Well that was a long and occasionally difficult year. Returning to full-time, non-hobby work; moving in with my lovely girlfriend; a bout of injury and another of illness. Exhaustion about covers it, frankly.
Because of that, I have written very little this year, whether on this blog, for magazines or completed games. I have gamed at least semi-regularly though, and can only thank the players who have put up with my snoozy attempts at tactics. Over these twelve months however, it turns out I have done a lot more work on models and terrain than I realised. Hurrah for Netflix and its continuous play function!
Using my usual 15mm equivalents, I ended up finishing 1480 infantry, 88 cavalry, 2 guns, 67 vehicles, 16 jump-off points, and 217 terrain pieces. Most productive year on record! Of course with them being a series of small projects that could be completed before my patience and energy collapsed, they haven't added up to as many game-able additions to my collection as you might have expected. A little Post-Apocalypse or sci-fi Foreign Legion here, some more Dark Ages there, an extra bit of ACW, AWI or Bush Wars there - even some modern civilians and soldiers for Fighting Season, which I hope to playtest properly in the New Year.
Genuine and total thanks to everyone who I know through the hobby who has kept playing with, chatting to, following and inspiring me. I have been silently appreciative this whole time, and it does mean a lot. Season's greetings to you all, and the best of wishes for 2016.
Coming up Next: Hopefully a lot more games on the blog as I try to carve more playtesting time for a few upcoming titles, both Tactical Two Pagers and more traditionally sized rules. In the painting queue are Communists for modern Africa, a Battle of the Marne project, a whole extra bag of post-apocalyptic miniatures, a Clone army for Star Wars, and air support for my Rebel, Imperial, Clone and not-Tau armies. Terrain-wise, I hope to add to my space terrain, and the ruined city I am slowly putting together for sci-fi/Frostgrave/Post-Apocalypse/maybe-WW2.
A blog about wargaming, where the important part of the word "wargame" is never "button-counting"!
Monday, 28 December 2015
Saturday, 12 September 2015
A Snowy Scramble
Scenario
Both
the cultic Czernovoyksa and the idealistic Rangers have come to an
abandoned intersection in search of loot – bullets, tinned goods,
fuel, batteries, anything that will soften the hardship of life after
the Fall. Without satellite support, they do not know that the woods
are crawling with rad-spiders, or that some aggressive locals have
expanded their network of fortified farms toward the roadways.
The table before the models showed up. |
Forces
Rangers:
Kane, Pointman, Thumper – Quality 4 Lone Wolves; 3x3 Rangers –
Quality 4 Squads
Czernovoyka:
Strelok, Blazheny, Posvyashchat – Quality 4 Lone Wolves; 3x3 Upyr –
Quality 4 Squads
Kane
technically had the Inspiration Leader trait, but I forgot to use it.
Thumper had Lethal, but missed every shot. Strelok and Pointman both
had Shadow, making them effectively invulnerable to long range fire.
The
Game
Both
sides entered the board from near the road. Pointman and the Rangers
with assault rifles quickly seized a hill to use as a base of fire.
The Voyska spread out to search the nearest woods and building, while
Blazheny led a fireteam to the crumpled cars at the intersection.
They struck gold immediately, but came under punishing fire from the
hill. All three Upyr perished before Blazheny could duck back out of
sight with the case and then unceremoniously flee for his life (1
VP).
The
Upyr in the woods disturbed the rad spiders almost immediately, and
it took several turns of desperate AK74 and RPG fire to silence the
chittering monstrosities. At that point Posvyashchat (the first to
fall) and one other were dead. The survivors made their way to a
wrecked car and did find a Loot marker, before Kane and his
colleagues took them out.
Slowed
by the ubiquitous wire fences, the lead Ranger team took a while to
reach the woods, but once there managed to silence the Upyr opposite
before waking the spiders. While in desperate hand-to-hand, the Upyr
in the abandoned building savaged them with RPGs and rifle-fire,
adding to their woes. Eventually one man was dead and two more
injured. When
they finally escaped, they at least had the satisfaction of knowing
that their struggle had not been in vain (2VP).
