A place to share my thoughts on miniature wargaming, reviews of rules and miniatures, and comments on board and card games, RPGs (and anything else that takes my fancy!)
Saturday, 19 April 2008
Back from Salute
Lenin had a less fun time initially as not only did he drive but the parking was expensive and the machines weren't taking cards to he had to queue to pay (not wishing to waste his precious cash!). He kindly brought along some WW2 Russians for me - I hope to post some pictures tomorrow - and my Solomon Kane figure. All excellent as you'll see once I have time to take and post the photos.
Back to the show. My first stop was at Musketeer Miniatures, who I had noticed only yesterday have an Irish War of Independence range sculpted by Paul Hicks (who also does the Anglian Miniatures SCW range and some of Bolt Action's figures). I realise that this period isn't to everyone's taste but it is something I'm very interested in and the figures will prompt me to do the detailed background reading. The figures themselves are lovely but how quickly they see the table is anyone's guess!
My next stop was Anglian Miniatures to pick up my pre-order of Carlists, International Brigade and a T26 (which I can also use for the Winter War). As I mentioned these are also Paul Hicks sculpts and again great figures. I added a couple of vehicles from Force of Arms later in the day, a truck and an Italian IZ armoured car. I also picked up a suitable painted building from TableScape (it must be relatively new as it isn't listed on their site yet).
I picked up my pre-ordered Finns from Bolt Action and despite a little initial confusion, which was quickly sorted out now just need the other figures from Brigade I ordered to have a decent force. I also picked up the Frozen Hell supplement for GURPS from Leisure Games. OK, so it is an RPG supplement but it has some nice summaries of the information for the Winter, Continuation and Lapland Wars along with weapons and other information.
Having saved enough in postage to justify the trip I wandered around with Lenin having a look at the traders and games and bumping into old friends and acquaintances. I must admit that the various radio controlled vehicles running around the show looked fun and the re-enactors were somewhat less controversial than last year. Attendance looked like it was similar to last year but that's just my impression.
It was a long day but having had a look at my figures now I've got home I think it was worth it for those and to catch up with old friends.
Thursday, 10 April 2008
Salute Prep
I've been debating whether to take the plunge and go for Spanish Civil War. Having yet another look at Anglian Miniatures site has finally persuaded me and I've pre-ordered some Carlists and International Brigade with a plan to follow that with more orders in phases. I emailed Anglian and got a pretty prompt email back from them (I would have said quick if it hadn't been for BAM's performance) letting me know that they're offering 10% off for pre-orders - result!
Whilst I was sorting my figures out I pulled out the Eureka German rocket troops and decided that I needed to work out a way to use them. I've come up with a slightly left field alternative WW1 background and decided that I needed some more conventional opposition. Having liked the Renegade range I thought I might pick them up at Salute but no luck - they're not there. But I did spot that they're running a promotion (£6/pack inc postage) at the moment so I put an order in on line on Sunday and the figures arrived in the post today - jolly good show Renegade!
Not sure what else I may pick up at the show, I have my eye on some resources for both the Winter War and SCW along with some trees for my winter terrain but who knows maybe I'll spot something that really floats my boat. I'm going to give the new Ironclad figures the once over and, if they are scaled appropriately for my Parroom figures, I might take the plunge with them too (always assuming they've got any left!)
Monday, 7 April 2008
Saturday, 5 April 2008
VSF Figures from Ironclad
Lenin kindly pointed out some pictures of some VSF figure greens posted on the Lead Adventure Forum.They look very interesting and depending on the actual size might become some opposition for my Parroom Station Masked Minions!
Alternatively they could be more of a match with my Eureka German Rocket troops.
In both cases it would actually allow me to get the figures out of the box and actually use them! Woohoo!
Friday, 4 April 2008
Crazy Dave and his Electropants

I actually managed a visit to my wargames club last night, the first in quite a while. We were treated to a Maximilian in Mexico game in 15mm using a slightly modified version of the Fire & Fury rules. The game was an adaptation of the Matehuala scenario from the Colonial Campaigns booklet by Tim Tilson.
John gave us a potted background to the Mexican Adventure comparing Maximilian to a receiver being sent in to sort out a failed company, in this case country! How Maximilian knew nothing about Mexico but managed to spend the whole trip over developing court protocols and designing uniforms rather than learning anything about it (possibly not that unusual an attitude in Colonial times?). And finally regaling us with the tale of Maximilian's final capture!
I was playing the Imperials (what else?) and our first objective was to hold the hill up up near the Republican set up area for the first three turns. We were considerably outnumbered but Bronze did an excellent job of holding them up. Certainly aided and abetted by Crazy Dave's dice luck (all bad). It gave us enough time for our French troops to arrive at the other end of the table and set up in the village ready to defend the well (another of our objectives). The unit dug in on the hill fought to the last man and the rest of Bronze's troops fell back.
Conversation was surreal as usual and as I had to leave early I now have no idea if Crazy Dave is going to reform the Electropants and go back on tour...
