Showing posts with label Uncle Mike's Worldwide. Show all posts
Showing posts with label Uncle Mike's Worldwide. Show all posts

Monday, June 17, 2019

Battle Report: Operation: Hemlock- Strange Aeons


With their cover likely blown, the Throne Agents of Inquisitor Xanatos had a difficult decision.

  1. Trigger the recall signal and retreat back to the pick-up point. Doing this would probably be the safest course of action, but they would be no closer to unraveling the mystery of the smuggled Adaconite.
  2. They could delve to the source of the mining operation and try to discover what all these rounded-up mutants are actually mining. They had been working under the assumption that the mutants were mining Adaconite, but that assumption may have been a false flag operation to cover something even more sinister.
  3. Finally, the team captured several members of the smuggling gang in the last encounter. They can interrogate them and discover the location of the gang's hide-out and drop in for a little discussion with the leader of the Smuggling gang and who he works for.

Led by Sgt, Major Bathory; they decide to use the direct approach and raid the gang's hide-out. At the safe house, Father Robertus and Twist lead a long and successful interrogation. Ultimately, they find out what they needed to know and administer the Emperor's Justice to the perpetrators. The Inquisition is not know for their mercy.

Soon, the trio of Throne Agents finds themselves making their way through the cramped, ill-kept, and dark zones of the lower mine works deep in North Ammoriss. They locate the back entrance to the gang's hide-out. Normally, it is used as an alternate escape route for raids and attacks by rival gangs.

Immediately, the team realizes something is wrong. There are no guards stationed at the doorway as a show of force. The group quickly and silently accessed the entrance and made their way down the spirally, rock carved stairs and into the den of the beast. Again, nothing was right as the group closed in on the lair.. A determined silence hung over them. As they approached the main chamber, a far to familiar smell greeted them. The smell of carnage.

Someone, or something had gotten their first. The room bore the marks of a fierce battle, The scent of ozone and bloodshed was strong. Corpses were strewn across the compound where they fell. As they searched the team quickly realized everyone was dead. However, there was no sign of theft and looting like normal gang warfare. It was obvious that someone was tying off loose ends.

The team quickly realized this was a dead end and withdrew the way they had come. Their nerves were not settled by what they had uncovered. As the throne agents emerged, they realized their fears were not misplaced. Around them in the mine works were shadows, shadows that moved unnaturally. Red eyes glared at them. Tattered red robes hung around glittering silver webbed bones.

Murder servitors were closing in on them.

Forces:

The Throne Agents

  • Father Robertus- Agent
    Wrecking Hammer, Holy Book, .22 Handgun*
      * .22 Handgun= Stub gun
    • +1 Constitution
  • Sgt Mjr Danyg Bathory- Agent
    Rifle, Knife, Light armored vest, Tight Boots, Firearm cleaning kit*
      * Rifle, Vest Tight Boots, Kit= Las-gun, Flak, Veteran Guardsman
  • Sebastian Twist- Civilian
    Cleaver, Lucky Charm,
    • +1 Attack

Murder Servitors

  • 6 Murder-Servitors
    * Ancient Warriors

Mission:
The Agents need to escape the board on the opposite side as the Murder Servitors close in. The Throne Agents are positioned within 2 inches of the entrance to the Gang's Lair. The Murder-Servitors are positioned anywhere between their board edge and the center of the board. This uses the “Escape Into Danger” scenario from the main book.

Set-up:
The Throne Agents have one of the board edges that is sealed by an Ad-Mech support wall. In the center is the entrance to the gang's lair. This is where the Throne Agents will be deployed. The board is 3x3 and scattered with rocks outcroppings, a slag heap, and a few refuse pits for cover.

The Murder-Servitors are coming in a loose circle. 2 are coming from each board edge.

Turn 1:

The Sgt Major sprung into action on years of combat training in warzones across the sector. Survival instincts began to dictate his movements, as he called Twist to move forward. He quickly pulled his las-rifle into his combat stance and fired on the nearest …. “thing”. His shot was true and sizzled into its chest. However, the abomination just stumbled onward. In fact, they all closed in with their glowing red eyes remorselessly cutting through the darkness.


