Friday, June 26, 2026

Crispy Critter Control in Downtown 'Chilly'

    Two members of 'Critter Control', my alien-hunting team in solo games of Majestic 13, on the roofs
Team leader Boone MacDonald, couldn't believe it when the call came through from Agricultural League HQ of Majestic 13. Critter Control was needed to respond to a nearby priority mission. Boone asked, "Can Waylon be released to respond with us? We're down one man!" Unlikely, his superior replied, but he'd see what he could do to get them some help. Shaking his head in disbelief, Boone hurried to collect Mabel, Buck, and Silas. While they drove at high speed towards downtown Chillicothe, OH, he shared what little he know about the alien they'd likely encounter on the way. "Mabel, what do you know about a Helion Beam Chaser, since your daddy told you so much...?" 

    The Helion Beam Chaser in the smouldering woods behind a VW bug that it torched earlier
She whistled and pulled off her sunglasses to catch Boone's eyes in the rear view mirror. "Y'all know what plasma is?" Some heads nodded yes, others shook no. "Think of the coals in your grill about 10 times hotter. Well, this nasty space polecat is made of that stuff. And he can shoot it towards you in twin jets with both arms!" She sat back in the seat as they bumped along rural Ohio's less-than-well-maintained roads. "Daddy had a scar all along his back that looked like his flesh was just melted like wax. He said it was from one of them Beam Chasers." She shook her head. "Boone, if you want to just pull this SUV over to the berm, the four of us can say we got a flat tire. Let a full-strength team handle this one..."

    Critter Control's deployment, mostly on the rooftops with good lines of sight, and the alien's location
Boone kept driving, relaying his instructions. They would infiltrate quietly and quickly. Go to the rooftops nearest the smoke -- that was where the Beam Chaser should be. "Take the elevator or stairs, then find positions along the parapets. Report back to me on comms when you're in position. We will open fire on it until it runs away or goes down." He met each of the other's eyes briefly, while driving. "It likes to do a Heat Wave attack when multiple enemies are close. Always keep a wall or something that absorbs heat between you and it." He sighed and took a breath. "Mabel, I know how you feel about the team being under strength. But we can't let our neighbors in town down. We signed up with Majestic 13 to defend the Earth from aliens. And though it may not always seems that way, Chillicothe is part of Earth...!" The others chuckled and nodded, then sat back, alone with their thoughts.

    Beam Chaser preparing to launch jets of plasma at Mable in the top left of the picture
It had been since February since I played my first game of Majestic 13. I've been busy in the intervening months with other projects. Reading about the exploits of my friend Bill's solo, Majestic 13 campaign on his Dice, Doubloons, and Random Musings site has kept me wanting to do a mission. I just never seemed to find the time. With Origins concluded last week, and Surviving 'Nam just about ready for print, I finally had a free evening. I'd previously rolled up Mission 02, knowing our foe would be a Helion Beam Chaser. I even picked up a 3-D printed fire elemental for $3 at Origins to paint up as it. I set up the terrain for the mission and rolled randomly to see which edge Critter Control deployed on. 
    Taking damage, the fiery (and newly painted!) Beam Chaser advances towards the team members 
Since Critter Control's defeat in the last game, I had done some thinking. With a five turn limit, and only five characters, you will get only a limited number of shots at the alien. You need to minimize turns spent moving around and not shooting. So, I placed Buck, Silas, and Mabel on the rooftops of the highest buildings on our side of the table. I left team leader Boone in cover near a flaming wreck of a car that the alien had doubtless torched before our arrival. He would be our quick reaction force, able to move to get line of sight if the alien momentarily moved out of the other's field of view.  With the Beam Chaser having 110 hit points, we needed to average 22 per round. Our weapons inflicted 2d6 or 3d6 per shot. Perhaps attainable on the first turn with four shooters on the table, it would become harder and harder if it took some of team members out.

    Long ago, her daddy was wounded by a Beam Chaser, now Mabel falls to its fiery attack
The other key aspect in Majestic 13 is cover. If the target is in cover, you have to roll 2d20 for your attack and take the worst roll. The goal would be to always be in cover and to use our height and various positions to make it so the Beam Chaser was not. Turn 1 opened with the Beam Chaser firing at Mabel in her rooftop sniper position twice, but missing both times. Figures activate in Acuity Order. The Beam Chaser would activate first and third, while Buck Smithers (our Iraqi War vet) would activate second. After that, it would go Boone, Mabel, and Silas. The Beam Chaser would get a bonus activation if anyone fired at it and missed. So, our shots had to count or this would be a very short game!

