Pages

Friday, 6 March 2020

The Mungo Mah Lobeh Congo Campaign Adventure 4


Adventure 4 – Unknown Species... and Stone Statues


Campaign Journal compiled by Alan, of Tring Wargames Club

Background

“The region through which we are now advancing is thickly forested, and heavy downpours are frequent. My guides have told me that this paradisiacal jungle is home to numerous unique species of birds, monkeys, and plants. The very thought of coming home laden down with such treasures, unknown to my fellow Britons, quickens my blood. Not to mention the interest that it would stir up at the British Museum.

One of the guides reported back to me this morning, saying that he had discovered, scattered throughout the forest, elements of stone statues. He dared not pick them up for fear of what might haunt them. I must say I am greatly intrigued: is this the remains of some lost civilisation? Or the shattered remains of a temple of some sort?
Unfortunately this was not the only news brought back by the guide. Numerous warriors, led by the witchdoctor that has shadowed my expedition from the very beginning, are moving parallel to us through the very same jungle. Our scout however went unseen, and so we are thankfully forewarned. Whatever their intentions, I will not let them stand between myself and those stone relics.” – Mary Kingsley
Both forces make slow progress through the dense jungle, while contending with the inclement weather and hostile animal life.

Travelling to the Next Adventure

As the winner of the last adventure, Mary got first pick (yet again!) of the travel routes to the next one, and she again chose to travel “Village To Village” to this fourth adventure of the expedition. This is a slow route, but offers her the best chance to recruit new followers.
This time it was not as good a choice as previously; she rolled to make the journey in 5 months, and this time her Bearers were unable to help her complete the journey any quicker.  However, her roll on the Encounter table did earn her another Bearer.
However, since she has now earned a total of four domains of Knowledge, her character gets an upgrade to her 3-star card, which makes her considerably more effective at rallying her troops.
Ujuwa elected to travel “Through Thriving Jungle” this time, and he made his success roll, so the journey only costs him one of his Spiritual Link points.
His roll on the Encounter table also finally brought some good news.  He located and collected a specimen of a medicinal plant.

The Forces

As before, Mary is accompanied on this adventure by her Kirangozi guide Kiva and the reporter JJ, and her party has the same make-up as the previous adventure, including Explorers, Soldiers, Askaris, Ruga-Ruga, and Young Warriors. However, she does not keep the additional group of Archers from the last adventure.
She now has three Bearers, which she places with her Askaris, her Ruga-Ruga, and her Adventurers. Mary herself accompanies her Adventurers, while she sends JJ with the Ruga-Ruga, and Kiva with the Young Warriors.
Her opponent Ujuwa is again accompanied by his allies, the outcast Fang chieftain M’Otowanfa, and the Werda-Fakawi Pygmy King O’Mi’Lordi. His party also has the same make-up as the last adventure, consisting of Warriors, Young Warriors, Bundukis, Archers, Pygmy Archers, and some Scouts.
Ujuwa decided to accompany his Warriors again, intending to free up his Archers to counteract the White Men’s firepower.  The Fang chief is sent with the Bundukis this time, and the Pygmy King accompanies his Pygmy Archers, as usual.  Ujuwa has no Auxiliaries to assign.

The Terrain

This adventure once again called for jungle terrain, although the mangrove swamps and quicksand have now been left behind. Instead of the crocs and hippos which infested the river banks, the jungle is now home to leopards, in addition to the usual types of possible animal encounters.
Once again, we used Martin’s dining-room table for the game, with his battle mat defining the standard Congo 4’x3’ playing area. His trees were used to designate the areas of Dangerous and Blocking terrain called for by the scenario.
Some broken walls and columns from Alan’s medieval and fantasy terrain collection were scattered about to depict the shattered statues called for by the scenario. Each statue is in three pieces, and there is one obsidian and one jade statue. Victory Points are earned for collecting the pieces, with a bonus if a complete statue is collected.
In addition, some areas of Blocking Terrain contain Discovery tokens. When collected by a group making base contact with them, the group makes a roll on an Encounter table which is part of the scenario, with possible good, bad, or indifferent results. Some of the good results are in the form of Discoveries, which provide various benefits for future scenarios, as well as contributing towards overall success in the campaign.
“The two columns are making only slow headway through the dense jungle.  To make matters worse, the clouds have burst once again and the forest is drenched by a heavy downpour.
The number of animal bones that litter the ground make certain the presence of a sanctuary of some kind. Moreover, this entire area being a hunting ground for local tribes, the presence of traps cannot be ruled out.”
The roll for the type of sanctuary indicated that the scattered bones were from gorillas, meaning that these are likely to appear if any animal encounters occur.