Wednesday, 2 April 2008
Pulp Figures - New Gallery
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| Pulp Figures |
Sunday, 30 March 2008
Review: Figures in Comfort Multi Storage Case
The Multi storage cystem is one of a range of purpose made figure carrying cases from Figures in Comfort, a UK based company.
The case can be ordered with a bespoke set of trays from the large range made by Figures in Comfort either half or full sized. The half size trays are 355 x 265 x 35mm overall and vary from 35mm to 70mm deep. I ordered my case with a combination of the following tray types:
Tray No. 4 - 35mm deep and has 36 slots, each 26 x 55 x 25mm.
Tray No. 5 - 35mm deep and has 20 slots, 16 are 65 x 55 x 25mm and 4 are 26 x 55 x 25mm.
Tray No. 12 - 35mm deep and has 143 slots, 135 are 14 x 21 x 25mm and 8 are 21 x 30 x 25mm.
Tray No. 13 - 57mm deep and has 15 slots, each 88 x 38 x 47mm.
Unlike the Slotafoam tray from Charon Productions these are formed from two pieces of foam with the upper layer stuck to a lower 10mm thick base. The adhesive fixing the upper and lower parts of the trays is certainly noticeable but does not appear to affect the contents in any significant manner.
The Multi opens at the top and the front and uses velcro to secure these flaps. It is not inherently rigid, as is the Charon Scoutpack or Deluxe Skirmishpack, but rather relies on the velcro to be closed tightly around a full complement of trays. The case lacks a carrying handle as a result and so only a shoulder strap is provided; however this is firmly secured to the sides of the case. A front A4 sized pocket is provided for carrying rules etc.
In use the case is easily loaded, though to access lower trays the upper ones must be removed as there are no internal dividers.
Tray No. 12 was of limited use as the majority of the slots are extremely restrictive though I later got the revised tray for 20mm figures which is now being produced and is a substantial improvement. Whilst having usefully sized slots for 20mm vehicles Tray No. 13 is not double the thickness of the thinner trays and makes the stacks uneven. Fortunately the retailer advised me of this at the time of ordering and added an additional foam sheet to make up the difference. I presume Figures in Comfort do the same but cannot confirm this for certain.
The Multi works fine provided that you neither stress it or try to fit any irregular items into it (e.g. within egg box foam etc.) as the lack of rigidity can allow some figures to become dislodged. The cover is also less secure than the zipped arrangements of the Charon cases and so if items do "escape" they can get out of the case unless it is vertical. I found that with prolonged carrying using the shoulder strap the case would often deform. The lack of a separate carrying handle is understandable considering the construction but disappointing.
Overall, I found the Multi less satisfactory for transporting figures than the Charon or KaiserRushforth systems.![]() |
| Figures in Comfort Storage Cases |
Review: Charon Productions Storage Cases
The Scoutpack is one of the range of purpose made figure carrying cases from Charon Productions, a Canadian based company. The Scoutpack looks very much like an normal piece of luggage. It is made from a black fabric similar to a laptop case, with two external pockets, a carrying handle and a detachable shoulder strap. The interior is accessed by unzipping one size of the case. On the inside are a zipped mesh pocket, a foam cover sheet and five 'Slotafoam' trays. The Scoutpack is 370mm long by 300mm high by 180mm deep and weighs 1.2kg unladen.
Each Slotafoam tray is 355 x 265 x 28mm overall and has 32 slots, each 48 x 27 x 20mm. It is formed from a single piece of foam. This gives the Scoutpack the capacity to carry 160 25mm figures.
The Scoutpack is well constructed with reinforcement in all four sides to maintain the shape of the case. It is about the same height and width as a laptop case but is slightly deeper. Fully laden with 160 25mm figures it weighs in at 2.9kgs and so is lighter than some laptops to carry.
For a recent game the case was fully packed and taken by car, train and on foot without a single figure being displaced from its slot.
Only minor quibbles. The elastic mesh on the outside seems rather more decorative than useful and the outside pockets are simple slots and not zipped. The interior mesh pocket is not sufficiently large to take an A4 booklet and zip closed.
All in all the Scoutpack is well made and very functional. Unfortunately, Charon don't currently seem to have a UK distributor and consequently the shipping costs add significantly to the overall cost of this case.
Gamer's Satchel (and Satchel Inserts)
The Gamer's Satchel (and inserts) are other products from the range of purpose made figure carrying cases from Charon Productions. The satchel is supplied with a single satchel insert and a small basic calculator. The Gamer's Satchel is made from a black nylon type material and opens via a large top flap which covers the top and the front and is secured by a velcro strip. The flap contains a zipped pocket. The rear of the satchel contains a plastic reinforcing sheet. On the inside are two spaces to fit the satchel inserts, a full depth pocket secured by velcro tab, a smaller zipped pocket, two pen holders and a small mesh pocket. The centre section for the inserts (or books) is secured by a strap and plastic clip.
