Showing posts with label Turf War. Show all posts
Showing posts with label Turf War. Show all posts

Monday, August 2, 2021

Battle Report: The Big Score- Turf War

 


Stitches had been right, Donnie was not taking Bobbie Tarantine's provocation lying down.  It was going to be war.  

Donnie had been in the gambling den's office when Stitches pulled Tony Baloney into the room.  The kid was still all shaken up, but he had enough wits about him to spill the beans to his boss.  Stitches had never seen Donnie turn red in the face like he did that night, and he knew then that Bobbie was going to go big or go home.  

"Stitches, gather up the crew.  It's time we taught those Double Dueces that we are not under their thumbs no more.  We're goin' our own way." 

The next week, Suzie Q got the info the boss had needed.  The Double Dueces had a small shop where they had stashed a safe.  Inside was supposedly a stash of incriminating photos and the like.  Tarantine had used the goods in the safe to blackmail the Commissioner to spring his girl Queenie out of the slammer.  That was the kind of juice that Donnie needed.  He knew getting the goods in the safe would be good for him, and a big loss for Bobbie.  

As a added bonus, Suzie had heard that Queenie herself was there after her stay at the concrete hotel.  Stitches was eager to pay her back for what she did to Big Knuckles and Tony.  However, he was pretty sure he would need to get in line, since big Knuckles had his own ideas.  As an added bonus, Donnie thought taking out Bobbie's main squeeze would add just that extra bit of jazz to make this an extra Big Score.  

That was how you made a big splash in this town! 

The Score

The Upper East Siders had staked a Gambling Den on this scenario, while the Double Deuces staked their new Cheap Hooch turf.  Since the Upper Eastsiders turf was worth double the Double Deuces, they got to choose to run a Big Score instead of a normal one.  In a Big Score, both sides choose a Score, and the Upper East Siders are trying to accomplish both!  This could score them +2 Rep and a Favor in addition to any other winnings!   

Donnie Ricketts and the Upper East Sides choose to play The Hit score, and secretly picked Queenie as the target of their Hit.  Meanwhile, Bobbie Tarantine and the Double Deuces choose the Safe Cracking Score, so the Upper East Siders would need to get into a locked safe and grab the goods inside.  

It's raining and the gangs will clash at dawn.  There are no other complications.  

The Gangs

During a Big Score, the normal gang limits are not in place.  This is the kind of score where everyone gets called to the table!  

The Upper East Siders will be lead by Donnie himself.  The only one not coming is Tony "Baloney" Maloney because Queenie put him in the hospital last week, and he was still recovering.  

Upper East Siders

Donnie Ricketts- Boss- Pistol, Fancy Suit, Pocket Watch

Nanny Nancy Grace- Gun Moll- Shotgun, Lock picks, Cigs

Stitches McAvery- Gangster- Tommy Gun

Ray "Big Knuckles" Smitty- Gangster- Pistol, Brass Knuckles

"Knock-Knock" Lucino- Gangster- Revolver, Billy Club

Billie "Da Babe" Bambino- Hood- Bat, Snubnose

Suzie "Q"- Flapper- Pistol, First-Aid kit


Bobbie and his gang are also bringing everyone to the Big Score.  The Double Deuces will be missing Bobby "2 Hearts" Henrizio as he is recovering from an eye injury suffered last week.  The Double Deuces also have a Rep of 1, so they have a re-roll.    

Double Deuces

Bobbie Taratine- Boss- Pistol, Fancy Suit, Lock Picks

Maria "Queenie" Lambuzzio- Femme Fatale- Tommy Gun

Tony "Spades" Gambio- Gangster- Tommy Gun

Al "9 Clubs" Guizzie- Gangster- Tommy Gun

Rickie "Push" Puzzino- Gangster- Shotgun      


The Set-up

The board is a 3x3 foot board.  In this case, the defender gets to set-up the terrain to fit the Score. The Safe-Cracking Score requires a building or something similar to be placed in the deployment zone of the defender.  In this case, the Double Deuces decide to put the Oldfield Tire Shop as the location of the safe.  The Defender's (The Double Deuces) can place models anywhere within the center of the board OR from their hide-out.  


Queenie and Bobbie go in the tire shop.  Rickie is outside of it by the door.  Meanwhile, Tony and Al are moving along the building edges along the road out front.  

The rest of the board is a scattering of industrial buildings, alleyways, and roads.  The Upper Eastsiders get to spread themselves to any of the other board edges, but can not come within 12 inches of any of the Double Deuces.  This allows them to spread out across town, and move in under cover.  They form a loose net with Donnie, Nancy, and the other gangsters out front, while Tony and Suzie form a back-up.  


Turn 1: 

 The Rain and the Dawn will make visibility pretty short this first turn or two.  

Bambino from the Upper East Siders moves up the alleyway, and tries to activate a second time but fails.  This turns play over to the Double Dueces right away.  

