Monday, August 26, 2024

Zombie RV Times Three!

    The chaotic aftermath of the Shell Station board, overrun by zombies and on fire
I taught the Sunday Evening Gaming crew how to play Zombie RV last night. I had each of them create two characters using the campaign adaption that I am playtesting upon hearing the author's ideas. They paired up and were each given a 2'x2' block of zombie-infested city to explore. Jenny and I used our crew, back for their third mission with yet another new face, Curly. Having lost shotgun-wielding Mophius in Mission 1, rifle-armed Coop in Mission 2, would we actually make it through a game with all four surviving? Time would tell, but we were down to just two pistols for firearms, with both Woody and Curly armed only with hand weapons.

    Quon takes on the roll of the "rabbit," again...shooting at the zombies to lead them on a merry chase
I reworked my Quick Reference Sheets emphasizing in all caps that the first thing the survivors do is roll to see if anyone gets a third action ("6" on 1d6). Lo and behold, with us not forgetting to check, we actually rolled quite a few 6's! In fact, I would say the third actions that Quon and Woody (especially) rolled were key to our success. Quon chose to be the rabbit, again. He dashed into an alley way near the spawn point and fired upon the initial five zombies. Guess what? I rolled another natural "1" on my first shot of the game! That meant one of our two pistols was out of ammunition! Meanwhile, Jackie stealthily investigated Sams Quickie Mart while Woody began an end run to the water tower (where he could see a pile of boxes peeking out from the underbrush). New-guy Curly was given the job of investigating the factory nearest where our pickup truck was parked.

   We added a new wrinkle with a second survivor drawing off the zombies chasing Quon
Quon got a third action to start the second turn, and boldly ran up to the closest zombie, smashed its head in, and then scampered off, leading the zombies in merry pursuit. Both Jackie and Curly found more supplies in their respective buildings. Something weird, dice-wise, was happening in our rolls once we discovered a Resource Token. We only roll 1-2, which yields generic Supplies. We had plenty of food! However, we had yet to roll any weapons, ammunition, or new survivors. As a side note, Keith and Joel would roll TWO new survivors in their searches in their game. Side note #2: Don't let Keith and Joel name characters. Their choices for their four new characters? Moe, Schmoe, Darryl, Darryl. Their two new guys? Trunk (because that was where they found him hiding), and something I didn't even write down because it was equally silly.

    After leading the zombies into the underbrush beneath the water tower, Woody backs away
Meanwhile, Curly decided to get the zombie horde off of Quon's tail by moving closer and shouting. One of the rules I think I am going to add is you can always voluntarily add +1 Noise to your actions. This freed Quon up to slip around the corner and investigate the second factory. Meanwhile, Woody had waded through the underbrush beneath the water tower and found...a box with a grenade! A new weapon? Woo-hoo! He pocketed it, while keeping an eye on the new batch of zombies from the spawn point surging towards him. One included a mutated, Nasty zombie! He made sure they were scrambling over the wall into the underbrush before backing off and ducking behind the car on blocks. 

    Jackie prepares to blast away at the zombies until she rolls a "1"...CLICK!
After grabbing supplies from the Quickie Mart's shelves, Jackie fired out the window of the rear door, splattering a zombie. This led several of them to shamble towards her. She retreated out of the shop, with three zombies staggering after her in pursuit. Taking position near the overturned semi-trailer, she saw Curly round the corner running as fast as he could. She yelled at him to get in the driver's seat of the pickup truck and start the engine. She faced down the zombies staggering towards her, raised her pistol, aimed for the head of the nearest and...click! Our of ammo, again! What??

    As Curly drives the pickup truck, Jackie jumps in the passenger seat and Woody dives into the bed
Our crew was completely out of ammo, but had gathered all four resource tokens. Quon had quickly searched the warehouse and found more supplies (of course!). Woody continued to roll 6's for extra actions, so sped away from his zombie pursuers along the alley beside the Quickie Mart. Using our speed and the lack of any Fast zombies, we each made our way back towards the street. It was a close call, but Woody and then Quon dove into the bed of the pickup truck as Curly kept the vehicle just out of reach of the zombies. Our first truly successful mission!

