Tried out Pulp Alley using Leagues for the Irish Wars of Independence.
My League was 8 x Auxilary Division (ADRIC) and George had 12 x IRA. We tried it out with giving the ADRIC all Allys with a Leader and Sidekick and the IRA with a Leader, Sidekick and 10 Followers.
The scenario was that information had been given that a their was a IRA Spy working in the area and that information to his location could be found. Either side had to claim to of the plot points before the location would be revealed and then the ADRIC had to take them out or the IRA perform a daring rescue to keep their man secret,
The ADRIC made light work of the IRA at the start but they did manage to pin down alot of my guys. One of their Volunteers managed to go 7 rounds of shooting without going down and making use of the cover. I spent far too much time trying to take him out as he was annoying me with his luck.
George had some terrible luck with the plot points to begin with, taking out two of his guys in the perils. My ADRIC failed to get the dice rolls needed for the plot points and spent too many turns attempting it and failing.
George got the location and was able to make contact with his spy and rescude them from the church before i could take him out.
A rather good game and i have been given suggestion on how to make it even better. I'll stick with these rules for now as they are exactly the size of game i want for this period.
Cheers
Iain