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Miniatures Adventure => Pulp => Topic started by: Trooper on October 19, 2009, 11:02:05 PM

Title: The Lost City of Fhagash
Post by: Trooper on October 19, 2009, 11:02:05 PM
Thanks to this forum, I have met a fellow gamer in my neck of the woods. We met up for our first game recently and thought I would bore you all with it. Apologies for my derivative backstory, and crave your indulgence with this. I am rather nervous posting this in such august company.

 The Lost City of Fhagash
PART ONE.



Deep in the mountain country of the Allied Powers Protectorate of Owaristan, a small region which nestles between the disputed borders of Bolshevik Russia and Warlord China, there is told the legend of the Lost City of the Pharoahs, Fhagash. The legend has it that an Egyptian Pharoah, Ramitoop III, led a military expedition there, seeking a passage to the ends of the world. According to the tale he built a city as a supply base and local capital before continuing his expedition. Ramitoop stayed long enough at Fhagash to oversee the building work commence. After five years and with the work well under way he left, heading further eastwards. The Pharoah never returned, but his faithful subordinate, Sycophantus the Greek, continued the work and ruled in his stead
However, Sycophantus, so the story goes, became an evil despot, and was overthrown. The city succumbed to the sands and dust of time, it's treasures and secrets buried with it.

Following the excavation of the Valley of the Kings in Egypt, scrolls and heiroglyphics were discovered which told vague details of the legend of Ramitoop III. After five years of investigation, a leading Egyptologist, scholar, and adventurer Dr. Buffalo Jackson of Harvard University had deduced the region in which he could find the Lost City. Obtaining funds and support from Sir Henry Rawlinson  noted Egyptophile and celebrated lunatic (kinder souls just feel he is slightly disturbed, but in truth he is rather bonkers), and usefully, extremely wealthy, Dr Jackson has been able to mount an expedition. Accompanied by Sir Henry, whose retinue included his three lovely daughters, (also slightly bonkers I'm afraid),  and several friends/drinking companions and retainers, Dr Jackson arrived in the capital of Owaristan, the bustling city of Karkrash. A company of the French Foreign Legion under Captain Nicolas Tenille was provided for security, and at the insistence of Khan Geddinuff, nominal ruler of Owaristan, a Mr Aswan Damme, curator of the Royal Museum, was to accompany the expedition, to preserve any historic and cultural finds. The celebrated British aviator, Captain Richard D'Astardly RFC would join them, using his his plane to scout the landscape.

The region they were heading for was hostile country, and home to the Toerag mountain tribesmen, whose leader, Chief Nazdi Rash was a fierce opponent of the Khan and the Allied powers. After a journey of three days the expedition reached  an area which matched descriptions found years previously by Dr Jackson. Here they set up camp and started digging, using workers brought from Karkrash. After weeks of hard work, the first finds were made, and Jackson was able to confirm the legend. The finds became more valuable, and there was promise of even greater treasures. But all was not well in the camp. Strange noises and lights in the sky alarmed the local diggers, who were uneasy and restless. The Legionaires patrolled the area but found nothing to explain the disturbances.  The diggers became even more agitated on the day the great Pharoah was revealed at last, seeing it as a bad omen and warning that the wrath of the great Pharoah would fall on them if they continued in this work. The Europeans were of course sceptical of local superstition, but the natives were now refusing to continue work.

After a moonless night, during which a strange light filled the sky, the European members of the expedition, and Mr Damme awoke to find the diggers gone, not a trace of them was found, and all their belongings were gone too. As the remainder ate an uneasy breakfast, strange drumming was heard, and an long piercing ululating cry rent the air.............................................. Fearing an attack by the Toerags, the men of the Legion stood to, manning what cover was available and loading their rifles. The expedition members joined the Legionnaires at the barricades, whilst Sir Henry's daughters, the drivers for the expedition calmly started loading the trucks with those treasures they had already packed, with instructions to head for Karkrash and get help. Morris Uttley, Capt. D'Astardly's mechanic and batman frantically prepared D'Astardly's Sopwith Camel for action.
The two legionnaires in a tall building soon spotted crowds of hostile tribesmen approaching the camp in several large groups. Swordsman running towards the site, as riflemen moved into positions in the rocky hills overlooking the dig site.  Captain Tenille led a small group to protect the plane, accompanied by Capt. D'Astardly. The plane was their one real chance of getting help quickly and could also inflict damage on the attackers, and hopefully deter them from their objective. The Legionnaires  opened fire and started to inflict casualties on their attackers, and forced one small party sneaking around their flank to go to ground. However the tribesmen in the rocky hills now brought their fire to bear on all parts of the camp, and casualties were incurred amongst the defenders. Amidst this firefight the trucks were loaded and made their escape. Sadly the Rawlinson girls, in doing so, missed the cruel demise of their father, felled by a sniper in the hills. Rawlinson's valet, Vernon, became enraged and leaping the piled crates charged into a mob of tribal swordsmen, firing his pistol as he ran toward them. This rash charge so discomfited the tribesmen, that they turned and fled from this madman. However a small group of riflemen fired   at Vernon forcing him to come to his senses and dive for cover by the old temple. He was soon picked off as the riflemen advanced on the barricades.

