This small one-day boardgaming event
happens twice a year in a village hall in Deepest Buckinghamshire, and
has been going for quite a few years. This was my second visit, and
probably the last autumn one I'll get to for a while as it will clash
in future with YSDC Games Day.
I started with a second game of Nicola Zealey's customised
Wings of Glory,
now even more customised with terrain mats (which did a great job of
holding the planes in place), a home-made piece of No Man's Land
between them, and some observation balloons (also custom-made) which
were our objective.
This made for a more three-dimensional game than last time, as the
balloons were at significant altitude, and represented a collision
hazard as well as potentially an explosive one.
The enemy sent all three machines down the middle. We sent one up each
side, with one held back for defence. This was probably an error.
The defender fought valiantly, but wasn't able to prevent the Huns
from getting in among our balloons.
Which rapidly started stacking up the damage. (Being fair, so did
theirs, which were undefended except by ineffective ground fire.)
We'd read the victory conditions, which gave 60% of the points of a
destroyed balloon for depleting 50% of its hits, so had decided to
split up. Both the German balloons were soon on fire.
So was one of ours.
I ended up circling behind enemy lines, high enough to stay out of
ground fire, and gradually adding up the damage.
Even the enemy didn't really seem able to stop us.
I did get the killing shot on one of the enemy balloons, but in the
end all four went down. And since we'd each lost one machine in the
attempt (our valiant defender, and one of theirs who'd flown headlong
into our last surviving balloon) the match could be considered a draw.
I found this more enjoyable than the trench-strafing of last time, and
not only because I'd managed to start at a sensible altitude and thus
get involved in the fight. The balloons were at different heights, and
this meant the climbing and diving rules were severely exercised.
After a break for lunch, we played some shorter games: two runs at
The Resistance
(with most of the players new to the game the first one was mostly a
warm-up; the second time, the spies managed both to fail on a
three-player mission, which meant that the other three players who
hadn't been on it all knew they weren't spies. So then it was just a
matter of convincing them that I was the loyalist, which eventually I
achieved. (Yes, all right, I am "most likely to be falsely accused of
being a spy" whether playing on-line or in person.)
Then a couple of games of
Guillotine, which
I had bought after the last Cambridge role-playing convention but not
actually played. I did very badly. But hey, there's a fair bit of luck
involved. I'll keep telling myself that.
Finally, one player particularly wanted to try
Revolution.
Sadly, as it turned out, it's not really the sort of game he enjoys,
but at least he now knows this. Bizarrely enough, I won; I really
didn't expect to, as I won the Cathedral and Fortress only at the last
moment and mostly as a side-effect of someone else mucking about with
the Apothecary, but in the end that did the trick.
I'd hoped to play some Firefly, but both my passenger
and I were starting to fade, so we headed for home. Still a very good
day.
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