    Firing from the barricade at zombies mired down in the brick pile, these guys had an easy mission
On the table to our left, Allen and Mike S were having a cake walk of a mission. The tire barricade left in place by the apartment complex (before it was overwhelmed), was a natural firing position. The brick rubble field near the spawn point meant all the new zombies s-l-o-w-l-y made their way towards shotgun blasting Big Bass and a rifle-armed survivor who looked like Coop's brother. Those two blasted away pretty much the entire game while their two compatriots quietly infiltrated the buildings containing the supplies. Once they'd collected all four, they ducked back through the alleys, hidden from the center commons were all the zombies seemed to be. All four were able to load up in their van and drive off. Yeah, I definitely made their board way too easy! That, and the only character on their board who rolled a "1" for shooting was the guy who had the extra clip!

    The 'new guys' - Blue Van Crew - laugh Jackie's boys as they drive by after their cake walk
The third city block, dominated by the Shell gas station, seemed to be a mess, though. Keith and Joel's survivors were scattered along the edges all across the board, with zombies swarming everywhere. Things looked grim until one of Keith's survivors (Moe or Schmoe, who knows?) found a Molotov Cocktail. He immediately tossed it into the biggest horde of zombies he could find, frying half of them instantly. Joel and Keith were also helped by two new survivors they rounded up hiding in the vehicles. With their clubs and cleavers, they were able to turn the tide and escape every time the zombies got too close. When Jenny and I had first finished our game, I looked at the gas station and thought they would lose two characters, at least. However, with Molotovs, fortuitous rolls, and skillful redirection of zombies, they were able to all escape. Barely!

    No cake walk at the Shell station! Zombies swarm towards three different survivors
Had I made the tables too easy this time? I definitely think Allen and Mike S's board was too easy. We agreed that their should have been gaps in the barricade where the zombies had broken through to overwhelm the residents of the apartment complex (and become the new zombies they were facing). Our board probably had too much terrain, too. I had been really happy in Mission 2 how survivors could lead zombies into difficult terrain to slow them down. I think I need a little more open board here, too, to give the zombies more of a chance. The gas station seemed okay, though. I clarified with the rules author that ordinary zombies should not clamber over vehicles, but instead be channeled around them. I'm not so sure, now. Maybe I will simply count them as difficult terrain and they will swarm around or over them, whichever is quicker? We'll see.

    One of Joel's 'Darryls' and Trunk shelter behind a rubble pile as a Fast Zombie scampers their way
The Sunday Evening gamers enjoyed Zombie RV, though. They handed me their character sheets and said they wanted to play it again, keeping the same survivors for a loose campaign. Jackie's Crew even traded some supplies to the Darryls & Schmoes so they wouldn't go hungry. In return, we recruited one of their new guys to our crew. I think I will be doing some renaming, though. I'll paint a name on the base of the new survivors I've painted up, like I had done with the others for my post-apocalyptic campaign. I didn't spend hours on them for someone to slap Moe or Schmoe on them...ha, ha! 

    Earle (who Joel renamed Darryl) and Moe? Schmoe? sneak around the back of the Shell station
Now the new challenge will be to tweak the rules to manage a bigger game with 10-12 characters on the board. I'm thinking of trying that rather than having three separate games going on. Some ideas:

  • At least a 3'x3' area, maybe bigger. 
  • Multiple spawn points. 
  • Wandering zombies arriving on random board edges each turn.
  • A chance that each room a survivor enters may have one or more zombies in it -- like in the Army Base scenario we played for Mission #2.

    A fortuitous find of a Molotov cocktail blasts the zombies moving towards Trunk on the rubble pile
I would love to hear suggestions from others who have done this, or have ideas!

    Zombies mumble and groan about the Keith and Joel that got away on the Shell station board...!

Sunday, August 25, 2024

Undead Ladies of the Night - Zombie Women from WF

    A horde of zombie women stagger from the gas station where they just made a pit stop for brains...
As mentioned in a previous post, my friend Keith gave me 10 of the Wargames Factory female zombies from their "Zombie Vixens" box. I decided to try to individualize them more than I did with the last batch of male zombies. So, they took a bit longer, but still painted up pretty quickly. Some of the poses were pretty active, so I decided to make them "Fast" zombies, or Runners. This mean re-imagining how I flock them so that it is clear on the tabletop which ones are ordinary zombies and which are fast ones.

