After looking at all the great After Action Reports and items David Phipps and Wolf Girl have posted I purchased the PDF of their new Pulp Alley rules from
http://pulpalley.com/.
They looked and read great. Time to try them out.
I took what I had and set up the table to represent an old Egyptian Temple Complex hidden somewhere deep in the African jungle.
Pulp. What better to set out than a group of Nazis racing to snaffle some ancient religious items to appease Hitler's mad occult fascinations and a crack US team parachuted in to stop them in their tracks. The SIS boys back at the farm had deciphered the coded message just in time.
Anyway - minis on the table, SS Oberst, Nazi Robots and pet wolf amongst them let battle commence.
Great fun was had. The game is scenario driven and the plot is set by a few throws on some clever tables which make a convincing story line and give solid reason for the skirmish ahead. Play is fast and furious with dynamic initiative, risk and reward objectives, deadly combat (no shooting without any danger until next turn here, no sir), card play that can screw up an opponents action and heroes who are truly heroic. The mechanics are simple and bookeeping almost non-existent.
As you can gather I kind of like this game.
See a more detailed turn by turn report here
http://pulpalley.com/viewforum.php?f=19&sid=0caa0e3b4226563b16706f830f1216aaWorth $9.99 of anybodies money - highly recommended.
Should be double the fun when played against a live opponent and can handle multiple competing groups too.