Monday, 28 January 2013

Test Game of Pulp Alley

I thought I'd run a quick solo Pulp Alley game to get myself accustomed to the rules, I spent one of my evenings last week on a train back from London and armed with my tablet and a number randomiser I'd pre-rolled a number of scenarios already and added some flavour to them based on miniatures and terrain I already owned. I've also statted up a couple of Pulp Leagues over the weekend to try out those rules.

So with an hour of free time I whipped out some terrain and miniatures and set too it.

First off the Background.
The renowned explorer Professor Jonathan Granger has stumbles into our heroes camp desperate for help, he must save his reputation. The professor has been travelling back through this dangerous areas of North Africa when he was ambushed by local tribesmen and in the resulting firefight he fled and managed to escape. 

It turns out he was transporting the fabled Tome of Sir Elrik of Lincolnshire, a jewel encrusted book chronicling much of the early crusades.

Our heroes scramble to help, and rush to the location of the Professor's convoy to begin searching for the professors missing equipment and the Tome and securing it before it it gathered by local scavengers

The forces in question are:
Butch Sulivans League of Adventurers:


Suliman's Desert Raiders


The Tome of Elrik is the major plot point and placed in the middle of the board. The rest o the professors equipment and convoy form the rest of the minor plot points which were: An old map, camouflaged rifles, a stolen rangefinder and a talkative officer.

The trucks formed the convoy in the center of the board and the black markers note the plop points. I didn't bother with any perilous areas for this test run but if I run this scenario again I'd probably make the area around the flaming trucks perilous. I was also playing on a 2'x2' board and started the two groups in corners on the same side of the board to speed up getting to the action. 


Once the game began Butch's Adventurers took the initiative and started moving towards the objectives, Markus makes a brave move towards the opposing side armed with his trusty SMG.

Unfortunately in the resulting firefight he's downed by the 3 Desert Warriors on this hill.

Old Hamza and Eagle-Eyed Akmed move towards the stolen range finding equipment and Hamza successfully heaved the heavy boxes onto his shoulders to make off with them. 


The following turn and Suliman's Raiders take advantage of the initiative, Hamza rushes Indiana, Butches faithful hound, with a swing of his mighty blade he downs the mutt in one blow. 


Akmed makes a rush for the Tome whilst Suliman collects an old map of the professors. 


Malik the Thief finds one of the convoy guards is still alive, in the following fistfight Malik beats some useful information out of the poor man, leaving him for the desert to finish off. 


With Suliman's Raiders in possession of several of the Plot points and my hour of free time drawing to an end I called it quits there. 


Overall opinions are fairly positive, I always find it hard to judge a game by solo play, I like the fortune card concept and the multi-dice type combat seems to work alright, though I certainly need some more dice to make it easier. 

Compared to .45 adventure its a fast game and non heroic characters seem to drop real fast with just a couple of poor rolls. I could do with printing some of the rosters out as relying on having the rules and both rosters on my tablet was a bit of a pain in the backside. 

Now to find someone willing to give the rules a try for a proper run through. 

Tuesday, 22 January 2013

Analogue Painting Competition - End of month 1 Roundup

Yup it's been a little quiet around here in January, that's due to the painting competition  Christmas, new Year, my Daughters Birthday and finally a weekend away with some Steampunk Friends of ours.

I've managed to plod along with the painting competition and currently sit a little behind the planned schedule, I've amassed a reasonable 155 points of my target of 500, that puts me at around 31% of target.

I'm actually a little surprised at that figure, and with a good Feb I may actually be able to make the 500 points.

A quick overview of what I've painted so far:









That's 28 miniatures and a vehicle, may not seem a lot for some people but for me this is pretty good progress, I probably only painted 30 miniatures for the whole of 2012 so here's to a year of painting stuff up.

With another couple of orders turning up this last week I've quite a healthy painting queue again, though I'm still ignoring the Saga Anglo-Danes I've got. Up next should be several batches of Napoleonic French, some WW2 Americans and plenty more pulp miniatures. 

These updates will probably only be monthly so they don't cut into what little painting time I have. 

