Friday, April 24, 2020

5150 Fighter Pilot boardgame - game 01 a short two mission campaign


Introduction
I signed up for four boardgames from the Two Hour Wargames boardgamekickstarter.  The PDFs have arrived and I cannot wait until the games are actually delivered to start playing.  I have already had a go at 5150 Back AlleyBright Lights.  Next up is 5150 FighterPilot.

The fighters are Star Wars Micro Machines.  The report is not long.

Prologue
Rafael Bates is a Rep 4 Gaean in a Light Fighter with Thrust 5, Firepower 3 and Hull 1.

Rafael in his light fighter
Rafael is fairly new at this, and hopes to go far.

Mission 1
Rafael gets the call! His mission is to perform a line patrol – there are a couple of possible targets on the scanner (2 PEFs in locations 6 and 1) 

Rafael burns his way to the first blip.  He reports back to base “Nothing here, on my way to the next location.”  But the next location moved to him and it is a enemy medium fighter!

Contact!
Erin Barton is a Rep 4 in a Medium Fighter with Thrust 4, Firepower 2 and Hull 3.

*erin
The enemy: Erin Barton in a medium fighter 
Erin is distracted by flashing lights on here instruments and this has an impact on her manoeuvring. Rafael gets In the zone which helps him with manoeuvring. So much so he manages to line up a shot, and does what looks like a devastating hit, knocking out all Erin’s guns and a big hole in her hull.

Rafael blows a hole in the hull and destroys her guns.
 Erin makes a run for it and Rafael’s inexperience shows as Erin makes if safely away.

*run
Erin escapes!

However, Rafael is commended for successfully performing his first mission.

Mission 2
The next day, Rafael is called up to the fighter bay again.

"Deep Line Patrol today.  See what is actually there.” (3 PEFs all in locations 5)

Rafael is sent out on patrol again.
Rafael starts his patrol and rather than race to the three blips, he awaits to see if any are real and will come to him.  This turns out to be the worst decision Rafael can make. All three blips move towards him and coalesce into five fighters.  Rafael recognises the fighter markers as belonging to that 
infamous ace, Bruce “five rep” Mark. 

Unlucky! 5 fighters!
Five against one, how bad can it be?  And to make matters worse, Rafael’s fuel indicators show a leak.  Unbeknownst to Rafael, Bruce Mark is able to dig deep inside himself today, giving him a further edge on for the upcoming manoeuvring.  Mark lines up Rafael in his sights and sends his fire pumping into Rafael’s hull, blowing his ship up.

Rafael is blown up by the enemy ace.
Note: rolled all 6’s on Star Power at the end to try and save him from at least the first ship.

Star Power dice roll
Thus ends the (short) career of Rafael Bates in the defence of his home.

Verdict
Fast and furious.  I do like the way the combat works with no table movement and a few simple rolls for advantage and manoeuvre.  I will be playing another campaign soon, hopefully longer.

Alec's story chapter 01 of a 5150 Back Alley Bright Lights boardgame


Introduction
Quick couple of encounters with THW 5150 Back Alley BrightLights boardgame.  PDFs just arrived from the kickstarter.   Figures are from a bunch of HO railway models off the internet.  My children picked out the figures to use for each character.  Board is from MB Space Crusade.  Really need to get some furniture!

The narrative is more like a description of what happened rather than spicing it up.  I ran out of time to do so – more games on my agenda to play :-)

Prologue
Alec Weber starts the new day in New Hope City's Middleton.
Alec is a Rep 5 Basic Exotic with the Martial Arts attribute and a job as Investigator.

Alec


Chapter 1
Alec enters the GreenWood Garage building and encounters Lacey Meadows, an Exotic. Lacey wishes to interact. Alec interacts with Lacey and the result is a Success! Lacey Meadows is recruited.

Alec and Lacey


+1 Increasing Rep for successful interaction. Assuming not a +3 for completing encounter as interaction is not that big an encounter.

