[GZG] [ECC XIV] AAR - Definitely not abridged version

4 posts ยท Feb 28 2011 to Mar 3 2011

From: Tom B <kaladorn@g...>

Date: Mon, 28 Feb 2011 01:18:39 -0500

Subject: [GZG] [ECC XIV] AAR - Definitely not abridged version

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http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lFriday:
======
0600 - Reveille
0753 - left Ottawa
0950 - Pickup Doug S. in Ottawa
1045 - Penetrate US Border Defenses
1630 - After a nice lunch and a snowy drive down I-81 (14 cars in the
ditch,
2-3 more smashed up on the road, but we had no problem - being Canadian
and having Snow Tires), arrived at Hampton Inn, Owego
1730 - Arrived at Owego Treadway convention room
1900 - Began playing in the 'Terminators kill the Tech Com humans'
scenario
2245 - John Connor admits that he isn't getting inside the Skynet
bunker. Humans did manage to destroy 2 tracked HKs and 3 airborne HKs, but the
infantry Terms were still okay as were the mini HKs and one annoyingly lucky
tracke HK that spent the whole game pounding the daylights out of a single
human squad (needless to say, there were no survivors).

Once the Humans lost their 'technicals' (trucks with plasma guns or missiles)
and discovered their sapper teams were not going to carry the day, they were
pretty much down to infantry. Not much chance to take down the last HK and not
enough force to push for the bunker.

Good forward defense from the Terminators! Excellent tactics and no needless
waste of infantry when their armour could get the job done.

2300 - Ticket to Ride, beer, and scotch. I clearly had mine punched by a
certain French-Canadian. Carl and Doug were tied on points, but Carl had
completed more routes.

Saturday
======
0900 - Mark Kinsey's Brushfire War series continues with South Africans
and
the first outing of the Ratel-90 in an attack on a SWAPO camp in Angola.
SWAPO has blinds with some dummies (we saw all of their units, 1/4 of
the dummies only...) and green troops with a few Recoilless Rifles. They have
a kind of ditch (not a proper trench) to fight from. SA has better troops,
with 2 Eland armoured cars with 90mm guns, some Ratel-90s with infantry,
and
some Ratel-20s with infantry.

The Ratels came on on turn 3 and maybe turn 5 in waves from the bush. In
turn 3, the Ratels engaged, but lucky SWAPO fire cooked two Ratel-90s
and two infantry squads. This meant we (SA) had to get all 6 remaining Ratels
and squads off for a major victory. I figured we were bollixed already but
didn't let on.

> From the SWAPO perspective, the game was one three and a half hour

They immobilized a 3rd Ratel and I knew we were in danger of losing the game
and they cooked a 4th with its infantry after Steve decided to try the 'drive
through without stopping option'. In Steve's defense, that did get three
Ratels with infantry off the board. We did smash or break 12 squads of greens,
but our losses were unacceptable and SWAPO won a minor victory (which they
didn't find too consoling given their feeling all game they were getting
bludgeoned).

1400 - Damond's Predator game. Jon Davis, Jerry Accord, Steve Barosi and
I
took turns beating up ont he very good-sportsmanlike VC victim (Derek
Rogillio - thanks for being such a darn good sport, Derek).

The usually sober and honourable Davis had a moment of consumate greed and
stole a scule from Jerry (or was it Steve?) and was duly repudiated by his
Brethren until he contritely gave it back.

I mocked the three other Predators for depending on the crutch of the
invisibility screen. I used mine for approximately 1/2 a round in the
entire game, fighting visibly. I also never used my Plasma Cannon, another
crutch for the weak. (Both were shot off my armour at some point in the fight,
but I hadn't been using them before that).

The game saw some sweet moves and some funny ones. Jerry's double 1 led to an
electrical short in his plasma cannon. Steve's zeal led him to smash his spear
through the back of a skull he was trying to collect (hence us
deciding he was the Junior Hunter just learning the trade - aka FNG).

I jumped down in the middle of 4 VCs, slammed two together (#3 was fast at
moving out from between). When #1 and #2 were stunned, I impaled them on the
same spear and then grabbed #3 by the ankle to spin into #4 as a club (and #4
got missed because #3 continued to resist, even when I grabbed each leg and
tried to wishbone him).

Mr.Davis killed a fair few with his cannon, before deciding to move in. Steve
absorbed some bullets. Then it was on to the second phase.