Turn 2:

Sgt. Major Bathory continued to lay covering fire with his las-rifle. He breathed a sigh of relief as his aim was true and shattered the skull of the thing he shot. It stumbled forward and fell over, it's limbs twitching obscenely.

Father Josephus and Twist moved up under the Sgt Major's covering fire, but it was clear he would not be able to kill them all at range. Father Robertius readied his iron clad staff, his symbol of office as a Drill Abbot at the Schola Progenium. Twist drew out his large knife and got behind the Father.

Turn 3:

The Deptartmento Munitorium issued las-gun flared to life once more, and another of the beasts was seared. However, it pressed on wards and crowded in on Father Robertus and Twist. His fellow creature joined him, with his clawed razor, skeleton hands swiping at the Throne Agents.


Turn 4:

With battle joined, Father Robertus chants a litany of Hatred and weighs into his opponent. The flashing skeletal blades fail to find their mrk, and the good Priest lays the abomination low with a mighty blow that shatters its skull. Twist is less fortunate, and the murderous claws send him to the ground with multiple slash wounds.

The Imperial Guard veteran burst fires his Las-gun at one of the oncoming skeletal machines, but fails to do anything more than scratch it. The wade into Father Robertus and try to bring him down with numbers.


Turn 5:

This close, it is obvious to Father Robertus that these abominations are simple Machine-God puppets. They are nothing more than murder machines built off the rotting corpses of fellow humans. They are affront to the God-Emperor given form of Man. A righteous hatred fills him as he smashed another of the foul things into the dirt, its body smashed asunder.

Sheltered by the whirling maul of the preacher, Twist manages to regain his feet. The Sgt Major moves to evade, and fires into one of the Murder-Servitors. Again, a true shot fails to stop the creature.

The last two mechanical assassins shamble into combat. The Sgt. Major draws his bayonet in the nick of time. Meanwhile, Twist prepares for combat again.



Turn 6:

Combat is swirling and furious. The God-Emperor guides the strikes of Father Robertus as he flattens a third murder-servitor in combat. Twist manages to sweep the legs out from under one and causes it to fall to the ground. The Veteran guardsman is not so lucky, and the murder-servitor knocks away his guard and clubs him along side the head, causing him to fall unconscious.

Turn 7:

Father Robertus knockls downs the last Servitor he and Twist fighting with. Twist leaps upon it and stabs it repeatedly until it stops moving. His own blood dripping down his face.

Leaving the fallen body of Sgt. Major Bathory, the last murder-servitor rushes in to engage with Twist and Father Robertus.

Turn 8:

Father Robertus smashes the last skeletal machine to the ground. Again, Twist finishes the job with a flurry of blows tot he servitors vitals. The light slowly goes out of the machines eyes. The entire cavern is plunged into a cold, silent, after battle stupor. It is then that Father Robertus and Twist realize that their comrade has fallen.


Conclusion:

Twist and Father Robertus rush to tend to the wounds of their friend. They are relieved to find him unconscious but relatively unharmed. He wakes up a few moments later with a splitting head ache, and some choice words for the God-Emperor, the Machine God, and the forsaken planet of Ammoriss.

Meanwhile, Father Robertus investigates the Murder-servitors closer. He is dismayed to find that they bear the mark of the Red Tower of Ammoriss. In addition, they bear the marks of a fresh, recent combat before this one. The only logical conclusion is that they were involved with destroying the Gang hide-out and those within. Father Robertus gave thanks to the Emperor for surviving.

The Throne Agents manage to sneak back through the tunnels and back to their safe house. The connection between the smuggling Adaconite gangs and the Red Tower of Ammoriss leave them wondering who they can trust.

After the Game, Father Robertus gained 1 Clue (Map Piece) and 1 new skill. I chose Surly (Word of the Emperor) that can be used to cause fear. Since the Throne Agents won, I selected Sgt. Major Bathory to get the upgrade for free and I pick the skill Firearms Enthusiast for him.

I didn't manage to get any agents off the board, but I did manage to kill all the Lurkers. Father Robertus was a man possessed today! His wrecking hammer was owning these Ancient Warriors, and they are tough SoBs. He is a murder machine worthy of the Drill Abbotts from Inqusitor.

