Monday, July 26, 2010

Anarchy in the Ukraine

Wow… had the whole crew out Saturday… Christian warned all that they were all going to die. He seemed to be under the impression that I’d had such bad luck on Wednesday that the pendulum was sure to swing and take them all out in the process.

October/November 1921

SITUATION

After securing the Golden Fugazi and sending it back to England with Henry Davis, Professor Wraight found herself in Alexandria getting ready to return to Suez where she and her crew would sail for Mombassa and another expedition to East Africa. Before they could get going they received an urgent telegram from von Höllenstadt-Fürchtberg, urging them, with all haste, to make for Bucharest where he would meet them.

They sailed immediately for Athens and made their way by train to Bucharest in just under a week. Upon their arrival von Höllenstadt-Fürchtberg explained that for some time he had been trying to ascertain the location of the famed Russian occultist Aleksey Borsokovski – and his extensive library (reputed to have Rasputin’s personal papers).

He discovered Borsokovski had escaped the Bolsheviks in St. Petersburg and made his way, along with his books, to Ukraine and had take up with the anarchist “Black Army” . Since the demise of the Black Army in August, von Höllenstadt-Fürchtberg became more desperate to track down Borsokovski. He was relieved to find, only two weeks ago, that Borsokovski was alive and well enough and hiding with other Black Army fugitives in a small village west of Chenovstky.

Von Höllenstadt-Fürchtberg has arranged a truck and an anarchist guide to take them through the Carpathians, on a forgotten cart track, to Borsokovski’s hiding place and collect him and his books and sneak back through the mountains into Transylvania.

DRAMATIS PERSONAE

Dr. Emma Wraight – Cultural Anthropologist and Archaeologist (Amanda)
Ag d6, Sm d10, Sp d10, St d6, Vg d8,
Pace 6, Parry 5, Toughness 6, Sanity 6, Corruption 1
Skills: Fighting d6, Shooting d6, Notice d10, Stealth d4, Knowledge: Anthropology d8, Knowledge; Archaeology d8, Investigation d8, Survival 4d, Tracking d4, Swimming d4, Healing d4, Knowledge: Mythos d4, Streetwise d8,
Edges: Scholar, Linguist, Alertness
Hindrances: Curious, Phobia (Major – Snakes)
Gear: Clothes, Anti-Snake Boots (Armour +2), Webley (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4),

Tom Cranston – labourer – (John)
Ag d8, Sm d4, Sp d6, St d10, Vg d12,
Pace 6, Parry 7, Toughness 9, , Sanity 5, Corruption 0
Skills: Fighting d10, Shooting d8, Notice d6, Stealth d8, Riding d4, Throwing d4, Knowledge ( Farmin’) d10, healing d4, Repair d4, Survival d4,
Edges: Quick, Brawny, Fast Healer, First Strike, Scrapper
Hindrances: Illiterate, Loyal, Quirk (Depressed – over the loss of his wife), Heroic
Gear: Work Clothes, Shovel (Str+d6, -1 to hit), Lee Enfield Rifle (Range: 24/48/96, ROF 1, Damage: 2d8, AP: 2)

Sgt. Shivanshu Malaker – Gurkha (Darrin)
Ag d8, Sm d6, Sp d8, St d8, Vg d10,
Pace 6, Parry 6, Toughness 8, Sanity 6, Corruption 0
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Intimidate d8, Climbing d8, Swimming d4, Survival d10, Tracking d10
Edges: Brawny, Woodsman, Alertness, First Strike
Hindrances: Heroic, Code of Honour
Gear: Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Kukri (Str+d6)

Freiherr und Ritter Jochimm von und zu Höllenstadt-Fürchtberg – Retired German Army Officer - (Christian)
Ag d10, Sm d6, Sp d10, St d6, Vg d8,
Pace 4 (+d4), Parry 5, Toughness 6, Sanity 7, Corruption 0
Skills: Fighting d8, Shooting d10, Notice d6, Stealth d6, Intimidate d8, Persuade d8, Driving d4, Streetwise, d6, Survival d4, Stealth d4, Knowledge: Occult d6
Edges: Well Adjusted, Rich, Trademark Weapon (Luger)
Hindrances: Vow (major), Quirk (?), Vengeful, Lame
Gear: Fine Clothes, Luger (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4), Sword Cane(Str+d6)

