Monday, March 21, 2011

Fistful of Lead Wasteland Warriors


Lead Addict has been bugging me for years to take my Fistful of Lead Wild West rules into other areas. So, when I wouldn't get off my ass and do it, he took a turn at writing some stuff. After a few e-mail exchanges we got some basic ideas locked in that needed play testing. With most of my toys boxed up for the move, I had to play a system I knew by heart. So, Thursday the play test happened.
Gangers seek cover in the hills
The scenario involved 4 rival gangs hunting for resources (cleverly disguised as rocks) in the post-apocalyptic future. The gangs were balanced, but I wanted a variety of weapons to try out. 
The big guy goes down with a shot to the grape.
Like original FfoL rules, I didn't any record keeping, one die type,  and a minimum of gaming clutter on the tabletop. The game evolved into the usual jockeying for position until close range. There wasn't much in the way of cover (I wanted weapon testing, not cover). The automatic weapon rules worked great, simulating suppressive fire well, without alot of extra dice rolling. As with real modern weapons, it was pretty deadly and quick. Through use of treachery and kid luck the Boy came out on top. The rest of us were food for mutated three-headed vultures.
The desolate wastelands
Future play-tests will include vehicle, armor and more advanced tech. But that'll have to wait till after the move. 
So much blood.....
No game this week, RECRUITS! is in town.

Tuesday, March 15, 2011

Thursday Medievals

"I say Sir Archibald, this looks like it's going to be walk in the park."
With almost everything but minis and terrain packed away for the big move, we had to play something I knew by heart. Flower of Chivalry (or Battle Lust, as it's affectionately known) is favorite for everyone.
We started with everyone getting the same base troops: ONe unit of dismounted knights or retainers, one unit of billmen and one of longbows. Then, starting with the generals, each player picks one unit from the pool. This alternates sides till everyone had four total (for a quicker game).
The forces arrayed in all their splendor
The fun comes when we dice randomly for each commander's efficiency, always a nail biter, especially with the leaders. Of course, one side got a "Buffoon" and the other a "Brilliant" commander. I could see the look of doom come over the Buffoon's side, Roderick the Simple. In the rules, your commanders command radii and ability to issue orders are based on their level of efficiency. It only got worse when his subcommanders rolled another Buffoon, a Plodding and an Efficient, while most of the other side were Brilliant. It looked like it was going to be a short game.
Preparing for the inevitable clash
Wham!
Ahhh, but it was not to be! Through careful management of our meager resources, we (the followers of Roderick) were able to stay in the fight to the bitter end, only losing by one unit! With great glee I crushed the forces opposite me, of my 10-year-old son (hey, he had to go to bed anyway).