Friday 10 January 2020

Fistful of Lead as a Solo game

Using Fistful of Lead as a Solo game.

Many solo players, including myself, get into a habit of simply doing what I consider to be reasonable moves for both sides. It works well in a game where you are playing to develop a narrative, but less effectively a campaign game where I need to be certain of a degree of impartiality.  In Pulp era games this is even more important.  I can't be seen to be biased towards one group over another or I am making it easy for myself, and where is the fun in that?  For my latest Pulp games I`m going with Fistful of Lead rather than Fivecore Pulp or In Her Majesties Name.  These are both rule sets I enjoy, but Fistful has a card draw that creates the necessary element of surprise for the player.  Fivecore on the other hand has an excellent solo system that I have amended for Fistful, and i`ve kept some mechanisms from other pulp games too.  

Activation in Fistful of Lead.

To morph fistful into a more solo set I began with the simplest method. Both sides are dealt one card for each figure or group of "grunts." The programmed side begins by activating the closest figure to the players side, and then the next close and so on... The cards are stacked face down, without the player looking at them, and used in the sequence they were dealt in.

In the interests of fairness I suppose I should use the players cards in the order they were dealt, however that removes some of the subtlety of the game.  The players side would seem to have an advantage except that I may transfer any of the special effects, reloading, removing shock and so on, to any other figure on the Programmed force rather than just the figure who draws the card.  


Dr Howard Parker's dig site at Tanis
Priorities

A list of general priorities for programmed forces.  If an obvious move does not suggest itself, follow these directions in sequence. 

1  Figures armed for close combat, and within movement for Close combat range will attempt to move into contact. 
2  Figures in the open will attempt to reach cover. 
3  Figures within 1 move of a Downed figure will attempt to reach them. 
4  Figures with no visible targets will attempt to move to establish line of sight. 
5  Figures out of range will attempt to move into weapon range of a visible target. 

If there is an objective within the scenario to be captured, reached or seized, at least 2 figures each turn will attempt to move closer to the objective. These can be chosen randomly, unless any figures are within one move of the objective, in which case they will take priority.

Attack Priorities

Programmed forces will fire according to the following priorities: 
1  Targets in the open. 
2  Targets that are grouped close together.  
3  Targets that are closer. 

Figures entering a Brawl will generally attack the closest opponent.

Morale

If any figures went Out of Action in the last turn, roll 2D6. If the lower die is higher than the number of figures remaining (not including figures currently Down or Shaken), the enemy will abandon the fight. If the story dictates that a particular enemy is timid or cautious, roll a single D6, while a dedicated or highly disciplined enemy rolls 3D6.

Setting up the party

One of the things I don`t want to know as a solo player is exactly what the force I will be facing is.  I begin with the maxim that figures are armed as depicted.  My own party of "pulp adventurers" is raised as per the rules.  I should probably draw traits randomly but since I am playing these as my own side I allow then to be chosen to fit the narrative.
I may know, broadly, which forces are opposing me in a particular scenario, but my Royal Society of Explorers have a wide range of enemies, all of whom could (plausibly or un-plausibly) turn up in opposition.  It needs a bit of imagination to make the appearance of a particular enemy fit the scenario. 
I have drawn up lists of enemy forces, roughly double that of the numbers that would appear on the battlefield.  A random sample is decided on, with the proviso that the "Boss" of an enemy group can only be encountered in a climactic end scenario.  The Tang Terror, Chou En Ginsberg, only appears at the end of a strand of scenarios.
Numbers in the opposing group are not restricted to Five.  

Groups of 5 will be a Leader, Specialist and 3 Regulars, Groups of 7 have replaced one regular with three Grunts, and groups of 9 have replaced two regulars with two groups of three Grunts.

Roll
Size
Roll
Size
1
5
4
7
2
5
5
9
3
7
6
9

A Game to test it out

With the terrors of the train behind them the members of the Royal Society of Explorers have finally arrived at Dr Howard Parker's excavation site in the buried city of ancient Tanis.  It's in the middle of absolutely nowhere.

It was here that the Mummy of Imhotep was originally discovered, before being (disastrously) loaned to the British Museum, and it is here that Lord Randolph Farthingdale and Dr Howard Parker intend to rebury the Golden Sarcophagus. .. and rebury it really deeply.

Terrain:  The Archeological Dig
The Valley of the Mummy one of the most inhospitable places on earth, where the Royal Society are digging up the ruins of Ancient Tanis.
Benefits: The odd bit of broken pot.  The Native digging team, here to dig, not to fight.
Hazards: Occasional hostile natives, dust, heat, flies and an untimely death all await the unwary.   Don't forget to watch out for the snake pit and the huge "gate to the stars" artifact.
Suggested Terrain: Tent compound with water tank, dry ditches, piles of sand and bits of ancient wall.