The inserts are self contained pouches with the Charon logo in which on the same black material. They are secured by a zip and contain a single slotafoam tray with a foam covering sheet and two plastic reinforcing sheets to maintain the insert's shape.
The Gamer's Satchel is 400mm long by 320mm high by 140mm deep (when full). The inserts are 385mm x 300mm x 50mm.
The Slotafoam tray is 355 x 265 x 28mm overall and has 32 slots, each 48 x 27 x 20mm. Unlike other similar trays the Slotfoam tray is a single piece of foam. This gives the Gamer's Satchel the capacity to carry 32 25mm figures with a single insert or 64 25mm figures with two.
The satchel can be a problem to close when it contains two inserts and care has to be taken with the inserts as they have no side reinforcement and can be squashed.
The satchel is primarily aimed at role players and so the balance between a single insert and space for rule books etc. works well. For wargamers the addition of a second insert allows figures for a sizable skirmish game to be accommodated.
Deluxe Skirmishpack
The Deluxe Skirmishpack is yet another of the range of purpose made figure carrying cases from Charon. Like the Scoutpack, the Deluxe Skirmishpack looks very much like an normal piece of luggage. It is made from a black fabric similar to a laptop case, with a single external zipped pocket, a carrying handle and a detachable shoulder strap. Unlike the Scoutpack all the varieties of the Deluxe Skirmishpack come with a large logo emblazoned on the front (in this case the "Northern Wasters" club logo - a result of them over ordering and Charon disposing of the surplus at a significant discount - we are in the process of disguising the logo as you can see from the pictures). The interior is accessed by unzipping one size of the case. On the inside are a zipped mesh pocket, a foam cover sheet, a divider and ten 'Slotafoam' trays. The Deluxe Skirmishpack is 580mm long by 400mm high by 200-240mm deep (depending on whether the external pocket is full).
Again each Slotafoam tray is a single piece of foam measuring 355 x 265 x 28mm overall and has 32 slots, each 48 x 27 x 20mm. This gives the Deluxe Skirmishpack the capacity to carry 320 25mm figures.
Like the Scoutpack the Deluxe Skirmishpack is well constructed with a frame which reinforces the case and makes it very robust. Fully laden with 320 25mm figures it obviously weighs in substantially heavier than the Scoutpack but is still easy to carry with the handle or shoulder strap as with ordinary luggage.
The Deluxe Skirmishpack does not close quite as tightly as the Scoutpack and occasionally figures can be displaced if it is handled roughly.
Again there are only minor quibbles. The exterior pocket looks light a bit of an afterthought, it doesn't seem to fit with the rather pleasant aesthetics of the remainder of the case (logos aside). It is on the underside when the case is opened and, whilst the sides are pretty rigid the front and back reinforcement deflects so the trays can be deformed slightly.
All in all the Deluxe Skirmishpack is another well made and functional product.
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| Charon Production |
Getting Organised
Saturday, 29 March 2008
Winter War Anyone?
The Finns got me thinking about the Winter War and so I ordered Finland at War 1939-45 by Osprey and William Trotter's The Winter War: The Russo-Finnish War of 1939-40 from Amazon. The former is a typical Osprey Elite series book which covers not only the Winter War but also the Continuation and Lapland Wars which followed. I'm only part way through Trotter's book but it a great read and has really got me excited about the period. Unfortunately the Baker Company Finns I have don't have quite the right mix of weapons or numbers to suit me and their standard packs would end up giving me quite a bit of wastage unless I was building a company sized unit. As a result I've started looking at Brigade Games' range (which are also in full snow kit) and Bolt Action's range (which are not) to see how I might best mix and match.
Since I'm reknowned for being a little frugal (in other words - mean!) I am also looking at what I can do to flesh out not only the Winter War but also the Continuation and Lapland Wars to ensure I can get the most out of my outlay. Now what I need is some snow based trees and a couple of small terrain pieces...
Monday, 24 March 2008
Gaming Weekend - March 08
Before "discovering" the benefits of the .45 Adventure system we had tried one or two of the scenarios from the Dragon Bones supplement using Savage Worlds (another of our favourite rule sets). We decided to try them using the rules they were made for and the two games went very well. Strangely enough the results were the same as when we played using Savage Worlds!
We also gave my eBay copy of Quebec 1759 a go. It was the first of the Columbia Games block games and certainly has a pretty simple set of rules; however, the game gives you plenty of things to think about. I took command of the French and was utterly trounced by Lenin playing the British - obviously my usual dice luck had some effect but it was more down to some poor deployment on my part and a well co-ordinated two fronted attack on his! Now that I have some idea what I'm doing I'd certainly like to give it another go.
Next we improvised a Back of Beyond game using Lenin's superbly painted Copplestone figures (along with a couple of Pulp Figures) using Savage Worlds as the rules. More than anything it was a test to see if Savage Worlds could be used for a game of this type and size. Lenin has a very sizeable collection of figures for this period and we have tried a few other sets of rules but haven't been happy with them. The result was a Russian victory - having repulsed the Chinese attack on the Russian dig site - and a decision to use Savage Worlds for future games of this type.