The game had two phases: Predators attack camp full of green VC. Then, after
collecting those skulls, while we ("Blunt Claw" Accord, "FNG" Barosi, and I)
were censuring "Broken Spear" Davis (he broke his spear and lost his plasma
cannon), Reg VC led by elite leaders came in armed for bear. Then it was a
real fight.

The VC moved and fought well. They fought Jerry to a standstill, wounding
him twice and forcing him to resort to a Med-pack. His HTH, even when it
went well with the dice, was deadlock (or very slow progress).

Steve also took a second wound and had to medpack it. He actually got into a 1
on 4 fight with 4 VC regulars in HTH, but whittled them down one at a time,
finishing all 4.

Jon Davis, despite a fight on the trail in which he broke his spear, used it
to stab one in the stomach, then came across the throat with his wrist blades,
severing the head. This after jumping on a pair of them, landing on one and
standing on his chest while skewering the other. Some good moves, only
slightly tainted by his previous klepto behaviour.(tsk, tsk) Give credit where
credit is due, he did kill one one of the VC elites with just his wrist blades
and halitosis.

When the second wave of VC were moving in, I climbed to the top of a tree
visibly, stood out, and let out a huge yell, to let every VC know where I was.
I wanted them all to come to me. I got (in the end) the attention of about 5
or 6 (4 full time, 2 dabblers). They started shooting at me, so I jumped on
one, speared him, and jumped back into the tree to take his skull (using him
as body armour versus about 12 bursts of fire from other VC). I hung his body
in the tree so that I could rejoin the fight, but the fire was intense enough
I faked a fall from the tree as if hit (cunning is the old
hunter....). When they came to see, I "Jean Claude Van Dam'd it" -
flipped to my feet and leaped at them. The elite leader was a tough go. I went
back and forth with him until I realized I wanted to throttle him, and so I
worked on that plan while his two assistants tried to melee or shoot me
(varying by moment). Eventually, very satisfyingly, I crushed his windpipe. I
then turned and gutted one of the remaining Reg VC fighting me.

About that time, Steve finished his 4th, and in a comradely gesture, tried to
Bogart one of my kills by firing into melee (yes, he could have shot
me).
I cinematically turned, gave him the predator equivalent of "WTF!???!!!
FIGHTING HERE!!!!" and turned around and killed the last guy. (New
Guys....
what can you do with them? tsk, tsk).

In the end, it was 10 skulls to me, 9 to Jon and I think 7 and 7 for Jerry and
Steve. Most importantly, all of us (except poor Derek) had an awesome game
experience. Damond is to be commended for putting on a scenic, fun game
that used a modified FMA/SG mechanic that well suited the Predator feel.

I'm happy I won, but I was far happier it was a great game.

1830 - A very surreal journey into 'downtown' Owego, complete with a bar
we couldn't get seats in, another restuarant we couldn't hear ourselves think
in so didn't stay, and a nice enough dinner/pizza joint where the staff
were friendly and attentive and the food was decent enough. Strange journey.

1930 - Star Wars: Capture Bei-kun! as hosted by Jerry and participated
in by Doug S (Senatorial Guard, SPA forces, and Government Troops), Mark
Kinsey and Derek Rogillio (Sith badass, Commando Bots, Bounty Hunters, and
seperatist locals (plus turncoats)), and me (Ithorian Jedi Master Uamaw Fonwim
(Starlight) and his padawan Lanik Mar, and a unit of government troops, and
the Senator's Bodyguards).

Senator Bei-kun (Bacon) was trapped in a building with his loyal
bodyguard, some senatorial guard, and some local loyalists. The Sith had setup
and ambush, but warning was given a bit early and the Senator and his team
have time to make a plan to get to one of two pads, calling a Clone Gunship in
for a rescue dust-off for the Senator.

The first move of the game was the Sith hero crashing through a third storey
window and dropping onto a platform. Snazzy beginning. Typical Sith display of
power. (*grin*)

The Senatorial Guard and the local loyalists sally forth to try to establish
blocking positions to preclude being cut-off from a landing pad. The
padawan goes out to oversee while the Jedi Master and the bodyguard team
remain with the Senator.

Suddenly, from under the platform, Commando droids swarm! And a bunch of
locals start heading for the loyalists. ROE on both sides limits who can fire
at what before particular actions occur.

