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Author Topic: PULP ALLEY - Full After Action Report  (Read 3937 times)

Online pauld

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PULP ALLEY - Full After Action Report
« on: January 05, 2013, 08:58:12 PM »
This is my first try out of the Pulp Alley rules.  I set up and played this solo to run through and get used to the them.

As Pulp Alley is a scenario based skirmish rule set based in the colourful world of Pulp Action the game is set up by a clever set of tables that set out objectives (called plot points) that are overcome by a dice pool task throws and then adds flavour around these to paint a vivid backdrop for the miniature action.

I raided my small range of pulp type minis and terrain and came up with a basic idea for the game.





A Nazi (hey, it's pulp after all) Occult Investigation team has been advised by an Afrika Korps forward patrol roaming the sub-Sahara jungle about a ruined Egyptian temple complex.  

Initial excavations have uncovered hieroglyphs indicating that the fabled Eye of Horus is located somewhere on the site.

Hearing of this Himmler sends his top agent, Obersturmbannfuhrer Otto von Bulow, and a small team down into Africa to secure the magical gem and bring it back to Berlin where it's dark power can be exploited for the Nazi war effort.

However no more reports have come back from the Afrika Korps patrol.  Has something happened.......

The American SIS has intercepted the coded message and must thwart the German plan.  

Captain Kit Stevens of the Paranormal Science Division (PSD) hastily assembles his own team of crack agents and are parachuted into the area.

Plot points generated:

Equipment – Smashed Range finder
Information – Torn Journal
Encounter – Nervous Soldier
Treasure – Cursed Tome
Treasure (Main Plot Point) – the Eye of Horus

The PSD rolled for 2 extra hazards to be placed on the table and the Nazi's were unfortunate to have a random member of their squad delayed for 1 turn.

Von Bulow's reputation is at stake – he must get the Eye back to Himmler and also discover what happened to the lost patrol.

Kit Stevens orders are simple - stop Von Bulow at all cost.

THE INITIAL SET UP

All terrain pieces are perilous.  The crates are the 4 minor plot points and the giant Pharaohs head is the main plot point (which has to be climbed to prise the Eye from the headdress)

The Nazi team hold the initiative

TURN ONE

Von Bulow makes the allies take all their activations before his own so he can see where the enemy are heading.  Not surprisingly they head toward the plot points at a run as nobody is in sight or range for any shooting.

Seeing where the enemy are going Von Bulow sends his soldiers forward toward their nearest plot points but when Heidi Klum start her actions the allies cash in a Unnamed Peril card (the jungle edge counts as a perilous area).

Game Note each side has a hand of cards that are played for multiple effects.  When a model activates in a perilous area the opponent has a chance to play a card and force the model to pass a test or take damage.

The 1 dice peril is against her Might pool which she declines and decides to dodge the peril (in my imagination this was a falling tree that would crush her unless she threw herself out of the way).

She fails the dodge check and so takes 1 hit but fails her health check also.  This would step down her health dice 1 level but as only an ally this begins as a tD6 and can fall no further – instead she falls to the ground pinned by the falling tree.

What's more in the RECOVERY PHASE she fails her check again (4+ on a d6) so goes out of the game.

The jungle draws first blood.

Not a good start for the Germans.



TURN 2

The Nazis still hold the initiative so this time Von Bulow decides his team will activate (the Initiative holder can decide each model activation whether his own man or the opposition will activate – so it is model by model rather than turn by turn)

The first soldier by the cases activates and investigates the plot point.  He finds the Cursed Tome.  

Game Note Each plot point has a random peril drawn from the card pile (risk and reward – brilliant game design)

Fumbling at the lock on the books cover his frantic efforts trigger the trapped catch and a poisoned spike pricks his unprotected hand.  With 2 passes required on Cunning or Finesse (neither of which the poor grunt holds more than I dice for) it is an automatic fail.  “ hits and 1 failed health check see him down on the ground behind the cases writhing in agony.

Meanwhile on the other side of the clearing the second soldier activates and the allies play an unseen peril card.  A poisoned dart flies from the edge of the jungle – 1 failed health check sees him down.

They're expendable – right?

However the Black Claw moves up to the second Plot Point – the smashed range finder.  He carefully opens the case, passes the peril challenge without harm and needs two successes on Finesse to extract the object.  

