Wednesday, March 6, 2024

The Warriors...er, Kings! Came Out to Play at Cincycon 2024!

Streets of downtown Columbus degenerated into a chaotic gang fight on Friday night at Cincycon 2024

With it being the 45th anniversary of the release of the movie "The Warriors" -- which was my inspiration for my Mean Streets rules -- I thought I should host a scenario that is a nod to it. My convention scenarios are often six player free-for-alls. However, I thought I would have two players representing a single gang and the other four being independents. The two player gang, aka the Warriors, would be trying to get from one side table edge to the other. 

    The table at Cincycon 2024 all set up and ready for players to "come out to plaaaaayyy...!"
Perhaps surprisingly, I don't have miniatures for the Warriors themselves. So, I chose one of my larger gangs, the Eastmoor Kings, and have them stand in. As you may know, my gangs are all named after Columbus neighborhoods. The Kings are an African-American gang, while the other four in the scenario would be the Indianola Mohawks (punk rockers), Franklinton Flippos (clown masks), Santanas (Hispanic gang), and the Linden Daos (black martial arts gang). I decided to give each Kings player one extra figure compared to the independent gangs to give them a fighting chance to get all the way across the table.

    Santanas keep watch on their corner of Bridge Street, making sure no one trespasses on their turf
All of the gangs would be given a variety of ways to earn victory points. Simply knocking out a member of a rival gang would be worth points. For the independents, each had one of the other three as worth extra points (you owe them payback for a previous beat-down). In addition, they had a criminal mission to carry out in a rival gang's turf, such as the Linden Daos had to enter Mohawk territory and "steal some smokes" from a cigarette kiosk. Finally, those four gangs also had two buildings to protect from rival gangs "tags." Players always seem to enjoy the "tagging" mission, and this would give a reason for each gang to protect its turf. 

    Just across the street, two of the Linden Daos strike an aggressive pose, marking their turf
The Kings, on the other hand, had the main mission of reaching the bridge that stretched across the table and catching a bus home. Just like with the Warriors, they had been double-crossed after going across town to a gang parley. Seeing how things in my gang warfare games typically devolve into -- shocker -- street fights, I figured the Kings would struggle to make it unscathed across five feet of tabletop. As it turned out, I may have underestimated the redoubtable street thugs and their canniness!

    My 6 players gathered around the table -- you can see the big bridge (King's goal) in the foreground
Scenery-wise, I had a couple new debuts for my Mean Streets games. The big one, so to speak, was the nearly three feet long stone bridge I had recently painted. See my earlier post on assembling and painting this monstrosity. Also new to the tabletop was my 6'x4' fleece city mat. I had picked up this mat with a concrete pattern from Shieldwall Gaming Club at the Hold the Line convention last Fall. I wasn't sure if my asphalt streets I made from cork material would look good on top of the concrete (since a street is lower than the concrete sidewalks). I set it up in my basement and was very happy with how it looked, so took it along instead of my acrylic tiles I'd used previously.

    You can see the back side of the Silent Slumbers motel here, along with Smith's Smoke Shack

Another new appearance on the table was the Silent Slumbers motel, a two-story resin building from Miniature Building Authority. This hefty model looks great on the urban tabletop, especially the back side with the air conditioning units and wires. Although no fighting took place in the motel, it was the scene of a couple big rumbles in front of and behind it. I did another thing to my scatter terrain. More than a year ago, I painted up a dozen or so streetlamps from pieces of bass wood purchased at the craft store. I don't know why I put them in a ziploc back and then forgot about them. I decided to take them along this time and put them on various street corners. I loved how they looked and feel like kicking myself for not debuting them in my games sooner!

    Early in the game, the Kings concentrated and ganged up on the Indianola Mohawks
The Mohawks, Daos, Flippos, and Santanas all deployed in their city block turf. I probably made a mistake in telling the two Kings players -- my friends Derek and Homer -- that they could deploy just off-board anywhere along the edge abutting Flippo and Mohawk territory. Most GMs have learned that miniature gamers can be counted on to their best to "break" a scenario you felt you balanced. What did Derek and Homer do? Well, of course, they came in like a ton of bricks on Michael's poor Mohawks, concentrating on one half of the side edge. They ignored the Flippos, who made things worse by ignoring the Kings entirely the entire game, too! Next time, I think I will be more specific in where they can come in and ensure that one of the independents isn't ganged up on and outnumbered from the outset.