Feldwebel Shultz – NPC – aide/driver for Von Höllenstadt-Fürchtberg
Ag d8, Sm d6, Sp d8, St d8, Vg d8,
Pace 6, Parry 6 (7), Toughness 6, Sanity 5, Corruption 1
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6, Intimidate d8, Throwing d6, Knowledge: Mythos d4
Edges: Command
Hindrances: Mean
Gear: Luger (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4),

Laurel Trebeau – Administrative assistant (Brenda)
Ag d6, Sm d12, Sp d8, St d4, Vg d8,
Pace 6, Parry 4, Toughness 6
Skills: Fighting d4, Shooting d6, Notice d8, Stealth d4, Investigation d10, Riding d4, Healing d8, Knowledge (Psychology) d8, Taunt d6, Swimming d4, Streetwise d8, Persuasion d6
Edges: Alertness, Psychotherapist
Hindrances: Quirk (wears glasses, but doesn’t really need them…), Loyal
Gear: Pistol (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Silver Letter Opener (Str+d4, -1 to hit),


Alexsey Borsokovski – Wild Card – Russian Occultist
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5 (6), Toughness 5, Sanity 5, Corruption 0
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6,
Gear: Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) and/or Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

Black Army Anarchists (8)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5 (6), Toughness 5, Sanity 5, Corruption 0
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6,
Gear: Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) and/or Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

Black Army Anarchists (8)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5 (6), Toughness 5, Sanity 5, Corruption 0
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6,
Gear: Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) and/or Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

Bolsheviks

Valery Malenkov – Wild Card – Cheka Agent
Ag d8, Sm d8, Sp d8, St d6, Vg d8,
Pace 6, Parry 5, Toughness 5, Sanity 3, Corruption 3
Skills: Fighting d6, Shooting d8, Notice d10, Stealth d8, Streetwise d8, Investigation d6, Knowledge: Mythos d6
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6+1, AP: 1)

Natashya Kasakova (6) – Wild Card – Bolshevik Commissar
Ag d6, Sm d8, Sp d8, St d4, Vg d6,
Pace 6, Parry 4, Toughness 5, Sanity 6, Corruption 1
Skills: Fighting d4, Shooting d6, Notice d10, Stealth d6, Streetwise d8
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6+1, AP: 1)

Bolshevik Riflemen (15)
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 5 (6), Toughness 5, Sanity 5, Corruption 0
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6,
Gear: Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) , Bayonet (Str+d6, parry+1)

THE GAME

The Truck and company made it through with little trouble – other than the road which reduced their rate of travel to only marginally faster than walking. Hopefully they could make it in and back before it began to snow too much!!

The group met with Borsokovski and the Black Army Anarchists at a farm house west of Chenovstky it didn’t take much convincing to get them to come, but Borsokovski refused to leave his Anarchist comrades and so all left together – and not a moment too soon! Just as they were out of the yard and down a side road the Cheka raided the farm and executed all that remained!

Just as they though they were about to cross the border and be in the clear they came round a bend and saw their way was blocked up ahead – someone had tipped off the cheka – or those devious bastards had guessed the Anarchists intentions…



(click on the pics to see a larger version)


Bolsheviks blocking the way


The pendulum wasn’t showing any sign of swinging the other way to start….


Our heroes and their Black Army Anarchist allies.


Shivansu and Tom lead groups of anarchist through the woods to flank oneither side. Jochim, Otto, and Laurel were in the cab of the truck. Proffessor Wraight and Alexsey Borsokovski rode in the back of the truck.


First contact – a few wild shots fired at half-seen ghosts in the woods.



Malenkov scores a hit – with a raise – with his pistol… apparently it went right through a loose haning part of the anarchists jacket without them even realizing it…

Where’s that awesome luck, Christian!?


The Anarchists with Cranston move up under cover while the Bolsheviks fire wildly (and ineffectively).


The truck slowly creeps forward trying to keep pace with the advancing anarchists. Jochimm, leaning out the window fires at any Bolshevik he sees.


The firefight intensifies. Bolsheviks are dropping.


