Tuesday, July 26, 2016

Pulp Alley, Junta style!

    Allen (Black Marketeers) moves his SUV towards the radio station, while Tom (Political Refugees) and Keith (3rd Brigade) look on skeptically
One of our regular Sunday gaming group, Joel, is know for crafting oddball scenarios for miniature gaming. He correctly decided that it was high time we played Pulp Alley again (Dakota Smith seems so long ago...), but gave it a twist. He set his campaign in the world of the boardgame Junta. Each of us would play a faction from an anonymous South American republic in the game. Mike S controlled the minions of the Minister of Internal Security, Keith some flunkeys from the 3rd Brigade, Allen had a group of Black Marketeers, Tom had nefarious Political Refugees, and I controlled the University Faculty.

    The University Faculty faction sprints for the radio station, with their way blocked by a less-than-effective Psychotic Assassin
Here was Joel's setup email to us:
Subject: Pulp Alley - Junta
Location: Third World Banana Republic
Teams:  Rebel or Loyal (hidden agenda) 

Situation:  El Presidenta is opposed by a weak divided Chamber of Deputies, and a court system missing too many judges to be effective.  El Presidenta has increasingly gone beyond the boundaries of the Constitution, which brings howls from opposition (but nothing else).  El Presidenta has a not-too-secret offshore island detention center which houses people without charges or hearings.  Election time approaches, and it looks like friendly associates will be elected. Enter the Rebels.  Major Punto de Trama (major plot point) has occupied the radio station W.Z.A.P. and is broadcasting  a cycle of propaganda, a call to arms, and Slim Whitman music.  Players are to search the area, secure the radio station, and round up suspected rebels.

Leagues & their Perks-

Black Marketers: Network of Supporters
University Faculty: Bastion of Science
Political Refugees: Nefarious
Ministry of Security: Stealthy Agents
3rd Brigade: Mastermind

    The Black Marketeers leap from the SUV and prepare to enter the radio station
Setup: The radio station sits in a jungle clearing north of town.  The major plot point is a rebel Major de Trama, in control of the station.  Minor plot points are gold coins ('pay roll'), weapon cache, psychotic assassin (list of names in pocket), and the bomb at the base of the radio tower.  Players are to clear the station in six turns, or less, or the Navy gunboat S.S. Pueblo will begin to opening fire. 

Play will open with a roll d10 for scenario set up -
Choose groups- secretly assign rebel/loyal (50% mix).

    The Grad student investigates a suspicious box underneath a dead horse, Prof. Emilia prepares to chase down the Psychotic Assassin, while Duarte cleverly keeps close to cover in case any stray bullets come his way
We were playing the "large group" league variant with a Leader, Sidekick, and Ally. My Leader was Professor Duarte, along with his surprisingly combative colleague, Professoressa Emilia. They were assisted by a grad student who opposed guns ("Animal" ability -- no Shooting). We quickly sprinted towards the radio station when we saw the Black Marketeers careering wildly that way in their SUV. A former student of Duarte's had been hiding in the back seat and quickly changed sides to ours when he saw his beloved teachers (a Fortune card gave me control of a Level 1 Backup, which had to be placed in contact with another player's character). Although the student never accomplished much, he certainly made the other factions wonder whether to attack him and risk my faction's ire, or leave him alone.

    The Black Marketeers seize the SUV, and then ponder what to do next
The lady professor immediately charged the Psychotic Assassin and landed two solid blows that would have knocked out a lesser man. He did try to flee, but Emilia caught him and finally knocked him out. The grad student investigated a box poorly hidden underneath a dead horse and found the payroll for some government organization. Duarte assured him it was doubtless meant for the university, and he should bring it along. Meanwhile Duarte edged cautiously towards the radio station, leery of the gunfire going on inside.

    Mayhem erupts inside the radio station, bullets fly, and pieces of equipment crash over onto characters
Peering through a window, he saw a battle between the Black Marketeers and the Refugees over the Rebel de Trama. The Refugees had him by his collar, and several others entered the radio station only to be sent flying by gunfire or falling debris dislodged by the scuffle. When he judged the two (three? four?) factions inside had worn themselves down sufficiently, the professor entered. He was clipped by a bullet shortly afterwards from the gunfire blazing inside. Duarte pulled out his trusty revolver and squeezed off a few shots at the hoodlum holding onto Major de Trama.

