Tuesday, January 31, 2017

League of Legends: Mechs vs. Minions


Before yesterday's Shadowrun game, fg and I played League of Legends: Mechs vs. Minions, another one of the chibi boardgame kicksters that he backed.

The sheer size and engineering of the game is insane. For a start, Amazon lists the weight of the box at 12.8 pounds. Inside, the components all seem to be bigger than they need to be, with the individual trays for the components more luxurious than they need to be - I was reminded of sushi takeaway platters. There is a custom sand timer and metal ring markers, all of which functions could have been served by more generic, cheaper components. The scenarios, or missions, are presented in sealed envelops, each of which contain the set-up rules, the mission, as well as special upgrade and damage cards which are added to the game as you tackle each in turn.

The gameplay is, in essence, Robo Rally meets Zombiecide. Players play cartoon characters piloting primitive mechs (I am not familiar with the online game which this game is based on - sorry), whose actions are determined by cards the players assign to a dashboard. The cards represent movement, turning, or attack actions, and are divided into four suits of different colours; cards of the same suit can stack, making the action more potent.

Instead of just making a circuit around the race track, the mechs in this game have more varied missions, from collecting gems to killing minions to defeating the evil boss mech. The game is co-operative, which is something I don't usually enjoy, but in this instance the time pressure (that's what the timer is for, although we didn't use it) makes it hard for players to discuss their moves in detail.

Each turn, the minions will move either randomly or according to the scenario rules, and if a minion ends its turn adjacent to a mech, the mech takes a damage card, which can be once-off (resolve and discard), or it can be semi-permanent and placed over a command card, necessitating sacrificing an action card the next turn to remove, or moving over a healing square. Mechs can't actually die from damage, but presumably beyond a certain point the damage are too numerous to repair and it just moves randomly around the board.

We managed to play about 4 scenarios over the course of the afternoon. The missions are designed to slowly teach the players the rules, like the tutorials in a computer game, so the first one was a boring one about movement, the second one about killing minions, the third one being a more challenging one, and the fourth one a real struggle battling the boss mech (which has its own specially designed cardboard box within the main box!).

Not knowing anything about the computer game, I cannot say how closely the game replicates the original. As a boardgame, I get a sense that too much is going on and players do not have enough control over the action at times. In Robo Rally (which is my point of reference), the only randomness are the hand of action cards drawn, and the actions of the other players, which may sometimes be guessed at and overcome (that in itself being part of the fun); the board behaves in a predictable fashion, damage is applied in a fixed fashion, and there are no other unknowns. In Mechs vs. Minions, the random damage effects, the random movement and spawning of the minions and the random movement and attacks of the boss mech means there is a lot more unpredictability, which while fun from the fluff point of view, actually takes away from the depth of the game. It seems to me that the designers of the game has tried to bundle too many mechanics into a single game, and ended up with something that doesn't do anything too well.

Monday, January 23, 2017

Robogear T-Rex, Battle Systems Urban Apocalypse Terrain, and resin urban barricades

Marines prepare to take out an enemy walker.

Gaming activities have taken a back seat in the past few weeks, but today I managed to paint up the Robogear T-Rex models I bought years ago, and posed it with some of my recent purchases.

The three buildings in the picture above are from the Battle Systems Urban Apocalypse range. These are punch-out cardboard buildings assembled with plastic clips. The surfaces are printed on both sides, and the windows and doors can also be punched out. I am sufficiently pleased with what I got (the Shanty Pack 2) that I will probably buy more of it. I have ordered some HDF terrain bits from Zen Terrain, which I hope I can paint to match this stuff so the buildings will have a more 3D, realistic look.

The Robogear T-Rex is of course a classic and a favourite of Imperial Guard players who want a proxy for the Sentinel.I have painted this as a support walker for my Warzone Imperial Regulars, which will be painted in the same colour. I only mounted one of the weapons provided (the hard-points for the other weapons are poorly filled in with epoxy) and the exhausts come from another of the Tehnolog kits which I bought for bits - I used them as I wanted a vaguely WW1 look to go with the Warzone figures.

The kit came with two versions of the canopy: a 'solid' version where the 'glass' is moulded, and an 'open' version where only the frame is represented. I didn't want to procure and paint a pilot/driver for the kit, so I decided to use a wire mesh to represent some sort of anti-grenade barrier so I coud hide the interior. It still needs some decals for tactical insignia and numbers and a base, but the basic paintwork and weathering are done.


