Showdown in the the jungles of NoKanDoo

The showdown of wits and wacky characters was about to begin! In one corner, looking like two cranky garden gnomes who just stepped out of a slapstick cartoon, stood Count Hrodbert and his ‘better half’ Else. It’s a safe bet their devious scheme revolved around a mountain of flamboyant capes and a collection of daggers cleverly masquerading as side-eye glances!

On the other side stood Professor Archibald Fitch, the world-famous hermit of the linguistic realm who probably hadn’t basked in sunlight since the last time he tried to wrestle a sphinx into revealing its secrets. Beside him were his lifelong partners in academic mischief: Isabelle Marchesan, as practical as a Swiss Army knife and already taking mental notes on the Count’s fashion faux pas – those shoes looked like they had survived a rhinoceros stampede; and the whimsically quirky Ernest Flitterby, whose mind was a chaotic butterfly net full of wild ideas, often sprouting while he chased after those pesky Lepidoptera.

Count Hrodbert and his “squeeze” Else took the stage first, greeted by a crowd buzzing with anticipation—like a bunch of bees who just spotted a picnic. With her “spy” ability, Else waltzed right up to the “maguffin,” her senses sharper than a chef’s knife at a culinary competition, as she tiptoed through the sea of spectators with the elegance of a cat wearing roller skates. Behind her, a handful of trusty mercenaries lurked in the shadows like awkward party guests, ready to jump in and provide backup as if they were playing “hide and seek” but with slightly more stakes involved. Together, they were a cohesive unit, all set to pull off their zany plan while the tension in the air was so thick you could slice it with a butter knife—making their mission a real nail-biter!

The Count awkwardly shuffled back from the danger, as all self-respecting villains do, his overly dramatic gaze glued to the chaotic scene ahead, where shadows wobbled about like they were auditioning for a dance-off in the flickering torchlight. With a ridiculous smirk stretching across his face, he chuckled to himself, reveling in the thrill of suspense, fully aware that just out of sight were traps he had meticulously rigged, eagerly awaiting the next hapless fool who thought they could crash his villainous party. The air was thicker than a bowl of oatmeal, and as he watched, the night seemed to hold its breath—probably hoping for a good punchline—making every heartbeat sound like a drumroll, cranking up his excitement for the inevitable hilarity that was about to unfold.

With the air of a seasoned sharpshooter (who also happened to be royalty and surprisingly adept with projectile weaponry), Pygmy War Chief Princess Nuru coolly readied her blowpipe. Her target? An advancing mercenary, who, to his credit, looked rather confident just moments before. With a barely audible fwip and a sound that remarkably resembled a tiny, indignant fart, the dart found its mark. The mercenary, mid-stride and mid-sneer, suddenly developed an urgent need to “exit stage one” with an unexpected dramatic flair, pirouetting backwards into the nearest bush as if auditioning for a particularly leafy ballet. It was a performance that truly left an impression, mostly on the mercenary’s dignity, and solidified Nuru’s reputation as a princess who not only ruled, but also ruled the art of the swift, silent, and spectacularly embarrassing takedown.

The femme fatale Else and the down-to-earth Isabelle Marchesan stared each other down in a standoff that felt more like a dramatic soap opera than a quest for treasure, each woman embodying philosophies so different they could’ve been roommates on a “Big Brother”. Else, with her mysterious charm and a confidence that could tempt a statue, was determined to snatch up the pygmy treasure for herself, fueled by an endless thirst for gold and an impressive jewelry collection. Meanwhile, Isabelle was the voice of reason, passionately waving her hands as she argued for the preservation of the priceless artifacts, as if they were her pet rocks, emphasizing how deeply significant they were and all the juicy history they held. As the sun dipped down, casting a suspicious glow over the glittering loot, the stakes soared; it was no longer just about shiny things, but a debate over morals that could make a philosopher cry. An epic showdown was about to kick off, resembling a blooper reel from a heist movie, as the history of the pygmy people and their legendary treasures hung in the balance—along with the challenge of dodging monkey droppings like they were booby traps!

