Sunday, February 20, 2011

Wings of War

We did another Wings of War day at Pair a Dice on Feb 20th.

The First game was 2 Spads against a Pfalz and an Albatross.  First Shot and JM pulls an explosion card - "oh the deck wasn't shuffled and he shuffles and keeps flying.
The dogfight continues and this time JM pulls another and poof no Pfalz
Another dogfight and on come reinforcements in the form of a famous beagle
The fight continues and the pilots get aggressive, good thing we were not playing with collision rules
Moments later the three german fighters closed in on the British DH4.  Sadly for us German Pilots, all three of us went down in two consecutive turns.

We played a bomber mission with the new bomber rules.  It ended a draw as the bomber succeeded in bombing the train, but was shot down before it was able to make it home.

The final scenario was three allied fighters vs two fighters and a balloon defended with two machine guns.
The allied players took out the balloon at the cost of one of the fighters, but both remaining fighters limped home with heavy damage.

Friday, February 4, 2011

Zombies Campaign Hosted at Pair a Dice Games day 6

Sal had a bad feeling.  She did not want to go, but it was important to make a good showing for Bartertown and a bunch of other folks were out on other missions.  On the face of it, it was a simple mission, drive into Bartertown, with Mullet Boy - who we rescued from the warehouse.  We had enough firepower to push through and two good vehicles.


From Mullet Boy, we knew that the path in was partially blocked to slow vehicles down.  We also knew the guards would not interfere with things going on outside the fence.  Seemed simple.  JM decided we would take a shortcut across country, avoided a couple of bottle necks.  We shortly saw why when we spotted a truck being looted by seven gangers. 
The leader immediately opened up with his shotgun and knocked down JP - at the wheel of the Ford.  The leader's minions rounded the looted truck and opened up.  Killing Mullet Boy and missing the others,  Returned fire knocked down the immediate targets - with the first shot killing the Ganger leader.  Our activation continued the string.  Active fire cleared the immediate threat of the gangers, JP recovered from being knocked down - nice to have body armor, but the Ford was stuck in the mud.  We shoved it onto the pavement with the tour bus - a nice roll on a -2 rep check.  The gangers did not have the remaining firepower to defend from the zeds swarming after a fierce gunfight - they had opened up with three shotguns and an SMG and our return fire was as voluminous.
Now it was the Tourbus's turn to get stuck in the soft soil.  A single ganger tossed a shotgun shot at the bus while the others fended off the zeds.  He failed, and the return fire knocked him down.  The zeds closed in on the downed gangers and started feasting.   Other zeds worked on the tourbus, trying to get at the tasty humans inside, but were brushed back by the fire from inside.  We got the bus unstuck and bounced forwards before a horde of zeds could close in. 
Meanwhile the gangers took and opening to try to escape.  They got charged and won one and lost one melee.  They won the next activation and cleared the remaining zeds and hotfooted it off the table.  Leon - the ganger that had lost melee was successfully revived and avoided infection. 
The path to the gate seemed clear, the gangers had been neutralized and the zeds were focused on the downed gangers.  A gimp charged the Ford wielding a meat hook and a chainsaw.  He did little other than dent the hood before our next activation - when he took a shotgun blast and was obviously dead. 
We made the gate and got in.  The residents of Bartertown seemed immune to our attempts to recruit them  but took our goods.  We traded in a massive number of guns collected over the last adventures for three sets of body armor and two doses of the cure.
The path out seemed like the easy route.  Rather than rick the choke point, just take the side road.  The ford made the obstacle course easily and was on the edge of the table.  He ran over some zed on the last corner, but it was only a 2d6 rep check with a  rep 5 anything but boxcars.  One, zed , two zeds down , last roll - boxcars.  We flipped the van.  Inside Jethro, JM,s minion, must have been thrown since he was dead, the others - just stunned.  Zeds stormed forward and started peeling back the van.  In the lead Ford, JP noticed the wreck - some discussion followed whether to return and they decided on the return.  Back comes the Ford to the rescue. 
Some zeds broke off the attempt to get into the tour bus and charged the Ford, causing IT to crash - another pair of boxcars.  This time everyone was fine.  Inside the tour bus the inhabitants recovered and started killing off zeds.  On the zeds turn three charged each of the three in the bus - all three humans sensed the dire situation and passed the being charged test.  I killed one zed with a pistol shot, while my minion offed one and JM's smoking hot babe did in two.  She killed her remaining attacker, I barely saw off my two and Sal was wounded in hers.
The zeds seemed not to know how to deal with their success and failed to activate  On the human actiavetion, we cleared the immediate zeds, stabilized the situation and transferred the bus's load to the Ford.  
On checking each vehicle ( decided they were drivable on a 1 on a d6) the Ford was ok, but the bus was out of luck.  We cleared out.  We started with 9 and ended with 6 as Sal's premonition was right and she did not recover from her wounds.  I lost both Mullet Boy and Sal, JM lost his minion Jethro.  Both JM and Smokin Hot babe went up in rep. 
Disturbing news,  While hunting deer around our base, D and M found traces of other humans scouting the perimeter - maybe the gangers escaping in the last two events will bite us.

