Lieutenant Daniel Dulle and his squad from the 95th have been tasked with blowing up the bridge at Villa Verde to cover the retreating flank of the army. Normally this would be a job for the Royal Engineers, but a group of French dragoons are in hot pursuit.
This is a scenario for Fistful of Lead: Horse & Musket available from Wargames Vault or Wiley Games
Yes, we have been playing games, but I've been behind on the posts due to the Kickstarter. My work allows a few creative renewal days a year, so I stayed home Friday and painting from another Kickstarter.
Greenskin Wars Hobgoblins.
And their smaller cousins.
These are some of the plastic Heavy Gear minis. I painted up some to use for Galactic heroes. I guy asked me online if you could use GH for giant robots/anime type games. Why not?
Thursday we had a game of Dust Tactics. Some day, in the far future, when I have an airbrush again, I'll paint these bad boys. It's a great system and line of minis. Wish I had more.
Back to work on my KS.
Kickstarter Success! Our Fistful of Lead: Galactic heroes Kickstarter is fully funded and then some. Thanks to our 134 backers and everybody else who made this possible. Set for delivery in September. Now the real work starts.
I ran another game of Fistful of Lead: Galactic Heroes. I'm really liking how the rules are playing.
I wanted to use this scenario and group of miniatures to showcase the versatility of the rules. This was more of a "Near Future" type game vs Space Opera.
The Gray Ghosts wait...
The Union Forces were fighting a holding action against the Rebels who had overrun the previous positions. The Union troops had to hold out long enough to get an off table squad to the landing pad carrying vital intel.
One Squad of Union commandos, the Gray Ghosts, were positioned in town, while a relief squad moved up from behind. Facing them were three squads of Rebels. One squad was using experimental power armor and also had a spotter drone. The drone moved before the turn started and could be used by the Rebels to get line of sight wherever the drone could see.
Rebels move in
The Ghosts get pounded
Run Capt Forrest, run!
The poor Ghosts took a pounding. They kept emptying their clips into shadows (i.e. rolling 1s) and got nailed twice by Rebel off board artillery. I had mixed the Joker in for just such an event.
By the time the Union Intel officer and his squad entered the fight, the town was infiltrated. One trooper ran ahead to the pad while his buddies held off the heavy troopers.
All in all, everything really worked well. The fight had the right cinematic feeling, especially when a
The Union gets heavy support
Rebel firing an indirect drone guide missile managed to miss spectacularly and miss his friend by a few millimeters.
In the end, the Union troops got their intel off world. Now the Galaxy will know of the Rebel atrocities....
Last game of Dragon Rampant, the Dark Forces, led by Borax the Despoiler, had managed to open the Portal to the Outer Dark and let a Ancient Foe through. The forces of Good, have managed a last ditch effort to thwart the evil plans. With the right ritual, an ancient statue located on the coast, is capable of sending the creature back. The problem of course, is the ritual is known to but a few. This one is crazed hermit with a penchant for drink, and hatred of clothes.
The scenario: all forces but the hermit and the Warriors of Renown, start off board and must pass a Move test to enter. The hermit would move on a 7+ at the end of the good guys turn, towards the statue. Every player got 2 "Luck Stones" (re-rolls) to use during the game.
The battle took place on a 6x8' table. The Baddies at one end, while the good guys moved in from the sides.
The hermit (Zee Buck-Naked Baron) leaves the security of his tower.
The Warriors of Renown hold the center. Morgoth the Barbarian would prove to be source of disappointment. He had to constantly be healed by the Wizard Aeloroth.
The orcs were tardy as usual and got round when they did show up.
The Beastmen proved they could take a beating but rarely dish one out.
Poor Norsemen, led astray by promises of an Ancient Evil.
The Hill Giant was kept from throwing boulders by the Wizard casting Dragon's Breath. Poor, dumb lout.
Men of the West struggle to get a unified line.
The Centaurs attack!
But it's too late. The Hermit pours the sacred potion of Pee-Bee-Arr on the altar and banishes the Ancient Foe back to the Outer Dark. The Forces of Evil must fight on alone.
Guy de Porco Blanc takes on Borax alone. They would trade blows til the sun went down and the Despoiler's troops retreated.
Great game. Good Fun.