circuit...if any.
As an interesting aside, I've found that setting up my WIP urban terrain for six months did *not* encourage me to finish it - I just moved on to other projects. The Boulevard is now going back into the workroom, where I will once again start painting bricks and mortar.
Using the 5PfH supplement Gangwar, along with Full Metal Anorak, I randomly generated the next opponent for the Africanus Agency: 'Roid Gangers. Giving some thought, and considering that Gang War is a generic Sci-Fi setting, I decided to use the Friendsies from Crooked Dice, to represent the Droogs from A Clockwork Orange. In Gang War, they are rated as 'Psycho' and, hopped up on Milk+Vellocet, rate a d10 Toughness, are armed with heavy melee weapons, but only a single figure has a firearm (shotgun) as fire support.
Additionally, as I could see the repetitive aspects of another solo game, I added an additional mission from Mean Streets, by First Command Games: Bring Him Back Alive; an associate of the Africanus Agency was stranded in hostile territory, and needed an escort back to HQ.
Of course, "hostile territory" can be a relative term - in this case, Clancey Clark, the Agency's "Banker", had stopped for a barbecued-pork sandwich at a local bistro...that was deep in the enemy gang's deployment zone, while the 'Roid Gangers descended on the West Boulevard.
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Miniature by Brigade Games |
The Game:
The first two turns were spent either hunkering down behind some cover (if you with the Agency) or advancing headlong towards melee, (if you were the Droogs/Gangers) your leader shouting vaguely Shakespearean insults about 'vengeance arising from a black and hollow shell..." or some such.
Turn 5 and 6: It was here that the dice, once again, failed me. I'm not entirely certain what the odds are of rolling two ones, twice in a row, but it sure felt personal. In any event, any advantage the Agency had was now lost, as the Droogs had initiative, threw off their suppression, and charged into melee.
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Once again, Dame Fortune uses me a hussy... |
Interestingly enough, while I had been dreading a melee, it was in melee that the Agency's higher quality made itself known. Defensive fire from Afrodite Jones had dropped Dimitri-the-Droog during the charge, leaving Leader Alex to attack alone. In FMA, melee resolution is decisive, and a bad roll is often not only a miss, but a self-wound. This is what happened now - Leader Alex bombed out on his melee roll and received a critical wound.
Their secondary objective, Clancey "C-Note" Clark, following the gunfire, came sidling up the pavement, up to the nudie bar. He had cash for the Agency, and by his clock, it was lunchtime.
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"Hey guys! They're open for lunch!" |
This was a quick game, with the Psycho Droogs advancing toward melee and closing by the end of the second turn. Without a lot of firepower, they just muscled their way into the teeth of all that Scipio's posse could throw at them, only to be taken down by rotten melee dice. While I found it a bit anti-climactic, that's life on the Boulevard.
Mean Streets is a useful supplement for the combined Gang War/FMA rules set, and introduces primary and secondary missions to the street fight, also a means of incorporating police reactions - especially to gunfire. I'll need to paint up a few more Coppers, since when they arrive, they arrive in force...Ω
1 comment:
Great setup and batrep!
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