    For this batch, I tried to do a bit more to individualize their clothes -- like the patterned dress on right
I prepared them the usual way - Krylon Black Fusion spray followed up by a 50/50 mix of water and acrylic black paint. The skin is a craft paint called "Wild Rice," and for these I decided to go back over it with a second coat to make sure it covered the black primer a bit more thoroughly. I used relatively bright colors, or at least ones that are more vivid. The zombie women are all depicted as relatively young and fit, so I stereotyped and decided they would be dressed more nicely than I have been painting the guys.

    I thought the red and white polka dot halter top & jean shorts worked well on the blonde at right
I also made sure I bloodied this group up a tad more than some of the others. All of the figures seem to be molded with bite wounds either on their legs or somewhere. I also gave most of them bloody hands and mouths, which makes them a bit more horrifying, if you ask me. I gave them a variety of hair colors, including the strawberry blonde on a couple figures. 

    A smiley face shirt and red bikini certainly made these zombies "Runners" different!
For the "Fast zombie" poses, I decided to redo how I flocked them. Since the ordinary zombies use Fine Blended Gray Ballast from Woodland Scenics to replicate asphalt, I felt the Fast zombies needed a different color tone to stand out. I went with a brown dirt look, using sand which had been given a dark brown vehicle wash a couple times. Hopefully, my players can tell them apart easier than what I was doing before. And yes, that mean I went back and re-flocked the previous three "Runners!"

    The zombie in the pink party dress with the missing right hand is a good example of the unique poses

The zombie party girls will get a night on the town when I run Zombie RV for my friends, this evening. I should have six players, and setting out all my zombies made me realize one thing: Unfortunately, I need more zombies! That's okay, as I have several batches in line to join the party. I have two more batches of 10 Wargames Factory male zombies, two more batches of 3-D printed zombies special ordered from JS Wargamer Printing, and a handful of metal figures I culled from the lead pile that will make good "Nasty zombies," I hope. That will also help me correct the disparity in 2024's Miniatures Acquired vs. Miniatures Painted! Zombies paint up easily, and with the next batch, I will be back in the positive range!

    Having picked up (& eaten) any available men at the gas station, the party girls are hitting the streets

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 149
  • Miniatures painted in 2024: 140

Saturday, August 24, 2024

Five Parsecs from Home - Campaign Turn 2

    Battle raging at Taxore's spaceport during Mission 2 for the Inconceivable's crew

Captain's Log

Ship's Log, Interstellar Yacht Inconceivable, Capt. Alistair Valentine recording. I decided to take the crew of the Inconceivable out to dinner after the amazing success of our first mission. None of us had been injured, and we had been paid handsomely by Gunny's contact at the Galactic Marines. While enjoying drinks before dinner, I proposed to the crew that we use most of the profit to pay off every last bit of debt on the ship. No longer would we have to worry about crooked companies, lawyers, or banks trying to reclaim the ship, I explained. Sure, we could instead build a sickbay or some other new module on the ship, but why do that before owning it outright? Going around the table, I asked each of the other four what they thought (SAS BR61 had remained on board the ship). All four of my crew agreed or voiced no dissent, even though it meant we were left with only 6 credits to their name.

When I went to pay the bill, the restaurant manager pulled me aside. The meal and drinks were on them, he said. He'd heard through the grapevine about a Converted Infiltration team being discovered and taken out by the crew of a recently-arrived ship. I quipped, "I wonder who those heroes could be?" The manager explained he'd recently watched a show about the Converted, and the half machine, half humans had given him the creeps. Anyone who did anything to save him being "converted" into one of those inhuman machines deserved a meal at his restaurant any day!

Once back at the ship, I called the crew together on the bridge to watch me make the electronic payment and receive the communication confirming the ship was ours. Several cheered and Gunny let out a marine whoop. I informed them that I'd spend this week again in the simulator. I wanted to be 100% comfortable with the controls of the Inconceivable before we took off from Taxore. Zorina said she'd like to keep working on combat training in the other simulator if no one else minded. Gunny, Cephvarx, and Doc all said that was fine. Gunny said he'd take Cephvarx with him and try to trade for some stuff we might need. Doc said if it was okay with everyone else, he'd like to explore Taxore a little. It seemed like a fascinating world, and the people seemed interested in his environmental suit and eager to chat. 

I dismissed the crew, leaving BR 61 on security duty. As the crew left the bridge, the security bot called out, "Don't worry about me, my friends. I'm so good at sleeping I can do it with my eyes closed."

