A Lily Pad Too Far: Frog vs Frog game using GASLIGHT, at Cold Wars

Chris Palmer     This past weekend at Cold Wars, Buck Surdu and I ran a GASLIGHT game using our collections of warrior frog miniatures, mainly from Eureka’s “Pond Wars” range.  Back when these were first released a number of years ago, Buck and I each acquired sizable collections; he painting his as standard North American frogs, and me painting mine as various South American Poison Dart Frogs.  Thus was born he great Frog Civil War between the Northern Frogs vs the Southern Frogs. 

The South American “Flying Column” advances on the North American right, screened by a series of steep hills.

     Over the years we have run a handful of games at conventions, and since it had been a while, we decided to dust them off and get them on the table for Cold Wars this year.   The scenario we decided on was one from the GASLIGHT Compendium rulebook, and featured one side trying to intercept and cut the line of retreat of the other side.  We called the game, “A Lily Pad Too Far”, and decided that instead of retreating, Buck’s forces would be advancing through Southern Frog territory, and my army was trying to cut off their line of advance.    In order to achieve this, my side had to have a unit on the far side of the road the Northern Frogs were advancing down by games end. 

A view of the NFA players and their forces as the NFA units try to shake out into a line.

     While the Northern Frog Army (NFA) starts in line of advance on a road running from the long side of the table to one of the short sides; the Southern Frog Army (SFA) begins the game split into the main body, which starts in one corner opposite the NFA, and a “Flying Column” consisting mainly of SFA cavalry, which starts in the other corner opposite the NFA. 

The SFA Dragonflies take on the NFA Light Cavalry.

     As the game started the NFA tried to extend their line and protect the entire length of road.  They were hit on both flanks by the respective SFA forces.  The NFA Light Cavalry did a good job on the NFA right, but eventually a unit of SFA Dragonflies was able to work around them and cross the road.  On the NFA left, the full might of the majority of the SFA force slowly began to erode that flank.

The SFA Light Cavalry charges into a unit of NFA Hammer Troops.

     In the end, the NFA left flank had all but collapsed, and the NFA were unable to shoot the SFA dragonflies out of the air.   So, the SFA was declared the victors.

The NFA Heavy Cavalry moves up as it tries to halt the rapidly advancing SFA right.

     The game was a ton of fun both for the players and us as the GMs, and it was great to get our Frog collections out on the table again.    I look forward to the next time!

A unit of SFA “Frogzerkers” overtakes and eliminates the NFA War-Cart.

A unit of the SFA Guard close assaults a NFA Swamp-Gas Tank.

via One More Gaming Project http://onemoregamingproject.blogspot.com/2018/03/a-lily-pad-too-far-frog-vs-frog-game.html
from Tumblr http://tumblr.hawks-club.org/post/172146430923


Duke Morrison and the Great Zeppelin Raid at Cold Wars

Chris Palmer    At Cold Wars last weekend, Buck Surdu and I ran a Pulp game in the morning entitled, “Duke Morrison and the Great Zeppelin Raid”.   We had decided to do this scenario, because Buck had received, and build, a huge 6’ long Zeppelin kit from Kickstarter last year, and after a successful game with it on New Years Eve, we decided it would be fun to do a game with it at a convention.

A long view of the zeppelin.

   We used the always fun GASLIGHT rules for the game.  The scenario involved Buck’s perennial game hero, Duke Morrison, and his Army buddy “Wrench” Webb, and  Navy pal “Boats” Morgan, along with some of their Army and Navy troops, defending the zeppelin of the great scientist, Professor Serafini Nannini.  Along with the professor were his lovely daughter, Gianna, and a couple of his lab assistants.   Also helping guard the zeppelin were Crash Corrigan and his Rocketeers, and a unit of the city’s finest policemen. 

She-Wolves advance as the Gangster leader “Slasher” (orange shirt), cuts his way through some sailors at the back of the airship

      The reason the zeppelin needed such a strong security presence, was that the professor was transporting a new invention that the forces of evil coveted.  For security reasons the invention had been broken down into 6 components, and hidden around the airship.  The fears of our heroes were not misguided for attacking the zeppelin was a combined force of Nazis and Gangsters. 