The Adventure

Unusually, this scenario calls for both factions to deploy from the same end of the table, which has arbitrarily been designated as the southern end.


The first picture is a full table shot from this southern end, with Mary’s deployment area in the left corner and Ujuwa’s in the right. Units which do not fit into the deployment areas are allowed to enter on subsequent turns (Note: NOT action phases).


1 – The table for this adventure, looking north

The scenario opens with a Downpour, which means that firing ranges and Line of Sight are restricted to M for the first full turn.
Ujuwa got the Initiative for this adventure, because he lost the last one. He immediately sends his Scouts racing up the table, and lays some juju (i.e. our codename for Stress tokens) on Mary and her Askaris.
Mary’s Soldiers are also quick off the mark, and immediately occupy the southernmost Dangerous Terrain area. This earns them a Statue piece (part of the obsidian statue, as it turns out), and their roll on the Terrain Encounter table means they have found a young leopard, which they adopt as a pet. This turns out to be quite useful; the Encounter rules specify that it confers an additional D8 in combat, and we decided to treat it as an Auxiliary character, which means that it can be carried over to future adventures. The flipside is of course that, like any Auxiliary character, it can be killed.
Mary’s Young Warriors make contact with the nearest Discovery token, but their roll on the Encounter table was a disappointment, earning them nothing at all. Meanwhile, Ujuwa’s Scouts found a piece of the jade Statue in the easternmost Dangerous Terrain, and their Encounter table roll located them a safe path back out of the terrain. Unfortunately, since they are now encumbered by the Statue piece, that is as far as they can go for now.
Ujuwa’s Pygmy Archers move towards the southernmost Dangerous Terrain area. If they can reach it without heavy casualties, they can engage the Soldiers on more even terms, and they know from the previous experience that the Soldiers are very worried by their poison arrows!
Sure enough, the Soldiers open fire on the Pygmy Archers, despatching one of them. However, the Pygmies do make it into cover with the Soldiers, while the Archers move up to support them, as their blowpipes have the range which the Pygmy bows lack.


2 – The Soldiers find a Statue piece, and a pet, but soon face opposition
Ujuwa’s Scouts press on to capture a Discovery token, which earns them an extra totem card.

On turn 2, the Downpour ends, so firing ranges and Line of Sight are no longer restricted.  The Pygmy Archers immediately go to work on the Soldiers with their poison arrows, killing two of them without resort to any saving throws. The Soldiers fire back, but can only despatch one of Ujuwa’s Archers.
The Soldiers fire again, hitting another Archer, but he is saved. Mary’s Young Warriors, accompanied by her caravan guide Kiva, advance on the Pygmy Archers and then fire on them, killing two, but the accompanying Pygmy King manages to survive his Terrifying Death Roll.


3 – Mary’s Young Warriors advance to tackle the Pygmy Archers
Ujuwa hopes that piling Stress onto Mary’s Soldiers, Young Warriors and Askaris, will slow down her advance. Despite that, Mary and her Adventurers use their own move plus a bonus Move action to advance almost to the centre of the board. She also brings on her Ruga-Ruga, and her Askaris move up in support. When they move into the Dangerous Terrain area on the western side of the board, they find a piece of the jade Statue. It must be the season for collecting pets, because their roll on the Terrain Encounter table also earns them a pet leopard.


4 – Mary’s forces advance in the centre
Ujuwa also brings in more troops, deploying his Warriors, Bunduki and Young Warriors onto the table. He also casts his first ritual of the adventure, the Bull’s Breath, on Mary and her Askaris, which earns them a Stress token.

On turn 3, Ujuwa seizes the Initiative, puts some juju on Mary’s Soldiers, and then moves his Young Warriors in to attack, but the plan fails; they lose the melee and have to retreat.
Mary’s Young Warriors attack the Archers in return, killing two of them. Mary is able to remove some Stress from her Ruga-Ruga, but fails to do so from the Soldiers, who are now very nervously hanging on in a corner of the jungle, while Ujuwa’s forces close in from both sides.
In an attempt to relieve the pressure, Mary’s Young Warriors shoot at Ujuwa’s Archers, but they miss. However, her Soldiers have slightly more luck, killing one of Ujuwa’s Young Warriors.
It does appear, however, that her Soldiers have good reason to fear Ujuwa’s Pygmy Archers. Peering through the dense undergrowth, they unleash another volley of their poison arrows, killing two more Soldiers with no saving throw. To make matters worse, Ujuwa’s Young Warriors kill the last remaining Soldier; they also kill the pet leopard, so they claim it as a hunting trophy as well – the scenario doesn’t specify how old an animal has to be when it is killed!
The demise of the Soldiers leaves a piece of obsidian Statue up for grabs in this corner of the jungle, and Ujuwa immediately sends in his Young Warriors in to grab it. Mary tries to put some juju on the Young Warriors, but they draw an Animal Encounter token; they elect to place a gorilla in the centremost piece of Dangerous Terrain, which looks like becoming the objective of Mary’s headlong push up the table.
Mary is determined not to give up a piece of the Statue without a fight, so her Ruga-Ruga, accompanied by the reporter JJ, advance on Ujuwa’s Young Warriors to have a discussion about its ownership; the Ruga-Ruga are not satisfied with what’s on offer, so they give the Warriors a volley with their muskets. This confrontation quickly balloons into the focus of much of the fighting at this end of the table.


