Monday, November 16, 2009
It is a pretty good video, and provides a good teaser to a WWII naval scenario using "lighter" forces. Not everything is a BB vs. BB vs. CV type battle, although that is something that gamers usually enjoy.
Tags: world war 2, naval wargaming
Sunday, November 15, 2009
One of the best things to come out of the Games Workshop machine are their chaos beastmen (which have a direct lineage to the Broo of Runequest, as Citadel miniatures used to produce those models, and then when Citadel started doing Warhammer figures, they reused some of the Broo models they had, renamed - simply - beastmen). Here is an excellent version of a GW Nurgle beastman, that could easily be a Broo Runelord.
Chatty DM says "Dude, you gotta try Mutant Future!"
A Brave New Weird has some great MF stuffSavage Afterworld discusses the goodsMutant Foursome scores on some great MF articles, with artwork (like the Pigmen). Here is a video showing RARE EVIDENCE of Pigmen being aquatic raiders...
Mutagenic Substance has some really interesting content. And an entry on Robot (home)Sexuality.Finally, this website has downloads for the rules, etc for the first three editions of Gamma World. Interesting . . .
Tags: gamma world, mutant future
Saturday, November 14, 2009
Traveling, with your mutant mates, across the wasteland. Stop in at a friendly village for some radiation-free melons handed out by lovely green-skinned girls, trading a rusty hubcap for some referee whistles (valuable goods), and having that bad infestation of glowing slugs on your left tentacle be treated by the local ripper doc. And then after all that rest and relaxation, its off to the local robot guarded missile silo for valuable copper, or into the nest of the angry mutant crocodile-men, or hauling yourself up 200 meters to the robot-operated algae skyfarm to rob parts and food. All part of a normal day in the life of a typical post-apocalypse hero.
But the overall idea of post apocalypse gaming really depresses me. That is - if it is realistic. The futures of settings like Mad Max (where the oil dries up, and civilization collapses), or Twilight 2000 (depressing third world war, and civilization collapses), or Morrow Project (civilization collapses, with real effects of radiation, disease, etc), or Planet of the Apes (Apes win, civilization collapses). You get the idea. If it is a little too close to home, or too realistic (think - Threads or Day after Tomorrow), then it is just too much of a downer to be a fun game.
But it the whole thing is a total lark, and absolutely preposterous - such as the future radioactive playground of Gamma World (still potentially depressing, but who can stay down for long in the world of the polyester-devouring Yexil), or the Barbarian sword-fest of Robert Adams' Horseclans novels, or further fun with Sterling Lanier's Hiero books (who hasn't dreamt of riding a telepathic warmoose) - then it can be a whole lot of fun.
This is what lured me back into the genre with Mutants and Death Ray Guns, but I am also thinking of running a game of Mutant Future at MarsCon in January. If I do I will do a mixed lot of characters (2x Pure Strain Humans, 2x Mutant Humans, 2x Mutant Animals), and probably revolve around rescuing a young mutant child from a group of brigands living in an old military site of the Ancients. Warbots, androids, zombies, mutants galore, traps, radioactive pits - the fun is just bubbling out of me (or is that the lo mein from dinner?) and I haven't even written down anything yet.
I guess I gotta do a quest for miniatures (this sort of game DEMANDS miniatures - when else would I get a chance to use my green mutant in a house coat?), and build some suitable terrain. The good news is that it will all be useful for Mutants and Death Ray Guns, as well.
Some fun blog reports out there. First, Society of Torch, Pole and Rope has a nice write up on the classic Gamma World Deathbot for Mutant Future. Second, Savage AfterWorld has an interesting link to a conversation about incorporating Mutant Future into Hackmaster. Bizarre. Dwarf and Basilisk has a nice listing of games, films, and books that are inspirational. Facebook has a Gamma World page. Finally, Grognardia has a nice loving homage. He also has a great review of Mutant Future.
Tags: gamma world, mutant future, rpg, miniatures
Friday, November 13, 2009
Weather Manipulation - The Mutant must take 2 actions to activate this mutation. Then, based on a 3d6 Q check, he may change 1, 2, or 3 aspects of the weather (either temperature, cloud cover, or wind).
