Monday, December 28, 2020

WIP: Columbia Rumble II - The Droogs of War

 

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.

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.


"These cats wear cricket whites and talk fancy - probably from Drexel..."

Reverend Bright moves to set up a cross-fire.

Turns 3 and 4: Once the Gangers entered effective pistol range, the Agency let them have it. Due to the chemicals in their bloodstream, the Gangers were difficult to put down, but a suppression is a suppression, and the hail of gunfire slowed them a bit.






The shotgun-toting devotchka, having fallen back to cover by the '63 Oldsmobile, let loose a blast that suppressed Alonzo. 



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.

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. 



With their leader and henchman down, the Droog's morale broke, and they scarpered off back up the Boulevard. The Agency had made another permanent enemy. 

"Time to head home for a bit of spatchka..."

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.


"Hey guys! They're open for lunch!"


Post-Game Thoughts:

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:

Skully said...

Great setup and batrep!