5 – Mary’s Ruga-Ruga discuss ownership of the obsidian Statue piece with Ujuwa’s Young Warriors
At the end of turn 3, Ujuwa’s Archers manage to kill one of Mary’s Young Warriors, but Kiva saves his Terrifying Death Roll.  The Bunduki move up into the centre of the table, being careful to remain far enough away from the centre Dangerous Terrain area, because approaching within S will now automatically trigger an attack by the gorilla.


6 – The Bunduki cautiously move around the gorilla – with good reason, he’s HUGE!!

On turn 4, a new Downpour commences, so firing ranges and Line of Sight are restricted to M for the complete turn.
Mary Ruga-Ruga fire on Ujuwa’s Young Warriors, obtaining another kill. These are now heavily outnumbered by the Ruga-Ruga, and they elect to retreat, carrying the Statue piece with them. However, encumbered as they are, they are unable to pick up the pace, and therefore do not get very far.  To prevent them getting away with the Statue piece, the Ruga-Ruga charge the Young Warriors, wiping them out in the ensuing melee. The obsidian Statue piece changes hands for a second time.


7 – The Ruga-Ruga re-capture the obsidian Statue piece, watched by another gorilla
There is now a flurry of movement in the centre of the board, as both sides square up to each other for what looks like becoming the ultimate showdown. Mary’s Young Warriors charge Ujuwa and his Warriors, and kill one in the melee. Ujuwa bucks the trend developing in this campaign by surviving his Terrifying Death Roll.


8 – Mary’s Young Warriors attack Ujuwa and his Warriors
However, when both sides draw their Stress token for having been in melee, Mary’s Young Warriors find it is their turn to have an Animal Encounter. They happily place a second gorilla in the Dangerous Terrain area right next to Ujuwa’s Scouts, who had been sneaking up the eastern edge of the table with a view to grabbing another piece of Statue. Suddenly, entering that area of Terrain doesn’t look like such a good idea.

On turn 5, Ujuwa’s luck seems to return to par for the campaign, when he fails to remove any Stress from his Warriors, and also fails to score any hits with the Pygmy Archers. Perhaps their poison arrows are losing their potency?
In contrast, Mary takes three Stress of her Young Warriors and also manages to have her Ruga-Ruga kill another Pygmy Archer. The Pygmy King survives yet another Terrifying Death Roll.
Mary then takes another three Stress off her Ruga-Ruga, and her Young Warriors charge Ujuwa and his Warriors for a second time. The melee results in no casualties to either side, but Ujuwa and co. are forced to retreat back into the jungle. Fortunately, the Bunduki rise to the occasion, and fire a volley into the faces of the Young Warriors, killing two of them and hopefully discouraging any further pursuit.
The Pygmy Archers have clearly been working on their target practice, as they fire on the Ruga-Ruga, killing one of them. The reporter JJ, who is accompanying them, survives her Terrifying Death Roll.
Encouraged by their success, the Pygmy Archers loose another volley of arrows at the Ruga-Ruga, killing another one. Once again JJ has to face a Terrifying Death Roll, and survives. Ujuwa’s few surviving Pygmy Warriors charge the Ruga-Ruga, but are repulsed in the melee, and have to retreat.
Most of Mary’s forces are now virtually incapacitated by Stress; she and her Askaris have been immobilised for most of two full turns by Panic Stress tokens, and Ujuwa senses that victory might be within his grasp. She quickly changes that however, by successfully rallying her Askaris, her Young Warriors, and the Ruga-Ruga, and the end of the turn automatically eliminates the Panic Stress.

On turn 6, Mary is able to rally her Adventurers, and the Ruga-Ruga take a shot at the Pygmy Archers, but miss. It is now Ujuwa who needs to rally his forces, and he does successfully rally his Warriors, while his Bunduki reload their muskets.
The Bunduki then use their own movement plus a bonus Move action to hightail it up the table and grab a Discovery token in the northernmost Blocking terrain. Their roll on the scenario’s Encounter table yields them a Ritual Objects find.