Having majored on 28mm we swapped down to 20mm for the next game, a WW2 scenario using Nuts! A simple take the bridge and hold until reinforced for a small Para jeep mounted unit facing a unit of German engineers (who had been ordered to destroy the bridge) - with a few pesky refugees to get in the way! It was an object example of taking and holding the initiative taking the day with the Paras having it pretty much their own way (it also demonstrated the power of automatic weapons to keep people's heads down under Nuts! - the "outgunned" rules).
Our final tabletop game was another improved Savage Worlds game - this time using 28mm Gripping Beast Normans/Crusaders/El Cid figures. Having seen that Savage Worlds could handle a large 20th Century game, we really wanted to see if Savage Worlds could cope with a melee heavy scenario. We probably didn't have enough variety in the troop qualities and so melee did tend to bog down a little (but this wasn't entirely unexpected or a-historical) but overall SW proved that it could manage to cope. With properly prepared unit cards and a little more unit variety I think we're on to a winner again.
We finished the weekend off with a couple of board games - the Crimissos River (341BC) scenario for Commands and Colors: Ancients and the first two player scenario for Friedrich (The War in the West - France vs Hanover with a little help from Prussia). The C&C:A game was a pretty close run thing but finally going to Syracruse (though not by anything like the margin they enjoyed historically). Friedrich turned out to be a lot of fun with plenty of challenging decisions for both sides. The French were doing well but the Hanoverians managed to cut their supply lines; however the French recovered and went on to capture their objectives just in time. An excellent game that I can't wait to play 3 or 4 player.
I've posted a few photos from the weekend below:
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| Gaming Weekend - Mar 08 |
Figure Review: Artizan Designs Late WW2 Germans
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| The Wargame Shed - Figure Review No. 4 |
Saturday, 15 March 2008
Wargaming Weekend Prep
I hoping Lenin will have had a chance to finish my Artizan WW2 28mm figures so that I can use them for a Nuts! game. I'm also trying to work out an urban pulp game for .45 Adventure. Since Lenin will be doing the hard work for the WW2 game that shouldn't need too much work (other than working out the actual scenario of course) but the pulp game is likely to need some building construction as well as scenario creation. I've made a start on developing some repeat characters for a series of games and bought some 6 x 4 index cards to use for them. The Pulp Figures miniatures and recent reading have given me some inspiration though.
As to boardgames, I'm sure that Commands & Colors: Ancients is likely to get an outing and I'd like to give either Bonaparte at Marengo or Napoleon's Triumph a go but it will all depend on what we fancy at the time (boardgames not requiring any preparation - which is alway a plus point!). Of course there's still Friedrich which I'd like to get to the table but whilst there is a two player scenario I'd really like to try the full 3 player game - I'll need to polish up my persuasion skills and approach my better half!
Wednesday, 12 March 2008
Dark Ages
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| Dark Ages |
Sunday, 2 March 2008
Lord of the Rings - The Lost Tales
The gallery contains a few images from the first tale - The Wizard's Tower:
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| Lord of the Rings - The Lost Tales |
We ran the game using the Savage Worlds rules.
Saturday, 1 March 2008
Typhon
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| Typhon |
Thursday, 28 February 2008
Pulp
The first game was inspired in part by Conan-Doyle's Lost World. An aircraft crash lands on a massive plateau deep in the jungle. The crash survivors encounter dinosaurs and an ancient civilisation cut off from the rest of the world.
The next game was a scenario from the Dragon Bones supplement for .45 Adventure. At the time we were regularly using Savage Worlds so Lenin converted it. Now that we have got into .45 Adventure maybe we'll try it again!
The third game was the first part of Ice Fang the second Mission Manual from Legion publishing for Savage Worlds set in the artic in Weird War 2. The first chance to use my Brigade Games Mountain Troops and my JU52!
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| Pulp |
In addition to the games there are a few staged photos of my Deep Ones for those into the Mythos (actually they are West Wind's Piranha Men but I think they work pretty well). The others are Pulp Figures fighting it out in front of some Microtactix buildings and die cast cars.
Saturday, 16 February 2008
Science Fiction
The other two games are 28mm, the first being a near future Covert Drug Op which runs into an unexpected enemy and the second a Dr Who adventure.
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| Science Fiction |
Wednesday, 13 February 2008
Modern
The second game was a 15mm playtest of the Metal Storm rules using a US vs warlord scenario. The rules are derived from the Peter Pig AK47 Republic rules but with some significant additions - like the use of differing sized dice. The rules played fine but we weren't convinced the additions added value as were as the complications - they need another outing to work that out. The figures were from Peter Pig.