The
men – if they were still men – in that abandoned house had
struggled to get in past the boards and corrugated iron in the
windows, but once upstairs quickly found a Loot marker. Their RPG
gunner was hit by a lucky round, and their retreat with the goods was
slow (1VP). Strelok, also wounded in the final seconds of the battle,
stumbled across more goods by sheer chance in the dark downstairs
(4VP). It
really was luck – I forgot I'd even placed the marker there, and
wouldn't have noticed if I hadn't lifted the first floor to allow for
his injured slowness.
First
across the motorway, the rangers who reached the farm found a Loot
marker easily enough, but were chased away by locals when their
gunfire (vs the Upyr) awakened them. Hopping back over the fence,
their skill (Q4 to Q1) was enough to save them from serious harm and
spell the doom of the four foolish farmers who had fired on them. It
was one of these men who shot the RPG gunner before heading away down
the road (4VP).
A discreditable mention goes to
Thumper, the Ranger sniper who was very calm and professional in his
sneaky approach to the Voyska stronghold, up until it counted. He
missed a shot – with scoped rifle! – at close range and was
unceremoniously finished off by Blazheny's SMG.
The Rangers advance and spread out. |
The Czernovoyska stick a little closer together. |
Rad-spiders surround their prey! |
Ranger firepower forces them to hunker down in the road. |
Final Tally
Czernovoyska:
6 Victory points from 3 Loot markers, -8 from casualties (7 dead, 2
wounded). Total -2VP
Rangers:
6 Victory points from 2 Loot markers, -5 from casualties (3 dead, 4
wounded). Total +1VP
NARROW
RANGER VICTORY
Man
of the Match: Strelok, the Czerno' sniper, who pinned down the Ranger
base of fire very effectively and caused most of the Ranger's
casualties and Fear markers. His Shadow
ability means that any successful hit from within cover at Long range
adds 2 Fear instead of 1, so he is ideally suited to trapping the
enemy in place.
Ranger fire support group takes its position. |
Captain Kane and his team advance. Loot found in background. |
Metkiy'Strelok takes aim at distant foes... |
...while a much closer one sneaks up on him. |
Thoughts
Once
again, THREAT ran smoothly, even with a three-sided game
(Czernovoyska, Rangers, Nuisances). The number of times where
spraying ammo wildly led to an awkward need to reload seemed about
right, as did the times when men froze up in Fear. The Rangers, bless
them, actually had three turns where their entire force was Frozen
due to poor rolls at the start of the turn. That said, I forgot to use "blips" and Kane's special rule, so maybe it ran quickly because I wasn't paying attention! It was still fun enough to play merry havoc with my picture-taking, so there's that. Adding Wits checks to navigate obstacles added a pleasant uncertainty to difficult terrain.
Hopefully I will get the mental space to touch up the rules soon, but I accidentally wrote the bones of a new set of space opera skirmish rules during my lunch break on Thursday, so I may end up getting distracted again...
Sunday, 7 June 2015
A Desert T.H.R.E.A.T.
A band of fearless
law officers have pursued a gang of merciless thieves to this
desolate outpost in the Bone Counties (called the Home Counties
before the Fall). Little do they know that these vicious “scavengers”
have managed to reactivate a Fallen artifact – a battle tank!
Whitecliff City Law Officers
Captain
Ana Kane, Quality 4 Lone Wolf
Two
Light Support Vehicles with machine guns, Quality 4 Vehicles
2x 3
Officers, Quality 3 Squads
Bone County Burglars
5
Lone Wolves: Colonel Slaughter, Lucy Thorn, Wolf Arson, Jackson Claw
and Madjack
“Crazy” Loon, Q3.
13
goons in three Gangs (4, 4, 5), Quality 2.