9 – The Bunduki steal a march on Mary and grab a Discovery token
Mary’s Young Warriors attempt to follow up their previous success by attacking Ujuwa and his Warriors again. This time though, they lose their last two figures, and the caravan guide Kiva, all alone in the middle of the board, suddenly realises that discretion is the only part of valour that counts. Ujuwa tries to cast one of his Bull’s Breath Sacred Rituals on him, but the ghastly smell and thunderous farts are blown away by the wind – he’s not having much luck with his Rituals this time out!


10 – Ujuwa casts a Sacred Ritual at Mary’s caravan guide Kiva
With both sides looking around for Victory Points as the end of the game approaches, Ujuwa’s Archers fire on the Ruga-Ruga. Successfully wiping them out might mean that the obsidian Statue piece could change hands for a third time. No luck however - the Archers miss completely.
Meanwhile at the other end of the table, the Bunduki decide it’s time to go gorilla hunting. By cashing in some totem cards for bonus dice, they manage to kill the gorilla in the north-eastern Dangerous terrain area, earning Ujuwa’s side another hunting trophy.
Not to be outdone, Mary’s Askaris and her Adventurers let their volleys fly at the gorilla in the centre Dangerous Terrain area. This one is better at keeping his head down though, and both groups only manage one un-cancelled hit each, not enough to kill it because the hits don’t accumulate. It is enough however, for both hits to thoroughly enrage it, and Mary discovers an interesting fact about this species of gorilla – the angrier they are, the bigger they get, so the gorilla will now roll twice as many dice if any group is unwise enough to get close enough to provoke a charge!


11 – The gorilla before he’s shot at



12 – The now thoroughly enraged gorilla

On turn 7, the scenario rules require the holder of the Initiative marker, Mary at this point, to roll before each Action Phase to determine if the game is over.
The first Action Phase is played normally, and Mary and her Adventurers grab another Discovery token in the northwest corner of the table; this yields them an Artefacts find.
Her other forces play it safe; Kiva falls back towards Mary’s other units on the western side of the board, while the Ruga-Ruga finally secure the obsidian Statue piece which has been fought over for much of the game, by also retreating westwards.
Ujuwa’s troops however, have other ideas. His Scouts advance to the edge of the north-eastern Dangerous Terrain area, intending to enter it and grab another Statue piece now the gorilla which was guarding it is no longer a threat. The Bunduki likewise move on the north-western Dangerous Terrain area, and since they are not encumbered, they are able to enter it and claim another jade Statue piece.
Mary then rolled a second time to see of the game is over, and it ended before the second Action Phase.

Tallying the Adventure

By comparison with the earlier adventures, few Victory Points were earned by either side this time, and the tally was very close.
Both sides collected two Loot/Discovery tokens, but the scenario rules call for them to roll 3D6 for each token, with only successes earning VP’s. After the dust had settled, Mary had earned 1VP and Ujuwa none.
Both sides also collected two pieces of Statue - Ujuwa found two pieces of jade, while Mary found one piece each of obsidian and jade. Since neither side collected a complete Statue, there were no bonus points there, so both sides earned just 3 VP.
Neither side earned any VP’s for holding totem cards bearing a gorilla picture.
Mary found a single Discovery, in Artefacts, for a total of 4 VP.
Ujuwa also found a single Discovery, in Ritual Objects, for a total of 4VP.
Mary’s reporter JJ let her down by failing to meet the deadline for publication of the trip report in this month’s bulletin of the Société Géographique; she flunked her success rolls, earning no VP’s.
Somewhat surprisingly, considering the number of Terrifying Death Rolls which had to be made by both sides during this adventure, no Characters or Auxiliaries were killed; however, since the Soldiers’ pet leopard was killed with that group, we assigned 1 VP (i.e. half value) to Ujuwa, for killing one “semi-Auxiliary”.
Just for fun, we decided that Mary’s Askaris should be allowed to keep their pet leopard as part of that group for the next adventure. It will give the group an additional combat value of 1D8.
That means that this adventure was a draw, at 8 VP each. Under the scenario rules, if there is a draw in VP’s, the holder of the Initiative token is declared the winner; once again, that was Mary.
Ujuwa was still feeling rather Poorly at the start of this adventure. However, he suffered no additional ill effects, so he retains his Poorly status and that will carry over to the next adventure.
Since both sides had found an equal number of Statue pieces, we interpreted the scenario rules to allocate one additional domain of Knowledge to each side. Since he has now earned two domains of Knowledge in total, Ujuwa will upgrade to his 2-star card for the next adventure. Mary already has four domains of Knowledge, so she is using her 3-star card and cannot upgrade any further.
Ujuwa gained two Hunting Trophies during this adventure – Leopard and Gorilla.
Ujuwa cast a number of Sacred Rituals in this adventure, but only one was successful, so he only earned a single Spiritual Link point. With no surviving Sacred Warriors, he is unable to roll for bonus Link points.
Travelling to the next adventure will be resolved prior to playing that adventure.

