Remote players may try multiple templates before picking one in lower gears:
Gears 1-2: Try up three, pick one.
Gears 3-4: Try up to two, pick one.
Gears 5-6: No trying, pick one (choose it, use it).
In-person players use the choose it/use it rule at all times.
Driver (Shooting Phase)
During the shooting phase, the driver may fire any fixed-arc weapon OR fire a pistol. The arc of the latter is usually limited to a 90˚ left and front arc from the driver’s position (in a left-hand drive vehicle) or a 180˚ left, right, and front arc (in a centre-line drive vehicle).
Motorcycle drivers may fire in a 360˚ arc and may also use grenades or gas grenades.
Driver and Crew
In games where driver and crew survival is important, the following rules will apply.
The base number to survive is half the vehicle’s gear at the time it was destroyed, rounded down. Add 1 for every two excess hits it received (in excess of hull value). Add one if the vehicle flipped, unless it has a roll cage. Add two if the vehicle exploded.
The Green Monster was in Gear 4 when it was destroyed. It received 2 excess hits. It rolled over, but did not explode. Survival number = 2 + 1 + 1 + 0 = 4. The survival number can never exceed 6.
Slicer was in Gear 6 when it was destroyed. It did not receive excess hits, but it did roll over and explode. Survival number = 3 + 0 + 1 + 2 = 6.
Roll once for the driver, and once for the remainder of the crew.
If they exceed the survival number, they are fine. Place a marker within a short template of the wreck. They will use the long template to move.
If they equal the survival number, they are wounded. They will use the medium template to move.
If the roll below the survival number, they are killed.
Drivers and crew only move at the end of the turn, after all gears have been completed. They may be targeted, with hit killing one. they
Once their vehicle has been destroyed they may not use weapons.
SE03 EP01 Everyone searches for belated birthday presents for Sally. Sally drives a police car. Kiera and Ben find a torpedo.
SE03 EP02 There’s a new survivor in town. Stevie is trapped in a liquor store, but escapes. Team Bravo reaches a nautically-themed gift shop.
SE03 EP03 Tom Mouat explores a barricaded apartment building—only to be killed by The Mysterious Sniper. Allison Nightgale tries to start a digger, but succumbs to an infected bite.
SE03 EP04 Team Bravo avenge Tom’s death. The Seanirator eliminates The Mysterious Sniper. The group makes a tiny new friend.
SE03 EP05 Royal Special Edition: Her Majesty summons her squabbling family to tea—but insists they first clear the grounds of the undead. James the Royal Butler finishes off two zombified members of the Metropolitan Police. Carl, Prince of Waiting, admires the local architecture and wildlife despite the urging of The Duchess to hurry things up. When Morgana Merkel, wife of Prince Harold, takes a “accidentally-on-purpose” swing at Prince Carl with a katana, she is savaged by a pack of Corgis. Prince Harold goes off in a huff. Prince Willard and Katrina Betweeton arrive hand-in-hand, fighting off zombies to save James. Tea is served.
SE03 EP06 Team Alpha helps out a wandering epidemiologist from Survivors without Borders.
SE03 EP07 Team Bravo rallys together to lend Stevie a hand.
SE03 EP08 Accidentally separated from the others, a small group of survivors try to find their way back to the main group—only to encounter one damned/dammed thing after another.
SE03 EP09 Team Bravo makes a new and deadly Icelandic friend, but never reaches an ammonium nitrate factory.
SE03 EP10 Team Alpha reaches Main Building. What they discover there shocks them.
SE03 EP 11 Team Bravo goes to the dogs.
SE03 E12 The survivors reach Chair Mountain, and try to find a way up. They leave behind an explosive surprise.
SE03 EP13: Júni faces her destiny.
SE03 EP14: Team Alpha finds themselves caught up in a dangerous religious schism. Ben has a close call. Someone doesn’t make it.
SE03 EP15: Pursued by the monk of Chair Mountain, Team Bravo makes a last stand. What Tom does next surprises everyone.
E03 EP16: Monkey and Tim have a close call. Ben undertakes a grave task.