By now D'Astardly and Morris Uttley had got the plane engine started, the Captain cocked the planes machine guns, and with the assistance of Tenille and his soldiers the plane was turned  round for takeoff, in the face of a mob of charging tribesmen moving to out flank the soldiers. The legionnaires lifted the plane level as the Captain built up the revs, and D'Astardly fired the machine guns, cutting down several of the Toerags, and causing the remainder to flee. At his signal the soldiers released the plane which roared forwards and up into the air. D'Astardly sought some height, intending to circle back and rake the tribesmen before flying for help.

By now the pressure was telling on the defenders, and their casualties were mounting, with many wounded and several dead. Slowly they retreated toward the buildings to make their last stand, tasking those wounded who could be moved with them. The tribesmen gather themselves together and started to move ominously toward the handful of defenders, who prepared to sell their lives dearly. Capt. D'Astardly's plane had circled and now swooped down guns blazing. He quickly exhausted his ammunition, and with a hopeful wave headed towards Karkrash and help. Whether it would arrive in time  was another matter..... 

(http://i249.photobucket.com/albums/gg223/timhall1955/002-4.jpg)

The dig site

(http://i249.photobucket.com/albums/gg223/timhall1955/003-5.jpg)

The Legion parades for action.

(http://i249.photobucket.com/albums/gg223/timhall1955/013-7.jpg)

The tribes launch their attack.

(http://i249.photobucket.com/albums/gg223/timhall1955/033-1.jpg)

(http://i249.photobucket.com/albums/gg223/timhall1955/034-2.jpg)

Riflemen take up postions in the rocks.

(http://i249.photobucket.com/albums/gg223/timhall1955/043-1.jpg)

Vernon charges out to avenge the death of Sir Henry.

(http://i249.photobucket.com/albums/gg223/timhall1955/049-1.jpg)

Capt. D'astardly's take off.

(http://i249.photobucket.com/albums/gg223/timhall1955/052-1.jpg)

The warriors close in for the kill.

Figures are by Wargames Foundry and Copplestone Castings. The plane was bought at a garden centre of all places.
Title: Re: The Lost City of Fhagash
Post by: Overlord on October 19, 2009, 11:48:50 PM
Cracking stuff Trooper.  8)
A great story with a puntastic line-up of characters and places.  lol
Very Plynkes-esque, which is about as high an honour as I can bestow.  Hopefully to be continued....
Title: Re: The Lost City of Fhagash
Post by: commissarmoody on October 19, 2009, 11:49:51 PM
really nice build up, and decent photos, did Capt. D'astardly get help?
Title: Re: The Lost City of Fhagash
Post by: Trooper on October 20, 2009, 12:33:56 AM
Commisar, that will be part two, and our next game.
Title: Re: The Lost City of Fhagash
Post by: odd duck on October 20, 2009, 02:42:10 AM
RIPPING GOOD STUFF!!!what rules did you use?
Title: Re: The Lost City of Fhagash
Post by: Furt on October 20, 2009, 03:24:32 AM
Really nice.  :)

Looks like a great game - very fun.

That is a "sand box" table is it not? Very effective.
Title: Re: The Lost City of Fhagash
Post by: Malamute on October 20, 2009, 08:34:32 AM
Excellent stuff, love the plane :)
Title: Re: The Lost City of Fhagash
Post by: Trooper on October 20, 2009, 10:11:23 AM
Answers to a few questions: The rules used are an adaptation of the GW "Necromunda" rules, and yes I know that in some circles it is akin to heresy to use products of the Evil Empire, but they are pretty good skirmish rules, and Mr Dodo, my opponent would agree on this I believe. He was rightly dubious at first, but they are inherently simple and easy to master, and allow plenty of leeway for us to let pulp events occur. Plus I hope it would freak out the GW rules nazis who are so anal when it comes to GW rules. It does help when you have a like minded player opponent who is happy to discuss the possibilities of things happening and reach a Gentlemen's magreement about it. For me that is the ideal gamer, because the game should be fun, otherwise what is the point?