    Silas lines up a shot, but misses the alien as it scampers down the street towards Boone
After the Beam Chaser's miss, Buck let loose with a burst from his light machine gun, striking the alien in the upper part of its fiery torso. Rolling 3d6+1, he did only 9 damage. We had a long way to go if we kept rolling below average on damage! The Beam Chaser seemed strangely drawn to fire at Mabel, and shifted his position so he was out of Buck's line of sight and fired again at Mabel. Once again, she ducked behind the brick parapet in time. Still, the hot June evening got even hotter as the side of the wall began smoking. Team leader Boone shifted positions from one car wreck to the next and let loose a burst with his assault rifle. A better damage roll -- 11 points with 2d6+1! Mabel popped up and aimed with her sniper rifle. The heat from the seared building made her sunglasses fog up a bit and she missed. The Beam Chaser fired back with its special ability and Mabel screamed and went down, her clothes smoking.

    The creature proves it's clever & moves so that Boone no longer has cover behind the smoking wreck
Silas switched positions to have better line of sight. He fired his light machine gun and missed. Thankfully, this alien could activate a maximum of three times in a turn, so couldn't return fire on him. Turn one was over, and we were down from four to only three figures! With black smoke rising all over downtown Chillicothe, things were NOT looking good for Critter Control. The Beam Chaser shifted his focus to the team leader, moving to where Boone was no longer in cover of the flaming vehicle. Thankfully, he missed at least once on both his pair of d20 rolls. Buck squeezed off another long burst at it, but once again, a low roll, doing only 8 points damage on 3d6+1. Where did Critter Control get its ammo from? The local Walmart?? The Beam Chaser didn't seem to notice the hit and fired again at Boone. This time, the team leader wasn't so lucky and he was burned badly -- down to a single hit point! Boone returned fire and then darted for cover behind the closest apartment building. Luckily, he struck the alien, but once again the damage roll was below average.

Reeling from the pain of his burns, Boone returns fire & scurries for cover behind a building
Silas, knowing the alien would get cover from his vantage point, decided to call HQ for aid instead. He rolled well, and sooner than expected, the sound of an approaching chopper drew near. Silas looked up at it hovering over the neighboring building and blinked and shook his head in disbelief. The dust kicked up by the rotor blades must be making him see things. His ears confirmed it, though, as with a loud "Geronimooooo!" Waylon -- their missing team member -- leapt from the hovering chopper and landed on the roof next to Mabel. The craziest and bravest member of the team was back! In Majestic 13, one of the options on a successful call for aid is to receive a "robot"version of a team member. I thought it made more story line sense that Waylon convinced the Agricultural League that he was fit for duty and flew him out to be ready if the team requested assistance.  

    Help arrives as Waylon (top of photo) drops from a helicopter to assist his friends against the alien
Waylon immediately opened up with his assault rifle on the alien in the street below, inflicting 8 points of damage. "That one's for Mabel, you sonofabitch!" The alien moved towards the sound of Waylon's voice, positioning itself just below Waylon and Silas. It turned to face Silas, raised both its arms, and sent a massive jet of flame that engulfed the parapet where Silas was standing. There was a cry and he fell backwards and out of sight. Waylon called over, "Silas...you okay?" There was no reply. "DaYUM! Two of us down," he said, glancing over at the unmoving Mabel. He shouted the information out to Boone and Buck, since he did not have a communication device linked with the rest of the team. 

    Silas goes down as the alien accurately times his plasma jets, catching him lining up a shot
Buck had seen the chopper deposit Waylon and also saw Silas go down. The alien was clever and had moved in close to the buildings, cutting off his line of sight. He looked down at the roof of the Quickie Mart one story below him. "Aww, Hell! My knees are getting too old for this shee-yit!" With a running jump, he cleared the parapet, landed on the Quikie Mart roof, rolling forward to reduce the impact. He got up immediately and sprinted along the ledge eyeing the gaps between the buildings until he saw the Beam Chaser. "There you are...got you!" He fired again, the bullets impacting across it flaming body. Despite his heroics, the damage roll was -- yes again -- below average! The alien seemed confused where the shots came from, and looked up at Waylon, who was lining up another shot at him. He sent a wall of flame up at the moonshine distiller and made him fall to the ground, only 3 hit points left.

