Wednesday, July 20, 2016

More troops for Retro SciFi

 Asteroid Miners
Kronos - The Great Programmer

Tuesday, July 19, 2016

Some updates

One of the great parts of working from home and part of your job is making games, is that you can playtest during the day, and it's still work!
With the Boy home on summer break, I grabbed every single mounted horse & musket era mini I had to test some ideas I've had rolling around for a larger scale skirmish game to add to the back of the Fistful of Lead: Horse and Musket rules. Yes, those are Hessian Jaegers fighting alongside the French Foreign Legion. Forgive me.....
Without giving too much away, the mechanics are basically the same as the FfoL family, but each player controls groups of troops instead of individuals. Think 25 instead of 5.
The Boy had some terrible dice rolls and we made up Officer rules as we went along, but it worked really well.

Today is playtest #2 with the notes we made.
On another project, I painted up some Warmaster 10mm Bretonnians. I bought in big when this came out in the day. They have languished in lead pile. I decided they work great for a two pronged project.
1- My yet to be named Medieval /Fantasy mass battle rules.
2- Some might have noticed the flag heraldry is from the World of Greyhawk D&D setting. LIke a lot of wargamers, D&D was my intro into painting miniatures and then wargaming. Though I never actually played in the Greyhawk world of Flanaess, I obsessively collected everything Greyhwak, including the Greyhawk Wars game which let you play a boardgame style world conquest game. I always dreamed of running it with miniature battles but never knew how to pull it off. Well, now I know.
I'll be probably add another rank, but leave room for a unit identifier in back. I designed the bases after seeing Simon Miller's (Big Red Bat) bases for his To the Strongest games. Thomas (SkullandCrown)  Foss lasered them out for me.

Friday, July 15, 2016

Fistful of Lead: the Campaign

Last night we had 4 players, and one wanted to try the campaign rules fro Fistful of Lead. I took about 5 minutes to make the gangs (bonus!).
I took 2 guys with pistols, 2 with rifles and one with a shotguns. This went over the 12 point allotment by 1, so I gave the shotgun guy (not naming these guys until they survive a game or two) a Negative trait to subtract a point. He "Buckets of Bullets", meaning if i rolled a "1" or out of ammo result, I roll again. On a 1'2' or 3, he's out of ammo for the game.
I gave my Leader a Positive and Negative Trait, thus cancelling each other out points-wise. He got "nerves of Steal" allowing him to ignore the first Pin result. For his Negative he got "Sickly". Players add +1 to the wounding rules against him.
I broke my rule and named him Plegmy Phil Fuchs, leader of the Dirty Britches Gang.
With everyone's gangs made we pulled cards fro the scenarios. We decided to use the same board, each group playing their adversary, basically ignoring the others (more on that later). Of course, the question was "Can we shoot at the players I'm not directly players?". I simple shrugged.
The first scenario was "the 4:10 to Yucca". Doug, having captured Scott's leader had to run the gauntlet of the town to the stage at the other end, bound for the infamous Yucca prison. SCott had to stop him.
 "All right boys, let's kill this snake."
My mission was "Headhunting". I simply had to kill the leader of opponent, Brett.
We all shared a deck. The first couple of turns were spent maneuvering. I guess I failed because the first shot of the game put down my shotgun toting gang member, wounded. Brett tried an end around down the back alleys, keeping one gang member to cover them from the Saloon.
Meanwhile, Doug took his hostage into the same saloon while his gang attacked Scott out in the streets.
 Phlegmy Phil and one of Scott's gang get pinned down in an alley
 Tsk, tsk. Using civilians as cover.
No one actually shot at players not involved in their scenario, but they did use them as cover.
We were all on a deadline. We had six turns to do our various deeds. Beyond that, the stage would leave, or the law would shut the whole gunfight down.
I was able to outflank Brett on the fifth turn, and using a One-Eyed-Jack, shot his leader leaving him wounded. When Brett rolled to get him up, he got a "1". His leader bled out in the street.
Five Renown for me.
After Scott gunned down must of Doug's gang, he cornered him in the Saloon. Doug made a run for it, and risking hitting his own leader, Scott fired.
Thunk! Scott's leader was free. His captor dropped dead in the street.
 Crusty's down. Down worry, he survive the Mexican War, he'll survive this.
A great couple of gangs and showed the versatility of the rules.
We did the after gang turn to see who was really dead and what happened to the wounded.
My leader made a full recovery, but wounded shotgun, now named Cletus, has to miss a game. I used the Renown to "buy" a new member for the gang.
Brett's leader was dead. Or was he? The campaign rules have a "Lucky" rule. Basically it allows you to save one member of the game, even dead ones. The bullet hit the family picket bible. or a whiskey flask, etc. Which ever way you want to explain it, his Leader made a miraculous recovery.
Scott bought a new guy for his game. Doug had two die of their wounds.
Next time, we'll switch players and the Dirty Britches Gang will ride again!