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| Modern |
Monday, 11 February 2008
Gloire
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| Gloire |
Sunday, 10 February 2008
Colonial
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| Colonial |
The rules are inspired by the Commands and Colors system but give a different type of game. We enjoyed it but there was rather too much of people being surprised by animals and eaten for our liking (not enough variety in the event cards!). It certainly has promise though.
Russo-Japanese War
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| Russo-Japa |
Renaissance
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| Renaissanc |
I have since extended the period with the acquisition of some of the Vendel Elizabethan Irish which I am in the process of basing.
I've tried a number of rule sets with these figures including Vendel's own Hot Trod & Red Hand, Fyre and Sword and the Antwerp Fusilier's Renaissance Raiders; however, for skirmish I think I may fall back to Two Hour Wargames' Black Powder Battles (with suitable adjustments). I'm still trying to work out which rules I will use for the Elizabethan Irish games though...
Saturday, 9 February 2008
Steampunk
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| Steampunk |
Photo Spring Clean
Thursday, 7 February 2008
Lenin's Library
If you're vaguely interested in my gaming witterings then, since we share a lot of the same interests, you'll probably find something to interest you there too!
Thursday, 24 January 2008
Review: .45 Adventure
.45 Adventure is a set of miniatures rules by Rattrap Productions for Crimefighting Action in the Pulp Era. These rules have spawned several supplements and versions for other periods including Fantastic Worlds (Pulp SF) and Gloire (Swashbuckling Adventure).Each figure is assigned various stats familiar to anyone who has played RPGs; however, these have been allocated names suitable to the genre - shivs (melee), heaters (shooting) etc. These are allocated to one of four hit locations (head, torso, arms and legs). When hits are taken in these locations the stats are reduced and eventually the figure will be disabled or killed. Each location is also allocated a damage rating (DR) which is taken into account to determine whether a hit is effective or not.
In addition to the stats the figures may be allocated specific attributes or skills which may improve stats or provide special abilities.
The game only uses a 10 sided dice (d10) which makes is less confusing for new players than Savage Worlds, which we have typically used for this period in the past. The mechanics used are based on stat tests where a player will roll a d10 and add the relevant stat (adjusted by an appropriate modifiers) and if it equals or exceeds 10 then they are successful.
On a game turn initiative is rolled and then players activate figures alternately within each Dodge level. Each figure can then conduct a single action (unless they have a special ability which permits more) which include moving, aiming, shooting and the like. Moving and shooting is permitted if appropriate but with a significant modifier.
Figures also give the player Hero points which may be used to improve dice rolls or allow dice to be re-rolled. This contributes significantly to the Pulp feel as along with the better characters being more robust you can use the hero points to avoid results which would spoil the "feel" of the game.
All the usual combat situations are dealt with along with rules for appropriate period weapons and vehicles.
One of the key features of the system is the approach to the terrain. Rattrap have clearly recognised that most games end up being fought in a relatively small area of the table no matter its size. Consequently their scenarios are based around a 2' x 2' area. Obviously the rules will work with larger tables but the more compact approach certainly speeds up game set up and reduces the costs!
In addition to the terrain the scenarios are expected to include encounter markers which trigger events or allow figures to discover equipment, clues or whatever is required to move the story along.
The rules come with a decent number of character archetypes (which are further expanded in the various supplements) and rules for creating your own. Two sample scenarios are provided along with guidance for making up your own (the supplements go on to build in both of these areas).
Whilst .45 Adventure doesn't have the absolute range of Savage Worlds (particularly in the area of magic for example) it is much more straight forward and provides a really fun experience.
Given the minimal requirements to run a game these rules are recommended. They are available as both a hardcopy ($16) and a .pdf download ($8).
Saturday, 12 January 2008
First Look: Tannhäuser
We managed a couple of games of Tannhäuser by Fantasy Flight Games at the weekend. It's a board game with pre painted plastic miniatures set in an alternative 1949 where the Great War never ended. This alternate world looks a lot like some alternative WW2 settings but obviously avoids the swastikas which would preclude the game from being sold in some European countries.The board is double sided and is laid out with paths marked in different colours. These colours allow the line of sight rules to function amongst other things.
The 10 miniatures are plastic and painted to a decent standard (equivalent to Heroclix). They each come with a character card and a number of tokens which allow you to customise them in terms of equipment, skills and the like. The components are relatively language independent but it didn't take too much effort to work out the meaning of the various icons.
The rulebook is of the usual Fantasy Flight type but still relatively easy to understand and we were up and running pretty quickly. In broad brush terms the game pits the Federated States of the Union (the Allies) against the Reich's forces which is a battle generally between technology and magic. On the face of it some of the characters look very powerful but actually our games were pretty well balanced. Once you've mastered the basic concepts it's a fun game.
I believe more figures and expansions are on the way and this one will get some more outings that's for sure.
