I painted some stuff.
Firstly, I dragged the 10mm Redline Miniatures Napoleonics out of the lead pile and finished some more of them. Despite the fact they look excellent, I'm never going to play wargames with them, so they went on eBay.
Underneath them in the pile were some 15mm GZG USNC Hardsuit Marines of the space man variety. Fellow geek Pete had bought them for me a while back (at Triples I think) as he's intent on playing Laserburn with the damn things.
As everyone of my age knows, real space soldiers don't wear camo - they wear grubby orange environment suits, and their armour always looks like glossy white plastic. Jim Burns is primarily to blame for this.
After this photo I gloss varnished the white bits. Despite being a quick and dirty paint job, I'm very happy with how they've come out. Eagle-eyed readers will note I went for the truly old school effect of using PVA and sand on the bases, with the obligatory contraction showing the outline of the figure's base on some of them.
Also on the bench are three SLM Hedgehog spear teams, and some Conquest metal Norman command - of which the horses are near enough complete.
More soon, especially since I'm now looking for a suitable grav tank for the space soldiers.
Saturday, 21 September 2013
Friday, 5 April 2013
D&D Map in Gimp
I made a pretty.
Couple of hours in The Gimp, using the tutorial from the link in previous post. Quite chuffed with myself, first time I've ever done anything like this in Gimp or Photoshop.
Couple of hours in The Gimp, using the tutorial from the link in previous post. Quite chuffed with myself, first time I've ever done anything like this in Gimp or Photoshop.
Thursday, 4 April 2013
Getting the best from Basic D&D
We partook of more Basic D&D last night. I'd managed to successfully divert the party from the task of finishing the Caverns of Quasqueton (Module B1) whilst they were resting in the nearest town of Westwald with the timely arrival of merchants for market day, one of whom had narrowly escaped an orc ambush on the road up.
They took the bait, and offered their services as escort for the returning caravan. This gave me lots of scope to really stretch the different roleplaying required with Basic (compared with the local staple of 4ed.)
For example, as the day wore on, one of the NPCs in the party had vanished into the forest next to the road, and I kept getting the dwarf to make Constitution rolls against falling asleep in the warm afternoon sun. The players missed the point of this, however, they picked up the far-off wolf howls when calling out for the NPC.
After a while, after much hinting, one of the party remembered the seemingly inconsequential telescope they'd bought in Westwald. The Cleric jumped onto the back of the wagon, and promptly failed an intelligence test to use it. He decided to go ask the NPC Wizard - in another wagon with the NPC Thief - only to discover they'd nodded off in the afternoon heat (it was the crash of the collective penny dropping regards the Cons rolls for the dwarf which woke them). Wizard, once woken, spots a large wolf pack some way off.
The wolf pack, when it attacked just after dark, also gave me more 'BD&D is better' ammo; the Cleric, on his own, saw two wolves break off from the shadowing pack and streak in towards him. Needing to describe his actions - rather than just pull out a daily power and roll a gazillion dice - he stalled by asking how far away they were;
"250 feet and closing fast"
"ummm"
"200 feet"
"I'll, erm, err"
"150 feet"
"Throw my torch at them" (rolls a 13)
"The torch goes 30 feet... 100 feet and closing"
"Right, I'll, erm"
"50"
"I'll quickly..."
"Too late, roll for initiative"
Great fun as DM, really puts the players under pressure to think fast. So much more refreshing than simply presiding over a sequence of players calling out which special power they want to use.
After the session, some puffing of cheeks with "wow, that was tough" was interesting - it wasn't, they defeated a dozen wolves and a dire wolf in dribs and drabs without too much effort. But being put under pressure to think fast, think clearly, and act decisively is mentally exhausting if previously you've had plenty of time to do things.
The other cool bit was the realisation that only the failed Int check to use the telescope had made them discover the sleeping Wizard and Thief, otherwise they'd have faced a wolfpack with only a dwarf, a cleric, and an NPC fighter.
Now I just need to think how the inevitable Orc ambush is going to unfold, and how I can challenge the players in a similar fashion.
Tuesday, 2 April 2013
BD&D DIY Maps
One thing I've always loved about BD&D was the classic style of overland mapping - mostly usually seen on a hex grid. Vast dragon infested snow capped mountain ranges intersecting kingdoms, huge forests stuffed full of goblins, and endless windblown steppes with implausibly sited ancient fastnesses of evil wizards.
Just the thing I want for my BD&D campaign, and just the sort of thing you can apparently make with Fractal Terrains software. However, I'm stuffed if I'm going to throw £70 at some (admittedly impressive) cartography software, and even if I would, I can't because I'm a Linux house and therefore incompatible with 94% of the world. (Anyone mentions WINE they're to go and sit at the back of the class)
I have The Gimp (open source photoshop alike), and with a bit of Google-fu, I found this;
Clickable Goodness
I've never bothered learning how to use Gimp properly, but 45 minutes of mucking around on my little Samsung NC10 netbook yielded this;
Tomorrow I'll go again on the bigger 15" notebook (also Linux, before you ask) and get stuck into it properly.
Just the thing I want for my BD&D campaign, and just the sort of thing you can apparently make with Fractal Terrains software. However, I'm stuffed if I'm going to throw £70 at some (admittedly impressive) cartography software, and even if I would, I can't because I'm a Linux house and therefore incompatible with 94% of the world. (Anyone mentions WINE they're to go and sit at the back of the class)
I have The Gimp (open source photoshop alike), and with a bit of Google-fu, I found this;
Clickable Goodness
I've never bothered learning how to use Gimp properly, but 45 minutes of mucking around on my little Samsung NC10 netbook yielded this;
Tomorrow I'll go again on the bigger 15" notebook (also Linux, before you ask) and get stuck into it properly.