Finally, we have the resin barricades I bought off ebay. I had expected them to come unpainted, so it was a bit of a surprise when I opened the package and saw what was a reasonable paint-job on these guys - the oil barrels are rusted and even showed oil slicks. I may spray some beige paint at the bottom parts of these sections to help them blend to the tabletop. Or I may not.


What I have also done in the past few weeks was to slowly assemble the forty Warzone Imperial Regulars I bought. This was not an easy task as the figures are made of hard plastic, have some significant mould lines, and have arms (to be more precise: forearms) that need to be glued onto the main torso in a three-point contact. But done they are, and now sitting in a box of sand waiting for the glue on their bases to dry. Hopefully in the next week or two I can get them sprayed in their base colours, and then over the next month finish painting them.

Still on the sci-fi/Blast Pistol front, yesterday I finally bit the bullet and took advantage of Kromlech's 17% sale and bought some resin bits to convert the plastic M1117 toy I bought to a sci-fi APC/IFV. That's spending US$20 on parts to convert a toy that came in a US$9 bag-of-toys. With that kind of money I could have bought a second-hand GW 40K Chimera... but then where's the fun in that?

Monday, January 02, 2017

Frostgrave Barbarians and Shaman


Here are the Frostgrave barbarians from the box set plus the shaman from the Nickstarter. I started painting them in November or December, but only completed them when I powered through 9 figures in a single sitting yesterday, so I guess they count as the first completed project for the year.

I painted them with white-and-black body paint to represent Avvar barbarians in the Dragon Age world - the next arc of my RPG campaign will be set in The Frostback Mountains and feature the Avvars.

I am not quite sure the decision to paint them with the body paint was a correct one - the computer game version looked more striking because they had white-and-black clothing too; these just look like KISS fans or cast of a Chinese opera. Still, what's done is done, and at least they will be used in my Dragon Age RPG game, and can be used as a generic fantasy barbarian warband whenever I need one. Or Dunlending in fg's Middle Earth RPG.

With these done I can move on to the next project, which will be either the Warzone Imperial Regulars (40 plastic figures, one metal hero figure, a Robogear T-Rex walker, plus maybe a conversion project using the plastic M1117?) or the 20 Black Hat crossbow-armed dwarves which I ordered 5 weeks ago if they arrive in the next two weeks.

The Warzone project is set to become a major project for me this year as, despite the figure-count being only 41 plus one or two vehicles, the ancillary requirements in terms of terrain will be significant; already I have placed orders for card buildings, MDF building and building dressings, resin urban barricade sections, and bought other cheap toys and hardware bits to use for scratch-building purposes. Stay tuned.

Saturday, December 31, 2016

2016 in Review and Looking Ahead

It's that time of the year again when I look back on the games we have played the year past and make inaccurate predictions of the ones we will play in the coming one.

Despite me working only part-time this year, we only managed to play a total of 16 sessions, with 9 of these involving miniatures wargaming. We tried a total of eleven new boardgames, mainly due to my brother passing some of his collection to me and us just being too lazy to set up miniatures games on some days.

However, the score card does not take into account the many Mondays I spent playing RPGs; in fact, taking GM prep into account, I probably had more gaming done in 2016 than before. I've enjoyed our Dragon Age RPG a lot - the characters have all developed over the course the campaign arc, and we have reached a good break in the narrative for the players to review their plans for the characters. I hope to continue Monday Night RPG in the coming year. Apart form the Dragon Age campaign, I hope also to run another Lone Wolf campaign, as a tribute to the late Joe Dever.

Chain of Command saw some love in the first half of the year, but we only managed to play halfway through each of the two campaigns we embarked on. Perhaps we can pick up where we left off in 2017.

The 'surprise' game of the year was Tribal, which I really enjoy and ought to play more of. Perhaps when the rest have painted up their Wargods of Olympus kickstarter figures my Trojans will have some opponents.

I painted a party for Malifaux, but fg and I only played one session of it. Perhaps the arrival of my Modular Underground Project in Oct 2017 will give us cause to dust off our VSF figures?

The Heavy Gear kickstarter arrived and I have painted my share of the booty. What surprised me was Martin coming on board with the Horizon Wars project and driving it. We will probably see more sci-fi action in 2017. Hopefully Martin's enthusiasm doesn't spark off a mecha arms race among us.

Still on the sci-fi front, in the 28mm scale we may be playing more Blast Pistol. I enjoyed our first game, and have already ordered a box of the old Warzone game for the 40 Imperial Regulars that will come in the box (not sure what I will do with the Bauhaus Hussars yet - if you are interested in them maybe we can do some sort of a trade later) and primed a Robogear T-Rex which I bought years ago. A Rogue Stars campaign is also a possibility.

On my painting table now are 20 Frostgrave barbarians, which I plan to paint as Avvars for the next arc of our RPG. In the mail are 20 Black Hat dwarven crossbowmen; I have always liked the way they look but Adrian, our dwarf player, had always resisted me painting a unit of them for him. He finally relented last month after a game and I sent the order off that same day. Maybe we will see some Warhammer action soon.

Blood Bowl may see a revival too if the buzz on the blogosphere infect us - already fg has ordered the new game components... At least I already have a few teams and dugouts painted.

Friday, December 30, 2016

Everything I painted this year



15mm Ancients:


20mm WW2:







28mm Fantasy/Bronze Age:






28mm VSF:




10mm Sci-fi:


Wednesday, December 28, 2016

Unboxing Toys: Warzone 2nd Edition Box Set and Random Police Playset

Two weeks ago, I placed an order for box of the 2nd Edition of Warzone.

This is just one of the projects I know I 'have to' do (the others being the Arab Revolt and a Third World/Banana Republic thingy with Toyota technicals). I have been thinking of painting up some unarmoured sci-fi troopers for a while using the cheap plastic Warzone Imperial figures, but have always held off. After playing Blast Pistol and finding it quite to my taste, I decided to take the plunge before they become unavailable.

In the chaos of the holiday season, the box somehow got delivered to me in less than two weeks, ahead of a few other orders I made earlier (which I hope are not lost somewhere...). The box came shrink-wrapped and is hefty.


Inside, the first thing to greet me was a bag of sprues.


The templates and counters are printed on thin card; some of the pieces have come off.


I also got three books and two d20s.


It took me a while to sort out the 80 spures: 40 of Imperial and 40 of Bauhaus. Placed in two piles, they look like this:


But they make me feel like this:


My interest in 28mm sci-fi also sent me to the local mall to look for cheap generic terrain and vehicles which can used, and I came across a bag of plastic toys for under US$9.

Say hello to more little friends!
As you can see, I got a plastic playmat, some streetlamps, signs, traffic lights, some barriers, and even road cones! There are 20 plastic cops, and a plastic chopper (perhaps 1:72 scale?). But what made me decide to grab the bag were the three vehicles: a Humvee, an M113, and an M1117, all in what appears to be 1/35 scale. They are all in moderately hard plastic, and have good surface details. A bit of googling suggests these are knock-offs from IMEX, but I am not certain.

The M113 is of course the inspiration and conversion kit of choice for the 40K Rhino APC. I have some Rhino parts left over from my conversion of the M8 Greyhound, so they will give me a start in converting the M113. The M1117 looks very impressive if a bit high-riding. I am planning to set the wheels a bit higher on the chassis, and perhaps switch the turret with a commercially-made conversion piece. The Humvee is rather recognisable, but hopefully I can convert it to a sci-fi police car.

My hope is to have enough buildings, scatter terrain, vehicles, and figures to create a sort of a sci-fi shanty town. It will take a while, and that's providing I don't run out of steam. Wish me luck, and send me your conversion ideas?

Saturday, December 24, 2016

Blast Pistol and Rogue Stars

I'v been looking for a set of sci-fi skirmish rules for a while; I have a Space Marine force painted up, but I can't seem to get into the 40K rules.

After reading a few reviews, I decided to give Blast Pistol a try. Coincidentally, fg's Rogue Stars arrived soon after we decided to play a game of Blast Pistol, so we tried both sets of rules on Monday.

For the Blast Pistol game I used my marines (3 squads of Unity Banner Troops) and fg used the Imperial Guards he got on a trade (3 squads of Colonial Militia, 1 Unity Infantry squad, and a Unity Agent). The mission was simply to take and secure the shed in the middle of the table.

Shootout in Shantytown!
We started tentatively with some manoeuvring and shooting, before I realised that with their high Toughness, my marines could afford to take a more... blatant attitude. Once they got into the shed, there was little the Imperial Guards could do to dislodge them. Fg's squads took a more circumspect approach, and as a result did not manage to bring their numerical advantage to bear.

'And they shall know no fear."
I enjoyed the rules. It's got a straightforward mechanics, and the weapon characteristics give the rules a sci-fi flavour. The army list for each "race" is rather small, even with all the supplements purchased, but they cover about half a dozen of your sci-fi staples. Other than my marines, I am planning a Morkian platoon with support weapons based on the old plastic Warzone Imperial Regulars, which should be the main project for me in the first quarter of next year.

How did that crate take his weight?
After the Blast Pistol game, we used the same set-up for a game of Rogue Stars.

Fg and I picked two pre-generated crews from the rulebook. Fg took a squad of police, while I picked an ex-military character with a few droids, but tweaked the stats to make her a close-combat expert.

The game is more detailed and complicated, with detailed stats and traits for each of the figures, so instead of fielding around 20 figures each, we were using only 5 figures each this game.

The scenario involved fg's crew trying to reach a vehicle on the opposite table edge from his deployment zone, and my crew trying to stop them.

The cops soften the opposition with a hail of fire.
Rogue Stars was written by the author of the Song of Blades and Heroes series of games, but the only recognisable feature from that series is the activation roll mechanics. A figure can attempt to perform up to three actions during each activation, but must roll above a target number on a d20, and gains one Stress marker per action performed. A figure may activate multiple times per turn, but activation becomes increasingly less likely as it gains Stress markers; with each failure on the activation roll, your opponent gains a chance to react by attempting an activation himself. While a little cumbersome initially, this mechanic produces a rather cinematic feel of momentum grinding to a halt and the initiative passing to the other side.

The use of d20 produces rather wild results, and fg's crew leader was killed by the first shot from my droid early in the game, so we decided to re-roll that and carry on instead of restarting the game. Then the big droid on my side got one-shotted. The cops kept up a steady pressure and crept up on my position. Things were looking grim for my side.

Then looking at my leader's traits, I decided to take a gamble. Using her Fast trait, she dashed out of cover, double-moved to the enemy leader, and using her Weapon Master 2 advantage cut her down in two rounds of combat, and then dashed back into cover again. The sudden reversal of fortune caused one cop to flee off the table, and the remainder were no match for my leader when they got close enough to the vehicle.


The two games are of course very different. Blast Pistol is closer to the 40K style of game where the winning strategy seems to be bringing weapons to bear, while Rogue Stars has characters so detailed that it can actually serve as a set of combat rules for a role-playing game - the number of factions, types of weapons, armour and gear, and the number of traits you can assign to characters makes this look like a game that will reward the player who invests time and effort in the creation and development of his crew.

I can see myself reaching for Blast Pistol when I want to put a few dozen figures onto the table and fight a platoon-level action, and I can also see myself taking a crew through a campaign of Rogue Stars.

Thursday, December 08, 2016

"Joe Dever: The Life of a Lone Wolf!"

By now most of us would have learnt of Joe Dever's passing on 29 November.

Even though I never owned or played most of the original Lone Wolf gamebooks, they definitely had an impact on me as a gamer. I remember my teenage friends and myself marveling at the Magnamund Companion and the many possibilities it promised. Decades after then, when I resumed GMing after a long break, I found myself gravitating back towards the rich lore and unique feel of the setting. Till today, I consider the Magnamund-based campaign I GM'd a few years ago my best work as a GM.

I never sought to find out more about the man behind the world until now, but I believe this video of an interview with him in 2013 gives a good picture of Mr Dever.


I see a man who was proud and confident of the legacy he has given to the RPGing world, and I think he had reason to be so.

A few months back, even as my current gaming group were discussing what other games to play in the future, I mooted the idea of a Lone Wolf game. I even began tweaking the Mongoose d20 rules to fit the Dragon Age engine, but has found it difficult. A few days back I thought about giving the Cubicle 7 version a try, and after watching this interview, I think it is the way to go.

Monday, December 05, 2016

Forbidden Stars again


Adrian, fg, Thomas and I met up for another game of Forbidden Stars on Sunday. We played the 4-player game with custom map set-up.

It was a vicious game which saw the Space Marines' ground troops eliminated, the Eldar cutting a swathe through six boards, and the winner not determined until the last round.

As it turned out we got some of the rules wrong; but we had a lot of fun nonetheless, and are looking forward to playing it again, this time with the rules right.

Wednesday, November 30, 2016

Forbidden Stars


Adrian, fg and I played a game of FFG's Forbidden Stars on Sunday.

I quite enjoyed the game, even though I came up last. The gameplay itself is a mix of 4X and "capture the flag": to win the game, you must capture a number of objective tokens equal to the number of players in the game - the catch is, each token is in a tile controlled by another player. It is easy to lose sight of the aim of the game and go on a traditional build-invade-conquer-build cycle, but while combat is necessary (and fun), in our game most of the time the objectives were captured because they were lightly-defended as the owning player had shifted his forces to invade another sector.

There are two noteworthy features to the game. One is the placement of the order counters. Players take turns placing order counters on the map sections to indicate the command they wish to execute during the turn; if there is already a tile on the section, you place your tile on top of that tile. The twist here is the orders are resolved from the top of the tile, so if you wish to gather resources from a sector and then build forces, you need to place the build tile *before* the gather tile! Also, as the tiles are resolved essentially in reverse order of placement, it is often better to place your order *after* your opponent has done so. For example, if you foresee an invasion on your sector and you wish to gather resources and then build up your forces, you should let the enemy place his invasion order counter *before* you place your tile - if you place your order before him, then the invasion order will be revealed and resolved, before you have a chance to build your forces.

The other interesting feature of the game is the combat, which utilises a combination of specialist dice and cards. Players draw a random hand of five combat cards and choose three to fight three rounds of combat, with each card played having some effect on the results. This adds strategy to the combat, making it more than just a dice fest.

As usual, the game components are excellent. The map art is especially impressive and captures the mood of 40K.

The game is excellent as it is, but I can easily imagine it being reskinned for a historical naval war, either for the age of sails, or even WW2. Hopefully we can get a 4-player game in in December.

Sunday, November 20, 2016

Heavy Gear Caprice Mounts and Iron Wind and Reaper Chaos Warriors

I apologise for the scarcity of posts over the past few months, but I have been doing more RPGing than wargaming; but I have been painting.


These are the Caprice Mounts from the Heavy Gear kickstarter. They still need to be based, but the paint job is done. I painted them specifically with the mat that we are using for the game in mind, and I am quite pleased with the result.


These are the Chaos Warriors type I painted for our RPGs: twelve archers and twelve axemen from Iron Wind Metals, and two boss characters from Reaper. I shoot them on the 2D terrain tiles I use for RPGs because that was the main reason I bought and painted them. In our Dragon Age game they represented Hurlocks; in a Lone Wolf game they will likely represent Drakkarim. Of course they can be used in fantasy wargaming as generic Chaos Warriors too.

Continuing in the same theme, I am now painting twenty Frostgrave barbarians, with the short-term aim of using them as Avvar barbarians for the next arc in our Dragon Age campaign. I made the decision to paint them with white-and-black face and body paint as they are depicted in the computer game, which does make them a bit more specific and limit their use as historical figures. But the two test models I painted this weekend suggests that the white-and-black scheme does work in 28mm, so I will proceed as planned.

I will have a few months to paint the barbarians, because from the next session Jonn will take over as GM and continue our Shadowrun game, and after that fg will be making his GMing debut with Cubicle 7's Adventures in Middle Earth. I am pretty excited about both, and as much as I enjoy GMing, I welcome a break from having to do all the prep work before each session.

Sunday, November 13, 2016

DC Comics Dice Masters


With a couple of hours to while away this afternoon, fg and I decided to play a quick game of DC Comics Dice Masters.

The game is a "deck building" game with a bit of placement mechanics. You start by recruiting heroes/villains, and then deciding how many much resources to assign to each of the characters (in terms of number of dice). There are a few versions of each character, some with different cost to field, and each with different abilities. Each turn, you roll four dice to see how many points or sidekicks you generate - with the points you can put characters into your reserve pool and field them later, and with the sidekicks you can attack your opponent or defend yourself against his attack. Once fielded, the characters bring their powers into the combats.

The game components are very nice, and I am sure there are subtleties to the game we did not appreciate in our three games, the mechanics are too abstract for my idea of a battle between super-heroes and super-villains.

After the game fg and I looked at Cubicle 7's Adventures in Middle Earth which he bought. A quick perusal of the rules got me quite excited, and we are now planning to play the game after the next arc of my Dragon Age campaign (or the one after, depending on when the Loremaster's Guide is released). My character concept is a dwarf from the Iron Hills who is obsessed with the reconquest of Moria, and will spend the next few decades gaining knowledge and allies for this quest; hopefully he eventually goes with Balin to Moria and dies there after a few years, murdered by goblins.

Saturday, October 15, 2016

The Men Who Would Be Kings


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

Red Box Dwarves... kinda


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.

Kinda.

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

Horizon Wars first game


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.

Thursday, September 15, 2016

Twilight Struggle


Things have been a bit slow on the gaming/painting front, but fg and I managed to play a game of Twilight Struggle last week.

The game is highly rated, and you can find reviews and tutorial videos of it (that's how I learned the game), but my personal take is that it plays like Go with cards. The world is divided into six regions, and within each region there are countries. The aim of the game is to score victory points through the playing of cards and also by having more influence than the other player in a region so you can dominate it.

As the Soviet player, I initially got off to a strong start in Europe, but lost steam after a while. I shifted my focus to the Middle East, but a good event card which would have let me dominate the region was cancelled by one played by fg. Thereafter I got some bad cards that gave fg central and south America, and I lost on VPs before the game ran to its turn limit.

For us, the fun of the game was mostly topical - the events described in the cards were things we heard about as children and teenagers, even if the true significance were not apparent to us. If you are a child of the Cold War era and cheered when the Berlin Wall went down, you will like the game. If, on the other hand, you don't know how David Hasselhoff single-handedly united East and West Germany (or that there were such things as East and West Germany), then a lot of the game will be lost on you.

Thursday, August 18, 2016

Close Encounter with Giorgio


Yes, that's Giorgio Tsoukalos, those are my hands doing the "aliens" motion as I explain Osprey to him, that's a copy of Osprey's "The Nazi Occult" in his hand, and that's the pin on his pocket which I coveted but did not receive - it went to a guy who asked him to sign on a first edition copy of "Chariot of the Gods?"; well played, my man...

Two weeks ago, my cable TV provider held a draw to give away ten pairs of tickets to meet Giorgio Tsoukalos and two other History Channel (Asia) hosts in a meet-and-greet session. Adrian and I both joined for laughs, and when we both won we imagined we were the only two who asked to meet Giorgio, because what were the odds of both of us winning, right? Wrong.

So we each grabbed a friend and went down this evening, expecting it to be a brief handshake plus photo session, but again we turned out to be wrong.

As it turned out all the attendees were there to see Giorgio. Some came prepared with book or CD for him to sign, others had questions. Giorgio, a consummate showman, played his part well and made everyone feel welcomed. He had a ready answer for every question, and answered each question passionately. The other two hosts were relegated to waiting outside the room while Giorgio overran his time.

Now I am not a believer, but I enjoy the series a lot and I enjoyed this session nonetheless. My agenda for the evening (other than shaking hands with a meme) was to suggest the idea of writing an Osprey book on Ancient Aliens by presenting him with a copy of "The Nazi Occult" so he knows that there is a market for this type of thing. So if you see this on Osprey's catalogue in a year or two, you know whom to blame.

Pity I didn't get the pin though.

Tuesday, July 26, 2016

Newline 28mm Hittite Guardsmen


These are the Newline Hittite Guardsmen that I bought to beef up my Trojan warband. It is within the bounds of historical possibilities that the Hittites were allies to the Trojans, and their proportions, arms and armour are stylistically close enough to those of the Redoubt figures.

They have the characteristic chunky Newline look, and are pretty good casts with just some flash in the areas between the limbs and the trunk. The weapons and shields come loose and the right hands have to be drilled to take the weapons.

With these done, I have four units (three of melee, one of missile) and more than enough leader figures for them. I am tempted to say that I will not add any more units to this force, but then it just occurred to me that if the Hittites can send a unit of infantry, then why not a hero in a chariot?

Monday, July 18, 2016

Romans vs Macedonians again

A close-up of Martin's phalanx.

It's actually been eleven months since we played a game of our Dux-Bellorum-Impetus mash-up, so since Martin got a few more bases of pikes painted, we decided we would haul some metal this week.

The scenario was a pretty straight-forward one, with a relatively flat battlefield broken only by three hills. Both sides deployed with the heavy infantry to the far end of the table, leaving the skirmishers and cavalry to contest the other flank.


As the infantry plodded towards each other for the clash, a fierce battle would rage in the low ground between the two hills.


As the battle reached its climax, casualty markers and dice littered the field... In the end both sides were out of Leadership Points, and were close to morale check point, and there was still no clear winner. We decided that honour had been satisfied, and retired discussing further projects.


Thursday, July 14, 2016

Rules modifications for Tribal for the Trojan War


Other than the rules for using tarot I shared in the previous post, here are some rules which I plan to add or modify to lend a more Homeric flavour to our games.

1. Playing area

As the tarot cards are larger than poker cards, the playing area is 4' x 4' instead of 3' x 3'.

2. Throwing Weapons

All Chiefs and Heroes gain the Throwing Weapon skill, and may in addition also make an Throwing Weapon attack after a Throwing Weapon attack has been resolved against them by a charging enemy.

A Chief or Hero mounted in a chariot with a driver may perform a special Throwing Weapon attack at another Chief/Hero in a chariot during his activation at the end of his movement if he started the activation mounted on the chariot. This attack has the range of one long edge (measured from any point from the chariot base to the base of the target chariot) and is otherwise resolved as a standard Throwing Weapon attack; the target Chief/Hero may also resolve a Throwing Weapon Attack after the attack.

3. Chariots

Chiefs and Heroes begin the game in their chariots, which each comes with a driver. A chariot may only carry up to one Chief/Hero and one driver and one Armour token. A chariot is considered manned if there is a Chief/Hero or a driver in it. If there is no Chief/Hero or driver in it, a chariot is unmanned.

If a hit from a Missile or Throwing Weapon is scored on a chariot when the Chief/Hero and the driver are both in the chariot, the owning player may choose which figure takes the hit. The driver may not perform any attack, but if he receives a hit from a Missile Weapon or a Throwing Weapon, he is removed. A manned chariot may not be attacked in Melee - if charged, the charging unit is moved into contact with the chariot's base and the chariot is moved one long edge away from the chargers.

If the Chief/Hero is mounted, the chariot is activated during the Chief/Hero's activation. If the Chief/Hero dismounts, the driver receives an activation card immediately. If a Chief/Hero mounts the chariot, the driver loses his activation card the following turn. A driver may not dismount from a chariot.

A chariot moves one long edge during normal movement, and may Sprint, but it may only move in open terrain. As a chariot's base is much longer than a foot figure's base, this gives a chariot a longer movement than a foot figure. A chariot may only move if it is manned. If a Chief or Hero is manning the chariot, he may not make a Throwing Weapon attack.

A Chief or Hero may dismount from a chariot and Walk during an activation, or Walk and mount a chariot during an activation. A Chariot may not Sprint during a turn when a Chief or Hero mounts or dismounts it.

3.1 Capturing Chariots

An unmanned chariot may be captured by the opposing side. A foot unit captures an unmanned chariot by ending its activation in base-to-base contact with the chariot; a free driver figure is placed in the chariot and receives an activation card immediately.

A captured chariot may be 're-captured' by the original side if it subsequently becomes unmanned again.

A captured chariot that is moved off the table via the player's home edge gains the player 2 Honour Points.

4. Stripping and Capturing Armour

A killed Chief or Hero may have his armour stripped and taken as a prize. To strip an enemy Chief/Hero of his armour, a Chief/Hero must spend one activation in base-to-base contact with the killed Chief/Hero - at the end of the activation, place an Armour token next to the Chief/Hero - he is now carrying the Armour.

The Armour token then moves with the Chief/Hero; while carrying Armour, a foot figure may not move faster than Walk. If the player moves the Armour token off his home edge in a chariot, he gains 2 Honour Points if the Armour was stripped off a Hero, and 3 Honour Points if it was stripped off a Chief, whether the Armour had been stripped from a Chief/Hero from his own side or the opposing side. If he leaves the table with the Armour on foot, no Honour Point is awarded.

A Chief/Hero carrying Armour may not charge but may fight normally when charged. If he loses a combat, he drops the Armour token onto the field/tabletop before he retreats. The dropped Armour may then be picked up again by a Chief/Hero figure that moves into base-to-base contact with the token.

To place an Armour in a chariot, the Chief/Hero carrying the armour must end his activation in base-to-base contact with a chariot. A Chief/Hero does not have to mount a chariot to place the Armour into the chariot - if he mounts the chariot while carrying the Armour, the Armour is in the chariot. A chariot may move normally while carrying Armour. A chariot may only carry one Armour token.


Again, feedback is welcomed. Thank you.