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!
Saturday, March 24, 2018
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....
Sunday, March 18, 2018
Weekend at TwisterCon
I had the great pleasure of hosting 4 different Fistful of Lead games at TwisterCon in Oklahoma City this weekend. Friday we did classic FfoL.
Friday night I realized I had forgotten all my adobe buildings 5 1/2 hours away at home. So Saturday morning, my Legion fought in a very verdant Mexico. The Legion died gloriously to a man.
Saturday afternoon we got to showcase our new supplement for the French and Indian War, "Red Hatchets and Black Powder". The Colonial Rangers never made it to their waiting canoes.
Saturday night, a few select players got to try Galactic Heroes early. Victory to the Robot Legion!
Special thanks to our hosts at TwisterCon helping us feel at home.
Friday night I realized I had forgotten all my adobe buildings 5 1/2 hours away at home. So Saturday morning, my Legion fought in a very verdant Mexico. The Legion died gloriously to a man.
Saturday afternoon we got to showcase our new supplement for the French and Indian War, "Red Hatchets and Black Powder". The Colonial Rangers never made it to their waiting canoes.
Saturday night, a few select players got to try Galactic Heroes early. Victory to the Robot Legion!
Special thanks to our hosts at TwisterCon helping us feel at home.
Thursday, March 15, 2018
Monday, March 12, 2018
The Creature Unleashed: A Dragon Rampant AAR
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.
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.
Thursday, March 8, 2018
Galactic Heroes coming very soon
Rocket engines blaze to life. Lasers light up the formless
void. Galactic Empires clash. A lone hero rises up to fight for the resistance.
Welcome to the world of Fistful
of Lead: Galactic Heroes!
In Galactic Heroes,
or GH for short, you’ll take on the role of a Hero or Villain, leading a
scruffy pirate crew looking for adventure, or maybe a troop of faceless
soldiers of the Empire in search of bringing order to the galaxy. It’s really
up to you!
Like all the Fistful
of Lead games, you’ll only need 5 or 6 miniatures per player. You can play
1-on-1 games or larger skirmishes with up to 6 or 8 players. This book contains
all the information you need to play a game, including rules for building your
forces and how to set up the table for different scenarios. Most players will
pick up the game mechanics quickly, even people who haven’t played a wargame
before. If you’ve played Fistful of Lead before, a lot of this
will be familiar.
Galactic Heroes
allows you to play a small scale wargame in the far flung future, a galaxy,
far, far away, a grim, dark future 40,000 years from now, or a certain Red
Planet where swords and rayguns reign supreme. Whatever YOU think Sci-Fi looks
like, from your favorite Space Opera to gritty Pulp epic.
The wait will be over soon. We're shooting for a March 16th launch date for our Kickstarter.
Stayed tuned....
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