1 pass – the Black Claw will need to stay and finish the task next turn

Soldier 3, late to the party as always (he was delayed remember) sees the Black Claw struggling with the cases and runs up ready to help next turn.

Seeing all this the Good Guys are given a chance to act.

The first GI moves up to take cover behind the abandoned lorry (sorry, no DAK truck available from the lead pile) and has the Black Claw in his sights.

Bang ….  missed

Kit's trusty pet Fang the tame wolf moves to the Plot Point (which is revealed as a Nervous Soldier – it really did turn out this by chance even though it fitted the story perfectly).

A bedraggled, wild eyed Afrika Corp trooper roused by the frantic barking stumbles out the back of the lorry.



The peril is 2 successes on Might or Finesse which Fang has no chance of passing.  He dodges away (a successful dodge move) and moves back 1” from the plot point.

Imagination again fills in the blanks – the soldier, roused from the lorry bursts out and kicks out at Fang forcing him back.

Back on the closer table edge Agent Orange eyes the jumbled pile of cases and something trapped lower down catches her eye.  
The Nazis play a Distraction card which will reduce her chance of passing any tests.  Nasty Nazis!

Orange shifts aside the heavy top case (peril – pass 1 Might) and reveals Plot Point 2.  A Torn Journal.

Using her Cunning she attempts to decipher the rain blurred German script – not this turn!  It looks like a multi turn job so she asks Lieutenant Connors for help.

“How's your German?” she asks.  A failed challenge answers louder than any words.

The second GI flanks out to the left and catches sight of the mound of metal that is Klank.  Shouldering his carbine he shoots wildly and misses.  What is that thing?  

The 3rd GI runs to the bottom of the central hill and Captain Stevens follows – he can see Klank across the low rise so he levels the Colt 45 and fires off 3 rounds.  2 of the heavy slugs hit home but Kit watches the bullets ricochet off the robot's glistening shell.  Yikes!

Alerted by the shots Korporal Klank stomps across the low rise to melee with Captain Stevens.  Next turn the man thing should be in range of his crushing embrace.

Otto Von Bulow is the last to activate this turn and moves up to the hill and shoots at Kit who still holds the smoking Colt after the wasted shots on Klank.



Considering he is 1 shot down (he has already taken 1 combat action) he decides he will try and dodge the incoming shots.

Otto thumbs the trigger – 3 shots, 3 hits!

Kit takes his 3 health checks and passes all 3.  Just a nick and torn clothing.  What a hero!



TURN 2 RECOVERY PHASE

1 Nazi soldier gets up behind the crates with the Cursed Tome but the other soldier felled by the poison dart from the jungles edge fails the recovery check and succumbs to his wounds (never mind he will be dragged to safety at the end of the encounter.

TURN 3

The Nazis still have the initiative so send Klank into melee.  As he is less than 3” from Kit Stevens the Captain does not have time to fire at the approaching behemoth so he decides to dodge and weave in the upcoming brawl.



Kit takes 3 hits but once again makes all his saves in true Pulp style.

However the tricksy Nazis play a Stunned Fortune Card – so for the rest of this turn Kit cannot move.

The freshly recovered German soldier at the Cursed Tome plot point shoots at the GI who shot at Klank and takes him down.  Good shooting! That poison seems to have no long term effect.

Over at the back the Black Claw completes his tasks and collect the Smashed Rangefinder and a Reward Card.  Flushed with his success he play a Fortune Card to draw 2 extra cards, nice.

The soldier near him moves to the cover of the crates and shoots at the GI by the abandoned lorry who fires back.  He missed but the GI hits him – firing at a target gives them the chance to return fire or dodge, dangerous lark this shooting business.

However the cover bonus lets him shake off the hit so no harm done.

Von Bulow now makes the allies use an activation.  He will keep his own move until the last of the turn.  Clever Nazi!

The GI at the base of the central hill moves up to behind the small idol and shoots down at the German below who dodges but fails the dodge, the cover re-roll and the health check.  Some days are just like that.  Down he goes again.

Agent Orange completes her task and takes the Torn Journal, the reward Card and the initiative. And makes Von Bulow activate next.

Disappointed Nazi!

The Oberst moves up the hill and shoots at kit who is engaged with Klank.

