Friday, February 28, 2020

Fantastical night of Fistful of Lead

Taking a break from Big Battles play testing (or is it Bigger Battles?) to play some Fantasy FfoL.
The small village of Little Tugwaddle sits between the rivers Tug and Waddle. It's quiet green fields perfect pickings for the dark creatures that lurk beyond the forest.
Word has reached Sir Roderick of an eminent attack. He calls upon the good folk of the neighboring lands to come to the defense of his lands. The Good guys:
 Sir Roderick and his retinue. Loyal men all!
 Korgoth the Slayer. Old adventuring buddy of Roderick. Ferocious barbarians form the hills.
Lord Aelaroth from the forest. It is he who alerted Roderick to the impeding threat. Rangers all.

Finally, Jarl Borg, armed to the teeth from the Murican Hills. Steady dwarves for a fight.
The Bad guys:
 Muldar Gravestone and his Soulless Undead horde...
 Bill and the Bugbears boys. Large beasts, for sure.
 Bloodthirsty Orcs lead by Blarg the Seer.
The Foul Lord Valdamyr and his Fearless Chaos brethren.
Seven players. The Good guys got Renown for protecting the village, while the Baddies got points for burning, killing and looting.
 "Run!" yelled Jimmy Pickles. "Run, the monsters are coming!" A cruel bolt from a Chaos Dwarf crossbow silenced him.
 Sir Roderick gallantly charges across the bridge. "I'm here to save you, lowly peasants!"
 "I say, what's all the ruckus about. Get back to toiling!"
 The forces of Chaos, Death and Destruction approach. The Necromancer chose the Horde trait for his retinue. Lots of troops at poor quality. Brian the bugbear spots the "Bloke on the purty 'orse. 'Orses is good eating'."
 "You should get inside ma'am. Things are going to get loud and messy." The Dwarves have the firepower, but have to take time to reload. Meanwhile the barbarians have no ranged abilities but will certainly kill anyone they beat in combat.
 Brain gets skewered by Sir Roderick. But soon attracts the attention of the skeleton crossbows. His armor saves him from certain death, but the Shock piles up. Just in time to be ensorcelled by Gravestone. His accumulated Shock makes makes it hard for him to resist the Necromancer's gaze. He is soon Helpless...
 A lot going on. (markers on the field to show the level of violence. They would normally be kept on the player's character cards). Spellcasters must rest between spells. This is just like the Reload rules.
 All his bugbear brothers are dead. Killed by gunfire or dirty elvish trickery. Bill goes on a rampage. His great mace is soon covered in gore.
 The Orc shaman discards his spells for some hand to hand combat (he has to since he's Bloodthirsty). Red Tonya never had a chance. Her armored bikini was no match for Orc ferocity.
The Elves never seemed to make it past the "Cabbage Pack of Death". Many would fall. Lord Aelaroth must of forgot his folk could ignore terrain, and became mired in a melee they were doomed to lose.
Sir Roderick, helpless, fell to the blows of Skeleton halberds (technically he ran off). Leaderless his men died under black bolts from undead archers.
Dwarven marksmanship (Marksdwarfship?) left much to be desired. Jarl Borg himself dead from a cloud of goblins grunts. 
Meanwhile, the Barbarians showed so much promise. On paper they would almost always kill whatever they hit. The problem was the hitting, which they almost never did. Soon the village was ablaze. Corpses were raised to join the Undead legions while no one wants to know what happened to the villagers under the Chaos horde.
Great game. The poor good guys had truly abysmal die rolling. It just wasn't their day. Some nice moments in the game. We used the "Gruesome Kill" rule where any wound result of 10+ means any friends with 6" of the victim take a Shock marker. And to speed things up, any miniature with MORE shock than remaining wounds retreats.
Other than that, no real changes to rules people already had. Retinues were built like any time period. The follow up battle will see if Our Heroes can stop the evil tide.



Monday, February 24, 2020

Fistful of Lead: Big Battles play test- 15mm ACW

Not often I get some wargaming in with the Boy, so when he announced he had Sunday afternoon off, we jumped at the chance to get another play test in for Fistful of Lead: Big Battles.

This round I wanted to see how using stands of minis vs single figures in a unit held up, along with the Heroes. I dug out my truly ancient 15mm ACW stuff, originally based for Fire & Fury. Most of these guys were some of the first historicals I ever painted and they have seen much blood.
We each had a Commander, 4 units for Infantry, 1 of Horse and a Hero. This meant 7 cards a piece. There were 3 objectives. Each turn a unit held an objective they earned one victory point. We would play to 8 turns and check to see if the day ended.
We built our units, arming them with traits. My Rebel force I designed pretty Close Combat ready to reflect their willingness to close up screaming the Rebel Yell, while my son made his Yankees decidedly "shoot". Lastly, we rolled randomly for unit leader traits. This is a fun way to add some character and sometimes throw a monkey wrench in your plans. The Boy got a Leader that ran off as soon they took fire.
 The Bluebellies got the jump with a bunch of face cards. One unit had the Ranger trait allowing them to cross the fields of crops at full speed.
 But, joined by their Hero, one of my units captured on side of the bridge. They quickly formed up and started blasting troops across the stream.
 My cavalry dismounted to enter some woods across from the town.
 My brave boys at the bridge took Wound (remove a stand or miniature) and 2 shock (here represented by casualty markers). They lost their fearless leader in the fire. Yes, he really had the Fearless trait. The shock reduces firepower for every shock marker. in this case, the 7 stands would only roll 5 dice.
 That's when the US cavalry arrived! Poor bastards. My attached Hero not only threw in some extra dice for us, but his trait allowed us ignore Shock in Close Combat. we rolled a whopping 10 dice to the Federals 6.
The beginning of the game made it seem like a crushing Rebel victory. By turn 5, though I had the edge in points, I had lost most of my troops. The cavalry in woods were crushed by fire and follow up charge. The boys at the bridge just couldn't hold on.
All in all, a really fun game, with lots of swings.
Designer notes: This is NOT a historical recreation of the Civil War. It won't be for everyone. Like all our games, it was meant to have a Hollywood feel to it. You don't have to play with Heroes, but the Heroes did heroic things. 
Assigning traits to units is what really makes them distinctive. Using the right unit at the right time makes all the difference.

