Monday, March 23, 2020

Concrete Medians (and Clowns) for my Mean Streets


A car drives quickly past my new concrete medians, hoping to avoid an encounter with the menacing looking street gang
After setting out all of the terrain at Cincycon the other weekend, one thing bothered me a bit as I tried to admire my setup. I had left about eight inches between the city blocks for the main roads. Although I do like my charcoal gray wool felt, and think the fibers in it do a good job of replicating the multiple colors in asphalt, something left me unsettled. That was simply too big of an expanse of featureless asphalt. It needed something 3-dimensional on the road to complete the picture of a city street.
These medians are placed too close to the sidewalk for the photo -- my main streets at Cincycon were 8" wide
I had dismissed the idea of yellow lines on the asphalt -- partly because I hadn't come up with a way that I thought would look good and was practical. Then the idea struck me. What about concrete medians going down the center of the road? And why not fill those medians with decorations -- like trees or flower beds? Fortunately, a vendor selling flower tufts was there at Cincycon, so I picked up three colors (orange, pink, and white with pink) to supplement the purple and yellow flower tufts I had already at home. I had lots of leftover MDF board from my concrete city blocks to cut up into strips for the medians.
Strips of MDF with a flower box created from square concrete dowel sections
Once again, I leaned on handywoman Jenny to cut a section of MDF into 1"x6" strips. I took one of those to Hobby Lobby and picked out square bass wood dowels that I could use to construct "flower box" atop the concrete median. I cut the bass wood up with a craft saw and X-acto knife, using Tacky Glue to arrange them into rectangular boxes atop the MDF. I decided to do a batch of eight first to make sure it all worked out. Doing a lone test one seemed to much of a time waster, and I had a feeling that I would like how they turned out.
Fine blended gray ballast is my go-to for a 3-dimensional concrete effect - as seen in the now-concrete flower boxes
My concrete is made from Woodland Scenics Fine Blended Gray Ballast. I decided to flock the flower box first, and seal it up good so that I would have something to hold onto when I did the flat, top surface of the median. I painted it a light, concrete-looking gray first, then when dry, brushed on full strength Elmers Glue-All white glue. I then poured the ballast over it trying to cover the surface thoroughly. Some places ended up patchy, so I went back and reapplied more later. Once dry, I sprayed it with Krylon clear matte. Next up, I brushed on a 50/50 mixture of white glue and water to fully seal the ballast onto the surface.
Last-minute idea of painting the sides of the medians "traffic yellow" so motorists in my Mean Streets see them better
At this stage, I got the idea of painting the side edges of the MDF the standard "traffic yellow" you see here in America. I am glad I thought of this touch, as you do occasionally see the sides of medians painted yellow for visibility. Plus, it is a splash of realistic color against the asphalt. Next, I painted the top surface of the medians gray, and then followed it up when dry with full strength white glue. More ballast was poured onto this surface. Once again, I sprayed it with matte sealer, then added 50/50 white glue and water.
A line of white glue is squeezed into the flower box, followed up by fine brown ballast as base layer of my "dirt"
At this stage, I realized that for such a simple terrain piece, it was a fairly laborious process to create them. The next-to-last step was to squeeze in full strength white glue into the flower box itself and pour in Woodland Scenics Fine Brown Ballast that I used as my earth mixture on figure bases. Once dry, this is followed up with a Brown Turf flocking from Woodland Scenics to give it the dirt color I use. FINALLY, it was time for the last step. I once again squeezed white glue into the flower box and placed my flower tufts in there. I did two colors per median piece to make it more bright and sunny looking (I know, not exactly what you think of when gang warfare comes to mind!).
The finished medians - each having two colors of flowers planted in the concrete box -- to brighten my city streets
Speaking of gangs, in my rush to get ready for Cincycon I had completed my eighth gang -- the Franklinton Flippos. Named after a Columbus TV clown star, Flippo the Clown, this West-side gang uses figures from the Assault Group. They have two packs with masks, one with clown masks and the other with "anonymous masks." I painted both styles up as clowns, though. To go along with Flippo's costume, I gave them dark blue shirts with white polka dots. I also gave them jeans, shorts -- whatever the figure appeared to be wearing.
Creepy Franklinton Flippos (figs from The Assault Group) hang out next to the median, creating a nuisance
I really like how this gang looks on the tabletop. Some of my favorite photos I took of the two games of Mean Streets that I ran at Cincycon have the Flippos in them. They definitely look creepy. So, when I wanted to pose some miniatures with my new concrete medians, the Flippos were the ones I picked! Now that I have my first batch of eight done, I will probably follow it up with the remaining MDF bases Jenny cut for me (six? eight?). I have the process down, and I have my head wrapped around how long it will take. I'm fairly happy with how they turned out. I think they look better on a tabletop than they do close up in photos -- and certainly better than the plain asphalt street!