Empathy - As Telepathy, but affects all models within Short range.
Life Leech - treat as Telepathic Scream, out to Short Range. If any target is knocked-out, then the Mutant receives a Force Field.
Displacement - Whenever the Mutant receives an attack that results in a Knock Down, Kill, or Gruesome Kill result then that Mutant immediately rolls 3d6 against Q. If it is Knocked Down, then it must score 1 success to Displace. On a Kill it must score 2 successes, and on a Gruesome Kill it must score 3 successes. If it succeeds, then the model is placed, in a random direction, one Medium stick away. Note that it will not displace into a harmful situation (i.e. - mid air, over a lava pit, in front of an onrushing hovertrain, etc).
Acid - treat as Poison.
Emit Radiation Field - As Radiation Energy Projection, but affects all models within Medium stick.
Electrical Generation - Electricity Hand-to-Hand attack. Lethal against Robots and Androids.
Resistance to Mental Attacks - Mental Shield
Total Resistance to Mental Attack - Mind Block
Immune - as Absorption towards a particular type of attack (Radiation, Heat, Sonic, Light)
Precognition - Danger Sense
Heightened Intelligence - as per Psychometry
Radioactive - On a successful Hand-to-Hand attack, target must make a Radiation Check.
Coated in Poison, Acid - as per Poison
Telekinesis - as Telekinetic Disarm (may also grab other small objects)
Repulsion Field - as Telekinetic Shield
Mobility - treat as Medium Movement
Manipulative Vines - treat as Entangle
Increased Metabolism - requires 2 food per week.
Molecular Disruption - The Mutant may make an attack as per a Death Ray Gun, except it is Lethal against all targets. When using this mutation, the Mutant is immediately knocked unconscious (whether it is successful or not). The Mutant must eat two Food per week.
Symbiotic Attachment - Whenever the Mutant makes a H-t-H attack, and scores either a Kill or Gruesome Kill, the target is instead Controlled (as per Telepathy). The controlling Mutant may make the victim do whatever he/she likes, but it must remain in Contact with the controlling Mutant.
Mass Mind - When in contact with other Mutants with Mass Mind, this allows all Mental Mutations to be employed as a "group effort". This means that all attempts to use Mental Mutations will be treated as always having a minimum of 1 success.
Chameleon Powers - May start game in Ambush
Carapace, Armor - Treat as Flak Jacket
Fear Generation - Terror
Intuition - Danger Sense
Fear Impulse - treat as Phobia
Shoot/Spit Poison - treat as Short Range attack, if successful, roll vs. Poison as with a Needle Gun attack.
Levitation - Fly
Attraction Odor - Allure
Small - Ground movement is reduced by one category (not below Short Stick). Also, all ranged attacks against this mutant are at -1.
Density Increase - Short range. With 1 success, may make the target Larger or Smaller by 1 category, for 1 turn. With 2 successes, the change is permanent. With 3 successes, the change may be 2 categories. The categories are - Small, Normal, Big, Huge.
Anti-Life Leech - Whenever attacked by Life Leech or Telepathic Scream, the results are automatically reversed.
Tags: mutants, gamma world, miniatures, wargames
I immediately set to translating all my favorite Gamma World encounters into SoMaDRG rules, and found that there are a good number of GW mutations that don't appear in the new Ganesha game.
So I started writing up the old mutations in the new rules. Here are a few . . . more will be published here in a PDF document, soon.
Poison Susceptability - The mutant is adversely affected by poison (more so than usual). This has two game effects - first, when checking for the effect of poison needle gun hits against the mutant, add +1 to the dice (so it must make a check on 3-6, vs. 4-6). Second, when checking to see if the Mutant's Q goes up, from being attacked by Poison, add +1 to the dice (so the target's Q goes up on 5-6, rather than just 6).
Dissolving Juices - Treat as Acid (or Poison).
Cryokinesis - Treat as Energy Projection/Cold.