Monday, April 1, 2019

Battle Report: Operation: Hemlock- Strange Aeons



Sebastian Twist had been sent to Ammoriss several months ago by Inquisitor Xanatos to infiltrate the mutant and twist circles in the depths of the Adaconite mineworks. His reasons were unclear to his agents but they trusted his instructions. Father Robertus and Sergeant Major Bathory accompanied Sebastian to act as back-up and support.

After several months of laying low and monitoring the local situation, the two throne agents received word from Twist. A courier from one of the Noble Cartels was sending a payment to the local gangs they were using to round-up mutants to work in secret Adaconite Mines. Where the Adaconite that was mined was being sent was unclear. However, if the Throne Agents could secretly waylay the courier, it would disrupt the operations of the illicit Adaconite traders and possibly link them to a Noble Cartel.

The courier was being accompanied by a set of gangsters who brought a mutant enforcer with them to act as muscle.

Forces:

The Throne Agents

  • Father Robertus- Agent
    Wrecking Hammer, Holy Book, .22 Handgun*
      * .22 Handgun= Stub gun
  • Sgt Mjr Danyg Bathory- Agent
    Rifle, Knife, Light armored vest, Tight Boots, Firearm cleaning kit*
      * Rifle, Vest Tight Boots, Kit= Las-gun, Flak, Veteran Guardsman
  • Sebastian Twist- Civilian
    Cleaver, Lucky Charm,


Adaconite Smugglers

  • Cult Leader- .45 Handgun, chainsaw*
      *.45 and Chainsaw= Auto-pistol and Chainsword
  • Cultists x3- .22 Handgun, knife*
      * .22 Handgun= Stub/Auto guns
  • Kindred (Hideous)* - Shotgun
      * Kindred= Scavvy Mutant


Mission:
Clearly, we are using the Strange Aeons rules but putting a 40K skin over them.  

The agents quickly entered the mineworks to try and stop the courier from making it to their drop. One of the Smugglers (chosen by the smuggler player) must get the payment off the board edge. The Throne Agents must try to stop them.

Set-up:
The table is a 3x3. The ambush site is a warren of caves and mine shafts deep beneath North Ammoriss. Twisting corridors, jagged outcroppings, and poor lighting are the order of the day. This area has been abandoned as spent by the local Ad-Mech overseers. However, it makes a nice secluded place to make an exchange away from unwanted eyes.

The Smugglers are deployed on one side, with the Throne Agents on the opposite side.

Turn 1:
The Throne Agents carefully move forward into the dark mineshaft. Faint globeglobes are positioned strategically around the cavern, but they are on their lowest settings. They buzz ominously and fill the space with an acrid smell. In the distance, the shapes of the gang members can be seen moving around, the glowglobe illuminators cast strange, unsettling shadows making it tough to see exactly where the enemy is.

The baddies have an advantage as the Cult Leader has Command and can activate some of his minions we he activates. However, no one is in range yet.

Turn 2:
Father Robertus readies his hammer and creeps forward. He conceals himself behind a rock and vows that no one will get past his position, “By the Emperor.” Twist scuttles to a postion besides the main passage and hunkers down, waiting to get the drop on anyone who passes. Meanwhile, the Sgt. Major sees movement in the distance and his keen battlefield reflexes allow him to snap some las shots off. Their red beams momentarily flash across the cavern and alert everyone to the Agents presence.



Turn 3:
With years of experience traversing and fighting in these tunnels, the gang leader shouts his comrades forward. He, a gangster, and the Mutant rush towards the rock pile Father Robertus is crouched behind. The priest sees the Mutant and is filled with a momentary anger. He leaps the edge of the rocks and charges into the creature with a bellow. However, when the horrible mutant visage becomes clear, the Father quakes away in terror.

Seeing the gangsters close in on his fellow agent, Sgt major Bathory steps up and fires as he moves. His shots fail to find their mark. A gangster steps out from the shadows and fires at the Imperial veteran but misses. The gunshot echoing loudly through the cavern.

Twist sees his chance and drops from his hiding place and rushes up to the gangster. The lady never saw Twist coming. The little Mutie drops the gangster with a well aimed shot to the groin with his large blade. The nearby gangster sees his friend go down and fires at Twist, but misses.