E03 EP17: Team Bravo investigates a scientific conference. There they find a tragic reunion—and evidence of a breakthrough that might save humanity.
E03 EP18 (season finale): The survivors steal Jeff Bezos’ spaceship from the Sauron Industries launch facility in Mordor, California. Code Monkey brings the world new hope by broadcasting the news of a scientific breakthrough.
Fynius was born to a simple and impoverished family of goat herders. Determined to see the world, at the age of 14 he left home and signed as a young apprentice sailor, first aboard the longboat Skúfr (Skua) and then on several others.
While he enjoyed travelling to new lands, Fynius never really fitted in. Norjd captains were inclined to mix trading with raiding, and Fynius soon learned to handle spear and shield and axe, but he found no joy in death and pillage. Moreover, the seafarer’s life took an increasing toll. He lost an eye to an arrow. His left hand was mangled in an accident at sea. His right foot was injured when he and several shipmates were set upon by Sax brigands one night in a Baltic port. It later had to be amputated.
All of this left Fynius increasingly unable to perform a crewman’s tasks, whether clambering up a mast or making his away across a heaving deck in a heavy storm. Some captains were even reluctant to have him on board, fearing that his numerous injuries indicated that he was being punished by the Gods. “Fynius Albatrossen”” they called him behind his back—and, sometimes, to his face. Only the midget Arnuld was his friend.
He felt useless and broken, and so decided to seek his way to Valhalla. The Stormskum clan (from which he was now in any case long estranged), however, lacked even a traditional ättestupa. He thus decided instead to book working passage to the distant land of New Caledonia, explore its mysteries, and there find the end of his days.
The Shipwreck
I ponder the many ways in which death now evades me: claws and swords turned aside as if by an unseen hand, grievous wounds healing in days, the endurance and vigour of my otherwise my broken body.
The Gods—whose existence and power I do not doubt—may well have purpose for me. Is it some noble quest? Or is it to toy with me longer, before extinguishing me like the ember of an abandoned campfire?
I do not know. For this is the thing about the Gods: no mortal soul knows their minds, and those that claim they do often prove madmen or charlatans.
Departure
Fynius stood on the longboat as it pulled away out to see, looking back at the skraeling woman he left on the beach with his sax. She would die, likely sooner than later. We all die, after all. But at least she would now have some choice in the matter, choosing her own fate.
Fynius was no philosopher, but the concept of fate troubled him deeply. Was one’s fate predetermined, and if so by whom? The gods? The universe? Did the gods have fates? They never seemed to in the stories. Perhaps this was why Frigg would say nothing of the future, for there is no future to tell. We forge it day by day.
Was it inevitable that he would lose a foot, a hand, and eye? Or had it been decided for him, perhaps as some sort of game to amuse the Aesir? Was there any point living, if one’s story was already written? If it was, one might as well skip to the end. Unless there was no end.
He looked around the longboat with a sense of unease. Raiders. Many Njord were raiders, and he had been among them. He had killed, and looted, and pillaged, and others had sought to kill him. But he was uncomfortable choosing or ending the “fate” of others, much as he disliked the idea of others determining him. He was no romantic, but if life had value, it was earned through actions and choices. He should have stayed on that island to free that woman, but he had chosen not to. He was not happy about it, but it was done. At least she had a choice to make too.
His thought back to the spirits upon the bridge. He had always hated riddles—he didn’t have the patience for them. Riddles from supernatural creatures were far worse. Once again, it stank of being toyed with. He would have happily sat on a rock and waited for his friends to come back with, refused to play their game, but suspected his friends might need his spear. But if their fates were already set, did it matter? He was no closer to answers.
Runes. Symbols. More tricks. It was like training a ferret. Why should he play at these games?
Fynius’ willingness to face danger might seem like bravery to some, but it wasn’t. It was his effort, however poorly he understood it, to test the bounds of his “fate.” No matter what risks he took, though, his thread remained unbroken. Was that his fate? Or was he fateless, drifting in the world with no home or destination?
The island—if it had indeed been an island they were on—faded in the distance. He didn’t care. He had no curiosity about the henge, nor the ancient chamber, nor the other wondrous things they had seen. The issue of fate consumed him, tortured him, teased him. There was an irony—to be tortured both by thoughts that all was fated, and the thought that nothing was.
Well, who knew? Perhaps tomorrow he would die.
Or not.
Strange New Things
This New World is indeed a strange place.
Beorn the shape-shifter.
Standing stones older than the forests, guarded by warriors of long ago.
Spirits with riddles. Riddles with spirits.
Wolf-creatures that are neither Úlfhednar nor Vagr, nor artifacts of magic as in the tales of Sigmund and Sinfjotli—but, instead, seemingly, the actual offspring of Skoll. That was concerning.
Fynius had never believed most of the legends. There were too many, and too implausible, and he had long ago given up trying to discern the motives of the Æsir, Vanir, and Jötnar. These things were not knowable, other that these creatures disposed of the fates of men as casually as one might consume a pot of picked herring. He was tired of it all.
The fight with the wolf-creature had been perhaps the hardest he had faced, and yet he emerged from it with barely a scratch. No matter how eagerly he embraced the thought of death, it eluded him! What if it never came? What if he were forever fated to bear this broken body and never pass the gates of Valhalla?
He envied Ulfhild. She would die easily and gloriously one day, savagely torn apart by tooth and claw, or impaled on a bloody spear, or cut deeply while frothing in a berserker rage! Such an end seemingly eluded Fynius, no matter how often he invited it.
Still, he resolved to mention his concerns to Gregori.
His unsociable manner cloaked the depth of his knowledge, and he seemed one who revelled in riddles and clues and divinities and mythic tales. Of all of them, Gregori sought not only places to hide, but that which is hidden. If anyone might know something, it would be him, surely?
They had met those who hunt the moon, after all. Just in case the stories be true, they might be wise to keep an eye for those who chase the sun. Ragnarök? It would be ironic indeed if that is how they all perished.
Fynius allowed himself a smile. The encounter with the Hulder had been a much more pleasant experience. She had been kind. Perhaps with his grotesque deformities she had mistaken him for a Huldrekall? At least she had not asked him to dance!
The Carving
Fynius cursed as once more the piece of wood slipped from his grasp. He was never very good at this, but it used to be much easier when he had two good hands and two good eyes. Still, he was in uncharacteristically good mood tonight and determined to finish before his time on watch ended and he had to wake one of the others.
He bent down, picked it up the carving from the ground, and returned to work with his seax.
Back on the bridge, on the island, he had somehow known Urðr, Verðandi, and Skuld almost at once. More to the point, they had known him—or, rather, they had known of him precisely because they couldnot know him. Fynius was without thread, recognizable at once only by the gap in the tapestry. Perhaps that is why they let him pass. Certainly, he was damned if he was going to play their games.
And so it had been with Gestumblindi. Fynius had known it was Váfuðr. Why else would the ravens be displayed so, if not for Hrafnaguð? Gizurr had been bested at his own game. He had deceived Ginnarr without deceit. Fjölnir had known of Ulfhild’s feral soul and of the mysteries of Rev-Ann, could not possibly know Fynius’ destiny because that was unwoven. No wonder he had been so interested in what the Norns had made of them.
There, the carving was finished! It wasn’t very good—it barely resembled a fish. It was ugly, though. Ah well, surely Sviðurr would know what it was. And if he didn’t—well, that thought appealed to Fynius too. He chuckled quietly. He hadn’t done that in a very long time.
Quietly he crept to where Rev-Ann slept and removed the box from her possessions. Arnuld would be proud! The midget had been his only friend, the only one who had not mocked him for his injuries. “Dødløs” he had always called Fynius, for reasons that only now had become clear. Had he known then? Or simply a lucky guess?
Fynius opened the box, slipped in the carving, and returned it to its place. It wasn’t an offering, really. More of a memento of his encounter with Fjölnir. And, perhaps, a request that whatever darkness had been cast upon this sleeping girl be lifted.
