Tickets are now on sale for Wiley Wargame Weekend. Why tickets? Well,
this is ensures you'll show up. I think we've all had instances where
100 people checked "going" on the invite but only 30 show. This also
helps pay for the event space, food and snacks.
We'll be sending out a games list soon along with hotel suggestions for anyone coming from out of town.
We're offering two options. With and without t-shirt. Here and Here
A little palette after so much Fistful of Lead playtesting. We had a second generation Basement General visiting so I pulled out a game that's fun and easy to pick that isn't mine. We also changed the activation rules so a failed activation didn't end your turn completely.
A Choas-Orc-Goblin force had come down from the mountains to seize two fords on the river in order to launch a bigger invasion.
The Northmen called in a few favors from the Men of the West and the Warriors Four to help hold the line.
The Northmen with a friendly Giant
The Warriors Four
Beastmen take the bridge
Borax the Despoiler. Possibly the toughest "unit" on the table. Reduced to hiding in the woods. I don't think he drew blood for the Blood god all night. SHAME!
Gurd the Sturdy stands alone against the Beastmen
Hobgobs take the second ford. The Berserkers have already run off. What's conscripted farmer to do? Form Shieldwall!
Men of the West! Attack!
Forces close early in the game
The goblin chariot and his Troll eye the vacant bridge
Charge! I reality these boys spent most of the game grazing.
These guys too.
Two hours later. Forces almost destroyed. Each side held a bridge.
Alot of blood spilled. Alot of fun had.
So glad to announce the first inaugural Wiley War-game Weekend! A Fistful of gaming October 18th and 19th in historic Independence, Missouri. We've got some exciting games lined up. Watch this space for more info.
We had a 6 player game of Wasteland Warriors last night. This was mainly to try out the "Scavenging" rules. Resources in the Wasteland are hard to come by, so part of every scenario includes a few spots around the table where food, gear and equipment of the ancients can be dug up. But careful, sometimes things can go horribly wrong. You might trigger a booby trap and stir up a sleeping monster...
Do you know where you are...? You'r in the jungle, baby!
And who says the wasteland is desert? On the contrary, sometimes it's ruins, sometimes a fetid swamp. This part just happens to be a blistering hot jungle full of danger.
Rats and robots
With a six player game there are bound to be fleeting alliances and someone always gets ganged up on. Enter the Ratskin gang. By turn 4 they had been attacked by 4 different gangs and lost all of their younger recruits. The Book of Grudges was heavy with payback.
The ancient warbot, GI-88, electronic heart heavy with grief over the young one's deaths, turned his heavy machine gun on everything in range and unleashed hell!
Meanwhile, Orange Julius (those who follow this blog know the name. A misogynistic lout who regularly gets killed first turn) and his girls were taking heavy fire from both the Knights of Genetic Purity and Sweet Jimmy's family of mutants.
The beautiful Tutu
Tutu, emerged from the foliage to use her Mesmerizing mutant trait to lay some allure on Miss Yvonne, one of Julius's girls. It didn't work. All her love pheromones got her was a bullet in the skull.
Filled with rage, the oversized Jimmy charged out of the woods screaming his battle cry "Jimmmmmmmmy"!
The Animal Kingdom mutants were also stacking up loses. Their leader, The Ape With No Name was out in turn 2. Armand the Armadillo released a stinking cloud to cover one of his gang digging around for loot. Instead of ancient treasure he released a horde of hornets causing every around to gain 2 Shock markers.
Lenny eyes a prize. His claws weren't good at picking up delicate treasures.
Ratbastard takes aim
Mutant fought Human. Robot fought animal. Things were building to a a final crescendo.
The Ratskins were out. Jimmy was down. Orange Julius had lost all his babes. The Knights, who at one time had quite a bit a loot had now lost it to the grubby claws of the Animals.
The Ornks, a race of ancient genetically grown super soldiers gone wrong, had managed to survive mostly unscathed. With that, they survivors slunk back to their various hovels to lick their wounds (some literally) and check their treasures.
Jimmy protects a fallen friend
A great game filled with funny moments and perilous daring dos.
