Showing posts with label Conventions. Show all posts
Showing posts with label Conventions. Show all posts

Wednesday, September 16, 2026

Playing Zombie RV at Wargames Among the Warplanes

    My survivor Hank is mugged by three zombies in a back alley in a game of 'Zombie RV'
One of my friends on the Lead Adventure Forum, Bill from Dice, Doubloons & Random Musings, regularly attends an upstate New York show called Wargames Among the Warplanes. It is put on by a local group of miniature gamers at the National Warplane Museum in Geneseo, NY. I told him that I really wanted to make it up there for one of the shows. I enthusiastically support efforts to get our miniature wargaming hobby in front of the public at historical sites. I mentioned it to Jenny, and we decided to combine the show with a long weekend of hiking in the Finger Lakes region.

    Bill assists Jenny as he runs back-to-back sessions of Zombie RV on his amazing tabletop
We arrived early and met the show's main organizer, Boe, who'd requested that I bring him a copy of Surviving 'Nam (and autograph it for him...ha, ha). We looked around for about 45 minutes and then wandered over to where Bill was setting up his game of Zombie RV. I remarked that I hadn't played it in a l-o-n-g time (ever since I stopped running it for the Sunday Night Gaming group because...well, if you know, you know...ha, ha!). Jenny and I had signed up for it when we arrived, along with one other attendee. Bill gave us each two survivors (exactly how I would run it at conventions), and had us each start in our own corner of the 2'x2' board. It was supposed to be cooperative -- no survivors shooting each other -- but other than that, it was every survivor group for itself!
    Bill makes cards for his survivor characters, too, with a large picture of the figure on the back
I decided to have my two survivors, Big George and Hank, stick together and make sure they didn't get separated and overwhelmed individually by zombies. We sprinted over to the Pawn Shop, first. Big George opened the door and immediately found some useful supplies. Hank covered the rear to ensure no zombies were sneaking up on them. They moved to the shop's back door, forced it open, and were in a small back alley which had three buildings (with back doors) adjacent. Big George moved quickly (for his bulk) to the next shop, and was able to force open the back door. Once again, he found the supplies rather quickly and was ready to move on to the next location. Unfortunately, he heard Hank calling that they had company and to hurry up!

    Street level view of Bill's awesome setup: quiet now, but the zombies will show up soon!
Bill uses a similar zombie spawning method that I do. Each turn, there is a chance they will spawn on a random board edge instead of the central dumpster fire (a very cool Bad Goblin Games scatter terrain piece!). Wouldn't you know it, but three zombies showed up right in our back alley courtyard! Another was following Big George from the shop, and another group was closing in from a different alley way. My survivors decided to attack the two zombies blocking their way back to the Pawn Shop's back door. The plan was to hurry through that back to their card and skedaddle. Now, in Zombie RV, the odds are heavily weighted in favor of the survivors. On a 5-6 on 1d6, Hank and his friend would splatter the zombie they were in melee with. On a 4, they'd push it back 2d3 inches. In return, they could be hit by the zombies only on their activation and by a 6 on 1d6.

    Big George opens the Pawn Shop door, while Hank keeps an eye out for zombies in the 1st game
Bill had joked earlier, asking if he'd see the famed Mike D bad luck in rolling dice during the game. So far, things had gone smoothly, as Big George made his rolls to force open doors on his first try and found the supplies right away. Plus, we had the percentages on our side: two, big beefy survivors against a couple scrawny zombies. What could go wrong? Of course, I rolled two misses on my attacks! And then Bill rolled for the zombies. Big George was hit with a natural 6! G'ah!! I rolled my "grit" roll (to ignore the damage) and actually rolled the necessary 6! Hey, maybe Bill wouldn't see my famously bad dice rolling! Bill rolled for the other zombie to attack Hank, but it missed. Whew!