Sunday, 31 March 2013
You start at the Inn...
Gygax and Elmore. Two great uncredited influences on my life. I really started wargaming with roleplaying at primary school, aged 9 in 1985 (if I recall). Red Box rules - aka BD&D, Elmore artwork, crappy dice with a white crayon, and an excellent DM who went onto to a professor of pure mathematics at Cambridge.
Nothing else needs to be said except that I played 4e recently, but didn't like it; too much like WoW or Skyrim for those terminally short of internet connection. Too much combat, too much dice, nowhere near enough roleplaying.
Recently chatting to one of the original primary school RPG group on Facebook, and we decided to invest some time with Roll20 online gaming and take a trip down memory lane. This led me taking my original 1983 rules round to another mate's place on Friday evening. He too started with BD&D, so we could roll up some characters.
He's going through rather a tough time at the moment, so once he'd rolled up a cleric (his favourite character type whatever system we're RPGing) I somewhat spontaneously decided to keep him distracted for the evening by pulling up an original TSR module from the netbook's hard drive and have an adventure with his cleric and my new halfling (played as an NPC).
Despite me not having DM'd in any capacity for a quarter of a century, and not having prepped even a little bit, we had a blast for 2.5hrs of fire beetles, a couple of troglodytes, and a smattering of kobolds.
So Saturday evening we reconvened and carried on, only this time skyping in another of the regular gaming group (a BD&D virgin, but well versed in 3.5 and 4e) for further dungeon bashing.
I relearnt a lot of things about being dungeon master;
1) The players will always do exactly the opposite of what you've planned for
2) come prepared with a list of names for the various NPCs they bump into along the way
3) It's bloody good fun, arguably more enjoyable than being a player
The adventure continues!
Nothing else needs to be said except that I played 4e recently, but didn't like it; too much like WoW or Skyrim for those terminally short of internet connection. Too much combat, too much dice, nowhere near enough roleplaying.
Recently chatting to one of the original primary school RPG group on Facebook, and we decided to invest some time with Roll20 online gaming and take a trip down memory lane. This led me taking my original 1983 rules round to another mate's place on Friday evening. He too started with BD&D, so we could roll up some characters.
He's going through rather a tough time at the moment, so once he'd rolled up a cleric (his favourite character type whatever system we're RPGing) I somewhat spontaneously decided to keep him distracted for the evening by pulling up an original TSR module from the netbook's hard drive and have an adventure with his cleric and my new halfling (played as an NPC).
Despite me not having DM'd in any capacity for a quarter of a century, and not having prepped even a little bit, we had a blast for 2.5hrs of fire beetles, a couple of troglodytes, and a smattering of kobolds.
So Saturday evening we reconvened and carried on, only this time skyping in another of the regular gaming group (a BD&D virgin, but well versed in 3.5 and 4e) for further dungeon bashing.
I relearnt a lot of things about being dungeon master;
1) The players will always do exactly the opposite of what you've planned for
2) come prepared with a list of names for the various NPCs they bump into along the way
3) It's bloody good fun, arguably more enjoyable than being a player
The adventure continues!
Sunday, 24 March 2013
Mass Battles with Splintered Light
The unmistakable thud of a lead filled Jiffy bag hitting the door mat resounded through the halls of Castle Tangent yesterday, heralding the arrival of 70 more of the Splintered Lands range from David McBride at Splintered Light Miniatures.
The general idea behind increasing the SL collection from 'a lot' into 'the entire catalogue' is twofold; Firstly, it gives yet more options for Song of Splintered Lands, and secondly it means we can play some mass battles using Sabot bases.
The whole mass battles thing is something I've not done for a long time (Dystopian Wars excepted), but I've been collecting rules for some time. The closest I've come to actually liking any of them is Doc McBride's (David's father) Pride of Lions. An interesting system, and shows Doc's considerable experience in pushing lead around the table.
However, it is aimed more at the 15mm fantasy crowd - using what appears to be an evolution of the HotT basing regime, with each unit having three 40mm x 40mm bases. Although basing size and regime is not important, the whole thing is prevaricated on the three-base-unit concept. This would turn an SL 20mm 'mass' battle into 'bloody enormous' battle and would need a 6x4 board to really do it justice.
So, I've set about hacking Song of Splintered Lands about to make it fit what I'm trying to achieve. Fairly easy so far; just tweaking the movement, combat, and morale engines to suit units rather than individuals. In keeping with my love of the simple, I'm trying to keep it to four pages max.
At the moment, it reads/feels like a mix of WFB, SoBH, with a sprinkling of HotT thrown in. The current bit I'm pondering is how individualism to create between unit types.
For example, should a unit of Fox Spears be different from Squirrel Spears? To create a difference big enough to drive tactical challenges requires more stat lines, which brings complexity and that slows the game.
The general idea behind increasing the SL collection from 'a lot' into 'the entire catalogue' is twofold; Firstly, it gives yet more options for Song of Splintered Lands, and secondly it means we can play some mass battles using Sabot bases.
The whole mass battles thing is something I've not done for a long time (Dystopian Wars excepted), but I've been collecting rules for some time. The closest I've come to actually liking any of them is Doc McBride's (David's father) Pride of Lions. An interesting system, and shows Doc's considerable experience in pushing lead around the table.
However, it is aimed more at the 15mm fantasy crowd - using what appears to be an evolution of the HotT basing regime, with each unit having three 40mm x 40mm bases. Although basing size and regime is not important, the whole thing is prevaricated on the three-base-unit concept. This would turn an SL 20mm 'mass' battle into 'bloody enormous' battle and would need a 6x4 board to really do it justice.