Sunday, January 23, 2011

Zombies Campaign Hosted at Pair a Dice Games day 5

Rumour had pointed us towards a big box store warehouse.  Our mission was food and to find allies.  All things considered it went well.

We motored down the road and splatted a bunch of zombies on our way in.  Helps to have a rep 5 driver.  Unfortunately the Hummer ran out of gas at the pariking lot of the warehouse.  We cleared the immediate area and entered the warehouse.  A pair of zombies were shuffling around by the time clock and died quickly.  We started collecting stacks of food.  From the entrance we split into two groups.  JM and JB ran into two National Guardsmen - and failed the meet and greet.  The drawdown was somewhat in conclusive.  JB wounded one guardsman and JM and the other guy both ducked back.  The next initiative went to the guardsman, he opened up at JB and missed.  JB chose to hold fire and offer a truce - we rolled the meet and greet again and the Guardsman chose to scoot out with his wounded buddy.  The warehouse was in general a Mecca for other survivors.  M and I split off into the other direction and cleared a couple of zeds on the ground floor of the warehouse.  We opend a packing crate and found a hostage that knows the signs to get into a safe zone that has an economy.  More about that later.
JB and JM found some survivors that were willing to join them for the game - to get out of trouble.  M and I then found even more, some boxes of guns and some gold bars.  About this time, the two gangs that considered the warehouse had arrived.  The first car of the AB positives was plowing through zeds until they failed the diriver check, flipping a car in the middle of a bunch of zeds is bad news.  The good news was that the next turn the Happy Bikers entered with another car.  The good news for the stunned AB positives was the Bikers ran over the hungry zeds.  The bad news was that the Bikers were equally happy to run over the stunned gangstas.  The Bikers ran out of gas right after running over the zed snack.  They started towards "Their warehouse" on foot and into fire from the Gangstas other group that had entered on foot from the table edge near the warehouse. 


Our group was happily looting the warehouse, M and I ran into a pair of cops looking to bunch together to get out safely.  Hearing the shooting outside, I unlsung my scoped rifle and started picking off Bikers outside.  JM's Smokin Hot folower and another went up to check the last storage area.  The good news was that  we finally found a trio that was willing to sign on for a while, bad news was a stashed bomb was triggered and started counting down.

The gunfight continued outside between the Bikers and AB+.  The Biker leader knocked me down with a blast from his shotgun - no mean feat as I was in a window and long range, but Shotguns are deadly.  JM, JB, and M got to the door and opened up on the Bikers.  Crossfire was too much and they went down in one turn.  Good news as the bomb was ticking down.  I passed my knockdown test and was back in action.  We bolted with our stacks of food and moved in a group of 15- nothing could stand in our way.  Out of the bombs blast radius - it left a big hole - tkaing our Hummer with it, we looted the vehicles by the side of hte road - gaining a minivan, convertable and tourist bus while losing the hummer.

We bid adieu to our five temporary companions and tallied up the nights actions.  JM's Smokin Hot follower finally got back to rep 3,and My follower went up to rep 5.  Nobody else gained rep, bup JM, JB, and  M gained a rep 4 survivor.  I claimed the hostage who decided to join us and turned out to be rep 4 despite his Mullet. 

Next game will be the effort to get to Bartertown.

Wings of War

We played a series of Wings of War games at Pair a Dice this Saturday.  Seven players so we swapped back and forth on the 4 vs 3. 
We played mid 1917, I flew a Reviresco Pfalz that I had kicking around forever, but had no stats on it until the series IV from Wings of War.  I can understand why it was adequate but not a preferred plane.  Good damage, but fairly slow and not very maneuverable.  I was able to survive the first three games but go no kills.  We called each game if a side was down to one plane against 3 or more rather than fight it out to the bitter end..
Three of the players were new to the game, but it was hard to tell as they out flew me.
The first game was a balloon busting mission of four german fighters against 3 allies defending an observation balloon.  Germans blew up the balloon early, then took out two of the allied fighters.
The second game was an allied bombing run across the lines.  The bomber was damaged and could not turn to get a good line the first run, then was shot down as he lined up for  a second run at it.
On the third flight I took a UFAG and was assigned a run.  This time it was 3 germans against 4 allies.  My obsever got shot just as we dropped bombs on the target and the allies took me down before I could make it back to safety.  The rear guns are handy when flying a two seater.
The last game was a new experience.  JM has a scratch built Zeppelin Straken.  The Bomber was returning froma  mission and had met up with one fighter escort.  They were faced by 5 fighters.  I went down early as I got too aggressive aand went in alone without waiting for my allies.  Another fighter went down to the bombers guns and it looked like a third was in trouble when the bomber had taken too much and spiraled to the ground.
I forgot my camera so no pics, but the response was pretty positive so we will likely run another game.