The Dueces manage to take positions covering the approaches.  Queenie comes out to support Spades on the left side, while Push moves up to help Al on the right.  Bobbie stayed in the Tire Shop.  With the Double Deuces all moving, play turned over to the Upper East Siders.  


The rest of the Upper East Siders move up.  Big Knuckles moves up along the far side alleyway.  The rest carefully move up, trying to slice the pie on the angels of approach to reduce their risk.  Suzie Q stays close to Donnie with her First Aid kit.  



Turn 2: 

The sun is starting rise and lighten up the damp morning.  However, the rain keeps visibility short.  

The Upper East Siders maintain the initiative.  Smitty "Big Knuckles" rounds a corner and sees Spades, and tries to shoot him.  However, the Gangster sees him at the last second and ducks, causing Smitty to miss. 

Stitches moves up, and also sees Spades.  He levels his Tommy and opens up.  This time, Spades barely manages to duck back behind the wall for cover.  However, he is out of Combat Pool dice. Bambino moves up and fires his snub nose, but it is not up to the task and misses.   


Tony "Knock-Knock" moves to the edge of his alley and takes cover.  Meanwhile, Nanny tries to get to the other side, but fails a second activation roll and turns play over to the Double Dueces.  

Spades falls back away from Smitty.  Queenie moves up enough to shoot at Knock-Knock.  However, she fails her second activation test to fire and play goes BACK to the Upper East Siders. 

Nanny manages to finish getting into cover.  Meanwhile, Donnie and Suzie Q move up and get ready to go where the most trouble is. 

Now, the rest of the Double Dueces get to act. They move into position to start shooting next turn when the Upper East Siders have to show themselves.  



Turn 2: 

The Upper East Siders win Initiative again.  The rain let's up, and the sun is coming up, so LOS is up to 18 inches. 

Bambino recklessly moves towards Queenie, but fails his second activation roll and is caught out in the open.  Thankfully he still has all his CP! 

Queenie levels her Tommy and opens up on "The Babe" as he approaches.  She scores 1 success more than him, but also uses a Striking Success to try an Pin him in the alley.  The shots only ping close by and fail to injure him, but he is pinned as he hunches down for non-existant cover.  Queenie tries to activate again to keep shooting, but fails.  

Smitty moves up off the edge, and gets Queenie in his sights.  He levels his pistol and opens up.  He gets a striking success and tries to cash it in on a Jam.  However, using the Striking Success means he only ties her results, and misses instead.  

Stitches sees his chance and fires on Queenie who is in Blocking and Obscuring cover thanks to Bambino.  However, she has no CP, so can only resist with Tough.  His shots ricochet wildly off the edge of the building.  Out of combat pool, he rushes forward to try to get to the other side of the alley. 

Donnie starts heading towards the tommy gun noise to support his boys.  However, his second activation roll is failed and play turns over to the Double Dueces.  

Spades levels his Tommy Gun, and is determined to take out Big Knuckles Smitty.  Spades gets two striking success, and converts 1 into double success, and the other into a Pin result.  Smitty fails to dodge and is at 0 CP.  Smitty is down to 0 T and is pinned.  This could be bad for Smitty if Spades can activate again.... which he fails to do.  



Nancy moves up and with a second activation can fire on "Push".  She misses, but Push gets a Striking Success to avoid and Jams her gun.  It can not fire again until she passes a Brawn test.  

Knock-Knock tries to move over to the other alley to support the attack there, leaving Nanny to cover this alley with her jammed shotgun?   Suzie Q also moves to where Donnie is.  

Bobbie Tarantine steps out of the building, and lines up a shot on Smitty.  Bobbie's shot is true and Smitty goes down! First blood to the Double Deuces.  

Turn 3: 

This time the Double Deuces have the initiative!  

Spades goes across the alleyway back to where he started, and gets ready to finish off Smitty.  However, he fails his second activation roll.  The Upper East Siders have a chance! 

Bambino manages to Rally himself from being pinned.  Then, Stitches Fires at Queenie, using 2 dice +1 for the Tommy but she resists with 3 and avoids the shots.  Stitches activates a second time and runs at the women swinging his gun like a club.  The two clash up close, but neither gets the best of it. 

Knock-Knock sees his chance and sprint forward.  He barrels into the fight between Stitches and Queenie with his Bat.  Knock-Knock manages to land a blow and reduce Queenie to 0 Tough. 



 

Nanny manages to pass a Brawn test with 1 dice, and unjams her shotgun.  However, she fails her second activation and turns play over.  

Push heads back to the building and gets ready to shoot away anyone that gets past Queenie and Spades.  Clubs opens fire on Nanny with his Tommy.  She dodges back from the shooting.  He fails to activate a second time.  This turns play back to the Upper East Siders.

Donnie dodges across the alleyway where all the action is, but fails to activate a second time.  Bobbie goes back into the building for cover.  The only model left to activate is Suzie Q.  