    Buck continues to fire at the alien from the rooftops, this shot passing over Boone's head in the alley
Boone, hearing the screams from Waylon, lowered his head. That pain was intense. He was clinging to consciousness, and knew the heat from a near miss might finish him off. He took a deep breath, and ran down the alley way towards the alien. He stopped at the corner of the building, poked his assault rifle around and fired, striking it solidly. The alien raised its fiery arms above its head and Boone ducked just in time to be missed by an almost-solid wall of heat billowing out from its body. Above him, he heard Waylon cursing, so he too must have avoided the Beam Chaser's attack. Boone heard the snap of Buck's rounds passing over his head as the veteran continued to hammer away at the alien. Their bullets seemed to be having little effect on it, though (yes, another way below average roll...sigh).  

    Despite being down to 1 hit point, Boone continues to pursue the alien and shoot it up
"Dammit!" he ducked back around the corner and emptied the clip into the creature. Waylon was also firing at it from above. For the first time in the battle, the creature made a crackling, roaring sound. "Extremis!" Boone thought. "We're finally getting through to the creature!" He didn't see the jets of plasma shooting from its arms in time, though. The world turned red, he heard someone screaming in what sounded like his voice, and then he felt himself falling and things going from red to black. 

    Boone watches in despair as his friend and team leader is engulfed in flame and goes down
"BOONE!" both Buck and Waylon yelled as one. They fired off a volley, and the creature turned and sprinted away, across the street, vaulting the park wall, and disappearing through the trees. It was gone, but they had failed to kill the alien. Again. And this time, three of their team lay senseless and possibly dead.

    Team Leader & heart and soul of Critter Control, Boone MacDonald goes down

On the final turn, I had an opportunity to kill the Beam Chaser, but once again, incredibly poor damage rolls kept me from achieving victory. Waylon rolled a "3" on 2d6, the alien suffered only 6 points from being in "Extremis", and Buck -- despite hitting every turn -- never rolled average or higher on his five damage rolls. Whew! Maybe this game wasn't meant for my bad die rolling...ha, ha! My Sunday evening gaming friends would NOT be surprised, that's for sure. With the game over, I consoled myself with a beer and rolled on the tables to see what happened to my fallen team members. Mabel got away "all clear." Silas suffered permanent damage, which intriguingly would give him Psionic powers. However, he would be out for the next mission. Boone also would be out, his wounds being "Questionable."

    Waylon curses as he looks around, seeing the alien disappear into the woods & 3 friends down
Am I really supposed to do a mission with three team members? I may just skip a mission for them. I had my doubts about how I could be successful with four characters, and my worries proved true. Three is just simply suicide! Continuing the post-game process, my characters received only 1 experience point apiece, since we did not complete either our primary objective (killing the Beam Chaser) or our secondary one (coming into contact with all the terrain pieces -- not likely, starting on the rooftops and with 11 separate pieces!). Still, +1 point each was enough for one of my characters to raise a stat, so that was good. I requested the same equipment as last time, a Medkit and Stimulus Kit. I was successful on the MedKit, so gave that to Silas. Even better, I got the Emergency Medical Facilities upgrade (are you seeing a trend here?). So, next time I will be able to re-roll an unfavorable result after a character is out of action.

    Another look at the 3'x3' tabletop for my latest Majestic 13 game
What's next for Critter Control? We are definitely skipping Mission 03! So, next game, we will be back to full strength. Maybe this time we'll get our elusive first "successful mission!"

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 134

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 12
  • Terrain painted in 2026: 26

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 21
  • Scatter painted in 2026: 59

Wednesday, June 24, 2026

Wizards & Spellcasters -- Bending My Own Rules!

    Six 28mm Wizards, 3 for the Elves under the sky, and three for mortal men doomed to die...
Since I already have a Reaper Bones Elven Wizard painted up, I decided to paint just three more for potential spellcasters for my Dragon Rampant Elven army. At only 1 Army Point apiece, Level 1 spellcasters are a great deal in the rules. And sometimes, their magic might be the perfect counterpoint to an opponent's troop choices or special abilities. However, three is an awful small batch of figures, so my next decision was to assemble three additional sorcerors from the Frostgrave Wizards sprue I bought from Firelands Games last November. Six foot figures is a proper batch size for my temperament.