    Derek's Kings swarm the back alley behind the motel, facing off against the Mohawks there
Homer sent his five Kings down the center street and immediately jumped Mohawks gang boss Sid and his main squeeze, Maybel. That turned out to be not the best idea, as Sid knocked out one and then another of the Kings punks who tried to invade Mohawk turf! Things were not off to a good start for the Kings with one player losing two of his five figures! Derek came in on the back corner behind the motel and apartment building. There they were met by Mohawks warchief Iggy, who held them off for a couple turns before succumbing to superior numbers.

    The Santanas cross the street to threaten Daos turf, trying to stare their rivals down
On the opposite end of the table, a dramatic standoff was underway. The Santanas crossed the street from their turf into territory controlled by the Linden Daos. The Daos had set up with their warchief and a punk to guard Wallace's Brewpub, while the Gang Boss and another punk sat poised to raid Smith's Smoke Shack and bag some points with their special mission. Upon seeing the Santanas assembling on the edge of their turf, they raced back to regroup. The two stared each other down for a moment and then the Santanas blinked, and headed back across the street into their territory. Perhaps it had something to do with a lone Flippo racing over and spray painting Sam's Quickie Mart (Santanas turf) with their clown-faced tag!

    Sidney and Dwayne of the Daos chase down Manana of the Santanas, prompting Cruz to come help
Either way, it was a mistake when they turned their back on the Daos. As half of the Santanas raced towards the Quickie Mart and the other two retreated back to the Pot O'Gold motel, the Daos sprang into action. Several of them chased down the two heading for the hotel and jumped them there. Never turn your back on a street gang looking for trouble! 

    Outnumbered, Sid and Maybel fight a valiant battle to defend their turf, but ultimately succumb
Meanwhile, things were heating up in Mohawk turf! Sid battled Eastmoor King after King, with Maybel wading in with their chain to lend a hand. However, once King gang boss Tyrese got in on the action, things got much more difficult. As vicious as he was with his fists, Sid simply couldn't fend off all of Homer's boys. The gang boss went down, and Maybel took that opportunity to scamper away and head for home. She had taken a few blows herself, and knew that if Sid couldn't stop these outsiders, she didn't stand a chance.

    The police arrive seeing a street fight between the Santanas and Daos taking place on the corner
The rest of the Mohawks had also battled stubbornly, but with Michael's whole gang down or off-table, he was the first beneficiary of my "cop rule." If a player is taken out early, I give them a police car and two officers to drive onto the tabletop on any street edge. They can come and get payback at the one who knocked them out, or show up in an entirely different place. Their choice! I began using this mechanic after a running of Mean Streets at Cincycon when two brothers, Steve and Mike Cole, played in my game. They live to pound on each other in miniatures games and one took the other out quickly in that game. I've used it ever since, and many a player has enjoyed the second lease on life in the game and had a blast playing the cops! Michael hammed it up perfectly, finding a police siren sound on his phone and playing it as he brought the patrol car onto the table.

    Police use their billy club on El Lobo after the Daos fled (or were knocked out by the Santanas)
Just before the police arrived, though, a bloodied Manana had scampered away from the furious fists of the black martial arts gang. Warchief Cruz battled on, calling for help. This soon appeared in the form of both Gang Boss Julio and his buddy, El Lobo. Encircling the two Daos, they pounded one into the pavement, ignoring the commands of the police. The Daos soon decided it was time to retreat rather than take on their rivals and the police! The Santanas refused to back down until the second officer stepped out of the patrol car and added his weight to the struggle. Perhaps it was the sight of the cop's drawn revolver, but the Santanas soon fled back down the road and turned into the alley behind the hotel.

    The police chase the Santanas off the streets into the alley ways, calling for them to halt
What were the Flippos doing all this time? Now, that's a good question! Every once in awhile at a game, you have that one player who decides to do things his or her own way. Rich was playing VERY safe with his four Flippos. Most of the time, he spent holed holed up in side one of the apartment blocks in their turf, guarding it. He sent the occasional punk outside to tag the Quickie Mart (Santanas turf). It wasn't until the Mohawks had been taken down and the Santanas and Daos were brutally mixing it up, that the clown faced creeps emerged from their enclave.

    The Flippos spent half the game guarding their apartment complext from interlopers in this game
They raced in a tight mass towards the back door of the Quickie Mart. Their mission had been to duck inside their and steal some food for tonight's party. Gang Boss Marvin shouted out orders and the four clown-faced gang members efficiently slid inside and began grabbing food off the shelves. Once their pockets were stuffed, they exited out the front door, considering even more mayhem.