Sunday, March 22, 2020

28mm Policeman & Other Things I've Been Doing

Police officers investigate a disturbance in an alley way littered with garbage bags from Miniature Building Authority
I imagine this has been a somewhat productive week for miniatures bloggers. In the spirit of Monty Python's "The Life of Brian," I'm trying to look on the bright side of life (feel free to whistle along...) while the Coronavirus shadow looms over Ohio. Classes at my school district are cancelled in an attempt to limit the spread. This means I am working from home -- creating online assignments, answering questions, communicating with parents, grading, and more. It also means I am at home pretty much all day. That, on the bright side, translates to more hours to spend on miniatures projects.
These plaster barrels sitting outside Wallace's Pub needed only the metal bands painted and basing to be complete
Before we'd closed down, I had pulled out some various modern scatter for my 28mm urban city -- another dumpster, trash bags of different sizes and shapes, and a huge resin heap of rubbish. In addition, I added the four 28mm police officers I'd purchased at Cincycon from Iron Wind Metals to the other four I had never painted, and set them out to clean up and prime. During one of my games at the convention, one of the player's gang got knocked out pretty early. As I was sitting there feeling bad that the game was over for him, I got an interesting idea. Why not, at conventions, have players in a similar situation come back as a police car with a couple officers inside? Have them come in on a random board edge, and get them back in the game.
Ral Partha (Iron Wind Metals) policemen check out a Miniature Building Authority dumpster
Well, to do that, I'd need police! I am also in the process of looking for a suitably sized die cast police car. I know they're out there because I've seen them in other gamers' photos. So, if anybody sees one here in Central Ohio, give me a shout! The police officers themselves were painted dark blue, then highlighted with a brighter blue. There wasn't a whole lot of detail that wasn't uniform bits, so they went really quickly -- black belt, hat brim, and shoes, along with silver for the badges and steel or brown for their revolver or billy club. Pretty soon, I had a force of 8 police officers to clean up the mess my gangs would make of the city!

Most of the garbage scatter were things I picked up last Cincycon from Miniature Building Authority. They're a fantastic store, and make some truly amazing buildings and other miscellaneous things for the wargamer. I had brought a little wad of birthday cash and was planning on spending it with them, but alas, they did not come this year. Some of that went to Iron Wind, instead, of course! For the garbage, I spray primed it all black, then went over it with my usual 50/50 mix of black acrylic paint and water. Next, I dry brushed the dumpster and trash bags Iron Wind Dark Green, followed with Kelly Green highlights. I picked out some other odd bits in different colors, and they were quickly finished.
This garbage heap from Miniature Building Authority was the most overwhelming to focus on details to paint
The trash heap, well, that was another story. It was mind-boggling to look at. There were so many bits of this and that it was hard to focus on anything to decide what color to paint. So, I got out a post-it note, and wrote down a half-dozen things to paint on the first pass -- a sheet of corrugated metal, various tarps, a window frame or lattice, pipes, etc. After that was done, I did it again, picking out some more things. Eventually, everything was painted, and I added in my earth brown for the main part of the heap. I based the heap and the garbage bags on styrene plastic, and then added medium blended gray ballast (I should have used my Fine, though). As a final way to darken up the heap and blend the colors together, I gave it a dark black wash. Finally, I was happy with how my pile of rubbish looked!

There is more on my painting desk that I am working on, but I'll save that for another update. Expect to get at least one Lead Legionaries update a week as long as my school remains closed. Unfortunately, it will be mostly about painting and building and not gaming, as the convention scene is closed for the next couple months at the minimum, I'd say. Even our Sunday night gamers are leaning towards taking a hiatus, though Brian is pushing us towards online board game play. It is Sunday as I post this, so we'll see what happens!