Devolution - Short range attack. With 1 success, the target chooses one mutation that does not work for the rest of this game. With 2 successes, the mutant making the attack chooses one mutation that does not work for the rest of the game. With 3 successes, the mutant making the attack chooses one mutation that is gone permanently. Attacks against non-mutated Humans increase Q by 1 for one game (with 1 or 2 successes) or permanently (with 3 successes).
Dual Brain - Treat as Psychometry, but also grant 1 additional Mental Mutation.
Illusion - The Mutant creates an Illusionary Figure. Anyone within Medium range of the figure must make a 3D6 vs Q test. If they get 3 success, then they can ignore the Illusion for the rest of the game. 2 successes means that they can ignore the Illusion for this turn. 1 success means that the target is transfixed for this turn. No successes means that they are transfixed until the illusion moves out of range. If any other figure touches the illusion, it disappears. When a figure controlling an illusion rolls for activation, it may choose to activate itself, or the illusion (which always moves Medium).
Light Generation - Generate a flash of light. Anyone within Short range of the Mutant must make a 1d6 Q check. Failure means that they target is transfixed for a turn.
Physical Reflection - Treat as Absorption.
Reflection - Treat as Absorption, but also immune to Life Leech.
Total Healing - Whenever affected by Radiation or Poison, make a 1d6 v. Q check - with success, the effects of Radiation or Poison can be ignored.
Speed Increase - Sprint
Heightened Phys Attribute (Strength) - +1 HTH Combat
Will Force - Once per game, the character can automatically make 1d a success, in a C or Q check.
Heavy Armor - Treat as a force field (negates a potential loss in Combat, ranged or hand-to-hand) working on a 5+, and no longer effective after rolling a 1. Except Heavy Armor does not take an energy cell to operate.
Immune to Poison - Ignore effects from poison and poisoned needlers.
Horns - Treat as Hand-to-Hand specialist (+1 in close combat).
Mental Control of Body - Once per game, the mutant may take complete control over his body. He may Sprint and also receive +1 in Close Combat for 1 turn.
Magnetic Control - Treat as Telekinetic Disarm but only against weapons with a metal component.
Teleportation - The Mutant may teleport itself to any other spot on the board (or out of combat, by teleporting off the board), once per game. The mutant makes a 1d6 check v. Q, and if it fails it lands "knocked down".
Tags: mutants, gamma world, miniatures, wargames
Monday, November 9, 2009
So I picked up a copy of "Songs of Mutants and Death Ray Guns" (SoMaDRG or SMDRG) over the weekend, and I am excited to give this a try!
Anyone who does not get the picture couldn't possibly understand why I am so excited about this.
There are a couple of important things missing from the book, however. The version of "figuring out" an artifact given in the SMDRG book is woefully inadequate. Use this (genetically pure) version of the original instead. Much better.
Something that might be fun to do with SMDRG is to take all of the classic critters and encounters from a classic post-apocalypse game and publish them on some website. Yessirree, that would be a fine thing indeed...
Tags: gamma world
Saturday, October 31, 2009
This is the first, rough, map of the Balkanian country of Furstenberg.
The surrounding countries include the Confederated Cantons of Rumpwhistle, the Empire of Vulgaria, Trans-Turkylvania, Kingdom of the Three Sicilies, and others.
Friday, October 30, 2009
Years ago, when Warhammer 40,000 Rogue Trader first came out, we played a lot of the scenarios (I think there are at least a hundred in the rule book, with a bunch of modifiers, in a scenario generator system). One of them involved some competing squads of bounty hunters tracking a high value target through a violent and dangerous alien jungle. Lots of weird plants and animals. It was fun. Could be again.
Tags: alien plants, science fiction, wargaming
Thursday, October 29, 2009
Ganesha Games' "Song of Mutants and Death Rays" is high on my 'to acquire' list of miniatures rules.
One of the things I am thinking of doing with it is a Humans v. Giant Insects type scenario. Not bad for either (1) 1950s style atomic horror gaming, or (2) post apocalypse (remember the giant cockroaches from Damnation Alley? cool!). One of the issues will be finding suitable looking models for both the Humans and whatever they are going to be fighting. Today, there is a pretty big movement amongst SciFi miniatures manufacturers, and there are some very nice options out there. Almost too many.
