Every now and then, a game catches my eye and becomes the new hotness. As noted earlier, 7tv completely caught my mindspace a while back, and I've been reading up on it, writing up characters and ideas and painting and what-have-you-ing. And, last week, headed out to VA to, you know, actually play it. I've been looking for a good pulp action game, and this one looked to fit the bill. Adaptable to different settings, focused on the personalities, and easy to play.
Episode synopsis: the year is 1948, one of the last years of World War II. The AE Division, a breakaway Axis faction, has completed its secret plans for an outer space satellite. Hellbaby and his British allies, including the ineffable Leftenant Cumberbatch, are charged with breaking into a mysterious warehouse/laboratory to steal the plans and get them safely into the BPRD's hands.
I wanted a nice simple scenario so I could get down the system. (We did skip the Gadgets; the Plot Twists cards were event-ful enough.) Approximately 125 points each, using figs from our AE-WWII forces. Adapted one of the scenarios right from the book; if we continue with the plotline in future episodes, we'll likely maintain that trend. Possibly decades later, when the mysterious AE Division returns!
(Side note: when I get into a new game, I write up easy playsheets, telling me the basics of play order for each turn, what to roll for most of the basic actions, what to do before the start of the first turn, etc. And true to form, within ten minutes of playing, I had a list of five things to add to my 7tv playsheet. Heh.)
Hellbaby is a Million Dollar Marvel, His co-star Cumberbatch is, naturally, a Dependable Deputy. They were accompanied by four Soldiers. Figs painted by Maurice, who I have noted, has won awards for his paint jobs. The bastard.
For the AE Division, Maxim is a Failed Experiment. Ilsa is a Nasty Piece of Work (gave her Leadership, just to get the bad guys moving.) They brought along two AE Security Guards, two Attack Dog Handlers, and two Attack Dogs. These broke up into two patrols, with the guards near Maxim giving him a little distance. As you may have guessed, I have not won any awards for my paint jobs (but I do enjoy painting.)
Took a bit to get used to the activation rules, but once we had it down, it was a breeze. With the game, you only get to activate about half your figs each turn, but can jigger that number using Leadership or Audience Appreciation points or the like. By the middle of the game, was definitely a tactical choice as to who to activate when. Pretty keen.
No play-by-play. The Brits slowly infiltrated from the top of the board, while the AE forces slowly ambled around looking for the intruders. A soldier tripped the alarm by trying to sneak out the plans from the lab equipment in the middle of the board, and all heck broke loose. The good Leftenant flanked to the left and took out some troops with his Eagle Eyed shots. Ilsa used her Signature Weapon, a fierce bullwhip, to eliminate one soldier, while Maxim charged in and destroyed another.* Booby traps triggered explosions, to no effect, but man, the ratings. Expecting a charge from Hellbaby, the AE troops moved to deal with the 'infernal child,' but instead, he shot in at top speed, grabbed the plans, and hightailed it out of there! The good guys win the day, and the AE troops will have to answer to their unknown master...
In short, great game. The scenario flows very naturally into the story, and it adapts well to the pulp setting. Plays quickly and cleanly.
* - Not coincidentally, this was the same tactic I used with him in AE-WWII. Parallelism!