Friday, January 13, 2017

Episode 23: Dash Dixon and the Robot Master

Kronos, High Tech Priest of the Robot Legion, has been captured on the planet Helios V by Emperor Xorg-Khan's forces. That villain, Xorg-Khan must think that by holding Kronos, he will gain control of the vaunted Robot Legions.
Our Hero, Dash Dixon has been alerted to the kidnapping, and with help from the Robot Legion is attempting to intercept them. Meanwhile, the native miners have surfaced to see what all the ruckus is about. And did that rock move...?
The action started with Xorg-khan's elite Azullian Shocktroopers dragging Kronos from his temple of the Mighty Cog and towards the awaiting Imperial corvette. Dash and his gang moved in from one side while the leaderless robots moved in the from opposite. The robots tried to engage the Imperial Navy troops but got three, count 'em, three "Out of Ammo" results in a row. Must be the targeting computers are off without their master.

Amid the blazing laser fire, our Hero, Dash Dixon went down along with Lance Vortex. Dash wounded, Lance pinned.
Somewhere during the first turn, a Joker was played. I put one in the deck as an activation system for encounters. They function like the lowest value Ace for the player, but trigger game effects. For the first Joker, the miners moved. But what is their purpose....?
The next turn, Dash tried to get up. He didn't. If fact, he expired from his wounds. The Galaxy shuddered at the prospect. But wait, that isn't blood! It's hydraulic oil. It's a robot-clone! Somewhere, Dash is still alive!
But back to the action.

Imperial forces were making their way across the battlefield to the corvette while laying down blistering fire from blasters and mazers.
The miners were making a beeline for a damaged bot. Only Groth, hairy companion to Lance Vortex, remained of Dash's original crew. He fought valiantly, tossing Xorg-Khan's troops around with abandon. That was, until the second Joker activated the Grunk!

A precision shot from Robot 323B dropped Kronos's captor and freed him to race towards the Robot Legion. He didn't make it far. An Azullian Shocktrooper grabbed him and put a mazer to his head.
That's when Groth, fighting both the rock elemental and Azullians knocked the trooper holding Kronos into the next solar system.
The third joker "released" the corvette's crew to attack Robots, but it was too late. Kronos escaped, no doubt plotting his revenge against Xorg-Khan.

I wanted to reset play tests of Wasteland Warriors from the start. It was getting too cumbersome and losing some of the things that make FfoL great. So I really stripped it down to essentially Fistful of Lead.
The Robots got the Robot rule (duh). They have no sense of self preservation so can be targeted with ranged attacks at +1, but they ignore Pin results on the Wound roll.
Laser rifles and pistols, for this game, were just rifles and pistols. Although I gave the makers (essentially microwave guns) shorter range but can ignore partial cover.
Dash got the "Lucky" trait as well as Veteran. It didn't help. Lance Vortex had "Two Gun Terror". If he uses both actions to shoot, he rolls 3 dice and picks the best 2 results. It didn't help.
Stella Starfaie got a Sonic Boomerang that was basically a reusable grenade. She blew herself up.
Xander Zan got a bonus in Close Combat with his Stun Baton. He never got to use it. And finally, Groth was "Large" making him an easy target but more powerful in Close Combat. Because they had all the extras I balanced in with arming them with shorter range weapons.
All in all a good start and most of all fun. The miners kept everyone guessing until they rolled up on an injured model and fixed it. They just wanted to help the injured...
Wish the pics were better, but I was full of Azullian Ale.

Thursday, January 5, 2017

Lion Rampant: The Wolves Return...

... or, with all 3 of our group's Scott's showing up for last night's game, "the Scottening!".
The Vikings were back. Mostly because I haven't painted any other Dark Age troops, also just because I love these miniatures.

We played a variant of the "Tax Collector" scenario in the Lion Rampant book. We had one of the objectives in the Bailey. WE had 6 players controlling 12-15 points of troops.
The Vikings had a hard time getting started despite the house rule of always getting Move at least one unit. It didn't help one of our side didn't know you rolled 2d6 instead of 1. How did he think he'd get those Bidowers shooting on a 7+?
The Norman heavies crashed across the stream and bashed into a couple of unprepared Viking units.