But what to use for bugs? And what to use for humans? I am thinking (seriously) about 15mm Sci-Fi, but that seems a bit premature considering I just got lured back into 6mm, by Future War Commander. We'll see.
Tags: sci fi
BattleLoreMaster - a Fan site for Battle Lore, has pointed out that Fantasy Flight Games (the publisher) has announced three new supplements coming out before the end of the year.
First - Heroes - out now. Comes with figures (foot and mounted) for four different heroes, and rules to use them (along with artifacts and equipment cards).
Second - Dragons. Out this fall - covers three different types of dragons, and comes with minis. Looks real good.
Third - Creatures. Will also include cards, rules and minis. Also out this fall. Will cover Giants, Elementals, and a Hydra (at least). Apparently the Hill Giant and Earth Elemental (previously available as special releases) will be present, but also with a new Giant and a new Elemental.
Tuesday, October 27, 2009
Wow - my old Greyhawk Campaign website (on Geocities, back in the 90s) disappeared a number of years back (2002? 2003?). Little did I know that all (or most) of those old sites were saved by the Web Archive Project. So, I took a look, and lo and behold, there is a live Archive of my old Greyhawk campaign website.
It is not perfect - some of the images and linked pages are missing (curious), but most of it is there. I've since scraped it all, and am in the process of reformatting it for publication in a better format. I planned at one time to include lots of individual maps of countries, towns, geo-features - maybe I'll get around to it in the next 20 years or so. Also, the posting of military information in terms that a Wargame can make use of (DBA? BattleLore?)
Tags: World of Greyhawk
Tuesday, October 13, 2009
-Perry Plastic French Nappies
-15mm RCW infantry, wearing Schlem (either Tin Soldier or PP)
-Some rules from Ganesha Games ("Mutants & Deathrays" and "Song of Deeds and Glory")
Lots of free-range shopping. 100% organic, and hormone-free.
Handing out Williamsburg Muster flyers. :)
We'll see how much I hold to that after the convention. (watch this space)
Monday, October 12, 2009
Great photos (take a look at the link above).
The rules used were the new War of the Ring rules, which look pretty cool. I haven't gotten a copy of the rules myself, but the reports sound good.
Tags: runequest, Glorantha, miniatures, fantasy wargaming
Saturday, September 26, 2009
Ross has put up a couple of different sections, each with links to refights of the games (often using his own self-made figures, and often using his own rules). They are here:
Ross uses his own rules for some of the games. He has a good looking set of Renaissance rules called Rough Wooing. He also has a similar set of rules for Horse and Musket called Heart of Tin.
In addition to his own rules, Ross also (apparently) enjoys Warhammer Ancient Battles and Cold War Commander. Wise man, Ross. :)
All in all, some nice old school wargaming going on over there!
Tuesday, September 22, 2009
The thing I was thinking of for a Craftees campaign would be something relatively simple (in terms of details) but still stylistically fun. Maybe a simple point-to-point movement map, with some nice army markers made out of craftee-parts. Whatever period it would be for, use small armies (maybe 6-12 units) and simple battlefield rules (the Thomas rules would be great here).
Mark three armies on the map for each side.
Each node on the map would have a basic terrain type, dictating the type of battlefield (i.e. - open, hilly, wooded, river crossing, etc)
Alternate moving. First player chooses an army marker to move, and rolls 1d6. On a 2+ he moves the marker one node. Then he picks another (or the same) marker, and rolls again - this time a 3+. Then a 4+, 5+ and 6+ (meaning a maximum of 5 moves in a row). If at any time, he fails a dice roll, then the order changes to the other player.
Whenever a player moves an army marker onto another army marker, there is a fight. Both sides get 4d6 to determine attacker/defender. If one side outnumbers the cavalry of the other side, they get +1d6 for each unit of light cavalry more than their opponent, and +1d6 for each 2 units of heavy cavalry. Both sides roll their dice, and high roller gets to decide (after seeing the battlefield) attacker or defender. The defender then picks side of table, and sets up army. The attacker moves units on first turn.