Otto takes a bullet – luckily while the truck is stopped. Laurel pushes him out and follows so Jochimm can move over and take overdriving and she can attempt to administer some first aid.


The battle continues at very short range. Bolsheviks still taking the worst of it.


One unit of Bolshevkis fails morale (the for one). The others soldier on despite heavier losses!?


Seven men firing on one… sounds more like a firing squad than a fire fight!?


The Anarchists overrun the Bolsheviks position accepting the surrender of the few surviving (uninjured) soldiers.


Both Malenkov and Natashya Kasakova scarpered and made it out, despite their wounds, and Cranston's attempt to pursue!



“Curses, foiled again!”

At least I had an excuse to wear my budenovka!

The Black Army anarchists suffered one dead. That’s it. (oh, and Otto was wounded…).

The Bolsheviks suffered, I think, four dead, four seriously wounded (would probably die out there in the wilderness) and four lightly wounded. The other four that surrendered were disarmed and sent on their way…

The group made it over the mountains into translvania. The Anarchist dispersed and the rest of the group made their way back to England…

Saturday, July 24, 2010

The Bridge

Christian finally made it out to a World War Wednesday! Yay!!

8 August 1941, Southwest of Vitbesk

SITUATION

Still trying to establish a partisan base camp in the woods southwest of Vitbesk, our heroes of the revolution continue to patrol to determine the dispositions of the fascist enemy and gather up any more stragglers.

Through his network of informants the Camp Commander has contacted another smaller group and convinced them to join forces. The Group has an operational truck and a LOT of cached supplies. To get the supplies to camp it can only cross at a bridge currently guarded by fascists!

SCENARIO

Secure the Bridge.

Once the bridge is secured fire the signal flare. The truck will arrive on the table 1-6 turns later. The truck and troops must all exit the southern ede of the table by turn 20.

FORCES

Soviet Forces

Leytenant Gennay Vasilievich Steianoff - Wild Card - Christian
Ag d6, Sm d6, Sp d8, St d4, Vg d6,
Pace 6, Parry 4, Toughness 8
Skills: Fighting d4, Shooting d8, Notice d6, Stealth d4, Throwing d4, Intimidate d6
Edges: Rank (Officer)
Hindrances:
Gear: Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)

Soviet Riflemen - 5
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5 (6), Toughness 5
Skills: Fighting d6, Shooting d6, Notice d4, Stealth d4, Throwing d4
Gear: 5xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1)

Rayadovoy Androv Virgilovski - Wild Card - Rick
Ag d8, Sm d4, Sp d4, St d6, Vg d8,
Pace 6, Parry 6 (7), Toughness 7
Skills: Fighting d8, Shooting d8, Notice d4, Stealth d4, Driving d4, Throwing d4
Edges: Brawny
Hindrances:
Gear: Mosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

Efreytor Marcov - Wild Card - Jackson
Ag d6, Sm d8, Sp d4, St d4, Vg d6,
Pace 6, Parry 4, Toughness 4
Skills: Fighting d4, Shooting d4, Notice d4, Stealth d4, Driving d4, Throwing d4, Repair d8
Edges: Command
Hindrances:
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)


German Forces (elements of Army Group Center)

Feldwebel Karl Möller – Wild Card
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges: Rock-n-Roll, Command
Hindrances:
Gear:
MP-40 SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)
Luger Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

Feldpolizei (5)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Gear: Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1), MP-40 SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)

Feldpolizei HMG Team (3)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 2x Luger Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)
1x MG34 on Tripod (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, No Move)


THE GAME

(Remember: click on the pictures for a bigger version)


The Feldpolizei road block at the bridge.


Christian in the “lucky Pilotka” (first play to show up gets to wear mine and – as with anyone that wears a hat appropriate to their characters – gets a bonus benny!) looks over his troops positions ready to assault the bridge.


Rayadovoy Virgilovski, hidden in the woods on the other side of the river, snipes the sentry in the roadway! One shot – one dead fascist!


Leytenant Steianoff and his section made a startlingly quick dash across the open field and were almost onto the position before the HMG team could get their gun turned around! (I don’t think he rolled anything less than 5 for running rolls!?)


A Feldpolizei is roused from the guard hut and causes some soviet riflemen to duck for cover!