   Santanas, having a rough night, beat feet down an alley way to avoid the pursuit of the police
Meanwhile, the game was winding down. Gang boss Juanita was the last one left in the Daos, and she headed off to tag a few buildings to rack up some victory points. The Santanas took a right turn into the alley between the motel and the Quickie Mart. With a couple of their guys beat up pretty well, they were ready to call it a night, too. They certainly were wondering why the Flippos, Daos, and cops all had decided to pick on them. It had made things difficult, and they'd never got a chance to hit up Wallace's Brewpub for some beers for the party planned tonight!

    The Eastmoor Kings cross the halfway point of the table -- which I was really happy with!
Meanwhile, things were going very much like their inspiration film for the Kings. They'd taken a few hits and losses along the way, but they were steadily progressing towards their goal: getting home. After the fight with the Mohawks, Derek's contingent did manage to knock out one of the Daos who was a little less slippery than he should have been stealing smokes from the kiosk. Otherwise, they stay "on mission" and stealthily made their way through the streets of Columbus to the bridge.

    We almost had another dust up at the 11th hour when the Flippos and Santanas met on Bridge Street
The 3-hour time I'd given the game was winding down and most of the players seemed content to get off table and tally up their points. The Flippos briefly considered having a go at the nearby Santanas. With their clown pockets full of food, though (and all four gang members healthy), they decided to head back to their base and celebrate the night's success. They could always claim the Kings kept running because they were too scared to mess with the Flippos, right? The Santanas had come very close to getting two of their ranks knocked out of action, so, as much as they wanted that beer at Wallace's to cool off, the sight of 7 black-clad Kings in the vicinity dissuaded them. Besides, the cops were out looking to bust people, so better to lay low.

    Eastmoor Kings arrive on table near Swingle's Shawarma, whose customer is obviously oblivious
When we counted it up, the Kings had won on victory points. I averaged Derek and Homer's scores and they racked up 13 points. The Flippos were next with 10, on the strength of their tagging and food hoarding. The Daos, despite having only one member left, took third place with 7 points. The Santanas were close behind, and the poor Mohawks took it on the chin having to face both Derek and Homer's gangs simultaneously and unaided. In retrospect, I will probably keep the missions for the independent gangs. However, I will get rid of the "target" points for knocking out one of the other four you owe payback on. I may keep the extra points for the Kings, though, to encourage them to make it tougher on their march through town. 

    No such thing as a fair fight in a street battle -- even with the cops looking on!
All in all, the players had a blast, they said. I thought the scenario ran well, and is certainly a keeper. Look for it at both Drums at the Rapids, May 17-18, at Fort Meigs in Perrysburg, OH. I will also run it Thursday through Saturday at Origins Game Fair, June 19-23, Columbus, OH.

Saturday, February 24, 2024

The Bronze Legion - Ready for Battle!

    The Bronze Legion assembled - five squads totaling 24 points for Xenos Rampant
 

With the last squad of heavy infantry for the Bronze Legion finished, I can officially say this "detachment" (as Xenos Rampant calls a player's force) is ready for the tabletop. These last five figures should have been a breeze to paint up, but when they were about 3/4's of the way done, I got sick a couple weeks back. It sapped all my energy, so they sat there, partially painted, in the basement waiting for my recovery.

    Progress on the final squad of heavy infantry for the legion was delayed by two weeks of sickness
The heavy infantry for the Bronze Legion comes from the "Troopers" box of the Stargrave Miniatures plastic kit. I'm ashamed to say that it wasn't until gluing together this batch that I noticed the left and right arms had matching numbers. That certainly made positioning the arms of the figures bracing their weapon with their left hand easier! I'm still a bit of a novice still at this "assembling miniatures" stage of painting figures. I prefer metal miniatures, but realize that so many people like the kit-bashing aspect of plastic figures that they are here to stay.
    I think the Wiley Games 3-D printed and Stargrave plastic figures go together well for this force

I painted them up identically to the last batch. They were spray primed with Krylon acrylic matte black, which I always follow up brushing on a 50/50 mix of water and acrylic black paint. Next, I do a medium gray dry brush over the figures to bring out some highlights on the black. I remembered this time to NOT do a black wash over these areas at the end. Last time I did that and it erased my gray highlighting! It was on to the armor next, which I painted using a metallic craft paint called "Ancient Bronze." After some bright red detail on the belts and back armor plate, all that was left was the figures' weapons. I like how my method for painting Sci-Fi weapons has been working out. I start with a metallic gray craft paint base color, add some details in metallic brown, and finally highlights in silver. Weapons, faces, and the armor then receive a dark black vehicle wash from Vallejo. At that point they are ready for clearcoating, with one final step of painting gloss on their visors and the red dot on their backpacks.