“Wrench” with one of his Soldiers, and Giana, with a couple components, begin to converge on the Rocket-sled

        The game was set up as a race against the clock.  It started at 9:00 AM, and after a quick rules brief we got under way at 9:30.  At that time the victory conditions were announced: the God Guys had to get all 6 components of the invention into Nanni’s rocket-sled, which was in the cargo bay of the airship; then at exactly 11:30 by real-time, the rocket-sled would auto-launch out the cargo bay doors. (there was no way to launch before that time, or delay it.)  The more pieces of the invention aboard the rocket sled, the better the Good Guys’ victory.  The Bad Guys had to prevent this, and steal the pieces of the invention for themselves.  To make things even more difficult for the Good Guys, only a few designated Heroes were capable of piloting the rocket-sled: Duke, “Wrench”, Boats", Nanni, and his Daughter.   So at least one of them had to be kept alive.

Crash Corrigan helps stem the tide of the Gangster horde that stormed the front of the ship.

      The game was a ton of fun, with daring deeds on both sides.  The Gangsters on the zeppelin dock quickly overpowered the policemen defending the entryway to the ship, while Nazi Rocketeers and She-Wolves snuck in through one of the engine nacelles.    More Gangsters were disguised as passengers and hidden in crates in the cargo hold.  The Heroes certainly had their work cut out for them!

An aerial shot of the game.

     One by one, the Heroes were able to gather up the invention components; except for one, which a pair of gangsters dragged to the back of the ship for safe keeping, staying near it to make sure no wandering hero might snatch it from them.    The sides were slowly wearing each other down, but the Heroes made steady progress.

“Boats” makes to the sled with another component and the desperate final battle begins as the She-wolves storm the Rocket-sled.

        In the end, it came down to “Boats” Morgan in the rocket-sled being the sole survivor.  Opposed to him were the two gangster mooks who had hidden out in the back of the ship with their prized component.  They had decided to advance just in time, and they approached the sled from a a gangway over the cargo hold.  “Boats” fired his trusty pistol at the pair, but missed; then one of the gangsters returned fire, and hit “Boats”!   The player rolled the Save dice and….failed!  “Boats” was dead!  The clock read 11:28.   Evil had prevailed. Wow what a finish!

The She-wolves are cut down, but “Wrench” is killed, as a couple of the Gangsters attempt to board the craft.  

      All the players had a great time, as did we as the GMs.  You couldn’t ask for a better edge of your seat last-minute ending.  We had such a good time that we are considering bringing the game back to Fall-In in November. 

The end.  All that left is pair of gangsters in a zeppelin full of carnage.  

via One More Gaming Project http://onemoregamingproject.blogspot.com/2018/03/duke-morrison-and-great-zeppelin-raid.html
from Tumblr http://tumblr.hawks-club.org/post/172114272378

Duke Morrison and the Great Zeppelin Adventure


The calm before the storm

Chris Palmer and I ran a GASLIGHT game on my 7-foot long zeppelin.  The scenario involved Professor Serafini Nannini transporting his rocket sled in Duke Morrison’s zeppelin.  (Duke Morrison is the hero of my pulp games using GASLIGHT.)  Nannini and his daughter Gianna had hidden six components of one of his fabulous inventions around the zeppelin for security reasons. As Nazi rocket troopers and hired gangsters attack the zeppelin to seize Nannini, the rocket sled, and the six components, Duke Morrison (and his soldiers), “Boats” Morgan (and his sailors), “Wrench” Webb (and his soldiers), the Nanninis and their lab workers, MacDuff (and his police), and “Crash” Corrigan (and his rocket troops) work to gather together the components and move them to the rocket sled.  The game was to end at exactly 1130 (wall clock time).  If the good guys had gathered the components and had them in the rocket sled at 1130, the sled would launch, and the good guys would win.  The sled could not be launched until 1130.  Oh, and only five people could drive the sled, so one of them needed to last that long.  The five people who could pilot the sled were Duke, Boats, Wrench, Prof. Nannini, and Gianna Nannini.

Two gangsters have taken control of one of the McGuffins and moved to to the rear of the zeppelin

With eight players worth of figures, the game came down to three figures at 1128.  There were two gangster minions left and Boats Morgan, who was in the rocket sled.  Everyone else had gotten killed during the three hours of zany shoot-em-up.

