Saturday, 13 September 2025

The Bordurian Incursion Part 6

The defence of Waswa

The Bordurian attempt to cross the river Waswa at the ford was thwarted by a strong Syldavian defence in the previous game. Now the Bordurians are throwing everyting they've got at the village of Waswa. If they can capture Waswa, they can cross the river and occupy the hinterlands. The Syldavians are determined to  hold on to Waswa and rush to its defence.


Skirmishers deploy in the deserted town. The townspeople have sought refuge on the other side of the river.


 

More units arrive (we used the hasty attack rule: units have a 50% chance of arriving when their card comes up) and move cautiously through the streets.




Bordurian light infantry moves around the corner.


But a unit of Syldavian line infantry is waiting for them.


The Bordurian conscripts are marching to the square.


The Syldavians take a gamble and take up position in the middle of the town square.


Joined by the militia they succesfully blast the Bordurian skirmishers out of the building and then start pouring fire into the Bordurian conscripts.


The Bordurian machine gun team is trying to enter a building bordering the square. If the team can set up the machine gun, the Syldavians in the square will be shot to pieces.


But the Syldavian militia gets into the building first, preventing the Bordurians from entering.


On the other side of the table, Bordurian actions are more succesful. The Syldavian line unit is forced to withdraw and seek cover behind the building.


Meanwhile, the Bordurian conscripts are buckling under the hail of fire the Syldavians are pouring into them.

The fighting in the square intensifies when a Bordurian group of light infantry appears from one of the streets.

The Syldavians are victorious however, because a nearby group of Syldavian light infantry shoots the Bordurians to pieces.




Although a large chunk of Syldavian soil is still occupied by Bordurian forces, the Syldavians have stopped them at the river Wasz at the end of this campaign.


I really liked the imagination setting and will probably use it in the future to play some Sharpe Practice mission (as opposed to battle) scenario's.

 

Thursday, 31 July 2025

Indiana Jones and the lost Aquila: Part three

Part Three: The Lost Temple

While Rupert Jenkins and Ginger are recovering from their injuries sustained in the previous game, Indy, Bertie, Smyth and Sallah have crossed the desert, set up camp and started exploring the lost temple.

Unfortunately for our heroes, Don Lardo has managed to track Indy to the site and has surrounded the camp with marines Punto, Corsa and tenente Strapazo (was out of action in the previous game but since he is "tough as nails" he is back for this fight) plus some local minions. 

Indy and friends suspect something and take up defensive positions.

The bad guys close in and open fire.




Bertie and Smyth return fire, but everyone misses their target.

Sallah moves from cover to cover, intent on protecting Smyth, who is frantically trying to reload with minions appraching to his front


Luck favours the bold. Indy assaults marino Corsa. He fires at Indy at point blank range, but misses AND is out of ammo!


Bertie takes out marino Punto with a perfect ranged shot from his BAR.


Sallah rushes forward and whacks the tenente with his shovel, dropping him instantly.


However, Don Lardo is next. He draws his pistol and shoots Sallah while laughing diabollically.

Meanwhile Indy is still locked in close combat with marino Corsa. Bertie and Smyth are trying to keep the minions at bay.

When Don Lardo tries to shoot Smyth in the back, he turns and assaults the Don. Weakend by a wound and dazed by shock he doesn't stand a chance however. Don Lardo knocks him out with his pistol.

All the gunfire has startled the camels which are moving in random directions, blocking Bertie's shot.

Bertie moves to a better position, but is cut down by the minions. 

And he's not getting up anytime soon.

This leaves only Indy in the fight against the villains. He defeats marino Corsa, but decides against taking on the rest alone.


Don Lardo wastes no time. Indy's company exposed a large slab of rock before Don Lardo attacked the camp. Don Lardo commands his minions to remove the slab of rock. A hidden passage is uncovered going down into the darkness.....

While Don Lardo, tenente Strapazo (nurturing an enormous headache), marino Corsa and their minions descend underground, Indy drags his friends to safety and administers first aid.

Can Indy still stop the nefarious Don Lardo? 

He will certainly try in part four of Indiana Jones and the Lost Aquila!





Wednesday, 23 July 2025

Indiana Jones and the lost Aquila: Part two

Part two: The code disc.

The villans secured the map indicating the location of the Lost Aquila, but discover that the map is useless without a special metal code disc. Indy had entrusted Sallah with the disc, but when he was overwhelmed by Don Lardo's henchmen in Part One, they took it from him and sold it to a local trader.

Now both Don Lardo and Indy have to find the trader holding the disc. He is walking somewhere in a nearby coastal town. The streets are almost deserted because a sandstorm is coming (jokers in the deck).


Don Lardo and the Italian marines start in the upper right corner and can leave by boat when they find the code disc. Indy and friends start in the upper left corner and can leave the table via any table edge when they have the code disc. Four civilians are randomly (activated by jokers in the deck) walking the streets. One of them has the disc.


The marines move out.

But the British agents accompanying Indy are faster and contact the first civilian.


No luck. The civilian doesn't have the disc. On to the next one. The sandstorm joker is dealt from the deck reducing visibility to 12" (and halves shooting ranges). The marines make use of the storm to fan out to intercept the other civilians.

Marino Punto almost reaches a civilian, but the civilian movement joker is dealt and he moves away.

Indy's group has better luck. The civilian moves towards Ginger, keen on selling him some beautiful pottery, but unfortunately no disc.

I say, good man, do you sell a metal disc by any chance?

While Ginger is talking to the salesman, Indy intercepts marino Monza and uses his whip to take him down.


The civilans keep moving. Don Lardo and tenente Strapazo are closing in on one of the remaining potential disc holders.

The sandstorm has passed, allowing both sides to start firing at each other in the town square. Marino Corsa goes down with a wound.


Ginger tries to stop Don Lardo but is put out of action by tenente Strapazo's SMG.

Marino Punto finally catches up with civilian number three. Again no disc.

No disc! No disc!

Civilian number four is now certain to hold the disc. Don Lardo reaches him first and takes possession of the disc. Indy and Smyth rush forward. Indy charges tenente Strapazo and knocks him senseless.

Don Lardo fires his revolver at Indy but misses. Indy charges the Don, striking him down. Smyth goes through Don Lardo's pockets and retrieves both the map and the code disc.

Meanwhile Rupert and Bertie are trying to clear the marines from the town square. This seems to go well at first as Corsa is wounded by Bertie's BAR fire.

Corsa recovers from his wound (queen of hearts card) however and, assisted by Punto, drops Bertie with a well aimed shot.

Corsa then moves on to beat Rupert in close combat.



Indy tells Smyth to take the map and disc to a safe place. While the marines carry Don Lardo, Strapazo and Monza to the ship, Indy recovers Rupert and Bertie.

Now in posession of both the map and the disc, Indy will travel to the deep desert to excavate the Aquila in the next game.

Although he was outmaneuvered by Indy this time, Don Lardo has enough resources to bribe officials and locals. It doesn't take him long to find out where Indy is going and prepare an ambush.

Will Don Lardo succeed in taking the Aquila from Indy? All will be revealed in part 3 of Indiana Jones & the lost Aquila.