    3 Female Elven Wizards -- Bad Squiddo's 'Morgana the Forest Healer' & two 'May Queens'
That's when I decided to get cheesy and rules lawyer my vow to alternate painting a batch of figures purchased this year with one purchased in previous years. Why not count these six figures as two separate batches -- even though I painting them simultaneously? Genius...ha, ha! The three female Elven spellcasters are all from Bad Squiddo Games. Two are the May Queens pack and the the third is Morgana, the Forest Healer. Links are to the Badger Games site for them, which is who I bought them from. All three look Elven enough to pass, even though I imagine that none are meant to be elves. So, the Frostgrave Wizards would be the male counterpart to these three. I used the head and arms of one to be a Gandalf clone, another to be a "dark monk"-looking figure with a staff, and the third another hooded and robed figure holding a scroll. Or perhaps an early rules lawyer holding up the tome and saying, "No, you're wrong -- you can't do that under these rules!"

    Though probably the simplest of the three Elves, she may be my favorite because of her face & dress
Anyway, after priming all six with Liquitex White Gesso, I started off with their flesh. I decided to go with basic human Caucasian flesh tone for the male wizards as two of my sorcerers that I have painted up are Middle Eastern. The elves I used a lighter flesh tone as the base coat, following it up with my darker orange-toned wash. Once that stage was done for all six, it was time to decide on robe colors. For one of the May Queens, I went with a light sea-foam green, hoping she didn't end up looking like a bridesmaid. The other one was done in a dark blue-green color that I really like. The third, being a guardian of the forest and all, was done in a somewhat bright Leaf green. The male wizards got a Wedgewood grayish-blue for non-Gandalf, cherry brown for the dark monk, and a khaki/tan combo for the rules lawyer.

    My favorite pattern of the wizards - the clusters of light green dots - is also repeated on her dress hem
Naturally, I dry-brushed each set of robes the next session, and then went to work on details. Rather than do all of their hair, all of their belts, etc. like I normal batch, I would pick up one figure and do four or five details on it before moving on to the next. I was careful to paint the elves first because, you know, the last batch was previously painted miniatures...ha, ha! I promise...last time I mention that on this particular blog entry!! Anyway, I made good progress and in just a couple days of painting, all six were fairly far along. However, Origins Game Fair intervened, and there was a five day gap between painting sessions. Otherwise, these figures might have been completed in as little as a week.

    The staff is the coolest part of this pose - I like the bunny at her feet & magpie on shoulder, too
I tried to vary the colors of the wood tones I used in each spellcaster's staff, as well as giving them different decorative patterns. My favorite, but probably the most subtle, is the repeating pattern of bright green dots on the blue-green robe of one of the May Queens. All of them looked nice to me, though, and I was very pleased with how they were looking as they progressed towards the end. For their flowered head dresses, I thought it might be neat to put in colored flocking as flowers in their hair. My first idea was to trim flower tufts up and use tweezers to put them among the greenery in their hair. However, a friend at Origins handed me a bag of Woodland Scenics Autumn clump foliage he bought but decided he didn't want. I thought it would be MUCH easier to tear off tiny bits of the clump foliage and glue then in place. After they were in place and the figure had its first clear coat, I went back and used tweezers to tear off bits of some of the pieces to make them even smaller.

    Much as I dislike plastic kit figs, I have to say I really like the look of these Frostgrave Wizards
Prior to that, while I was doing the brown wash on the flesh and tan colors, I had the idea to add an animal familiar to a couple of the bases of the Elven wizards. I have a nice selection of unpainted woodland animals, so pulled out a rabbit out of a drawer for one and a fox for the other. Morgana has a bird on her shoulder already, which I painted as a magpie. I was really happy with how it came out. For the other animal familiars, I did my usual and looked up Google images of the creatures to get their colors as correct as possible.

    How many times do you think I said, "You shall not pass!" as I painted this Not-Gandalf fig??
All six bases got my usual treatment for flocking. I decided for one of the May Queens to try gluing on a couple of the little resin scenery pieces I bought for basing my Vietnam figures. It was very fiddly to get the vegetation pieces to stand up while the glue dried. I also have the feeling they will be fragile, considering how thin the vegetation stalks appear to be.  I have also tempted to start doing some "adventurer" type miniatures with stone pavement basing, considering that the setting for my Fantasy cooperative games will be a ruined medieval town. However, I hate to have wildly different basing systems for figures on the tabletop together. So, I will probably keep sticking to my usual outdoor wilderness flocking method.