NOTE:  I played this that if someone shot into a melee then the target could have a chance to play a peril on his melee opponent.  This way there is some risk for the friendly character too.  This is wrong though you cannot shoot into melee unless you have the NEFARIOUS perk

Klank is hit with a peril card and takes 2 hits which he fails a health check on reducing his health dice to a D6

Kit has to dodge as he is in melee and takes 1 hit but passes his health check again.

Now only the Allies are left to activate and Kit cannot move after having had a Stunned card played on him.  He doesn't fancy another round with Klank this turn so decides to do nothing (wimp)

Over at the back – Fang tries to complete the Might test against the Nervous Soldier but fails (obviously large wolves are not that scary   ….. what has this soldier seen?)

However the soldier with Fang clubs the poor chap across the back of his neck with the carbine butt and he crumples to the ground subdued.  The allies take another Reward Card.

Finally Lt. Connors stirs himself and moves to within short range of Klank and fires into the melee as well (is there no honour in war?)



The Nazis play a peril (3 checks any skill – tough).  Kit fails and takes a wound so his health dice is now a D8 and to cap it all Klank doges all shots.  Bummer, man.

TURN 3 RECOVERY PHASE

GI number 1 gets up
German soldier goes out – Killed (or is he?)
Klank – health dice back up to D8 (some sort of self repair no doubt)
Captain kit Stevens – fails to recover so his health dice remains at D8 (that'll hurt)
« Last Edit: January 05, 2013, 11:36:49 PM by pauld »
No dear, they are not toys, they are models

Online pauld

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Re: PULP ALLEY - FULL AFTER ACTION REPORT
« Reply #1 on: January 05, 2013, 08:59:00 PM »
the game continues and the action hots up...........

TURN 4

The allies hold the initiative and the GI on the hill moves to the dead soldier and tries to pick up the Cursed Tome.  The Nazis play a peril as the plot point is approached and the hapless GI needs 2 successes with Finesse or Cunning.  No chance, so down he goes.  The Cursed Tome has claimed another victim.



Seeing the futile but heroic efforts of his team-mate the closest GI races toward the crates also – perhaps he will have a better chance.  Only the future will reveal.

Meanwhile the Black Claw moves up toward the cover of some temple ruins hoping to take a shot from cover at the group by the lorry.  As he approaches, the loose stones at his feet  slide away and he tumbles into a pillar which starts to topple (the allies have played a peril).  Failing the 2 required successes on Finesse or Cunning he goes down covered in shattered stonework.



The Smashed Rangfinder falls from his hands and lies beside him in the rubble (plot point rewards are dropped when a character goes down)

The soldier with him had moved up onto the hill and seeing the wolf down by the van sprays lead toward the hapless animal that yelps in pain and falls stunned to the ground (the soldier hit with his 2 shots and the wolf failed all his dodges and 1 health check so goes down)



The great marksmanship seizes the Initiative back for the Nazis – now they can control things for a while!

Giving the allies a chance to act sees the dog's companion shoot back up the hill at the German – the low sun must have blinded him as he only nicked the soldier who easily passed his health check.

Otto von Bulow sees his chance and moves to the great head of the long dead Pharaoh and starts to climb up the rotten stonework toward the Eye of Horus lodged in the serpent headdress. 

Desperate to stop him the allies play a peril requiring 2 successes on Finesse or Cunning – handfuls of powdery limestone crumble beneath this clawing hands and he slips …....

….years climbing in the Austrian Tyrol before the war has made von Bulow an experienced climber and with great panache he easily rights himself and grabs a projecting rock.  Dusting himself down he starts back up the idol and reaches the top with ease (an eight and two sevens on 3d8 sees me imagining a pretty cool move on his part).



Down on the hill the inhuman red eye of the robot Korporal scans Kit and launches a furious attack.  Kit fights back with his quick strike power in the hope that more lower value dice will give him more hits.  5D8 for the robot versus 4d6 for Kit sees them taking 3 hits each.  Klank saves all his hits but Kit only saves so his Health Die is reduced to d6.  Not looking good for the brave Captain.

Off from the action Agent Orange sees  the SS Officer outlined against the setting sun and fires off 2 well aimed shots (2d8 which Von Bulow decided to dodge with 3d10 and promptly rolled low on all three dice)



The allies seize back the initiative and what’s more Von Bulow fails a health check and his health die is reduced to a d8.