As initial shots are exchanged over several fountains and forces pile up on
either side of a small raised bridge area, the time for action arrives. The
Jedi Master force-speeds himself down and out of the building, winning
the
initiative on the succeeding round and force-jumping over the
intervening bridge structure into the very middle of a unit of commando
droids. A short
while later, a slightly winded Jedi Master (one angry tree-loving
Ithorian stuck in a city) stands among the ruins of 7 or 8 commando droids.

The Sith, seeing his change, leaps a huge distance to engage the Ithorian. The
exchange is brief, but the Ithorian proves his skill. The Sith is left with
the choice of taking a lightsabering or evading and chooses discretion,
leaping away to catch his breath. The Ithorian calls for some friendly forces
to advance and a team of Senatorial Guard join him. He tries hard not to think
of them as meat shields, even though he understands the necessity.

Meanwhile, the locals blast at each other to varying degrees of success. The
padawan, still stuck with an ROE that precludes attacking some of the locals,
attacks the one squad she can attack. A force jump, some lightsaber flashes,
and one squad of locals is spare parts. Perhaps unfortunately, the padawan
LIKES it.

The Sith tries a flanking move, while his commando droids (unit 2) swarms the
Senatorial Guard protecting the Ithorian. Some local troopers with blasters
niavely try to stop the Sith with predictable consequences. It turns out that
a chain link fence won't stop a lightsaber.

Communications during this period are sporadic. The Sith blame loyalist
jamming, the loyalists blame Sith treachery.

The padawan, infected with a tad bit of bloodlust (and knowing the Ithorian is
tired and needs protected), leaps into a formation of commando droids. Shortly
they too are good only for electronics spares and she exploits into a third
unit (type I forget), cutting them into small, cauterized chunks. Her Ithorian
Master will have to have a talk with her about her ferocious abandonment in
these fights; Easy and attractive is the dark side, faster and allegedly they
have cookies.

The Sith, recognizing the peril his plan is experiencing, due to the applied
violence of Jedi skills, appears to be about to take out some more locals, but
Master Starlight is not about to let that happen, even if he is tired himself.
Catching his breath briefly, he leaps under an overhead bridge to engage the
Sith in the dark shadows. Lightsabers flash... and the with falls. If the Sith
had been allowed to move away, he may have reached the Senator, whose only
defense was the bodyguard. Having seen how nasty
lightsabers are versus non-Jedi.... that would have probably spelled the
end for the Senator. The tired Ithorian had no choice.... and it worked out.
The Will of the Force was clear.

Seeing their leader brought low and recognizing the returning strength of the
two Jedi, and wisely wishing not to become further spare parts, the remaining
Seperatists gracefully surrendered.

Jerry surprised his players with great swag! He had some signed pics of Boba
Fett and another hot SW female signed by the artist, he had a big poster of
Chewie signed by Peter Mayhew, and some signed character cards from his
(brother in law?) who is a Sound Editor for Skywalker Sound and who does some
voice acting for Clone Wars. Wow! That was way above and beyond!

I felt sorry for Mark and Derek (it could have went the other way and our
having both the padawan and the master meant the Sith not going to be able to
protect his softer units from both at once). They were good sports though and
I felt they genuinely came close to getting to the Senator (one good move
action and they might have been at him). The lightsaber battles were fierce
and could have went either way and one bunch of droids did slaughter a
Senatorial Guard unit.

2300 - Contraband - the smuggling card game that never ended. Doug won
and has declared he will never play that game again.

Sunday:
0900 - Indy's obviously Traveller-inspired L5 Incident. The L-5
architecture strangely resembed several decks of an Azhanti High Lightning
class Frontier Cruiser from Traveller (minus, I was sadly told, the spinal
mounts).

The Station had jumped away, leaving a bunch of crew trying to sort themselves
out and get to a shuttle from various decks. And then there were the large
walking canine critters. They seemed to want to play fetch or
engage in ceremonial butt-sniffing or something. The Station crew were a
bit
short on scooby snacks or freezer-dried kosher bacon bars. The encounter
was mystifying to both groups. There was some exchange of fancy shiny stones
and
lava lamps and perhaps the station was sold - it depends on who you talk
to.