Crash Corrigan gunned down by some of Horseface Harry’s gang

The two gangster minions shot at Boats with just two minutes left to play.  One of them scored a hit, and Boats failed his Save.  The bad guys had all the components (five of which the good guys had conveniently carried to the rocket sled) and the sled itself.  And they also possessed Duke’s zeppelin, as none of Duke’s men survived.

Some of “Boats” Morgan’s sailors take up overwatch positions

Below are some pictures of the action at various points of the game.  I think the players all had a really good time.  The fact that the game came down to the last three figures two minutes prior to the game’s end contributed.  All the players got into the light-hearted spirit of GASLIGHT.

The action is becoming intense

Three gangs of evildoers gun down the police guarding the entrance to the zeppelin on the docks

The rocket troops take up positions and prepare to look for some of the McGuffins

Duke Morrison and two soldiers on the bridge

A view of the battleground

Bonnie, a gangster, is gunned down by rocket troops and Duke Morrison

A view of the hold as “good guys” occupy professor Serafini Nannini’s rocket sled

Bonnie’s gangsters take up positions behind the soldiers and sailor blocking the zeppelin entrance

The gangsters race past the blockade

from Buck’s Blog http://bucksurdu.com/blog/?p=7536
from Tumblr http://tumblr.hawks-club.org/post/172084514723

Saturday at Cold Wars in the HAWKs Room

Chris Palmer   Here is a collection of photos from Friday games in the HAWKs club room at Cold Wars this past weekend.

An overall view of the room Saturday morning.

Eric Schlegel’s The Germans Come to Schlegel’s Ferry using Blood & Swash rules.

Greg Priebe’s Combat Patrol- Star Wars, using “Combat Patrol” rules with the Star Wars supplement.

Kevin Fischer’s Flanking Attack against the BETA, using “Muv-Luv Alternative: Tactics” rules.

Buck Surdu & Chris Palmer’s Duke Morrison and the Great Zeppelin Raid", using GASLIGHT rules.

Eric Schlegel’s Al Capone Comes to Schlegel’s Ferry, using Blood & Swash rules.

Zeb Cook’s Pay Day! A Cowboy Caper, using Combat Patrol rules with the Wild West supplement. 

Cowboys shoot it out in Zeb Cook’s game.

Buck Surdu’s encore running of Hold at All Costs game, featuring American Army troops vs Japanese in the Philippines, using “Combat Patrol” rules.

Michael Fischer’s The Shuddering Mountain game, using “Mobile Suit Gundam: The Gravity Front” rules.

Large mechs fight it out in Michael Fischer’s game.

Kurt Schlegel’s The Battle of Castricum game, using “SAF Napoleonics”.

Geoff Graff’s perennial crowd pleaser for kids, Plastic Pirates Panic Population game, using “Plastic Pirates” rules.

Bill Molyneaux’s Battle of St Foy game, using Home Brew rules.

British forces advance in Bill Molyneaux’s game.

A close up of Chris Palmer & Buck Surdu’s A Lily Pad Too Far game, using GASLIGHT rules.

Dave Wood’s, The Battle of Castricum game, using “Fate of Battle” rules.
A closer look at the battle of Castricum.

Zeb Cook’s Tortuga Raid game, using “Blood & Plunder” rules.

Pirates up to no good in the Tortuga Raid game.

Don Hogge’s Action at Serofimovich" game, using “Battleground WWII” rules.

Russian tanks advance in Don Hogge’s game.

Greg Priebe, doing a little role playing in his Doctor Who Comes to Schlegel’s Ferry game, using “The Doctor Who Miniatures” rules.

The Doctor and Rose pick up a Mcguffin at the Schlegel’s Ferry Post Office.

via One More Gaming Project http://onemoregamingproject.blogspot.com/2018/03/saturday-at-cold-wars-in-hawks-room.html
from Tumblr http://tumblr.hawks-club.org/post/172077998033

Second Philippines Game at Cold Wars


Americans planning their defense before the game began

I used the same table for my second Philippines 1941 Combat Patrol™ game at Cold Wars 2018.  The scenario was the same as the first game.  The Japanese were attacking, and the Americans were trying to stop their advance.  The Japanese victory conditions were based on the number of figures they could get across the road.