    I love the hand position in this 'dark monk' looking fig - he appears to be casting a spell right now
What else is on my painting desk? Well, that 3-D printed Huey helicopter is still sitting there at the same stage it has been for two weeks or so. I really do need to find the drive to finish it off. I'm fairly close -- except for door gunners, which I plan on attaching via magnets anyway (and I, umm,  haven't purchased any door gunners, yet...!). I also pulled out my six Warhost Elven cavalry figures...only to find one rider missing! I had six (plastic!) horses and five metal riders in my box. No shields either, even though more than half the poses are in an obvious bent arm "shield holding" posture. This was the first disappointment from the Warhost line. Why plastic, assemble your own horses for a line of metal miniatures?? If I wanted plastic horses I would have just bought a plastic kit! Anyway, I dug through my Dark Ages miniatures and found a rider that I felt will substitute in okay. I prepped them for painting and they will likely be my next batch after the chopper.

I used my smallest nib micron pen to scribble some mystic symbols & runes on this wizard's scroll
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 133

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 12
  • Terrain painted in 2026: 26

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 21
  • Scatter painted in 2026: 59

Sunday, June 21, 2026

Showcasing Surviving 'Nam at Origins 2026

A squad of VC arrive on table, while U.S. soldiers prowl forward through the bamboo & jungle
For the last several years, our Great Lakes chapter of the Historical Miniatures Gaming Society, has put on a slate of miniatures events at Origins Game Fair in Columbus, OH. The convention brings in thousands of gamers of all types -- role players, card players, board gamers, and of course, miniature players. We take the opportunity to put on highly visible events and utilize the show as a chance to recruit members to our chapter. What better place, I thought, to run some games of Surviving 'Nam and generate some interest for the rules imminent release?

    Soldiers of the 1st Infantry Division advance towards an isolated Vietnamese hamlet to search it
I scheduled six game over the course of three days at Origins. I would run a different scenario from the rule book each day. Even before the convention began, all four slots in my six games were completely booked! Whoa -- sold out before the first attendee arrives! For the first time ever, I would run two games on Wednesday of Origins. I always considered that just a set up day, and never thought about running games then. However, scheduled events begin at noon Wednesday, so I figured I would run twice on that day since my games had openings for only four players each. I took Friday off, as another GM requested a round table for one day, and I deferred to him so that our HMGS Great Lakes area would fill the tables more consistently. 

    My 4 players in 'Check out the Hooches' contemplate the tactical situation & debate a plan
Through the years running games at Origins, I've always enjoyed the chance to introduce folks who'd never played a miniatures game to the thrill and spectacle of historical miniatures. This year was no exception, as I had players who were typically board gamers or role players sign up and have a great time. I also had my share of miniature gamers, interested in playing a Vietnam War game or who thought the concept of Surviving 'Nam sounded interesting. One player confessed that Apocalypse Now is his favorite war movie. So, unlike at a miniatures convention, GMs tend to get an interesting mix of players around their table.

    U.S. lieutenant, trailed by his radioman, leads his fire team forward in 'Tanks for the Help' 

Tanks for the Help!

The first scenario that I ran is called Tanks for the Help! In this case, a U.S. tank has broken down on a Vietnamese country road. Worried the Viet Cong will sneak up and blow it up while it is being repaired, the U.S. infantry are tasked with fanning out in the woods all around it and keeping any V.C. from getting close. The enemy does hear about the tank, and soon is moving towards the positions that the players' fire teams have taken up. Each player controls one 5-man unit of U.S. soldiers from the Big Red One infantry division. 

   Wednesday evening players move up their fire teams and take positions to repel a VC assault
The game begins in the Countdown to Contact phase, where each player may move his figures one action as they hurriedly take up positions to protect the tank. When a 1d6 roll, plus turns elapsed, equals "6" the V.C. arrive in positions rolled randomly by the players. Most scenarios have a positive or negative modifier to the Countdown to Contact roll. This allows it to occur sooner or later, on average. Still, despite the modifier, the randomness of 1d6 means the players never really know when the V.C. will launch their attack.