Turn 4:
One of the lead gangsters charges into the horrified Father Robertus. The priest barely gets his hammer up in time to block the strike. However,t eh priest is not out of danger yet as the Mutant rushes him too. This time, the Priest has steeled his nerves and faces the enforcer. Again,t eh priest fends off the assault. The gang leader runs past the fight and towards the gates beyond.

Twist sprints forward and jumps on the next gangster in his sights. His twirling blade is enough and he puts the gangster face up. He tries to change back to standing but Twist mercilessly hacks him down again.

Sgt. Major Bathory pivots and drops to a knee. He cracks off a pair of shots at the fleeing Gang leader, but only blasts a whole in her ragged, billowy clothing. The last gangster follows his boss towards the exit.


Turn 6:
It looks like the gang leader is fleeing for his life, and possibly his paycheck. The Imperial Guard veteran again fires on the fleeing gangster boss. With time to set-up his shot, he takes the target to Face Up and pins her.

The last gangster also runs to the elevator, and gets to the gateway. He frantically tries to open the old, rusted gate and it starts to give way with a long, screech.

Meanwhile, Father Robertus struggles and tussles with the two goons he is fighting. He holds them off with his combat training, but is unable to get the upper hand. Twist heads back towards the doorway.

The Gang Leader changes state and gets up from being pinned.


Turn 7:
Father Robertus manages to stunt eh gangster andknock the Mutant down with a powerful swing of his hammer.

Sgt Major Bathory changes his aim and targets the fleeing gangster. His shot slaps into the cage near the gangsters head, and serves to frighten the poor man even more. He squeezes into the lift and starts the machine moving, his boss chasing after him waving her arms wildly!

Conclusion:
The gang's bagman escaped back to the surface and his unknown paymasters. However, the Throne Agents managed to capture the others for interrogation and punishment. With any luck, the escapee will just assume they encountered a rival in the depths beneath the mineheads. Their investigation of the illicit Adaconite mining will have to continue with other leads.

Despite losing the bagman, Father Robertus and Twist gain an advancement. Twist earns +1 Attack, while Father Robertus gains +1 Constitution.

Wednesday, December 7, 2016

Review: Strange Aeons- Uncle Mike's Worldwide



I just picked up this interesting little title after reading a nice review of it online as I was looking for good campaign systems.  I would call this a rare entry into the category of “Narrative Wargame”.  A narrative wargame differs from a Campaign Game in that it has campaign elements, but only one group actually uses it, while the opponents are controlled by a GM like player.  Technically, the “Lurkers” or bad guys are supposed to be controlled by alternate players, but I foresee one player creating a linked series of games while the other runs the “heroes”.  Another interesting bit about this game is that it is set in the 1920’s and is firmly placed in the Mythos of H.P. Lovecraft and his ilk.

The game does not really have any design notes, but there are a few things you can surmise about the writer’s intents.  Instead, the forward is a bit of semi-in-character ranting about unspeakable and nameless horrors encroaching on the mind that led to the rules.  The game reminds me a bit of Frostgrave because the mechanics of the game itself are simple, basic, and few; with the bulk of the rules are based around the campaign and development.

Things I Like
I am always a fan of campaign play, and this game delivers it.  Each model starts with basic stats and skills and equipment.  As they play, they will gain injuries, equipment, and skills.  The two most interesting features in this game are that the injuries are not just physical, but psychological as well.  Characters will gain phobias, madness, and Black Marks.  These represent their exposure to blasphemous, hideous monstrosities; and the corrupting and wicked things they need to do to face them.  This is a nice change as most campaign games focus on physical damage only.  I also liked how when terrible things happened to your compatriots, such as being eaten by a Gibbering Horde your models would need to take insanity checks.

In this game, both players do not have a warband like in many camapign games.  Instead, one player hasthe warband of threshold Agents and they are opposed by the GM who controls the “lurkers”.  The lurkers are expected to get killed off in each mission, but try to stop the Threshold agents from accomplishing their missions.  The game has a huge list of “Lurkers” to choose from to oppose your Threshold agents.  It has most of the basics with a heavy dose of Lovecraftian evil.  This means the opponents will be varied and range from the alien, undead, beastly, and to corrupted and mundane humans.  Typically, the number of points spent on Threshold agents would translate over to the number of points spent on “lurkers” to create a “balanced” game.  