Limit the game to a certain number of turns (or play to the written victory conditions if using the Thomas rules).
Once an army loses, it must retreat a d3 nodes (must move away from enemy, cannot encounter new enemy, cannot double back on same nodes - if it cannot do this, it is eliminated). Once an army loses twice, it is removed from the map. The winner is the player with armies left once his opponent is all gone.
If the campaign has multiple players, then the players not involved in a battle may take turns challenging a player on the other side to a "raid". A raid is played with half the units of a normal game, and if successful scores "operational points". If one side or the other accumulates 3 operational points, they can be spent to remove a "loss" from an army marker (remember that two losses make an army marker disappear from the campaign map). Raid losses do not count towards making an army marker disappear (since they aren't based on army markers, but take place, somewhere nebulously defined as "the front"). Raid battles always end when the main campaign battle ends, if it is not a victory at that pooint, then neither side gets an "operational point".
To Do - (1) print a sample nodal Campaign Map, (2) publish some notional army lists based on the Thomas rules.
Saturday, September 12, 2009
The game was pretty good, but the Roman side used completely the wrong (ahistorical) army list. We used the Early Imperial Roman army list, rather than the Republican Roman army list. I would like to fight a similar battle again (using Warhammer Ancient Battles, with armies of 4000 points per side) using the proper army lists (from "Hannibal" - the Punic Wars supplement).
Some inspiration . . .
A good video of Zama, using live action dramatization. The Elephants and the anti-Elephant tactics are good.
A two part, more in-depth exploration of the battle of Zama, and some Punic War background. Relies a lot on computer animation, but it is good.
Tags: punic wars
Sunday, September 6, 2009
I will be running a scenario at Fall In (Crossing the Kolva) that details an attempted River crossing by White forces from Deniken's army, during the winter of 1919-1920. Stopping them are some quick moving Proletariat horse units. Tschanka's anyone?
A good chapter on Deniken's retreat can be found here:
Tags: Russian Civil War
Okay, lets see if I can write a more lucid report than last time.
I spent a little bit of time putting together two units out of a package of WF Numidians this weekend, and wanted to report on it.
First of all, organization. I am doing two units of skirmishers for Warhammer Ancient Battles with these figures, but in order to maximize usefulness I will base them on WRG basing (two figures to a 60mmX30mm base). Each unit will have 14 figures in it.
I chose to model a standard bearer, leader (with sword) and musician as part of each unit. That left 11 skirmishers in addition. For the first unit I chose slings as their main weapon, and for the second unit I chose the bow that comes in the package.
My leaders and musicians were identical. I chose the ornate helmeted head, as well as a sword for the leader. I chose an unhelmeted head for all other figures in the unit, and the musician is given the curved metallic horn. For the standard bearer, there are two ornated poles in the set (presumably unit standards). I used these, unmodified. The more ornate one (for no particular reason) with the disc and the crescent, I gave to the archer unit. The other one (with the "horsetail") I gave to the slinger unit.
I chose a variety of arms and arm poses for the warriors of each unit, and also the heads are all at different angles. It took me only a few hours to clean and glue together all 28 figures - not much more than it would have taken to sort and clean a similar number of lead/tin figures.
The next step (painting) gave me a bit of a quandary. I could have taken a couple of routes, but I'll describe the one I did.
In order to paint figures this scale, I usually will mount them on popsicle sticks with a dot of white glue, and then remove the finished figures to glue to bases. This might have worked, but with the plastic figures, I was unsure. So I have glued them directly to the bases (which is quite spacious, since they are on WRG light infantry style basing). I will proceed to spray and paint them on those bases, and then decorate the bases once the figures are completed.
My next steps are to spray the figures black, dry brush them white (my usual technique) and then paint in all the detail layers over that. I'll report back when I am finishes (and will test my photo skills to see if they have improved).
ps- note, the term Nubian was not used once in this article.