Turn 4:

Double Deuces win initiative again.  

Spades uses his Tommy two activations in a row, but Bambino manages to avoid getting injured in the spray of bullets. He also avoids getting pinned again.  

Push charges in to help Queenie.  He manages to land a punch on Stitches and reduce him 1 Tough.  Queenie doesn't make a difference in the fight, and fails to land a punch.               

Bobbie dashes from the Building, and puts Smitty Out-of-Action for good. 



Clubs fires at Nanny, but she is dug into cover and fails to hit her.  With all the Double Deuces having gone, it is the Upper East Siders turn.  

This time, Knock-Knock's baseball bat puts Queenie out-of-action! 1 Objective complete for the Upper East Siders! 

The Babe charges in on Spades with his bat, and starts swinging.  It is enough to reduce the Double Deuces gangster to 1 Tough 

Donnie starts making his way down the alley way and towards the fight.

Turn 5: 

Double Deuces win initiative again. 

Bobbie moves in to help Spades.  The fight goes no where, even with the Boss helping out.  

Being out-numbers, Push tries to conserve his CP.  He fails to injure Stitches with a quick jab.  Meanwhile, Clubs falls back to the protect the building.  

The scuffle between Bambino and Bobbie and Spades heats up as the Tough reduces Spades to 0 Tough.  Knock-Knock tries to pummel Push with a Knockdown, but fails to hit.  The gangster wards off the bat. However, a cheap shot from Stitches causes him to be wounded.  

Turn 6:

Double Deuces win Initiative again.  However, things are looking tough for them.  

Spades and Bobbie scuffle with the Bambino.  The Boss shows Spades how it is done and reduces Bambino to 0 T and wounds him.  Meanwhile, Push reduces Stitches to 0 T as well.   

Clubs gets back to the doorway of the building.  

This time, Push is knock down and taken Out-of-Action by Knock-Knock and his baseball bat.  Who knew that Baseball Bats were more dangerous than Tommy Guns!  



Stitches sprints to behind the Tire Shop and out of sight. Nanny moves up and tries to fire, but fails her second activation roll.  

Clubs uses his last activation and fires on Knock-Knock, but he ducks into the alleyway and avoids get shot to pieces.  

Turn 7: 

Double Deuces again win initiative despite being down two members.  The Upper East Siders do no have much time to get to the safe before the cops show up! 

This time, with Spades help, Bobbie takes "the Babe" Bambino out of action up close.  

Clubs fires on Knock-Knock again, who stays in cover, but is now pinned. 

Stitches climbs up onto the roof of the Tire shop, and starts making for the doorway in.  

Nanny fires her shotgun at Clubs, but he is safely in the doorway and taking cover.  

Donnie shoots at Bobbie, and reduces him 1 Tough.  He also tries to knock him back with the shooting.  However, the other boss passes his Brawn test and stays standing.  Suzie Q also shoots but misses, the Boss is not pinned. 

Turn 8: Final Turn

This time the Upper East Siders win Initiative.  

Thanks to some encouragement from the Boss, Knock-Knock rallies himself and gets moving.  He dashes forward and swings wildly at Clubs.  The baseball bat hits the door jam, and Clubs is fine.  

However, with Clubs distracted Stitches drops down into the office and makes a play on the safe.  Stitches is not the brightest bulb, but he jimmies the strong box and gets the goods!  Two objectives for the Upper East Siders! 


Seeing Stitches get inside, Donnie and Suzie fall back.  

Nanny takes a long shot at Bobbie and Spades.  Her aim is true, and Spades goes Out of Action when he uses his body to shield the Boss.  

In the fight at the door, Clubs manages to reduce Knock-Knock to 1 Tough.  

Bobbie's return fire at Nanny only forces her to step back into cover.  

Conclusion:

The wail of approaching sirens force everyone left standing to scatter to safety.  Tommy guns are tucked into jackets, shotguns are put in flower boxes, and pistols get slung.  The two gangs scatter into the morning.  

Bobbie knew that he had gotten beat.... bad.  That was not something he was used to. It was something he never wanted to get used to.  

Post-Game:

The Upper East Siders gain back Tony "baloney" Maloney's Cheap Hooch.  However, their success also earned them a Favor, and +1 Reputation! 

Injuries:

  • Queenie- Hardened
  • Push- Dead
  • Spades- Jailed
  • Smitty- Dead
  • The Babe Bambino- Survives against the odd- +3 XP
Experience:
  • Stitches- +1 Action
  • Knock-Knock- +1 Tough
Bucks
  • Double Deuces- 15
  • Upper East Siders- 18
Reputation
  • Double Deuces- 0
  • Upper east Siders- 2
The Upper East Siders also earned a favor that they can try to call in at a later date.  There will have to be some additional purchases and the like, since the Double Deuces are down 2 gangsters at this point. However, I will save that for before the next game.  