Saturday, 8 February 2020

More Middle Earth Melees

Mark and I had one more test run of my Soldiers of God adaptations before we play a big battle at the March TWC Games Day. Once again Mark led the forces of Angmar against an alliance of Dwarves of the Eded Luin and Elves from Lindon.

 The Angmar used their usual deployment, uruks in the centre, backed by the Bodyguard unit and some trolls.

 A horde of snaga as speed bumps on the left flank.

 And wargs and warg riders to make a sweeping outflanking movement of the right flank.

 A unit each of dwarf spearmen and archers face of against the wargs....

 ...to guard the flank of the centre battle, all dwarf axemen and the Royal Huscarls.

 Whilst on the right flank the elves form up. My intention was to try and hold off the wargs, while the centre big-hitters got stuck in. The elves would, hopefully, quickly deal with the dross in front of them and then swing around into the flank of the main action, in the centre.
Of course such a plan required the elves to rapidly move forward and engage the enemy, which require movement orders (of which I suffered a severe lack for most of the game!).

 First move of the game and I drew this card. No one was close enough to use the FEAR order, so I took a punt at the "Commander Wounded" option. A stray arrow flew out of the elvish ranks and plummeted down into the mass of snaga....and I rolled a 6. The orc commander on the left flank was dead and their army morale dropped by 3 - as they started on 15, this was a good start for me!

 I suspected the devious Angmar general was going to use his wargs' sneaky ability to flank march off table, so I used an "Impetuous Charge" card to force one of the units into contact with my dwarf spears. The wargs died quite quickly, but his warg rider unit promptly disappeared off the table on it's sneaky mission.

 The centre battles clash together! Mark suddenly realised that he didn't have enough room to squeeze both the bodyguard uruks and the trolls into the gap in the middle, so he dithered for a bit to get the trolls up in front. But his pesky warg riders turned up behind my centre and promptly charged the dwarf king!

 Mark had a unit of snaga guarding the flank of his centre, now that the wargs and warg riders were no longer there, but the dwarf archers started inflict heavy casualties. The small orcs charged the bowmen, but the dwarves rolled just as effectively in melee as they had shooting.

 Another view of the hack and bash in the centre.

 Under pressure form two axe units, one of the big uruk units routs. To the right of the picture you can just see the trolls have now engaged the dwarf unit in front of them.

 The dwarf king is cut down by the warg riders, who then charge into the rear of the dwarves facing the trolls.
I had incredible luck at this point. Each side has two, one-use cards, in the deck, which enable them to rally off all the hits from a single unit. I drew my card two turns in succession, which meant that I was able to save the surrounded unit twice when they should have routed. This allowed me time to bring one of the victorious axe units around and into the flank of the warg riders.

The final situation. The surrounded axemen and the warg riders broke at the same time, but my army morale was still good whereas the Angmar morale had reached zero. The forces of darkness fled leaving the good alliance holding the field.
It was the luck of the cards, Mark had not drawn a single Rally card once the main fighting started and if I hadn't been able to stop that axe unit from routing for two turns, it would have been a completely different battle.

Also being played at club this week.

A 6mm sci-fi game of Future War Commander.


A far eastern Chain of Command game, colonial French against Japanese!


A Warhammer 40K game.


A First World War naval battle.


And another Warhammer 40K game.


Thursday, 6 February 2020

The Mungo Mah Lobeh Congo Campaign Adventure 2

Adventure 3 – Waiting For The Bel Azur
Campaign Journal compiled by Alan, of Tring Wargames Club

Background
“Armed with my newly acquired knowledge, I throw myself head-first into the exploration of unknown lands. I am soon walking along the banks of the Ogooué River, looking for a quay from which I can board the Bel Azur, a steam-boat that runs up and down the watercourse. It will cut our journey considerably, avoid us a wearily long hike, and offer us a well-deserved rest.
Despite its sluggish appearance, the Ogooué can rise in sudden fury. For this reason, three quays have been erected, each a few hundred metres from the next.
The Bel Azur only steams past once a month, so it is vital not to miss it. Having happened upon the first quay, I will send some of my men to the two others, to ensure that the ship’s captain will be aware of our presence and our desire to board.
This is a swamp-ridden zone, the first we have crossed. To make matters worse, there are drums in the distance. I cannot say the situation makes me feel at ease ...” – Mary Kingsley

