Sunday, July 13, 2008

RAIDERS OF THE GOLDEN ANACONDA


Part One: Crossfire

After rescuing Audrey Summers from the Iron Tsar, Daniel Mansfield returns to London on the first of August, 1936 to find Project Meteor has been reactivated. He meets with Sir Hugh Sinclair, head of MI6 who informs him that the rocket built by Prof. Summers is now once again the property of the British government.
“We’re very impressed with what you did in Kazakhstan” Sir Hugh says over a glass of sherry in a wood panelled office, “and we’d like you to do it again, this time for us, if you don’t mind.”
Mansfield, never one for hesitation, swiftly replies.
“By us, I take it you mean MI6?”
Sinclair hesitates.
“Not quite... actually, espionage is rather a dirty business and you never know just who is working for whom. The thing is, we just can’t risk this invention falling into the wrong hands, do you see? We have to be absolutely sure that no one even suspects, who or what Rocketman is.”
“Rocketman?”
“Yes, rather a fetching idea don’t you think? My personal secretary Miss Jennings thought of it. This way, if any one does see you or catches wind of your exploits, we can put the word about that your some kind of phantom... a figment of the imagination rather than an actual agent of his majesty’s government”
“It sounds rather jolly when you put it that way”.
The spy master regards the handsome pilot with a raised eye brow. He’d been warned not to be fooled by Mansfield’s boyish manner and now he see’s why. His long experience with evaluating agents for dangerous missions recognizes the ruthless man of steel hidden beneath the smiling charm and old school tie. Mansfield is the perfect man for the job he realises. Too bad he’s married though...
“So what’s the game then?”
Sinclair pulls out a slim brown dossier and hands it over.
”We had this a few days ago and I’ve been mulling it over. Its a stroke of luck you returned when you did because its right up your alley. I believe you even know the man...”
Curiousity hooks Mansfield and he opens the folder to reveal a map, some type written papers and a telegram...