Monday, August 31, 2009
I started attending those gaming sessions (weekend nights) a couple of times here and there (work and school permitting) and Rich was always a gentleman (as were the rest of the club). Rich always inspired me, in those days, not only with his expansive knowledge of military history, but also his welcoming friendliness; his eagerness to share a game with someone new; and his open minded approach not only to game ideas, but to any sort of conversation topic. After that, for a couple of years (while I was still working at the hobby store and an undergraduate) I would do a number of contract painting projects for Rich. It was always a good relationship, for not only would I get to paint new topics, but I would also benefit from Rich's knowledge of history. After college, I saw Rich on occasion on weekend game sessions, when I lived in Williamsburg, and continued to see him from time to time.
A few years back I heard that Rich had retired, and we saw each other again (after some time of sporadic contact). It was as if no real time had passed in between - we took up our friendly relationship and conversations on historical topics (mostly Ancient warfare, Napoleonic history, and more esoteric things, like Garibaldi and the Reunification of Italy). Just earlier this year, Rich hosted a Napoleonic game at the Hangar, which I played in eagerly (using Rudy Scott Nelson's rules - which Rich introduced me to years earlier, and which I still enjoy playing). I was glad for the experience. Just before the first Williamsburg Muster (our local convention - of which Rich was totally supportive, and served on our committee), he ran a French Foreign Legion game, which was a lot of fun as well.
Then, just a few days ago, I received the dreadfully sad news that Rich had passed away. The wash of sadness still hasn't left me. The world will be a much hollower place without my friend Rich in it.
Saturday, August 29, 2009
Friday, August 28, 2009
An excellent light tank of the early stages of WWII (France, 1940), was also used in the Russian Civil War, and a number of other conflicts/theaters (Rif War 1925-27; Spanish Civil War 1936-39). The FT-17 originally came into service during the Great War, during 1917. Before the end of that conflict nearly 3,000 would see service.
This tank was used (evidently) by both sides (Red and White) during the civil war. Notably, the Bolshevik government had the Krasnoye Sormovo Factory reverse engineer a number of captured, burned-out FT-17s and produce the first soviet-built tank - a copy of the FT-17, named the "Freedom Fighter Comrade Lenin" (now housed at the Kubinka tank museum). The factory would go on to produce T-34s for the great patriotic war. A discussion of the technical details of the Russian Renault can be found at Skoblin's History Blog.The FT-17 was the first tank to appear in Russia during the Civil War. They arrived, in a shipment of 20 tanks, in the port of Odessa, in December of 1918, to support French and Greek troops fighting the Bolsheviks. In subsequent fighting, six of these initial 20 were lost to the Reds. From then on, the FT-17 would appear on both sides of the conflict. They continued to be supplied to allied troops fighting against the Reds. Most tanks supplied to the White generals were actually British tanks (Mark V Heavy, Mark A Medium, Mark B Medium). [See the excellent "Armored Units of the Russian Civil War" from Osprey Books, by D. Bullok and A. Deryabin for more details. A preview copy from Google Books is viewable here
Some very nice websites showing scale models of the FT-17 are here and here.
For wargaming, wonderful FT-17 models are made by MiniFigs and also QRF. I have the latter, and they were easy to assemble, and look good on the field of battle. I will try to take some pix next time they see action.
Monday, August 17, 2009
I was aware that the Mongoose Publishing version was out for some time, but I wasn't paying too much attention, until I picked up a copy of the mini-version of the rulebook during a summer vacation trip with my Wife to Staunton Virginia. We visited Dragon's Hoard gaming shop there (owned by a nice fellow, and long time friend, Harry), and I picked up a copy of this book.
It is great! Preserves all of the goodness of the original (1977) version of the game, and improves upon it without it becoming unplayable (which, I'm afraid, is my opinion of many of the other versions - T20, MegaTraveller to a certain extent, T4, and so on).
What a great game - now if I only had time to run a game.
Tags: traveller, role playing game, science fiction
Monday, July 20, 2009
I ran two con games - RCW and TSATF. Both were excellent, and I got good feedback for the two scenario books I am working on.