Monday, March 9, 2020

'Mean Streets' a Success at Cincycon 2020

My newest-painted gang, the Franklinton Flippos in their creepy clown masks, saunter past the Shell Station
 As I prepared my gang warfare rules, Mean Streets: War in the Gang-infested Cities for publication, I was hoping that Cincycon 2020 would prove to be the final playtest. The core engine of the rules set had been proven in games I ran for the public at the Ohio History Center (as a simplified American Frontier rules set). The adaption for urban skirmish had worked in the playtests I held with my Sunday night gaming group. Now, I wanted it to meet the convention-going crowd. We all know gamers can do things we'd never expect when planning out our scenarios and writing our rules. Would Mean Streets, my newest rules for First Command Wargames, survive the tables of a wargaming convention?
The Eastmoor Kings investigate the back entrance of Wallace's Brewpub in one of my Mean Streets events at Cincycon
The answer was a resounding success. All of my players seemed to enjoy the game and had a blast rumbling with other gangs on the tabletop. The game seemed fun both on Friday and Saturday night, and in both runnings my players commented on how they liked the simple approach used by the rules. I noticed on Friday night that my players were running their own combats with next to no help from me from turn one. I stepped in a bit more on Saturday, as my players were quite as veteran I had on Friday night. Still, they knew what to do and only needed to ask my ruling when unusual situations came up.
The Bexley Blockwatch keeps an eye on the gang activity in the streets, ready to wield their walking sticks as clubs
I wrote down a few things to adjust in the way the rules are worded (gamers are wonderful at trying to push the envelope in rules, making you rule out the letter of the rules rather than just trying to get by with the spirit). I also learned a couple things on one or two of my missions. One proved too difficult and needs to be tweaked. Another was a bit too easy, I felt (mainly because where I had the gang deploy -- too close to their objective). When I plan on the primary and secondary missions I give gangs in my multiplayer games, I try to make everyone's projected path cross. I purposely adjust their victory conditions so that they have to encounter other gangs. I leave warnings in my mission explanations to look out for a gang looking to intrude on their turf or possibly interfere with them in other ways.
The Hilltop Highlanders cruise past the basketball court on their way towards their objective
In addition, I add in a bit of gang rivalry in the victory points. Players get VPs for knocking out opposing gang members, but certain gangs are worth double points because of a "bad history" with them. This ensures that punches are thrown and the players have a good time mixing it up. Although running around on the table completing missions without a combat may appeal to some players, most want to fight others and get into the spirit of inflicting a beat-down on rival gangs.
A shot of the 5'x4' board I used at Cincycon 2020, with three city blocks separated by two streets and numerous alleys
This game used a 5'x4' board with six players. I started four in the corners of the board, and the other two at the midpoint of the 5' edge. This spaced them out enough that they weren't jumped by other gangs on turn one, but kept them in close enough proximity to each other that fights were sure to develop. I used what are (in my opinion) my six coolest gangs: the Hilltop Highlanders, Sons of Thor (German Village chapter), Bexley Blockwatch, Franklinton Flippos, Eastmoor Kings, and Linden Daos. The Flippos were finished the week of Cincycon, with the final Dullocoate being sprayed on them Wednesday night -- two days before they threw their first punch in a game.
Arthur of the Bexley Blockwatch prepares to enter Wallace's Brewpub, while the civilians get edgy and nervous
I used most of my 28mm buildings that I have been working on for the last couple years in this game. I depicted three city blocks, separated by about 8" of street. The blocks themselves were divided between each building by 3" alleys. I had learned from previous playtests to ensure there was a 3" alley between each building and the board edge so that no one was bottled up too easily. The center block consisted of my buildings with the greatest depth -- Jack & Benny's Old Time Diner, the Shell Station, Sams Quick Mart, and a playground surrounded by a chest-high stone wall. One board edge was the apartment row, with four Sarissa Precision City Block buildings, with my scratch-built basketball court sandwich between. The other long board edge consisted of my two factories, the Street Market, St. Jennifers Church, and the corner of a city park. In retrospect, I think maybe the 8" streets were wider than I needed. I may try to add more depth to one of the blocks and narrow the two large streets. We'll see!
A rumble breaks out in the street between the Hilltop Highlanders and the Sons of Thor
What's more, I decided to upgrade my "chrome" for the convention. I created character cards for each of the six gang members players would have for the game. These were done over the course of Tuesday and Wednesday evening, with the printing and cutting out and putting in sleeves done the night before the convention on Thursday! Each card showed a front and back view of the miniature, along with their stats and special abilities, of course. Players said they were helpful, and I saw them leafing through their cards when they got into a fight to double-check if their figure had any advantages they wanted to make sure they used.