Till next time.
G

Wednesday, 2 January 2013

First Analogue Hobbies Challenge entry

These were actually completed just prior to Christmas as I was keen to ensure I had made a start before we went a travelling around the relatives.

Firstly I have an important looking Indian Gentleman, possibly linked to an ancient Kali Cult or perhaps just an armed merchant. Who knows but you can be sure he'll turn up in an adventure or two.


Second up is a great towering thug of a man, painted up perhaps as the perfect example of Aryan strength for my pulp Germans, either way he's mean and ready to be a real challenge should our heroes encounter him.

I've some more Pulp pretty much finished but the Challenge rules state Curt gets first sight of the pictures so you lot will all have to wait till I've sent them to him and they've been published.

Tuesday, 1 January 2013

Brink of Battle After Action Reports

Over the Christmas period my brother and I managed to squeeze in 3 Brink of Battle games, which was pretty much on plan, I had 1 spare scenario but I can keep that for later.

The games went pretty well and as I spectacularly failed to take any photos of the first couple so I'll leave it to my brother to do complete write ups over at his blog here:

http://infrequentwargamer.blogspot.co.uk/

Whilst he is doing that I'll cover the 3 scenarios we played and ruminate on the rules.

Game 1
The first game we played was the assault on the gate of the German Facility, Phil has filled out the background a little more in his report and I'll not repeat it here. The scenario itself was a simple take and hold the British forces had 12 turns to cover around 3' of board to the gate and must hold the gate. For each turn the gate is held the Brits would gain an advantage in the next game. The forces were an even 700 points each.

We tried a few variants on the rules, the Germans deployed under markers and I allowed some dice rolls for the Brits to represent Intel on the area. The Brits rolled badly and only revealed 1 marker. The mechanic worked OK but it didn't really add a huge amount to the game and did slow it down quite a bit. 

The Germans also only received half orders to represent the static nature of the sentry forces. This worked fine and they gained full orders once half the tokens were revealed.

Overall the scenario worked well until we got in a firefight in the center of the board, this took several turns to resolve as both sides were in cover and difficult to kill. Phil lost a little too much time and too many men and the game appeared to be unwinnable and the Brits retreated.

I suspect the sides were in balanced with the scenario, perhaps the Germans should have had a couple of hundred less which may have evened up their chances as little.

The British Advanced force makes it's approach to the Facility Entrance

Panzershrek action, taking out the Giant Claymore Wielding Scotsman

Some Guard Dogs very effectively taking out one of the British Soldiers in the wheatfield.

Game 2 
The second game was a counter attack from the German forces and allowed me to try some of the weird forces I have, the Germans had to destroy a British Steel Suit charging station at the Allied base of operations. Again this was an even 700 points as side.

This played out pretty quickly and ended in German defeat due to losses. 

The stats for the battle suits worked well, they were a little difficult to damage and took multiple hits to down, a good invention but not unkillable. 

Once again I feel the defender should have had less points. as I hardly got more than a few inches closer than in the shot below before my force broke.

2 PanzerKampfSoldats approach the British defenses under heavy fire. 


Game 3
The 3rd game was more of a dungeon crawl, a 2'x2' board over multiple levels leading to 3 objective rooms which the Brits must destroy. Blighted by poor customer service and Christmas postage my Westwind Cloning Tanks didn't arrive in time for this scenario so I had to adlib a little and the 3 objectives were the ammunition stores, the pumping station and the generator room.

Whilst the game worked well  the firefights descended into back and forth fire with few casualties, meaning that the Brits didn't get particularly far into the facility before they had lost too many men.

Initial Board Set Up

The British Steelsuits lead the fight into the Complex.

2 German Abomination are incinerated by one of the Steelsuits

The PanzerShrek armed PanzerkampfSoldat makes short work of a British Steel Suit

Conclusion...

After discussions with my Brother our main concern is the stagnant firefights and non-result of shocking an activated model. We've kicked around a couple of ideas around stacking shock, you get shocked once fine lose your action token, you get shocked again then you may fall back, shocked a 3rd time and you're removed from play, either dead or combat ineffective. Not sure how this will play out in practice. 

