A big thanks to pbjunky1 and bryanbowdell for sharing their battle report with us. I hope you enjoy ---
Round two saw the SG and Bulldog and chums set off across the desert towards the oasis of El Khazi (though by different routes) both having discovered from round 1 that this was the last known location of the camp of Sir Maurice Peasgood. The SAT followed in pursuit of both .
Two separate games were played, SAT .v. SG & SAT .v. Bulldog & chums. They were both basically SAT raids on the camps of the respective leagues though the SG game was based on ‘Smash & Grab'
whilst Bulldogs game was based on "Death Trap".
As in round 1 because they were gaming two games simultaneously the SAT had backup for the games from a level 1, 2 & 3 scout. They used their backup points from round 1 to hire a level 1 character.
They deployed the Level 3 scout, Mustafa Fag as the leader in their game with the SG. He was accompanied by the level 2 scout, the league ally and three followers.
The SG had the same personnel as in round 1 and saved up their round 1 resource earnings for future rounds.
Carnage at the Kuh-cumba camel stop
Major plot point (centre of the camp ) was the SG notes and maps.
Minor plot points: The truck, the car, the victuals and the luggage.
Perils were: Any running pre-dawn (first two turns) on the hillside or in the camp.
The goats (a clear tripping hazard)
A snake in a random tent (extreme peril)
Any climbing of walls, clambering over vehicles etc.
The SAT were aiming to capture some part of the luggage, victuals and maps but to damage the truck and car so stranding the SG. As it wasn't that easy to put a vehicle out of action it needed three successful challenges to achieve this. If only one or two were achieved then the vehicle was damaged but repairable.
On the third evening of their journey the SG have camped for the night at the deserted camel caravan stop over of Kuh-cumba. Little do they know that as the dawn starts to break on the fourth day of their journey a SAT force gathers in the surrounding hills preparing to launch an attack.
Mustafa Fag squinted into the pre-dawn half light , eyes scanning the camp of the white-devils. Noting the sentries placement and likely targets for attack he hawked up some phlegm and spat it on to the arid, desert floor before gesturing to his force to commence the attack. The goat herder wandering into the camp would cause additional confusion, the gods were indeed smiling on them.
The camp
The goat herder wandering into the camp, the goat herder wandered in a random direction D6 " until fighting occurred at which point when he moved D6" away from it.
The SAT ignored the peril of pre-dawn running down the hillside and in the camp and launched themselves furiously at the SG camp. Though perils were played on them the SAT laughed these off rolling +4 on each occasion (regardless of die type used). This apparent stretching of the laws of averages was to be a feature of the game as the dice gods not only smiled on SAT but appeared to draw them up an easy chair, plumped up a cushion for them and invited them to sit at their right hand side for the duration of the game!
Anyway back to the game, the SAT split their forces attacking as many plot points as they could as quickly as they could. The SG were clearly off guard and before they could effectively respond the truck had received some damage and the luggage and victuals were looted and all this by round 3.
The luggage tent proved to have the snake in it, but the level 1 scout, passed a peril played on him by the SG, passed the snake peril and took the plot point over a two round period!
Herr Piess staggers from his rough billet, dreams of glorious fanfares on his successful return to the Fatherland rudely interrupted to survey the carnage occurring within his camp
As the SAT personnel penetrated further into the camp by round 4, Meni Khuts the SAT ally reached the tent with the notes in, overcame a peril played by SG, the tripping hazard of the goats and took the plot point. Things were going from bad to worse for the SG.
Up to this point the SG personnel had shot at their enemy but any hits caused and been dodged with ninja like skill by the SAT. Things were about to change however, seeing the ineffectiveness of the shooting, Sturmbahnfurher Kommen charged Meni Khuts who had looted the maps and throwing a table at him knocked him to the ground. Suffering several unanswered hits the SAT ally unsurprisingly failed his health check and lay motionless just in time for Herr Piess to reach him and relieve the helpless adversary of the newly acquired major plot point.
Kommen then went on to put down the SAT follower attacking the car
but with other combats going against them the SG were in increasing trouble, the truck was in flames and the car also, Kommen having left it to try and wrest the luggage plot point from the level two scout and the SG finished the game with two down and out (Obersoldat Beanz and Helmut) and only controlling the major plot point.
Rounding up we rolled on the post game tables for the contents of the luggage and victuals looted, there being a possible knock on into future games . The SAT had taken several water bottles as well as destroying the truck and car. This will translate into the SG rolling on two D types less for initiative then their opponents in the next game (and looking to hijack some passing camels to continue their journey).
The luggage however turned out to be a pair of Herr Piess's leather gloves, a spare suit, a party flag and handbook (it could have been ammo, medical supplies etc) so no practical loss with these for the SG except that Herr Piess will look a little more shabby when returning with his prize (if indeed he manages to win it).
---
HAVE FUN
Dave
Pulp Alley