Sunday, January 9, 2011

Zombies Campaign Hosted at Pair a Dice Games day 4

Our most recent game was a mixed bag.  Three new players with new characters and Five of us that had played before.

We have gained a pretty defensible base at the junkyard in game 2, then run afoul of some pretty bad luck in game three, losing 3 NPCs.  Our goal was to get into a suburban police station, get equipment and recruit some new folks.
We entered in two groups.  Mark led the new players in - having heard about the mission and brought them along.  The new group quickly broke into two, Mark, Tim and Leif Headed to meet the rest of the Group while Marmalade grabbed a Hummer and started to squish zeds.
The core group consisted of Jeff M, Jeff B, Myself, Don, and Honey (Jeff M's Smokin Hot rep 2 liability) and Lil Sal, my rep 4 follower.  Honey had lost rep due to being OOFed by gangers when we took the junkyard, while Lil Sal had grown afraid of the outdoors when she went up after the Junkyard.  The NPCs were along to regain confidence.
Don ran on ahead to give Mark, Tim and Leif some support.  The core group was plowing through zeds, between a silenced pistol, a bow and crossbow, silent kills kept most of the close zeds down, while gunfire dealt with any of the undead that came close enough to charge.  A brief tense moment arose when one zed got past the hail of bullets and closed with the rep 2 Honey.  She passed her being charged roll with the help of a leader die, and killed her attacker with a butt stroke of her rifle.
Tim had gotten into trouble when he discovered 4 zombies in a dumpster he jumped into.  He got surprise, knocked down one, and killed another when they charged.  His melee ended with no result when Mark jumped in - helps to be a psycho brawler with a hand to hand weapon.
A lull allowed everyone to dash into the Police station.  Two zeds were lingering in the lobby and were rapidly dealt with.  Right about this time the zombies had followed the two groups and were congregating in from of the Police Station  Marmalade came screaming around the corner in his liberated hummer.  He started to lose control - running over three zeds, each only passing one of 3 dice for control checks on each of the three (the third came from being a Transporter)  His luck ran out and he flipped the hummer right in front of both the police station and a crowd of zombies and he became zombie feast.
The clearing of the police station was almost routine.  There were no humans downstairs, but handfuls of zeds that were surprised and died in hails of bullets.  Upstairs, Jeff B had climbed in an second story window, cleared the briefing room and ran into a rep 4 ganger in the hall.  He was out diced on the meet and greet and that resulted in a drawdown, which Jeff won handily. 
Plenty of regular loot was scattered around the station, but the SWAT locker room only yielded one set of body armor and a couple of Assault rifles.  The ganger was the only human we ran into and he did not survive his drawdown.  We gained loot, but no new people.

center town at the beginning of the action



RIP members and game they were lost in - Doc (3), Marmalade (3), Agent Orange (3), Janice (3)

Honey, Jeff M, Lil Sal, Big J

Leif, Tim, Jon P, Mark, Jeff B, Don/Seleen 



Beginning of Marmalade's wild ride


Looking down the Street towards the Police Station

Action Moving indoors
When time came to roll for rep increases, Leif and Jeff B went up to rep 5, and Don/Seleen went up to rep 6.  Jeff M continued his terrible luck and went up with neither his main, nor Honey - she had enough  FFP to increase her roll by one - the only thing she could fail on was a 1 - which she rolled.
We have lots of loot, and a base, next trip will be back to look for more survivors, then maybe a bartering trip.