So, I've set about hacking Song of Splintered Lands about to make it fit what I'm trying to achieve. Fairly easy so far; just tweaking the movement, combat, and morale engines to suit units rather than individuals. In keeping with my love of the simple, I'm trying to keep it to four pages max.
At the moment, it reads/feels like a mix of WFB, SoBH, with a sprinkling of HotT thrown in. The current bit I'm pondering is how individualism to create between unit types.
For example, should a unit of Fox Spears be different from Squirrel Spears? To create a difference big enough to drive tactical challenges requires more stat lines, which brings complexity and that slows the game.
Sunday, 17 March 2013
The '80s called... they want me back.
Some things never leave your system. Mostly, prized possessions I've sold and then regretted ever after. My '86 Mercedes 190E 2.3-16 is one such example, not only because they rapidly appreciated afterwards, but because I'd utterly gelled with it; It was magnificent.
Another one of these stuck-in-the-system is my 80s Bretonnian army. I started this in 86/87 I think, around WFB 3.ed, and slowly added bits to it until it numbered over 100 miniatures (not an inconsiderably amount of lead when you're 10 years old). It was all Perry, mostly C26 and slightly later. In the end I sold it, for about £20 if recall correctly, sometime around 93.
Anyway, recently I've noticed something fad/trend called Oldhammer seeping into the blogsphere. This, seemingly orchestrated in concert with the Ansells, seems to involve friendly non-tourney tournaments (at Foundry) using 3.ed rules, and whatever miniatures you fancy, as long as they feel and look 80s.
I'm unlikely to ever go to Nottingham for anything, least of all wargaming, but it has turned the nagging thought of getting another classic Bretonnian army built into a fully fledged wading-through-websites-and-putting-things-in-baskets type affair.
Whilst eBay is full of massively overpriced original Bretonnians, fortunately Brian Ansell made off with the moulds for 90% of the range when he left GW... so they're all available at Foundry. Then there's the current Perry HYW range, which is very much in keeping (and hopefully size) to their 80s work.
More soon.
Another one of these stuck-in-the-system is my 80s Bretonnian army. I started this in 86/87 I think, around WFB 3.ed, and slowly added bits to it until it numbered over 100 miniatures (not an inconsiderably amount of lead when you're 10 years old). It was all Perry, mostly C26 and slightly later. In the end I sold it, for about £20 if recall correctly, sometime around 93.
Anyway, recently I've noticed something fad/trend called Oldhammer seeping into the blogsphere. This, seemingly orchestrated in concert with the Ansells, seems to involve friendly non-tourney tournaments (at Foundry) using 3.ed rules, and whatever miniatures you fancy, as long as they feel and look 80s.
I'm unlikely to ever go to Nottingham for anything, least of all wargaming, but it has turned the nagging thought of getting another classic Bretonnian army built into a fully fledged wading-through-websites-and-putting-things-in-baskets type affair.
Whilst eBay is full of massively overpriced original Bretonnians, fortunately Brian Ansell made off with the moulds for 90% of the range when he left GW... so they're all available at Foundry. Then there's the current Perry HYW range, which is very much in keeping (and hopefully size) to their 80s work.
More soon.
Wednesday, 6 March 2013
Sabot Bases
Massed Fantasy Battles. Those three words together in that order can bring about a wide variety of reactions from wargamers. For some, they hark too closely to the Marmite world of WFB, or the incomprehensible HotT.
Me, I used to love WFB when I were a kid. 3rd Edition. Bretonnians, when Bretonnians were basically HYW English/French with a wizard. Since those heady days, I've not played anything which required regiments of units, and the associated stuff that goes with it.
I've got some rules on the hard drive, including Pride of Lions. I've got some printed rules too, including WAB and WFB 3rd ed, and the aforementioned cryto-analyst's wet dream which is HotT. Closest I've come is my half-complete abandoned 10mm Napoleonic armies from Redline, and the now-sold 28mm early Saxon army from Musketeer.
Not played any of them though, mainly because I can't be bothered with painting several 'undred of basically the same miniature, to then spend an afternoon getting wound up over wheeling units, facings, charges, and so on.
However, I do miss the fun of pushing large armies around, and of course the visual aspect. So, on and off over the last few months, I've been hammering Song of Splintered Lands into something more suitable for mass battles. Rather than rebase everything, or buy a whole lot more SLM, I decided to utilise the large existing collection with sabot bases from warbases.co.uk (be prepared for a not very good website if you visit).
Dunno why they're called sabots. A sabot to me is a kinetic dart for use against armour, not a piece of laser cut wood. Anyway, bought 20 of the 3x2 for units of 6, for use in my cut-down SSL version.
Turned up to they did. Very nice, for the 80p each, and saves a lot of work. Just need to get the pumice gel out and get them to match the basing scheme. They'll also double for 15mm Dux Bellorum (or whatever it is Stuart bought).
Sharp, clean, cuts. Good price. Good services from warbases. Recommended.
Me, I used to love WFB when I were a kid. 3rd Edition. Bretonnians, when Bretonnians were basically HYW English/French with a wizard. Since those heady days, I've not played anything which required regiments of units, and the associated stuff that goes with it.
I've got some rules on the hard drive, including Pride of Lions. I've got some printed rules too, including WAB and WFB 3rd ed, and the aforementioned cryto-analyst's wet dream which is HotT. Closest I've come is my half-complete abandoned 10mm Napoleonic armies from Redline, and the now-sold 28mm early Saxon army from Musketeer.
Not played any of them though, mainly because I can't be bothered with painting several 'undred of basically the same miniature, to then spend an afternoon getting wound up over wheeling units, facings, charges, and so on.