Exiting through the Pawn Shop's back door, Hank & George move on to the next building in the alley
On my next turn, I had a decision to make. Attack the zombies with my first action and then run away with my second or just bolt and run. I figured that if we stuck around, the other zombies coming would swarm us on their turn. Fight or run? They would get an attack as we turned our back, but remember -- they hit only on 6's. Big George and Hank decided to run. Bill rolled his attack on Big George: another 6! I tried to repeat my successful Grit roll and failed. Bill rolled for damage. On a 1-3 the survivor suffered a wound but no other adverse effect. On a 5-6, they were wounded knocked down, and on a 6 they were dead. Guess what?? Bill rolled yet another six! Big George became a Happy Meal for a tiny girl zombie in pink bunny slippers! Bill then rolled for the zombie getting his free strike at Hank as he turned to run. Another 6 -- Bill's third in a row (not counting the one last turn). Of course, I failed Hank's grit roll (which was his special ability, succeeding on a 5-6 instead of just 6). Bill then rolled for damage. Does anyone even doubt what Bill rolled next? Yup, his fourth 6 in a row! Just in case you're counting, that is a 1 in more than a thousand chance!!

    Each turn more zombies spawns in a randomly rolled location at Wargames Among the Warplanes
Bill felt so bad about it, he ruled as GM that the zombie had actually missed (nudge, nudge, wink, wink), and Hank was able to move his two actions away. Facing superhuman, 6-rolling zombies, Hank had no choice but to abandon poor Big George to be a big gorge for the victorious zombies. Well, that went south in a hurry! Of the three players, I was the only one to have a survivor die. And guess who was carrying on my supplies? Big George, of course! So, I could rename myself Big Loser after that game! 

    Slowly, inexorably, the zombies begin to surround & close in on three groups of survivors
As always, Zombie RV plays quickly. Bill suggested we play another round. Jenny and I were game. We took a quick break to watch one of the warbirds take off on the museum's C-47 Skytrain cargo planes in D-Day colors take off on the runway. Then, we were back at it for another game on Bill's amazing looking tabletop. I kept Hank, but drew Bobby -- a muscle shirt wearing character with a pistol and a Molotov cocktail in his pocket! I switched spots to enter on Jenny's corner, as she'd move to another one as well, for a change of scenery. 

    Hank & Big George decided to attack the zombies blocking their escape back through the Pawn Shop
Seeing how sticking together didn't work last time, Hank told his new partner to investigate the Donut Shop while he checked out the building they had parked near. Hank forced open the back door and dashed around, pulling a tarp off a suspicious looking lump at the end of the one of the aisles. He was shocked to find another survivor in a nurse's scrubs aiming a pistol at him. "Whoa, whoa!" he said, throwing up his hands. "I'm one of the good guys." She lowered her pistol, and said her name was Sandra, and she'd been hiding in the store for several hours waiting for the zombies outside to wander off. Hand helped her up and asked her to follow him, they'd meet up with his friend Bobby. 

Horde of zombies give chase to a survivor who tries to use the terrain to elude them
Bobby was just exiting the Donut Shop with a sack stuffed with what looked like "Long Johns" or "Bismarcks" -- cream-filled donuts. "Bobby, meet Sandra," Hand smiled. Through a mouthful of donut, Bobby said his hello. The three chuckled, and then froze in place. The unmistakable moaning of zombies preceded four of the undead -- one a huge, nasty-looking one -- rounding the corner and catching sight of them from very short distance. 

    In Game 2, Hank pulls up in his upgraded ride with a new partner, Bobby
Bobby tied the sack of donuts to his belt and pulled out his Zippo lighter. Producing a bottle with a cloth fuse, he lit it and tossed the Molotov Cocktail straight at the nasty zombie. There was an immediate WHOOSH! of flame and the monstrous zombie was engulfed. The puddle of liquid spread to where the two neighboring zombies were shuffling, but they continued to move forward. "You ain't gettin' my donuts, you bastards!" Bobby called, and then shifted position to where the zombies would have to come through the flames to get him. That seemed to work, as two more fell, their clothes and bodies catching fire rapidly. Bobby laughed. "Did you see that, Hank? First time I actually pitch one of those things and I get three strikes!" He looked back where the zombies were writhing on the asphalt, no longer moving forward.

