We ran my game, entitled "Doctor Who and the Pirates of the Cyberiad Main" first, on Saturday morning, and Greg's follow-up game, "Doctor Who and the Dead Men's Chests" we ran on Saturday night.
Here's the description of my game from the convention program; Can't the Doctor enjoy a nice restful trip to a sunny Caribbean island in the early 1700's without something going wrong? It seems that Pirates have arrived to plunder the town, and they've brought some unusual stowaways: a group of Cyberman have hitched a ride after their spacecraft crashed in the ocean; and they're looking for new recruits amongst the local population!
So, the premise was a Cyberman spaceship had crashed somewhere in the ocean, and the survivors had made a deal with a passing pirate ship, that they would help them plunder a nearby town, if the Pirates would help them gather some captives to be "upgraded"; and then return them to their damaged ship, where they could then start making more Cybermen. On the island there was a garrison of British Marines, and some hastily assembled townsfolk to offer defense. There was, of course, also the 11th Doctor and Amy Pond. The Doctor had in tow the island's Governor as well as the Governor's Daughter.
I used the "To Be Continued...by GASLIGHT" rules, slightly modified to allow disengagement from combat.
|A look at the table at the start of the game|
|Cybermen and Pirates come ashore.|
The Cybermen and Pirate teams advanced up the beach with two Cybermen/Pirate groups heading right, towards the warehouse where the Doctor was, and the third group heading left towards the barracks.
|Half the Garrison gets trapped in the barracks outpost and is overrun|
Meanwhile the Doctor was able to grab the first objective right as the initial Pirates and Cybermen reached the warehouse. He then flew off in the Tardis to the center building where the second objective was, and the pursuing enemies attempted to follow.
As a Gamemaster I started to worry at that point, as the Pirates and Cybermen weren't going to succeed if they remained one step behind the doctor all they way. They knew where the items he needed were, so at least at one of the buildings they needed to cut him off before he got there if they were to succeed. Likewise, if all the defenders just ran to the back of the table, it would be next to impossible for the Cybermen/Pirate groups to get to them and carry captives all the way back to the boat before the Doctor achieved his mission.
|On the other side of the town, a real furball of a battle develops as Townsfolk, Pirates, and Cybermen clash.|
Likewise, with the lone musketmen stopping to fire and reload while the rest of the townsfolk moved, their units soon became strung out and they needed to pause to regroup. This allowed the speediest pirates to make contact.
It didn't take long for the combined power of the leftmost Cybermen and Pirates to overwhelm the Sergeant and his men. In some tense moments, the last of the defenders fell just as the Doctor got to the armory. A Cyberman and Pirate where able to dash in to try and stop him, but he was able to grab the chest, (which was the third item he needed) and with the help of the Governor, was able to disengage and make his way back into the Tardis
|In the armory, a short skirmish develops between a Cyberman, Pirate and the Doctor!.|
By this time, with the overrun of half the Garrison and a long and bloody skirmish with the townsfolk, the Cybermen had more than enough volunteers for "upgrading". The highlight of the Townsfolk battle was the ninja-trained "Grandma Sam", (who was one of the leaders of the townsfolk), who lasted nearly the whole game, taking out many an enemy with her Broom of Death, before she was eventually taken down by a Cyberman.)
|Last stand on the beach. The surviving Garrison troops get off one good shot, but the special bullets miss their targets, as the Cybermen and Pirates rush from the woods with their captives.|
The final turns were a real exciting nail-biter, as the Cybermen and Pirates on the left decided to rush the defenders in a last ditch effort to get to their boats. This worked, as the Garrison was only able to get off one good shot with their special ammo, before the Cybermen were upon them. Likewise, the Cybermen facing the Governor and his Daughter soon realized that rushing the defenders was the best way to avoid being shot. In the end, the Governor's Daughter was the only one to take out a Cyberman; but it was too little too late.
Even the Doctor succumbed to a Cyberman blast, and Amy had to drag his unconscious body back into the Tardis in the closing moments of the
Part 2That evening Greg ran his half of the 2-part battle. His game picked up the action a short time after where mine ended. This is the description for the Convention program: Pirates and Cybermen have already plundered the town and been dealt with, and the Doctor's tropical vacation has gone horribly awry. He can finally relax; or can he? As now, a cache of mysterious crates have washed ashore. Do they bring untold riches or unknown peril?
|The East India Company arrives in their spiffy boat.|
Also, joining the fight were more Townsfolk, just now returning from working in the fields. There were also some of the Pirates left from the earlier battle, and the Cybermen were bringing back some of the newly upgraded citizens in the form of a few more Cybermen.
For this battle Greg used the old Doctor Who Miniatures Game rules.
|More troops from the East India Company and some Pirates battle for control of a crate.|
|Cybermen, Silurains, and Towsfolk clash.|
|A view of the table from the landward side.|
|A poor citizen receives a "field upgrade" to revive a fallen Cyberman.|
Both games were a ton of fun to run, thanks mainly to a great bunch of players. Everyone got into the spirit of the Doctor Who, and much hilarity and fun was had. As Gamemasters, both Greg and I had a great time.