The seen is set, the fans are in Womble “stadium”, and the bands are about to go on stage.

Alas there would be no Bruce Saucestain, Van Hollow, Spears for ears, Michael Jackass, or Walking Dreads, but the Queen would attend, the status quo remained the same, the rats were booming in town, Elvis came back from the dead with Bud Abbot’s mate, Ferry received a Sting, Who was in Dire Straights, Richard was falling off a cliff, and McCartney was full of Mercury……… and of course there was the frontline acts of Sherpa and the Captains of Industry.

Can the Captains of Industry produce? Or will the Sherpa’s climb all over their opponents?

Nothing bad could happen could it? Well, maybe the bands will get away unharmed or the Guru’s puns will continue! Who knows (well they don’t really)!

Two evenly matched opponents are set to sound off against one another, but I am not talking about the “Captains of Industry” and “Sherpas”, because this is Guru versus Guru in a solo game of epic proportions.

The state of the art facilities at Womble Stadium.


The event is of such mammoth interest that the Word Press are here to record it for prosperity.

With huge crowds expected there is a “large” security presence.
Rules:
Given the combined IQ of the two players is lucky to reach 60 on the Wechsler scale it was agreed that we would use FUBAR’s simple one page set of rules.
A quick game was in order so the normal squads would be classed as “green”, the heavy weapons squads as “seasoned”, and the leaders as “veteran”.
Turn 1:

The yellow Sherpa fans roll exceptionally well moving all of their units without failing an activation roll.

The green Captains fans fail their activation roll and their activation phase ends.

The same with the blue Captain’s fans.

The orange Sherpa fans are also so off their face they do not activate either. Both Gurus cannot roll die!!!

The second round of the turns activation begins with the green fans moving two units forward before their third and last unit fails to activate.

The blue fans get to move one unit before …. you guessed Guru rolls a one!

The orange fans get to move three units forward forward.

The two groups of fans start moving towards one another with not much happening as the jibes they are hurling at one another cannot be heard of the din of the two bands.
Turn 2:

The groups of fans each roll off to determine the activation order.

The two green leaders activate and move to join other units to assist with their activation. A normal group of fans fail ending green’s first activation phase.

Three of the blue fans units activate all moving towards the centre of womble stadium.

Despite the attached leader the orange unit fails to activate using the leaders activation level of 3.

The yellow fans charge the green fans in the centre of the stadium inflicting one wound. The green fans (black dice) fail to hit at all. The green fans have the choice of taking this hit as a suppression or as a casualty. As their concert T-shirts do not count as armour their are no saving throws. Given the low activation value they do not wish to make it even harder and decide to take the casualty.
Turn 3:

Melees continue until one team is destroyed or activates to break off contact. They occur before all other activations and again both units fail to hit.

The yellow unit in close combat activates to break off and shoot, causing another casualty.

A blue fan unit moves and fires causing an orange fan to collapse with lead poisoning.

The blue unit opens fire on their yellow opponents with the leader (black die) and three fans all hitting.

The orange unit takes one suppression (the maximum a green unit is allowed) and three casualities.

Having received a casualty earlier in the turn the orange fans advance and shoot with the blue unit being suppressed and taking a casualty. The dope smoking security guard raises the alarm.

A security team arrive, complete with clockwork ornithopter, to ensure the safety of the Sherpas

Another security team arrives from the opposite gate to protect the Captains of Industry.

Both security teams are directed through the melee of fans by the security officer in the guard tower.
Turn 4:
There is now some urgency to try and capture the opposing band before the security guards arrive at their “stage” to protect them.

The orange heavy weapons squad finally activates and unleashes a hail of firepower on their blue opponents. With five hits and no armour save the blue fans are sent scurry towards the entrance.

The yellow heavy weapons team also opens fire on a damaged group of green fans and they are also sent packing.

Things are not looking good for the Captains of Industry’s fan clubs!


The secutiy guards run towards the stages to protect the bands.
Turn 5:
Turn five was going to be crucial as the last set of songs was about to commence.



Carnage was happening everywhere with the Captains of Industry’s fans showing that their softer life style could not stand up to the riggers of concert attendance.

An orange fan unit makes it to the foot of the Captains of Industry stage and is ready to exit stage right with their captives.


A security team arrives just in time to provide protection for the Captains of Industry while their ornithopter secures the stage.


The Sherpas are also in the safe protection of the second security team.
With both sets of fans attempts to ensure the superiority of the heroes thwarted the concert ended.
As a solo game this was a lot of fun and a good playtest to makes some changes for when “real” opponents can make it.
Well that looked like it was fun! Imagine the carnage if the bar had been open as well! 😀
Cheers Roger.
Maybe not for the fans, but as this was a solo game Guru had to imbibe for two. It was a wonder the post was completed at all.
Different, but quite a bit of fun by the look of it! 🙂 Nice game set-up!
TA
Its lucky you didn’t imbibe in to many otherwise you might have started squabbling!
Would have been embarrassing if my opponent and I resorted to fisticuffs!