    Zoomed in photo from Alistair and Gunny's drone reconnaissance of the spaceport

Security Officer's Log

Ship's log, supplemental entry SO #0002, on the planet Taxore. I'm taking Cephvarx Hul with me to do a little trading in Taxore. I figure the big, purple-skinned lug might scare the merchants into giving me a better price! I'm glad I took him along, as we were checking out a weapons dealer and he called me over where he was sorting through a box of random equipment. He held up a cylindrical cloth bag. "Bipod," he said. "My rifle's model, specifically." Cephvarx is our squad's sniper, for want of a better term. Giving him a bipod would make him even more deadly. Since his rifle model is a relatively uncommon one, the bipod was not of much value to the dealer and we got it for next to nothing. 

That's great, because prices are normally high on Taxore. We didn't see any other bargains and were on our way back to the ship when Cephvarx stopped at a vendor selling electronic tomes. He'd noticed some in Varxian language and was examining each one closely. While he shopped, I browsed the other titles. One caught my eye, The Lost Treasure of Chuff Betzos. Alistair is obsessed with this urban legend of a ship carrying an extremely valuable cargo owned by the founder of Amazonas Galacticus disappearing, and never being located. Alistair thinks it would be just deserts if he were to locate it and sell the contents to replace his lost pension that Amazonas stole from him! He even carries an electronic map that supposedly details the route of the ship through star systems. I bought it for Alistair, knowing he'd devour the text! (This is a Quest Rumor that we received as part of our trade roll). Cephvarx picked up a couple electronic books in Varx, as well. Then we headed back to the ship.

    We would be facing the spaceport's veteran security guards during our infiltration mission
Engineer's Log

Ship's log, supplemental entry EO #0001, on the planet Taxore. Ship's Engineering and Medical Officer Mecrosius recording. Taxore is an amazing planet, and other than the expenses, I like everything about it. Last week, I had been searching out possible jobs for our crew and had made contact with the deputy minister of the Free Trade Association of Taxore. We'd had lunch and he explained how they are fighting trade rules that keep the prices artificially high here on the planet. In the course of our discussion, our captain's plight of his lost pension from Amazonas Galacticus came up. The minister was very sympathetic and outraged by the mega-corporation's actions. He promised to find us some work to help out the caption.

This week, though, I wandered just for the fun and fascination of it. The people are incredibly polite and are accepting of my condition that requires me to wear my environmental suit at all times. They love to watch how the bottom "beak" opens up for me to deposit food, then closes back up. I described how it scans it for possible toxins then, if it is safe, delivers it to my mouth to be chewed. I never saw anyone stare impolitely or point or do anything rude. Even the little children do not giggle when they see my outfit. They simply watch and take it all in, turning away if I gaze at them so they don't seem impolite. As much as I love being part of the Inconceivable's crew, it will be hard to leave this planet. (When I rolled up the results for Doc's exploration, he received "This place is rather nice". We will have to spend a story point to keep him from remaining on Taxore when we eventually leave!). 

    The Inconceivable crew deploys behind the spaceport's customs house and air conditioning units
 

The Game 

 Since Doc had found a second job for us on Turn 1, I decided to play that one out for this turn's mission. The Free Trade Association of Taxore hired us to escort and protect a VIP. Our opponents would be "Veteran Enforcers" -- think police or hired, good quality security guards. From that kernel, I decided that the association wanted to install a device to monitor transmissions and logged entries at the city's spaceport. They wanted to be able to cull data of ship arrivals, cargo offloaded, port duties, etc., so they could prove that the authorities were artificially keeping prices high (and likely skimming off profits).

    The guards' specialist with the auto rifle begins to redeploy around a quonset hut for a firing position
Doc had explained the mission to Alistair and the crew last turn when we chose to complete Gunny's mission instead. We had till Turn 3 to undertake it, but I figured this meant doing it now meant one more character out trading, training, or exploring rather than searching for a job. Captain and crew approved of the nature of the mission, though the prospect of breaking into the spaceport and facing off against private security did worry them a bit. However, the residual goodwill from eliminating the Converted Infiltrators, and their status as relative newcomers on the planet, should give them some degree of "forgiveness." Or at least that is what the crew hoped!