The only combat was a dominance fight between the Varg...err.... canine
indigenous population of the planet the station arrived in orbit of. There was
a lot of preperation for combat (Aaron set more overwatch counters than the
rest combined) but not much shooting. I think the only other shooting incident
was the XO blowing out a ceiling panel because someone had let a
dog loose on his command deck without a leash or his by-God-say-so. He
wiped the computer of the jump drive info (which the engineer had secured in
his laptop apparently) and the shuttle got away, accidentally depressurizing
the
now computer-lobotomized and powered-down station.

I'm not sure anyone died. I'm not sure if there were successful negotiations.
I am sure Michelle Tuffley was a) not much of a scientist (couldn't help with
a programming problem), b) not good at getting coffee (kept finding empty
dummy counters), and c) destroyed Guildenstern property (blew up a console on
the bridge). I have no explanation for Guildenstern recruiting scientists who
can't operate a mouse and whose specialties have nothing to do with physics,
computers, or jump drive. I think there was some sort of nepotism going on or
we subcontracted from Crackwater Consulting. (The science rolls were all
quality related meaning perversely that the green scientists were worse than
the orange and blue security and command types... that needs some work
Mark.... our scientists couldn't even find gear in the storage lockers!)

All that makes it sound like it wasn't fun. It was actually a scream. We all
appeared to have great fun, although it was funny to see Doug use ladders and
automatic Iris values to cross 5 decks in one activation while Aaron's team
took approximately 7 activations to take the elevator the same
distance.(I commented that it was definitely NOT a TURBO-lift).

I have no idea if the Vargr players understood my info and I know I only got
part of what they were trying to communicate. I did resist my urge to shoot
them several times :-)

The game was fun and was just the sort of good ending for a Sunday morning.

An uneventful drive home later (a no-latex exfil from the USA) and
another ECC was in the books. Good times, good friends, and good laughs.

Damond, Jerry, Mark K., Indy, and Mike, thanks for running the Games. Derek,
I'm sorry your weekend consisted of bouts of dying interrupted by bouts of
getting killed. You were a great sport and I'm sure you'll have good karma
sometime to counterbalance that.

Jon, Jerry, Mark: Thanks for organizing again. Another good year.

From: damosan@c...

Date: Mon, 28 Feb 2011 12:56:45 -0500

Subject: Re: [GZG] [ECC XIV] AAR - Definitely not abridged version

For anyone who's interested here's the basic info I used to run the Predator
game at ECC. I prefer the occasional cinematic game so allow the players to
bend FMAS until it breaks. YMMV of course. If you hate Predator gaming delete
this now...

D.
---

FMA Predators:
Quality: Highly motivated elites (d12/1).  These can be adjusted
downward, probably as low as d8, to represent young newbie preds on
their first hunt.  Their nerve/motivation should always be 1.
Armor: d10
Mobility: d8 -- this could probably range from d6 - d10 for older,
"more experienced" preds, or younger pups.

Predators have two wounds -- they always get two actions.  Once
"killed" the first time they crack their medpack and pop their power pills to
recover back to two wounds. Once brought down again they're dead.

Predators can gain a suppression/stress chits but they can remove them
all at a cost of an action. Predators will take a pause but they tend to not
give up so easily as the base rules would allow.

Predator equipment was limited to four items: shoulder cannon, spear, wrist
blades, and their shield generator.

Shoulder Cannon: S-4"/d12, M-8"/d10, L-12"/d8, Impact d10
Spear: S-4"/d8, M-8"/d6, L-12"/4, Impact d8
Wrist Blades: Impact d8

The high firepower of the shoulder cannon is more to simulate their laser
aiming and popping off single shots instead of the more common spray of lead.

Hit Location:

When a predator is hit roll impact vs. armor as always. If the armor roll
fails roll on the following:

d8 / result
1 / Spear
2 / Shoulder Cannon
3 / Shield Generator
4 / Wrist Blades
5-8 / Body

If a piece of equipment is hit it is destroyed for the duration of the game.
If the body is hit mark off a wound. When the second wound is marked off the
first time the player may crack open their medpack as their only action the
next turn to boost back to two wounds. Opponents are only allowed to stare at
the downed figure, being cinematic of course, going "Whew...that was
tough...ok lets hit the
bar..."

Lastly we come to the shield generator. As part of each action the opponent
model must make a free eyeball check. This is normally their
quality + situation die vs. the Predator's quality with high die
winning.