Lieutenant Connors sees Von Bulow reel under Agent Orange's attack and takes the chance to move into short range and plug away at the Nazi leader.

In the exchange of fire each side hits but Connors fails the health check so goes down.

Captain Kit Stevens is reeling under the heavy blows of the murderous robot and decides his best chance is to dodge move away but fails to match enough dice and actually takes 3 hits which put him down and reduce his health die to a d6.



As he inflicted no hits he has lost the initiative for his side – let us hope that is not too costly in the next turn.

TURN 4 - RECOVERY PHASE

Kit recovers and is stood up but his health die remains at a d6
Von Bulow's wound still bleeds so he fails to recover a health die level and stays at d8
The Black Claw shakes himself conscious and gingerly stands up amidst the fallen masonry
Fang licks his wounds and gets back on all fours
Connors clutches his wounded shoulder but stands up ready to fight some more

TURN 5

Korporal Klank opens turn 5 and pounds on Captain Kit Stevens once more hoping to finish the troublesome human once and for all.

Kit is in desperate straights and decides to dodge - he feels certain that, while hurt, he cannot damage the metal mountain.  Lady Luck was always fond of Kit and smiles.  4 hits and 3 dodges and the save is made.  Kit is hanging on in there – just.

On the hill crest the German soldier shoots down at Lieutenant Connors who levels the Thompson and fires off a short burst in reply.  Connors escapes without taking a hit while the last German soldier goes down bleeding badly under a hail of home grown American lead.  Hoo Rah!

The allies take back the initiative.

The lone GI left eyeing the Cursed Tome attempts the challenge (the Tome is freed from the earlier attempt by the German in turn 1 but not yet opened).  The Nazis play a peril which the GI fails and takes a hit which he saves.  Maybe next turn the aptly named Cursed Tome will reveal it's secrets without taking another life>

A GI has von Bulow in his sights.  Bulow is an Intimidating character and lesser level models must pass a Cunning challenge to be able to attack him.  The GI passes the required test by shooting at von Bulow while his back is turned, however some form a sixth sense must have warned the Oberst because he spins and crouches and the Luger barks back.

2d6 versus 3d8.   Amazingly nobody hits.

Lieutenant Connors has seen his leader battered by the Nazi robot and moves to join the melee.  As he has used a combat skill already this turn he is 1 dice down but so has Klank so he too loses a die.



1d6 versus the robot's 4d8 is an insane and courageous challenge but Connors can't stand and watch his friend and leader get pummelled without coming to his aide.

Klank scores 2 hits and Connors zero – now the Nazis wrest the initiative.  Connors however makes both save so although battered remains in the fight.

The Black Claw takes his turn and picks up the dropped plot point thereby ending his activation.

Up on the face of the Idol von Bulow goes for the Eye of Horus while the battle rages below.  The allies play a peril.  2 passes with cunning of finesse is required (I think of this as von Bulow struggling to prise the Eye from it's mount with the point of his dagger)

He only makes 1 pass so takes 2 hits and then only makes 1 save.  His health die is reduced to d6 and his activation ends.  Curses!

Across the jungle the hunting howl of a wolf echoes and Fang rushes the Black Claw.  Although the sight of an injured wolf hurtling toward you is enough to wrong foot anyone, the Claw has enough presence of mind to squeeze off a few rounds as the crazed animal bounds across the jingle clearing.

4d6 for the Claw versus 3d6 from Fang sees the dice roll 3 hits on the wolf (the Claw is as cool as a cucumber under pressure) before teeth and claw inflict 2 hits on him.  Both fail to make all the necessary saves and go down.



The last GI over by the lorry pops off a shot at von Bulow who decides prudence is the better part of valour and dodges.  Despite 2 hits he makes his saves and is proved right to be cautious.

Captain Kit, reeling under the robot's furious attacks decides to make a dodge move on his turn.

He makes more dodges than hits taken and so backs off 3” relieved to get away from certain death.

Finally, Agent Orange, who has had what seems to be time enough to make a picnic wakes up and shoots von Bulow.  A miss.  Perhaps you should have that cup of tea now, dear.

TURN 5 – RECOVERY PHASE

Kit rolls a success and his health die is back up to d8
von Bulow does the same
The Black Claw recovers and stands up but
Fang, the brave wolf bleeds out on the jungle floor and is out of the game.