PACKAGE+ARRIVES+24TH+STOP+MESSNIER+NO+LONGER+NEEDED+STOP
+INITIATE+PLAN+C+STOP+LIQUIDATE+ALL+ASSETS+STOP

”Messnier?” Mansfield looks up sharply. ”Marcel Messnier?”
”The same, Sinclair replies as he lights his pipe.
”Whats the old chap got himself into now?”
”Its a curious affair really. Some time last year Messnier came back from a clandestine operation in North Africa with some kind of animal no one had ever seen before. A giant spider or so I’m led to believe. Maybe you’ve heard of this? Well anyway, he showed this thing to some boffins in Paris and it didn’t take long before the French had a secret project in the works to examine this thing. Trouble is, they weren’t the only ones who were interested. One of their science boys, a biologist called...”
Sir Hugh peers at the type written papers myopically,
”...Eduardo Lopez, a Peruvian, sold the French out to some very dubious types in south America. Its all written in this report if you care to read it, but I’ll just give you the bare facts. Lopez passed on a lot of technical information to a character known as Moros, we have a whole file on him which I’ll let you read in due course. Suffice to say we’ve had our eye on him for some time. He was recently in Paris posing as an historian. He bought a famous statuette known as the Golden Anaconda, apparently to return it to its ancient home in Brazil. We think this was when he made contact with Lopez. We can’t be sure, because Lopez was found dead not long after that, killed by an unknown toxin.”
”Moros...” Mansfield frowns, ”Doesn’t that mean something?”
”Yes, it means ’fate’, or ’doom’, depending on which historian you ask. Its obviously an alias and we don’t know who he really is. What we do know is that he has connections to a lot of strange and otherwise unrelated people, not least one of whom you’ve already had dealings with.”
”Oh?”
”Indeed. I’m informed you are familiar with a certain Prussian aristocrat?”
”Do you mean the Baron von Schöenberg?”
”The very same.”
”But it was Schöenberg who discovered the valley with the giant spiders!”
”Indeed. Clearly there is a connection, but we haven’t been able to clarify it as yet. Before he quit Germany Schöenberg used to supply weapons to Moros, but we never saw any reason why. Moros is deeply involved with local Amazonian tribal groups and may be involved in some kind of secret organisation, possibly a rebel faction which wishes to set up its own state, or something more obscure. We can’t see any possible reason why Schöenberg was supplying these people with weapons.
What we do know is that Moros has already departed France with the Golden Anaconda and is set to arrive at Macapá on the 19th. We believe that Eduardo Lopez gave him something important, soomething to do with this giant spider the French are busy studying. ”
” Macapá?”
”Its a city at the mouth of the Amazon. A mining town mostly. We have an agent there, Sancho Gutiérrez, he’ll be your contact when you arrive. He’s well connected with the people who run the Amazon, officially and unofficially.”
”What about Messnier, shouldn’t I take him along?”
”We considered it but thought it might be risky, he is after all a French agent with unscrutable connections of his own but it turns out he went missing shortly after his arrival in Paris and no one knows where he is”
Mansfield looks down at the telegram
”You don’t think...?”
Sir Hugh smiles around his pipe.
”I don’t have to. I’m sending you to find out.”

~~~~~~~~~~~~~~~~

Meanwhile, off the east coast of Africa...

At a casual glance the steamer resembles any other ship of its kind. Old, rusting gently, its age is apparent in its tall funnel and upright bow. The Santa Maria is obviously an old ship, built before the turn of the century, probably in northern Europe though she now bears a Cuban registry, ’Havana’ painted almost illegibly across her broad stern.

A closer inspection by an experienced sailor might note a few unusal aspects of the ship however. Old and rusty as she might appear to the eye, her engines sound deep and powerful, she carries more radio masts than a ship her size needs and her some what large crew, all of whom are European, walk briskly and with great purpose. Only one man appears to be taking his leisure aboard this ship. Standing at the stern and contemplating the ships wake is a tall, iron grey haired gentleman dressed in an impecable ivory suit and smoking an expensive cigarette.

Otto Lübke is the ships radio man. Sitting in his cabin to the rear of the ships bridge he listens to the incoming radio message intently ignoring the noise from the mess below where several of the ships crew are listening intently to a another radio broadcast, this one from Berlin where Adolf Hitler is opening the Olympic games. The list of numbers is long and precise and he writes down the ciphered message with care and precision on a note pad. A single error could result in a garbeld message so he requests a repeat broadcast and double checks through the list of numbers just in case. The list is intact and so he breaks radio contact. A button operates a distant bell below and not long after the message is being decyphered by Oberleutnant Weiskirchner.

Weiskirchner reads through the message and then makes his way aft to the stern where Baron Gottfried von Schöenberg having finished his cigarette is standing with his hands clasped behind him.
“Yes?”
“A message from Brazil mein Herr”
The Baron regards the message with cold hard eyes.

Moros is demanding triple original fee. He threatens to sell the formula to HH if demands not met by 25th. What are your orders?

“A renegotiation of an agreement is always possible.” The Barons words startle Oberleutnant Weiskirchner who is not used to such blatent introspection from the Baron.
”Indeed mein Herr” he manages to reply.
Von Schöenberg regards him with something akin to benevolence.
“But a threat? That we will not tolerate. Reply to the message at once. Tell Helga to execute plan E.”
“Jawohl mein Herr!”
Oberleutnant Weiskirchner returns at a brisk pace to the radio room and the Baron turns to regard the distant horizon with a cold chilling smile.

~~~~~~~~~~~~~~~~

Arriving by a specially chartered empire flying boat in Macapá Daniel Mansfield steps up onto the dock and regards the busy dockyards. Behind him Mad Dog Mitchell passes several cases up to George McArthur from the small boat which has ferried them to land.
“Well, hell, here we go again” The Texan mutters to himself. “Another mad caper in some Gawd forsaken hell hole.”
“Isn’t that why your called Mad Dog?” George replies with a broad grin.
Mitchell pauses in mid toss.
“You watch your manners boy! People gotta earn the right to call me by that name”
George laughs and catches the heavy suit case Mitchell throws at him.
“By heaven! What do you have in here? It weighs a ton.”
Just the usual” Mitchell shrugs. “Mah Browning, a few grenades, some salami... I don’ know why I keep going on these crazy missions with you limey’s anyway. I oughtta be settlin’ down back in Texas, ‘cept there’s a few folks still sore at me there ah reckon.”
“Come off it. You love every minute of it.”
Mansfield lights a cigarette and turns to his two companions.
“You chaps stay here whilst I go find this Gutiérrez fellow”
“And do what?” Mitchell replies
Mansfield notices a hotel sign.
“Take a room at the hotel there and keep an eye open for me. I’ll return as soon as I can.” He makes his way through the crowded dockside and disappears amongst the mass of busy workers. Out in the bay a ships steam whistle cuts across Mitchells reply.