Japanese preparing their attack just before we started the game

This game featured the most successful Banzai charge I have seen in Combat Patrol™.  There have been bigger ones, longer ones, and more costly ones, but this was probably the most effective.  The way Banzai charges work in Combat Patrol is that before the turn begins, the Japanese player must declare the charge and choose the units that will participate.  Then when the first unit’s card is drawn, the command dice of all the units in the charge are changed to that number, and the charge begins.  All charging units move with two cards, not one.  They get a +1 in melee.  They also get no cover benefit.  A “game master” card is shuffled into the Activation Deck on the next turn.  When this card is drawn, which may take several turns if the “reshuffle card keeps appearing first,” the attack is over, and all participating Japanese are stunned.  All accrued morale checks are immediately resolved.

American infantry withdrawing to their last line of defense

In this case, there were just two Japanese teams in the charge.  One ended the charge in the road in front of the two American water-cooled machine-guns.  During the morale check, the Japanese team first recovered all stun markers and then conducted another Banzai charge, which overran both American machine-guns.  The American line was broken; however, the game was an American victory.  When time ran out, the Japanese were ready to cross the road on both flanks, but at the end of the game, there were only two Japanese figures across the road.

The game was quite fun, and I think that all the players had a good time.

from Buck’s Blog http://bucksurdu.com/blog/?p=7521
from Tumblr http://tumblr.hawks-club.org/post/172050551828

Hold as Long as Possible at Cold Wars 2018


A long shot of the table

At Cold Wars 2018 I ran two Combat Patrol™: WWII games set in the Philippines in 1941.  The Japanese were advancing toward Bataan, and an understrength platoon of Americans had to try to stop them.  As you can see from the map, the Japanese had to advance across a stream and the Americans were scattered around a small village.  The stream could be crossed by infantry, but vehicles could only cross at the ford.  The map is all jungle except the clearing around the town (marked by lichen) and the peaches of felt.  Visibility in the jungle is only four inches, and movement is halved.  This made it slow going for the Japanese and hard to concentrate any firepower for the Americans.  To defend the town, the Americans had an M-3 stuart and an anti-tank gun.

The scenario just prior to the game starting

It is very difficult to find early war American infantry.  I used the Americans with tin helmets from Pulp Figures.

A lone team of Americans advances against two tanks and a squad of Japanese infantry

A forward deployed team of Americans advanced to engage two Japanese tanks and a squad of Japanese infantry.  The Americans didn’t fare well, but they slowed the Japanese advance for a couple of turns.

The American line of defense

Advancing Japanese

The Japanese advanced steadily on their left flan.  After destroying the American team in the center, the Japanese advanced into the village to engage the Americans.  The huts provided very little cover, but as the Japanese advanced into the clearing the Americans finally had enemy in their fields of fire.

The battle begins to heat up in the village

Americans taking up positions in the rocky outcropping

This rock was a deceptive piece of terrain.  It seemed like a good defensive position, but the jungle limited the field of fire, and it could be easily bypassed.

Japanese infantry and a tank advance through the village. Note the nurses hiding behind the hut

In Combat Patrol™: WWII when figures are wounded or incapacitated, the unit’s leader acquires a morale marker.  When a unit next activates, it must first make a morale check for each marker it had accrued.  A funny moment came during one of these morale checks.  The platoon headquarters had to make a morale check.  The four Army nurses were attached to the platoon headquarters.  One of the morale results had the platoon leader and two nurses charge into melee with the Japanese.  The Japanese had a better morale number, so this didn’t work well.  The Japanese killed both nurses and the platoon leader.  As a result of losing the platoon leader, all of the American units became pinned.

American infantry and anti-tank gun lined up on the road to stop the Japanese advance

Chris Palmer took over control of the Stuart tank midway through the game.  Chris got several shots at the Japanese tank, but he missed every shot.  Between the Americans being pinned and both Japanese tanks closing on the road, we called the game a Japanese victory.

from Buck’s Blog http://bucksurdu.com/blog/?p=7515
from Tumblr http://tumblr.hawks-club.org/post/172050551673

A Lilly Pad Too Far


A long shot of the table

At Cold Wars 2018 in Lancaster, PA, last weekend, Chris Palmer and I ran a GASLIGHT game involving giant anthropomorphic frogs.  We haven’t had the frogs on the table in a couple of years.

Early in the game as the North Americans begin to deploy from their line of march

The game was pretty fun.  The scenario is from The GASLIGHT Compendium.  The North American frogs are part of the advance guard for a frog column.  The South American frogs are trying to cut off their line of march.