The mercenary leader, a brute with a face like a dropped pie, sauntered forward, clearly fancying himself a crack shot. He hoisted his ridiculously oversized pistol, squinting one eye like he was trying to thread a needle with a rope, and took aim at Isabelle. A deafening “THWACK!” rent the air, followed by the distinct sound of a very confused Anabathmis as the the shot ricocheted off a nearby kapok tree. The leader blinked, lowering his weapon slowly to stare at the smoking crater in the bark of the tree, miles from Isabelle. He mumbled something about “wind shear” and “a sudden atmospheric anomaly,” but even his own henchmen were struggling to suppress their snickers. Isabelle, meanwhile, just raised an eyebrow, probably wondering if he was aiming for the next episode.

A tiny whirlwind of ferocity, Isabelle, with her trusty Pygmy Warrior by her side, executed a tactical maneuver so swift and unexpected it left onlookers agape and Else utterly bewildered. The Pygmy Warrior, no bigger than a well-fed housecat but with the heart of a lion (and presumably, the battle cry of a very angry chipmunk), launched himself like a furry, weaponized projectile straight at Else’s shins. As Else yelped and stumbled, trying to swat away the pint-sized assailant, Isabelle seized her moment. With a triumphant (and slightly maniacal) giggle, she delivered a perfectly aimed, if somewhat undignified, poke to Else’s funny bone, sending her sprawling in a fit of involuntary giggles and effectively taking her out of commission. The battlefield fell silent, save for Else’s helpless mirth and the Pygmy Warrior proudly polishing his miniature spear, ready for his next act of ankle-level heroism.

Meanwhile, Archibald moves on to protect another pile of pygmy treasure, a shimmery stash of trinkets that would make even a dragon consider a career change. Each artifact seems to giggle at him, whispering tales of ancient civilizations and doing a rather poor job at keeping their secrets. As he tiptoes closer, he can’t help but feel like a bumbling librarian in a candy store, fully aware that a host of treasure-hunters would likely trip over their own greed to snag a piece of this bounty. Determined to defend these glimmering relics from the waves of snack-sized pirates, he realizes that guarding this treasure is way more than just hoarding shiny objects—it’s about giving a high-five to the legacy of the pygmies and ensuring their history doesn’t get lost in a game of “finders keepers.”

In the ensuing scene – Archibald’s Explosive Treasure Hunt (and How He Didn’t Become a Fine Red Mist) Archibald’s latest treasure hunt was about to get a whole lot more “bang” for its buck. Turns out, some distant pygmy chieftain, clearly not a fan of uninvited guests rummaging through his ancestral bling, had decided to rig the entire setup with enough high explosives to launch a small moon. Archibald, bless his cotton socks, probably imagined a gentle puff of smoke and maybe a glitter bomb. Instead, as he delicately caressed the ancient chest, there was an earth-shattering explosion that would’ve made Kermit the frog green with envy – oh wait! The jungle, for a moment, resembled a very enthusiastic disco light show, followed by the kind of shockwave that rearranges your internal organs. Now, here’s the truly baffling bit: when the smoke cleared (and the birds stopped squawking in terror), not only was the treasure perfectly fine (presumably it was made of unobtanium and good vibes), but Archibald was also miraculously in one piece. He probably just looked a bit singed, like a well-done marshmallow, and possibly had a new, rather fashionable, smoke-blackened aesthetic. One can only assume the pygmy chieftain’s booby-trap manual had a typo, accidentally setting the “annihilate” setting to “mildly inconvenience.”

Chaos reigned supreme on the other side of the set! Mercenaries, with itchy trigger fingers and a distinct lack of professionalism, were lining up to take potshots at poor Isabelle. Meanwhile, Else and a plucky pygmy warrior lay wounded and on the ground, having valiantly (though perhaps unwisely) put up a fight. Their noble efforts had clearly backfired, leaving them looking less like heroes and more like very confused speed bumps. But the true hero of this unfolding farce was the Effervescent Flitterby, a creature of pure, unadulterated whimsy, who, with his trusty butterfly net firmly gripped, charged forward in a selfless (and frankly, quite daft) attempt to shield Isabelle. Alas, his bravery was no match for the brutal realities of the battlefield, and with a rather undignified thwack that probably sounded like a wet sock hitting a melon, he was unceremoniously axed from the scene, leaving behind only a faint, glittery shimmer and a collective groan from anyone who valued a good plotline. It was a truly magnificent display of cinematic incompetence.