Sancho Gutiérrez is a small, stocky man in a seedy brown suit with a pock marked face. At first Mansfield is sure there is some mistake, but seeing the intelligence in Gutiérrez’s eyes he quickly understands that the Brazilian is far more than meets the eye. He sits down opposite the man in a small water front tavern, unperturbed by the man’s candid gaze.
“Sir Sinclair has given me strict orders to assist you” Gutiérrez says as he holds out a packet of unfamiliar cigarettes. Mansfield waves them aside and sits at the table. Gutiérrez, his back to the wall lights his cigarette and then blows the smoke up to the ceiling.
“I was not sure I understood the message so I asked for a clarification. I think London was a bit surprised. They’re not used to agents questioning their orders I suppose but I had to be sure. The man you seek, this Moros, he is a very dangerous man and he operates far from Macapá. We will have to travel several days up the river to find him and he will probably know we are coming. His people own the river up there. It will be very dangerous.”
“Can’t you bring some men?”
“Certainly I can bring some men, but I can’t bring an army, not without drawing attention from quarters we do not wish to know what we are about.”
“How many?”
”Maybe four or five militia men, I don’t know, I’m well connected, but I’m not the army”
”Thats not enough. If we’re to face Moros on his own ground we’ll need more than that
”Ten then?”
Mansfield frowns and Gutiérrez sighs
“...and a machine gun?” he adds
”It’ll have to do. When do we leave?”
”Tomorrow morning. I shall go and see Captain Ortiz now” he drains his coffee and starts to get up but Mansfield holds his elbow, restraining the smaller man with ease.
”Captain Ortiz?”
”He is a friend of mine, don’t worry, he will cooperate, and anyway, we can’t do this without his men. You want ten men and a machine gun at such short notice, then I must meet with my friend and pay him some money to make him extra friendly”
Mansfield releases the small Brazilian and watches him leave the taverna. The job is on, can he trust Gutiérrez? He ponders this for a while, thankful that he has Mitchell and McArthur along to back him up. He sighs gently, finishes his tea and leaves a tip tucked under the plate. Seeing this, the waitress smiles at him as he tips his hat and leaves.
Its time to get the rocket out...







Player One Player Three
Rocketman
George McArthur
’Mad Dog’ Mitchell
Sancho Gutiérrez
Captain Ortiz
10 x militia infantry (9 rifles +1 LMG)
(Marcel Messnier if freed)

+ 1 d6 grenades
Helga
8 x Schwartzepfele paratroopers (rifles)
2 x Schwartzepfele paratroopers (smg)

+12 grenades






Player Two
Moros
Angelica
Marco (pistol)
Ernesto (SMG)
10 x River rats
3 x Indian scouts
1 truck