Chapter 2
Alec and Lacey are still in the GreenWood Garage building and encounter Ryker Villegas, a Criminal.

Alec and Lacey run into the criminal Ryker

Ryker is a Rep 4 Basic Net Runner with the Slippery attribute. Ryker is not on the best terms with Alec and decides on a confrontation. The confrontation is not lethal.

Ryker Villegas is I cover and activates. Ryker Villegas  is a Rep 4 Basic Criminal, Slippery who will Shoot.  On the inactive side, not in cover are Alec Weber and Lacey Meadows.

Ryker hits Alec who ducks back.

Ryker fires at Alec who ducks back.


Alec and Lacey are now in cover and activate. Alec will Recover while Lacey will Shoot.
Lacey fires at Ryker but misses as he is in Cover. Ryker returns fire but also misses as Lacey is in cover. Lacey returns fire and hits!

Lacey and Ryker trade shots.

Ryker ducks back.

Ryker ducks back!

Ryker decides that it is not worth it and leaves.

Ryker flees the scene

Lacey also decides she has had enough and leaves. Lacey has definitely had enough as Alec searches for her but cannot find Lacey anywhere.

Lacey also leaves, never to return


+3 Increasing Rep for a successful encounter, +4 increasing Rep overall but no increase in Rep.
Lifetime Rep is +4.


Verdict
Oh, did I have fun? Absolutely!  The game is a stripped back version of all the other 5150 titles. But also fully compatible.  I will continue to run through more encounters without changing the rules.  It is a little vanilla compared to previous 5150 but certainly generates a similar narrative.    More to come but have a few other THW boardgames to test out first..

Friday, April 17, 2020

High Colony Sam Landry turn 2 - a 5 Parsecs from Home Campaign

Introduction
I solo play though the second campaign turn of a 5 Parsecs from Home adventure using my own combat rules.  The adventure is based in the High Colonies setting – a colonised solar system in 2228.  This is the first campaign turn.

It took a while to get around to the second turn.  I replaced the railway 20mm figures with some Heroscape figures.  The terrain is still very basic.

All the campaign turn narrative is generated by the spreadsheet, except the actual encounter.
Changes to the rules are in the first turn post

Campaign Turn 2
Period 2. Location: Cook.
The team of 4 is currently Samantha Landry, Cain Randolph, Santos Kirk, Jaylin Wang.
Credits: 13. Patrons: 2. Rivals: 0. Not on a Quest. Clues: 2. Rumours: 0.
The team decide to not travel.
Upkeep is 1 Credits.
Cain Randolph is in sickbay for 1 turn. Spend 4 credits for 1 turn speed up for Cain. Cain is out of sickbay. Total of 4 credits spent on sickbay acceleration.

Jobs
Crew available for jobs are: Samantha Landry, Santos Kirk, Jaylin Wang.
Samantha Landry and Santos Kirk look for a patron. New Patron found: Local government.
Job on offer pays 1 Credits and have this turn to execute.
Jaylin Wang trains and goes from 3XP to 4XP.

Assigning equipment
Samantha Landry is assigned: Clingfire pistol Brutal melee weapon Combat armour Body wire reflex enhancing implants
Cain Randolph is assigned: Blast rifle
Santos Kirk is assigned: Shotgun
Jaylin Wang is assigned: Blast rifle

Pre-encounter
No quest.
Mission selected is: Patron mission.
Patron for the mission is Local government.
Opposition is 5 Aggressive Raiders with a Morale of 2.
  Lieutenant: S-4 C-2 T-3 Rifle, Old fashioned blade
  Specialist: S-4 C-1 T-3 Shotgun
  Raiders: S-4 C-1 T-3 Rifle
  Raiders: S-4 C-1 T-3 Rifle
  Raiders: S-4 C-1 T-3 Rifle

The opposition (deployed already)


Deploy Conditions: None
Notable Sights: Loot cache. Nano-Booster. Single-use drug. Increases Speed by +1
Mission Target: Clear. A crew member, Cain, must exit across the Enemy table edge.