It is not quite a sand table, but I use a base of TSS terrain tiles and suitable scatter grass, rubble etc to break up the flat surface, mask board joins and terrain piece edges. The table was deliberately built with the edging walls to allow this, and also hold the boards in place.

The plane is one of four models in the range, which come ready painted and marked, and just require assembly. The Camel is one, there is a Spad, and a couple of German planes including a Fokker triplane. They are sold in the oddest of places, but worth looking out for. They are quite cheap too. Slighly bigger than 1/48 but I think you will agree, they look pretty good. I have yet to re-paint this one, it does need some extra detailing. I apologise but I cannot remember the nasme of the manufacturer.
Title: Re: The Lost City of Fhagash
Post by: Dewbakuk on October 20, 2009, 10:31:17 AM
Have to agree, Necromunda is one of my all time favourite rule sets.

Lovely set up and a great looking game.
Title: Re: The Lost City of Fhagash
Post by: Mr.Dodo on October 20, 2009, 10:41:44 AM
Hi. It was a very enjoyable adventure, we will keep you posted of future games.
The plane is by New Ray. The base allows a diving or climbing position. We have a few of these and will be re-painting them. They are a mix of strong plastic and metal and come unassembled, being put together with screws. They cost around £5.00 and are very sturdy, unlike kits, so are fairly wargamer proof. The other German plane is the Focker VII but I haven't been able to find any. They come with no crew.
Title: Re: The Lost City of Fhagash
Post by: marko.oja on October 20, 2009, 10:44:10 AM
Looks like a good game. Necromunda is a decent set of rules, the problems only occur with longer campaigns so I think I'll have to dig out the book too.

Marko
Title: Re: The Lost City of Fhagash
Post by: Plynkes on October 20, 2009, 10:47:41 AM
Chief Nazdi Rash of the Toerag tribe.  lol That's very good. The spirit of "Carry On" is not dead, I'm glad to see.


Whatever happened to the huge LAF craze of Carry On Avatars? Is anybody still using one?
Title: Re: The Lost City of Fhagash
Post by: JollyBob on October 20, 2009, 11:18:50 AM
Great stuff Trooper, really good fun to read.

I have one of those planes too. They often make an appearance in department stores around Christmas as "boys" presents, amongst all the golf related paraphenalia. If you wait until New Year, you can pick them up for about half price (£2.50 or so, I got mine in Debenhams!).

They are a bit bigger than I'd have liked, but do the job. Haven't tried it, but one of the Copplestone pilots might fit pretty well.
Title: Re: The Lost City of Fhagash
Post by: Red Orc on October 20, 2009, 11:31:32 AM
An excellent looking game with a nicely daft story behind it - great work! lol

...The rules used are an adaptation of the GW "Necromunda" rules...

Very interesting... I'm venturing into VSF and I'm investigating using Necromunda as a basis. Some people aren't keen - not because it's the Evil Empire (hell, it's a free download, I'd download Satan's Own ruleset if it were free), but because it's better to use a system that's made for the game you're playing (which is a pretty good argument). On the other hand, if people are familiar with a ruleset (like Necro) I think it's fun to try it in new situations.

What did you find were the strengths and weaknesses, upsides and downsides, of using Necro? Were there things it handled badly/where you had to make a lot up? Your words of wisdom would be useful... please share!
Title: Re: The Lost City of Fhagash
Post by: postal on October 20, 2009, 11:41:02 AM
looks like a awsome game
Title: Re: The Lost City of Fhagash
Post by: gamer Mac on October 20, 2009, 12:02:20 PM
Great looking game  :-*
Lookslike a lot of fun.
I really like your table idea, the sand help ties in all the different pieces of scenery to give a really good effective table.
Very nice figures, vehicles and scenery bits and pieces as well, make for a great set up anybody would be proud to play on.
Keep up the good work.
Looking forward to the next installment :D
Title: Re: The Lost City of Fhagash
Post by: Trooper on October 20, 2009, 01:15:34 PM
Gentlemen you do me much honour with your kind words, a compliment from Plynkes on my backstory, well thats a memory to treasure. Jolly Bob, thanks for that tip, I will doubtless get dragged along to Debs in January for the sales, and now I will have my own objective. Fortunately Edward (Mr Dodo) has some of these planes himself. So maybe Capt. D'Astardly will bring some friends from the Vulture squadron back with him. The next installment is planned for November, and there will be a follow up report.