All Things Zombie
Last weekend Lenin and I played a game of ATZ by Two Hour Wargames. It's another of their rule sets based around the reaction system and with rules to govern the zombie movement and action it works really well solo.The scenario was based in a ruined world following a catastrophic series of meteor strikes. Lenin had a small squad out searching for survivors and resources. His squad entered the table in two Vietnam era trucks (borrowed from the National Guard) and managed to get about a third of the way in before finding the road blocked by a bus. Failed attempts to start the bus attracted a zombie and from that point things went downhill rapidly. With more and more zombies being attracted by gunfire the squad managed to hold them off for a while but then began to struggle. After losing a couple of the team the others boarded one of the trucks and made a run for it with a huge number of zombies in pursuit. Unfortunately the driver lost control after barging a car out of the way and the truck crashed killing another of the team and injuring the driver. They managed to give the main horde of zombies the slip but ran into another couple on the way to a stronghold they though might hold the local police. Managing to evade them they crossed the bridge to find that the police had succumbed to the zombies and only just managed to get off board.
Lenin thought he'd done pretty poorly having lost half the team, two trucks and not having recovered any resources. On the contrary just managing to get anyone off the table alive in an ATZ game is a win in my book!
See my earlier post for some photos of the game.
Friday, 11 January 2008
Gaming The Red Star
For figures the obvious starting point has to be Copplestone Castings with his excellent 28mm lines including four packs of Neo-Sovs from his Future Wars range along with some Partizans who might be useful for the Nokgorka rebels from Run Makita Run.

Lenin also suggested adapting one or two of the Bolshevik Heroines as Warkasters.For those less keen on painting the Red Blok forces from Rackham's AT-43 line are also a possibility. This line also includes some walkers which, whilst I can't recall similar ones appearing in the story could easily be fitted in.

As to vehicles, I doubt that any sane person would look to try to put a skyfurnace on the table (always you had a table big enough) but some of the armour could easily be represented by the Old Crow Sabre heavy tank with a suitable paint job.
I haven't found anything which I would be happy with for Al'istaan as yet but we're still looking...
Tuesday, 8 January 2008
Gaming Weekend
Tuesday, 1 January 2008
Happy New Year!
Anyway let me wish you a happy and prosperous New Year!
Sunday, 23 December 2007
Duell
I managed to pick up a copy of Duell, the fencing card game, which is a republishing by Ravensburger of En Garde by Reiner Knizia, from eBay. Having read the various comments on BoardGameGeek I used the En Garde rules and tried a few games with my wife, starting with the Basic Game and moving on up through the Standard Game to the Advanced rules.The game is very simple in concept a linear track is placed between the players and pawns placed on either end of it to represent the fencers. Each player is dealt 5 cards from a deck of 25 (5 sets of values 1 to 5) and then plays the cards in turn to advance down or retreat back up the track or to attack their opponent. With the advanced rules, which include advance and attack and defensive retreats it is a really fun game that actually manages to give the feel of fencing despite its simplicity.
The production values of the Ravensburger version are fine but if you are looking for a real visual feast you might want to check out the version of En Garde being produced by Ferti (although it doesn't contain the English rules so you'd need to download those). Personally if I want to improve the look I'm going to fish out my Redoubt Musketeer figures and I'd also like to work out a way to get it into a miniatures game as it's the best fencing simulation I've found so far.
Saturday, 15 December 2007
Lardies Christmas Pudding Arrives!
The Too Fat Lardies have released their latest seasonal special just in time for Christmas. Weighing in at 133 pages it's the usual excellent mix of supplements, scenarios and articles for the Lardies various rule sets.I haven't been through the whole thing as yet - it only arrived a couple of days ago but I've found from the previous seasonal specials that, even if you don't have the rules in question, all the articles and scenarios and an interesting read. It's sure to keep my occupied over Christmas and for only £5 for the .pdf it's not to heavy on the pocket.
Which is more Important: Your Morale or Your Troops' Morale?
This all made me think, the game would have been quite different if Dave had used his aggression when advancing on the village in the first instance and had someone else been playing his troops later when the reinforcements arrived they could have simply run for the hills (which given the odds was what we were expecting!). It really highlights that no matter the morale rules for the troops the morale of the players is just as if not more important. It also goes to show that no matter what the odds any game with dice can go either way!
As to the rules one of the things that helped Dave was his veteran troops which get more actions than the less experienced troops. On reflection we were concerned that the veterans were getting rather too much of an advantage from this which was difficult to justify logically. Ben suggested using alternatives including getting several activation cards and being able to choose the highest thus allowing them to react faster. Bronze is now pondering so there may be a revised version coming.
Monday, 3 December 2007
Chain Reaction 2.0 - Available Free!
The Chain Reaction 2.0 rules are now being offered as a free .pdf download by Two Hour Wargames! These are the basic rules upon which the majority of Two Hour Wargames other sets like Nuts! and FNG are based.The rules cover all the reaction test mechanics and provide stats for a variety of weaponry, so they make a great set for any modern skirmish.
If you haven't tried the Two Hour Wargames style rules I'd give them a go (you can't complain about the price!). They do have a learning curve but once you're over that they are excellent.