Fallen
battle tank, Q2
Victory Conditions
1pt
per dead Law Officer
3pts
per Law vehicle destroyed
1pt
per scavenger gang dispersed or
Lone Wolf killed
2pts
per scavenger Lone Wolf seized in CQB
10pts
if Fallen tank seized in CQB
Recon Phase & Deployment
The
scouting duel ended up giving both sides a sort of “chevron” for
their deployment zones. Captain
Kane stayed with one of her patrols, and the scavenger heroes also
bolstered their gangs – except the Colonel and Madjack. With blips
and vehicles deployed, it was time to play!
Infantry are just blips on the radar until they're spotted. |
The Game
Yells
sounded across the rockfield as the first law officers were spotted.
The LSVs roared to life and chugged forward as scavengers – or
civilians – ran here and there. The first exchange of fire saw two
scavvies go down,
As the two sides
began to advance in earnest, the LSVs showed their worth, scything
through scavvies with their heavy machine guns – but they couldn't
kill Lucy Thorn! With blood on her teeth she laughed as her men died
around her, and limped away into the desert. Return fire from heavy
rifles in the fort immobilised one of them too. And at the far end of
the field, an ominous rumble spurted into life...
An LSV assaults on the Law's left flank. |
Lucy Thorn's lucky escape. |
The tank appears at the end of the highway. |
Accurate rifle
fire forced the crew of the immobilised LSV to bail out, halving the
patrol's heavy firepower in one fell swoop. Lucky for them – the
awakened battle tank's main gun blew it up not ten seconds later.
Captain Kane and the other LSV caught Wolf Arson and his men in a
deadly crossfire and sent them all to Kingdom Gone.
The first LSV takes a main gun shell straight on. |
Jackson Claw and
his men fled their little fort, leaving Colonel Slaughter to rage
impotently behind them. The surviving LSV dashed into cover, while
Captain Kane plotted her next move. The gang they had been sent to
catch were dispersed – but now there was a tank to deal with – a
tank which had just blown up her second LSV! Things were desperate
now. Her patrol was stranded in the Bone Counties with no transport
home, and a clearly lethal Fallen artifact in the hands of villains.
It was time for an all-or-nothing attempt to seize the tank!
Her decision to be
heroic was interrupted by the frothing appearance of Madjack “Crazy”
Loon, swinging a serrated knife in her face! Forgotten in the horror
of the tank's appearance, this melty-faced madman had been psyching
himself up watching his friends die, and was determined to wreak
revenge! Although the Captain injured him with her nightstick, he
still gutted two officers in the time it takes to draw breath!
Although outnumbered, Madjack is VERY dangerous! |
Noticing that
Jackson and his men were loitering behind him at the foot of the
wall, Colonel Slaughter ran down with his trusty dog to scare them
into shape. The tank trundled towards Captain Kane as she and Madjack
continued their deadly dance of death. Neither of them could get the
upper hand until Kane's surviving bodyguard came up behind him and
broke his neck. No arrest was worth the lives of two officers, not
out here.
Kane and her
bloody-visored officer looked at each other, at the bodies of their
comrades, at each other once again, and charged the tank.
We are the Law! |
The captain leapt
up the titan's armour, ignoring the scream behind her. She unlocked
the turret hatch and threw her whole grenade pouch inside. A shot
from her peacefinder pistol, a jump to cover, and a super-heated
whoosh! blew up through the
air behind her. The tank was neutralised.
Things
went back to SOP after that. The delta team came in from the right
and supported Kane's peacefinder volleys against Colonel Slaughter's
counter-attack. Jackson Claw and several known associates perished in
a hail of bolts, and Colonel Slaughter fled into the wastes to avoid
lawful custody. All that remained was to wait in the hot sun for a
helicopter to come and collect the four surviving law officers, and
hope that this wouldn't look too bad in her report...