However, I do miss the fun of pushing large armies around, and of course the visual aspect. So, on and off over the last few months, I've been hammering Song of Splintered Lands into something more suitable for mass battles. Rather than rebase everything, or buy a whole lot more SLM, I decided to utilise the large existing collection with sabot bases from warbases.co.uk (be prepared for a not very good website if you visit).
Dunno why they're called sabots. A sabot to me is a kinetic dart for use against armour, not a piece of laser cut wood. Anyway, bought 20 of the 3x2 for units of 6, for use in my cut-down SSL version.
Turned up to they did. Very nice, for the 80p each, and saves a lot of work. Just need to get the pumice gel out and get them to match the basing scheme. They'll also double for 15mm Dux Bellorum (or whatever it is Stuart bought).
Sharp, clean, cuts. Good price. Good services from warbases. Recommended.
Monday, 4 March 2013
Good Lord! It's the Tangent Sir!
The Tangent returns!
I went away, to a dark place called Cantbearsed where painting and playing with toy soldiers is very much verbotten. There I passed out of time, and probably space as well, until I became so bored, so demotivated, that I decided to ironically paint something.
Then I painted some more.
And a bit more.
Then, my latent wargamer reawakened, I bought some more shit I'll never finish painting.
Hurrah!
66 Splintered Lands animals arrive soon from the former colony (the one with the really big boats and guns), and some more resin steampunk stuff for Dystopian Wars.
Meanwhile, here's a pic of me around christmas time, consulting with my inner meh on the subject of wargaming.
I went away, to a dark place called Cantbearsed where painting and playing with toy soldiers is very much verbotten. There I passed out of time, and probably space as well, until I became so bored, so demotivated, that I decided to ironically paint something.
Then I painted some more.
And a bit more.
Then, my latent wargamer reawakened, I bought some more shit I'll never finish painting.
Hurrah!
66 Splintered Lands animals arrive soon from the former colony (the one with the really big boats and guns), and some more resin steampunk stuff for Dystopian Wars.
Meanwhile, here's a pic of me around christmas time, consulting with my inner meh on the subject of wargaming.
Wednesday, 17 October 2012
Dystopian Wars Battle - loads of pics
So, having reviewed the fleet over the weekend, a 1000pt battle was organised with Pete for this evening. I debated at length what to put on the table, eventually deciding to leave the usual favourites (Mk.I Magenta, Marseilles) in the bag. Initially went with Tourbillon, Vauban, Couronne, Chevalier, Lyons, Ecuyers, and Voltaires. On a reflection I dropped the Tourbillon for the Mk.2 Magenta.
As it happened we timed out at the end of Turn 2 - neither myself or Pete play particularly quickly, and when throw in chatting, smoking, taking pics, and looking up rules we don't know, it's no surprise. I won, on points, because although Pete sunk the Couronne and a Chevalier, I'd stopped three of his destroyers, and a cruiser, and damaged one more. Both Pete and I are at an age now where finishing the game isn't that important - it's just nice to put our toys on the table and push them about.
Star of the show for me was the Ecuyers (again), and the Chevaliers (who throw out some serious firepower). The sheer number of TFTs gave me massive advantage, so I'll be doing that tactic again. Certainly going to get another squadron of Chevaliers - they're seriously good.
The bloody Time Dilation Orb of Pete's CoA proved a pain in the arse, as he teleported his carrier next to mine and absolutely hammered it. There's no way of combating it, just need to wait for the inevitable.
Anyway, here's the pics. Excuse the ones in portrait that aren't - using a different phone today, and it doesn't seem to auto-adjust
As it happened we timed out at the end of Turn 2 - neither myself or Pete play particularly quickly, and when throw in chatting, smoking, taking pics, and looking up rules we don't know, it's no surprise. I won, on points, because although Pete sunk the Couronne and a Chevalier, I'd stopped three of his destroyers, and a cruiser, and damaged one more. Both Pete and I are at an age now where finishing the game isn't that important - it's just nice to put our toys on the table and push them about.
Star of the show for me was the Ecuyers (again), and the Chevaliers (who throw out some serious firepower). The sheer number of TFTs gave me massive advantage, so I'll be doing that tactic again. Certainly going to get another squadron of Chevaliers - they're seriously good.
The bloody Time Dilation Orb of Pete's CoA proved a pain in the arse, as he teleported his carrier next to mine and absolutely hammered it. There's no way of combating it, just need to wait for the inevitable.
Anyway, here's the pics. Excuse the ones in portrait that aren't - using a different phone today, and it doesn't seem to auto-adjust
Sunday, 14 October 2012
Republic of France Fleet Review (arms race)
A quiet day at Port du Tangent, so the Admiral de la Fleet Atlantique (moi) ordered Garlic, Cognac, and Baguettes stowed in their lockers and undertook a fleet review.
First past the bench are the Ecuyer class support cruisers. Despite only having been in combat once - against the British - they proved surprisingly tough.
Now we have the two Epaulard class submarines. Equipped with bombard mortar, they should be good, but have so far proven ineffective. They also have mine-laying capability, but the mines in question wouldn't sink a canoe, so they tend to stay in port.
Now the squadron of Lyon class frigates steam past. Cannon fodder basically.
Now the mighty Vauban class sky fortress. A sort of battleship/carrier/airship - packing huge firepower, huge amount of tiny flyers, and all sorts of gadgets. This ship's predecessor was famously shot down in action against the Covenant of Antartica. A magazine explosion ensured that she took almost everything else down with her too.
Tiny flyers. The Republique field huge numbers of these, but so far they've only proven to be a nuisance. A change in tactics beckons where they should be used against destroyers and corvettes.