Count Hrodbert, a man whose bravery was as mythical as a dragon with a dental plan, finally decided it was safe to grace the stage. With the pesky “good guys in white hats”—specifically, the infuriatingly competent Isabelle—conveniently dispatched (or at least, out of the immediate vicinity, he wasn’t entirely sure, and preferred not to dwell on the details), the coast was clear. He straightened his meticulously ironed, but slightly ill-fitting, beige velvet tunic, adjusted his monocle, and puffed out his chest, which, to be fair, was mostly just a sigh of relief trapped in his lungs. This was his moment, his time to shine as the villain, a role he’d diligently practiced in front of his ornate, yet surprisingly dusty, dressing room mirror. He strode forward, attempting a menacing sneer, which, due to a slight crick in his neck, looked more like he’d just smelled sour milk. “Finally,” he muttered under his breath, convinced he was projecting an aura of pure, unadulterated evil, “the spotlight is mine!” The spotlight, however, was currently fixated on the moggy he was cradling , leaving Hrodbert to bask in the ambient glow of his own inflated self-importance.

Archibald was on set again this time the scene was Archibald’s Pygmy Peril: A Chiefly Conundrum

Undeterred by the previous, shall we say, explosive encounter, Archibald, ever the intrepid (or perhaps just incredibly stubborn) adventurer, pressed onward. His mission: to secure another glittering pile of pygmy treasure. You, astute observer that you are, immediately suspected the culprit – that long-lost pygmy chief, clearly a connoisseur of theatrical entrances and booming exits, was at it again. “Boom!” went the chief’s signature pyrotechnics, and as the smoke gracefully settled like a well-trained butler, a collective sigh of relief (or perhaps just exasperation) could be heard. Miraculously, both the treasure and Archibald, though undoubtedly a bit soot-stained and possibly ringing in the ears, remained perfectly intact. One has to wonder if the chief’s dynamite was more for show than actual demolition, or if Archibald simply possessed the luck of a leprechaun who’d swallowed a horseshoe.

With the dust (and a surprising amount of glitter from the chief’s “special effects”) finally settled, Archibald, along with his intrepid duo and a surprisingly well-organized contingent of pygmy friends, truly won the day! It was a victory forged in the fires of Archibald’s unparalleled preservation exploits and cemented by the steadfast (and frankly, saintly) support of Isabelle and Ernest. But don’t you dare think for a second that our heroes are resting on their laurels, polishing their recently acquired pygmy treasures. Oh no, dear reader! Stay tuned for the next thrilling episode, where Professor Archibald Fitch, the world-famous (and perpetually disheveled) hermit of the linguistic realm, attempts to thwart the nefarious Count Hrodbert and his dastardly denizens.

Will Archibald’s knowledge of ancient dialects be enough to decipher their evil plans, or will he just end up correcting their grammar? Find out next time!

In the jungle the mighty jungle…………

This report has been around unfinished for over a month so I am sorry for the delays in getting it to “print”.

“The adventure of my life started when I purchased an African pottery artifact of unknown origin for my collection.

When placing the piece on a shelf in my study I accidentally dropped it shattering to pieces. What I found amongst the shattered shards was a strange parchment written in a language I could not understand. Suddenly the words on the paper changed so that I could understand it. Amazed I was later to find that the parchment would change to whatever language the reader could understand.

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The parchment talked of jewels located near a large Mopane tree, but warns the reader that any adventure would be dangerous in extreme.

I mistakenly shared my desire to mount an expedition with a colleague Manfred Mettlewane who decided to conduct his own search in opposition to mine.

Crossing paths many times Manfred and I  finally found ourselves again together on the same riverbank opposite the town of Nokandoo.

Local natives had spoken of a large Mopane tree in the middle of jungle, but also warned of the “Black God” also lurking in the dense jungle. Dismissive of their superstitions we were both determined to reach the treasure first and claim it for ourselves.”

Lord Archibald Thurston 1872.

And so the game begins!!!