    Alistair and Gunny leap over the low wall behind the warehouse, intending to go in the back door
There would be Danger Pay, Benefits (an extra roll on the Loot Table), and Shiny Bits (more loot) on this mission. Unfortunately, I rolled that our crew was "Caught Off-Guard" by the enemy, so we would act after them on Turn 1. No chance to "Seize the Initiative" and get free shots this time! The enemy worried me a bit, as they were all +1 Combat Skill and Toughness 4 -- better stats than all but Cephvarx Hul and SAS BR61 on our crew. They were mostly armed with 12" range Hand Lasers, which would be out-ranged by Cephvarx, Alistair, and Doc. However, the specialist (thankfully, they had no Lieutenant) was armed with a Auto rifle. That would be the best gun on the table, so we would need to knock him out ASAP.  

   BR61 & Zorina escorting the Technician, while Cephvarx Hut gets ready to climb the customs house
The Enforcer's "A.I." would be "Tactical" -- likely meaning they wouldn't be aggressively charging forward like the Converted last mission. However, with only one weapon with more than a 12" range, the security goons would need to advance to get in range. Cephvarx Hul would be key to our success. His military rifle -- boosted by the bipod we got from trading. His spent experience points at the end of last turn had raised his Reactions to 2, making him our ace in the hole. Gunny, recognizing that, gave the Varx the Stimpack. If he were to be knocked out, we'd need him back on his feet ASAP. Of course, I promptly forgot to add the bipod to Cephvarx Hul's stat card -- whoops! He was shooting with one "+1" tied behind his back, so to speak...ha, ha! 

    Meanwhile, the security guards move forward along the wall to investigate the alarm & get in range
Our mission was to take the VIP technician to the center point of the table and give him time to install the device. Once he did that, we will have won the scenario. Next, I set up the spaceport tabletop. Dead center was a domed building containing the control console that our technician had to access. Once again, I used my acrylic floor tiles in concrete gray, as I assumed this would be another city mission. I wanted to put a landing pad for a space port, so used one of my 12" square asphalt road tiles and surrounded it with a low stone wall with two gates. I positioned it off-center, so the row of domed huts could be running dead center down the middle of the table. Behind the domed huts were some warehouses and a customs office. On another side of the landing pad were two long quonset huts (more warehouses? Security?). Opposite them across the pad were some power grids. Various other pieces of small terrain were scattered around the board. 

    Doc Mecrosious opens the garage door a crack to a perfect shot on one of the security guards
I was pleased with how the board looked, but I definitely need more futuristic terrain so I don't have to use as much of my "modern" stuff! I wanted to set the board up as fairly as possible, with a somewhat logical layout. I realize the game will be vastly different depending on which side of the table my crew sets up, and where the Enforcers deploy. I rolled for the crew's side and got exactly the side I wanted. We will come in behind the warehouses and the enemy will come in on the more wide-open side near the landing pad.

    It was a poor "tactical" choice on my part of loop the guard's best weapon around the hut
Re-reading Five Parsecs from Home's battle rules, I understood the enforcers had to deploy in three squads of two figures. Each squad would be within 8" of another and the members of each pair had to be within 3" of each other. Since they had the jump on us, I pondered what they would do. Perhaps an alarm had been set off and their equipment showed my crew was approaching from behind the custom's house. I measured the range from the auto rifle-armed specialist's position and discovered he would be out of range if he just hunkered down along the wall. The rules say "Tactical" enemies will more to outflank. So, I decided he would circle around behind the quonset hut (to be out of line of fire) and take up position between the two. The other two pairs would go the other way and remain along the wall.

    BR61 guns down another security guard from the cover of the customs house pillars
Alistair and Gunny's plan was to have Cephvarx climb the custom's house and take up a firing position on the stone balcony. Doc would enter through the back door of the left-hand warehouse then take up a position from a window or doorway on its front. Gunny and Alistair would take the right hand warehouse and do the same. BR61, Zorina, and the Technician would sneak up to the custom's house, then dash around to the cover of its stone colonnade. From there, the technician could dash to the domed hut, enter it, and install the device.

    Cephvarx Hul from his covered sniper position on the customs house balcony railing
Both sides followed their plans for the first two turns. I did notice that the recommended movement rate for Tactical enemies was probably too slow for the specialist's decision to circle the quonset hut. I should have overruled it and had him dash once he was out of my crew's line of sight. On Turn 3, Cephvarx Hul took his covered position on the balcony and squeezed off a shot, which missed, ricocheting off the stone wall in front of the closest enforcer. The Enforcers then all did their moves, as we had rolled poorly and only Cephvarx acted before the enemy. Gunny, realizing the line of sight from the warehouse wasn't good enough, dashed out and over to the closest quonset hut, where he could see the specialist moving up. Alistair shifted to the doorway to have a better view than the window provided. 