The Linden Daos tag a playground and Sams Quick Mart - notice my newly-made, circular tag markers with gang logos
Finally, I created 3-D "tag" markers. Gangs receive VPs for "tagging" buildings and other structures over the course of the game. They are penalized if a rival gang tags their home turf. I'd created circular logo-style tags earlier in the week for each gang I've painted up. I just wasn't sure what I wanted to attach them to, yet. I stopped in Hobby Lobby after school Thursday, and found a package of 60 circular, foam emoji faces in various colors. The best part was they were adhesive backed, which meant no gluing would be needed. I could peel off the backing and slap the printed out logo on it! I was really happy with how these looked. They look nice on the tabletop, and were a bright, visual reminder of what they'd done so far and where other gangs had tagged buildings. A number of times, they drew rival gangs to the spot to "tag over" their marker and spray-paint their own.
Friday night's five players were a good-natured bunch, except for the punishment they inflicted on rival gangs!
The games themselves went great, I felt. I had five players on Friday night, instead of the six slots I had available. I thought about jumping in myself as the 6th player, but I wanted to see if that unbalanced any of the missions. It didn't. The game went great, and saw lots of laughing and joking as gang members were knocked out, one by one. It also went a lot faster without the sixth player. We were done within 2 hours, including time for explanation of the rules. Saturday's game was full and ran a bit longer. It was still under 3 hours when my players decided to call it when the big, climactic rumble at the end became obvious which way it would go.
The Franklinton Flippos show their gang colors, moving stealthily past the Shell Station towards the main street
I think that big rumble was the most cinematic event of the weekend. The Franklinton Flippos (in their creepy clown masks), had the mission of "Show the Colors." Their job was to saunter down the street in front of the apartments and dare all others to bring it on. They intimidated the Bexley Blockwatch, who scattered into buildings and alley ways to let them pass. As the gang neared their goal of the far edge of the board, they spotted a lone Linden Dao dragging a reluctant basketball player from the court across the street. The Daos' mission was to "Protect a Brother" and go rescue the younger brother of the Gang Boss, who was playing basketball at the courts (and rumor said a hit was planned on). Since the Daos were being run by the brother of the Flippos' player, the temptation was too much to resist. They beat down the long gang member and were then promptly jumped by another three Daos.
The Flippos use their superior numbers to inflict a beat-down on the martial artists of the Linden Daos
At full strength still, the Flippos began to wear the black martial arts gang down. However, that's when the Flippos' West side rivals, the Hilltop Highlanders showed up. Fresh from the beat-down on the Sons of Thor, the Highlanders formed a line and began to slowly close in on the rumble. They soon charged in, and it was obvious they thirsted for clown blood, as they ignored the Daos and began to beat up the Flippos. At the other end of the streets, the Blockwatch appeared. Like with the Highlanders, they formed a line and began to slowly close in on the three-gang rumble. It was certainly a made-for-TV moment! The only thing missing was the clanking of pop bottles and the taunting cry from a hearse, asking the rival gang to come out and play!
The Hilltop Highlanders arrive on the scene, facing off against their hated West side rivals - the Franklinton Flippos
So, I think my players "digged" the rules, and it is my goal to get them layed out and printed by Daycon 2020 next month. A lot of times running games at conventions leaves me stressed out and tired, but this game almost seemed to run itself. That's a good sign, and I find myself re-energized to write the final passages of the rules covering different settings (like The Warriors, or Gangs of New York 19th century, or Peaky Blinders 1920's Engalnd). This is my event I will be running this convention season, so I hope you get a chance to catch it showing at a convention near you this year. The tour includes Cincycon this past weekend, DayCon in Dayton April 17-18, Drums at the Rapids May 15-16, Origins Game Fair June 17-21, Historicon July 8-12, and Advance the Colors Oct. 9-11. I might also run it at a few game shops in between -- we shall see!
Steve Cole, controlling the Flippos, watches his brother Mike move his Sons of Thor in the Saturday game
Master Okambo, Gang Boss of the Linden Daos, talks his younger brother into abandoning his basketball game
'Give me the keys to the red sports car!' demands Delroy, Gang Boss of the Eastmoor Kings, in the Shell service bay
One of my favorite moments of the weekend - Saturday's Big Rumble with three gangs and a fourth closing in
Finished the week of the convention, the Flippos were a hit at Cincycon - if not with their rivals!
Another look at the Flippos, as Marvin, Bud, and Canuck strut down the main street, showing their gang colors
Inside the Brewpub, Arthur - warchief of the Blockwatch - "convinces" the manager to pay protection money to his gang