Both expeditions were of similar size consisting of a few characters (heroes), former military personnel and some trained Askaris. The British forces were lead by Andrew W and the Germans by David K.

The black God and other jungle nasties were controlled by myself. These consisted of the Black God, various jungle animals, “The Ghost who Walks”, and if enough jungle animals were killed, the “King of the Apes” and his retinue. At the start of each player turn they would roll two dice and on a roll of a 7, 11 or a double a “nastie” determined by myself would arrive. On a roll of “box cars” the “Ghost who Walks” would arrive and once six animals were killed Tarzan, Jane, and Cheetah would turn up to protect the jungle.

Un-be-knowns to the players wild animals would only attack if a unit “ran” (moved at the run)  away from them or moved towards them.

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Movement was made unpredictable by the dense jungle and the many and varied paths.

Each time a unit moved to a fork in a path they needed to roll a dice to determine which direction they travelled in. If accompanied by a hero they did not need to dice as we all know that heroes  always know in which direction to travel.

Initially both sides acted quite independently trying to find the Mopane tree and the treasure. Several units were travelling around in circles due to the random movement rules.

Not long into the adventure Lily Mettlewane found her Askaris running quickly back towards her, closely followed by a charging Rhinoceros. She aimed, she fired, she finished her cup of tea, and she watched the Rhino collapsed at her feet!

A pity that Manfred was not as skilled as he found himself lost in some ruins.

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Lost beyond belief some British Askaris accidently found themselves in the German camp. Finally the fragile truce was broken as the “stoned” Schultz, the German guard, was quickly overran and continued to deny knowing anything!!

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At last both sides were working their way through the jungle to their objective but still fearing what might await them they continued to refuse to fire on each other.

The British were the first to break through the final clearing to be confronted by the Black God.

20170524_190415While the massive ape studiously ignored them the British moved stealthy toward the piles of jewels under the shade of the Mopane tree. As soon as they had filled their sacks with jewels and started moving for home the “Black God” attacked.

They valiantly tried to resist but were quickly dispatched by the huge creature.

At the same time as the British were being dispatched the Germans arrived at the Mopane tree and were just about to make their escape when the “Black God” leapt upon them. One by one the Germans fell but were inflicting suppression markers on the creature. Finally both Herman and the “Black God” were down to their last suppression markers. Just as he raised his shotgun to finish off the ape Herman was thrown across the clearing and fell in a silent heap.

With the creature finding it hard to activate with maximum suppression markers,  first Lily Mettlewane and a German squad  and then the British were able to sneak away with handfuls of jewels.

The race was on to see who could get the most jewels back to their camp, however the Germans were not aware that their camp was being held by British Askaris.

Up until now there had been little or no “nasties” appearing on the scene. Suddenly first one, then two then three and then four elephants appeared to surround the German troops. Fortunately for the players no jungle characters had yet appeared.

Meanwhile the British continued unmolested towards their camp on the river.

The Germans thought they were finally home when the “Black God” finally activated getting rid of all of his suppression markers and started charging down the pathway to collect his jewels.

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The result was inevitable.

The German expedition was  now in tatters with only Lily left. Vainly trying to re-capture her camp so that she could escape with the few jewels in her possession she engaged in a long range fire fight with the British Askaris. After first one and then a second Askaris fell to her expert shooting, but her luck finally ran out leaving the British and the jungle to the spoils.

The British had the luck with not having to deal with many jungle nasties, but also used their heroes well in a supportive roll to assist with activation and movement.

Another great Fubar scenario showing the flexibility and fun the rules possess.

The score was British seven jewels, the Germans zero, but they did have one rhino and two elephant trophies. The Germans were very unlucky not to have destroyed the “Black God” which would have given them an overwhelming victory.

David S.

Denial on Da’ Nile

It was a barmy night when we unloaded our equipment onto the filthy, mosquito ridden docks of Nokando. Here to meet us for the first time, complete with batman, was our brand new commanding officer Major Reginald Frothchild the Third.

The town of Nokando

Born with the proverbial silver spoon, the only military training he had was pushing his toy soldiers around playing that new-fangled game “Little Wars” bought to prominence by the famous author HG Wells.