They didn't last long. The first two Norman units to be destroyed (along with their leaders) were said heavies. On the other side, the Berserkers had a poor showing.
The Normans were able to secure some tax tokens, but the Vikings surged forward finally and moved forward looting and burning.
It was a rough day for Leaders. Snake eyes were rolled 3 times for Lucky hits. All in all a great game. Still my favorite rules for the period. Now I just need to paint some Scots, Welsh, Saxons....

Friday, December 9, 2016

Buccaneers and Cavaliers: a supplement in progress for Fisrtful of Lead

I've been tinkering with a supplement for Fistful of Lead: Horse and Musket for a while now. As soon as H&M came out, I got asked if it would work with Pirates. It does, but I wanted a more nuanced game befitting the swashbuckling combat of the era. Thus was born Buccaneers & Cavaliers.
To test it out, we played a 4 player game, the Cardinal's Guard vs the gentlemen of the King's Musketeers.

Each player controlled a "Troop". A Troop is made up of a Leader who has 3 Traits, a Second who has 2 and rest are filled out but Regulars and a new class: Dregs.
 The Musketeers had to get the Dutch ambassador to the Inn of the Crown and Cock. There they would await instructions.
The Cardinal's Guards had to intercept and steal any information.

The game started with Anton, leader of the troop of Musketeers escorting the Ambassador, making straight for the Inn while the White Mask, leader of the other troop moving down the hill to help.
Meanwhile the Cardinals men tried to take the high ground.
A musket armed trooper of the Mask's group quickly dropped one of the Cardinal's men. Sgt. Francois detached his dregs to take care of him.
The hill overlooking the Inn soon became known as "Murder Hill" as flashing blades soon became wet with blood.

Anton carved his way through the fray and delivered the Ambassador to the Inn, only to find his lady love, Claudette, waiting for him. Claudette is a lady-in-waiting to the Queen. She exchanged a package with Ambassador and announced Anton needed to get her back across the river!
For most of the battle, the Cardinal's men had taken a beating, but as Anton and Claudette emerged, things swung back in the favor of the men in red.
Enemies all around, Anton hacked his way to freedom, saving the day.
It was a close game. At one point only on of my Cardinal's men could get to Anton. I attacked but it was a tie, locking up Anton until next round and hopefully gettiing more of our crew in the fight. But

I got greedy. I used my second action to attack again, and this time Anton smashed me to the ground. He was free.
I felt really good about the game and will be be releasing it soon!

Friday, December 2, 2016

Down but not out

Too many relatives, too small a space= a sick Baron.
I've been out of it since last weekend, but was able to get a few thins done.
Here's some picks from a lovely ACW Black Powder game hosted by Jon. You can read the full AAR over at his blog. It was close, but my Boys in Gray just couldn't hold the line.

Also had time to paint some Federales for all my Mexican Revolution scenario playtests.

I chose to portray them in a hodge-podge of khaki and summer dress. Most period photos show a mix of uniforms spanning a decade of fighting.
Waiting in the wings are Federal Cavalry, artillery, mounted and dismounted Villistas, and a film crew to document Pancho.

Thursday, November 17, 2016

Central City Supers: The Gauntlet of Infinite Power

What could the villains of the International Crime Syndicate be up to now? They've set up some sort of Super Weapon atop the Veridian Dynamics building, guarded by menacing looking robots.
It's up to the Galant Guardians to save the day!
But what's this? The bad guys seemed to be after something besides blowing up the city. They're searching for something....
Veterans A.J.A.X and Goldar hit the streets.

Newcomer Shock (missing his buddy Awe) shows off wth a blast.

One Eyed Jack takes to the skies and spots Doc Titan.

Hellbent is among the evil-doers.
 The heroes should have brought along Surgeon General...
 Green Ghost blasts Goldar with a volley from his ghoulish gun.
                                             Korgoth of Barbaria pummels Doc Titan.
        The Crimson Cowl's incredible mental powers are wasted on searching buildings...
Hellbent finishes Doc Titan off with punch from 8 stories up!
The heroes became bogged down searching for whatever the villains were looking for instead of pounding heads while they had the advantage. With the arrival of Korgoth and Behemoth the heroes were done. Little did they know, that in an unassuming comic shop, hidden on a dusty shelf, was the Gauntlet of Infinite Power. The ownwer had picked it up at a garage sale not knowing its true power.
In the hands of the Crime Syndicate, what terror they could unleash!