Zombies Campaign Hosted at Pair a Dice Games day 3

It was a breeze, he said.  It was going to solve our problems, he said.  What he didn't say was that There was a honking load of zombies in there and by the end almost half the group would be dead.
Episode 3 of the Pair a Dice Zombie Campaign.  John had found a mysterious Doctor that said he had puzzled out a cure for the virus.  The only catch was that it was still in his old lab.  The lab was deep into infected territory, but the Doctor knew a path through the storm sewers.  Jeff B and Mark were off hunting food, and my minion is afraid of outdoors so I figured she was no go, Jeff M left his rep 2 minion behind as well.  The group was Jon P with his rep former SWAT guy, Don/Selene - rep 5, Me - rep 4, Jeff M rep 4 and his rep 5 minion, and the Rep 3 Doctor.  We pulled up to the entrance and there was  bunch of Zombies.  We cleared the way in but left a bunch milling around.  The walk through the storm sewers was quick and easy.  A couple of Zombies prowled, but were no hindrance.  We shot some and that bit us later as the noise summoned some behind us.  We got to the Lab unscathed and worked our way in.  The doctor's ID woke up the complex, lights came on etc. 
The trouble was that all the victims the medical team had worked with were still dead/undead and they woke up as well.  A quick search found some weaponry, obviously somebody had gone toe to toe with the zombies before.  Jon's swat guy found a vial of meds that was what we had come for - but only one dose and he is frugal so the rest of the group were unawares.  The mob of zombies coming was the signal to get out and for a while it looked like we had escaped.  On the way out we ran into a group of zombies we had summoned with earlier shooting.  They mostly died, but one was able to knock Don/Selene out of the fight  I grabbed her, threw her over my shoulder and we kept moving.  The delay let the lab horde start to close and we picked up the pace, but got sloppy.  Turning a corner, we got surprised and charged by three zombies.  Two died horribly, but the other one knocked the doctor out of the fight.  Now we are carrying two with a horde behind us.
I nudged Selene awake and Selene was back on her feet.  We tried to wake the doctor, but found he had bought it.  The moans of the zombie horde behind us grew and there was no time for tears, grab his stuff, make sure he doesn't come back and hoof it.  Shooting and melee outside - oh yeah, we left a ton of zeds outside didn't we.  Two more minions go down in melee as the 22 zeds we left behind are crowding in.  We make a break with the wounded and get to the truck.  The lab horde is now spilling out of the storm sewers.  We toss the wounded into the Humvee and burn rubber one turn from being overwhelmed.
Aftermath.  Doctor is dead, the two minions are going to recover, but are infected.  Selene is ok, Jon and I both are the wiser for our experience and go up to rep 5.  Time to recruit more.  We have a base and plenty of weaponry, but need to get more foot soldiers before we brave the center city.  Next up is a warehouse area and police station as meleeing zombies without armor does not pay.

Zombies Campaign Hosted at Pair a Dice Games day 2

Day 2 of the Pair a Dice All Things Zombie Campaign

Having met at a country crossroads, the various players were on a mission to establish a base.  A suburban junkyard seemed like it would do the trick. 
There was a gang of hostile gangers inside and we spawned 24 zombies outside.  The original plan was to clear zeds and then assault the compound.  Jeff M had his band of 3, a Rep 4 star with Assault rifle, Bap and ax, rep 5 military vet with silenced pistol and machete, and a rep 3 smoking hot chick with a  pistol and bolt action rifle.  It helps that his star is charismatic and a chatterbox so scores well on interactions. 
The plan started well, with zombies piling up pretty quickly, but some shots were fired and that gave a heads up to the gangers inside.  We had clumped up on one corner of the compound, right underneath a water tower.  Jeff B clambered up with his rep 4 armed with an assault rifle looking for a view into the compound.  He peered around the corner of the tower and spotted a ganger.  A quick burst missed and Jeff's clip was empty.  Jeff M's chick with the rifle tried a peek around the tower and was knocked out of the fight with a shotgun blast. 
At this point, I had worked around and climbed up a ladder over the junkyard office.  I had held fire and the gangers were looking the other way as I peeked down - no targets in range of my pistols.  The rest of the group was making tracks for the gate to the compound while Jeff B checked on Jeff M's wounded follower and reloaded.  The next turn was better.  Jeff B, now reloaded ducked around and wounded a ganger, While I knocked down another.  Another ganger blasted back with his shotgun and wounded my rep 4 follower. 
All this time Mark had been clearing zombies with his cricket bat, but things were looking a little iffy as the human on human shots had been growing the crowd.  A timely black helicopter (random event) lured the zeds away enough to let Mark break free and join the rush on the compound.  Two gangers down and   the  rest of our group burst in through the gates behind them.  Quick shots and some lucky hits brought down the remainder of the gangers.  The zeds had been lured away by the helicopter and the compound was ours. 
Don's rep 4 star went up to a rep 5, everybody else stayed rep 4.   The peons stayed on and don't even have to roll after the next game.  Of the two wounded, my underling healed nicely, but Jeff's dropped to a nearly useless rep 2.

Next up is to infiltrate and loot a warehouse through a sewer system.