Friday, July 8, 2016

Golden Age Supers: Island of the Chimera

Our Hero, that daredevil of the skies the Red Raptor, along with his trusted sidekick Ace, have disappeared while piloting an experimental aircraft over the Pacific. He is believed to have crashed on the enigmatic island of the Chimera.

The Liberty Legion has been immediately dispatched to rescue him. Little do they know, the Soldiers of the Rising Sun are also making their way to the island.
Little did either of them know, but the island is the secret base of the mysterious Cult of Chimera. With a dreadful cocktail of Dark Magics and Super Science, the cult has infiltrated all levels of society. With the capture of Red Raptor and his Top Secret plane, their power can only grow!
 Of the Liberty Legion, Klank, Scarlet Speedster, the Sentinel, Golden Knight, Sgt Stone and Warhawk were dispatched to island.
 Tengu, Tsunami, Raiden, Rikishi, Haciman and Shinobi represented the Axis forces.
 Red Raptor and Ace
The Cult of Chimera
The Axis forces were the first to arrive, and Tengu was the first to come under a hail of fire from the Cultist hidden in their Temple Tree.
On the other side, the Scarlet Speedster zipped in, taking out one the Cultists with flurry hypersonic punches.
In the chaos, Haciman superleaped onto the Temple Tree's entrance, quickly dispatching cultist henchmen.

Meanwhile, the Sentinel of Justice made the mistake of disturbing an island idol, insighting the Natives. Soon two more heroes would get involved.
Tengu spots the Cult Leader and attacks! Little does he know, the Chimera leader has the ability to steal powers. The winged super is soon wing-less, and it's the Cult Leader with black, shiny feathers.
On the other side of the tree, Rikishi has bounded up to quickly deal with the remaining cultists.
Tsunami makes the same mistake as the Sentinel and with the same results.
With the cultists dealt with, Hachiman captures Red Raptor and makes for the waiting submarine.
The Sacrlet Speedster tries to intervene, but the invisible Shinobi strikes, taking out the red racer...

Captive in hand the Soldiers of the Rising Sun start to withdraw. Having spent too much time handling Natives, the Liberty Legion tries one last mad dash to rescue the Raptor...

...only to be shattered by lightning from Raiden and knocked down by shockwaves from the feet of Rikishi. It was a dark day for Our Heroes. Who knows what dark plans those villains have for Red Raptor. And maybe worse, during the battle the Chimera Leader escaped!

Next episode: Uncaging the Raptor!

Friday, July 1, 2016

Campaign for the Kingdom: Not the Last Battle

Lionel, Baron of Stonekeep and heir apparent to the throne, had but one battle left. All he had to do was sweep aside Horace, hated Duke of Dunharrow, from the field, and the crown was his.
This should have been the last game in our ongoing Campaign for the Kingdom. Playing Lionel, I had one more victory to gain the 10 points I needed to win. Alas, the dice and cards were said it was not to be,
Both commanders randomly rolled "Plodding" for our command abilities. This would limit our dispositions and our command abilities. This would be become very apparentt when I chose to Charge with my men, only to pull a "1" from the command deck, thus sending the boys in to contact with not enough orders to fight.