Wednesday, February 12, 2020


The Hero of the Month, Sheriff Rusty Barron. Veteran of many a Fistful of Lead skirmish. Don't get on the wrong end of his Winchester!
Miniature is a Pulp Figures Movember charity figure.

Friday, January 31, 2020

Star Wars mega battle using FfoL: Big Battles

Sometimes you have to push a game to it's limits to see if it breaks (like we tried with 45 spaceships a couple of weeks ago). So last night we packed my 8' x 6' table with miniatures until it was veritably groaning under the weight of terrain and miniatures to play test some more Fistful of Lead: Big Battles. We used Steve's huge Star Wars collection and included a fair number of vehicles, making an exception this time on unpainted minis to get as much as we could for the 6 players.
As a reminder, Big Battles uses the same mechanics as standard FfoL, just switching out single minis for units. In this case, we made units of 5 men, speeder bikes, whatever. Then added in some Heroes, like Jedis and Villains, like Sith Lords as single figure units. We just used the cards for these single from our Galactic Heroes games.
Lord Gribbit: "Follow me to victory! Burrr-rop!
 No trees on the table to hide in, so Greg finds the next best thing.
 Rebels forces quickly move forward to capture on of the objectives.
 The Imps try to make best use of cover. A Rebel land speeder, outflanked them and poured blaster and missile fire into them. 
 When units shoot, you roll a die (or two in case of this heavy blaster) for each miniature. Shock reduces the number of dice. The above unit would get 6 dice (4 blasters and 2 for the heavy) needed what you always need to hit (5+ at short, 8+ at long). If the unit had 2 Shock, it would only get 4 dice. We tried to keep the mechanics seamless between this game and the others.
 Innocent? Bystander.
 Death Troopers take position.
 Rebels let the Imps have it! 2 Shock and 2 wounds (figure removal) send the Imps packing.
 Darth Maul force leaps to the top a building to duel with the Jedi master. Single heroes use their number of wounds as they're dice (in this case each has 3).
 Vader drew a lot of fire. He managed to send most of it back with lightsaber deflections. But he was finally forced to withdraw. When the number of shock is more than the number miniature, or in this case wounds, the unit retreats.

 All the noise woke the Sarlacc
 "What's that Baby? I should fire my Disentagrator into that Close Combat?"

Poof! Bye Jen
The goal for these rules has been to take the game you know and hopefully love, and just play with more stuff! It also has to work for most every period. We done Colonial games, with and without VSF elements, Fantasy and getting ready for a 15mm Samurai game at SALUTE this year. For that, stands of miniatures just replace single figures in a unit.
How do you do it? Once again, it's about how assign traits to miniature, or in this case, unit. We had speeder bikes duking it out (unsuccessfully) with a Rebel Airspeeder, AT-STs stalking about the table reigning fire on the troops below until Rebel missile launchers brought it down. The week before, Trolls and Ogres. I don't think either of the those games felt generic.
Will everyone like these rules. Oh hell no. Button counters and rules lawyers will hate this game, but I firmly believe if you are a Fistful fan, you'll really like these.
The game fueled by bourbon. Need a big bottle in preparation for the real Big Game. GO CHIEFS!!!

Friday, January 17, 2020

Once Upon a Time in Mexico...Fistful of Lead Big Battles

Last night we had a small battle by Basement General standards, but it was another play test of "Big Battles".
Revolutionary forces were trying to capture a government gold shipment stowed away at the local leader's hacienda. They were also looking for a local priest to save him form Federal custody.
The Federales needed to reinforce the lightly guarded gold and capture the priest who had been preaching insurrection to the locals.
For this game, all troops were the same grade with no unit traits other than the mounted troops and a machine gun. Officers had traits.
 The sleepy village San Pedro
 Villistas mass on the edge of town.

 Federales in really old uniforms...
 "Vive Villa!"

 Federals cautiously advances.

 Closing to shooting range. Federales pack the hacienda and await the assault.

 Gunfire down the village road. The Federales lose 3 men right away.
 The Machine gun rains death on the exposed Villistas in the fields.
Te Fedrales went straight for the hacienda. It would prove to be their tomb. The Villistas assualted the house once but got the worst of it and spent the game blasting away at the occupants. In the rest of the village, some mercenaries were cut down before they really had a chance to impact the game. As with most games in modern times: Stay in cover!
Relatively quick, fun game. Each side had 6 squads of 6 miniatures. Both players commented it was like playing a normal sized Fistful of Lead game, just with more figures. Which is a good thing.