Saturday, October 15, 2016
My free copy of TMWWBK arrived in my mailbox last week. As with the other books in the series, the pages are filled with nice artwork and miniatures.
This is the fourth free Osprey book I received play-testing for Dan Mersey, and the fifth Osprey wargame I had the privilege to contribute to.
Colonials aren't exactly my period, although I do have both sides of the Indian Mutiny in 15mm. However, after watching The Siege of Jadotville earlier this month, I am wondering if the rules can be used for a "bush war" type of conflict...
Wednesday, October 05, 2016
I'm going to touch up the eyes on these guys later, but here are the twelve Red Box dwarves I got from the kickstarter Tre Manor held a while back.
The torsos come from Red Box, but I didn't like the heads and I wanted these guys to be armed with spears. Some trading got me the heads and spear arms from Gripping Beast's Dark Age Warriors box set, and I was in business.
Now while assembling these figures, I realised why dwarves "in real life" didn't use spears or polearms: the distance between your hand and the ground affects how much length you can manage "above" your hand. Sure you can manage to hold a 15-foot pike, but that takes two hands and it isn't really a weapon you can use in a skirmish.
With these guys I now have enough "irregular" dwarves to make a Riot campaign viable. Plus they are always useful for fantasy RPGs.
One reason why I pushed myself to finish these guys is because I have decided to back the latest Frostgrave Nickstarter so I can get my hands on the multi-part plastic barbarians. Barbarians, like dwarves, are useful figures to have for most fantasy settings, so I expect quite good return on investment on those. I would like to paint them with black-and-white body paint like the Avvars depicted in the Dragon Age RPG, but whether I can manage that is an unknown.
If you are looking for some generic fantasy barbarians, do head over the North Star's page.
Monday, October 03, 2016
I've been talking about Horizon Wars for a while, but on Sunday Martin, fg and I finally got down to trying out the rules.
We played a set-piece battle with 20 points a side. Martin fielded two mechas, a recon drone and a heavy artillery unit, plus three bases of infantry.
I fielded my "Mad Max" force with ten bases of infantry, four bases of bikes, and six 'technicals', all classified as some form of infantry in the game, and due to the way the points system works, each costing a point.
As with most first games, we probably didn't get everything right, and we most certainly didn't play all the rules - in particular neither of us used the Recovery action, which would have made the game last much longer.
We did, however, learn a couple of things.
Mechas are powerful, but can be vulnerable if unsupported. Even with a high Firepower, it can only target one enemy unit per activation, which means it can succumb to horde tactics.
The downside to playing the horde is the amount of book-keeping required, as damage is scored against a unit's stats and there is no 'hit points' per se.
For the next game I think we might want to play with a smaller force and on a smaller area, so we get can down to the nuances of the rules.
Also, the Heavy Gear kickstarter that we backed arrived and I got my sprues. The plastic is a bit softer than I expected, and even the smallest mecha has eight parts, which need to be glued together, so it will take me some time to get all of them assembled. They also came in blacj plastic, which may present a problem when it comes to painting because I want to paint them 'light sand' instead of the canon red. Well, one step at a time then.