Tuesday, May 3, 2011

Ballyfoole Expedition to Afrodesia Marches Again

The Illustrated Ballyfoole Gazette
"Where we never let the facts get in the way of a good story"
Second Expedition Explores the Interior of Afrodesia
Using funds raised after their first, and very successful expedition, the Ballyfoole contingent once again set out to further explore the interior of Afrodesia. The jumping off point this time was from the edge of previously explored territory. The expedition was once again led by Captain Flynn, with O'Ryan the hunter and McGillicuddy the scout. They were joined by crack shot, Maggie O'Hara. Two soldiers from the Gunderland Highlanders, 4 askaris and 14 bearers were also present.

Day 1 they head west into the jungle and discover a new animal species. They also come across a village of friendly natives.

The column, seen here marching along near a stream.

Day 2 the terrain turns mountainous and they discover a new plant species. They encounter 8 hostile slavers. The first indication they had was a round of shots fired towards the rear of the column, killing 1 askari. The noise stirred up a huge crocodile in the nearby stream and a lion in a nearby patch of jungle. Both beasts charged towards the slavers, who were close by.
Things heat up quickly! Slavers and a lion and a crocodile!
The Highlanders fire back at the slavers, killing one of them. Meanwhile the explorers and askaris at the head of the column swing around to the rear to face their attackers.
While 1 slaver struggles against the crocodile and another fights the lion the rest of the slavers fire again. This time striking and killing one of the Highlander soldiers and narrowly missing Maggie. The expedition members, now in position, return fire. Flynn and Maggie each kill one slaver. The remaining slavers fire back, but don't hit anyone this time. Could be they're getting a bit shaken up between the beasts and the expedition's accurate fire. The expedition fires again, with the remaining Highlander soldier avenging the death of his comrade and 1 askari doing the same. The few remaining slavers decide they've had enough and make a run for it.
The expedition buries the dead soldier and askari.
The slavers are slowly whittled down

Day 3 is pleasant and uneventful, but McGillicuddy, the scout, is having difficulty finding a way through the mountainous terrain.

Day 4 while unsuccessfully searching for a way through the mountains the expedition encounters some treacherous quicksand. One askari, a trade bearer and an empty bearer are sucked under before they can be rescued.

Day 5 another quiet day while McGillicuddy still searches for a way through the seemingly impassable mountains.

Day 6 Drums in the Night. The morning reveals 3 trade bearers, 1 food bearer and 2 empty bearers have deserted. Finally McGillicuddy finds a way through the mountains, into more mountains.

Day 7 they discover a high mountain. They also encounter a village, but the natives eye them suspiciously and no trading takes place.

Day 8 monkeys get into the baggage destroying one food load. Stuck in the mountains again!

Day 9 while searching fruitlessly for a way through the mountains the expedition comes across an ancient ruined temple and gather up 5 loads of loot. All of their food has been eaten, lost or damaged, but O'Ryan the hunter manages to bag enough game to feed the party.

Day 10 they discover a new plant species
McGillicuddy finds a way through the mountains into more mountains. The party is attacked from the rear by a small band of 4 hostile tribal warriors armed with thrusting spears and clubs. 
Hostile native warriors attack a reduced column!

As the hostile warriors approach the rear of the column the Highlander turns and fires a shot, killing 1 of the warriors. Meanwhile the explorers and askaris move to face the attack.
The warriors charge towards the column, but the combined fire of the explorers, soldier and askaris wipes out the remaining warriors.
Hostile native warriors dispatched
No food today. One empty bearer succumbs.

Day 11 while searching unsuccessfully for a way out of the mountains the party encounters a sinkhole, nearly losing a bearer, the Highlander soldier and Maggie, who were all saved at the last moment.
Still out of food and no game to be found. McGillicuddy succumbs to starvation. Looks like luck wasn't with him on this trip. That's the way things go in Afrodesia sometimes.

Day 12 still looking for a way through the mountains. No luck. Bad water kills 1 askari and 2 loot bearers. O'Ryan manages to bag enough game to feed the remaining party members.

Day 13 Quiet day, nothing happens. Still stuck in the mountains, but O'Ryan bags more game so the party is well-fed.