Red Orc and Marko, as for the rules, the thing I most like about them is their simplicity and flexibility, especially as one can avoid getting tied down with all the GW nonsense. Characters can be allocated fairly realistic stats, and the same applies to the extras. With a campaign it would be a fairly starightforward matter to develop character skills, by merely adjusting the skill menu to fit the era. One could give driving skills, crackshots, stealth etc. For me the positives of this set far outweigh the negatives. Weapon stats and ranges can be easily converted. I use the leadership as a means of assessing characters abilities to perform tasks. The only slight negatives for me are the armaching amounts of dice to be thrown, but that is no big deal really. The wound system is a bit vague, 1 for a flesh wound, then 2-5 for "down" and only a six for killing. That might need some tweaking, perhaps a two tier system, one for heroes and one for extras. So that heroes can sustain flesh wounds or knockouts, whereas the poor old extras might die. Not unlike the original Star Trek, you always knew the guy in the red shirt was a goner, especially when you had never seen him/her before. But I will stand by the rules, I mean, its a pretty good set of rules that enables you to play only using a playsheet. The only thing I have borrowed from elsewhere is the GW rules on damage to vehicles from WH40K. I did mean to try out Triumph and Tragedy, having read good things about them, but why mend something that isn't broken. These rules have been used by me for a variety of historical skirmish games with no adverse results. A big factor is the people you play with. But that holds true whatever the ruleset.   

For my money Necromunda was one of the good things GW have done over the last few years, which is probably why it no longer appears in White Dwarf that much.
Title: Re: The Lost City of Fhagash
Post by: opa wuttke on October 22, 2009, 09:52:10 AM
 :-*

Nice looking table exactly the way I like it.
Waiting to see the pics of the next game...
Title: Re: The Lost City of Fhagash
Post by: Red Orc on October 22, 2009, 01:40:19 PM
Thanks for the crit of the system, that will be really useful for the VSF conversion, cheers!
Title: Re: The Lost City of Fhagash
Post by: Trooper on October 23, 2009, 11:17:53 AM
Red Orc, hope that helped. I think you could quite comfortably use the Necromunda rules for whatever skirmish gamers you have in mind. It can handle quite a few figures, and even units, but I wouldn't go too large scale. Having said that I have adapted it for my 54mm WWII games quite successfully. Its trial and error really, the basic mechanics are as sound as a pound. Obviously that refers to the pre recession pound. If I come up with any more mechanics/rule adaptations I will post them. Next project is to write up a set that can used for Pulp and BoB games.
Title: Re: The Lost City of Fhagash
Post by: uti long smile on October 27, 2009, 09:25:37 PM
That looks great!
Title: Re: The Lost City of Fhagash
Post by: TadPortly on November 09, 2009, 08:41:13 PM
Having seem Mr Dodo's tables for the next game, I am most gealous that I timed my visit to darkest Norfolk by a week.  Drat drat and double drat!!!!

Have a good game chaps and I shall seath with envy when the pics are posted...
Title: Re: The Lost City of Fhagash
Post by: Trooper on November 09, 2009, 10:20:40 PM
Well Tad, next time we will have to factor you into the timing. Either that or you could make the move from that dreadful sinkhole of a city like I did, and enjoy the clean air of the country. I will speak to Edward about it, probably be in January after Christmas is taken care of.
Title: Re: The Lost City of Fhagash
Post by: Michi on November 10, 2009, 06:22:32 AM
One rarely see a true sandbox for gaming, but I can imagine no better for a desert game! I love the feel you created by arranging that terrain and miniatures. The story gets me into the mood to paint wood and canvas and get it into the air...
Title: Re: The Lost City of Fhagash
Post by: Wirelizard on November 10, 2009, 07:54:28 AM
I ran into an old friend recently, a gaming buddy I hadn't realized was back in town, and he told me one of his projects this summer was a large sandtable down in his basement!

Haven't seen his yet, but hopefully we can get some games in that look at least somewhat as nice as this one.

Sounds like it was a good tight game too!
Title: Re: The Lost City of Fhagash
Post by: TadPortly on November 10, 2009, 06:48:32 PM
Either that or you could make the move from that dreadful sinkhole of a city like I did, and enjoy the clean air of the country.

I am sorely tempted as Edward knows!  Thanks very much for the offer as I'm just itching to use my Sky Pirates, so I shall make sure the decks and calender are kept free.