Re-connected with lots of gaming friends.
Played 5 games of Hordes of the Things - my record was 1 and 4 (almost as good as I did in the DBA tournament).
Played Pillars of the Earth - very good with 4 players (we did not use the expansion, with more players and different cards). Players were Jon K, Odin B, Justin G, and myself. Odin came in first, and I got second. Very nice, and had a good feel from the book, although it was more than a little reminiscent to Stone Age.
Played Power Grid - another very good game. Played with the same players as Pillars (Jon, Odin, Justin and myself). Elliott helped by flipping cards and restocking the uranium. I won this one, but it was close throughout (an excellent game).
Purchased enough Wargames Factory Celts to do a decent sized WAB army.
Purchased a boxed Infantry battalion of Seven Years War Prussian Musketeers, by Crusader. Very nice miniatures, I can't wait to paint these.
I got some new rules
Got some light infantry and some cavalry for my Romans. These are from Wargames Factory (like the Celts). These guys (Tony and the rest) are one of my favorite wargaming companies out there today, which probably isn't hindered by the fact that they do the periods that I really like (colonials, zulus, and soon - Vikings!).
Picked up some Litko bases for John Dent (I'll bring them on Thursday).
Got plenty of British figures to do Songs of Drums & Shakos. These are the Victrix plastics, which come in a box of 52, Flank Companies for the Peninsula Campaign was the set I got, which should give me some Light Infantry and some Grenadiers, as well as a few foot officers. With the rifleman figures that were given away (very nice Perry figures), I should be able to do a pretty decent British collection for a skirmish game.
Sold a 15mm ancient indian army - thanks Elliott, for showing it in the flea market.
Picked up a copy of BattleCry from Richard Borg. Almost bought "Ancients" from him, but I figured that would out for a while, while BattleCry is hard to find. Found out that a Napoleonic version of the system is due out next year from GMT.
I met Jason Salkey (Rifleman Harris) from the Sharpe's movies - very nice fellow.
I saw the "Charm City Cakes" cake that they baked for Historicon 25th anniversary.
I did not play in the WAB tournaments, but I went out with a great bunch of WAB guys for dinner to the Lancaster Brewery. 10 beers, a burger and some tira misu is a good consolation prize for not getting to play in the tournament. Cute waitress.
Tags: gaming, wargaming, miniatures, boardgames
Thursday, July 9, 2009
Wednesday, July 1, 2009
You may have seen this, but if not, it's pretty funny reading.
DM of the Rings - A parody of Lord of the Rings, told as if it were a roleplaying game.Pretty funny, in my book.
Tags: Lord of the Rings, roleplaying, Dungeons & Dragons
Thursday, June 25, 2009
Here he is, watching over the Money and the Market, ensuring no dirty dealings.
Tags: boardgames, Moorish Cat, Alhambra
I am finishing up "Raza the Hunter" and "Sethmak the Hippo God". Here are some photos.
Here is the Hippo God from the front. Bad photo, but you can see a stray Riverman and some female Royal Warders, doing the Elf-King's bidding (and having their paint completed) in the background. The Hippo God himself is mounted on a Tester's plastic cement jar for painting.
Here we see Sethmak from the side. Now also appearing are the Four Jackals, also being painted. They, and the rest of their diabolical order (desert Assassins of the Ebon Temple) should be ready for Historicon.
Here we have Raza the Hunter, being completed. What you don't see in the photo (as bad as it is...) are the heads that Raza has already collected, hanging from the back of his sash. He will be mounted as a Hero element for Hordes (60x40mm), but that allows him to be used for a number of other types, as well. Lurker? Cleric? Interesting. The weighted chain he is using is a blunt instrument, so in all old-school D&D goodness, he could certainly serve as a cleric. And the fact that he is a stealthy hunter leads one to buy into the Lurker line as well. We'll see how it goes in Lancaster.
Tags: miniatures, wargaming, Hordes of the Things, Fantasy Gaming
Monday, June 22, 2009
Just starting out looking at Classic Traveller for Fantasy. A couple of links come to mind. The first is the very nice (and concise) Aldreth RPG - as a free pdf on the internet.
