On Friday Doug, John and I got together to play a Wars of Ozz skirmish game using Pulp Alley.
The game was set in a semi submerged area of post apocalyptic ruins, where rumour had it that there was an ancient treasure hidden, waiting to be claimed by who ever could decipher the clues. We played the game on one of the new Sally 4th Game Mats. This is the Piers Mat which depicts some flagstone piers surrounded by murky green water and areas of marshy banks and semi submerged stone work. An ideal location for a Pulp Adventure!
I choose to field a league based on Admiral Jin-Jur and her female pirate band made up from all the peoples of Ozz. They arrived at the ruins by boat. My league consisted of Admiral Jin-Jur herself, assisted by Ma-Might, Jelie Jamb and Mombi. These are all sidekicks.
John fielded the Black Death Crew, a dangerous mob of Pi-Rats led by the infamous Captain Vermin. John fielded a Leader and two Sidekicks and four other characters as Captain Vermin had taken the Commander Ability which gave him an additional four points for recruitment. The rats approached the ruins across the marshland.
Doug commanded a force of Quackers… Berserker Ducks. Doug fielded a Leader, Sidekick, three Allies and a Follower. All of the figures are from the Wars of Ozz range available from Old Glory (US) & Sally 4th .
We played the basic treasure hunt scenario from the main Pulp Alley rulebook, so leagues set up within 12″ of the corners, but as we were playing with three players we allowed John’s Rats to set up within 6″ of the opposite table edge to our corners. A clue (minor plot point) had to be solved before the treasure (major plot point) was placed on the table. Ma Might and Jellie Jamb head straight towards a key that they spot in the ruins, hoping it will unlock the treasure.
Meanwhile the Pi-Rats have found a sodden journal floating in the marsh water. They attempt to decipher it without sinking into the quicksand, but alas it is a Red Herring and all there efforts come to nothing.
Once Ma Might has the key in her possession she yells to Admiral Jin-Jur who hurries as fast as her short legs allow to the central bridge where the treasure is hidden. Unfortunately this is a rather exposed location and both the Ducks & the Rats open fire on her. As if this was not danger enough, the Ducks play a pesky fortune card that knocks Jin-Jur off her feet and almost off the bridge and into the water!
A few more rounds of incoming fire and Jin-Jur is knocked to the ground, returning fire and knocking her assailant out at the same time.
The Ducks surge forward towards the treasure but are caught in caught in a long burst from Gunner Fletcher (a Pi-Rat ally with the red head scarf and eye patch).
The bridge and it’s treasures are hotly contested. The Leader of the Berserker Ducks eventually manages to overcome the perils and secure the treasure.
However, his glory is short-lived as in the last turn the Pi-Rats and Admiral Jin-Jur’s crew focus there attention on him and he is eventually knocked down, dropping the treasure on to the bridge!
The game was a huge success, every one had a good time and the scenario was in the balance u to the last turn. Pulp Alley proved a great set of rules for playing out Wars of Ozz themed skirmish games. If you’d like to give it a go, we have a free download containing character cards to get you started, as well as Wars of Ozz figures in small quantities for Skirmish gaming. Click here to take a look.
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