Halfway through layout. Really just some rough edges to work out and the scenario/campaign to write along with a Menagerie to stock the Wastelands with.
It’s the early hours of June 6 th, Allied paratroopers are dropping all over Normandy. They are tasked with capturing important crossroads and bridges, blowing up bridges and generally causing panic to the enemy.
But Task Force 13 has a very special mission. Resistance contacts have reported strange goings on at the ruins of the Church of St. Augustine. Local villagers have disappeared and weird lights have been seen at night. But most importantly, the German scientist, Dr Rudolf Seltsam has been spotted in the area. Task Force 13 has tangled with Selfsame and some of his experiments before. Task Force 13 is to investigate, and capture the vile scientist if possible.
In honor of D-Day, we ran our own weird little tribute. This was a Fistful of Lead: Tales of Horror WW2 crossover. The Allied paratroopers led by Sgt Stone (a super soldier with Rock like Skin) were trying to capture his old nemesis the evil Dr Seltsam to prevent him from unleashing his latest experiments on the invading Allies.
We had 3 German players who set up first. The 4 American players would parachute in by standing a few feet away from the table a tossing a cotton ball at their desired landing point. This lead to a lot of blowing by the Germans. Two players dropped their troops right on top the Germans, while the other two landed in the woods. There was also a box of experimental weapons the paratroopers had to find just in case their weapons couldn't handle whatever the mad doctor had waiting.
By the end of the "Kings" round of the first turn, half the paratroopers that landed close were cut to pieces. By the end of the entire first turn, it looked like the Americans were doomed, especially when a German soldier let out howl and transformed into a werewolf.
Allied bullets seemed no use against the beasts. One flank started to fall back in terror while the other side looked frantically for their care package. Lucky Pierre, the French resistance fighter, found and cracked open the box. Among the goodies: Silver bullets.
One of the werwolves left forward, rending the the paratroopers until one brave soul charged forward. The eviscerated the werewolf. Bayonets work!
The tide started to turn. Silver bullets and bayonets brought down the wolves. The mad doctor was surrounded and surrendered. Now the troopers had to get him to safely through enemy lines.
Little did they know a distress call had been made.
Great game. 7 players. Done in 2 hours. Lots of twists and turns.
The Slave Mines of Drazzit IV are a cruel place, run by even crueler masters. Daleks have enslaved races from across the galaxy to toil away digging ceaselessly for ore to fuel their spaceships.
But now, a strange savior has appeared, promising freedom from the Dalek overlords. He brings weapons and a chance for escape!
Disclaimer: I am not a Dr Who fan. I know just enough Who-lore to be dangerous. But, we have a player amongst us who is very passionate about all things Doctor related and he provided the Dr Who minis while I provided the alien prisoners.
The scenario: There are 3 computers spread around the mines. On computer opens the gates, one releases the slave collars keeping each alien from using their innate abilities (Mutations form the upcoming wasteland Warriors) and the big console shuts everything down, including the shield keeping reinforcements from attacking the base.
The slaves start initially unarmed, but the Doctor can arm them simply by touching them and handing off weapons. The Doc can use the Tardis to teleport 3d10" on his turn.
In addition, if a player uses a Joker, he can trigger a cave in. This is just the blast template attack they can center wherever they want.
The Overlords and their Leader
Sample card done for the game
The slaves rise up, but without the Doctor they can only attack with shovels and picks. Those not gunned down are killed by rock slides.
The Daleks minions are dealt with easily. It also helped that the Daleks didn't have a problem blasting their own minions to get to the slaves.
The Doctor arrives and starts distributing weapons.
Dalek armor proves tough.
But they do die! Unfortunately, they have a habit of blowing up after you damage them.
Jimmy attacks using his battlecry "Jiiiimmmmmeeeee"!
K-9 is blasted apart by Davros
That's a lot of Shaken markers Doc. Time to get out!
The slaves looked like they might pull it off for a minute, but the loss of the Doctor and some brutal rock slides took their toll. In the end, only Krog and Jimmy escaped.
The slaves needed a drink afterwards. Time for some local gin.