Aldreth for CT and MT
More coming . . .
Tags: roleplaying games, traveller, frpg
Thursday, June 18, 2009
We played two games on Tuesday evening. The first was my new Lunar Empire army (with help from the Horned Men - a chaos mercenary band consisting of 6 hordes elements) against Elliott's Steampunk dwarves, complete with three airboats. The Lunars had 6xSpear, 1xHero(General), 1xMagician, and 4xHordes.
The Lunars were doing well, with a 10AP to 4AP lead, when the Dwarves killed my General. That made it 10AP to 8AP (not enough for a win for the Dwarves). The next turn I killed another Dwarf element, giving me 12AP, which was a win. A very, very tough fight, but a good first showing for the Lunars.
The second battle was my army of the Rivermen of Bissel Stone. A new army, based on some old Bladestorm figures, I think they were the Fishermen of Soluthurn. The game is described online at link and link.
In this battle, things went worse for me, as I fell to Elliott's dwarven army (again). This time the dwarves traded out their airboats for much faster, but less effective, flyer elements. Against them, I had my army of 2xBlades, 2xSpear, 2xShooter, 2xWarband, 1xHero(General), 1xCleric, and 1xLurker. This game, I lost handily with a General kill. Both games good, looking forward to more at Historicon.
Photos compliments of Elliott. Lunar Empire based on various Glorantha histories and gaming writeups over the years (thanks to Gregg Stafford and the rest of the Runequest writers).
Tags: wargames, fantasy gaming, miniatures, Hordes of the Things, runequest
Monday, June 15, 2009
Sunday, June 14, 2009
While I'm on the topic, there are some fantastic HotT (Hordes of the Things) websites, other than the venerable and excellent Stronghold. Here are a couple of links, to sites with interesting insight, painted armies, or just enthusiasm!
Miniature Minions - DBA, DBN and HotT covered, but also fantastic looking miniatures.
DBA n Stuff - more on DBA but some great looking minis here.
Vitruvian Zeke - loads of stuff on a variety of issues - good HotT cheatsheets, and more fantastic painted armies.
Tim's Miniature Wargaming Blog - variant rules, great army ideas, and AARs with lots of photos.
Steven's Balagan - Great all purpose wargaming website, but with terrific stuff for HotT like variant rules, campaign systems (including two different types that we have done in years gone by in ODMS) and other useful stuff. Look under the DBx link.
Tags: miniatures, Hordes of the Things, wargaming
Saturday, June 13, 2009
My criteria are - creepy looking, will fit on a 60mmx60mm base (for HoTT of course), easy to assemble, not TOO expensive.
There is this one, I suppose, until it sells, but it don't look too creepy.
While looking, I came across this website, which (among other things) journals the author's quest to do miniatures for his Battle Lore game. Awesome.
One possibility is the spider from Ebob Miniatures. It is not too expensive, looks great, is sized right. But damn, it looks like a nuisance to put together.
Tags: miniatures, gaming, spider
Tuesday, June 2, 2009
This is a wonderfully inspired website Campaigns in Germania. It follows the general trend of old school wargamers doing Imaginations - imaginary nations as the basis for toy soldiers and wargaming. The idea comes from Charles Grant, but has gotten quite popular in recent years. See own posts last year concerning the 19th century war in Balkania for a meager example.
The website Emperor vs. Elector has a great list of 18th century imaginations amongst other wargaming gems.
Great stuff, and quite imaginative. I just can't quite figure out if what the author of Campaigns in Germania does is closer to roleplaying or wargaming. It certainly has elements of both.
At Colonel Campbell's Barracks there is an excellent series of how-to articles, followed by a scenario and after action report, where a home-made Colonial Wargaming fort, made for gaming in the Northwest Frontier (of India) is presented.
This fort is made of yogurt tubes and pink board, similar to the project that appeared on the Major General's web site some years ago. Very nice project, Colonel Campbell, and as always we are all in debt (in the Colonial Wargaming arena) to Major General Tremordan Rederring.