    Wiley Games B3AST provides some heavy support for the legion, counting as a "Fighting Vehicle"
I'm sticking with my urban style flocking on the bases, using Woodland Scenics fine Mixed Gray Ballast. Before applying it, though, I glue a couple bricks to represent rubble, and then over bricks and ballast I do a black wash. One or two tufts and mixed green flocking and the figure is ready for the tabletop. It was fun to assemble the whole detachment and take some pictures. I am giving the Bronze Legion a fighting vehicle (in Xenos Rampant terms) to round out the force. This is the B3AST tracked Bot from Wiley Games. Its color scheme somewhat matches the Bronze Legion, so I figured it would be a good fit.
    Seeing how few figures it takes to field a force in Xenos Rampant, I ditched the 2-figs = 1 SP scale

I have also pointed out my detachment for Xenos Rampant, too. I have officially backed off of the two figures equals one strength point. I am going all in with a one-to-one ratio. As you can see with the legion, it really doesn't take that many figures to do a 24-point force. Here is how I plan to field the legion:

  • 5 strength points Elite Infantry with Commander: (includes Back into the Fray, Firefight, Ranger), +2 points for Heavy Weapon = total 8 points.
  • 5 strength points Elite Infantry: (includes Back into the Fray, Firefight, Ranger) = total 6 points.
  • 5 strength points Heavy Infantry: (includes Go to Ground, Firefight), +1 point for Armor Piercing = total 3 points.
  • 5 strength points Heavy Infantry: (includes Go to Ground, Firefight), +1 point for Armor Piercing = total 3 points.
  • 5 strength points Fighting Vehicle: (includes All Terrain, Anti-tank, High-powered blades), -2 points for Light Armored Vehicle = total 4 points.

Total Detachment Points = 24

    I'm excited to play my first game of Xenos Rampaint, which could be very soon...!
What's up next? I have assembled another squad of five figures for Xenos Rampant. This will be another batch of Blue-skinned Troopers for Xenos Rampant. This will finish out that detachment, as well. When that squad is complete, I will have four detachments done.

Miniature Painting & Purchasing Tally for 2024

  • Miniatures purchased in 2024: 15
  • Miniatures painted in 2024: 31

Wednesday, February 21, 2024

Giant 3-D Printed Bridge (with Graffiti)

    My newest piece of terrain -- a large, stone bridge with brick sidewalks and an asphalt road atop it
This is probably the largest piece of terrain that I have ever assembled and painted. It is a 3-D printed bridge that I purchased from my friend Rusty Parker of Jarl's Workshop (jarlsworkshop19@gmail.com). I first saw it at Drums at the Rapids a couple years ago. I was sorely tempted to buy it then, but my cheapskate nature had me hold off. By the time that Advance the Colors rolled around five months later, I told him that I wanted it. I bought it and there it sat in my closet for nearly a year.

Nearly a yard long, this 3-D printed bridge from Jarls Workshop is the biggest terrain piece I've made
Recently, I pulled it out determined to get it completed and use it in a game. The first step was to glue its seven pieces together. I used superglue and assembled and was pleased how it kind of "locked together" tightly. You can see some gaps here and there, but for the most part, it fits together very nicely. I did add a couple thin pieces of styrene to cover a couple gaps, but otherwise, there were no modifications to the bridge as purchased from Rusty.

    Multiple layers of spray paint, washes, dry brushing, and another final wash color its golden stones
My next decision was to decide on a color scheme. I decided that I wanted to yellowish-golden colored stone. I scoured the aisles of the local Menards home improvement store, and found a nice khaki colored primer. First, I sprayed two coats on it while it was upside down. After drying, I did the same with it standing upright. The next step was to take a more golden toned khaki color craft paint and water it down so that it could be used as a wash. I slathered it on a couple times and was really happy how it settled into the crevices in the stone.