Sunday, 2 December 2007
Out of the Box: Napoleon's Triumph
With this slightly closer view you can see the locale polygons designating the areas on the map:
WebWitter
Saturday, 1 December 2007
NUTS! Available at a discount
Nuts! - one of my favourite sets of rules from Two Hour Wargames is their featured game this month. Which means you can get it for US$5 less than the usual list price - so the .pdf is only US$12.All the Chain Reaction 2.0 based rule sets have a bit of a learning curve but once you get over that The reaction test system provides a different but very effective simulation. I've yet to find another set of rules at this level which gives you the "feel" that Nuts! does. It leans more to the realistic than the hollywood version of WW2 but that is what I was looking for anyway.
Thursday, 29 November 2007
The Road to Milan, April 1522
We tried out the To the Banners rules by Partizan Press at the club last week. Bronze picked these up at SELWG last year IIRC and he umpired the game. The rules embody some interesting mechanisms, particularly around initiative and artillery which make good use of the d6. It did, however, become clear that the rules were really designed for two player games rather than multi-player ones (unless you enjoy lots of downtime) and that some of the mechanics could have done with much better explanation in the booklet. Added to that units have to take some serious punishment before being eliminated which isn't really compatible with our limited playing time.The rules did simulate the difficulties in co-ordinating units and the effect of leaders and the artillery was ineffective but fun.
Overall they are nicely presented and gave a fun game but you need to persevere with some of the text and keep to two players. Given that we liked the rules I suspect Bronze will be trying some amendments to cater for multi-player games.
Napoleon's Triumph
Impressed by Bonaparte at Marengo (BaM), I just picked up a copy of Simmons Games latest release, Napoleon's Triumph (NT) from Gameslore. NT is a development of the BaM system for the Battle of Austerlitz. The board is nearly 3' x 4'!As with BaM, NT divides the map into polygons with defined "approaches" which restrict combat and/or movement. It also uses a diceless combat system and hidden unit strengths but now adds leaders.
I am really looking forward to giving this one a go!
Sunday, 25 November 2007
Friedrich - A Euro/War game Hybrid?
I managed to pick up a copy of Friedrich at Orc's Nest last week. It's a boardgame about the Seven Years War for 3 or 4 players (though there are two 2 player scenarios) pitting one player (as Friedrich) against the others, although only one player can win.On first sight it looks like a cross between a Euro game and a Wargame with the wooden pieces, control chits and point to point map, and the mechanics repeat that approach - conflict but with a pretty streamlined system (combat using cards). The historic flavour is enhanced with the use of the Fate deck which introduces real events into the game - some of these eliminate individual nations but all the allies have a fall back to work with.
I've only managed to read the rules so far but it looks very interesting - particularly as the hybrid nature of the game should give it a wider appeal than my more traditional wargames.
Wednesday, 7 November 2007
Athens & Sparta Arrives!
My pre order copy of Athens & Sparta by Columbia Games finally arrived today. I've only had chance to unwrap and open the box (so I still have the unrivalled fun of the stickers ...) but the game certainly looks interesting. Obviously as a Columbia block game it has the usual step reductions and it's card driven with the map being hex based - all of which we have seen in other of their games. The productions values are the same as their other games with the same file box and sleeve arrangement with an unmounted board etc. but that's only to be expected.I could quibble about the release delay (1 month) and the lack of any sort of communication from Columbia about that (I found out from checking their website) despite them having my email address and moving from a "Coming in September" to a "Coming Soon" message without warning. But now that I have it this seems a little churlish.
Expect my first impressions once I've got myself into the appropriate Zen state to do the stickering and run through the rules...
Saturday, 3 November 2007
Have I found Solomon Kane?
He certainly looks the part to me!
Setback in San Guano
What the game did do was remind me what I do and don't like about AK47 Republic. The production values are hardly top notch - dodgy coloured pages (presumably to reduce the chance of photocopying), poor layout, pretty basic illustrations and abysmal proof-reading. There are plenty of fun ideas (and some silly ones) along with a simple set of basic mechanisms which are easy to pick up. But the random scenario generation does leave a lot to be desired (you can be defeated by a few dodgy dice rolls for unit arrival - which given my reputation for dice rolling ain't great!).
But overall the core rules give a fun game (as long as you recognise what they're for!). Reflecting back on the previous Metal Storm game it did feel similar (which is not surprising given that it's based on AK47) but AK47 is still a lot less fiddly.
Monday, 29 October 2007
Kriegsspiel
I spotted that the Too Fat Lardies have managed to reprint the von Reisswitz Prussian Army Wargame Kriegsspiel so I ordered a .pdf copy of it. The book is the 1824 version of the rules with both Editor's notes and the 1828 update included. The .pdf isn't terribly printer friendly as over the first half of the book has coloured backgrounds to the pages.The Lardies also produce scenarios and a version of the Meckel map to go with the rules and I believe Lancashire Games make the markers - so this could be yet another project (which will never get finished!).