Suddenly, the opening Duarte was watching for happened. The hoodlum went down, and the rebel rolling free, but bumping his head into a desk and stunning himself. The Professor of Science activated his experimental Bullet DeMagnetizing Aura and raced forward and snatched up the rebel. All guns were trained upon the goodly professor. Under the onslaught, the aura flickered, then failed, and Duarte felt several bullets strike him. Nothing was fatal, though, and he edged towards the door with the rebel in tow.

    Duarte seizes his chance! Springing forward, he grabs the hapless rebel and then turns to face the combined fury of three of the other factions
Far in the distance, several loud thumps could be heard, along with a steadily increasing shriek of incoming artillery. The damned Americans were firing to silence the radio station! All factions broke for the exits when the detonations began to strike the ground and shake the building. Bleeding but triumphant, Duarte was helped to safety by his colleague and student. Together, they escaped, and fled back to the university to examine their findings...

I had actually thought this was merely a one-off game, but Joel assures us it is part of a campaign. If that is the case, my faction is off to a solid lead with the Major Plot Point, and two Minor ones from this battle. Hopefully, more updates in the weeks ahead on Pulp Alley in the world of Junta...

For another (and more humorous account of the game, read Keith Finn's (3rd Brigade) Game Reports blog.

Friday, July 22, 2016

Flocked and Highlighted Acheson Log Stockade Fort

    Corner of what I am calling my "Hasty Fort" -- a very affordable terrain pieces from Acheson Creations
One pleasant surprise from my purchases at Advance the Colors last year was the Acheson Creations Log Stockade Fort I bought. I got it home, opened it up, and discovered it was painted. Everything I had previously bought was unpainted. This fort, which includes a gate, 11 straight sections, and four corner sections, is for 28mm figures and represents a hasty fortification built by Colonial forces.

A photo of the Acheson Creations 28mm Log Stockade Fort unpainted from their website

 The pieces were painted a deep brown with tan on the tips of the logs. There was a dark brown wash done over it all, both on the logs and the ground. Although it looked perfectly acceptable, I decided to touch it up a bit before I used it on the tabletop. I dry brushed the dark brown sections a medium brown, and then the tan sections a light khaki. This gives it more depth and a less flat look. Next, I painted the ground sections with white glue and dipped them in Woodland Scenics Turf Brown. Previously, the browns of the earth and the logs matched, but now they were obviously different. Since this is a hasty fortification, I decided not to add any grass or greenery to the turf.

    The perimeter of the fort -- all of the pieces (except the 28mm minis, of course) are included in the set
You can see pictures of the fort above. Not sure when I will use it, but I'm thinking I'll set up an ambush of a woodcutting party scenario. I can have stockade on one table edge, and make it the objective of the colonial forces to escape the Indians, who will be between them and the gates.

    Close up of one section of the Hasty Fort -- you can see each includes a firing port sized for 28mm figures
Unfortunately, I don't remember how much Acheson sold the painted version for, but I know it retails on their site unpainted for $25. It must have been a good deal, as I had no idea it would come painted!

Thursday, July 21, 2016

New Settlers for the Ohio Territory

    28mm Blue Moon frontiersmen from their Ohio Valley pack
I had hoped to get this last batch of Blue Moon frontiersmen completed before I left for Historicon, but it did not happen. I ended up not needing them for my game, but when I came back, they were first on my list to finish off. I enjoyed painting the Blue Moon boxed set. The figures were interesting, even if they were not sculpted to the standard of the Conquest Miniatures I normally paint. There were some mold lines that I could not cover up with a hobby knife, and a decent amount of flash to clean off. Still, once painted, they look nice on the tabletop.

    Five women and children settlers -- not sure of the manufacturer, as I bought them painted and touched them up
I also finally got around to touching up some settler women and children that I've had for years. I am not sure who makes the figures because I bought them painted off of a friend years ago. They were not badly painted, but I wanted to base them up to match the rest of my figures. As long as I was doing that, I figured that I may as well touch them up. All I really did was a bit of highlighting and drybrushing to give them more depth. That, and I added eyes. The figures were previous painted with just a black slash for eyes, so I gave them my usual 28mm treatment. The figures are actually meant to be captives -- you can see the leather wrapped around their wrists. I briefly toyed with the idea of looping several together on a multiple base. It would look nice with wire or something to show them roped together. I ended up decided not to do so because in my games, players can rescue individual captives. I let players cut one captive free, and a multiple base would complicate that (or force me to change my rules!).

I think that after painting these figures, I'm going to take a break from the French & Indian War. I will still work on terrain for it, but I think I have plenty of miniatures painted up at this point. What's next? Stay tuned, and you'll see...!