Overall, the Double Deuces took a drubbing.  

Donnie sat back in his chair as he flipped through the black and white photos Stitches had brought him.  He tilted his head to take in the full import of what he was looking at.  This.... this was big.  This was the type of play that had made Bobbie Tarantine a big hitter.  This was what was going to put the Upper East Siders on the map.  

"Boss, there's a slight problem," Stitches was nursing a shiner from where he had taken a punch from a Double Dueces' boy.  

"Not from where I'm sitting Stu.  Everything is looking pretty good." 

"Suzie Q got back from scoping out the scene.  The cops didn't put Smitty in the Patty Wagon..."

"That's good news, now we don't have to try an bail him out and use our leverage," Donnie closed the folder and tossed back onto his desk. 

"Ah boss, they put him in the Meat Wagon.... he's dead," Stitches looked at his feet. 

"Did anyone see who did him?"  

"Bambino says it was Bobbie himself that did the deed."  

Donnie sat back in his chair, "Looks like that's one more thing Bobbie owes us for."

If this sounds like the kind of game you would like to play, you can pick Turf War up at the Blood and Spectacles Wargame Vault page.  




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Monday, December 14, 2020

On The Painting Desk: Ancients from Victrix and More

 


We are closing in on the end of 2020.  For many reasons it feels a bit like a lost year.  Despite the chaos and sadness in the world, I managed to deplete and refresh my "Pile of Shame" a couple of times.  However, as I go into the end of the year, there were a couple of things I wanted to tidy up before 2021.  

One of my goals for 2020 was to try to paint what I purchased.  This year, I purchased a few things: 

1. Victrix War Elephants

2. Victrix Greek Light Cavalry

3. 4Ground Gangster Terrain

4. Brigade Aeronefs

Let's check in and see where we are at with these projects?  

Victrix Greek Light Cavalry

Once I finished off all my Copplestone Casting gangsters, I ordered some Ancients.  In that batch I got these Cavalry and the War Elephants.  The Republican Romans were on back order, and I had to replace the order much later in the year.  Too late to get them in the painting queue. 


These guys give me a nice unit for Men of Bronze, Heirs of Empire, and Wars of the Republic.  Not much to say about painting them really.  I had just finished painting my 6mm armies, so it was a difficult transition going back to 28mm.  

I have never been a fan of painting cavalry as it feels like a 10 man squad is making me do twice the work thanks to the horses.  Horses scare me to paint, but they have been turning out fine lately.  I still have a ways to go to make them look more "natural" but these are good enough for the tabletop.... at least in my armies anyway! 

Victrix African War Elephants

I was surprised that I was able to get two Elephants out of this kit.  I was only expecting one.  It also came with crew to make Romans, Successor, or Numidian Elephants.  If I had been smart, I would have made the crew swappable..... but I am not a smart person.  


I decided to just base them on washers because..... I had them handy!  Perhaps that is "minimizing" their impact on the table, but I like it.  I was glad I had some leftover transfers from my Macedonian Pikeman to help jazz up the shields on the towers.  

On these models I used a combination of Army Painter mini paints and Apple Barrel Big Box Acrylic paints.  The Elephant skin tones were mostly the cheap acrylic paints, with a nice Army Painter wash.  The base was also just cheap acrylics with cheap moss scattered across it.  

Below is a terrible picture of the War Elephants deployed on the shelf with the Macedonians. 


4ground Gangster Buildings

One of the goals of 2020 was to get some nice terrain to go with my Copplestone Casting Gangsters, so I could take some photos.  I wanted to add some nicer photos to Turf War from my collection so I could post the rules on Wargames Vault.  

Thankfully, 4ground had a line of pre-painted terrain that fit my needs really well.  I ordered some from Noble Knight Games about mid-year.  I orders 5 buildings from the "Chicago Way" line.  They were 3 Shotgun Houses, Oldfield Tires, and Southham's Tobacco Shop.  


These are very nice kits, but maybe even a bit too detailed for what I needed.  Each one took me about 3 hours to put together and that was a bit more than I wanted it to take.  However, there no denying that they look amazing on the table.  

Here is an example of the Shotgun house.





Each model has full access to the interior for taking your fights indoors.  Annoyingly, I kept putting the doors in backwards!  I was also really impressed that Southam's had actual "glass" to put in the windows too.  Each store model also had really great little posters and adverts that really "bling up" the model.  

Aeronef Fleets

I grabbed these up in order to start doing playtesting for V4 of Castles in the Sky.  I sold the work to Osprey, but have since decided on a few updates I wanted to make to it.  Therefore, since V4 is pretty different to the ones I had on the blog in the past, I need to test it further.  