Leytenant Steianoff catches up and is the first into the trench – as he leaps in he let off a burst that shook the feldpolizei across the river.


A hit with a raise on one of the Russians enters through the helmet, zings around the inside and back out, causing momentary confusion, but not enough to slow him down… curses…


Two soviets rush the emerging feldpolizei!


Battling it out on the bridge.


He is quickly dispatched!


The position is overrun and Leytenant Steianoff fires the signal flare.


The truck arrives the next turn and all are carried off in HALF the time required!?

Not a single wounded soviet in the whole action. I think this was a case of them having a lucky night combined with some pretty atrocious luck on my part.


Coming Soon to Savage Timmy’s Playhouse:

Tonight is Savage Saturday night and we’ll be carrying on with our Realms of Cthulhu and next Wednesday we’ll be back at it on the Eastern Front!!

Monday, July 19, 2010

Sunny Sudan


Well… Christian phoned at the last moment to say he wouldn’t be coming so that kind of deep-sixed my original plans for the evening which were kind of dependant on the sausage sucking kraut being here… So I had to come up with something completely different in a manner of minutes. Ah well.. it will give me another week to paint up MORE bad guys and flesh out the background a bit… If everyone dies next week – blame Christian!!

Fall 1921, Sudan

SITUATION

Shortly after the incident involving the Necromancers in Wales Professor Wraight and her field team joined Professor Davis and Professor Stevphenson on a dig in the Sudan, some 200 miles west of Khartoum. Things were going well and they had found what they were looking for; The Golden Fugazi.

DRAMATIS PERSONAE

Dr. Emma Wraight – Cultural Anthropologist and Archaeologist (Amanda)
Ag d6, Sm d10, Sp d10, St d6, Vg d8,
Pace 6, Parry 5, Toughness 6, Sanity 6, Corruption 1
Skills: Fighting d6, Shooting d6, Notice d10, Stealth d4, Knowledge: Anthropology d8, Knowledge; Archaeology d8, Investigation d8, Survival 4d, Tracking d4, Swimming d4, Healing d4, Knowledge: Mythos d4, Streetwise d8,
Edges: Scholar, Linguist, Alertness
Hindrances: Curious, Phobia (Major – Snakes)
Gear: Clothes, Anti-Snake Boots (Armour +2), Webley (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4),

Tom Cranston – labourer – (John)
Ag d8, Sm d4, Sp d6, St d10, Vg d12,
Pace 6, Parry 7, Toughness 9, , Sanity 5, Corruption 0
Skills: Fighting d10, Shooting d8, Notice d6, Stealth d8, Riding d4, Throwing d4, Knowledge ( Farmin’) d10, healing d4, Repair d4, Survival d4,
Edges: Quick, Brawny, Fast Healer, First Strike, Scrapper
Hindrances: Illiterate, Loyal, Quirk (Depressed – over the loss of his wife), Heroic
Gear: Work Clothes, Shovel (Str+d6, -1 to hit), Lee Enfield Rifle (Range: 24/48/96, ROF 1, Damage: 2d8, AP: 2)

Sgt. Shivanshu Malaker – Gurkha (Darrin)
Ag d8, Sm d6, Sp d8, St d8, Vg d10,
Pace 6, Parry 6, Toughness 8, Sanity 6, Corruption 0
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Intimidate d8, Climbing d8, Swimming d4, Survival d10, Tracking d10
Edges: Brawny, Woodsman, Alertness, First Strike
Hindrances: Heroic, Code of Honour
Gear: Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Kukri (Str+d6)

Professor Henry Davis – Archeologist
Ag d8, Sm d10, Sp d8, St d6, Vg d8,
Pace 6, Parry 7, Toughness 7, Sanity 6, Corruption 0
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6, Knowledge: History d8, Knowledge; Archaeology d10, Investigation d10, Survival d4, Tracking d6, Streetwise d8,
Edges: Scholar,
Hindrances: Loyal
Gear: Clothes, Webley (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4), Shotgun (Range: 12/24/48, ROF 1, Damage 1-3d6, +2 to hit)

