The last 2 games in our campaign see Tintin and Lord Curr head to the countryside to put an end to the machinations of the mysterious cult. Lord Curr has won both games so far but combat losses have seen his point pool drop to well below that of Tintin and the Navy lads.
Lord Curr is escorting Mary to the rural plantation where the cult is rumored to be active. This is a 400 point game. Both companies have enough points in their pools to field the requisite strength. Lord Curr’s mob deploy at the road edge with Mary and the faster Incorrigibles in front. Singh takes up the rear, slowed down by his machine gun. The Navy lads take up positions at what they hope are key points close to the road. Mary must be escorted to the door of the plantation house but could leave the road and go across the fields.

Most of Lord Curr’s company head off at maximum speed but Singh holds back to give covering fire. They shrug off shots from Sub Lt Philips and his accompanying rating. Feedback from the first part of this campaign suggested that characters with objectives should not run (not the gentlemanly-thing to do) this would prevent Mary’s escort from running and tighten up the game. Unfortunately this episode was already ‘in the can’ when that advice was received.

Lord Curr and the Incorrigibles pause at the road junction taking advantage of the cover from the house.

The main party split up to allow some covering fire from the rear. Tintin’s lads move to the edge of the fields and open fire but fail to cause any losses.

Captain Haddock charges into combat with Lord Curr. Po takes on Mad Jack who is supported by Gerald Fitz-Curr. Lady Felicity shoots into the melee but in the end no one is harmed.

Lord Curr pushes on, pursued by Captain Haddock. Tintin struggles to keep up. Mad Jack is down but not out. In sadder news Sub Lt Philips buys the farm.

Lord Curr finally makes it to the plantation house. Mad Jack is still hanging on.

Lord Curr won again and earned 24 victory points but another Incorrigible and Gerald Fitz-Curr took an early bath a loss of 63 giving a running total of 332. Tintin lost, gained 5 points for kills but Sub Lt Philips cost 46 points leaving 429 in the bank. To even things up a bit Tintin ransoms Sub Lt Philips back for a 23 point transfer fee to Lord Curr.
Now to the final chapter, the cult have run off with Mary but the companies are in hot pursuit. They approach ruined buildings amongst the fields with even older columns just behind. Mary is with the cult leader and his intentions do not appear to be honourable. Both sides come on from opposite corners and it will take them a while to get into any danger. In the book version of this scenario the cult members are placed in base to base contact. This makes hitting the cult leader a random shot unless you have a machine gun like Singh which can hit everyone with a single burst and make for a rather short game.

Both companies move up keeping well apart except for Mr Slow (Singh) and a naval rating who stay at the back to give covering fire.

The Incorrigibles choose a slightly shorter route up the board; a benefit of having won the last game. The cultists are clearly up to no good.

Shots are exchanged with little effect. Everyone hugs the defensive terrain.

Singh is hit by the naval rating’s rifle but he is not out. One of the cultists is definitely out of play.

Things have taken a turn for the worse as Mary has had a makeover. Lady Felicity shoots Purple Mary but to no effect.

Purple Mary charges Lady Felicity. She can shoot as the monster charges in but it does not do any good. In the Navy Po is taken down by a gaggle of cultists.

Lady Felicity is out. The Navy lads start to pile into the cultists.

Purple Mary charges into Gerald Fitz-Curr. Lord Curr takes aim at Purple Mary and takes out Gerald instead. He will need to send flowers to Gerald’s aged mother. The Navy lads mop up the relatively harmless human cultists.

Lord Curr is attacked and knocked down by Purple Mary. Singh and Mad Mick pour machine gun shells and lob grenades into the melee. Lord Curr can take the risks but Purple Mary is hard to take out.

Finally Mad Mick decides to use his arc pistol and downs Mary, Singh finishes her off. Lord Curr manages to survive having now burnt all his luck points. Tintin and the Navy lads raise 3 cheers for the gallant Incorrigibles.

Counting points and subtracting losses Lord Curr ends with 210 and Tintin 333. This is hardly relevant as the campaign is a clear win for Lord Curr.
Looking at the maths the points pool as written will not work. Eliminating an enemy figure will yield 10% of its point value (rounding down). A lost model can be ransomed back for 50% of its points paid to the capturing side. So at least 40% of points originally paid for a model in the force pool are lost to the game. In practice a suitable budget overspend of points allocated to the full company will allow a campaign to keep running. There is, however, unlikely to be a surplus built up by any faction to upgrade models during a campaign. Any points earned are spent trying to keep the original roster afloat. One area for modification would be the points given for victory objectives. These are constant in scenarios but might be better linked to the size of forces involved (perhaps 10% of the game force points size). Some easy to determine bonus awards could also work. Examples would include first side to knock down or kill a model and most uses of luck rolls (which are optional) by a company.