Thursday, February 05, 2009

Hour of Glory - Session Report

In case you haven't heard Hour of Glory is a "sneak -em up", you take the part of agent trying to sneak into a WWII bunker or the part of the German Commander trying to protect the secrets therein. It's fantastic, and available as Print and Play or as a full prodution game. There are also a number of expansions for it and free PDF magazines. Onto the session...

The British agent attempted to Breach the entrance, failed!

The Commander (rolled a 5) sprinted down the corridor.

The agent attempted to Breach the door again, failed!

The Commander ( rolled another 5 ) sprinted down the corridor.

The agent breached the door and moved into the corridor, moving up the the door of room 8.

The Commander, slowed down to get his breath back but was already closing in.

The agent entered the room, leaving the door open and spyed around finding some good intelligence.

The Commander turned the corner and spotted the open door...

The agent tried to dash for the other door, sneakily.

The commander came into the room, the agent tried to dive for cover but was spotted, then takes a poorly aimed shot at the Commander.

Pulling his pistol the Commander take a shot back, but misses.

The agent fires again, but gets rather miffed at hitting the German who simply shrugs it off.

The Commander fires and once again misses.

The agent rushes forwards, taking another shot and at last killing the Commander.

Stepping over the body the agent leaves the room he came in by and heads west.

The newly promoted replacement Commander leaves his new office and follows the path of the previous incumbant.

The agent turns north at the next junction heading for the first door.

The Commander stops to chat with the fat Sentry who's blocking his way.

The agent closes on the door.

The Commander suggests to the sentry that he really should cut back the sausages!

The agent breaches the door to the south western room.

The Commander leaves the sentry shaking his head and moves towards the crossroads junction.

The agent spys out the room finding a map. Excellent now he knows where the other intelligence is to match the piece he already has.

The Commander turns west but another large sentry is in the way.

The agent breachs the northern door in the room and exits, the Commander is busy dresssing down the sentry so doesn't see him sneak into the westernmost corridor heading north.

The Commander reaches the intersection and turns north parrallel to the agent.

The agent has turned east, then sneaks through the intersection and heads north.

The Commander heading north, thinks he sees something ahead in the gloom ( agent evades ).

The agent hold his breath reaches the junction at the very north of the complex, and steps out of sight

The Commander is not sure what he saw, he rushes forwards.

The agent reaches the door to the room containing the intelligence he wants.

The Commander rounds the corner spots the agent and raise the alarm, the door next to the agent is thrown open revealing the guards. One strikes out at him but only cuts his clothing.

The agent knocks the guard to the floor but the other two guards are ready to take his place, he runs east hoping to lose them in the corridors.

The Commander heads back the way he came, leaving the guards to follow the agent, he's hoping to cut off the agents retreat.

The Guards are obviously worried about how dangerous this man is as they follow very slowly.

The agent runs west, then south into the juntction but is heard by the sentries who catch him in a crossfire knocking him to the floor his brains splattered up the walls.

The clock only had 21 minutes left.

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