Wednesday, November 17, 2010

Dark Age Thursday

I wasn't sure who was going to show Thursday, so I dug out yet another old favorite rules set "Flower of Chivalry". For Dark Age you say? I think it works even better one of my favorite periods.
In this particular battle, Viking raiders decided they would take advantage of the current instability in England (what with a new king taking over) and raid a large village. The local Normans heard about the landing and are racing to stop them.
If the Vikings could spend 3 turns in the village, it would count as "looted", for purposes of the game, and give them extra victory points.
I had command of the Norman horse. "What? The horse killer himself in charge of cavalry yet again? He must be getting cocky". Facing me across the table and making a bee-line for the village was the Marshal. A ruthless adversary who would show no mercy.
My plan was to use my speed to reach the village first. But I forgot, horse don't move that much faster than foot, unless they charge, and I'd be blown once I got there. My first turn, they wouldn't even move, same for my ally controlling the foot. Across the table the Norse were making steady progress, although the Marshal's troops were spread out and not holding the tight formation his fellow commander had.
Well, I managed to get to the village first, then realized I would drop to a crawl once inside the village perimeter. There were a few rounds I was subjected to bow and missile fire and lost a unit. I almost dismounted, but decided not too. I'm glad I did, because once I came to grips with the spread out vikings, I slaughtered them.
On the other flank, most of the heavy Norman foot never got to blows. I single militia unit was holding the high ground against all comers, even the Viking Huscarls. We broke them, 7 stands to 4.

Saturday VSF

The Baroness took her quarterly tour of the kingdom last end of week (girlfriend's weekend), so I called for a special Saturday edition of the Basement Generals. 

"As the Great War of 1883 ignited, the Czar, in need of funds sold Alaska to the nefarious Professor Nightshade in return for his cutting edge technology. This, of  course, upset the British who were already at war with Russia, but also angered the U.S., who had been not only eyeing the territory for themselves, but had personal scores to settle with the evil genius.
America soon joined the war after  one of their frigates was sunk by a submersible of unknown origin. It was obviously another one of Nightshade's contractions. As a show of faith in the new cause, the U.S. dispatched an American Expeditionary Force to France to aid their new allies in a push into German occupied France."
The Franco-Americans were surprised to see Russanas among the Nighshade-German forces. Before they could react, Rokkittruppen took to the skies and quickly captured some ruins. With their aerial troops holding a strong position on the right flank, boilers were stoked and the German, Russian and Automated forces came to life. 
French and American contraptions fired round after round into Nightshades enormous Steam Walker. Finally one shot crippled, but didn't destroy it. It blazed away with it's main gun, knocking out the French Roue. 
Russinas troops trying a "straight up the middle" approach were cut to ribbons by the American Mobile MG Emplacement, and forced to flee. French Marines took the woods opposite the Rokkittruppen and began a fire-fight that lasted most of the game. It finally took a well placed shot from the French Spyder to break the German sky soldiers.
It was right after this small victory that things fell apart for the French and Americans. Within a few turns, all of their armored contraptions were knocked out. With no way to knock out the beats on the other side, they decided to withdraw. What started as a fairly balanced fight, turned into a crushing victory for Nightshade and his pawns.

Friday, October 22, 2010

Civil War Thursday

Must have been feeling nostalgic last night, because I pulled out an oldie-but-goody, "Fire and Fury", to me, the only rules for American Civil War. My ACW collection was one the first (and few) armies I ever finished, and they look great en masse. F&F does a great balance of looking the right size, but sacrificing playability.
This scenario was Union push over a river. They held one town, and were going to cross and claim some rebel held territory. The Rebs got wind of the planned crossing a raced to meet them.
Now being a dy-rect descendent of those heroic partisans of the Missourahh known as Quantrill's Raiders, I was duty bound to fight on the Southern side. We got the jump on e those dirty blue-bellied invaders and got across the river before them, taking the fight to the Federals.
Southern cavalry heads deep into Union territory
My Reb Cavalry flew across one the bridges to hold the crossing point. Now, as many who have wargamed with me will tell you, if I had an Indian name, it would be "Horse Killer". If I'm your cavalry commander, you might as well right off those pretty ponies, cause they'll be dead soon. And sure enough the boys in blue counter charged and drove me back with heavy causalities, but I managed to hold the crossing point long enough to get the infantry across.
The Rebel crossing
One of the things I love about F&F, is the see-saw push and pull the battles give you, which to my opinion, tipified most real life ACW battles.
We smashed into the Union lines, got pushed back, regrouped smashed in again, they pulled back, etc.
In the end, the Union lines fell slowly back to regroup around their town. We weren't going to dig them out, "they was dug-in like a tick". So, a marginal Rebel victory, as we kept from our side of the river. And, a major victory for me. I still had horses at the end of the night, actually poised to do some damage to the Union supply lines.
A fire-fight erupts at one of the two bridges. Neither side had the guts to cross.

Friday, October 15, 2010

Mutant Thursday

For a "I don't have anything planned but the boys are coming over" game, I always fall back on Ganesha Games product, especially "Mutants and Deathray Guns". I usually just throw out a scenario. In this case, find the drinkable water source. I have cards made up for all the figures, so we just randomly deal each player 5, and make sure one has the "Leader" skill. So, with that said:
Somewhere in the Null zone, at the scene of an ancient battle between Giants, a source of untainted water springs. Five desperate factions fight for control...
Rombo and other members of the gang take cover behind a destroyed Giant Robot.
Mutants take the high ground.
Squilliam the Psychic
The battle rages.
In the end, it was called because of time. We could have finished quicker, but it was one of those nights where we spent alot of time BS-ing. The figures are mostly old GW stuff, repurposed for the dark future. I have more of a Kamandi / Gamma World / Thundarr take on the post apocolyptic theme. So the minis are painted in more of a comic style (bright colors) than a dark. dirty realistic vein.
The destroyed bots are old bases for Marvel action figures.