To that end, I purchased the French and British Grand Fleet packs from a distributor.  They are the older sculpts, but will do nicely for what I need.  Below is what the French Fleet started as:


Each "Grand Fleet" probably has more Escort class vessels than I need but I like the look of the rest of the fleets.  The stacks and masts were a bit of a challenge, so I just skipped the masts on most of mine.  This is closed to WWI than Victorian, so I wanted them to look a bit more modern.  

Here is what I have at this point....


This will probably be all the French ships I need for Castles in the Sky playtesting.  I have 1 Battleship, 1 Heavy Cruiser, 2 Cruisers, 2 Light Cruisers, and 5 Destroyers of 2 different classes.  A pretty sizable flotilla.  

That of course led me to the British Fleet I will need to act as the OpFor during my games. 


The Brits have 2 Battlecruisers ( of two different makes), 2 cruisers, 3 light cruisers, and 5 destroyers/escorts of various types.  I still have a Battleship left to paint, but did not need it in the immediate future so left it out of the fleet for now.       

So, I still have enough extra ships to build onto both forces, but they are superfluous to need for the moment.  I also still have some 6mm models for more Light Cavalry, but again I don't need them at the moment so they will stay unpainted until I do need them.  

Final Thoughts
I definitely sprinted in the painting Queue at the end of the year.  I wanted as many painting projects wrapped up as I could before 2021 started.  I wanted a clean slate for the New Year.   

Sadly, my Roman Republicans did not make it to me in time to work on in 2020.  That will be my big goal for 2021.  There goes most of my painting goal for next year!  I will need them by November as I think that is when Wars of the Republic will be released.   

So, that ends me around 130+ models for the year.  A bit shy of last year, but I had a cracking start to 2019 due to traveling.  

Monday, July 27, 2020

Battle Report: Turf War- Get the Bagman


Donnie Ricketts was done taking orders from Bobbie Tarantine and the Double Deuces.  He had his own juice, he didn’t need old Bobbie taking his cut off the top.  Donnie had the muscle to take care of himself now, and he intended to show the old man how it was done in the Upper Eastside now.  Of course, the Double Deuces wouldn’t like being cut out of the action.  There would be some consequences. 

Bobbie Tarantine and his Double Deuces have gotten wind that Tony Maloney is bringing a bag of cash to Donnie.  This is their chance to send a message that Bobbie still has Donnie’s “best interests” at heart without causing too much of a mess.  After all, Tony is just some small timer shilling cheap hooch on the side.  Queennie, Push, and 2 Hearts head out to meet Tony on the road.  He was visiting his old flame out in the sticks before bringing his stash into Donnie.  Seemed like a good place to get the drop on him. 

However, the Double Deuces snitch didn’t know that Tony had some of his pals along with him.  Billie Bambino, “Big Knuckles” Smitty, and his squeeze Suzie Q were all out there with him.  The group of Upper Eastsiders were coming up the dirt road with the bag, when the Double Dueces jumped ‘em!

This will be a game of Turf War using some of my Copplestone Casting Gangster models.  I have had the models and gangs written up for a long time, but I have been slow to get in a game with them.  I figured no time like the present! 

The Score
The Score is the basic scenarios for a game of Turf War.  Before the score, each gang puts up a piece of their Turf.  Whoever wins the scenario will earn that turf from the opposing gang.  The gang that puts up the Turf of the highest value gets to choose the scenario. 

The Double Deuces wager a Gambling Den from Ricky Puzzino.  The Upper Eastsiders wager their Cheap Hooch from Tony Maloney.  The Gambling Den is worth far more so the Double Deuces reduce their risk or casualties and choose the Get The Bagman Score.

This one allows a handful of one gang to try and intercept a small number of the rival gang.  In this case, Tony is carrying the cash from his Turf.  The Double Deuces are trying to take him out before he can get across the board and deliver it. 

In this case, the Score is taking place during Darkest Night, but it is a clear night.  The gangsters are moving across a particularly dangerous stretch of the road.  In this case it is bramble patches and swamps that count as dangerous terrain. 

Forces

Double Deuces
Queenie- Femme Fatale- Tommy Gun
Rickie “Push” Puzzino- Shotgun- Gangster
Bobby “2 Hearts’ Henrizo- Dual Pistols

Upper Eastsiders
Big Knuckles Smitty- Revolver, Brass Knuckles- Gangster
Tony “Baloney” Maloney- Revolver, Knife- Hood
Tony “The Babe” Bambino- Bat, Snub Nose- Hood
Suzie “Q”- Pistol, First Aid Kit- Flapper

Set-up
This will be on a 3x3 board with a dirt road curving around from one corner to the same corner on the opposite side.  The side of the road with no road is a light woods.  There are 3 swampy areas that the road is curving around.  These swamps are dangerous terrain. 

The Double Deuces start on the South side with Queenie and 2 Hearts near the road.  Push is moving near the edge of the woods. 