But wait... As our heroes arrive it is revealed that Chief Archeologist's Mate, Philip J Harding, has been murdered in trench one, the chief suspect being Miss Carenza Lewish, a redhead! 
Did Miss Carenza really fillet him with his own trowel?

In other news an odd vibration has been detected in the trenches, almost as if some enormous clockwork worm was digging its subterranean way towards the Archeologist's camp.

Her Royal Britannic Majesty`s Explorers' Society

Lord Randolph Farthingdale,
1872 Webley Bull Dog .44 Short Rim fire,  five shot pocket revolver.
Traits: Leader, Pistoleer
Dr Howard Parker, Archeologist
Gasser 1870 Model Army Service revolver, old Holborn short stem walnut pipe.  Archaeologist, currently smoking "Bangkok Fruity Surprise" 
Traits: Lucky, Encyclopedic Knowledge,  
Lady Jamalia D'Arcy,
Sasta-Vidya Swordmistress,
Khanda 2 edged Punjabi Sword, two Katar H hilt daggers.
Traits: Swordswoman
Mr Clarence Wigamore, Valet. 
Purdy shotgun, Durham Constabulary Truncheon.
Traits: Brawler
Mrs Angelina Peele. Librarian, Gunfighter and Tomb Robber.
2 x .500 Tranter Calibre RIC Webley short barrel revolvers.  (General Custer carried this model, allegedly) 
Traits: Two Guns

Der Rot Hutmacher und sein Gepanzert Truppe

The Red Hatter, True Identity Unknown, in red brass picklehaube, with arc pistol. Traits: Cold Blooded, Invulnerable

Dr Brunel, mad inventor with spring loaded exploding top hat
 Traits: Smart
Hauptmann Jurgen Krupp of the Armoured Truppe...
Sprinter, Napalm bomb chucker.
Traits:  Armoured Solid as a Rock

6 Armoured troopers with shock lances and arc pistols. 
Traits, Armoured

5 Plot Points (random)
1 Peril Point

·        
The murdered Archaeologist

·        The Scarab of the Pharoah
·        The Si-Fan Assassins strike.
·        A scream from the tents.  
Major Plot Point· The Eye of Ra.  "A million years into the Sky Ra, sun god, sealed and buried for all time his Gate to the Stars.  Woe and the curse of Vectron on any who disturb it's rest."

Peril point  
The Red Hatter's Armoured Underground Driller

Peril point What's that coming over the Hill?  Is it a Raider?

Red Circle Entry locations by D6.  The Explorers begin at Location 6.  Plot and Peril points are distributed randomly (ie... upside down) 




Lord Randolph supervises the re burial of the Mummy.  The Plot  point reveals that it was indeed Miss Lewish that committed the murder.


Dr P and the team relax at the tents


But what's this?  A rumbling underground.  The diggers flee!  The peril point reveals that the Red Hatter has appeared in his armoured driller... mercifully I didn`t use any pictures of the recycled weetabix packet armoured driller.


Lord Randolph takes cover and engages them with his Webley Bulldog.  He downs an enemy trooper

Mrs Peel charges in and burst fires with her .50 Royal Irish Constabulary Pistols.  One of the enemy falls, with a huge hole in his chest...

Dr P wanders over to a plot point and lights up a pipe of Bangkok Fruity Surprise.   The Plot point reveals that Miss Lewish has discovered the Scarab of the Pharaoh!

Dr P wanders over to speak to head archaeologist Miss Carenza Lewish, and to her delight he lights up another pipe of Bangkok Fruity Surprise to share.  Just to be clear, the Doc has never so much as fired his gun in anger for the team!  It's All About The Pipe. 

Lord Randolph drops another trooper.  The .44 Bulldog is working well.

Lady D`Arcy leaps onto the ruins and chops at Jurgen Kropp, the Kanda sword has no sharp point, but its edge cuts the renegade down.

Dr Brunel lobs a spring loaded exploding top hat, catching three of my team in the blast zone,  I really must sort out a better blast ring!

Meanwhile his Lordship blazes away, dropping another one.  Note the mini dice indicating wounds
  
Dr Brunel tries again but fails.  The armoured Truppe activate the "a scream from the tents" plot point.

Lady D`Arcy charges the mad inventor,  The jack allows her a +1 combat roll and she cleanly slices his top hat off with the Kanda.  The Hatter is undone!  His remaining men flee.
  
Dr P meanwhile strenuously interviews Miss Lewish behind the tents.  The Bangkok fruity has taken its toll on his stamina however.  That boy better shape up or he's off the team!
The tactics of the Royal Society Explorers won them the game.  Holding the centre line with firepower denied the enemy the ability to close.  It was nearly undone by the ranged attacks of Dr Brunel who could lob explosives whilst remaining in hard cover.  he targeted the group of figures close together and almost cost me the game.  The solo rules worked well for me, but need more playtesting.

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