   One of the security guards redeploys out of line of sight of Doc and then takes aim at Zorina
The security guards moving first turned out to be perfect timing. Doc opened up his warehouse garage door a crack, revealing a wide-open shot on the closest enforcer. He fired his colony rifle at the outflanked security guard. The man jerked, then slumped to the ground, motionless. Seconds later, BR 61 rounded the custom's house, squeezed in behind a pillar, and fired his shotgun at the next closest guard. Blam, blam! Another guard fell behind the wall with a grunt. Two enemy down on the first turn of firing - woo-hoo! Meanwhile, the technician dashed to the back of the control hut, crouching down to stay out of sight. Zorina moved forward to another of the huts, staying in cover in her shimmer cloak.

   ZAP! Zorina's shimmer cloak camoflauge doesn't help against the guard's deadly aim with his laser
I realized at the end of turn 3 that I had once again forgotten to roll for Battlefield Events at the end of turn 2. I rolled, and one of the remaining security guards had a +1 Toughness. However, they suffered losses in turn 3, so had to roll for panic. They were considered veterans, so would panic only on a "1" on a d6. They suffered two losses, so I rolled twice. One roll was a 1! The rules say the enemy closes to their deployment area "bails," so the specialist's companion, hearing two of his compatriots down on his headset, decided to "go get help." Turn 4 began with Gunny ducking inside the quonset hut to try to get within range with his pistol. Cephvarx fired another shot and missed. Obviously, he needs more practice with using the bipod! BR62 moved from the customs house to the cover of one of the domed huts.

    With Zorina down, the Inconceivable crew blazed away with their weapons on the next turn
The guards moved next. The tough guy shifted position to be out of sight of Doc and sighted his hand laser at Zorina. "A shimmer cloak!" he thought. "I read about those in an Enforcer of Fortune magazine article. To counter its distortion, I need to aim right about...there!" He fired, and Zorina let out a yelp and flopped to the ground, unmoving. At this point, I used a "Story Point" to make the tough guy re-roll. Wouldn't you know it? He rolled another hit and rolled to exceed her Toughness, as well. The other security guards all continued to move up. Doc fired and missed. Alistair moved from the warehouse door to one of the domed huts, and the technician dashed inside to complete his mission.

    Auto rifle armed guard finally gets to where he can shoot next turn and Gunny takes him out!
The Inconceivable crew was spurred into action by Zorina becoming a casualty. Doc aimed and fired at the guard he could see along the way, and dropped him. BR61 moved to within range of "tough guy" and blasted him. He scored one hit in his two shots and then rolled to exceed the guard's Toughness. Down he went! The only security guard left was the specialist, who finally made it to the space between the two huts. As he began to creep to get a view of the battlefield, Gunny opened the door of the quonset hut, and at point blank range, blasted him. All six were down, and we'd completed our mission. 

I think in the future I will be less literal in following the enemy A.I. It dictated they moved only half moves and would stay in cover. Once they were under fire, they should have been moving faster to get within range, not slowly creeping forward and taking shots. That said, I think I did a good job on picking which of my crew would move before the guards and which would move afterwards. For example, both Doc and Gunny opened a door after a guard moved and were in short range of an enemy that thought they were in cover, but wide open from where they appeared from. My rolls -- except for poor Cephvarx Hul -- were good, and once again my weapon range was superior. One of these days, I am going to roll up an enemy armed with all auto rifles...! Post-battle report in the next episode!

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 149
  • Miniatures painted in 2024: 130

Wednesday, August 21, 2024

More Purchases and Acquisitions to Ruin my Painted vs. Unpainted!

    Most of the miniatures I buy from JS Wargamer Printing were STLs designed by Papsikels
So, each time I have gone to a convention this year my 2024 totals for Painted vs. Unpainted takes a hit. Then, I get painting again, and pretty soon I am back in the black, so to speak. Or green in my tally at the bottom of my posts. I had just recovered from my Historicon 2024 purchases when I made another order from JS Wargamer Printing. So, now I am in the red, again! I thought keeping track was supposed to help me keep my spending down...right?