The Upper Eastsiders are coming in on the opposite side of the table.  Tony and Billy are walking on the road.  Meanwhile, Smitty and Suzi Q are off kanoodling in the field near the woods.
It is Darkest Night!


Turn 1:
The Double Deuces get to go first this turn as they are the attackers.  

Queenie and 2 Hearts move up along the roadway, one goes to each side.  Push uses an extra activation to move up further than the others in the fields near the swamps.  

Smitty cautions Suzie to get some cover, and proceeds into the darkness.  They both take cover near the swamps, before Smitty darts across the field to the edge of the woods.  

The two Tonys walk up the road.  Tony Baloney tries to get an extra activation, but fails.  This ends the turn. 




Turn 2: 
Queenie and 2 Hearts keep creeping towards the turn.  Queenie readies her Tommy, as she wants to slice the pie and get around the corner.  Push also gets around the swamp and moves to the corner, his shotgun held low at his hip.  




Smitty at the edge of the woods, and thinks he can draw a bead on Push in the darkness.  He carefully lines up his Revolver and fires.  His shot rings out in the darkness.  

This is the first combat so I am going to detail it out so you understand the mechanics.  Smitty has a Combat Pool of 3 dice, and Push also has a Combat Pool of 3.  Smitty uses 1 CP for the first shot, and Push uses 2.  They roll off, and Push avoids getting hit.  Smitty uses his extra activation to fire again and make sthe activation roll.  He again uses his 1 last Combat Pool, and Push uses his last CP to avoid.  This time Smitty fails to get any successes and flat out misses.  However, Push has no more CP left to use later in the turn during his own activation or if he gets shot at again!  

Suzie Q moved up to the edge of the swamp, but couldn't make out who Big Knuckles was shooting at.  Instead, she activated again and went into hiding with two successes on her Brains check.  Tony Baloney heard the shots and scrambled to the side of the road, he also successfully activated a second time and went into Hiding with a single success.  Finally, Tony "The Babe" hustled to the other side of the road and went into the underbrush.  

Push realized he was in a tough place, and moved towards the road, and ran into Tony "the Babe" in the darkness.  Out of Combat Pool, he decided to wait and hope to recharge it before it was too late.  


Queenie approached the corner, but the darkness limited her field of vision.  2 Hearts came around the corner and thought he saw someone in the bushes on the opposite side of the road.  He managed to activate again, and rushed into the "Da Babe" Bambino on the other side.  The two scuffled in the darkness.


"2 Hearts" Henrizino has a revolver and a knife.  Since he charged he gets +1 Combat Pool, and another +1 for the knife.  Da Babe has a baseball bat for +1, and is behind some brush for +1 to Tough or Cool tests.  2 Hearts tries to hit his target with 1 Cp from his pool, one from charging, and +1 from his knife.  He saves 2.  Da babe uses 2 to avoid getting hurt, and holds onto 1 to counter, and 1 from his bat.

Da Babe easily fends off the gangster and retaliates.  His retaliation is unsuccessful, and 2 Hearts gets a striking defense success.  He converts it into a Knockdown, but Da babe manages to keep his feet.

With that, we enter the Recovery Phase and the turn ends.

Turn 3: 
The Double Deuces maintain the initiative and go first.

Push runs in to help 2 Hearts handle Da Babe.  It is a big tussle now and Da Babe will have to be careful how he uses his Combat Pool so he doesn't use it all up.  Push attacks first using the butt of his shotgun as an improvised weapon.  He uses 1 CP and +1 for charging.  Da Babe uses 2 to defend.  Both get Striking Successes, and end up canceling each other out.

2 Hearts goes next, and uses 3 vs. Da Babe using 2 again.  His Combat Pool will be depleted.  Another draw of Striking Successes!  Da Babe is putting up a good fight! The Gangsters probably should have used some CP to parry, but they are nervous Big Knuckles might show up soon.

Queenie walked down the road looking for other gang members, but failed her opposed test.  Near the swamp, Suzie Q broke from cover and hoofed it across the clearing towards safety.  She double activated so moved a good pace.

Big Knuckles charged into the brawl between Da Babe and the two Deuces.  Big Knuckles connects with Push and reduces him 1 Tough, down to 1.  Henrizino takes a swing, but Big Knuckles blocks it. 

Tony Baloney darts away through towards the swamps at the bend in the road, and then hides in the shadows again. 

Turn 4: 
This time the Upper East Siders have initiative.

Tony Baloney makes a run for the safety again, but when he tries to activate again, he blows it.  Play swings over to the Double Deuces.

This time, 2 Hearts gets the drop on Da Babe and manages to slash him a good one.  He goes down to 1 Tough, but 2 Hearts also tries to knock him down, but fails.  Push also clubs him with his shotgun, but Da Babe takes the hit in stride with a Tough check.  Big Knuckles manages to crack push across the jaw and down him. 

Suzie Q keeps going for the board edge.  This makes the Deuces wonder if she is the Bagman.... er.... person.