TURN 6 – THE FINAL TURN

The allies have the initiative.

With darkness falling the GI by the lorry realises it is only a matter of time before the skirmish ends and hides, forcing the Nervous Survivor to hunker down with him behind the the re-assuringly solid vehicle.

Th GI by the Cursed Tome activates but before he has a chance to do anything the Nazis play a Fortune Card – PARLEY.  What sort of underhand trick is this?  For the duration of this turn there can be no running, rushes or attacks – surely it's a trick.

Nonplussed but still aware of the prize in front of him the GI reaches for the Tome but faces a Peril thrown at him by the Nazis.  1 Finesse, 1 fail, 1 hit and 1 save.  Fumbling fingers fail to unlock the clasp on the leather book.

The game is up – under the Rules of the Geneva Convention no self respecting American would break the code of honour so realising their time has run out they move dejectedly toward their exit point. 



They will regroup and examine their treasures back at base camp.

Hang on …........  what's this?  The devious von Bulow has fooled his hated enemies and was just buying time. 

Seeing the allies move off he makes 1 final attempt to free the Eye from the Idol. Seeing his treachery Kit shoots at long range (this was actually a peril card played but again is what I imagined happened).

The final challenges of the game

von Bulow needs to escape the peril – 2 successes on Cunning or Might.

He rolls 3d8 and passes (the sun flashes off the silver Deaths head on his cap and blinds Kit as he aims)

and then passes the challenge to take the Eye of Horus

Mwahahahahaha...............................


FINAL THOUGHTS

A great game.  I already have ideas buzzing about further scenarios.

The Nazis win the skirmish as they hold 1 minor and the major plot point at the end of the game for 4 victory points while the allies only hold 2 minor plot points for 2 victory points.



The Nazis have the Eye but the allies have the survivor - they will interrogate him back and camp and learn the fate of the Afrika Korps patrol.
 
What happened before they arrived? 
Where are the rest of the patrol? 
Did they discover something even more earth shattering?

we shall see.................

As a 1 off scenario to learn I will not count experience and perks for the next game.

Does it play well – better than I could have imagined
Was it fun – oh yes!  :D  :D  :D  :D
Does it play well solo – yes

on the solo side of things I tend to do things in character or where a number of possibilities exist throw a die to randomize the choice.  For instance when the GI took cover behind the lorry on the last turn his choices were

1-3   shoot at the Black Claw
4-6   hide behind the lorry

he got a 5 so decided to hide.

I find this way I cannot plan and sometimes even surprise myself (and it helps that I am getting on  a bit and forget things anyway)

The Nazis did have a Fortune Card that could have extended the game by 1 turn but I played it as though it was a competitive game and they would be going for the points.  It's what I would have done and do, often to the chagrin of my gaming buddy (but he still plays with me).

David and Mila............Thank You

Offline Hauptgefreiter

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Re: PULP ALLEY - FULL AFTER ACTION REPORT
« Reply #2 on: January 05, 2013, 09:38:39 PM »
Cool stuff!  :-*
Where's the robot from?
per aspera ad astra

Online pauld

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Re: PULP ALLEY - FULL AFTER ACTION REPORT
« Reply #3 on: January 05, 2013, 11:30:13 PM »
actually he is a Heroclix model - just looked ideal for a retro robot

Offline Hauptgefreiter

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Re: PULP ALLEY - Full After Action Report
« Reply #4 on: January 05, 2013, 11:37:37 PM »
Thanks :)

Offline Mad Lord Snapcase

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Re: PULP ALLEY - Full After Action Report
« Reply #5 on: January 06, 2013, 08:48:24 AM »
Thanks for that excellent detailed report. I have just bought Pulp Alley myself and will be doing the same as you, a solo run-through to get the hang of it. Thanks for the inspiration.


Offline Paleskin

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Re: PULP ALLEY - Full After Action Report
« Reply #6 on: January 06, 2013, 11:37:15 AM »
Excellent report and great table!

Offline d phipps

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Re: PULP ALLEY - Full After Action Report
« Reply #7 on: January 06, 2013, 07:47:32 PM »
Oh, that was sneaky of von Bulow, playing Parley on the last turn - "Wait, wait, Herr Kit, I think there is zomething you should know! ..."


Great battle report!  :-*


THANKS!

 

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