Tuesday, August 31, 2010

Basement-Con Friday night (Fistful of Lead)

For the opening night of Basement-Con we dug out an old time favorite, Fistful of Lead.
The dirty streets of Lesterville once again ran red with blood. The scenario this time? Gold in the bank, a rich Railroad Man to nab and hold for ransom, and the hand of Camel Face Annie, lady of the evening.
The town of Lesterville

The citizens, unaware of what's to come.

Deputy Dan goes down to El Guappo's guns

Marshal Bill dies early

Blood Alley. There's always a Blood Alley

Fistful of Lead. Always fun, simple and bloody. My daughter, running the League of Gentlemen Gunfighters tied in Victory Points with son, running Yellow Knife's Indians. 8 gangs, played to conclusion in under 3 hours. 

Basement-Con Saturday (Medievals)

Saturday's game at Basement-Con, was a medieval slugfest using one of favorite rules "Flower of Chivalry (see previous posts on the Campaign for the Kingdom).
The scenario, the doddering king Osbert III, had been facing opposition to his throne for years. Finally, his nephew Ruprect made his move. It would be a battle over the strategically important village of Farfield-Upon-the-Smund.
the battlefield

Ruprect's forces arrayed

the battelines close

Things looked bad for Osbert. Most of the general's on Ruprect's side were rated as "Brilliant", allowing them to operate more independently. But. early in the game, the losses were almost equal.

The battle for the village begins
Then, suddenly, in one turn, everything changed. Ruprect's troops inflicted heavy losses on Osbert, taking out 7 units in one fell swoop. It was over.
Each commander started with equal units. A knight, a halberd and a longbow unit. Then, they took turns choosing more units till they all had five.

Each commander had a card that matched his troops.

Basement_com Saturday night (Supers)

Saturday night was the Basement General's theme game, which follows our unofficial motto "First the Zombies, then the robots, then the tanks."
It was a Golden Age Super Hero battle amidst the jungles of a hidden Nazi island base, off the coast of South America. The victory conditions revolved around stopping the baddies from a) launching their experimental rocket aimed at the US coast, full of zombie gas. b) capture the scientist involved, in case plan "a" fails c) capture General Von Sturm, head of the Ubersoldaten program.

The Axis were allowed to set up first. They chose the concentrate their forces around the mountain base, rather than try to spread out and cover all the possible entry points.
The Liberty legion split in two. The flyers would approach en masse, and try to overwhelm the mountain top. The ground forces would draw off the remaining forces. Their planned unraveled from the get go. The flyers were picked off one by one by the security forces (not even supers!). Only Warhawk and Jack O'Lantern remained, with the latter lobbing fire bombs and take out most of the robots.
Then, a few ill timed charges by the speedsters of the LL landed them surrounded by enemy troops and quickly dispatched.

The mad scientist managed to get halfway through the launch sequence before Warhawk, dodging ground fire, knocked him silly. On the ground, things looked a little better for the Liberty Legion. Seawolf and Weapon H were taken out of the fight. Liberty Belle healed a few of her allies, but was attacked by zombies and was unable to finish before a few of the heavies, like Sgt. Stone were dispatched.

With hour getting late, time was called on this game despite a clear conclusion. So I made one.
"His forces decimated, Ubermensch, leader of the Axis super soldiers, hefted the giant rocket and headed toward the US coast with the remainder of the Liberty Legion in hot pursuit. He was determined to deliver the bomb to Washington, himself. Somewhere over the Caribbean, a combination of fighter planes and Liberty legion heroism brought down the rocket. It, along with Ubermensch, were lost in at sea. But where?"

Thursday, August 19, 2010

Thursday Space Battle

The Carrier "Lasalle"
Last night the Neo-Soviets invaded Euro-Fed space, in a Full Thrust space battle. Both forces contained mostly ships-of-the-line with a capital ship split up between three groups.

The Neo-Soviets charged in fast, catching the Euro-Fed fleet unable to maneuver amid an astroid field. But, the Battleship October Revolution, came in a little too hot. His engines were damaged and she was unable to turn very quickly or slow down properly. As a result, she flew right out of the battlefield. 
A huge fighter skirmish erupted. Several of the smaller ships were swarmed and destroyed.

The battle swayed back and force for several turns, but in one turn the Neo-Soviets lost 4-5 ships and it was over. I'm sure they'll lick their wounds and be back...

Friday, August 13, 2010

Super Thursday

Last night was another Super System game, this time with a lot of kid players, and you know what that means? Chaos. They rarely do what you think they're gonna do, or should do.  Which equals FUN.

The kids (and one adult) were on one side running the Heroes. They moved very cautiously through the city, hugging buildings. Not very heroic.
The villains, on the other hand, were more aggressive, taking to the sky and rooftops.
The heroes had a few early victories, stunning villains with mental attacks and hyper-moves.

But, in the end, the bad guys began to grind down the heroes. Captain Cryo froze several, Mechagor slammed the Cowl through a building, and Flea was gunned down by Killshot.

Doc Titan faces Emperor Ape
As, usual SS provides a great game. The mechanics make it easy to grasp, and the powers make it fun.