The situation die starts at d4 (Mk 1 eyeball and all that). This die
is up-shifted by activities performed by the Predator.

Shift Amount / Description

+2 / Predator combat moves and either starts, moves through, or ends
up within Target Quality inches away from opponent.
+1 / Predator does normal moves and either starts, moves through, or
ends up within Target Quality inches away from opponent.
+1 / Shoulder cannon shot
+N / GM whim.

These mods accumulate from turn to turn based on the Predator's activity. The
Predator can zero these mods out by taking a single action to stand still.

The opponent makes their free eyeball check before each action. If they fail
they are allowed to shoot at the invisible predator but
their firepower die is shifted down to d4 - otherwise they get their
normal firepower. This check is made before the opponent determines what their
model is going to do. An opponent may not charge a Predator if they failed
their eyeball check.

Individuals who have experience with Predators may start with a higher eyeball
check rating (say d6).

Collecting Skulls:

Once a Predator downs an opponent it takes a full action to collect the skull.
Collection is not automatic. Hard core opponents should be worth more than one
skull. As an aside "The Hunted" don't appreciate seeing their buddies spines
and skulls torn out. If this "collection" should occur within eyesight of an
opponent have them
make an out of sequence nerve check at +2 and if they fail they
immediately flee 2d6" away from the Predator. This may drive targets into
other Predators but herding is ok by Predator standards.

At the end of the game tally the skulls to determine who won.

Info on the Vietnam scenario:

Two phase game. During phase one the Predators have almost free reign
on the table -- cinematic game play is encouraged to set the tone.
The players describe what they want to do and the GM fudges it to come
up with a difficulty.  As a GM never say no -- assign difficulty and
let the players do as they choose. Phase two becomes more of a stand up fight
BUT cinematic game play should still be rewarded.

Red Team:
  Phase 1: 20 Local force VC.  Quality d6 with nerve/motivation
ratings of 1 to 3. Armed with an assortment of AKs and SKS rifles. No leaders.
Phase 2: 16 Hardcore Main force VC. Quality d8 with
nerve/motivation ratings of 1 to 3.  Two of the 16 should be Elite/1
or Elite/2 LEADERs.  Armed with AKs and SKS rifles.

Blue Team:
  Four Elite/1 Predators described as above.

Setup:

Phase 1: VC start set up in the middle of the table in 3-6 figure
groups. During phase one the VC will not act as a coherent force. One predator
starts on each map edge. Predators start the game. Phase 1 ends when the local
force VC are either completely destroyed
or only 2-3 survivors remain.  Then they disappear and we move to
phase 2.

Phase 2: Predators start in the middle of the table looking at each other. I'm
sure they're congratulating each other on a good hunt and admiring skulls.
From one table edge the Main force VC emerge. Split into units of 8 with one
leader per. Let the REAL fight commence! It's to the death.

Notes:

Phase 1 is meant more for setting the tone of the game. The Local force VC can
still hit and damage Predators so it won't be complete cakewalk. At ECC the
Local force VC managed to damage some gear and wound a Predator.

From: Allan Goodall <agoodall@a...>

Date: Wed, 2 Mar 2011 15:58:04 -0600

Subject: Re: [GZG] [ECC XIV] AAR - Definitely not abridged version

_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lOn Mon, Feb 28,
> 2011 at 12:18 AM, Tom B <kaladorn@gmail.com> wrote:

> 1630 - After a nice lunch and a snowy drive down I-81 (14 cars in the

I enjoyed the writeup!

Wish I could attend some time.

I highlighted above, because it was just the other day that I was explaining
to local friends what a "snow tire" was.

--
Allan Goodall            http://www.hyperbear.com
awgoodall@gmail.com agoodall@hyperbear.com

From: Seamus <fomorianwolf@g...>

Date: Thu, 3 Mar 2011 14:17:50 -0500

Subject: Re: [GZG] [ECC XIV] AAR - Definitely not abridged version

_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lOn Wed, Mar 2,
2011 at 4:58 PM, Allan Goodall <agoodall@hyperbear.com>wrote:

> On Mon, Feb 28, 2011 at 12:18 AM, Tom B <kaladorn@gmail.com> wrote:

A pain I know all too well, as a native Coloradan (US). I do love the
'wtf-to-enlightened' facial expressions, though. :)