Mary Kingsley now has the funds and the knowledge to continue her expedition with a reasonable chance of success. The Ogooué river valley, however, is very different terrain from the open savannah country she has been traversing up until now. The area is infested with mangrove swamps, crocodiles and the occasional herd of hippos. Most treacherous of all, however, is the quicksand...
Given the terrain, her intention to use the river-boat is a sound plan – if she can make contact with it and obtain passage! To do so, she will need to occupy at least one of the three quays spread along the riverbank, and ideally more than one.
Meanwhile, Mary has realised that the local witch-doctor Ujuwa has become an implacable enemy, and is intent on thwarting her plans by whatever means available...

Travelling to the Next Adventure
As the winner of the last adventure, Mary gets first pick of the travel routes to the next one, and she chooses to travel “Village To Village” to this third adventure of the expedition. This is a slower route, but offers her the best chance to recruit new followers for her expedition.
It proves to be a good choice, as she rolls to make the journey in 4 months, but with the help of her bearers she completes the trip in just three.  Her roll on the Encounter table earns her another group, either of Warriors or Archers, but they will only be available for the duration of the next adventure.
Furthermore, since she has now earned two domains of knowledge, her character gets upgraded to her 2-star card, which makes her more effective at rallying her troops.
Ujuwa decides to travel “Over Swift Water” again, and this time he makes his success roll, so he gets two extra points on the Spiritual Link track on his Travel Log.
However, once again his Encounter table roll brings bad news.  His remaining Sacred Warrior has been kidnapped by cannibals and eaten!

The Forces
Once again, Mary is accompanied on this adventure by her Kirangozi guide Kiva and the reporter JJ, and her party has the same successful make-up as the last adventure, including Explorers, Soldiers, Askaris, Ruga-Ruga, and Young Warriors. For her temporary addition for this adventure, she opts for a group of Archers.
As requested in the blog comments, here are a few pictures of the figures we are using:-


1 - Mary (R) with the reporter JJ, guide Kiva, and her Bearers


2 – Her Ruga-Ruga and Explorers


3 – Mary’s Young Warriors


4- Her Askaris and Soldiers

However, she now has only three Bearers remaining, having lost one in the last adventure.
Her opponent Ujuwa is again accompanied by his allies, the Fang chieftain M’Otowanfa, and the Werda-Fakawi Pygmy King O’Mi’Lordi. His party also has the same make-up as the last adventure, consisting of Warriors, Young Warriors, Pygmy Warriors, Archers, Pygmy Archers, and some Scouts.


5 - (L to R) O’Mi’Lordi, M’Otowanfa, Ujuwa, and a Sacred Warrior


6 – Ujuwa’s Scouts (L) and Young Warriors


7 – The Bundukis


8 – The Pygmy Archers

Ujuwa decided to accompany his Warriors this time, thinking that he will need to use his Archers to counteract the White Men’s firepower so he sent their chief with them instead.


9 – Ujuwa’s blowpipe-armed Archers with their Chief

The Pygmy King accompanied his Pygmy Archers, as usual.
Having lost his last Sacred Warrior, Ujuwa had no Auxiliaries to assign.

The Terrain
This adventure called for significantly different terrain from the previous two, and that had us both diving into our terrain and animal collections, as well as making a few select purchases and scratch-building some pieces. The tall grassy savannah has been replaced by mangrove swamps and quicksand, and instead of hyenas, the two factions now have crocs and hippos to contend with.
Once again, we were using Martin’s dining-room table instead of the one at our weekly club meet. This time however, we laid down a 6’x4’ polystyrene board, on top of which we could place a battle mat to act as the standard Congo 4’x3’ playing area. That left enough space down one long edge on which to represent the riverbank and the all-important landing quays, plus enough space to depict the river and allow deployment of Alan’s vintage paddle-steamer model as the Bel Azur – which incidentally, weighs about 3 kilos, as a lot of it is made from sheet-metal. Strictly speaking, this doesn’t actually play a role in the game, but we followed the time-honoured wargaming tradition - it was in the box, so we got to use it...
For the Congo campaign, the steamer has received a makeover, and is now kitted out with some accessories from the Sally 4th Pulp Figures range. Capt. Ulysses Poirot and his salty-looking crew were recruited from the same source, while his wife Henriette is from Wargames Foundry.