His task completed, Fynius returned to place on watch. Should he tell Gregori what had happened, what had truly happened tonight? Perhaps not. Although their interactions had often been unfriendly, neither was an unkind man. Perhaps Gregori would find Rúnatýr in his own way. If death was inevitable—as it is—life is much too short for regrets.
The rest of night was uneventful. Apart from the raven, watching.
Always watching.
Frosker og skjebne
“Perhaps this was it?” Fynius thought as the creature pulled him under the water. Perhaps, far beneath Yggdrasil, his thread had been found and woven into the great tapestry. This giant frosk was certainly fearsome, almost crushing Sigyn in a single snap of its toothy maw. Even if one were not devoured as prey, surely no man could breathe water! At last, his end would come. Ran and her daughters would have him.
Fynius was only dimly aware of the shouting on the riverbank from his friends. There was a terrific splash somewhere beside him—but he could not know it was Ulfhild, who had thrown herself at the beast in a berserker rage but missed her quarry.
Yes, perhaps this was it. Death at last. Would he be taken to Valhalla to join the ranks of the einherjar?
When they fought the wolves, not one had bitten him.
When they had fought the spiders, he had been untouched—yet Rev-Ann, back at the hut, had been knocked unconscious by an unseen blow to the head.
When they had fought the giant creature of stone, he had again emerged unscathed—unlike his companions, pummelled and battered, or bleeding from rocky shards.
When they had come upon the warband, Ullr’s bow and Sigyn’s knowledge of the woods had allowed them to lose their pursuers, once more denying him death. Fynius regretted not charging into the fray, rescuing the skraeling—no one should meet their end burned alive—but it was a fool’s errand, and he was bound by Wotan’s Oath to investigate and report.
He chuckled as the water swirled around him. Years upon the sea, only to drown in this bekk! The Norn, at least, were better at irony than they were at riddles.
Then his vision cleared. To his amazement, the water swirled around him and subsided, for reasons he could not yet understand. Faen! What was this? The creature looked just as surprised. Fynius wrestled its sticky tongue from him and strode back to the muddy riverbank, muttering angrily. The melee continued a minute or two more, as the frog leapt once more into the fray to swallow Sigyn and then attack Gregori. But it did not last long.
“Finius! I thought you were a goner!” Sigyn remarked to him as he brushed the mud from his clothing. She looked rather worse for wear, covered in blood and bruises and a not inconsiderable amount of spytte. “And you…. you don’t have a scratch on you.”
It was true. Not a single scratch.
Dammit.
Skraelings
The days they had spent in the ancient temple and caves had brought Fynius near to Valhalla many times, whether from frog-creatures or devious traps or even slippery rocks. Much of it was all just a blur, but at the end of it he had felt a sense of accomplishment—not because of the dangers they had faced, nor the deeds they had done, nor even the ancient temple they had discovered, but because of the simple and uncomplicated gratitude of the villagers when they had returned bearing the three runes the skraeling had sought. There is no better feeling than an obligation fulfilled.
This is why he had left the life of raiding and plunder that called so many of his kin to the sea. There was nothing heroic in preying on the weak and defenceless. There was no honour in a life motivated by greed.
It was regret, therefore, that he left the village of the Frog. They had made a vow to Yöden Jodison that they would return to Heilhofn with whatever information they might discover, and however much Fynius distrusted the jarl that is what they must do. Given the size of the war party and all they had been told by the skraeling, the settlement itself might be in danger.
It was shortly before the journey southwards that Ulfhild had told them of her condition—or, rather, told Fynius, for it seemed some of his companions already knew. He wasn’t put out by this. He wasn’t the talkative sort, and he hardly projected empathy or compassion with his gruff words and constant references to death. He was concerned, however, by the mystery of it all. It bore all the hallmarks of the gods once more playing with men (or women), of supernatural forces treating mortals as toys. That was something that had never sat well with him.
