Viva la Revolution
was a tough year for counter-insurgency as Guerilla fell
out of the Century after an eight-year reign, but 15 "would-be"
dictators battled in the steamy jungles of the Musa Republica
for the right to be called El Supremo. The top two players from
each game advanced into the final six-player game.
In game 1 of the prelims, Gordon Rodgers saw victory fade
from view as he tried desperately to maintain less than a 24-point
VP spread. In the sudden death phase of the game that lasted
11 die rolls (five dr at the > 5 level) control of key installations
went to the government. The VP spread was 27 points and Gordon
was the lone mercenary. This allowed Michael Mitchell to sneak
past Gordon by just two points to take the second place spot.
In game 2 of the prelims, the faction point spread was close
for most of the game. Again control of the key installations
pushed the VP beyond the reached of the mercenary. This time,
however, Jim Marousek, was able to hang on to second place and
advance to the final round. In the third game, the rebels gained
control early and never relinquished it.
Tiger von Pagel's position shifted many times during game
3 but she ended up in the lead at the end. Both she and Wade
Fowble had gained control of several installations which propelled
them to the final round. Wade quietly scored big on a number
of attacks, but was halved as the government faction went down
in defeat. But such was the size of his point total that the
defeat still left enough for him to carry second place
||1st Ray Stakenas (RS)
||2nd Michael Mitchell (MM)
||1st Steve Scott (SS)
||2nd Jim Marousek (JM)
||1st Tiger von Pagel (TP)
||2nd Wade Fowble (WF)
The final round of six players was played with two each of
the faction chits. At no point during the game did either faction
run away with the game. By the end it was the control of the
key installations and a few last minute rebel attacks that would
propel their faction to win the game by a margin of 31 VPs.
First deck play was one sided. WF kept up a relentless assault
on installations and easy pickings to rack up an impressive lead
of 20 points. He carefully withdrew and deployed an impressive
number of big "killer" groups. The other players wrangled
among themselves for the scraps left by Wade. JM's play was plagued
by having weak attack groups and only a few leaders. There were
even several turns when he had no units on the table, this being
partially due to WF's relentless search for easy points. Late
in the first deck ,WF used his 20-point Government group to squash
MM's 15-point rebel group. He then doubled it with a late breaking
news report for a total of 30 VPs. TP drew the Revolution card
and forced WF to exchange with MM. Unknown to any other players,
this was to be a deciding factor in WF's lopsided win for he
had just been turned rebel. RS emptied the first deck by drawing
eight successive cards.
Second deck action began with MM's 24-point Rebel group annihilating
SS's15-point Gov't group. At this time the Rebel faction led
by 60 points. TP tried to turn things around by deploying, in
her words, "a Crappie Gov't group" worth 13 points.
WF combined two groups with an Air Assault to capture the Banco.
RS' Policia was ineffectual for most of the game. MM continued
to get hammered by his own attacks as they fell victim to a series
of Ambushes. TP successfully attacked and the government took
control of the Presidential Palace. MM drew a Traitor and played
it on WF's (3+2, 5, 5, 7) G group, changing it to rebel. The
players continued to help WF's cause. The Revolution card was
drawn early and affected MM and JM as they exchange chits. The
effect was to give a rebel chit to MM. In the end it gave him
second place. SS lost a big Rebel group and the rebel faction
lead was cut to four points. WF added to the rebel lead by defeating
an 11-point Gov't group. RS used one of his few offensive actions
to lose an Armor Column to rebel forces and their faction gets
good propaganda to double the VP. The U.N. finally appears and
is played on SS by MM, but why? WF gains control of the Presidential
Palace from TV and garrisons it with nine strength points. JM
discards four cards and declares "he has no chance to win"
and he's right. SS doubles two of his Gov't units with Ambushes
and takes 15 VP for the government. Sudden death is in effect.
The players see no chance to catch WF and scramble for second
and third place. RS loses his last deployed group in a suicidal
attack only to deploy another. JM wants to use the Air Assault
but the weather won't allow it. WF finally makes the weather
clear and captures the Bridge. RS ends the game with a SD dr=5
after killing a 3-point garrison at the Airfield.
In the final analysis, WF had the game locked up early. Had
he not controlled 19 points worth of installations by games end
and if he held a losing faction to half his victory point he
would still have placed second. But those were only "what-ifs".
He ends the game 61 points ahead of the runner-up. All hail,
El Supremo Wade Fowble. Now, deal me an assassin card.
|| Michael Mitchell
|| Steve Scott
|| Jim Marousek
|| Ray Stakenas II
|| Tiger von Pagel