10 – Bel Azur with crew and hippos

Two of the quays were scratch-built by Alan using thin wooden dowel, plastic card, and some wooden coffee-stirrers carved into planks. The shiny water effect on their bases used a very effective liquid embossing product called Clear 3D Gloss, obtained from the local art supply shop.
The river-edge strips and the third quay come from Alan’s terrain collection; they were purchased several years ago from the Battlezone Scenics range made by Terrain Warehouse UK.


11 – Table view from the north end

The river itself was very simply made by sticking olive green crepe paper onto a cardboard backing sheet – the thinking was that the texture would simulate waves on a water surface. Unfortunately, it was not exactly a stellar success - the cardboard wasn’t stiff enough and kept curling up at inopportune moments.
The hippo herd on land and splashing around in the river came from both Martin and Alan’s collections, with waterline Wargames Foundry’s models rounding out what was found in a children’s’ animal collection from a toyshop.
The trees are from both Martin’s and Alan’s collections; they consist of plastic plants, miniature palm trees and assorted undergrowth from a variety of sources, rebased onto MDF bases of various sizes and shapes.

The Adventure
Mary won the Initiative roll for this adventure.
Most of her forces advance towards the centre of the table, while her new Archer group covers the approach to the first quay.

Her Young Warriors plunge bravely into the nearest mangrove swamp. Luckily for them, the terrain holds no unpleasant surprises, but they find that the Discovery token they collect is Cursed, which means that they will collect a Stress token at the end of each turn for the rest of the game.


12 – Mary’s forces advance in the centre

Ujuwa tries to put some juju (i.e. Stress tokens) onto Mary’s forces, with the intent of slowing them down. Her Bunduki fire on Mary’s Young Warriors among the mangroves, getting one hit, but they are able to save it.


13 – The Bunduki fire on Mary’s Young Warriors

 

Ujuwa and his Warriors opt to take two Stress tokens so that he has 3D8 to cast his Ritual of the Wild Hunt. Success – he gets 4 hits on Mary’s Ruga-Ruga, but then they are able to save them all!


14 – Ujuwa casts a ritual

On turn 2,  Mary’s Young Warriors return fire on the Bundukis, killing one. The Soldiers get one hit on the Archers which is saved, but the Ruga-Ruga also kill one of Ujuwa’s Warriors, forcing Ujuwa to face the Terrifying Death Roll, which he passes.

In return, the Bundukis kill a Young Warrior, and the Archers kill one Soldier.

The Archers then move into one of the mangrove swamps, only to find a Cursed Discovery token. Fortunately for them, it has no effect.


15 – The Archers in the mangroves duel with Mary’s Soldiers


On turn 3, a Downpour starts, which means that all shooting is now limited to Medium range, and shooting Stress effects are doubled.
Mary’s Ruga-Ruga reload their muskets, while her Soldiers move into the central mangrove swamp. This one has already been searched, and the terrain is safe, so there are no ill effects.
 

Ujuwa continues to place more juju on the Young Warriors, the Soldiers, and the Ruga-Ruga. He advances his Young Warriors and the Pygmy Archers into the open, intending to get the latter in range to use their poison arrows, and they obviously give the Ruga-Ruga the frights because they promptly fire on them, killing one.


16 – Ujuwa moves his troops into the open to close the range


Meanwhile the Soldiers continue their fire-fight with the Archers, killing another one. The Archers fail to do any damage with their return fire, and while the Bundukis are reloading, the Pygmy Archers let fly with their poison arrows, killing two of the Ruga-Ruga without resort to a saving throw.

On turn 4, the Downpour continues, and Ujuwa puts more juju on the Ruga-Ruga and Soldiers in order to pin them down more effectively, but they rally almost as fast as they receive the Stress.
Ujuwa sends the Bunduki charging into Mary’s Young Warriors, and they succeed in pushing them back, but neither side takes any casualties.

Ujuwa moves his Young Warriors to get them into range to start using their assegais, and then his Warriors in order to close the range for one of his rituals. He casts a Bull’s Breath ritual on Mary’s Ruga-Ruga, but they are able to save it.


17 – Ujuwa in a frenzy as he casts a ritual

Meanwhile, Mary’s Explorers and then her Young Warriors make a sudden break towards the second quay. They can’t quite reach it, but they are certainly in a good position to grab it next turn. Mary also puts some juju on Ujuwa and his Warriors, putting them on the Stress limit of four tokens.


18 – Mary’s Young Warriors make a break for the river

The Pygmy Archers fire a second time at the Ruga-Ruga, but fail to cause any more casualties, and Ujuwa tries to take some Stress off his Warriors.
Meanwhile, Mary’s Askaris shoot up the Bundukis, achieving two kills, and her Ruga-Ruga are busy reloading their muskets.