Terrain Type: Industrial
Terrain layout (3 x 3 areas):
  Key building, Key building, Trees
  Open, Open, Pit/Yard
  Pit/Yard, Pit/Yard, Pit/Yard


The team on the mission:
Samantha Landry: R-2 S-4 C-0 T-4 Svy-0 Clingfire pistol, Brutal melee weapon, Armour: Combat armour, Other: Body wire reflex enhancing implants.
Cain Randolph: R-1 S-5 C-0 T-3 Svy-0 Blast rifle.
Santos Kirk: R-2 S-4 C-1 T-3 Svy-0 Shotgun.
Jaylin Wang: R-1 S-4 C-0 T-3 Svy-2 Blast rifle.



The crew

The final number of enemy opposing the mission is 5

Deploy Enemies: Not within 18" of any enemy or 6" of deployed table edge.

The team does not seize the initiative.

Encounter
The defenders are spread out to guard against easily exiting off their side
The team leads with Sam and Santos to the right for firepower, Jaylin and Cain are on the very far right to move through the cover of the yards and then through the woods.

The setup - The crew need to get Cain off the other side
Only Sam gets to move in the quick phase.
Sam fires at the specialist in the building with her clingfire pistol for no effect!
In retaliation, the troops in the building fire back and suppress Sam.

Sam is suppressed (to green bushes indicate this).


Santon and Jaylin move up and fire for no effect (those units in the building are hard to effect in hard cover.

Sam and Jaylin open up to no effect - the raiders are in hard cover.


Jaylin and Santos get to move in the quick phase.
Santos suppresses the Specialist and kills a Raider (really high dice rolls!).  Jaylin suppresses the other Riflemen in the building.

They raiders  don't get a chance to fire back and Santos and Jaylin manage to fire them again and take them down

The raiders are aggressive so the 2 raiders in the woods (including the leader) cannot see much so charge into the mining yards and straight into a brawl with Jaylin.

Raiders charge into a brawl with Jaylin

Unbelievable! On a roll of 4 dice for the leader and 4 dice for the raider, they both roll 1 success each (a success is a 4+ on a die).  Jaylin knocks out the raider and pins the leader.

...but Jaylin has the upper hand.
Sam unsuppresses.
The next turn Santos and Jaylin move in the quick phase.
Jaylin still locked in melee with the Raider leader.
Santos knocks out the Specialist.

Santos manages to take out the Specialist raider

With 2 raiders down and another 2 suppressed, the raiders leave the table

With a number of the raiders down, the raiders flee the field.

The crew get the loot.

Post-encounter
The mission was a success!
The team held the field at the end.
The team did not run away.
The team did not kill the Boss.

The enemy is a new Rival and Rival list updated.

Pay/salvage is 4 Credits.Plus Patron bonus of 1 Credits. Total earned is 5 Credits. Crew have 13 Credits.

Loot! Bionic parts.
Plus the loot cache. Nano-Booster.

Samantha Landry awarded 3 XP for an overall total of 9 XP. XP awarded for surviving and holding the field.
Cain Randolph awarded 3 XP for an overall total of 6 XP. XP awarded for surviving and holding the field.
Santos Kirk awarded 4 XP for an overall total of 7 XP. XP awarded for surviving and holding the field,  first to inflict a casualty.
Jaylin Wang awarded 4 XP for an overall total of 7 XP. XP awarded for surviving and holding the field, inflicted a casualty on the enemy Boss.

The team skip shopping.

One of the crew found something interesting. Gain one Rumor.

An event occurs for Samantha Landry. You get hurt while working on the ship. Spend 1 turn in Sick-Bay.

Verdict
The combat is going very fast but to be expected on a 2’x2’ table. Otherwsie 2 turns in and ready for the next one!
I am still playing version 1.10 and really need to find some time to update the spreadsheet with the extra Enemies.