MiB vs Little Green Men via Flying Lead

Flying Lead is the Ganesha Games (of Song of Blades and Heroes fame) “shooting” rules.

Basically the rule set is concerned with almost any setting that has a gun in it, from (wikky-wikky-Wild) Wild West to WWI to WWII to Vietnam to Iraq to futuristic stuff.  The base core set is quite generic, with lots of rules and stats for some pretty disparate forces such as pulpy Mafia, some  WWII guys, the Black Hawk Down guys etc.

There are also a few scenarios, all of which are from different “eras”, including a not-Stargate scenario.

Stargate isnt my thing but for my inaugural run of the FL system I decided to twist the scenario to suit my miniature collection.  The Jaffa became Little Green Men and the SG team became MiBs.

I put some suggestions as to how to stat up the MiBs up on the Ganesha forum and used those pointers to change the SG team stats into something suiting my figures.  I tranferred the Jaffa stats to the Little Green Men as is: the Jaffa were statted up at a Stormtrooper level of effectiveness (i.e. shit), which was perfect for my needs.

MiB Force: Agents C, P, G and B plus Freddie the Remoolian Negotiator

The Eljee'ems with one of their scout saucers

Note the big pink pointy thing that Foreign Secretary Zorg (the guy in the purple coat) is holding.  Thats the Macguffin.

View from the Eljee'em Mothership

The battlefield, complete with two Eljee'em scout saucers (Eljee'em exit points)

Scenario:

A highly advanced Vorthuan ship has crashed in Arizona, Earth.  The Eljee’ems (L.G.M.s…geddit?) have made an unauthorised landing Earthside to pick up Vorthuan tech of value to them.  The MiB have taken umbrage with this and want to stop the Eljee’ems beaming out via their scout saucers (on the East and West of table).  The Eljee’ems start in possesion of the MacGuffin.

The MiB move out

The Eljee'ems move out

Agent P follows Cs lead

Diplomatic Envoy Flarz gets ready to cover the Foregin Secretarys advance.

The slow Eljee'em advance continues

Incoming long range Series 4 De-Atomiser fire from Agent B breaks the Eljee'em will to fight...

...and they run away at the first sign of trouble.

Eljee'em reinforcements arrive with impeccable timing...

...and take Agent C out of action with blaster fire.

Long range De-Atomiser fire from B continues to hamper the alien advance.

Agent P blasts another interstellar lawbreaker.

Agent G and Flarz exchange fire.

P also gets involved in the firefight under the saucer

P and G keep overwatch on the beam up point while B keeps up his De-Atomiser bombardment.

Freddie, the dog like Remoolian negotiator makes his move.

The fusilade of MiB fire breaks Foreign Secretary Zorgs nerves and he retreats with one of his underlings.

Envoy Flarz chooses this moment to show why he has been entrusted with the protection of the Foriegn Secretary. He ignores the fearsome image of Freddie bearing down on him and forces G to hit the dirt to stay alive.

An underling races from behind some wreckage as the Foreign Secretary steels himself for the sprint across open ground to get to the beam up point...

The Eljee'em trooper, anxious to impress his leader forces Agent P to hit the dirt. Although this exposes the trooper to fire from the recovered G, any shots being fired at the Trooper are not being fired at the Foreign Secretary, who still holds the objective. Flarz is also pinned in place under the Saucer.

Flarz risk taking turns out to be worth it as Foreign Secretary Zorg takes advantage of the confusion to get to the beam up co-ordinates and transport to the Mothership.

The game was ok.  Not great, but ok.  We found the multiple modifers both for and against shooting to be irritating to have to be constantly worked out.  Next time we will have the basic modifier (that is Combat + Weapon + Skills) calculated and written down for on each models stat sheet.  That way the only modifiers to be worked out on the fly are range and cover.  I hope that this will help to make Future Flying Lead games run more smoothly.

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4 Responses

  1. I’m looking forward to trying Flying Lead “soon”, bought it a while back and in the same process purchased a lot of Stormtroopers and Rebel troopers for some SW troops skirmishing. No stinking jedi, just good old spaghetti blastering.

    Good tip about the modifiers, will keep that in mind. The only reason I stick to the Songs games is the minimum of rules wrestling required.

    BTW, what’s that surface you’re playing on? Textured wall paper painted up?

  2. The Songs games are the only system that my gaming group, which is jaded with the wooly and imprecise nature of miniature games in general still play semi-regularly.

    In fact, I am playing a few Song games this weekend using a friends large collection of Star Wars stuff that he has never used. I will take a few photos if I get the opportunity.

    The surface is textured wallpaper painted black and then very roughly drybrushed with an ochre colour. Its crude but very functional. It surves as the base for my alien world or post-apoc wasteland terrain. Its a bit like how Californian desert areas like Vasquez Rocks suit a number of movie settings.

  3. I think it looks the mutts nuts! Simple, quick job but as you say – very functional. What is it based on?

    Speaking of nuts… Paul the Z is painted up and on display at LAF. Haven’t updated my blog yet, as I’m at the office! =( What better way to spend a sunny saturday?

  4. “What is it based on?”

    10mm MDF sheet.

    There is an ugly line in some of the shots shown where the wallpaper sheets met. I did a better job on the rest of the board.

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