Professor Donald K. Stephenson – Professor of Classics
Ag d6, Sm d10, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5, Sanity 6, Corruption 0
Skills: Fighting d6, Shooting d4, Notice d10, Stealth d4, Knowledge: Ancient Literature d8, Knowledge; Ancient languages d8, Investigation d10,
Edges: Scholar, Linguist, Alertness, Great Luck
Hindrances: Phobia (Major – Snakes)
Gear: Clothes, Umberella (Str+d4, -1 to hit)

Diggers (5)
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 6 (7), Toughness 6, Sanity 5, Corruption 1
Skills: Fighting d6, Notice d6, Intimidate d6,
Gear: Shovels (Str+d6, -1 to hit)

Mason R. Roberts – Collector of Antiquities
Ag d6, Sm d10, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5, Sanity 4, Corruption 2
Skills: Fighting d6, Shooting d8, Notice d8, Knowledge: History d8, Knowledge; Antiques d10, Streetwise d8, Knowledge: Mythos d6,
Edges: Scholar,
Hindrances: Loyal
Gear: Clothes, Pistol (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1)

Jacques Benoit – Ex-Legionairre, Tomb Raider
Ag d10, Sm d6, Sp d8, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6, Sanity 4, Corruption 2
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d8, Intimidate d8, Climbing d8, Swimming d6, Survival d8, Tracking d8, Lockpick d8
Streetwise d8, Knowledge: Mythos d6,
Edges: Combat Reflexes, Dodge, Thief
Hindrances: Greedy
Gear: Clothes, Pistol (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1)

Ex-Legionairres (4)
Ag d6, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6, Sanity 6, Corruption 0
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d8, Survival d8, Throwing d10
Edges: Combat Reflexes
Hindrances:
Gear: Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2)

Mercenary Thugs (6)
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5, Sanity 5, Corruption 0
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6,
Gear: Single Shot Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2, 1 Action to Reload)


THE GAME

As the Diggers were starting to pack up their supplies for the trip home, Mason R. Roberts and his vile Henchman, Jacques Benoit, appeared on ridge not far from the ruins and called out for them to hand over the Golden Fugazi, promising that no one needed to get hurt. When the response was less than acquiescent he signled his cronies to move in…

(click on the pics to see a larger version)


The Team packing up getting ready to go home.


Mason R. Roberts and Jacques Benoit called for the Team to cough up the Golden Fugazi


There was much whining when I dealt myself these on the first hand. I think the players highest was a 6… only after Tom, who is “Quick” turned down the first four cards I handed to him!! They were already blaming Christian for their characters dying THIS week!


The Mercenary Thugs moved in.


Roberts and Jacques ducked for cover as Cranston sent his reply via the Led Express!


Everyone took cover and started shooting back. Well… those that COULD!


The Mercenary Thugs continued to advance and fire upon the defenders in the ruins.


Jacques Benoit made an extreme long range shot and hit Shivansu in the back!


Tom Cranston fired on Roberts.


The Ex-Legionaries advance and support the Thugs advance with covering fire.


A turn of withering fire stopped the Thugs charge cold!


The Thugs retire to cover.


The Ex-Legionnaires continued to fire on those in the ruins. The shot one of the diggers…


Another round of withering fire set the surviving Thugs to flight.


Next, attentions were turned to the Ex-Foreign Legionnaires and the fire from the ruins was accurate and deadly!!


Quickly they were taken care of. As the last one turned to flee, Henry Davis shot him in the back!


“Curses, foiled again!”


Benoit made a clean getaway, but Mason R. Roberts took a could shots in the back and just made it out alive!

Wednesday, July 14, 2010

Partisans!


30 July 1941, Southwest of Vitbesk

SITUATION

Our heroes have found themselves cut off and well behind enemy lines. For weeks they have been heading ever eastwards dodging German patrols on the ground and in the air – but there has been no sign that they are getting anywhere near the front line.

By chance they have run into an officer that is rallying troops to organize a partisan resistance force. Through his network of informants he has found that they are over a hundred kilometers behind enemy lines and convinces the group that it would be useless and futile to try and continue to march to regain the front. There simply isn’t enough fuel to keep vehicles moving to haul their supplies.

At least they were able to resupply, rest, have a decent meal and receive some (rudimentary) medical care in the relative safety of the partisans base camp in the woods.