    And here they come! Two VC squads, each with an RPG, hoping to blow up the disabled tank
Tactically, this is a fairly straight forward scenario. The players must knock a specified number of enemy out of action to break the spirit of the V.C. attack. At the end of every turn, the V.C. figures on table get an extra movement forward towards the players. If the number of enemy on table runs low, more arrive on the back edge and begin assaulting forwards. In my first game of the convention, the players' rolls were amazing. They rarely failed their activation rolls, resulting in fewer shots against the players than you might expect. When targeted, they typically rolled high and avoided the enemy fire. What's more, the Event Cards smiled upon them, as well. No Light Machine Gun appeared. No Sniper! card appeared. Those are the two deadliest cards for players in the deck, along with All Hell is Breaking Loose (which activates ALL V.C. on the table for a shot if in line of sight or a move, if not. All Hell didn't come up till late in the game when the V.C. numbers were depleted.

    More VC arrive and prepare to enter a thick patch of bamboo & assault the defending Americans
Not to take anything away from the player's tactics. They had a solid battle plan, grasped the mechanics quickly, and used their fire team leader's free activations cleverly to shoot down any V.C. that appeared in dangerous positions. They were by far the luckiest of the half dozen sets of players, though, and they finished the mission fairly quickly and efficiently. I felt bad for them that they never really had that "Oh, crap!" moment when V.C. are popping up all around them and their soldiers are going Down. Still, what player doesn't like to win? So, Surviving 'Nam started off at Origins with a successful first U.S. mission.

    A VC rifleman spots the squad's radioman and stalks forward, hoping to get off a clear shot at him
The next game did not have the same easy path to victory. They suffered losses, but were ultimately able to inflict enough casualties to break the back of the V.C. resolve. After the game, I walked the players what they would do if they were playing this game as part of a campaign, which Surviving 'Nam is intended to do. Each game represents a mission during one month of their yearlong tour of duty in Vietnam (13 months if Marines). So, I'm hoping players will fight their way through all 12, with the goal of getting as many of their soldiers through their time "In Country" alive. 

    Players used my new 'measuring sticks' (3-D printed sticks with 1 inch bands from RRB Minis)
After the game, players must roll for each wounded U.S. soldier, even if they were Lightly or Walking Wounded. If they were carried off-table by friends, and if the wounds were lighter, they receive bonuses to the roll. The resulting out come can result in the loss of the soldier to the fire team, for example if they roll low and geet Killed in Action or Lost a Limb. The soldier could also have suffered a Million Dollar Wound!, which gets the soldier a ticket home but without horrible disfigurement or debilitating injuries. Or they may roll Enjoy Japan! (three months recuperation), Enjoy Japan! (two months) or REMF for a Month! (one month). The players enjoyed that aspect of the game, too, and were also interested in the rolls to see what kind of replacement they would get if their numbers fell too low. All in all, the showcasing of the rules was off to a solid start on the first day of the convention. In hindsight, I would probably bring a more tactically challenging mission to a convention next time, as well as one that has more cool looking terrain on it for eye candy for passers by!

    Four friends from Utah all signed up for my Thursday evening game & were a blast to play with

Check out the Hooches

I have to confess that the games I had on Thursday were likely my favorites of the convention. I had fun all six times I ran Surviving 'Nam, of course, and enjoyed my groups of players. I think I got very lucky as everyone seemed to have a positive attitude and no curmudgeons seemed to sign up for any of my games. Nevertheless, whether because of the way Thursday's games played out or the nature of the scenario, Thursday was an absolute blast! At the end of each session I ran, the players seemed very, very excited about the game. Many said they were looking forward to its release (I told them my best guess was about a month or so until that happens). Some asked about the figures and where they could get them. I helped them navigate to Crucible Crush's Black Sun range page on their website. It was exactly the kind of day  someone writing a new rules set wants to have.

    Peaceful Vietnamese hamlet with villagers doing daily chores about to be disrupted by the US arrival
In Check out the Hooches, which was actually the first scenario I play tested solo back in August of 2025, the players' fire teams need to conduct a search of two hooches in a small hamlet in a jungle clearing. Along with a vegetable field, barn, and pig pen, the hooches are surrounded by patches of jungle. This is where the V.C. pop up when the Countdown to Contact phase of the game ends. And in the morning game on Friday, the players' troops paid in blood for the successes the Americans had yesterday. Light machine gun bunkers opened up on the players from the table edges, snipers appeared taking pot shots at key leaders, and All Hell was breaking loose many times. 