Despite the urgency of their travel back to Heilhofn, they had—for whatever reason, for it was still unclear to Fynius why they had done this—agreed to hunt for a certain brown deer at the request of a blue-hatted tomtenisse. This had taken them through a village, or quarry, or whatever it might have been, inhabited by curious tiny creatures, much like the kabouters of the folktales. Fynius had no quarrel with these beings and had offered some silver in payment of their transit. Rev-Ann had thrown them a necklace too, that she had found in some earlier place.
The necklace, however, was cursed. Fynius still remembers the anguished cries of their hersir as he put it on, only to be strangled by its deadly magical contraction. They had come in peace! They had not meant for this to happen!
There was no chance to explain (even had they known the creature’s language), for immediately they were attacked with hail of studsande stenar. Fynius had done his best to draw the attacks away from his friends, rushing at their attackers with sword and shield. Ultimately their assailants were driven off.
As was her habit, Rev-Ann had been grieviously hurt. She recovered under Gregori’s care, then uttered those faithful words.
“I thought it might be cursed…”
The necklace? She had thrown these creatures a gift, knowing it might bring them harm?!?
“..I mean, I didn’t think it would KILL one,” she added.
The revelation shocked Fynius to his core. They were in the wrong! They were murderers! How many had died at his blade? Three? Four? HE was a murderer!
For all the death he had seen, and inflicted, since arriving in New Caledonia, it was the first that weighed heavily on his conscience. They owed these creatures a weregild, something of great value. His sword? It clearly was ancient, and resided in it mystic powers. But they looked not as if they could even wield it, given their stature. What did they value? What would they recognize as recompense for Rev-Ann’s act of deadly betrayal?
He did not know. But as they left his place of death, he slipped into his pocket one of their strange stones, to remind him of this obligation. And as he did, the wolf-headed torque around his wrist glowed warmly a moment, before it returned to iron.
The vow had been made.
Death
Fynius was dead. And Gregori had killed him.
He did not blame the old man—he had simply been playing around with some glowing crystals he had found. He was not, Fynius had long ago concluded, very good at his craft. Whatever he had done, there had been a clap of thunder, a flash of lightning, and they had found themselves in this place, a strange placve, with purple skies and many moons above.
Gregori and Rev-Ann claimed they were from the future, and this was some other world. Clearly they were both mad. It was the afterlife! It wasn’t the hallowed hals of Valhalla, although the rivers here ran thick with mead. Glaðsheimr, perhaps? Somewhere else in Asgard?
The events of the past weeks that had brought them to this place were a blur. They had paid blood-gilt to the creatures Rev-Ann had slaughtered. Rev-Ann herself had died, been brought back by Gregri as a tortured soul of the undead, been killed again. They had returned to Heilhofn, whereupon Eørl Yöden had sent them out again with his underling Sven. They were attacked by Groendod and Jotun, and in that fight Sven had died (aided, perhaps, by Fynius pushing him off a cliff, and Ulfhild’s swift sword and remarkable ability to become something even more feral). Rev-Ann had returned as a Valkeyrie. It said something of the strange adventures in this strange and magical land that Ulfhild’s shape-shifting and Rev-Anns’s return didn’t seem out of place at all.
They had continued to the M’iq M’aqi village, found it razed, discovered a small child, befriended some Jotun, and rescued Old Father, Old Mother, and a few M’iq M’aqi villagers from the hands of slavers. They had been on their way back to Heilhofn when Gregori had brought them to this strange new place.
Where were they? Fynius did not know. He looked up at the many moons above. He did not care, even if it was Helheim itself. It was the final destination. Finally he was here—although a little disappointed he was still lame.
I recently had a chance to wargame part of the “battle off the coast of Abkhazia,” using Bulldogs Away! 2nd edition, a set of miniatures rules (currently in playtest) for modern fast attack craft, 1950-present. Two of us commanded part of a Russian amphibious landing force—some Ropucha and Alligator-class landing ships, escorted by a group of four corvettes. Our Georgian opponents had a few missile boats.
Most of our force approached with radars off so as to not give warning of our advance, with one corvette forward and emitting as a radar picket. This ship also sought to stay close to a civilian vessel to confuse the defenders.
Soon, however, the two forces spotted each other, and missiles started flying, and guns opened up. We also discovered an unexpected sandbar, forcing us to divert from our planned landing zone.