   Alien Grays that I picked up -- cool figs, eh? They'll work for any of the Sci-Fi games I'm playing
What did I buy? Well, I was so impressed with the Aliens I painted up (especially how quickly I could complete them), that I decided to order some more. Knowing that I would be charged shipping, I figured I should defray that a little by ordering more. Makes sense, right? Makes the shipping cost less "per figure"?

    There were actually 11 resistance figures that John sent me -- all have lots of character like these
So, I picked up a pack of the Alien Grays, which looked so cool. They'll fit in with the retro look of some of my Sci-Fi stuff, as well as be a good enemy for Five Parsecs from Home. I also really liked the look of the Terminator Human Resistance figures. They'd make good survivors for a post-apocalytpic campaign or even zombie games. I think John appreciates the promoting of his company that I've been doing, too, because he tossed in two extra resistance and two extra Alien Grays. 

    The female zombies Keith gave me came from this pack, I believe...
Finally, I mentioned in my previous post Keith gave me 10 female zombies from Wargames Factory. Not technically a purchase, but I should count it in the "Acquired vs. Painted" totals. So, that puts me behind, again, as you can see below. I expect to catch back up relatively quickly with the Aliens and zombies going fairly fast. Oh, but wait! I have that upcoming trip to the Michigan Toy Soldier Company at the end of this month! And I did say I was going to pick up more of their Retro Rayguns Sci-Fi line...

Oh, no! Will I  get back in the black only to slip back into the red, again...?

Miniature Painting & Purchasing Tally for 2024

  • Miniatures acquired in 2024: 149
  • Miniatures painted in 2024: 130

Tuesday, August 20, 2024

Giving Rebels & Patriots AWI Rules a Try

    Our second game of Rebels and Patriots was considerably bigger with 3-4 units each instead of 1-2
The last couple weekends of Sunday night gaming have been trying out Rebels and Patriots: Wargaming Rules for North America - Colonies to Civil War. These are written by Michael Leck and Daniel Mersey and are from the "Rampant" series of rules. So, the concepts would be familiar to us who had played Xenos Rampant not too long ago. As each iteration of the Rampant engine is slightly different, a key part is learning those changes. Since Keith was the one hosting (and owning) the rules, it was up to him to explain the differences.

    The British are marching from the top of the photo and attempting to exit off the opposite edge
Our first game was a very simple affair -- refighting the British attempt to make it from Lexington to Concord on the day of the "shot heard round the world." The British players (Jenny and Joel) had two higher quality units each, while the Rebels (Mike S, Allen, Mike W, and myself) had six lower quality units. All of our units were Skirmishers and we would not stand up to any British charges, hoping instead to pass our discipline check and shoot and scoot away. Sometimes it worked as planned, other times not as much.

    Allen's unit of militia is the first to take a stand against the advancing British regulars
A key feature of Rampant rules is you need to roll to activate a unit on 2d6 vs. a certain number. In Rebels and Patriots, this activation roll (Move, Fire, Skimish, etc.) is modified by your unit's discipline level. Most of the British force were +1, while much of the Rebel force was -1. The target number is "6". Doing the math, you will see most rebel units would actually need to roll a "7"to succeed. This is modified by +1 if the army commander is within 12". Allen did a great job moving his commander to where he would be able to give his bonus often to as many units as possible.
    A key point of the battle as when the British attempted to push the Americans from a small village
My rolling to activate was awful, nonetheless. Most of the game, my single unit I commanded was within 12" of General Allen. However, I failed more than 2/3's of my activation rolls. So, that means on 2d6 I rolled 5 or less two thirds of the time! Waaaay under average!! Still, other Rebel players (particularly Mike S) were doing much better. They were wearing the British down with their fire. Our goal was to knock the British under half strength. Once we did that, we would have achieved our victory condition. Thanks to my teammates, we did so. I think I actually shot and killed enemy figures only once during the game. Thank goodness for the others, though!

    Keith was excited to get his "true 25mm" troops out on the table after years of languishing in boxes
We decided that we liked the rules well enough to give them a try again the following week. I recommended Keith do more of a straight up battle, this time. He'd found the Lexington & Concord scenario online, and wanted to follow it. I said commanding one lone Rebel unit with a -1 discipline (like both Mike W and myself did) doesn't make for a really tactically interesting evening. I said give us "X number" of points of troops and let us line up against each other and test out the rules. Keith listened to my suggestion, and we each were given about 18 points of troops. For the British (which was me this time), that meant three units. For the Americans, that usually meant four. However, I was to find out that not all of the Americans were as bad as my poor militia last week.