    Two of my street gangs taunt each other from opposite sides of the river, daring the other to cross
The next step was to take another craft paint, a light tan stone color, and use it as a dry brush to highlight the pieces. I used the largest flat brush I own and would probably say this was the fastest and easiest step to do. Once dry, it was time to work on the sidewalks and road surface atop the bridge. The sidewalks were brick, so I did my usual method. I painted it Iron Wind Metals Red Brown and then dry brushed it Howard Hues Middle East Flesh color. Once that was done, it was time to do the asphalt road surface. I used my second darkest gray color as a base coat. As I was applying it, I noticed that I could see the tiny ridges common in 3-D printed items. I was worried that a dry brush would highlight that and draw attention to it. The road would look unnatural. What to do?

    The top surface of the bridge with its brick sidewalks and "stippled" gray asphalt
I decided to take a somewhat frayed brush and "stipple" it rather than dry brush. I used a medium gray color and stippled the entire length of the road surface. My original thought was that I would do a medium gray coat and a lighter one. However, I was so happy with how the asphalt looked that I decided to keep it as is. Almost done!

    The Santanas have painted their side of the bridge to mark their turf, warning others to "Salir!"
The last step was to give it a brown wash. I have a bottle of seldom-used dark brown "vehicle wash" from Vallejo. I took a plastic container and filled it partly full with water. Then I began squirting in the brown wash until it had a color that I thought would work well. Applying this final brown wash was probably the messiest part of the process. I dripped quite a bit all over my desk and it soaked the paper towels I had laid out to collect the excess that dripped off. After it dried, I examined it and was very happy with how the bridge had turned out. Was I done? Well...no, not really!

    Creepy clown logo & threats sprayed onto the bridge's surface warn others they're in Flippo turf!
The final step was to dirty it up with graffiti. I went back and forth whether to paint graffiti on it. I finally decided that the bridge would be used most in my Mean Streets gang warfare games. Next, it may see use in post-apocalyptic games. In both environments, a clean pristine bridge would look out of place, right? So, I Googled images of "graffiti bridge" and saw ones that had way, way too much on it. I went back and forth on how much to do, but decided I the best way would be to start in on it and stop when I thought I had enough. 

    The first graffiti "tag" on the bridge that I painted was the purple & yellow Daos logo
I began with large, colored graffiti-style letters for one of my gangs, the Daos. I then did another set of letters for The Kings. I added it a bleeding eye for the fun of it, and then scrawled various phrases like, "Hate Thy Neighbor" and "Not Your Turf." I did a couple hearts with initials -- one "J.T." for Jenny -- and another a shout-out to the movie, "The Warriors. We'll see if anyone who hasn't read this blog post catches the "Swan + Mercy" Easter egg!

    As my most numerous gang, the Kings are slated to take on a starring role in my upcoming games
Most of the graffiti was based around my painted up gangs, also including the Mohawks and Santanas. Once most areas of the bridge sides had something on it, I called it quits. In "reality," it would probably have more graffiti -- somewhat like the photos I saw on my image searches. However, I didn't want to cover up the beautiful golden stone color of the bridge completely. I figured in this case that less was more. I did one final matte spray coat and the bridge was finally done. The process had been dragged out much more than it should by my two bout of sickness. I accomplished little during that point. In actual, sheer hours put into it, I would say it took less time than a building of similar surface area. 

    Not all gangs got their 'tag' on the bridge, but I tried to cover most -- like the Indianola Mohawks
I think it is an amazing terrain piece. If you like it, contact Rusty of Jarl's Workshop at the above email and pick up one yourself. It is a definite eye candy cornerstone for a tabletop. Those who show up to Cincycon 2024 in less than two weeks will get the first look at it in person. I will be using it as part of my Mean Streets game scheduled for Friday evening. If you want a really close look at it, sign up to play in my game!

Tuesday, February 20, 2024

Battle of Valcour Island, 1776

    Joel and Allen, the British naval commanders on Lake Champlain in the Battle of Valcour Island
My friend Keith had an itch to do some Age of Sail miniatures with his big 15mm scale models the other day. His first thought was to go way back and play using the Limeys & Slimeys rules from about three decades ago. After moving some of his ships around on the table and testing out the mechanics, he was turned off by its fiddly nature. Too much counting up figures and guns, he said. Instead, he decided to go with a much more streamlined system, Galleys & Galleons, from Ganesha Games. These use the Song of Blades and Heroes "activation" system and abstract many of those things that older rules may force you to do with counting and laborious, multiple, math steps and die rolls.

