Tuesday, 13 June 2023

THE RAID ON INNSMOUTH (PART 1)

I wanted to play a scenario similar to a raid on Innsmouth, but Fear of the Dark rules are focused on narrative play with just a few miniatures, and when I tried to use many miniatures on the table the game used to slow down due to such amount of information and miniatures.

I have designed a ww2 solo/PvP skirmish wargame that right now is under proofreading by Steve Ireland (as you may notice english is not my mother language) to fix any kind of typo and grammar/style mistake (I am really grateful to Steve Ireland for helping me). It will be available in a month or two but I wanted to use this rulest to play this scenario as an advance of what is coming (I also want to make a weird ww2 version of the rules).

The rules work perfect dealing with big skirmishes: fun, easy, fast, dynamic and lethal... 


Well, the scenario starts with some people disappearing in a small fishy coastal town in Massachusetts, after that some government agents sent to investigate are killed by a strange sect, a large group of disturbed maniacs that are hidden in the town. A large group of soldiers is sent to the town to arrest the members of the sect, acting at the very same time in several points of the town.

This is one of the missions that took place that night...

The soldiers are deployed in the surroundings of the harbour, where a large group of maniacs are supposed to gather. Their objective is to arrest as many of them, including one high priest of the sect.



They arrive there to find that the members of the sect are horrible monsters that come from the sea commanded by an octopus-like leader that keep calling them from the depths to fight the soldiers.

As the mission starts there is already quite a horde of deep ones on the table, and the priest will summon more deep ones each turn, so it´s vital to kill him as soon as possible. Once the priest is killed there will be no more deep ones reinforcing their side. 

The soldiers must advance as much as they can to kill the priest ´cause no matter how many deep ones the soldiers kill, they keep appearing in the harbour.




The deep ones deploy on a corner of the table, and their spawning point is that corner (where the harbour is)- The soldiers deploy on the opposite corner.

I decided to make three groups to advance through the sides and the front at the same time. My idea was to get close to the priest as fast as possible, and dividing the forces will be better as it would divide the deep ones forces as well.






I´m going to describe what happened to each of the groups that I command (left flank, front and right flank):

The left flank advanced and they found a group of deep ones opposing them. Two corners of buildings acted as a funnel and that made the deep ones get closer to the soldiers.



The soldiers fought fiercely, but the monsters got too close to them. Bad luck with some die rolls made the soldiers fall under the claws on those depp ones.


The soldiers that advanced through the front faced a different problem, they where outnumbered from the very begining. no matter how many deep ones they killed they kept advancing. Too many monsters advanced through the front, and the soldiers where easily surrounded and killed one by one.





The right flank was luckier, most of the deep ones decided to advance through the center of the table, leaving this side a bit unprotected, besides that the soldiers had a wide street to advance, being able to take down a few monsters as they advanced.




The soldiers got to the harbour, and there was a moment... for a few minutes victory was mine!
The priest had to hide behind a truck as one of my soldiers run towards him to put a bullet through his octopus head... 



But luck was not on my side...

After a few bad rolls the advanced soldier was killed by a deep one in a swift attack...
The two remaining soldiers outnumbered and facing an increasing horde of blood thristy monsters were forced to flee before they were killed.





The mission was really fun and intense, really dynamic and I couldn´t take the eyes from the table. I hope you enjoyed this AAR.

5 comments:

  1. Hola David,
    ¡ Muchas ganas de ver ese reglamento nuevo !
    Una cosa, ¿ en esta partida los soldados tuvieron que pasar un test de moral o de cordura de algún tipo al ver por primera vez las criaturas ?
    o ¿consideraste en el escenario que ya estaban informados ?
    Un saludo y gracias por tu buen trabajo
    Alberto

    ReplyDelete
    Replies
    1. Esta partida se juega con el reglamento de ww2 que tengo en la recámara a espera de publicar en cuanto pueda terminarlo de una vez.

      Según el reglamento debían pasar una tirada de moral al tener línea de visión con estos seres.

      Casi de pasarla no pasaria nada, en caso de fallar dicha tirada, a la.miniatura se le pondría un marcador de activado, con lo cual perdería una activación/turno.

      Esta idea está bien por qué es simple y hace que se rompa la formación de muchas unidades, ya que algunos soldados podrán avanzar mientras que otros se quedarán bloqueados durante un turno.

      Delete
  2. Hola David , muchas gracias por tu respuesta , me parece un mecanismo elegante.
    Lo dicho ganas de ver ese reglamento. Me gustó mucho Fear of the Dark v.1 , muy probable que compre la v.2 .
    Un saludo y por favor sigue con esas partidas cuyas mesas espectaculares dan envidia y sobre todo muchas ganas de jugar.
    Un saludo

    ReplyDelete