We also discussed dropping the Con of everything by 1, we already have a lot of armour in the game and this compounds the effect. Dropping the Con may mean casualties pile up quicker. 

It was a good fun set of games, we're going to continue the fight in February when we get together again at my house. We'll probably cover level 2 of the complex, the cloning rooms and then some fights with really weird abominations. So for now that's our Brink of Battle gaming. 

Thursday, 20 December 2012

Brink of Battle Force

Just a quick posting of the final images of my Brink of Battle force and the stat lines I've come up with.

Going back to the scenarios mentioned a few weeks back game 1 was to be an Allied assault on the Entrance to the secret German facility.

I decided a Standard Force would suffice and I would keep the weirdness down a little as these troops would be outside patrolling and generally being seen.

The Gate defense force would also be split for the first scenario with a number of models off board to enter on patrol routes, and the rest deployed as possible enemy positions. The old Colonel charged with defending the Gate is Col. Klinkerhoffen, once a lead fighting hero, now older, more rotund war weary veteran. His right hand man in this game would be Lieutenant Smitt who very much reminds the Colonel of his younger self, agile and a strong leader Smitt is rarely in one place for long, he leads from the front and is always found in the thick of battle with his men.

A small group of German infantry will defend the gate with some fire support from a couple of armoured Panzergrenadiers, there'll be a dog patrol and lurking somewhere in the woods one of the German WolvenSoldats, a crossbred supersoldier that stalks the area around the base. The force comes to a little over 700 points if you allow for the themed army bonus and stands at 11 models:




Colonel KlinkerhoffenCBTCMDCONWeaponsCost:
Commander475
Automatic Pistol, Knife, Grenades
108 SPs
Traits: 
Commander
Old Soldier (Additional Break)
Stormtrooper (May fire at any point during move)
Equipment: 

Lieutenant SmittCBTCMDCONWeaponsCost:
Veteran464
SMG, Knife
77 SPs
Traits: 
Commander
Hunter (Shoot at full ROF when mobile Shooting)
Equipment:
 

3x German Army InfantryCBTCMDCONWeaponsCost:
Trooper444
Knife, Grenades, Rifle or SMG
100 SPs
Traits: Equipment: 

German Army Dog Handler
CBTCMDCONWeaponsCost:
Trooper444
Knife, Grenades, Rifle or SMG
55 SPs
Traits: 
Beast Handler
Equipment: 
None

2x Guard Dog
CBTCMDCONWeaponsCost:
Trooper414
Bite 0/C/0
50 SPs
Traits: 
Beast
Bravado (immune from panic if outnumberbed)
Ferocious Charge (+1 weapon reach on charge and if hits target gets entangled)
Heightened Senses (dbt CBT rating for spotting ambush)
Equipment: 
None

PanzerGrenadier w Assault RifleCBTCMDCONWeaponsCost:
Trooper554
Assault Rifle, Knife
 76 SPs
Traits: 
  
Equipment:Light Armour

PanzerGrenadier w Rocket LauncherCBTCMDCONWeaponsCost:
Trooper554
Rocket Launcher, Knife
 151 SPs
Traits: 
Equipment:Light Armour

Wolven SoldatCBTCMDCONWeaponsCost:
Trooper534
Claws
 50 SPs
Traits: 
Beserker
Equipment:Camouflage

Tuesday, 18 December 2012

The Weird and Wonderful..

My final couple of figures for our upcoming Weird WW2 game were finished earlier tonight. I'm really chuffed with the progress I've made of the past few weeks and hope I can keep up this level of productiveness throughout the 3 months of the painting competition.

Even with the Doom Trooper, Wolvensoldat and FeuerSoldat I felt there wasn't quite enough weirdness in my German force so I've added the following:


PanzerKampfSoldat
These armoured battle suits are the pinnacle of German engineering, each one piloted by an elite German soldier they are capable of dishing out tremendous firepower with their duel sub-machine guns or wading into close combat with their boosted strengh. Each suit can sustain a tremendous amount damage before becoming inoperative and  their rocket powered pack helps them move the heavy suits around the field of battle quickly. 