    My brigantine and gunboat bravely sail and row towards the two largest ships in the British fleet

This is actually an ongoing rules debate in our Sunday evening gaming group. I am much more in favor of  modern streamlined systems. Others, like my friend Andy, prefer the "chewy" (his word) nature of counting things up, rolling for numerous hits on charts, and checking off boxes. Our respective viewpoints clashed most recently when we played one of the Star Fleet Battles clones (Federation Commander, perhaps?) recently. To me, the process was borderline painful. When one devastating hit was done to a player's ship (actually, one of their THREE ships), we had to sit there twiddling our thumbs while they rolled for and checked off 30-40 internal hits. This includes marking off such useful things like "science labs" and other systems that had nothing to do with a standard fleet game. Really? This is fun??

    Each player received a gunboat carrying one cannon in its bow, along with their larger ship
Anyway, I think miniature rules writing has evolved away from a codex full of charts which you flip between and ship profiles with dozens or hundreds of boxes to check off. Other players have fun doing this (apparently), as the clear divide between the younger and older gamers in our Star Fleet game showed the other night. Guess who likes to check off boxes? The younger guys! Those of us who lived through 1970s & 1980s rules -- to be fair, Limeys and Slimeys was the '90s -- apparently prefer not to go through that again. Nostalgia might be behind some wanting to resurrect old gaming systems. Like when one of our founding club members, Allen (who I have been gaming with for 40+ years), wanted to play the boardgame "Talisman." He would not be deterred with a simple question: "Why would you want to do that?!" He needed to experience once again the painful process of endlessly waiting your turn while the other players took theirs, then waiting twice that time again when you got a Lose a turn" result. The sheer randomness of, "Oh look! I found a suit of magic armor on my turn!" Meanwhile, you flip over a Demon Lord and lose another life. Sheer awfulness, in my opinion. Not fun to play, and no strategy. Just roll dice and flip cards!

    My brigantine suffering damage (see pink dice) from the heavier broadside of Allen's frigate
Yes, that was quite the digression, I realize. Apparently, I still had some more internal hits to roll off from the experience! Keith chose Galleys & Galleons, which we had played a few years back because he remembered it seemed to flow well and do a better job simulating naval warfare than you might expect from rules that grew out of a fantasy skirmish engine. The key component is that hits suffered replace one of your three potential dice you can roll to activate with a colored "damaged" die. You can choose to roll fewer dice, thus not risking rolling that colored die, until all three of your dice have been replaced. If you ever roll an activation and score a "1" on a colored die, bad things can happen, including striking your colors if you are nearer an enemy than any friends. Similarly, once you exceed three colored dice (three is the max dice you can roll to activate in the "Song of..." engine), bad things can happen then, too. 

    Keith's sloop at top right sails to add its broadside to the weight of our cannon fire on Allen's frigate
The game abstracts much of the damage and critical hits on specific components of your sailing ship. It worked fairly well in our game, we felt. Allen had a 22-gun frigate (I believe), the largest on Lake Champlain. He was able to shrug off much of cannon fire that we peppered him with throughout the game. His brother Joel could not do the same with his 18-gun sloop, though, and ended up striking his colors to Jenny's American sloop and being captured. Keith warned us that he'd made the British better at gunnery and that we would need to close the range to hope to do significant damage. That proved true. All in all, the system worked well. Each player controlled one larger ship and one oared gun boat with a single, bow chaser. The gun boats did little damage to the bigger ships, as you might expect with only one cannon. The marine sharpshooters did even less. 

Took more than half the battle, but Keith's gunboat finally sinks Allen's - mainly due to catching on fire
We did have one boarding action, but it was inconclusive. On the next turn, Keith's larger sloop disabled the grapples which Joel's gunboat had snagged it with. He didn't want to leave to a die roll the ignominy of being boarded and taken by a smaller gunboat! I can't say I blame him. My own gunboat was on the way to rescue him, but we never closed before the two ships parted ways. My own brigantine bravely sailed between Joel's sloop and Allen's frigate, blazing away with furious ineffectiveness nearly the entire game. We score one hit on Joel's sloop, but after that, suffered a series of bad die rolls (as is often my nature in games...see Joel -- I said it!). 

    Pounded by two ships, Joel's sloop strikes its colors as it approaches Jenny's 'Royal Savage'
In Galleys & Galleons, if you beat an enemy with an even roll on your die you replace one of their three activation dice with a colored "damage" die. If you beat them with an odd score, you do nothing (unless you doubled them). Weirdly, the first six-plus shooting rolls that hit in the game were all even. We weren't irked by the rule then. Once, the rolls evened out, it felt a little "wrong" to hit someone and do nothing, over and over. 