2 d6 grenades





Starting

The trip up the Amazon takes several days. Mansfield, George McArthur and Mitchell travel with Captain Ortiz and his men on a small steam boat. On the fourth day as they they reach a long curving bed, the steamer cuts its power and drifts back in towards the river side where the trees conceal a small lagoon. Captain Ortiz walks to the fore deck where Dan Mansfield and Sancho Gutiérrez warily eye the great mass of trees which steam slightly in the early morning light.
“According to the information you gave us” he tells Gutiérrez, “The bandit has some kind of base just around this bend. I suggest we put into land here where the boat can be hidden and cut across. They way we can surprise him”
“Excellent idea” Mansfield interjects.
Gutiérrez nods and pulls out a .45 automatic.
“It shall be as you...”
“Capitan!” the pilot calls down from his small windowless cabin, his finger outstretched towards the lagoon. All eyes peer through the tree’s to where another river boat can now be seen.
“It looks as if some one has had a similar idea” Captain Ortiz mutters to himself. He motions to two of his men; “Pedro, Alfonso, go over and take a look!”
The two militia men make their way across the lagoon, the water coming to their chests, their rifles held high. Mitchell peers down into the water.
“Ain’t there no piranha’s in this river?”
“Yes, there are, but they are rare in this stretch. The leeches are the biggest problem here, and of course the anacondas”
Mitchell swallows audibly and fingers his automatic rifle nervously.
“Senior, the boat is empty” Pedro shouts, “but it looks like who ever left it here hasn’t been gone for too long.”
“Do you have any idea who they might be?” Captain Ortiz asks Gutiérrez.
“None, do you?” he asks Mansfield.
“No.”
Capitan! Look at this” Alfonso is holding up a small dark object. Captain Ortiz motions to him and the rifleman throws it across. Mansfield regards the object with a sudden sense of dread. It is only a water bottle, but on the cap is the unmistakable insignia of the Brotherhood of the Black Cross.

~~~~~~~~~~~~~~~~

Map
Click on map to enlarge

~~~~~~~~~~~~~~~~

Victory Conditions

Rocketman and his allies win the game by recovering the Golden Anaconda.

Moros and his river rats win by defending the Golden Anaconda to the end of the game, or by defeating their opponents.

Helga and the Schwartze pfele win the game by recovering the Golden Anaconda.

~~~~~~~~~~~~~~~~

Special notes

Visibility in the forest is very low, within the trees and in the swampy area the undergrowth is considerable. All going is difficult except in the compound, on the road and inside the buildings where it is rough. There is no good gooing any where on the table.

Player two decides where the Golden Anaconda and Marcel Messnier are hidden. They do mot have to be hidden in the same location. If he is freed, Messnier may pick up a rifle and join the fight for player One.

The two buildings to the east are both dilapidated and in an advanced state of decay, as such they offer only +1 in protection, no matter what the consequences. All other buildings, including the guard tower are roughly made but solid and offer the usual +2.

Helga and the Schwartze pfele arrive 1 d6 rounds after round three. They may come from any direction, excpet the river.

There are two small river boats moored at the jetty. Both are operable, and offer +1 in protection to any one aboard. Both are powered by small diesel engines.

~~~~~~~~~~~~~~~~

Renault AG /Crossley light truck
Top speed: 40 km/h
Range: 200 km
Crew: 1+7
Length: 6 metres
Width: 2 metres
Weight: Under five tons
Turret: No
Armaments: No fixed armaments
Power plant: Under 50 hp
Armour: None

~~~~~~~~~~~~~~~~

Conclusion

We played the game as a three way skirmish, which with hindsight might have been a bit too ambitious given Peter’s lack of experience. We also started too late and we just didn’t have the time to finish the game to my satisfaction.

Rocketman and his companions (as played by Peter) approached the camp of Moros (played by Oleg) from across the swamp. Already here we got bogged down because although Peter was the only player moving, he was moving at combat speed which meant it took him almost an hour to get into position. Moros and his goons naturally opened fire and Oleg had put his three native trackers out in the forest (where they were pretty good). This meant Peter got into hot water as soon as contact was made. Helga and the Germans (played by me) arrived in round eight (just as Peter had gotten to the tree line) and immediately engaged the four guards Moros had placed in the watch tower. These were soon eliminated (one ran away, the rest were gunned down) and under a normal game this would have been the prelude to Helga’s advance into the base moving along the rear of the buildings to where I suspected Moros and the Golden Anaconda were concealed (and I was right). Unfortunately, that never happened. Moros’s trackers were almost in my path and slowed me down to a standstill as they were very difficult to kill. Rocketman and his allies were scattered all over and largely suppressed by Moro’s people hiding in the buildings. The good guys had a Machine gun and a Browning Automatic Rifle, but these were out in the open, thus drawing heavy fire and utterly useless as a consequence.
Rocketman made a desperate dash with his rockets. He flew out over the river, using the buildings and tree’s as cover when he could have been hit, and bring himself to the rear of the building where in Moros was hiding. Everything went well and Peter might have won the game if only he’d been less rushed for time. He made a classic mistake of not checking the upstairs window and Moros dropped two grenades on him as he approached the back door. Thus ended the game.

It was a short affair and some what unsatisfactory. We should have started earlier and I should have played along side Peter against Oleg. I was seduced by the thought of bringing back Helga and the game suffered as a consequence of my weakness for that character. Poor Peter never really had a chance, but he did well with what he had. If we’d had more time, and he hadn’t rushed to enter the last building, I think he might have won. Oleg had spotters covering most angles so it was impossible for Rocketman (two great jets of fire erupting from his back) to sneak up on the bad guys. Had we been playing together, I could have warned him.

I decided afterwards (and with a hint or two from Peter) that Rocketman himself isn’t quite ‘up to the job’. Looking at his stats, I have to agree. RM is the hero of the piece and thus should be better than most every one else. So I’ve upgraded him, I’m adding an armoured suit and giving him a more powerful weapon; a Czech Zk 383 Heavy SMG (instead of the fake ‘prototype Lanchester‘ he had before). This will mean RM is tougher, hits harder and can absorb more damage in future games.