Queenie gets a glimpse of Tony Baloney and chases him off the road.  She pulls her Tommy Gun to her hip and sprays the area with 4 Combat Pool.  Tony gets hit, but uses a Striking Success on Defense to cause Queenie to Jam.  He rolls his Tough test and is Okay.

2 Hearts uses his last activation and tries to knife Tony Da Babe, but fails to get past his defenses.



Turn 5: 
The Double Deuces have initiative.

Queenie clears the jam on her Tommy and opens fire at Tony again. He uses 3 to dodge.  Queenie lights him up with 1 success and 3 striking successes to 0.  Even with making his two Tough saves, he is reduced to 0 Tough.  She takes him Out-of-the Fight.

2 Hearts and Tony Da Babe keep scrapping, and Tony hits the Double Deuce gangster in the gut with the handle of his bat.  Big knuckles finishes him off with a powerful punch that sends 2 Hearts out of the fight.

Big Knuckles and Tony "Da Babe" fail to activate again.  Suzie Q runs off the board.


Turn 6: 
Upper East Siders have initiative.

Big Knuckles starts to go across the road to sneak up on Queenie, but he fails a second activation test to shoot.  She spins around, passes a activation test and lights him up with her Tommy Gun.  Scotty Big Knuckles goes down as his revolver clatters away.

Tony Da Babe draws his snubnose and fires quickly.  His aim is good enough and Queenie reels away and drops.  She is out of the fight.  With that, the Hood makes a break for it to tell Donnie Ricketts about what just went down!


Conclusion: 
The Double Deuces were knocked out, but not before they took out the Bagman.  Therefore, they won the Score. 

Well, Pitch Dark made that get up close and personal pretty fast.  2 Hearts and Push would have been better off shooting instead of tangling up close.  Oh well.  There was a moment where I thought maybe Suzie Q was the bagman, but she got so far away that there wasn't much I could do to stop her, so I went after who I could.

Shooting is so much more effective than Brawling.  At least in this game.  That Tommy Gun in Queenie's hands was deadly!  Ouch!

There was Turf War on the Table.  I have been saving real life Bucks to get some great terrain for some gangster action.  Hopefully, the next battle won't be in the forest, but the mean streets of Los Mundos!     

Tony burst through the door to the Gambling Den, making a ruckus.  The well-to-do patrons were less then impressed by this bedraggled street ruffian in their place.  Stitches quickly intercepted him, and he knew the wild look in his eyes.  Something had gone real bad.  He grabbed the wild-eyed hood by the elbow and rushed him into the back and out of view.   

"Whaddya see, Tony?"  Stitches voice was a truck in low gear.  

"It wasn't suppose to go down like that, it wasn't!"   His eyes darted around the room, not settling on anything more than a moment.  

Stitches smacked him across the jaw with an open palm, "Get it together."  Another low growl.  

Tony's hand touched the warm, red print on is cheek.  Then he shook his head fiercely, "It was the Double Deuces.  They jumped us on the way back from Tony's girl's place.  It was me, Scotty, Suzie, and Tony..... Tony Baloney."

"Where's Scotty?" Stitches had come up the ranks with Big Knuckles and knew he could get a straight answer out of him.  

"The Double Deuce %&*$#! shot him Stu.  She shot him!"  

Stu reeled back for a moment.  This were going to get real ugly, real fast between his boss and Tarantine.  They would need cash, guns, and muscle....

"Where's Baloney?  Where is the bag?"  

"I don't know, I don;t know.  i think he got shot too!  I don't know Stu!"

Stitches straightened up.  He had to think....

"What if they got him too?" Tony stammered

.... No, he didn't need to think.  Stitches knew he needed to tell the Boss.

"Come on, let's go talk to Donnie." 

Post-Game
The Double Deuces pick up a new bit of Turf but have no one to give it to, so it goes in their inventory for now.

Big Knuckles and Queenie got the most experience from the game, but not enough to pick-up anything new.

Push and Scotty Big Knuckles are just fine and recover from their injuries.  They can not collect from their Turf though.  Tony Baloney is hardened, has Deep wound (2 Scores), but is also picked up by the Cops and put in Jail.  Queenie is also picked up by the cops, while 2 Hearts is blinded in 1-eye.  Ouch!

The Double Deuces earn 20 Bucks after expenses, The Upper East Siders earn 18 bucks.  For the attack, the Double Deuces reputation goes up by 1 as well. Bobby Tarantine "Calls in a Favor" for 17 Bucks and gets Queenie sprung from the Big House, so the Double Deuces Net 3 Bucks this turn.

See you next time.   




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Monday, July 6, 2020

Random: 2020 Half-Way Goal Update!