The Furieux class scoutship. Used for ranging far ahead of the main fleet. Perhaps that's why they've been shot to ribbons in every battle without really hurting anything
Voltaire class heavy interceptors - theoretically very good, but only two fielded so far. Expecting more results when used in bigger numbers (see Arms Race below)
Marseilles class cruisers. Stalwart ships of the line - have dished out some serious punishment in return for few losses. Almost always fitted with retardant armour, which usually helps longevity.
The ill-starred Magenta II class pocket battleship. She's been crippled twice, and boarded once. The heat lance is a powerful weapon, but also a powerful fire magnet. Nonetheless, her faithful crew struggle on, hoping one day to prove their worth.
Ah, the belle of the fleet; the Magenta I class pocket battleship. Unlike her later Mk.II cousin, the old girl leads a charmed life; having survived every encounter with nowt but a scratch here and the odd dent there. Repulsed and then counter-boarded the Convenant's battleship during the same engagement that saw the sky fortress explode.
Then the mighty Charlemagne class dreadnought. Slow, ponderous, and incredibly powerful. Sunk a lot of British ships in one encounter, but otherwise remained resolutely in port.
Arms Race
Thanks to the dastardly machinations of the Convenant of Antarctica, and to a lesser extent the Kingdom of Britannia, the Republique has had to embark on a programme of ship building.
Although this is supposedly secret, some details have leaked out. A Tourbillion airship, a Couronne class battle carrier, another Magenta I, and some Chevalier Destroyers and Frelon small flyers.
More are in the works, and even more planned, especially on the airship front - the British preponderance of torpedoes will be thwarted by simply not being in the water. The Republique will know victory once more (eventually).
First past the bench are the Ecuyer class support cruisers. Despite only having been in combat once - against the British - they proved surprisingly tough.
Now we have the two Epaulard class submarines. Equipped with bombard mortar, they should be good, but have so far proven ineffective. They also have mine-laying capability, but the mines in question wouldn't sink a canoe, so they tend to stay in port.
Now the squadron of Lyon class frigates steam past. Cannon fodder basically.
Now the mighty Vauban class sky fortress. A sort of battleship/carrier/airship - packing huge firepower, huge amount of tiny flyers, and all sorts of gadgets. This ship's predecessor was famously shot down in action against the Covenant of Antartica. A magazine explosion ensured that she took almost everything else down with her too.
Tiny flyers. The Republique field huge numbers of these, but so far they've only proven to be a nuisance. A change in tactics beckons where they should be used against destroyers and corvettes.
The Furieux class scoutship. Used for ranging far ahead of the main fleet. Perhaps that's why they've been shot to ribbons in every battle without really hurting anything
Voltaire class heavy interceptors - theoretically very good, but only two fielded so far. Expecting more results when used in bigger numbers (see Arms Race below)
Marseilles class cruisers. Stalwart ships of the line - have dished out some serious punishment in return for few losses. Almost always fitted with retardant armour, which usually helps longevity.
The ill-starred Magenta II class pocket battleship. She's been crippled twice, and boarded once. The heat lance is a powerful weapon, but also a powerful fire magnet. Nonetheless, her faithful crew struggle on, hoping one day to prove their worth.
Ah, the belle of the fleet; the Magenta I class pocket battleship. Unlike her later Mk.II cousin, the old girl leads a charmed life; having survived every encounter with nowt but a scratch here and the odd dent there. Repulsed and then counter-boarded the Convenant's battleship during the same engagement that saw the sky fortress explode.
Then the mighty Charlemagne class dreadnought. Slow, ponderous, and incredibly powerful. Sunk a lot of British ships in one encounter, but otherwise remained resolutely in port.
Arms Race
Thanks to the dastardly machinations of the Convenant of Antarctica, and to a lesser extent the Kingdom of Britannia, the Republique has had to embark on a programme of ship building.
Although this is supposedly secret, some details have leaked out. A Tourbillion airship, a Couronne class battle carrier, another Magenta I, and some Chevalier Destroyers and Frelon small flyers.
More are in the works, and even more planned, especially on the airship front - the British preponderance of torpedoes will be thwarted by simply not being in the water. The Republique will know victory once more (eventually).
Friday, 12 October 2012
Scenario Bag The Hun II Cards
I've been following the alarmingly prolific Jim at Jim's Wargames Workbench for a while, and saw a post from him about gaming on Tuesday with a 1940 Battle of Britain scenario based on real events.
For want of a couple of hours distraction, and because I'm generally quite nice to fellow wargamers, I offered to tweak my card deck for him in return for the scenario he'd written.
Here's one of what I did done make for him;
Never ceases to amaze me the photos you can find on the internet without much searching. The chap asleep in the chair is actually the very man who led the flight into combat in the scenario. Chap looking moodily off into the middle distance is 56sqn, although unidentified.
For want of a couple of hours distraction, and because I'm generally quite nice to fellow wargamers, I offered to tweak my card deck for him in return for the scenario he'd written.
Here's one of what I did done make for him;
Never ceases to amaze me the photos you can find on the internet without much searching. The chap asleep in the chair is actually the very man who led the flight into combat in the scenario. Chap looking moodily off into the middle distance is 56sqn, although unidentified.
Sunday, 23 September 2012
More French floaty bang
Wargaming friends, who needs 'em eh?
Pete, owner of the highest lead mountain in all Hove, regular gaming opponent, irregular Northerner, and - to his eternal regret - one of the inner circle of Tangent, had to head North this weekend.