    American cannon balls seem to bounce off Allen's frigate, whether from gunboat or brigantine
Still, with Joel's sloop captured and Allen's gunboat sunk (fire on board, then explosion), we called it a victory for the Americans. Historically, the British battered Benedict Arnold's American fleet, which later withdrew under cover of darkness. They were eventually run aground by the American commanders to prevent them from falling into the hands of the British. The naval battle delayed the British advance enough to give solace to the American defeat in the first naval battle of the American Revolution. 

It was fun getting the large 15mm ships out and sailing them around on the tabletop. We picked up the mechanics quickly, and the colored dice mechanic gave some risk vs. reward decision making for the players. Keith, as has been his wont of late, tossed in the Wiley Games card activation system on top of the Galleys & Galleons system. The effect was that there was no danger in "crapping out," or turning over your activation. So, we typically always rolled 3 dice for activation until we had one or more colored, damage dice. The fleets closed relatively quickly, and we were soon blasting away at each other and having a good time on Lake Champlain. I can see us playing with Keith's ships again, and using G&G again for more naval fun.

    It was fun to get the big ships (and little ones) out on the tabletop - first time in years!
Otherwise, you may have noticed the LONG pause between updates. I caught a nasty cold just over two weeks ago. It was the worst I'd felt since having Covid, and I didn't not have the energy to paint or game. I think the two weekends of missing Sunday evening gaming are the most that I have in a long time. I didn't want to get the other guys sick, and besides I was feeling awful. Today is actually the first day that I have woken up and not felt congested or tired and drained. So, hopefully, I'm back in the groove and you will see more updates on here, again!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures purchased in 2024: 15
  • Miniatures painted in 2024: 26

Monday, January 29, 2024

Song of Drums and the Spirit World?

    It's 'Song of Drums and Tomahawks' with mythological creatures from the "Spirit World" added in!
One of my co-authors of Song of Drums and Tomahawks (my French & Indian War rules) mentioned he was intrigued by incorporating fantasy and horror elements in skirmish warfare on the American frontier. Mike S also knew I had done some preliminary research into creatures from various tribal myths with a look towards doing a similarly themed expansion for our rules. Since family and school have my writing tied up for now, I urged him to pursue it.

    "We come from the land of ice and snow..." -- the Viking invaders of Newfoundland
Last night, we sat down with our Sunday evening gaming group and gave it our first playtest. Mike liberally blended rules and traits from various other games in the "Song of..." series, both Basic rules and Advanced. Interestingly, he had set up three one-on-one scenarios from wildly different times on the American frontier. My game against Allen was set in the Middle Ages with Vikings vs. Skraelings in Newfoundland. Mike faced off against Keith in one set during the Salem witch trials. And finally, Joel and Mike's son Jason played English and French forces set upon by a Wendigo. Unfortunately, I did not get any pictures of the other games -- just my own. 

    The shaman urges the Skinwalkers forward, the Bear having already changed into his animal form
Allen took the Vikings and had a force of a Hero, four spearmen, three archers, a priest of Odin, and three brothers who were berserkers/weres. Similarly, I had three Skinwalkers (Bear, Wolf, Puma), a shaman, tribal chieftain, and a half dozen bow armed Skraeling warriors. We each moved our forces up to rocky outcrops in the light woods, while sending forward a handful of troops to scout out the enemy. The difference was I sent my three Skinwalkers to attack the enemy while Allen had sent ordinary Viking warriors. 

    My plan takes shape -- 3 powerful skinwalkers ready to pounce on two ordinary Viking warriors
My plan was to pounce upon the spearmen with my much-tougher Skinwalkers and hopefully get a "gruesome kill" (which Mike was re-introducing into these games). Allen was also struggling with activation rolls, and it looked like my plan was set to be implemented as the three Skinwalkers faced off against two trembling Vikings. Allen's dice came to life, though, and in a flash, three werewolves howled towards my trio and it was now 4 to 3. Still, he hadn't made contact, so I was able to begin the melee on my next turn. I sent the Bear Skinwalker, the mightiest creature on the table, forward to attack the werewolf on the end with a "powerful blow" (-1 to the enemy). Up +2 on the die roll, the mighty bear knocked the werewolf down. My Wolf Skinwalker surged forward and slew the disadvantaged werewolf. First blood to the Skraelings protecting their homeland!