Final
Tally
Law
Officers: 15 Victory Points. Casualties: six law officers, two Light
Support Vehicles.
Scavengers:
9 Victory Points. Casualties: 13 scum, Jackson Claw, Wolf Arson and
Madjack “Crazy” Loon (or is he really dead..?). Escapees: Colonel
Slaughter and Lucy Thorn.
Man of the Match: Fallen
Artifact Battle Tank. It killed two LSVs and a law officer with three
shots, and scared the hell out of the Law until Captain Kane took it
out with a heroic assault on the hatch.
After-Thoughts
Once
again, T.H.R.E.A.T. played very smoothly. It was the first playtest
of the recon phase, which went very well (I think!) and gave a
slightly less than conventional deployment zone, which is what it was
designed for. The Law's softskins went up in flames before the Fallen
tank's B.F.G., which was also appropriate (if gutting). Madjack's
monstrously high Vitality, which turned far too many kills into
injury over the course of the game, made him quite the serial-killer
scaremonger. The great white
hunter Colonel Slaughter rolled nothing but 1s all game, so clearly
he has an ironic title!
Sunday, 19 April 2015
Helo Chase - Weird Modern Dust Up
In a first proper playtest of my new T.H.R.E.A.T.* rules for post-apocalypse and weird modern gaming, the disciples of the dark gods known as the Cziernovoyska came up against the professional scavengers the world calls the Yellowcakers. The Cziernovoyska are better trained and more numerous – but the Yellowcakers came with Jack and Jean, their machine-gun toting MRAPs. In the fight to secure the mysterious contents of a crashed helicopter, who will win out? Sorry about the pictures, I got a bit too caught up in the game to keep taking them methodically.
* If anyone has a good backronym, please post it in the comments!
Cziernovoyska/Dark
Force
3x
3 Upyr (Squads) with assault rifles or special weapons
Metkiy'Strelok,
Lone Wolf sniper
Blazheny,
Lone Wolf commander
Posvyashchat,
Lone Wolf second in command
Yellowcakers
Captain
Reathe, Sergeant Smojke, Ukufa, Qishi & Burne – Lone Wolf
characters
Jack
and Jean – vehicles
The Dark Force left, with Strelok the sniper in the road. |
The right - Blazheny & his team, and the SMAW on the wing. |
Main Yellowcaker advance, hooded Qishi in foreground. |
Jack the MRAP "sneaking" up the flank... |
The
game started with cautious
advances
by both sides. The cream-coloured Jean went on Overwatch, aiming down
the road with the GPMG installed up top. The
first shot was taken by the Dark Force fireteam with a
shoulder-mounted AT, firing at Jack, who was trundling through the
woods. The missile sailed
past, but unnerved the gunner enough for all his shots to go wide.
The SMAW misses, but barely. |
As
the sound of gunfire tore through the woods, both sides began
advancing in earnest. Qishi, the Yellowcakers' resident mystic, began
marshalling his powers for the fight ahead. The
SMAW fired again, barely missing Jack and sending the driver into
conniptions. Jean opened
fire on the sniper who had aimed at Ukufa with her GPMG, and severely
injured him, riddling him and the rusty wreck he was using as cover
with holes. Jack opened up
with his .50 cal, injuring one Upyr and blasting the head clean off
another.
Posvyashchat leads his men forward as Strelok bleeds. |
A new
turn started with Strelok the sniper Frozen in pain. As
the firing sounded out once more through the forest, Posvyashchat's
team missed Jean with their RPG and took two casualties for their
pains. The SMAW gunner finally got his round on target, blowing off
Jack's front right wheel and shredding the rear tyre. It was not
enough to save them from the Browning's revenge.