Sunday, March 1, 2020

Facing Down the Scourge of God in Saga

Bob Bogg's Last Romans (painted in the month since we last met!) fight a civil war against Jim R's Byzantines
A new challenge awaited Nechtan Mac Fergus and his victorious Pictish host this month in Saga. Always dangerous Saga player Jeff Fletcher brought his Attila the Hun army from the Aetius & Arthur supplement. Though tempted to opt out and say "No" to the legendary leader and his two mercenary units, I figured it would be good experience to play against them. Plus, Jeff was maxed out on his horse archer figures and needed the two foot units of warrior foederati to be able to field the army at all. Not owning that supplement (because it is due to be re-released in updated format soon), I was a little hazy on what all their special abilities would be.
Close up of Dave E's Romans marshaled for battle in the second round
Even without their abilities, facing a horse archer army in Saga would be a new challenge. I am feeling more and more confident with my Picts (Scots board from Age of Vikings), so felt we should be able to meet this new, mysterious foe and give a good account of ourselves. In preparation for next month's Saga tournament at DayCon 2020, we were playing one of two scenarios from Book of Battles that Steve and Jason will be using when they run the tournament. By the way, if you are a Saga player (or want to try it out) and can make it to Dayton, Ohio, for this tournament, please come attend! We have slots for 16 players (and loaner armies, too).
The solid Byzantine battleline of Jim R's army, which has been very successful in recent months
The "Change of Plans" scenario has players score an array of victory points throughout the game. On turn 3, they record "Massacre Points" (enemy slain), turn 5 "Survival Points" (your remaining troops), and end of game "Conquest Points" (advancing across the centerline of the board). Jeff had to place the first terrain piece, which meant he was facing more terrain than he probably wanted as a horse archer army. I placed a couple woods, one on either flank, as opposed to Jeff's gentle hill and swamp.
Nechtan edges his Picts forward, making sure each unit's flanks are supported against encircling horse archers
One of his battle board abilities is placing fatigue on enemy who they can encircle between two units, so I would deploy my army in a compact, self-supporting block which took advantage of our woods we'd placed. On the right flank woods not far from my baseline, I placed my Levy archers. Opposite the woods on the left flank, I placed one of my units of warrior long spearmen. Stretching between the two terrain pieces were my other two warrior units, backed up in a second line by my small mounted hearthguard unit and my warlord.
After receiving a bloody nose from the Picts "Reach" ability, the Huns stay far away on the battlefield's edges
On the first turn, Jeff as Attila unleashed his horse archers upon my battleline. Their composite bows allow them to fire for free, but not in consecutive actions. So, they could fire/move/fire, for example. His horse archers were in small, 6-man warrior units. With an armor class of 3, I knew they'd be fragile if I could hit (or shoot) at them. Jeff's plan was to move them up with Saga command dice, have them shoot, and then pull back with his "Endless Horde" ability - which allows all of his units to move. His bowfire caused a few casualties, but Jeff's mistake was to not stay out of the "Reach" range of my troops -- which allows my longspearmen to make a shooting attack at a unit within Medium range. His pullback moves were too short, and I advanced, allowing all three of my warrior units to inflict hits upon his horse archer -- knocking one unit down to a single figure and the other to 4 figures.
The Pictish mounted hearthguards redeploy from the left to right to mount an opportunity charge