In the grim North there is a grim town called Sheffield, which is full of grim people and grim things. (Foreign readers please note that in Britain, anywhere North of a place called Luton is considered 'the North', and everything up there is grim). Anyway, Pete messaged me using the combined magic of 3G and Facebook and asked whether I would like a Dystopian Wars Republic land battle group boxed set.

Does the Pope kiss runways?
Of course I did, even from the grim North, toys is toys. I also requested a Mk.1 Magenta pocket battleship. I've already got one, but two pocket battleships are better.
Suppose I best get my airbrush back from Pete, as the list of stuff I need to paint is getting quite long.
Pete, owner of the highest lead mountain in all Hove, regular gaming opponent, irregular Northerner, and - to his eternal regret - one of the inner circle of Tangent, had to head North this weekend.
In the grim North there is a grim town called Sheffield, which is full of grim people and grim things. (Foreign readers please note that in Britain, anywhere North of a place called Luton is considered 'the North', and everything up there is grim). Anyway, Pete messaged me using the combined magic of 3G and Facebook and asked whether I would like a Dystopian Wars Republic land battle group boxed set.

Does the Pope kiss runways?
Of course I did, even from the grim North, toys is toys. I also requested a Mk.1 Magenta pocket battleship. I've already got one, but two pocket battleships are better.
Suppose I best get my airbrush back from Pete, as the list of stuff I need to paint is getting quite long.
Sunday, 16 September 2012
Dystopian Wars mega battle: planning
In a rare moment of coherency, my gaming group has decided unanimously (well, two of us) to stagger slowly towards an all-group mega battle of Dystopian Wars. Whether it'll ever happen is irrelevant - it was my idea, so I'll be planning it, and no doubt driving the reluctant collective to a) all appearing in one place simultaneously, b) sticking to the scenario without trying to deconstruct it and c) actually constructively assist with said project.
It should be said that in the seven or so years our group has been in effect, I don't think this has ever been achieved. Still, lost cause or not, I shall persist.
So, here's the idea; 12' x 4' board, in the middle a Panama or Suez canal type running across from left to right, covering 3 or 4 foot. In effect this will create an Atlantic side and a Pacific side. Land objectives to be some factory installations, some bridges, an airfield or two, and some other stuff. Rest of board to be sea with scattered islands.
At 2000 - 2500 points per side, this should give plenty of points for land forces as well as naval and aerial compliments. Limited to six turns only, it'll be Take & Hold objectives based, I should think. At this points level, with potentially five or six players at the table, it's easily an entire afternoon's gaming.
Scenery-wise we have enough bits of green tiles to make sufficient landmass to fight over, although the 2x2' tiles will present a problem for the making of the canal. I've got some 4 x 2 pink foam boards which were from an abandoned project now lurking in the loft. Think it might be time to press them back into service and get some bags of static grass.
Playable forces are fine for the most part - Covenant and Britannia are very comprehensive with land forces as well, whilst my French can easily field 2000pts of navy, but lack any land presence. There is a smallish Prussian contingent, and there's threat of a new player entering with a yet to be purchased Russian fleet.
So, first stage is to construct two opposite banks of canal (fairly simple), paint up some objectives, get a land force boxed set, and make some hills/mountains. Then I can start to think about objectives and scenario conditions.
Hope to get some progress during the week.
It should be said that in the seven or so years our group has been in effect, I don't think this has ever been achieved. Still, lost cause or not, I shall persist.
So, here's the idea; 12' x 4' board, in the middle a Panama or Suez canal type running across from left to right, covering 3 or 4 foot. In effect this will create an Atlantic side and a Pacific side. Land objectives to be some factory installations, some bridges, an airfield or two, and some other stuff. Rest of board to be sea with scattered islands.
At 2000 - 2500 points per side, this should give plenty of points for land forces as well as naval and aerial compliments. Limited to six turns only, it'll be Take & Hold objectives based, I should think. At this points level, with potentially five or six players at the table, it's easily an entire afternoon's gaming.
Scenery-wise we have enough bits of green tiles to make sufficient landmass to fight over, although the 2x2' tiles will present a problem for the making of the canal. I've got some 4 x 2 pink foam boards which were from an abandoned project now lurking in the loft. Think it might be time to press them back into service and get some bags of static grass.
Playable forces are fine for the most part - Covenant and Britannia are very comprehensive with land forces as well, whilst my French can easily field 2000pts of navy, but lack any land presence. There is a smallish Prussian contingent, and there's threat of a new player entering with a yet to be purchased Russian fleet.
So, first stage is to construct two opposite banks of canal (fairly simple), paint up some objectives, get a land force boxed set, and make some hills/mountains. Then I can start to think about objectives and scenario conditions.
Hope to get some progress during the week.
Wednesday, 5 September 2012
Sir, your dreadnought is wrecking my fleet
So far I've thoroughly enjoyed every Dystopian Wars game I've played. Despite the moaning on the DW forum about the system having inherent imbalance, I've yet to really notice anything out of the ordinary. There is imbalance in any wargame, it's just part of it.
My happy illusion was shattered last night when the French fleet once again took to the Felt Seas to seek glory and victory for the Republic. A bit of chaos and disorganisation prevailed in our Tuesday evening group; first we were five, then four, then one of the group - who has only played DW once - needed an opponent. Deciding to leave my usual opponent to play against our other regular player, I took up the challenge of playing against a borrowed Prussian fleet.
The other player prefers skirmish games, so for the sake of brevity we went for 600pts, ignoring the usual minimum/maximums of points for the various classes of ship. This proved to be a mistake, for my opponent immediately spent 50% of his points on a Dreadnought. A further mistake was to not put my foot down, but it was getting late and I couldn't be bothered with the argument. The final mistake was to not get my own dread' out of the bag, instead electing for two pocket battleships and a big airship.