Why was it always us “Colonials” who had to break in these adventure seeking rich kids who had no knowledge of the local dangers or customs and even less about soldiering?

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Our task was to rid the local town of a small group of bandits who were terrifying the local inhabitants and bringing the dock trade to a standstill. The vast tomb complexes and associated cemeteries were a great source of mummies and naptha essential for the production of the “mummia” powder used in the more fashionable London medical clinics.

Rumour had it that the bandits were being funded by “the Hun” who was trying to deny the Empire of this lucrative if somewhat ineffective commodity.

The trade was to be protected at any cost.

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How were we ever going to succeed when we were being led by Major Reginald Frothchild the Third…………………..and so it began the game was afoot.”

The bandits were being used by Andrew W. and consisted of 3 groups of five unenthusiastic bandits, 2 experienced Lewis gun teams and a veteran German officer.

The Australians consisted of the “green” Major Frothchild, 2 ten man veteran sections, a veteran Vickers Heavy machine gun, the veteran “pommy” medic, Jack Fitzpatrick and his donkey.

The author commanded the “Curse of Nokando” which will be revealed later on.

The F.U.B.A.R. 20th century rules with the casualty supplement were being used with both sides being armed with standard rifles and pistols. The Lewis guns counted as MMG’s and the Vickers as a HMG.

As the town of NoKando was a teeming metropolis the streets were full of civilians, and traders going about their day-to-day business. Special rules were introduced to add complexity to the both players. When shooting at your opponent with civilians in line of sight, any misses had to be rolled as shots against the civilians. The quality difference in the troops meant that the Australians were less likely to miss, but more likely that any misses would result in a civilian casualty whereas the bandits were likely to miss both.

Any civilian casualties were treated as a victory point for the bandits!!! The rationale was that if the bandits inflicted any civilian casualties it just gave them any easy target to rob whereas the “Empire” troops did not want to appear on the front page of the “Times” for “shooting up the natives”.

The Australians won the initiative for the first turn (and for most of the others it should be said) and moved as quickly as possible running across the table. Major Frothchild was sent to interrogate the owners of the local tea house, because unlike the bandits his troops actually fought better without him.

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The only bandits to move were those being led by “Fritz”, and the Lewis gunners who were moving into position to shoot at the advancing Australians. When the Australians took up a position on the roof of a local mosque the bandits opened up. Although not successful they wounded “Sharma the Snake Charmer”. Instantly the earth began to rumble as the “Curse of Nokando” reared up to protect its owner.

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Quickly a message was sent to Major Reginald Frothchild the Third that a trophy befitting his stately manor house was there for the taking. Sprinting towards “the Curse”, pistol in hand, the clumsy Major tripped and fell with the massive cobra rearing and weaving its huge head over the top of him.

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The author rolled for the cobra’s four attacks and with three sixes, each an instant kill in their own right, the Colonials no longer had to worry about the “Major”.

The Colonials returned the fire of the Bandit Lewis gun killing the crew, but to their amazement the “Curse of Nokando” slithered with extreme speed toward them.

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Before they could regain their senses the curse attacked, but being more adept on their feet than the Major they were able to avoid the weaving and lunging head.

The bandits had now moved into the “Old Fort” which provided excellent fields of fire on the advancing Aussies, but several turns shooting from their Lewis gun in the tower and the group on the parapet had no effect.

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Despite realising that it was their shooting that was causing the “Curse of Nokando” to attack the Australians continued shooting at the fort gradually wearing down those on the wall. The “Curse” attacked again this time bringing down another victim.

The bandits decided to charge the Australians moving through the Bazaar with first one unit and then a second, but the brave Aussies held on despite being heavily suppressed.

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A few turns later the hand to hand combat was still going on with the Aussies finally destroying their opponents, but not before the “Curse” brought down two more victims. When “Fritz” fell soon after the bandits were finally destroyed with only a Lewis gun team surviving.

All that was left was to count the cost.

The result was a minor victory to the Bandits with 14 victory points, the “Colonials” on 13 with the “Curse of Nokando” proving the decider with 4 victory points, all from the Australians.

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Another great game that proves the system is robust across a number of periods.