Thursday, February 24, 2011

Super Wednesday!


Emperor Ape, in a another bid for world domination, attacked the labs of Veridian Dynamics, in the center of the city. With him, he brought other members of the Crime Syndicate, the monstrous Behemoth, deadly assassin Killshot, the mind scrambler Eggsterminator, the mighty MANtis, and his simian super weapon ChimPANZER.
The Emperor and his ChimPANZER
Emperor Ape was trying to steal the final component he needed for his dreaded Monkeyfier, a ray that would turn the world's population into simians under his control.
Only the Gallant Guardians could stop him. Arriving on the scene were the mammoth Doc Titan, aging government weapon, A.J.A.X., the tiny Mexican wrestler turn hero Flea, galactic heroine Galaxina, Cyclops and that tasty perveyor of Justice, Hero Sandwich.
Things started off badly for our heroes when A.J.A.X was brought down almost immediately by a mind scramble from Eggsterminator. MANtis managed to break into the labs while his evil cohorts kept the heroes at bay.
Cyclops managed to blast Behemoth right through a wall of the local comic shop with one of his gazer-laser. But, Behemoth answered by hurling a taxi at the one-eyed hero and taking him out of the fight.
Cyclops moments before impact with a taxi
Meanwhile, Flea bounced up the building for a roofstop scrap with Killshot and Eggsterminator, The miniscule mite held his own for a awhile.
Down in the lobby of the building Doc Titan battled Emperor Ape. Titan got the upper hand, but soon, the missing piece was discovered and the Emperor and his larcenous crew escaped. How soon before we're all turned to monkeys?
Hero Sandwich struggles with MANtis

Thursday, January 13, 2011

Fisful of Zombies

The players only knew the dreaded Dry Gulch Gang were terrorizing the citizens of Lesterville. Even the sheriff was scared to venture from his office, but offered a considerable reward for bringing the infamous outlaws to Justice.
With that in mind, the 6 players deployed their own gangs in search of the Dry Gulch crew. All seemed normal until the outlaws in questions showed up. They were decidedly disheveled even for them, and walked with an awkward gate. Things got really weird when the first Dry Gulcher attacked a citizen, biting them!
Zombies!
We used the regular FfoL rules with a twist. When a black suit face card was played, players could move a zombie 8 inches however they wanted. One a red face, a group. A group consisted of any zombies an inch or closer together. The zombies only used an 8 sided dice, but the same zombie or group could be moved by multiple times, so swarms were a danger. Then, at the end of the turn, after all the players had moved, all the zombies were moved towards the closest non-zombie.
At first, the players used the zombies to attack each other or create more zombies. This tactic, however soon had most the citizens running around as drooling, blood crazed monsters. Soon, the players were just trying to survive.
Only a "kill" result would bring them down. Wounds and pins were ignored.
But, eventually the Dry Gulch gang was picked off, one by one. El Guappo and Johnny One-Leg were able to claim the reward.

Tuesday, January 4, 2011

Holiday Gaming

Clanky goodness
Sixteen days off. No blogging time, but plenty of time to getting painting done (more on that next time) and even more time to game. Regular Thursday gaming has switched to Wednesday do to practice schedules.
Opening positions
The first night we worked some more on converting Commands and Colors to Fantasy. This was a play test to try out some of the tweaks. Again, worked great.

The elves and orcs were at it again. The elves had help from their centaur and Minotaur friends. The centaurs, at the opening, through great card selection were in the process of crushing the orc right. It looked like a quick game until the pointy ears luck ran out. All movement on that flank stopped, and the orcish counter attack was nasty. Combine with little movement on the Elvish right and a pounding from the orc heavies and it was over. Another green-skin victory. Like most of my C&C games it was a nail biter. Now, to paint some more troops!
The next Wednesday game happened between Christmas and New Years and I knew it would attract quite a crowd. Nothing pleases everyone like GASLIGHT.
That notorious nasty Professor Nightshade was at it again with his German and Russian flunkies. Only the brave forces of Britain, France and the United States stood in their way. The adventurous Sir Archibald Standpipe had captured the secret invasion plans from the League of Calamitous Intents's HQ, and was hiding in the village in the center of the board, awaiting rescue.
The very first turn began with the French Spyder blasting a big chunk on armor plating off the PN's Walking Monitor. Soon after, Russian forces invaded the town. Archduke Ladislaus found Standpipe and struggle ensued. It ended with bullet in the Arch Duke's heart.
Meanwhile, Rokkitruppen captured a fortified farmhouse to use as a forward fire base. Their short range repeaters proved useless to the firefight in the middle so they moved up.
The British, on the Allied right, couldn't get their Brute Class Land Ironclad started, but that didn't keep it from raining lead on the Professor's center. The U.S. forces on the left, spent most of their time cowering in the woods awaiting the Germans to their front. 
Under covering fire from the Tricycle Artillery, French forces routed the remaining Russians out of the town. French Marines killed off the exposed Rokkitruppen, but were slaughtered themselves by Nightshades clankers.
All in all, another great game. It was a slugfest the whole way through, and a marginal victory for the Allies with Standpipe escaping with the plans.
For another perspective, check out Lead Addict's view of the game.
Another note, look what Warren's making me!

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.