...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....
Friday, April 27, 2018
Wednesday, April 25, 2018
Coming to a theater near you Thursday!
After barely escaping the clutches of Dr. Terror, our heroes are inching closer to a possible rescue from Terror Island.
Dr. Terror and his evil henchmen are hot on their heels.
Tuesday, April 17, 2018
April 99¢ Scenario is out for Horse & Musket
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
This is a scenario for Fistful of Lead: Horse & Musket available from Wargames Vault or Wiley Games
Monday, April 16, 2018
Home paintin'
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.
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.
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.
Sunday, April 15, 2018
Galactic Heroes is a go!
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.
Saturday, March 24, 2018
Podcast with TheVeteranWargamer
I had the great pleasure this week of sitting down with Jay Arnold to talk Galactic Heroes and all things Fistful of Lead, on his podcast, the Veteran Wargamer.
Check it out!
Check it out!
Friday, March 23, 2018
Galactic Heroes
WE'RE FUNDED!
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....
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