    As the soldiers arrive in column, the villagers begin to panic & flee -- like granny on the far left!
In fact, one unfortunate player on right wing of the American advance, ended up facing the bulk of the V.C. who arrived (including both enemy bunkers). Prior to this mission, I had never had one player's entire fire team be knocked Down or Out of Action. In Surviving 'Nam, when a player does not roll high enough to avoid an enemy shot, he is "Down." He cannot activate until another player goes over to check on him, and hopefully patch him up and get him back into the fight. The roll on the Down chart provides a series of possible results from Out of Action to a lucky hit that was deflected by a piece of equipment. 

    One U.S. sergeant leads his fire team quickly to encircle the right side of the village
The terrain of the village also does not provide clear lines of fire for the Americans. There is no one place they can set up their M60 light machine gun to sweep the entire village. Fields of fire and lines of sight are restricted, and the skirmish degenerates into a number of separate actions. Unfortunately, the player on the right suffered greatly because of it. His sergeant and all four soldiers were Down or Out of Action for the last half hour of the game, it seemed. However, the left faced less opposition and fought their way forward to the hooches and was able to search them. Reinforcements from another player's squad were able to get some members of the team up and moving and help carry off the others for a very narrow escape.

    Meanwhile, another fire team begins to ascend the stairs of the closest hooch to search the interior
The butcher's bill was much greater in this firefight than in the two previous games. At least one soldier was KIA and another lost a limb and would be going home after recuperating at an army hospital. One of the things I really like about Surviving 'Nam is how each game plays out so differently. Player activation rolls tend to be streaky. One moment they're cruising along, gunning down V.C. riflemen. The next minute, they're rolling multiple failures in a row for activations. Snipers appear and gun down a squad leader or officer. Light machine guns open fire and pin key troops. And every time they un-pin, another burst of LMG fire sends them diving back for cover. The Event Cards are streaky, too. It may seem like forever till the first Fire Mission! card comes up (which enables them to call in mortar strikes on the enemy). And just when things seem their bleakest, Fire Mission after Fire Missions seem to appear, as you reshuffle the deck after each time that card comes up. The players cheer as a bunker is neutralized or a enemy squad that appeared on their rear is blown up by artillery.

    Just then, the VC spring their ambush and pop out of the jungle to open fire on the Americans
All of this seemed to happen on Thursday in the two runnings of the scenario. One player had such a great time he showed up Saturday to play again. Afterwards, as Jenny and I were walking back from a nearby brewpub, I confessed that I think that Surviving 'Nam is my strongest rules set to date. Of all the ones I've written, it seems to be the most tight and do the best job of abstracting certain things while still giving players the visceral thrill and uncertainty of combat. 

    A bloody firefight begins on the right that will end up with the entire U.S. fire team going down

Temple at River Bend

On Wednesday in Tanks for the Help, I informed the player's ahead of time what the number of V.C. was that they had to dispatch to stop the enemy attack. On Saturday, in Temple at River Bend, I decided to keep that secret. The U.S. player force is taking the role of the "hammer" in a hammer and anvil attack. They are to engage a V.C. who have made camp in a ruined temple complex in the jungle. They need to cause enough casualties to get them running in the opposite direction -- straight into an off-board ambush laid by the rest of the company. 

    Saturday morning's crew was also very fun, alternately bickering with & encouraging each other
I guessed the board might be my best looking one of the convention, so had told earlier players during the week to stop on Saturday and check out the tabletop. It included three scratch-built, ruined temple buildings or stupas, along with an aquarium scenery temple that I prettied up with vegetation. The wide greenish-brown river bend looks the right color for a jungle river and the scattered pieces of jungle-choked ruins look very evocative, I feel. The fields of fire for the attackers are also restricted by the various patches of jungle, and the shape of the river forces them to expose themselves to enemy fire at closer ranges than they'd prefer to gain line of sight on the enemy.

    Bend in the river opposite the temple complex presented a tactical challenge for the U.S players
Like many of the 12 scenarios which will be included in the rules, they are based on actual incidents I've read from the memoirs of soldiers who served in Vietnam. This one even occurred to members of the Big Red One, which is the unit my 28mm Black Sun figures are painted up to depict. I fought this one solo back in August of last year, too. Check out that more detailed battle report here if you're interested. When I am running games at a convention, I always try to set up my table as far in advance as possible. I hope the table layout will "sell" the game and encourage folks to sign up. Or in this case, to show up and hope to fill any spots of no-shows (which was actually a bit of a problem this year at Origins). Saturday morning's game had two no-shows, which allowed me to include both players who were waiting and hoping to secure a spot in my sold-out event. One of those was a very enthusiastic returning player from Thursday.