    Here's what my three units of British troops were facing in the second game -- outnumbered 7-3!
In fact, I found myself matched against the cream of the Continental army. Mike W controlled four units -- the Continental artillery, two Continental Light Infantry units, and one Militia unit. He rolled "box cars" (12) to activate once and was given yet another unit. Three of his units had a Fire Factor (score needed on 1d6 to cause a hit) of 4+. None of my outnumbered troops did (we were 5+). He had two units with Discipline +1, while I had one. I was definitely facing a superior force -- more so because I was also facing two units of Joel's command when we lined up. At one point it was my 3 units vs. 7 American units!

    I sent my unit of Lights in skirmish to keep the Brit left at bay, and advanced my others on the center
I decided the smartest thing to do would be to delay and distract the enemy, allowing my compatriots to beat the rest of the enemy army. I sent my British Light Infantry in skirmish formation to catch the attention of the artillery and left wing of the enemy. My other two units obliqued towards the center to help Mike S break through with his Hessians. My Lights were in the most danger, so I moved them forward and backwards, trying to keep the hilltops or woods between us and the enemy cannon. They were getting worn down, though. I had occupied Mike's superior forces for 4-5 turns, so I moved them back once they fell to 7 figures left out of 12. In Rebels and Patriots, once you fall down to half strength, bad things tend to happen. Your attack dice are halved and you receive a permanent disorder marker (which gives a -1 to morale checks and activation checks).

    Our goal was to break through the patriot lines, so all three of us marched forward to give it our best
Speaking of morale checks, the Rampant games usually require units that take casualties from fire to roll a 2d6 roll vs. a target number (6 in this game) to pass. You subtract the number of casualties you took from that roll. This is the key mechanic of the game, in my opinion. You want your opponents to fail that morale check and get a disorder marker. Then, if they try to rally it off, each marker is a -1. Roll low enough and you retreat or even flee the table. You don't usually eliminate an entire unit from musketry in this games, it seems (which make sense). You instead try to give them so many negative modifiers that sooner or later they will have a big failure and run away.

    Our best chance at smashing through was with Mike S's center command of Hessians
The other key mechanic in the rules is units roll 12 dice when shooting or attacking in melee as long as they are above half strength. Success is rolling your Fire Factor (remember my 5+ and Mike W's 4+). Each success is a "hit," and hits are grouped together to create casualties. The base number is two hits = 1 casualty (figure removed). However, long range, terrain, target in skirmish, etc., all up that number by one. So, I had my Lights in skirmish formation and kept them at long range meaning Mike caused one casualty for every four hits. Unfortunately, Mike W was rolling hot that night and wearing my units down. He wasn't rolling as well to activate, though. So, that enabled me to keep tying down a superior part of their force with my inferior one. Success, right?

   Although they got slapped around by cannon fire and musketry, the Brit Lights did a great job occupying a much superior force
Well, that all depended on Mike S and Allen's attacks being successful! Allen started out well against Keith, but was battered in the end and had half of his troops destroyed or flee off-table. All our money rode on aggressive-playing Mike S coming through with his attack in the center. I had pulled away some of Joel's center to face off against my other two units who were attacking in echelon in support of the Hessians. Mike S had been the hero of the American victory last week. Could he be the hero again tonight as a Brit? 

    Hessian command slams into the patriot center, and one by one, the American units begin to break
It looked like Mike was going to pull it off. He pierced Joel's line. On Joel's resulting morale checks, he suffered a disastrous series of failures. A number of his units fled the field. Soon, there was no British center. Unfortunately, Keith and Mike W had wheeled forces to fire upon the exploiting Hessians. Ranges in Rebels and Patriots are long (18"), and on what we said would be the final turn of the game, they blasted away at the Hessians, disordering all three units. Ugh! There went the clear victory!

    The Brit (Hessian?) high water mark -- table edge in sight with no enemy in between!
Based on troops remaining and losses, we decided to call it a bloody draw. We had been very close to securing our breakthrough that was our victory condition, but a last effective turn of American fire and poor morale rolls on Mike's and my part blunted that. Still, it was a fun game. Doubtless, we will be playing more Rebels and Patriots on future Sunday evenings. We have to because Keith went out and bought more figures, right?

    The American counter-attack on their last turn took some wind out of our sails, forcing us to stand around and debate who really won...