SCENARIO

During a regular visit to a farmhouse on the edge of the woods to collect supplies they discover some Germans also trying to collect supplies.

FORCES

Soviet Forces

Serzhant Boris Trotsky - Wild Card - Dave
Ag d6, Sm d6, Sp d8, St d4, Vg d8,
Pace 6, Parry 4, Toughness 8
Skills: Fighting d4, Shooting d8, Notice d6, Stealth d4, Throwing d4
Edges: Rank (NCO)
Hindrances:
Gear: Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)
THREE WOUNDS!

Soviet Conscripts - 6
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 4 (5), Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Stealth d4, Throwing d4
Gear: 5xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), 1x Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)

Rayadovoy Androv Virgilovski - Wild Card - Rick
Ag d8, Sm d4, Sp d4, St d6, Vg d8,
Pace 6, Parry 6 (7), Toughness 7
Skills: Fighting d8, Shooting d8, Notice d4, Stealth d4, Driving d4, Throwing d4
Edges: Brawny
Hindrances:
Gear: Mosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

Serzhant Pyotr Dizalotski - Wild Card - Patrick
Ag d8, Sm d6, Sp d6, St d4, Vg d6,
Pace 6, Parry 4 , Toughness 8
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d4, Throwing d4, Driving d4, Repair d6
Edges: Rank (NCO)
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

Soviet T-26 Tank Crew - 2
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Driving d6, Repair d4

Efreytor Marcov - Wild Card - Jackson
Ag d6, Sm d8, Sp d4, St d4, Vg d6,
Pace 6, Parry 4, Toughness 4
Skills: Fighting d4, Shooting d4, Notice d4, Stealth d4, Driving d4, Throwing d4, Repair d8
Edges: Command
Hindrances:
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)


German Forces (elements of Army Group Center)

Obergefrieter Johann Krupp – Wild Card
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges: Rock-n-Roll, Command
Hindrances:
Gear:
MP-40 SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)
Luger Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

German Rifle Team #1 (6)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Gear: 6x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)


THE GAME

With some medical attention and rest, Rayadovoy Virgilovski was able to heal his one wound and Serzhant Trotsky was able to heal two.

(Remember: click on the pictures for a bigger version)


Germans arrive at the Farmhouse – little do they know what lurks in the woods beyond the hedges…


Serzhant Boris Trotsky and his new squad (and his Joker – first turn of the game!)


Rayadovoy Virgilovski maneuvers around to get the Germans in a crossfre


Serzhant Trotsky rolled “the Quick and the Dead” for Fortune and Calamity – stealing the only face card the Germans had leaving them all to go dead last – when the Russians open up they didn’t even know what had hit them!


Marcov and Diesalotski and the T-26 crew approach from the other side of the farm – armed only with their sidearms…


Germans again… and the poor farmers who are proving unwilling to give up their food.


In the first turn half of the German riflemen were down and the Obergefrieter was shaken. The tankers closed in while the Soviet Riflemen sniped from the woods.


I think Vigilovsky accounted for two or three himself! May make a sniper of him yet!


Marcov, being a little reckless what caught by a point blank blast form the Obergefrieter’s MP40 – he escaped with minor injuries, a few grazes and a number of holes in his coveralls and helmet!


The last German rifleman is finished off…

One of the Soviet Riflemen had been hit in the action and when they checked on him later the found he had been killed instantly. Of the Germans, the obergrfrieter and one of the riflemen had been killed outright; the rest has sustained only minor injuries. One was able to crawl away into cover and sneak off into the woods before the soviets rounded them up, the other four were summarily executed with a bullet in the head.

I’ve been thinking about a few additions to my Simple Camapign Rules for a partisan campaign:

Most of the scenarios will involve ambushes, raids and assassinations. For each such successful mission the players may make an ammunition resupply roll as if they were in good supply (or maybe poor supply…? I’ll have to think on that). for each failed/lost scenario they only roll for resupply as if they are out of supply.

After each mission I will roll a die (d6…? Maybe…? Or a D10…?) if the number rolled is equal to or less than the number of consecutive successful missions the Germans have been very annoyed by them and send a large force to sweep the woods where they’re base camp is and they will be forced to execute a fighting withdrawal.

Or something like that… ideas?