The “Lurkers” had some interesting campaign related objective they could attempt and that Threshold agents could attempt to thwart, my favorite being a re-enactment of the play The King in Yellow.  This touch makes sure that the GM can do some interesting plots with his “Lurker” and not let the Threshold agents get all the advancements.

Finally, there is a “generic action” that allows you to do things like consecrate a grave, interact with an object, do a bit of role-play, etc.  This generic action could really open up the door to some cool scenario/light RP elements in the game.

The game has a variety of scenarios.  My favorite are Quest scenarios that can only be activated by finding Map Pieces in regular scenarios and turning them in to play a Quest scenario.  That is a neat mechanic.

Things I Did Not Like
This is a relatively lethal campaign game.  As I read various battle reports and Campaigns, it seemed like Threshold agents were getting killed left and right.  I am not opposed to a lethal wargame, but it defeats the purpose of a campaign game if before your characters can get interesting with injuries, phobias, skills, and gear they are dead.

In addition, there is very little reason for the “Lurkers” to run-away or flee the battle.  They always seem to fight to the death.  Again, this seems unrealistic as if the Cult Leader and all his henchmen are killed, how do they continue their evil plans?  The game has a set of Nemesis rules for enemies thwarted continuously; but from my readings of the rules it looks like no-one would survive long-enough to have a nemesis.  There are no rules for Lurkers running away and ending the scenario, they fight to the death.

Despite the focus on Insanity and terror, the morale rules need a bit of work.  They are a bit unpredictable with agents freezing up, running, or going crazy and attacking.  For a game based in the Mythos, they seemed to be a bit random/not important enough.  Again, I felt like both sides would just fight until one or the other was wiped out and any momentary insanity would quickly be passed by.

The core game runs smoothly enough, but I do not feel like there are many opportunities for decision making.  It runs on Nominating 1 model per turn, but if that model has the “Command” skill or similar they can allow a couple other models to activate as well.  In theory, this seems okay but what it does in practice is to bunch up your investigators and not allow them to move freely about the board as individuals.  Models are forced to act a bit as a “unit”.  If models do not stick together, they will end up getting isolated and the “Lurkers”/Threshold Agents will close in and quickly overwhelm them.  It makes some sense thematically, but reduces some of the open-ended possibilities of the game.  

Meh and other Uncertainties                  
The core mechanics for shooting and injury are pretty basic.  Roll over stat to succeed.  However, the more you succeed the more you potentially wound when attacking.  That is a nice touch.

Each model gets two actions when nominated.  However, each turn only allows 1 model to be nominated so Characters with the ‘Command” skill become critical as mentioned above.  Actions are moving, shooting, charging, and Generic action (Like read a book, cast a spell, use a psychic ability, etc.)

Threshold Unit creation is straight forward and simple.  Personnel Points plus Equipment Points with four model types is the cost of the unit, with starting units being 15 points.  The four types are Characters, Agents, Civilians, and Children.  Each also can get a single skill to start with.  Choosing Lurkers is pretty much the same, except they change every game.      

Map pieces are the resource of the game.  They are discovered by winning scenarios.  Map Pieces can be turned in for Quest scenarios or to hire Threshold specialists that remain part of the team for 2-5 missions.  They are a good way to juice up a team with some specialist power.

I get the impression that there are few differences between this second edition and the First edition, but I am unable to speak meaningfully on this topic.

Final Thoughts
This was a game system built to support a campaign mechanic; therefore the in game rules are relatively light and emphasize ease of play.  It would be easy to run through an entire 3 game mini-campaign in a single night.  In addition, you can’t beat the campaign setting for coolness.  However, I am unsure how sustainable it would be long term as the rate of Threshold Agent turnover seems to be high enough that by the end of game 5, none of the original agents would be left alive!

I am really glad I purchased this game as I think it has gotten me excited about Campaign play again.  However, I think I can only recommend this to folks who really like the Lovecraftian Mythos and don’t mind being the GM once and a while.  I think for more standard wargamers, they will want to stick with a more straight forward PvP game.