So, off we went. Opponent elected to move first, and played it safe, just moving up a trio of Frigates. I decided that my solitary Furieux scout airship was just the ticket to deal with these;
Opponent followed up on my right with his destroyer squadron, which I moved to counter with my Tourbillon airship (no photos, unpainted resin lump). Then the Metzger moved in and took up firing positions on a convenient rocky outcrop
I decided that it was time for the Voltaires to move up and throw some torpedoes at the dreadnought, but it was to no effect.
The dastardly Prussian dread moved up, and fired some effective shots around, succeeding in damaging the Furieux and Voltaires. So, I countered with the Mk.2 Magenta and the potentially hideous (if you're a dreadnought) Heat Lance;
Alas, it was to no effect, as was the Mk.1 Magenta's salvo which followed it. Just couldn't get the sixes rolling tonight.
Turn 2 and the Prussian dread charges across the board with a 'stoke the engines' card, plus some onboard generator thing adding 1D3". It pummelled the Mk.1 Magenta and then successfully boarded her, capturing the ill-fated French pocket battleship for the glory of the Prussian Empire.
The Mk.1 Magenta moved into support her sister, but just couldn't bring enough fire to bear on the mighty dread, only scratching the paint. The Voltaires were now too close to drop torpedoes, so they moved over the battle raging beneath and went for the Metzger, but cumulative damage meant they had little dice to play with. The Furieux died without further affecting the battle. The Prussian frigates swung round the back of the captured Mk.2 Magenta, but didn't hit anything.
Turn 3, and the Mk.1 Magenta swung round the Prussian dread to give it another full salvo and broadside. A little better on the dice, with a critical, just missing a double crit, but with 13HP it's a tough nut to crack. I had been looking to board the dread, but the combination of movement and tough AA meant the moment never arrived.
The Voltaires died, and the Tourbillon continued to not really achieve anything, so I threw in the towel, knowing a Mk.1 Magenta just isn't capable of a 1-on-1 with a dreadnought. This little action cost the French a battleship, two Voltaires, and a Furieux. The Prussians lost a Frigate and some tiny flyers.
To be honest I really didn't enjoy the game - the dreadnought is 260pts (from memory), but it withstood concerted assault from 300pts of pocket battleship, 100pts of interceptor, and 140pts of airship. The flipside is that had I got my dread out of the bag, then it just would have been a very dull toe-to-toe pounding for several turns.
I do think the dreadnoughts are too tough in this game to be used in anything less than 1000pts - there's just not enough on the table to achieve the target saturation needed to overwhelm one.
On the bright side, the Mk.1 Magenta again proved to be both lucky and very hard to kill. The Tourbillon also looks promising with good fire arcs on the main turrets, and a rocket battery. Thinking about things, a Furieux squadron with a Tourbillon could be a good combo - spotting from the Furieux for the rocket battery on the Tourbillon.
Ah well, that's for next time...
My happy illusion was shattered last night when the French fleet once again took to the Felt Seas to seek glory and victory for the Republic. A bit of chaos and disorganisation prevailed in our Tuesday evening group; first we were five, then four, then one of the group - who has only played DW once - needed an opponent. Deciding to leave my usual opponent to play against our other regular player, I took up the challenge of playing against a borrowed Prussian fleet.
The other player prefers skirmish games, so for the sake of brevity we went for 600pts, ignoring the usual minimum/maximums of points for the various classes of ship. This proved to be a mistake, for my opponent immediately spent 50% of his points on a Dreadnought. A further mistake was to not put my foot down, but it was getting late and I couldn't be bothered with the argument. The final mistake was to not get my own dread' out of the bag, instead electing for two pocket battleships and a big airship.
So, off we went. Opponent elected to move first, and played it safe, just moving up a trio of Frigates. I decided that my solitary Furieux scout airship was just the ticket to deal with these;
Opponent followed up on my right with his destroyer squadron, which I moved to counter with my Tourbillon airship (no photos, unpainted resin lump). Then the Metzger moved in and took up firing positions on a convenient rocky outcrop
I decided that it was time for the Voltaires to move up and throw some torpedoes at the dreadnought, but it was to no effect.
The dastardly Prussian dread moved up, and fired some effective shots around, succeeding in damaging the Furieux and Voltaires. So, I countered with the Mk.2 Magenta and the potentially hideous (if you're a dreadnought) Heat Lance;
Alas, it was to no effect, as was the Mk.1 Magenta's salvo which followed it. Just couldn't get the sixes rolling tonight.
Turn 2 and the Prussian dread charges across the board with a 'stoke the engines' card, plus some onboard generator thing adding 1D3". It pummelled the Mk.1 Magenta and then successfully boarded her, capturing the ill-fated French pocket battleship for the glory of the Prussian Empire.
The Mk.1 Magenta moved into support her sister, but just couldn't bring enough fire to bear on the mighty dread, only scratching the paint. The Voltaires were now too close to drop torpedoes, so they moved over the battle raging beneath and went for the Metzger, but cumulative damage meant they had little dice to play with. The Furieux died without further affecting the battle. The Prussian frigates swung round the back of the captured Mk.2 Magenta, but didn't hit anything.
Turn 3, and the Mk.1 Magenta swung round the Prussian dread to give it another full salvo and broadside. A little better on the dice, with a critical, just missing a double crit, but with 13HP it's a tough nut to crack. I had been looking to board the dread, but the combination of movement and tough AA meant the moment never arrived.
The Voltaires died, and the Tourbillon continued to not really achieve anything, so I threw in the towel, knowing a Mk.1 Magenta just isn't capable of a 1-on-1 with a dreadnought. This little action cost the French a battleship, two Voltaires, and a Furieux. The Prussians lost a Frigate and some tiny flyers.