The suits are actually American suits from Dust Tactics, I really liked the shape and with a traditional Panzer Grey colour scheme and a few decals the seem to really look the part. I do have a 3rd suit but it's running and I didn't like the pose too much, I also only had 2 of these 40mm bases so I left him out for the moment.


And finally there are the experimental Kampfdrohnes, bio-mechanical horrors from deep within the laboratory  these barely living creatures shamble forwards following their pre-conditioned orders and are able to take damage that would normally destroy the human body. They feel little pain and often return to the front quickly even driven off.

The miniatures are Scrap Thralls from Warmachine, no modifications just a more Germanic paint job, I tried to echo the colours my Brother painted on the jackets of my early war Germans.


And that pretty much it for this project, I'm still hoping that Wayland Games pulls it's finger out and gets me the Cloning Tanks from Westwind before Christmas as I may just get them done in time but I hold little hope of that now. So far I'm not impressed with Wayland's Customer service, they sat on my order since the 2nd December without informing me that they no longer had the item in stock and I only found out when I followed up my order with them. I always got much better service at Malestrom Games so I will miss that going forwards. 

Next up I've a load of 1930s figures I've just found in a box which need cleaning up, basing and undercoating prior to the Painting Competition so far I've over 150 points ready to paint, I'm pretty shure Christmas will provide some more and there's the SAGA minis I'm so desperately ignoring following the incident with the undercoat as I suspect many will need replacing. 

Thats if for now, I may have another update on boards and terrain in the next week but since I'm away from Friday that is looking unlikely. 

Have a good Christmas all and I hope it is filled with miniature goodness. 

Friday, 14 December 2012

More Weird WW2 miniatures

What a week, I'm really chuffed with the amount of progress I've made. Though I must ensure I don't burn out pre-painting competition.

Tonight I managed to get a couple of mastiffs done, I went with a fairly classic cream coat with black face and ears and I think they came out rather well. These will be great for guard dogs in both our WWW2 games and for more general pulp gaming.


I also finished off and based one of my FeuerSoldats, I would have painted 2 but the other one has mysteriously gone missing so for now I'll just have this guy.


Sine quite a few people commented on the poor photo's from last time I snapped a couple of repeat shots of the miniatures from last time. Firstly the Doom Trooper, still appearing quite green but much more representative of the paint job I did.


Then we have the armoured panzergrenadiers, the main group with experimental assault rifles and an anti mech rocket.


Then the second group with Flamethrowers. 


I've managed to finish an NCO miniature but for some reason on every single photo I took his face was blurred. Clearly there's something mystical going on and I took it to be a sign that he wasn't going to make it onto tonights blog.

Thats the lot for the moment, I started on a couple of heavily armoured suits in classic German Panzer Grey, they should be finished by the end of the weekend.

Wednesday, 12 December 2012

Yet More Progress

What a week, I'm getting a good run on finishing left over projects and managed to kick out a monstrously large creature tonight in under 2 hours.

First up are some Westwind Armoured Panzer Grenadiers, I'm not totally happy with the shade of gray for these but as I'm in a hurry I'm going to leave them as is for the moment whilst I finish off a number of other projects. The Squad includes a couple of flame throwers and a lovely anti-mech panzershrek. This'll make my brother think twice about fielding armoured suits.


Next up we have a Wolvensoldat, originally painted for modern horror the camo isn't quite right for WW2 but I don't think it looks too off. I was aiming for the darker skin colouring of films like underworld, not sure how well it works as there is very little difference from shade to highlight. Again I may revisit this when I have more time. 



Finally I have the Doomtrooper, a genetically engineered super beast, in real life he's a lot less green than this picture makes out, I'm quite impressed that I managed this beast in around 2 hours. For anyone who's spotted it it's actually a warmachine Trollblood miniature, I spent a long long time sanding off all the spikes on his back and rebuilding the muscles. I'm pretty happy with the final result.


Next up I've some Battlesuits, other bio mechanical monstrosities  a couple of specials and some guard dogs. Then it's back to terrain if the parts arrive in time.

Oh and I ordered the wrong bleeding Jarvis mat which has left me a little peeved, got a spring one rather than a summer mix so it doesn't match any of my bases. New order placed for the right one this time.