That's not to say it wasn't close. Both armies were within 1 unit of breaking. It just happen to be our side that did it first.
So, Lionel lost his head, to be replaced by a similarly named cousin twice removed, and the war would go on.

Friday, June 24, 2016

Fistful of Lead: Wasteland Warriors Playtest 1

I am blessed with a large and diverse game group; newbies, grognards and everything in between. I thought I would document some of the process and progress of Wasteland warriors.
There are a lot of great Post Apocalyptic rules out there, but as I've mentioned it before, Wasteland Warriors will be be different in several ways. It uses the tried and true Fistful of Lead system as well as it's methodology. This is not the dark, gritty world of Book of Eli, or the Road, or even Mad Max.

You can definitely use these rules if that's your vision of the future, but you'll leave a lot of fun by the wayside.
In a wargaming world full of gritty, dark post apocalyptic rules I present a weirder, and somewhat goofy take on the end of the world, shaped by hours watching Thundarr the Barabrian, reading Kamandi Last Boy on Earth, and playing Gamma World.

It is a world populated by talking plants, machine gun toting giant squirrels, killer robots and techno-necromancers. Strap on your blaster, take your anti-radiation pills, and hop on your giant grasshopper mount. Things are going to get interesting....

Last night's game was play testing the basic turn sequence. If you are familiar with Fistful of Lead (and I hope you are), it uses regular playing cards as the turn sequence. IN the original Wild West rules, some of the cards had additional Special features available to models activated by them, such as One-Eyed Jacks giving a bonus to Shooting rolls. For WW, every card has a special feature you can use them for. This makes decisions about which model to activate when even tougher.

This was also a playtest of the scavenging rules. Each player (this time there were 6) placed a scavenge marker showing the location of possible food, goods, weapons or lost tech (represented by the card suits: hearts, diamonds, spades and clubs). Face cards are dangers. As usual, you can use regular deck of playing cards with a chart to show what you got, or, of course, I'll offer specialty decks. Then, they diced for entry point. That scavenge marker you placed might be across the table now.

I don't have a lot of ruins just yet, so this battle took place in what was decided was an old swim park that happens to have an active volcano in it. A lot of weird stuff happens when a comet hurtles between the earth and the moon, unleashing cosmic destruction.....

The game started with Orange Crush and his Deadly Darlings headed straight for a marker while while the SIN-thetics (an android gang) took long range shots at them. The next turn, Orange and his gals fired back, but robots and androids ignore pin results, having no sense of self preservation. They flip side of that bonus is they are easier to hit for the same reason.

One the other side of the board, a group of shotgun armed green skinned mutants found a cave with a scavenge marker. They were the first flip a card and see what it was. BOOM! a booby trap. Three mutants were caught in the blast, but only one injured.

Next, and mixed mutant and mutated animal gang climbed the volcano to grab their own loot and lucked out with some food. The two other, mostly human gangs managed to avoid most of the gunfire streaking across the table.

Some well used uses of the Special abilities of the cards helped players recover from wounds and pins, close combat and shooting. Soon, everybody had a least some scavenged goods. All items scavenged have a trade value associated with them which is essential for feeding and maintaining your gang between outings. These can also be used to increase you Renown and help eventually win the campaign.

One outcome of the playtest is that "Out of Action" models can be looted. This added an unexpected element to the game. Now your downed gang members become objectives to grabbed before the enemy. This helped get rid of the hunker down mentality that dominated earlier sessions.

All in all, things worked great. Orange Crush and his crew, and the androids were wiped out. Scrat the Rat and his gang grabbed what they could and beat it. One of the human gangs made off with a coveted luxury food item (Twinkies).

We got to try out some of the new skills like Two Gun Terror, and weapons like the B.A.G. (Big ass gun).

Next game will introduce mutations and more lost tech of the Ancients.

Thursday, June 23, 2016

Custom Cards pt 1

Here's some cards for the custom deck to Fistful of Lead: Horse and Musket. The Jacks:
An 18th century French Musketeer, an AWI British officer, a Marlburian era Dragoon and an American Rifleman from the War of 1812.