We were doing well until a Georgian Excocet hit and sunk one of the landing ships, with a terrible loss of personnel.
The first salvo of Georgian missiles misses their targets. Flares and chaff can be seen being fired from the centre ship.
A Georgian FAC takes a hit.
The rules played very well for the most part, capturing the importance of ESM, ECM, and modern radars, targeting systems, and SSMs.
Over the weekend I attended the annual CanGames gaming convention in Ottawa–and very good it was too. There were many miniature, boardgames, and RPGs to choose from, with two dozen or more games underway at any one time—plus vendor booths and a few workshops and other activities.
CanGames at the Rideau Curling Club in Ottawa. There were many additional gaming tables out of the picture and upstairs too.
My own gaming schedule looked like this:
* * *
Friday night – Dogfight Over the Death Star(X-Wing, Garth Elliot GM).
Two X-Wings and a Y-Wing (and later, a third X-Wing piloted by Luke Skywalker himself) tried their luck against two pairs of TIE Fighters and a TIE Interceptor. I’m pleased to report that the Empire triumphed, with my own pair of fighters destroying the Y-Wing and an X-Wing while receiving only minor damage.
* * *
Saturday morning – The Battle of Quatre Bras (15 mm Napoleonics/Lasalle,Duncan Martelock GM).
I commanded the Dutch, composed of the 2nd Netherlands Division and 3rd Light Brigade. The bulk of my forces deployed to the east of the village itself, while my teammate’s Brunswickers deployed to a low hill in the centre and the cavalry to the right. British reinforcement were en route—could we hold out against the French until they arrived?
Dutch troops open fire on the approaching French lines.
Apparently not. With the exception of a brave artillery battery that inflicted heavy casualties before retiring in good order, the Dutch line folded the moment the French columns slammed into it. British reinforcements hastily took up position in the village, as my light cavalry redeployed to strengthen the stricken allied right flank.
The British take up positions in Quatre Bras.
Shortly thereafter, however, French infantry and cavalry assaulted the central hill, routing the Brunswick forces there.
The Allied centre collapse.
With this the game was ended as a decisive French victory.
* * *
Saturday afternoon – The Siege of Louisbourg(25mm Muskets & Tomahawks, Ed Burley GM).
On 26 July 1758, after almost two months of siege, the French fortress at Louisbourg surrendered. This game explored an alternative history, one wherein the Governor had not surrendered and the British had been forced to assault the fortress.
The figures and scenery were superb.
The King’s Bastion, heavily defended by French artillery and Compagnies Franches de la Marine. The Governor, Augustin de Boschenry de Drucour, can be seen attending a garden party as musicians entertain.
I assumed the role of one of the three British commanders. My objective was the heavily-guarded King’s Bastion on the right of the table.
I started my assault, as did the British commanders in the centre and on the left….
The Rangers, led by Major Robert Rogers, advance cautiously…
Our artillery begins to take its toll on the defenders.
The first British assault begins…
The French withdraw in the face of heavy fire, and British troops successfully scale the wall….
…but are driven back by a French counterattack!
However, I was driven back, as were our forces on the centre. Only on the left did the Scottish regiments appear to be making some headway.
I regrouped, and tried again.
A second assault is attempted, but it too is driven back by heavy French fire.
Once more, I was unsuccessful. Our forces in the centre fared even worse, caught in the crossfire from the two main bastions. This proved to be something of a blessing in disguise for me, since two battered battalions from that force were redeployed as reinforcements to support my efforts. On the left flank some Scots made it onto the walls but were making little headway, and at heavy cost too.
My third and final assault went forward. By this time the Marines on the wall were severely understrength, supplemented by only a few lightly-armed French civilians.
British troops reach the bastion, where they engaged in fierce hand-to-hand combat with the defenders.
Success! French troops are cut down or flee.
Success! As more and more British troops entered the bastion the Governor surrendered and the fortress was taken.
I accept the Governor’s surrender, as a detachment of Grenadiers looks on.