Monday, July 18, 2016

Tomahawks to Historicon 2016

    Raid on the Ohio Frontier and my rules, Song of Drums and Tomahawks, had a great visit to Historicon 2016
We took my "Raid on the Ohio Frontier" game to Historicon 2016 last weekend. It was set up for 6 players, 3 scenarios running side-by-side. We could easily have filled more slots, though. It was great to see the interest, even if I didn't like turning people away. My coauthor Mike Stelzer ran two of the four games, while I ran the others.

    A family runs the gauntlet of raiding Indians to reach the local blockhouse
The Historicon Event Coordinator was very accommodating and helped us schedule the events so we could leave the table set up and not tear down after every game. We ended up running it Friday afternoon and evening, and Saturday morning and afternoon. All of the players seemed to have fun, even if their dice weren't always cooperating!

    Players had a great time taking on the role of frontiersmen or raiding Indians
Sales were good. We sold 14 copies of Song of Drums and Tomahawks to convention attendees, and Mike arranged a sale of 8 copies to Brigade Games on one of his visits to the Vendor Hall. So, there's another place to pick up copies of Song of Drums and Tomahawks, now -- Brigade Games! We also sold a copy of First Command Wargames' For Queen and Planet, and a copy of Ganesha Games' Song of Drums and Shakos.

    The burning log cabin made with LED votive candles was a hit with attendees
I received a lot of positive comments about the board, though I think this setup doesn't have the eye candy that some of the other ones do (no cliffs, no Indian longhouses, no fort). I think the burning log cabin with the LED votive candles made some people smile. It was nice to talk to folks who were regular readers of this blog. They said they recognized my terrain, and enjoyed seeing it in person. I think what amazed most gamers were the $2.99 log cabins and how good they look on the table with just a little bit of tricking out.

    Frontiersmen and Indians exchange shots in the square of a small hamlet in the disputed Ohio territory
Here are some photos of our events -- hope you enjoy them! I had a good time running the games, and an enjoyable weekend overall.

    The local tribes were angry with the constant encroachment on their hunting grounds by settlers

    Three different scenarios challenged the players with different objectives and tactics

    Protecting civilian women and children was a big consideration for the players controlling the frontiersmen

    "There's one now! BLAM!!!"

    Indians encircle a burning cabin in "Raid on the Ohio Frontier"

    Indian raiders rush across open ground to attack the defenders of a farmstead


Friday, June 17, 2016

Tricking out another log cabin

    Darice log cabin with scratch-built chimney added to it
Because I can't possibly NOT modify and add things to the incredibly cheap wood dowel log cabins from Darice, here's a new one I just built. The big thing for this cabin was I added a stone chimney. This was scratch-built using some Hirst Arts plaster blocks from a leftover project (thanks, Zeke!). I wanted the chimney to have a portion of it on the inside and outside of the cabin. So, it took a bit of doing to match up the blocks. I am happy with the results, though.

    The roof, windows, shutters, and bits on and around the door are modifications to the store-bought package
So, what's modified? Number one, the chimney. The package (available at Hobby Lobby and other stores) comes with a small wooden block to sit atop the roof for a chimney -- nothing on the interior. Number two, the roof. It is created from a "scalloped" bass wood piece picked up at the local hobby store. A piece of cardstock joins the two halves. Number three, the windows and shutters. I used more scalloped bass wood and glued these in place on either side of the window opening which I cut into two of the dowels. Number four, the floor. I once again used bass wood trimmed to fit inside and around the chimney to better resemble a wooden floor. Number five, the door. I added wood framing on either side of it and a handle. Otherwise, it is out of the box.

    The interior of the cabin, with its plaster block chimney and bass wood floor installed
I tried using Vallejo Plaster Putty to simulate the mud chinking between the log dowels. It was a mess to use, plus it shrank up so much you can't even really see it. So, I did not bother painting it a different color.

Finally, the painting method was similar to previous ones -- black prime, wet brush Howard Hues Camo Brown, and follow up with a dry brush Colonial Khaki and Rebel Gray. I think it creates a very serviceable log cabin which will see action on my tabletop soon!

Wednesday, June 1, 2016

Beaver Wars in Ohio playtest, Turn 7


We are in the home stretch of our second playtest of the Beaver Wars in Ohio campaign rules. I'm very satisfied with this version of the campaign framework. The turn by turn record keeping is minimal, and is easily handled by the GM. My players have said that it would be very easy for the GM to be a player in this campaign. There really is no advantage to what he "knows" or doesn't. I know from past experience that, when a GM doesn't get to play in the campaign as well, it is harder to keep up a level of interest that you would have as a player. The Beaver Wars allows the GM to take on the role of a tribe, as well, and get the same enjoyment out of it that his players are receiving.