    But it was not to be -- two werewolves race to the aid of the trembling Viking spearmen!
My plan was to next begin working on his ordinary Viking warriors. The chieftain, noticing that his Skraeling warriors were hanging back (bad activation rolls), raced forward to support his mighty skinwalkers. He launched arrow after arrow at the Vikings, keeping them from helping each other. Meahwhile, the Bear-sark Viking changed into his animal form and hurled himself upon the Bear Skinwalker. He was swatted backwards with a mighty sweep of the skinwalker's paw. Time and again, the bear would hurl himself upon his ursine rival. Each time he was driven back or his attack stopped.

    First blood! The Bear Skinwalkers knocks down the werewolf and my Wolf then leaps in for the kill
As a Viking and member of an honor culture, Allen fought fair, one-one-one matchups. My Skraelings had no such scruples. We ganged up on enemy warriors whenever we could. The plan was to try to get a gruesome kill -- tripling an enemy's total in combat. This would cause a morale check for all within a Long distance and likely shatter his line. This should leave more lone, unsupported Vikings to pick off. Eventually, the Wolf and Bear teamed up against a Viking spearmen whose head soon went flying through the air. The Viking line duly fragmented, but none fled the field completely.

    Lucky long range arrow knocks down a Viking warrior while the Puma Skinwalker wades in, too
The Viking leader saw the situation was dire and stepped in to intervene. He charged the Puma Skinwalker and slew it with a might stroke of his sword -- worthy of the Sagas! However, encouraged by their tribe's success, the Skraeling archers had finally crept within range. Whenever a Viking was knocked down by an arrow, a Skinwalkers or the chieftain would race over and finish him off. A key mechanic in Song of Drums and Tomahawks if a combat can result in a figure being knocked down. If they are beaten a second time before they have a chance to clamber to their feet, they are knocked out of action. My rolls that night were definitely better than Allen's. At key moments, I knocked down his troops and then was able to activate another figure to finish it off.

    With his Skraeling bowmen hanging back, the chieftain in red moves forward to support his attack

Morale checks happen when a force falls below half, and Allen was teetering that direction. Soon, he had lost two both of his werewolves (the mighty bear fought on), all four spearmen, and Odin's priest. One more loss and he his force would test morale. The Skraeling chieftain took aim at the Viking warleader and was able to knock him down. The skinwalkers had already acted that turn, so it fell to a Skraeling brave to attempt to finish him off. He raced forward and used his flint knife to slice Olaf's throat as he tried to pull himself to his feet. A mighty roar went up from the tribe's warriors. Victory!

    Skinwalkers then began to attack the Viking warriors, hoping to get a gruesome kill and scatter them

Allen and I agreed to call the game at that point. He had just lost more than half his figures AND his leader, so would likely have men running for their lives at this point. The Skraelings had lost only the Puma. I was very careful about sending my Indians into the fray. The archers had stayed back as a firing line in close support of each other. The chieftain used the skinwalkers as a shield and shot his bow from behind their protection. The trio of skinwalkers stayed close to each other and cooperated well.

    Olaf the Fearless wades into the battle, and in a blow worthy of the Sagas, takes down the Puma

Despite the seeming one-sided nature of the battle, Allen and I had a lot of fun. I definitely think Song of Drums and Tomahawks works with mythical creatures thrown into the mix. I asked the others how their battles went, and they both seemed very close. The magical duel between Keith's native shamans and the freed-from-prison Salem witches was apparently a tightly-contest of wills. Everyone seemed to have fun, so not only was the evening a success, the playtest was off to a great start. Mike plans on running these games at Origins Game Fair in Columbus, June 19-23. So, we will doubtless see more evenings of tweaking the rules and crafting a competitive and fun convention game.

    Bear on bear and wolf on werewolf - the battle in the primeval American forest rages!

The miniatures were a mix of mine and Mike's. The mythical creatures were all his except for my Wendigo, which is a very creepy looking 3-D print from Thingiverse. I have picked up various Reaper Bones or other figures that will work for creatures from various tribes' mythologies. Mike seems intent on painting them up, so my contribution will likely remain either the rank and file or human heroes.

    After Olaf is knocked down by a Skinwalker, a brave native warrior rushes forward and finishes him

If everything goes well with the rules, Mike is interested in publishing an expansion book for this period. He wants to chat with Andrea Sfiligoi from Ganesha Games first, though. Ganesha and First Command Wargames cooperate closely on the "Song of Drums and Tomahawks" line of rules, so we want to make sure he's on board first, as well. So, look for more "Spirit World" games in the future...!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures purchased in 2024: 15
  • Miniatures painted in 2024: 26