Blazheny's
bodyguards moved up through the woods to cover his advance on the
helicopter. Seeing them, Captain Reathe moved back – so they opened
fire on Ukufa instead, emptying their clips at him with fierce
abandon. The brave South
African slumped dead in the
treeline, the Yellowcakers' first casualty of the battle. From
his position at the crossroads, Sergeant Smojke opened up at the RPG
team with his sub-machine-gun, injuring the gunner with
a full clip. This
was apparently not a battle for fire control. When
Posvyashchat fired back and hit him in the chest, the Dutchman just
bared his bloody teeth in a barbaric snarl.
The table, mid game. Lots of wound and ammo markers. |
As
his men reloaded, Blazheny approached the helicopter's wreckage.
Qishi finally got his Oriental sorcery under control, and flooded the
minds of Posvyashchat and his injured gunner with primal terror. They
would no longer be a threat to his comrades. Even
as he did so, Burne – trusting more to steel than sorcery – crept
around the rusted out truck to open up on them with his trusty
Sterling. Still holding the
crossroads, Smojke laughed manically as Strelok sent a bullet
crashing through his ribs. By pure chance his return fire caught the
Russian killer just above his eye socket, killing him too. Jean's
gunner cursed the fact that his guntruck was boxed in by walls and
wrecks.
At
the end of the fourth turn, Blazheny was in a difficult position. Six
of his men were dead and two had fled, leaving just him and his four
bodyguards to claim the helicopter's riches for Cthulhu. The
Yellowcakers had lost Ukufa and Jack's mobility, but the survivors
were closing in (except Smojke, who was too injured to move). Luckily
for him, the fifth turn started with Smojke and Jack Frozen and
unable to act, cutting down the odds considerably. For
his first activation, he used There's
No Time!,
rushing his investigation to (hopefully) get away faster. The
dark gods were smiling on him as his gambit paid off – he found the
suitcase that so many of his men had died to protect.
Hearing
his savage shout of triumph, the surviving Yellowcakers surged
forward, desperate for Ukufa's sacrifice to not be in vain. He
emptied his clip at Burne, winging the young Irishman, only for the
favour to be returned in brutal style. The suitcase dropped from his
limp fingers as a hail of bullets severed his spinal
cord. Reathe
fired his hand cannon from the woods, felling one of his bodyguards.
In the luckiest event in a day of lucky happenings, the return fire
from the Cziernovoyska's machine gun got wedged in his armour, his
cigarette case, his
beret, even his Bible – but nowhere in his flesh.
At
the start of the next turn, Qishi proved his worth in grand style.
The bodyguards were retreating with the suitcase when he unleashed a
psychic assault of terrible power, stopping both their hearts dead in
their chests. They fell down, and the suitcase was Reathe's...
Butcher's
Bill
Cziernovoyska:
Everyone except Posvyashchat and his RPG gunner. Looks like he'll be
the new Blazheny if he survives his superiors' displeasure...
Yellocakers:
Ukufa dead, Sergeant Smojke severely injured (one point away from
death), Jack badly damaged.
Man
of the Match
Despite
his lame showing in the first few turns, Qishi and his psychic powers
were a real game winner. Honorable
runner-ups are Blazheny and Smojke for their fearless attempts to
further their missions.
Overview
The
game ran smoothly and quickly, which is the main thing I wanted. I
may have to tweak the initiative system however – granted,
I rolled high all through the game, but the accumulation of Fear
markers slowed very few people down at all, except
in the literal sense of their movement. Since
the game is based on survival horror video games as much as
post-apocalyptic or weird horror movies, I wanted to give Fear a
central role in the mechanics, along with rules for ammo shortages
&c. It's
a pulpy game, but lethal – no human
tanks
here, just
good old-fashioned gritting of teeth and bullet fragments.
As
a first outing for the post-apocalyptic scenery and miniatures I've
been working on recently, it
was good fun. I look forward to honing the rules over the next few
months, as well as finishing other gangs of scavengers, veterans,
police and mad cultists. Since I'm starting a new job soon, who knows
– I may even add in a Reaper Bones Cthulhu at some point...
Quite proud of these, despite the poor calligraphy. |
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