    Seneca warriors rush the gates of a Neutrals town in "Hold Them at the Gates"
We had four battles generated on turn 7, and they were bloody and brutal ones, at that! The way the Song of Drums and Tomahawks rules work, battles usually end when one side falls below 50% of its starting forces and their morale begins to falter. It is rare when forces fight to the last man (just as it was rare in history). One side will usually run away before that happens. The campaign's "Scenario Victory Point (SVP)" system also encourages a player who's down to his last few guys to not futilely sacrifice them, as he will generally just give his opponent even more SVPs. Players are free to voluntarily withdraw their forces so that they can "live to fight another day."

    Cheers rang out in the pizzeria's party room as the battles went down to the bitter end on Turn 7
That said, we had two of our four battles go down to the last man, this turn. If I'm not mistaken, this was the first time it has happened all campaign that both sides were whittled down to a single warrior. I know my Erie tribe had a battle that went down to a 2-on-2, and we have had forces entirely eliminated. However, to have two games come down to the last swing of a tomahawk was fairly unusual, as well as very gripping for my players. There were mighty cheers resounding in the local pizzeria's party room that Saturday morning. As GM, it was gratifying to me to see them still enthusiastic about seizing victory after seven turns of campaigning.

One of the games that went down to the final deadly swing pitted our second and third place tribes, Dave's Mohawk vs. Joe's undefeated Shawnee. The scenario was "Collision on the Forest Path," and is a fairly straight-forward encounter scenario. The opposing tribes have sent raiders towards each other's lands, and these forces bump into each other on their way. Dave knew that the Shawnee warriors were deadly Marksmen (Joe had armed most of his warriors with that Trait), so closed quickly to hand-to-hand to minimize that advantage. Three Mohawk fell quickly, though, and Dave began to worry that the Shawnee reputation for prowess in battle was well-deserved. He battled back, though, and soon enemy warriors began to fall. The Mohawk were the first to fall below half, and saw their battleline fragment as warriors panicked momentarily. The Mohawk chieftain kept them together, though, and soon the Shawnee faltered as their losses fell below half. Warriors kept falling on both sides, though, until only two were left. They traded blow for blow until, at last, the Shawnee fell. The Mohawk held the field, although at great cost. The final score was 15-11, a Mohawk victory (and the Shawnee player's first battlefield defeat).

    The Miami warriors are caught by surprise while reclining around their campfire, but soon turned the tables on their Kickapoo attackers
The 18 scenarios that will be included in the Beaver Wars in Ohio campaign rules feature a mix of setups and tactical puzzles. While setting up, the Miami player complained that "Blood on the Campfire" was too disadvantageous to the defender. Most of his forces begin prone around a campfire, with one alert guard keeping watch. The Kickapoo player decided to make it even tougher on the Miami by purchasing the Sprinter Trait for a number of his warriors. This enabled them to rush the prone warriors and attack before they had a chance to rise to their feet. Both shook their heads ruefully at the forthcoming slaughter. Both were surprised by how the game turned out. Yes, the Miami did lose a few drowsy warriors to quick attacks. However, when they counterattacked the Kickapoo leader, who'd entered combat, they slew him, sending panic rippling through the attackers' ranks. The momentum had shifted, and it was Kickapoo warriors who were being chased down and killed by Miami roused from their evening rest. Both players joked that Miami must be VERY grumpy in the morning, and it is probably best to leave them alone until they've had their morning coffee! The Miami scored their first Major Victory of the campaign, winning 11-3.

    Seneca warriors flood the passageway into the Neutrals town, but stop to exchange shots with the town defenders
One of the strategic aspects of the campaign is in choosing which "Hunt" or "War" card your tribe will play for this turn. Some, like the Mohawk, have played mostly Hunt cards, which score the tribe more Beaver pelts (one of the three categories tribes are competing in for the victory). Others prefer to be able to select their opponent and choose War cards. The Seneca have chosen that strategy more often than not (and somewhat historically, too!). They played their highest War card this turn so that they could once again attack the Neutral tribe, which was still in 1st place. I rolled up "Hold Them at the Gates" as the scenario for Mike and Keith. This features a struggle for the entrance of the defender's town. Indian towns during this period were usually encircled by palisades that often did not have gates. Instead, they had a looping entranceway that attackers would be exposed entering. Mike's Seneca charged quickly into the entrance, but then took up position along the palisade, firing into the town at the Neutral defenders collecting to oppose them. The Neutral charged to shove them back from the palisades, but lost several warriors. They fell back to defend the longhouses. The Seneca dithered for a few moments before charging into the town and engaging the Neutrals. A couple Seneca braves fell, but when their full might got to grips, the Neutrals began to fall in greater numbers. Soon, the Neutral force broke away from contact as they fell below 50%. Keith chose to have his warriors keep running, even though his losses had not fallen that low. This surrendered the town to the Seneca, who scored a Major Victory, 19-2. 