Day 14 they discover a lake and a way through the mountains and a much reduced expedition returns to their jumping off point.

This expedition spent several more days out in the field than the previous one, but only covered about half the ground, with much time taken up trying to navigate their way through torturous mountain terrain. Sadly, it was the last trip for several expedition members. They will be mourned in city and native village.


Bluebear Jeff said...

If I recall, you are using a modified version of a game called "Search for the Nile" or something like that, aren't you?

-- Jeff

abdul666 said...

Exemplar at all levels -scenario, game, report, illustrations... A very exciting micro-campaign with the minimum of miniatures and terrain.

Hope other 'tricorne' rulers tempted by colonial wargaming will follow the precedent and send a mini expedition as soon as they have painted a few 'natives'.

tradgardmastare said...

Excelelnt report Sir!

Fitz-Badger said...

Thanks, guys.
Not exactly, Jeff. The rules I'm using are called "Adventures in Jimland" and while they probably bear some resemblance to "Source of the Nile" (an old fun boardgame in its own right) "Adventures in Jimland" is a totally separate and fairly different game not based on "SotN".
Anyone who is interested can find the Jimland reports and even a free version of the rules by googling. The free version of the rules does not have the stats for the various animals, natives and such, so I found the for sale version (which is slightly different and includes charts) to be quite useful for getting started. Based on the commercial version's charts and knowing the original used cards I was able to come up with my own set of cards, based on miniatures I have in my collection. Another advantage of cards is the ability to add in more as one acquires new miniatures and comes up with new ideas. For example, the monkeys getting into the baggage was an event I added myself.

Mave182 said...

Adventures in Jimland is great fun.
Really enjoyed your reports, and look forward to more, 8-)

Jim Wright said...

Let me sum up...

Excellent report.

Sorry for your losses.

More Terrain.


Fitz-Badger said...

Thanks, guys!
it's cool (and a little intimidating. lol) having the rules writer looking over my shoulder.
But seriously, I really appreciate your interest and you suggestions!
It's very fun game, even for a solo gamer like me, and easily expanded and adapted. I can see adding more fantastical stuff at some point - things like swamp trolls, lizardmen, skeletons, etc. The possibilities are endless.
I can also see this system readily adapted to doing something like having an expedition of dwarves exploring an orc island or a group of space explorers scouting another planet (with robot porters in place of bearers, maybe).

Frank said...

An excellent report. I believe you must reveal the names and descriptions of the new animal and plant species next time round.


Fitz-Badger said...

Thanks, Mave182! Do you play the game, too? Do you have reports of games played?

Thanks, Jim! (blogger ate my previous reply to your comment)
It's great (and a little intimidating! lol) to have the game designer looking over my shoulder on this. I do have more terrain pieces I could add in, but I was going by the terrain charts. Maybe the pieces I have are too small? I'll play with doubling the number of pieces.

Thanks, Frank!
I get a lot of enjoyment and inspiration from your blog.
That's a good idea about the animals and plants we discover. The Jimland Reports did give some brief descriptions of these things. I think I'll try coming up with some charts or something to roll up for the descriptions.

Jim Wright said...

Dear Mr. Fitz-Badger.

No need to feel intimidated. I'm just a nerdy wargamer geek like the rest of us.

Enjoy the game however you want to play it.


Jim Wright said...

I found some old notes.

My terrain features were:

Jungle = about 5-6" in diameter and roughly oval. CD's work great. Single plastic cake decoration palm tree on metal washer. Place some on the area marker.

Rough = as Jungle or roughly rectangular with a max length 8" min width 2", max width 3". Plastic aquarium plants on metal washers on the area marker. Used real rocks (small) also.

Streams - yours look great. Better than my blue felt!


Fitz-Badger said...

Jim, thanks for the notes on terrain! I forgot, I did make some irregular shapes from thin mdf and painted green that should be big enough to serve to delineate terrain features, with space for 2 or 3 trees or rocks. I'll try to remember to use them next game.

A J said...

Inspiring, sir! Jean-Louis suggested an 18th century version of a Hetzenberg expedition in Daftest Africa, and after reading your report, I'll take up the idea.