South American frogs advance to engage the North Americans

The North American frogs quickly deployed from their march formation to engage the South Americans.

South American light cavalry advancing

The South American frogs advanced on both flanks, enjoying success in both attacks.

Chaos in the center as various bands slug it out

The North American right flank held on and began to advance, but the dragon flies moved to a blocking position and determined to hold their portion of the road.

A view along the North American line of march. The North Americans needed to hold open this road

North American light cavalry defeat some of the South American dragon flies

South American frog heavy cavalry and dragonflies fight the North American light cavalry mounted on geckos

The South Americans were crushing the North American left flank, preparing to cut the road.  They also had the dragon flies across the road.  At that point, we called the game a South American victory.

from Buck’s Blog http://bucksurdu.com/blog/?p=7504
from Tumblr http://tumblr.hawks-club.org/post/172050551513

Zeb’s Combat Patrol(tm) Wild West Game at Cold Wars 2018


Zeb Cook’s cowboy game using Combat Patrol™

Zeb Cook ran a zany and exciting cowboy game using the Combat Patrol™ Wild West supplement.  There was a lot of hottin’ and hollerin’ from that table.  I was busying running another game, so I didn’t get to participate.  It looked like a great game.  I have played some of his other Combat Patrol™ wild west games, and they were all very fun!

The streets are strangely quiet

The action begins to heat up

from Buck’s Blog http://bucksurdu.com/blog/?p=7478
from Tumblr http://tumblr.hawks-club.org/post/172050550803

Greg Priebe’s Star Wars Combat Patrol(TM) Games at Cold Wars 2018


A long shot of Greg’s Star Wars game using Combat Patrol™: WWII with the free Star Wars supplement

Greg Priebe ran two Star Wars games using Combat Patrol™ at Cold Wars 2018 last weekend.  He ran this scenario twice.  On several occasions the shouting from the table was deafening.  One time was when the rebels killed Darth Vader.

Stormtroopers advancing to attack the Rebels at the supply dump

The scenario involved a group of Rebels, including Kanan and Ezra, who had come to this planet to steal Imperial supplies.  Unfortunately for them, it was a trap set by the Empire.  Stormtroopers, including Darth Vader, attacked from the two narrow sides of the table, and the Rebels had to try to escape.

Rebels taking up hasty positions in the supply dump

If the terrain looks familiar, it is because we used this table for five games during the weekend.  Don used it for a WWII game between the Japanese and Americans on an island in the Pacific.  I used it for two games set in 1941 with the Japanese attacking Americans.  Greg used it twice for his Star Wars games.  We varied the terrain slightly from game to game, but using the same basic table for several scenarios really helps ease the transition times between games and takes some stress off the GMs.

from Buck’s Blog http://bucksurdu.com/blog/?p=7490
from Tumblr http://tumblr.hawks-club.org/post/172050551338

Zeb Cook’s Finland 1939 Combat Patrol(TM) WWII Game at Cold Wars 2018


Advancing toward the frozen river, I ran into some hidden Finns.

Last weekend was Cold Wars 2018 in Lancaster, PA.  Zeb Cook ran at Finland 1939 game using Combat Patrol™: WWII.  He was short a couple of players, so I was able to play in this game.  I had a terrific time.  It was a hard scenario for the Russians.  We had to advance across the table.

The fighting heats up!

We (Russians) enjoyed some initial success on my (left) flank.  I was advancing toward the frozen river with my squad, and then I ran into a hidden squads of Finns who ambushed me.  I passed my morale checks, fired with some of my men, and then charged into hand-to-hand combat.  By the end of the game, this Finnish squad was down to two wounded figures who had gotten away and crossed the river at the bridge.

After a couple of turns, the Finns were down to four men in this squad.  Only two eventually made it across the bridge.

Another view

I eventually made it across the river and into this copse. It was a little too late. I was in a position to flank the main Finnish position on the ridge (to the left of the picture), but their reinforcements were arriving.

At this point, though I had crossed the stream and occupied the clump of trees, it was clear we were not going to get an intact squad off the far end of the table.   It was a very good game, and a tight scenario.  The special rules in the free Winter War supplement really added period flavor to the game.

from Buck’s Blog http://bucksurdu.com/blog/?p=7485
from Tumblr http://tumblr.hawks-club.org/post/172050551093

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