The Savage World of Solomon Kane
I just picked up a copy of the Savage World of Solomon Kane from Orcs Nest. It's the latest Savage Worlds book and it's a beauty. The book comes in hardback, with glossy pages and lots of illustrations. It provides both the Solomon Kane background, the Savage Worlds rules, details of the Kane's world and a plot point campaign.I really enjoyed Robert E. Howard's The Savage Tales of Solomon Kane and this book allows you to bring it to both the RPG and tabletop world with the Savage Worlds rules.
Of course now I need a figure for Kane himself...
Saturday, 20 October 2007
Quebec 1759
I managed to pick up a copy of the Columbia Games block wargame Quebec 1759 on eBay recently. It was actually an old Gamma II edition but other than a couple of very minor production differences the games are identical. The box sleeve was a little more badly damaged than I was expecting but the game was complete and the block bags still sealed and unstickered - though after C&C:A I would have been happy to get one with the stickers already fixed. I've only had a chance to read though the rules so far and it's pretty much as expected. It was one of Gamma II/Columbia's early games (first published in 1972) and so is somewhat less sophisticated than their later offerings but that's what I was looking for - I want a range of games I can play with different sets of people. My other half likes board and card games but isn't keen on wargames as they're "too thinky". I'm hoping something simpler like Quebec 1759 might allow a foot in the door. Who knows - but it's got to be worth a try!
Sunday, 7 October 2007
Wargames Weekend Update
Troops, Weapons and Tactics is heavily based on the Too Fat Lardies previous rules I Ain't Been Shot, Mum! (IABSM) and that is very apparent. As the rules are lower level, with the tactical unit being a fire team rather than the IABSM section, a few additional mechanics have been added. This was only the first try out but our initial impression was that, whilst they did provide an interesting game, the additional chrome didn't produce a result which was a pleasing as Nuts! in terms of the "feel". Obviously this is highly subjective but I think the additional mechanics confuse and complicate the basic IABSM approach but don't deliver proportional added value - which is a shame as I am a big fan of IABSM and use them as my preferred rules for the next level up.
Metal Storm was another first outing. The rules appear to be heavily based on Peter Pig's AK47 Republic rules with the addition of different dice sizes and rules for more modern weaponry. As with all rules which use up and downgrading using different dice sizes (d4, d6, d8, d10 etc.) the statistics are a little iffy but the overall result was a fun game (though we're reserving judgement on the realism element) and I expect these will see another outing (though possibly with some tweaks).
For oue first go at Renaissance Raiders from the Antwerp Fusiliers, we pulled out my 28mm Vendel Border Reivers, Grand Manner Bastle House and Gripping Beast livestock for a little sheep and cattle rustling on the borders. The rules are heavily influenced by the Commands and Colors system and are intended to be hex based. Since I don't have any hex terrain I chose to restructure them slightly to allow them to be used on a normal tabletop. Again they gave a fun game but in my view the card and average dice initiative mechanic was a little too involved for the type of game we were trying and the cards needed to pop up more often (and be a little more varied) to add flavour. The core approach is sound but a few changes are what's needed for it to become ideal for a Reivers game rather than a more traditional Renaissance battle.
Savage Worlds once again proved it is a versatile ruleset allowing you to meld various genres successfully. Lenin presented an excellent Pulp meets Call of Cthulhu game which was tremendous fun.
And having spent ages putting the stickers on my Greek and Eastern Kingdom expansion for Commands and Colors: Ancients (CC:A), I was determined to actually use it - so we set up and played the Gaugamela scenario. CC:A is still a favourite and the card system provides some real challenges for each commander.
Monday, 10 September 2007
The best laid plans and all that...
Given that my plans didn't include being ill things have slipped a little but such is life.It has allowed me to make a bit more progress with Fighter Boys by Patrick Bishop which focusses on the RAF around the Battle of Britain. The book relies heavily on the author's research into the individual pilots who fought and died in that critical time. An interesting read.
I think I've also got a scenario for the Troops, Weapons and Tactics game too. Another opportunity for me to look out my 20mm bridge for an Eastern Front game!
Tuesday, 4 September 2007
Back from my holidays - Time for a sort out
I'm also planning to create a schedule to get my unplayed rules played! First off I plan to give Troops Weapons and Tactics by the Too Fat Lardies (a lower level derivative of their I Ain't Been Shot Mum WW2 rules) and Renaissance Raiders by the Antwerp Fusiliers (a set inspired by the Commands and Colors system - although hex based I plan to convert these to traditional table top). So watch this space!
Monday, 20 August 2007
News: Athens and Sparta
If you're interested in block games the latest Columbia Games offering Athens and Sparta is due for release next month. Using a combination of traditional block mechanics and a card driven approach it looks interesting, through not revolutionary. But as it's a period I'm interested in (and one I'm not likely ever to collect enough miniatures to play on the table top) I'm probably going to pre-order it.