The final position. The King’s Bastion has fallen. The assault in the centre has been repulsed with heavy losses. To the far west the Scots have only a tenuous foothold within the fortress—had the Governor not surrendered, they would likely have been forced back.
* * *
Saturday night – East Wind Rain 2018 (Bandits 2, David Redpath).
Tensions between the US and China have escalated to military conflict, and the US Navy has dispatched a strike force of F-35s to bomb a Chinese island airbase in the South China Sea—defended by J20 fighters. Since both sides had stealthy aircraft, it was a real challenge to know when to use active radar, or otherwise depend on passive, IR, and visual search.
As the American side, our plan called for four F-35s with an air-to-air loadout to secure an approach to the island, clearing the way for a follow-on strike package. The limited internal carrying capacity of the F35 would prove to be a major constraint, with the first wave limited to four AAM (2x AIM9X, 2x AIM-120), and the second wave flying with non-stealthy external stores so that they could carry a reasonable load of JDAMs and some AAMs for self-defence.
Initially our plan worked well. Two J20s on combat air patrol failed to noticed us, and both were bounced and downed by my fellow American player. I, however, managed to miss with every missile I fired—a streak that would continue through the game.
Now alert to our presence, more J20s closed in on our location and spotted us. Four F-35s were downed, while only one Chinese plane was damaged (and landed safely on the island). SAMs located on the island also fired on us if we strayed too close.
At this point, our strike package began its run, with two more F-35s in escort. They managed to penetrate the Chinese fighters screen and drop the JDAMS. These, however, had little effect, whether due to poor targeting, GPS jamming, hardened targets, or plain bad luck. My own bad luck also continued, with all 14 missile shots now all misses.
Finally, one of my pilots hit something. Hooray!
One of my pilots finally hits a target with an AIM-120, resulting in an orange fireball. The island can be seen in the distance, with black smoke rising from bomb impacts.
The Chinese were deemed to be the winners, but I was awarded a special trophy for truly abysmal dice-rolling.
Awarded for my (almost) complete inability to hit anything.
* * *
Sunday morning – Samurai Battles: Mikatagahara (Pike and Shotte, Mike Abbott).
Under the leadership of daiymo Takeda Shingen, we sought to sweep the Mikata Plain clear of Tokugawa troops. I took the left flank of our army, with a mixed force of foot and mounted samurai.
My own command approached from the lower right of the picture, while the enemy is to the left.
Our plan called for our right flank—almost entirely composed of cavalry—to seize the road, swing left across the bridge, and attack the enemy’s centre in conjunction with our own centre force. As they did so I would seize the hill overlooking the crossroads. Each of the commanders was given secret individual objectives, raising the possibility of treachery. Mine was to move troops to the enemy baseline, preferable where the road exited the board.
Charging the hill with mounted samurai.
My cavalry were magnificent, routing enemy units atop the hill in repeated charges. Meanwhile, our right hook worked well too, with the enemy’s centre pummelled by a massive assault of foot and horse. It soon collapsed.
We smash the enemy centre.
More charges from my cavalry as my commander looks on approvingly.
As the final enemy units—including their commander—are eliminated in the centre, a detachment of my cavalry seizes the road exit (top).
* * *
Sunday afternoon – Aftershock.
I also ran one game at CanGames this year, namely AFTERSHOCK: A Humanitarian Crisis Game. Five players joined. Unfortunately I was too busy facilitating to remember to take any pictures.
The initial card draws were fairly lucky, reducing initial casualties from the earthquake which struck Carana. The government players made good use of their ability to distribute supplies through volunteer groups and repurposed public employees, and also responded promptly to reports of social unrest. The foreign Humanitarian and Disaster Relief Task Force (HADR-TF) focused much of its efforts on repairing first the airport and then the sea port. The NGOs suffered some supply bottlenecks early in the game, but these were soon eliminated by HADR-TF repairs. The United Nations seemed anxious to generate the maximum possible publicity for its efforts, and some friction developed between it and the government of Carana over this. In the end, however, the players’ joint score was positive and each individual score team was positive too, resulting in an overall victory for everyone.