by Chris Engle
The year is 1935. Bank robber, John Dillinger has been shooting his way across the mid west for several years now. FBI special agent Melvin Purvis has been hand picked by Mr Hoover himself to nail the bum. Dillinger's gang just botched a robbery and lost a couple of members. A snitch cues Purivs in to their hide out. They are hold up in a hotel in Little Bohemia, Wisconsin. Purvis is now ready to move in for the kill. "We've got you surrounded Bum!" "You'll never take me alive copper!" THE G MEN: Melvin Purvis has made this a wholly FBI affair. He has up to fifteen field agents at his disposal (vary this depending on how many players there are.) Each G man has a pistol. Five of them have tommy guns, five have shot guns and five have rifles. They are split up into groups of four each in four cars. Purvis is with one of the groups (its fourth member) and is armed as he wishes. The G men want to arrest Dillenger. The rest are open targets. The gangsters probably have some women with them (they say Dillinger likes Indian women). If any of them are killed J. Edgar will not be happy. THE GANG: John Dillinger is a slightly crazed bank robber from Central Indiana. He thinks he is immortal. His gang is now a little smaller due to a recent botched job. He has Pretty Boy Floyd and three or four more thugs. They are accompanied by two or three women. The gangsters are all armed with pistols. They have three tommy guns and five shot guns. The women are unarmed but may use the weapons named above. The gangsters have no honor. They have a car out back and want to escape. They will leave the wounded and the women without a second thought. THE SETTING: The G men start set up around a complex of houses at about 50 inches range. The ground should consist of a small complex of buildings and a scattering of trees. The cars are on the table but they are only there for show. The game is a foot battle. ESCAPE: Should the gangsters get off the board then they may try to escape the pursuit via a short matrix game. Each group of gangsters off the board gets to make a free form matrix argument about what they do. The G men get to make a counter argument to each gangster argument. So if five bad guys get off the board and split up lie get five arguments) then the G men get five counter arguments. As the arguments create new little skirmishes, they can be fought out on the table. CAR MOVEMENT: Tommy Guns Blazing does not have vehicle movement rules. When needed vehicles can be handled as follows. The players tells where he wishes to go. The referee moves the vehicles as he chooses, trying as much as possible to do what the player asked. Dramatic effect is more important here than exact movement. Maybe allow the players to roll dice to see who gains on who. Lots of bad rolls means a wreck. Speed of play should be the referee's watchword. Back to Experimental Games Group # 28 Table of Contents Back to Experimental Games Group List of Issues Back to MagWeb Master Magazine List © Copyright 1993 by Chris Engle This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |