Friday, June 22, 2018

Galactic Heroes: World War II?

Yes, but with a little Weird War 2 in it....
I wanted to see how ell GH could stretch into other genres, and I've always like WW2 on a small scale skirmish. Enter some of my Golden Age heroes and a few borrowed German miniatures.

"Recently, rare photos have been obtained from the secretive Section 13 of the DoD through the Freedom of Information Act. They show accounts of a raid on a top secret German facility by few members of the now famous Liberty Legion."

 "Major Victory, in a rare pose with some G.I.s."
 The Sentinel of Liberty.
 A sleepy village hides a dark experiment.
 The guards are alerted to the US forces. One goes down wounded.
 Major Victory prepares to take to the skies.
 The price of victory. The Yanks are caught in the open trying to reach their late dropped explosives.
 Kreighunde bursts from a nearby house and attacks the Major! A brawl between titans!
 Sgt. Stone, the human rock, opens up on group of German defenders.
 Professor Klumpf is found, but not before his vile experiments are unleashed.
 The village is slowly cleared.
The Sentinel leads the way.
Totenkopf is cornered!
It turned out to be great game. There were 8! players. It was a dawn attack. The Germans were only allowed one squad to stand guard, the rest were barracked inside. The Allies were able to "Creep" and were undetected until they got within 12" of a guard, An overanxious private fired early at a guard and started the fight. 

The Allies had three objectives: blow up the radio tower, capture Von Klumpf and take out the General. Before they could blow the tower, they had to grab their explosives from a parachute drop. The drop happened when an Allied player played a Joker. Then I made them stand at the other end of the table and toss a wad of cotton where they wanted it. It of course went off course.
It landed in an open field covered by German soldiers in the nearby windows.

The Germans had to finish the Experiment using a Joker, which didn't happen, until the game was nearly over, radio out the secret transmission and get the General off the table.

Both sides had "super powered" leaders. For instance, Major Victory had "Leader" for free, "Flier", "Veteran" and "Energy Beams" (his Star Spangled Vision).

They weren't overly powerful. Krieghunde pummeled Major Victory into the dirt and charged forward to stomp a terrified GI. The frightened private popped off a shot and brought the mighty war dog down.

Uberman sat out most of the game for some reason. When he finally emerged, he racked up  a massive body count of 7 defending the radio tower. The Allies finally blew it, a lone GI sacrificing himself. 

The game ended with the General dispatched, the tower blown, but the deadly "Iron Soldiers" loosed upon the world. It was a lot of fun if I do say so myself.


Friday, June 1, 2018

Dragon Rampant: The Heart of the Mountain


The Heart of the Mountain has been stolen by dark forces! The disparate tribes of the mountains have banded together to stop them.
 The quiet valley...
 The Northern Tribes unite!
 Green kins and Chaos pour from the Mountain.
Chaos Centaurs ford the stream, only to be showered with boulders form  local guardian of the Mountain, a Stone Giant.

 Bugbears made their debut and avoided the "Newly Painted" curse of all wargaming troops. 
 A troll takes on the lightest armed humans., and quickly routes them.

The final battle sees to giants collide.

This was a 4 player game of Dragon Rampant, and a particularly bloody one. We had some units break after taking just a few casualties, while others hung on to the last (we had one archer " Legolas" who just wouldn't give up until he was finally crushed by a boulder).
Usually, light troops and giant get destroyed early in our games. Not sure why, they just do. This time, they were the last to go.
DR always inspires me to get painting more troops.

Wednesday, May 30, 2018

Galactic Heroes: Saving the Shrine

The ancient Templar Shrine has been targeted by Imperial Forces. They have sent the Dark Templar Oshiro with a Imperial Tac squad and a band of Ornk mercenaries to destroy it.
Standing in their way is a small group of locals led by Templar Wilja Stind (my Jedi name according to the internet).
 A sleepy settlement on Felines V.
 Lord Oshiro and the forces of the Empire
 Skanky Muldoon and his greenskin mercenaries
 Locals
 Orange Julius brings out his Girls to do battle.
 Rat Bastard takes the sniper position.
 As usual, the much muscle bound, armed to the teeth Orange Julius went down in a hail of gunfire first turn. Oshiro, confident in his dark abilities walked down the middle of the street, defying snipers and armed locals.
 He attacks one of the Bettys. Somehow she defies the odds and puts a wound on him. A shot from the sniper, puts him down for good. So much for the Blessings of the Emperor.
(We usually keep the markers on the character sheets to avoid clutter, but we kept them out for this game for pics)
 The Ornks try a flank but run into a horde of Grunts. It turn into a bloodbath for both.
 A lone Juve, Dink, pins down 2 mercenaries....
 ...while Wilja Stind reflects a shot back t a Trooper, dropping him.
Only the Captain remains to fulfill the mission, but he too is dropped by a deflected shot.
Great game with lots of twisted and turns. Shades, one of the mercenaries, almost made it to the shrine, but detoured by his "Bloodthirsty" trait. I had too much confidence in my Dark templar abilities. One of my opponents, "Other Jay", ran his Templar better to win the day.

Friday, May 18, 2018

Galactic Heroes - Battle-suit Alpha!

Poor Hawk, we hardly knew you...
I had someone online ask me if you could use the upcoming Fistful of Lead: Galactic Heroes with anime type giant robots/battlesuits. The answer: "Why not?!"
To test the idea, I made up 3 opposing teams using the Crew creation rules. I fudged just a bit to give the battle-suits armament to match the minis. I dug out my much unused DP9 Heavy Gear minis and through out some terrain.
The scenario: I recently bombed Rebel listening post contained highly classified Alliance intel. The comms tower was able to download it to 3 large severs before the dish was blown. The rebels want to download it, the Alliance destroy them, and a poor group of mercenaries is caught in the middle.
 The battlefield, 4x5'.
 Rebel forces approach.
 Mercenaries in the middle. "They don't pay me enough for this...."

The game started with a bang. A Rebel sniper, callsign "Deadeye", lived up to his name and dropped a mercenary, "Hawk", guarding a download point. The two Alliance troopers showed up to investigate and were hit with a one shot rocket pod barrage.
 The Mercenaries spring to action!
 Infantry caught in the open!
 The Rebels are hit by a rocket barrage.
 Here's an example of the record cards. These are Regulars, so each gets a 1 trait. Sniper let's Deadeye preroll one shot a turn, Eagle-eyed let's Blaze improve the range of his oversized shotgun.
 The Rebel leader, callsign "Shark", has the Fistful trifecta: Shock, Wound and Out of Ammo.
Scratch one intel tower.
Victory went to the Rebels. They were able to reach two towers and download the intel before they were blown up.
The game went really smoothly. Each trooper had a personality thanks to the traits assigned, and more importantly it had that anime feel. The squads of non-battlesuit infantry I just treated as a single miniature. Each "wound" removed a miniature. They were treated as "Small", so harder to hit, and to show their reduced firepower against the battle-suits, I gave them a d8.

Friday, April 27, 2018

Destination: Terror Island Pt. 3, Turu the Terrible...

...or R.I.P. Rip Daring.
Our heroes had managed to escape the clutches of Dr. Terror, fleeing into the depths of Terror Island's suffocating jungle, only to encounter Turu the Terrible!

There were 8 players (I know, right?) involved in this massive Pulp Alley game. Three players took the role of Good Guys, Dutch Oven and his Fearless Five
Roxy Rocket and the Ready Men

and Rip Daring, Man of Action.
Three controlled the Baddies, and two the Neutral Natives and Turu, a Terror-catyl.

There were 7 Plot points to accommodate the large number of players. Last episode, Pork Chop, orphan ally of Rip Daring, had escaped into the jungle with the Super Soldier formula. The canister was nabbed by the winged Turu and taken to his nice above the waterfall. Pork Chop was hidden behind the waterfall as another Plot Point. There was a dingy down river to get our heroes off the island, a native idol, a creepy old hermit and various supplies. All which took a terrible toll on anyone trying to use them.
The players were placed good guy-bad guy-neutral around the 6 x 4 table. Oh how the mayhem ensued!
Precious, the Alligator went straight for a Plot Point only to realize she didn't have hands. Oh well, she'll just tear apart some good guys instead. One of her handlers, Ugly Pierre, a mere Ally, somehow survived the combined firepower of Rip's crew. A new Juan Jorge? (see last episode).

Dutch's faction took on Turu and the Natives. Only Dutch escaped.
Rip Daring, was cut to pieces by Dr Terror and his minions, his pal Bobo the chimp, crushed under a temple trap. Of Rip's daring League, only Pork Chop made it.
Pork Chop was assailed by three attackers, one by one they fell to his patented "kick to the nuts" technique.


Much fun was had. We have a few changes to speed things up even more with this many players. Not the fault of the rules, it wasn't made for so many.
We had to stop due to time. The Bad Guys got most of the Plot Points but the Good guys have found a way off the island.
Sat tuned for the next episode....