~~~~~~~~~~~~~~~~




Part Two: The Lair

”Can you fix it?” Daniel Mansfield watches as George Macarthur examines the damaged rocket pack.
”I can, but it will take an hour” George replies.
They are standing with Marcel Messnier, Sancho Gutiérrez and Captain Ortiz in the abandoned office of Moros’s river side hide away. Gutiérrez is examining a large map of the river tacked to a wall.
“We can’t let them escape” Messnier turns to Captain Ortiz, but the captain shrugs his shoulders.
“They have a truck senior and we have a boat. To follow them inland on foot would be difficult as we have no idea where they have gone”
“Do not be so sure my friend” Sancho Gutiérrez turns from the map with a broad grin. “See here, only a few miles from where we stand now is a second camp... an old airfield.”
”By Jove! Thats got to be it!” Mansfield examines at the map. ”Look, theres no where else for them to hide. The road doesn’t even go any where else.”
”Very well” Captain Ortiz nods. ”We shall bring up the boat crew to bolster our numbers and trek out to examine this airfield. You senior, you fix your contraption and follow when you can.. and you senior Gutiérrez?”
Gutiérrez slides a fresh magazine into his.45 automatic, “I shall come with you Capitano.”
“As will I” Messnier picks up a rifle left behind by the bandits, “but what of the boche?”
Mad Dog Mitchell enters the room with a bandage wrapped about his forehead and slumps into a chair.
“They’ve bailed out. I found some tracks and it looks like they headed down that road... what’s the deal?”
Mansfield looks about the room, taking each man’s measure carefully. “We’ll go after them. Captain Ortiz, you take Sancho, Mad Dog, Marcel and your men and make your way along the road and I’ll be along as soon as George fixes the rocket. And for God’s sake, be careful of ambushes!!
“Si senior!” Captain Ortiz nods and leaves the room. He can be heard shouting at his men as the others regard each other in silence.
“Once more into the breach my friends” Mansfield smiles.
“What about me?” George protests. If you go rocketing off, I’ll be left here.”
“There’s nothing to be done about it old bean” Mansfield shrugs. “You’ll have to stay here and guard the boat.”
“And make damned sure we can get the hell outta here if things go bad” Mitchell adds.

~~~~~~~~~~~~~~~~

Otto Lübke listens to the wireless head phones intently. Behind him, the ships Captain lurks nervously.
“What does she say?”
“The attacked failed” Lübke replies shortly. “The British rocket man was already there, but Moros escaped. She says...“ he pauses, then asks for clarification.
“Well?” the Captain demands.
“She says she is going to mount a second attack, and she will need the assistance of the air craft”
“Very well... I shall inform the Baron.”
The Captain leaves and Lübke shuts down the radio transmitter, thankful that is not he who is to be the bearer of bad news.