On turn 5, the Downpour continues. Mary’s Askaris finish off Ujuwa’s Bundukis, while Ujuwa and his Warriors charge into and melee with the Soldiers, but are forced to retreat after losing a figure.  Both sides now have several Stress tokens.

Mary’s Explorers reach the middle quay, and she commences hailing the Bel Azur. However, they are exposed in the open, and Ujuwa’s Archers are covering it from the mangrove forest. They shoot and succeed in killing one of the Explorers; this forces Mary to face a Terrifying Death Roll for the first time, which she manages to survive.


19 – Mary hails the Bel Azur at the central quay

Meanwhile, Mary’s other troops keep up a heavy fire, steadily causing more casualties among Ujuwa’s forces. However, Ujuwa is giving as good as he gets – his Pygmy Archers kill two more Ruga-Ruga with their poison arrows, and his Young Warriors then charge the remaining Ruga-Ruga and finish them off, together with their accompanying Bearer, which allows them to grab an all-important Discovery token.
Flushed with this success, Ujuwa tries to cast his Bull’s Breath ritual on the Soldiers, and suddenly it all goes wrong. He draws a Panic Stress token, which means he has angered the gods (again!) and he collapses in a heap on the ground.
As the turn ends, Ujuwa’s Scouts have successfully made it out of one of the mangrove swamps, carrying a Discovery token, while his Young Warriors fall back with the one they have just captured.


20 – Ujuwa’s Young Warriors fall back with their spoils

Mary’s Young Warriors move up in pursuit, but she is forced to rally the Soldiers, who are immobilised with a Panic Stress token. She also puts juju on the Pygmy Archers and on Ujuwa and his Warriors, which causes them to Flee.

On turn 6, the Downpour ends as suddenly as it began, and Shooting becomes possible at Long range again.
Ujuwa’s and Mary’s Young Warriors commence an ineffectual shooting duel with their assegais.
Most of Mary’s troops need to be rallied before they can do anything, which gives Ujuwa a little breathing room. His Young Warriors are able to fall back again, putting them out of shooting range, his Pygmy Archers rally ready to use their poison arrows again, and he succeeds in putting juju on Mary’s Young Warriors which halts their pursuit.
Unable to move effectively, Mary pours fire on Ujuwa’s forces, causing another casualty to the Archers in the mangroves, and crucially two casualties to Ujuwa’s Warriors. Forced to face another Terrifying Death Roll, Ujuwa flunks it, which will leave him facing two Recovery rolls at the end of the game.

Desperately casting around for a way to squeeze out a last few Victory Points, Mary’s Explorers belatedly decide to go hippo hunting, but they fail to hit, let alone kill one.
The adventure concludes with the end of turn 6.


21 – The Bel Azur loading goods for Mary’s expedition

Tallying the Adventure
The tally of Victory Points was a great deal closer in this adventure than in the previous ones.
The scenario rules call for Mary to roll for holding the quays at the end of each turn, and this cumulative total is then compared with a table in the Scenario sheet. This gave her 10 VP, and Ujuwa 5 VP.
Ujuwa obtained three Discoveries during the game, including the one captured from Mary’s Ruga-Ruga; this equated to one each in Remains, Magical Plants, and Ritual Objects, for a total of 12 VP. He now has Talents in Magical Plants and Ritual Objects.
Mary obtained one Discovery, in Geology, for a total of 4 VP. She now has a Talent in Geology.
Mary lost 2 VP for the Bearer killed with the Ruga-Ruga, but she also got to roll for “killing” Ujuwa a second time. This earned her 1 VP. The reporter JJ’s article for the bulletin of the Société Géographique earns her another 2, for a final total of 17 VP for the adventure.

However, Ujuwa also ended with a final total of 17 VP.  Under the scenario rules, if there is a draw in VP’s, the holder of the Initiative token is declared the winner; this happened to be Mary.
Ujuwa was feeling rather Poorly at the start of this adventure, as a result of his failed Sacred Ritual in the last one. However, he survived both the Recovery rolls for this adventure, prompted by his getting shot and his second failed Sacred Ritual, meaning that he retains his Poorly status and that will carry over to the next adventure.

Mary has learned an additional domain of Knowledge for winning this adventure. Since she has now earned a total of four domains of Knowledge, her character gets upgraded to her 3-star card, which makes her even more effective at rallying her troops.
Neither side gained any Hunting trophies this time.
Ujuwa  cast two successful Sacred Rituals before the gods punished him, so he earned two Spiritual Link points for himself. However, with no surviving Sacred Warriors, he is unable to roll for bonus Link points for the adventure.
Travelling to the next adventure will be resolved prior to playing that adventure.