To be honest I really didn't enjoy the game - the dreadnought is 260pts (from memory), but it withstood concerted assault from 300pts of pocket battleship, 100pts of interceptor, and 140pts of airship. The flipside is that had I got my dread out of the bag, then it just would have been a very dull toe-to-toe pounding for several turns.
I do think the dreadnoughts are too tough in this game to be used in anything less than 1000pts - there's just not enough on the table to achieve the target saturation needed to overwhelm one.
On the bright side, the Mk.1 Magenta again proved to be both lucky and very hard to kill. The Tourbillon also looks promising with good fire arcs on the main turrets, and a rocket battery. Thinking about things, a Furieux squadron with a Tourbillon could be a good combo - spotting from the Furieux for the rocket battery on the Tourbillon.
Ah well, that's for next time...
Wednesday, 29 August 2012
Dystopian Wars - victory for the French
Bank Holiday Monday saw some gaming action in the form of Dystopian Wars Chez Pete
1000pts were the order of the day.
Amazingly enough, I won.
Setup, from right to left: Epaulard subs, Furieux scoutships, Vauban sky fortress, tiny flyers, Voltaire heavy interceptors, Lyon frigates flanking Marseille cruisers, and a Mk.1 Magenta pocket battleship on the far left.
Playing against Pete's Covenant of Antarctica, the Furieux died early trying to spot for the subs' mortar weapon and lay mines across the front of the CoA line. Frigates perished early too.
Then Pete pulls some surprise move involving teleporting his Battleship onto my left flank - it has some beam-mounted energy weapon and had the potential to wipe out my whole line in one go. Some supremely unlucky dice for Pete meant it did nothing. He then tried boarding my Magenta, and fluffed that too.
The Magenta counter-boarded the battleship and captured it.
As the lines moved forward, the balanced nature of my fleet meant I was concerned about it's ability to deliver a knock out blow. With six Icarus flying cruisers on the CoA side in the middle (seriously difficult things to kill), the Magenta delayed by dealing with the battleship, the Furieux shot down, the Epaulard subs doing nothing, and the Voltaires taking a hammering, I decided to move the very shooty Vauban into the middle to dish out some pain.
As the Vauban was moving in, the Voltaires tried to stem the CoA tide, but weren't packing enough punch
The Vauban closes up to support the Marseille cruisers (left) as the Voltaires also endeavour to bring down the Icarus flyers. By the end of turn 3 the Vauban was in the middle, over the top of 4 CoA destroyers, the two Marseilles, the Icaruses, and the Voltaires. The Magenta too far out to lend any significant weight.
Predictably the Vauban started taking damage, but overall was tipping the balance when... the as-yet unused CoA carrier moved up and threw a long range salvo at it. Some very good dice for Pete saw two critical hits and on the second crit roll he got snake eyes = catastrophic explosion! The Vauban died, in a big way, and took out everything within 4" (which was most of the remaining fleets of both sides)
Ironically, this kill assured me victory as Pete was basically left with a Carrier, and four frigates, whilst I was left with both subs, the pocket battleship, and a cruiser.
So, we called it a day. Totting up the points saw that I'd won, but only by capturing the CoA battleship (double VP) otherwise it would have been a drawn.
Another great Dystopian Wars game, and a rematch is expected soon.
1000pts were the order of the day.
Amazingly enough, I won.
Setup, from right to left: Epaulard subs, Furieux scoutships, Vauban sky fortress, tiny flyers, Voltaire heavy interceptors, Lyon frigates flanking Marseille cruisers, and a Mk.1 Magenta pocket battleship on the far left.
Playing against Pete's Covenant of Antarctica, the Furieux died early trying to spot for the subs' mortar weapon and lay mines across the front of the CoA line. Frigates perished early too.
Then Pete pulls some surprise move involving teleporting his Battleship onto my left flank - it has some beam-mounted energy weapon and had the potential to wipe out my whole line in one go. Some supremely unlucky dice for Pete meant it did nothing. He then tried boarding my Magenta, and fluffed that too.
The Magenta counter-boarded the battleship and captured it.
As the lines moved forward, the balanced nature of my fleet meant I was concerned about it's ability to deliver a knock out blow. With six Icarus flying cruisers on the CoA side in the middle (seriously difficult things to kill), the Magenta delayed by dealing with the battleship, the Furieux shot down, the Epaulard subs doing nothing, and the Voltaires taking a hammering, I decided to move the very shooty Vauban into the middle to dish out some pain.
As the Vauban was moving in, the Voltaires tried to stem the CoA tide, but weren't packing enough punch
The Vauban closes up to support the Marseille cruisers (left) as the Voltaires also endeavour to bring down the Icarus flyers. By the end of turn 3 the Vauban was in the middle, over the top of 4 CoA destroyers, the two Marseilles, the Icaruses, and the Voltaires. The Magenta too far out to lend any significant weight.
Predictably the Vauban started taking damage, but overall was tipping the balance when... the as-yet unused CoA carrier moved up and threw a long range salvo at it. Some very good dice for Pete saw two critical hits and on the second crit roll he got snake eyes = catastrophic explosion! The Vauban died, in a big way, and took out everything within 4" (which was most of the remaining fleets of both sides)
Ironically, this kill assured me victory as Pete was basically left with a Carrier, and four frigates, whilst I was left with both subs, the pocket battleship, and a cruiser.
So, we called it a day. Totting up the points saw that I'd won, but only by capturing the CoA battleship (double VP) otherwise it would have been a drawn.
Another great Dystopian Wars game, and a rematch is expected soon.
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