    A small creek runs red with slaughter as a party of Susquehannock hunters is attacked by Honniasont youths in "A Shot Rang Out"
The final scenario pitted the Honniasont against the Susquehannock. In this battle, a party of Susquehannock hunters have shot a deer and are gathered around it to butcher the kill. They are surprised by a force of Honniasont Youths led by a veteran chieftain, who challenge their rivals right to hunt on their ground. A steep-bedded, but shallow, creek divides the two parties. The youths raced to attack the trespassers in hand-to-hand immediately. Meanwhile, the Honniasont preferred to shoot at their enemies from across the creek. Although the firearms of the Susquehannock caused losses in the more numerous Honniasont, the teens were able to gang up on the hunters and began to kill a number of them, as well. The enthusiasm of the Honniasont youths enabled them to withstand the worrisome sight of their friends' and companions' deaths. Even when their numbers fell below 50%, many remained to continue the fray as stalwart as veteran braves. Soon, the Susquehannock numbers dropped below half, and their hunters began to leave the field. The youths remained steadfast, and dealt killing blow for killing blow. Amazingly, it came down to the leaders of each force, trading blows in hand-to-hand. The Honniasont avenged his slain youths, and felled the leader of the Susquehannock hunting party. The spirit of the deer was kept in great company by the numbers of the brave slain. The score was tied at 15-15, but victory was awarded to the Honniasont as they had possession of the field.

In the end, both our 1st and 2nd place tribes lost this turn -- the 1st-place Neutrals losing badly. How did this affect the standings after 7 turns? The Neutrals dropped to a tie for 1st place with the Shawnee. Instead of being 3 1/2 points out of first place, the Mohawk closed to within 1 1/2 points of the lead. The Seneca jumped over the 4th place Kickapoo to be next on the Leaderboard.  Here are the overall standings, followed by each individual category.

Tribe
Place
Victory Points
Neutrals
Tied 1st
24.5 points
Shawnee
Tied 1st
24.5 points
Mohawk
3rd
22 points
Seneca
4th
16 points
Kickapoo
5th
15 points
Miami
6th
12.5 points
Susqehannock
7th
11 points
Erie
8th
7 points
Honniasont
9th
3 points

Tribe
Prestige Points (PPs)
Neutrals (Keith Finn)
16 (5 MajV, 1 MinD)
Shawnee (Joe Merz)
16 (3 MajV, 3 MinV, 1 MinD)
Mohawk (Dave Welch)
12 (3 MajV, 1 MinV, 1 MinD)
Seneca (Mike Stelzer)
12 (2 MajV, 3 MinV)
Kickapoo (Andy Swingle)
10 (3 MajV, 1 MinD)
Miami (Jenny Torbett)
8 (1 MajV, 2 MinV, 1 MinD)
Susquehannock (Steve Phallen)
5 (1 MajV, 2 MinD)
Erie (Mike Demana)
5 (1 MajV, 2 MinD)
Honniasont (Bruce Adamczak)
3 (1 MinV, 1 MinD)

Tribe
Scenario Victory Points (SVPs)
Shawnee (Joe Merz)
97
Neutrals (Keith Finn)
92
Seneca (Mike Stelzer)
79
Mohawk (Dave Welch)
76
Miami (Jenny Torbett)
66
Kickapoo (Andy Swingle)
62
Susquehannock (Steve Phallen)
60
Erie (Mike Demana)
38
Honniasont (Bruce Adamczak)
30

Tribe
Beaver Pelts
Mohawk (Dave Welch)
43
Neutrals (Keith Finn)
37
Shawnee (Joe Merz)
35
Kickapoo (Andy Swingle)
32
Susquehannock (Steve Phallen)
25
Miami (Jenny Torbett)
22
Erie (Mike Demana)
22
Seneca (Mike Stelzer)
22
Honniasont (Bruce Adamczak)
19