Attila seemed unrattled by this setback, though. He sent his horse archers forward again, shooting, then pulling back again with Endless Horde. This time, my save rolls were good, and the Picts jeered all along the battleline as the Hun horse archers pulled back yet again. The Scourge of God did not make the same mistake again, and pulled back a long way from Nechtan's troops. In fact, they were so far away, I wasn't sure what to do. Still, the battleline edge forward, staying supported and presenting no isolated units for the Huns to decimate. My Pictish horse also rode across the board to be poised to strike on the right flank.
Attila's German foederati advance headlong and prepare to charge into my levy bow
As uncertain as Nechtan was how to proceed, other than advancing steadily, Attila seemed more baffled. Jeff kept his units far away from mine, along the edge of his baseline and the side edges. My goal was to get close enough to charge one of his two German foot foederati units (legendary units Attila is permitted to take). Their movement was a Medium, like my Pictish spearmen, and I figured I could eventually corner them. After a couple turns, Attila seemed to be willing to take the chance of his high-powered unit against my larger spear units, backed up by a full Scots battleboard of Saga abilities.  One of the two units of foederati charged headlong, making three moves, and crashed into my Levy archers.
Dave's Roman warriors prepare for battle
Although they savaged my archers, taking them below half strength, this brought them within several of my units.  Nechtan marshaled his troops around Attila's German warriors, preparing to use a unit of long spearmen to eradicate them. However, Jeff cannily used the one fatigue on my Pictish warrior unit to make our charge fall short. There was nothing he could do, though, about the Pictish horse crashing into one of his horse archer units, killing four of their six. Surprisingly, the remnants stayed in place. This time, I used Reach, to soften them up some, with the warlord and long spearman. Next, the Pictish horse charged the last of the horse archers, slaughtering them. The Pictish long spear followed, and the foederati died to a man.
A new army for our Saga Game Days - Mike S's Skraelings!
At this point, Attila was willing to call it a day. However, since we had only one more turn, I felt we should finish the game out, so we could see how the dynamics of the Massacre/Survival/Conquest points worked out. I honestly think Jeff was a bit flustered, and wasn't sure how to proceed when his composite bow tactic he'd planned for didn't work out. Talking afterwards, we think he may have fully taken advantage of the number of times he could shoot. That may have enabled his horse archery to wear away at my troops. However, I was quick to use his fatigues that he accumulated for moving a second time in a turn to make him hit me only on 5's, instead of 4's. That also minimized his shooting. In the end, Nechtan's Picts emerged victorious, 27-14.
Round 2 action, from left Dave, Steve, Jenny, Jim R, Mike S, Bob
We had 12 players this time around, only two of which played magic (Andy's Undead vs. Joe's Arachnean Jungle army). Jeff and my game moved too slowly for us to get in a second game, but three others did. The Next Generation (Jason, Daniel, Thomas) had to leave after one game, too. Most of us played one of the proposed scenarios we will use in the upcoming DayCon tournament (Steve and Jason decided on "Feasting & Pillaging" and "Clash of Warlords" as the other two games). I also think a number of players have settled in on which armies they will use in the tournament. We saw a lot more players using the same warbands, again.
Jim's Byzantines provide a solid front to their enemies
It seems Vikings remain popular, but by far the most popular are the various iterations of Roman/Byzantine (three players). I intend to use my Picts/Scots. We saw a brand new army this time, as Mike Stelzer  pulled out a bunch of his bow-armed and melee weapon French & Indian War native Americans and fielded them as Skraelings.
Jenny's Viking archers prepare to shoot out from a grove of trees
Here are the results of this month's Saga Game Day at the Guardtower East:

Round 1
  • Mike D's Picts (Scots) defeated Jeff Fletcher's Attila the Hun, 27-14 in Change of Plans.
  • Mike S's Skraelings defeated Thomas' Crusaders 25-11 in Change of Plans.
  • Steve's Jomsvikings defeated Jason's Last Romans, 44-24 in Change of Plans.
  • Jenny's Vikings defeated Daniel's Norse-Gaels, 25-6 in Feasting & Pillaging.
  • Bob's Last Romans defeated Jim R's Byzantines, 41-30 in Feasting & Pillaging.
  • Andy's Undead defeated Joe's Arachnean Jungle (no score recorded), in Age of Magic.
Another view of the Roman civil war, courtesy of Jenny who fought beside Jim and Bob
Round 2
  • Jenny's Vikings defeated Mike S's Skraelings, 29-21 in Clash of Warlords.
  • Dave E's Romans defeated Steve's Jomsvikings, 15-13 in Clash of Warlords.
  • Jim R's Byzantines defeated Bob's Last Romans, 21-16, in Clash of Warlords.
The Skraeling list uses Totems - here is one on Mike S's Skraeling levy unit'

Steve's Viking warrior and hearthguard units take shelter in the woods
Our lone Age of Magic game with Joe's Arachnaean Jungle warband against Andy's Undead









Monday, February 24, 2020

Mean Streets Mission Testing

Sons of Thor in a photo NOT from the game - actually one Jenny staged for the rulebook when it is published
Lately, we have had the good fortune of having 7-8 players showing up for Sunday night gaming. I decided to take advantage of the numbers and try out an idea that I have for running my gang warfare game, Mean Streets, at conventions. Rather than have one board for six players, I thought about splitting the board into two roughly 3'x3' sections, divided by a bridge over a river, freeway, or something similar. I put out the call and lo and behold had 8 players -- not counting me!
We filled up an 8'x4' table with a giant playtest of my "Mean Streets" gang warfare rules on Sunday night
It took me all day Sunday to set up the scenario, assigning gangs and their respective missions to each of the boards. Each gang would have one Primary Mission and two Secondary Missions to amass victory points. I set up the missions so that the gangs end up bumping into each other to guarantee some fighting. Although I learned long ago that gamers have minds of their own and will do everything possible to ignore the way you're herding them. That proved to be the case on one of the two boards, but certainly not on the other, which was a dustup from start to finish.
The Bexley Blockwatch on patrol - one member taking the opportunity to "tag" a vehicle in the parking lot
With eight players gathered around the table, and getting questions from the players, I didn't get much chance to take pictures. I did get a chance to playtest out some of the newer missions that I'd written. Only one of them will require some tweaking, I think. The others worked out fairly good, although more than one player had his mission abruptly eclipsed when their members were jumped by another gang. In particular, the Grandview Gurkhas (Brian) had the mission to "Show the Colors." This meant sauntering down the main street slowly looking for a fight and showing off their "badassness," as Brian put it. However, they were cornered by the Hilltop Highlanders (Mike W) and engaged in a brutal knockdown, drag-them-out fight that lasted the whole game.
The Hilltop Highlanders emerge from an alley onto the main street - players place their dice indicating actions they rolled next to the figure
This actually meant that the Highlanders, who were supposed to protect Wallace's Brewpub, ended up being too busy fighting to prevent either the Berwick Wangs (Bruce) or the Sons of Thor (Joel) from fulfilling their secondary mission of "Beer Run!" In fact, the Wangs had the mission of essentially getting off the board on the opposite corner from where they entered in, "We Gotta Get Outta Here!" Meanwhile, they were supposed to tag everything in sight with their gang logo and look to leave a few bruises on rival gangs. Bruce ignored the last part of the mission, and his gang members never threw a punch (though they probably ran out of spray paint with as much tagging as they did!). The Sons of Thor were the mystery to me, as they were essentially supposed to roam the table looking for a fight -- they would receive double points for knocking out rival gang members. Joel loves to be contrary (like many a gamer!) and threw all of one punch all night long!

The Linden Daos cruise through the street market, looking for a fight
On the other half of the table, Mike S and his "O-Ren-Ishi School for Girls" jumped Tom's Eastmoor Kings from behind, knocking out their leader in a savage flurry of blades and blows. Tom's boys bolted for the other side of the board and were able to put some distance between themselves and the vicious Japanese schoolgirls! Keith's Linden Daos renewed their bad blood with Allen's Bexley Blockwatch, ignoring their primary mission to knock out all but the Blockwatch's Leader over the course of the game. Keith's leader broke new records for the number of wound markers on him, racking up nine or so, at one point. He was eventually knocked out when the Kings decided to wade into the fray, as well.

Another staged photo Jenny took for the rulebook: The Linden Daos - martial artists that pack a heavy punch!
All in all, it was a good playtest of my newest missions I'd written for the rules. It also allowed me to hone the point costs of various skills that gang members can purchase. I went with smaller forces, too, to test what is a minimum point size for a gang. The rules played fast, as I hoped, with the one game being over within 2 hours, the other following within another half hour. I am thinking that my two games at Cincycon will be the final walk-through of the rules, and that I will begin laying them out for publishing after that weekend.  Stay tuned for more gang warfare on Columbus "Mean Streets!"