    U.S. soldiers advance to get within line of sight of the VC inside the ruined temple complex
One thing I thought was humorous all convention long was that the first players to arrive chose NOT to take on the role of the lieutenant's fire team, and instead picked one of the sergeants'. Even the lure of the M60 machine gun team wasn't enough for players to step forward to be the "Looey" -- perhaps they'd read or seen too many accounts of Vietnam which mention the sometimes short life expectancy of an officer in charge of an infantry squad! Anyway, Saturday morning's lieutenant was a younger player who hadn't played too many historical miniatures games, I surmised. Still the other players encouraged and helped him along, joking with him much as veteran sergeants might with a brand new officer. The four players probably had the best chemistry of any of the half dozen games I ran. They rooted for each other to succeed and laughed off the pitfalls their fire teams encountered.

    Enemy mortar fire begins to zero in on the Americans as they near the bank of the muddy river
Unlike in the other scenarios, two V.C. light machine gun teams appear immediately when Countdown to Contact ends. Along with the Sniper! Event Card, these are the deadliest dangers the players face. As the LMGs began to pin the players, they began to grow a little desperate. The desire to move their soldiers out of line of sight of the machine gun was very real. However, that left precious few shooters to have eyes on the enemy and try to take them out. It was interesting watching how the players dealt with this danger in the scenario. 

    Taking cover in some jungle near the river, American soldiers fire upon the VC to drive them out
In the final game Saturday evening, I honestly felt at one point that the players might lose and have to withdraw. Two fire team leaders went down within minutes of each other. That robs the players of the free action that the leader can grant to one of his men when he activates. That second shot in a turn by the M60 gunner or M79 grenade launcher can often be the key to suppressing the enemy's biggest squads or heaviest weapons. The push on the players' right stalled and the Fire Mission cards never seemed to arrive. 

    VC mortar barrage somehow threads its way through a group of Americans without hitting any
Suddenly it broke open, though. The young man in charge of the lieutenant decided to risk him moving forward so he could see both enemy machine guns. And wouldn't you know it? That was just when battalion artillery called back and asked for the fire mission coordinates. First one and then the other machine gun was taken out of action by the barrage. The players were nearing their goal when a potential disaster occurred. The We're Outflanked! event card was drawn, and a six-man enemy squad appeared in a patch of woods right behind the squad medic, machine gunner, and assistant gunner. The only figure that had not activated yet in that turn was the assistant gunner -- who was an FNG. These new guys have the worst percentage chance to activate. 

    'We're Outflanked!' card gives U.S. players an "oh, crap!" moment with VC arriving on their rear
The young man controlling the lieutenant's fire team rolled two successes, though. He had the FNG prep and throw a grenade which took four of the six enemy out of action. The first turn of the next turn, his machine gunner spun around and KO'd the remaining two. Those six enemy eliminated took them over their target score and won them the game. The older players cheered the young man's success, which was heart-warming. It was especially good to see him to get a chance to redeem himself, as the M60 had been engaged with one of the enemy LMGs for most of the game. He just never seemed to roll high enough to take it out, pinning it time after time. 

    Picture of a VC bunker (roof taken off) from an earlier 'Check out the Hooches" game
The weekend was full of moments like this, it seemed. Although I apologize to any of my players reading this if I got minor details of their game wrong. After six games run during an extended weekend of gaming, the action tends to blur. I had a sign with a QR code next to my table, linking people to the Surviving 'Nam posts on Lead Legionaries. So, welcome aboard to any new readers of my blog. I tend to update it a couple times a week. I hope you become regular readers. Rest assured, I will definitely announce it here first when the rules are published and ready to purchase as print on demand book or download as a PDF. Stay tuned! 

    My game was one of many (and NOT the best looking!) of many put on by HMGS Great Lakes
Thanks to everyone who played in my games and all the kind comments from passers by at the convention about how my tabletop looked. I really appreciated the positive feedback given. For my players, though, know that you gave me every bit as much of an enjoyable time as my game did for you! 

 MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 125

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 12
  • Terrain painted in 2026: 26

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 21
  • Scatter painted in 2026: 59