So far 2020 has not been like anything that I expected it to be.  I expected a vast nuclear wasteland, or to be living in a giant dystopian city, I thought we would be on Tokyo-3 by now!  That is what my childhood had prepared me for?  It did not prepare me for the dystopia that we actually have!  Pandemics, riots, political chaos..... I guess it is a good thing I have wargaming to keep me going! 

Last year, I tried a different approach and focused on goals by Period.  I decided not to be doing that this year.  I placed my goals into a series of categories instead of by genre or period.  Those categories are:

·         Purchase- This is goals that require me to spend my hard earned bread, cash, grip, money, coin, etc. 
·         Painting and Modelling- Here is the section of stuff I will want to paint up or build up
·         Playing- This section will be for what I intend to put on the table for 2020
·         Rules Writing- Here are my goals for writing and creating games
·         Miscellany- This is for stuff that falls into the realm of Blood and Spectacles but doesn’t neatly fit into a category

I laid most of my goals out in a different thread, so there is no need to rehash that post!  If you want you can go back and read it for yourself.

So, let's find out what we have accomplished so far.....

Purchases
This year, I expected to buy a lot of stuff.  Thanks to your support via the Wargame Vault, I have been able to make progress on this front.  Not as much as I had hoped.... but progress.  Thanks for the assist on this one guys!  I have been able to get the following from my list:

1. Clash of Spears
2. Zona Alfa
3. Gangster Terrain (3 Shotgun houses and 2 store fronts) 
4. Blood Bowl Lizard Men
5. Last Days: Seasons
6. Realty's Edge




There are still a lot of ancients left to buy.  However, I think I cleared some space in the painting Queue for them so I can probably start buying some Romans.  

That leaves to buy:

  • Victrix Elephant
  • Victrix Greek Cavalry
  • Victrix Republican Romans
  • Victrix Samnites/Carthaginians/Italians
  • Gangs of Rome
  • Mortal Gods
  • Oathsworn Burrows and Badgers bundles A and B
  • Any new Osprey Blue Books
That still looks like a long ways to go on the buying front.  I have a feeling some will slide into next year!



Painting and Modelling
Last year, I painted over 150+ models.  That is probably a record for me, and I doubt I will be getting anywhere near that this year.  However, a man can dream can’t he? So far I have painted up 75 minis or bases.  Not bad.  

I finished my two Greek Men of Bronze armies- Corinthians and Spartans


Spartan Army

Corinthian Army

Paint my 6mm Baccus Successor Armies- I have enough for two armies of Heirs to Empire!



Finish up my loose Gangster Models from Copplestone casting- I only have 5 left




Complete a set of Scorpion Drones for All Quiet on the Martian Front- Not Started

Paint my Purchases for Use- Painted up my Lizzies!


Playing
This year, in half a year I have managed to play as many games as I did all of last year!  Plus, i have the beginning of a variety of games.  I just need to finish them off on the table.

  1. Broken Legions- Played
  2. Wars of the Republic!- Played a couple of times
  3. Men of Bronze- Played it! 
  4. Operation: Hemlock- Got those in too!
  5. Play a New Game- Watch this space for the battle report! 
Broken Legions

Wars of the Republic

Men of Bronze

Aeronautica Imperialis

Wars of the Republic


Wars of the Republic

Rampant Stars

Turf War


Aquanuatica Imperialis

Rules Writing
Typically, this is one of my more productive goals for the year.  Last year was a pretty good year for me on this front, and I hope to keep expanding on my successes.  I always have various projects on the go, and this year I have a few deadlines to hit!

1.       Complete writing Wars of the Republic for Osprey Games- Sent to the Publisher!

2.       Update the photos and artwork in Turf War for Wargame Vault- I have the models and terrain now.  Just need to take the photos and make the updates! 

3.       Get 1 game from the WIP section to the Wargame Vault- I finished the rules for Glittering Void, but I really need some better pictures before that is ready for prime time. 

4.       Get 1 new game into the WIP section of the blog- I actually have 4 games I have been working on: Under the Martian Yoke, White Star/Red Star, Homer's Heroes, and Aquanautica Imperialis: Force of Arms.  Two are up in the WIP Games section for you to review. 

White Star/Red Star Playtest

Miscellany
This is stuff I want to do for the Blood and Spectacles publishing, but don’t really fall into other categories. 

1.       Get 1 new blog post a week- So far I am on track! 

2.       Take more photos for Social Media Marketing- Check my Instagram! 

3.       Add a games Played/Models Painted Tracker to the Blog- In web version, look at the bottom right hand side, below the WIP games!
4.       Do preliminary work for organizing a local Convention for 2021- Covid absolutely killed this one!  No  progress. 



Conclusion
There is an update.  Like usual, it has been a productive year writing games but it has also been unusually productive with gaming and painting too.  I have a strong start to 2020, but I expect the Apocalypse to arrive and ruin the second half from a wargaming perspective.  I mean, it is an election year!  I hope my progress so far is enough to carry me through the end of the year.

Good luck to all of you out there! 





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