~~~~~~~~~~~~~~~~








Player One Player Three
Rocketman
’Mad Dog’ Mitchell
Sancho Gutiérrez
Captain Ortiz
Marcel Messnier
10 x militia infantry (inc 1 LMG)

+ 3 grenades

Helga
8 x Schwartzepfele paratroopers (rifles)
2 x Schwartzepfele paratroopers (smg)

+6 grenades






Player Two
Moros
Angelica
Marco (pistol)
Ernesto (SMG)
12 x Bandits (rifles)
1 truck
1 home made tank

2 d6 grenades





Starting


Moros and his men start in defensive positions inside their camp. The home made tank starts inside the main hanger building

Captain Ortiz and his men arrive in round one at the end of the road. They are on foot and moving in column. They can just about make out the airfield through the trees and need not follow the road to the bend in order to discover it.

Rocketman arrives in round 3 +1d6.

Helga and the Schwartzepfele start from a secret location in round one but which must be written down prior to the game beginning (I shall add this detail to the comclusion write up)

~~~~~~~~~~~~~~~~

Map



~~~~~~~~~~~~~~~~

Victory Conditions

Rocketman and his allies win the game by recovering the Golden Anaconda.

Moros and his river rats win by defending their camp to the end of the game, or by defeating their opponents.

Helga and the Schwartzepfele win the game by recovering the Golden Anaconda.

~~~~~~~~~~~~~~~~

Special notes

The home made tank is actually a logging tractor with steel sheets bolted to its sides. It has only weapon, a light machine gun which can only fire forwards (45 degrees from centre line).

Booby traps are possible. Player two may roll 1 d6 + 4 to establish how many booby traps Moros and his men have laid. The location of these must be indicated on a secret map prior to round one. The booby traps are anti personnel land mines and count as grenades.

Inside the camp is good going, as is the road. The forest area is rough and the water way is difficult. The river is less than a metre deep but filled with leaches.

~~~~~~~~~~~~~~~~

Renault AG /Crossley light truck
Top speed: 40 km/h
Range: 200 km
Crew: 1+7
Length: 6 metres
Width: 2 metres
Weight: Under five tons
Turret: No
Armaments: No fixed armaments
Power plant: Under 50 hp
Armour: None
Home made tank
Top speed: 10 km/h
Range: 30 km (60 km on road)
Crew: 2
Length: 5 metres
Width: 1.6 metres
Weight: 8 tons
Turret: No.
Armaments: 7.92mm Maxim LMG
Power plant: 50hp four cylinder
Armour: 10mm

~~~~~~~~~~~~~~~~


Conclusion

We played this game as another three way skirmish, just to be consistent. Rasmus played Moros, defending the camp, Palle played Rocketman (now with a better weapon and an additional +1 for his armoured jacket) and I played Helga.

Rocketman won this game, largely by virtue of having to cover the distance to the camp whilst Helga and her Germans having penetrated from the rear, engaged Moros and his men in a surprise attack. This almost worked, but then Rasmus turned his home made tank on Helga and my force was wiped out. By the time Captain Ortiz and his men reached firing range, quite a significant proportion of Moros's force had been engaged, and were facing the wrong direction. Essentially Palle had to play a similar situation to Peter in the previous game, but having more experience of playing Rocketman he managed to take advantage of the chaos Helga was creating by her sneak attack.

Considering he was hemmed in, and facing two fronts, Rasmus played extremely well. Eventually the home made tank got taken out by Rocketman, but by then time was fast running out any way and he'd already blown Helga away. The Germans were completely marginalised in a hanger and their attrition rate was horrendous. I had four elements left at the end of the game. Palle played Rocketman very well, having learned from past mistakes not to land where he could be shot at by multiple elements, and even managed to role play the character some what (refusing to shoot a lady in the back)

The three way game system meant that each player fought with an advantage against one of the other players, but a disadvantage over the third. I hadn't actually realised this until Rasmus moved the tank to face Helga and she couldn't move away before it was his turn to fire.

Palle - moves
Rasmus - shoots
moif - moves
Palle - shoots
Rasmus - moves
moif - shoots

I doubt we'll do many three way games in the future. The additional time needed for a third player to move and shoot slows the game down too much, though having fewer elements might work better. Tonights game moved at a fairly decent pace, and we almost accomplished the game within the alloted four hours, but had we played two sides instead of three, I think we'd have finished and with time to spare.

Rocketman takes out the home made tank

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