    Hank checks out the Game Store, looking for supplies or something useful to scavenge
"Four," Hank smiled, pointing at the fourth zombie, who also entered the pool of fire and went down, burning. "Now, check out that last building and Sandra and I will guard your rear." Bobby pulled out his pistol and ran towards the final building in the back alley they'd planned to check out. Meanwhile, Sandra and Hank pointed out to each other clusters of zombies approaching from two sides -- drawn by the explosion of the Molotov cocktail. They took up positions and began firing with their pistols. After the success of the Molotov, the pistols seemed to have no effect on the zombies. I rolled miss after miss, counting at least six rolls in a row that were no higher than a "3." I was reminded of what I tell my friends in our Sunday Night Gaming club: "I don't have bad luck, I just have very streaky Good Luck and Bad Luck."

    Meanwhile, Bobby hits the jackpot finding two boxes of cream-filled 'Long John' donuts
Slowly, the zombies closed in on them. Panicked, Sandra darting away, one of the zombies following her. The other three zombies encircled Hank, who was slashing away with his machete and somehow holding them off. Sandra felt guilty, and ran back and tried to smash one of the zombies attacking him in the back of the head with her pistol. It distracted it enough that Hank's machete sliced its head off entirely. For good measure, he embedded it in the forehead of another zombie, that dropped to the ground. They heard gunfire as Bobby ran towards them. "I got the supplies -- let's go!" 
    'Bobby, meet Sandra' Hank introduces the terrified nurse he'd found hiding in the Game Store

Well, here I was again. Two survivors with a zombie in contact with each of them. Run, or fight? More zombies were steaming towards Hank's group, though. They would likely get overwhelmed if they stayed to fight. Surely, Bill couldn't roll two 6's again on Hank and Sandra if they sprinted for their vehicle? What are the odds? Yeah, yeah, I know the odds! I decided to move Sandra first. Bill rolled and missed -- she got away! Now, Hank. Bill rolled -- not a six!! Ha, ha -- my luck is truly streaky! The trio were able to outrace the zombies to their vehicle, turn the ignition, and peel out. That was close...!

    After dispatching zombies with his Molotov cocktail, Bobby moves on to investigate the 3rd store
I thanked Bill for running the game and giving me an opportunity to play Zombie RV, again. At times, the game seems "Easy" -- ordinary zombies hit survivors only on a 6. However, the rules lean heavily into the knowledge that sometimes players are going to roll badly. Jenny lost one of her survivors in the second game. So, neither mission was a cake, er, Donut walk. Each time, somebody didn't make it back to base. I had a lot of fun, especially in the second game. If you haven't played Zombie RV, feel free to click on this link which brings up all of my posts for ZRV. Scroll back and read some battle reports. For a free set of rules from David Bezio of Grey Area Games, it is a lot of fun! If it looks interesting, maybe also download the Campaign expansion I created with the author's input. They're also available free on RRB Minis & More's website

    Meanwhile, zombies are closing in on Sandra & Hank from several directions
It was great to meet Bill, finally. We have been reading and commenting on each other's wargaming blogs for more than a year. He's a great guy with lots of creative ideas. One that I am going to steal from him is to paint up zombie dogs as "Fast Zombies" for Zombie RV. I love the way he decorates the interiors of his buildings, too. Hopefully, you were able to get a taste of that from my photos. Expect more updates in the next few days, as I am home from our Finger Lakes & Wargames Among the Warplanes trip!

    After initially fleeing, Sandra feels guilty & returns to help out Hank, who is surrounded
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 210
  • Miniatures painted in 2026: 185

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 14
  • Terrain painted in 2026: 36

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 34
  • Scatter painted in 2026: 75
    His drought of rolling 1, 2, or 3 over, Hank dispatches two zombies with his machete!

 
    Thanks to one of my posts, Lead Adventure Forum members are now keeping tabs on meetups!

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! 

 Links to missions my squad from the Big Red One in Vietnam has performed:

Links to Surviving 'Nam AARs at Conventions: 

 

 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

Tuesday, May 19, 2026

Blood on the Streets in 'Troubled Council' Game at Drums at the Rapids

    Town Council ruffians battle monks & citizens loyal to the church in the medieval town of Vespugia 
Would the outspoken Father Leowulf be "priest"-napped by the forces of the Town Council? Or would the controversial priest remain free to criticize the aristocrats of the town for their treatment of the rencnt refugees in Medieval Vesupugia? Each faction in the fight had its own particular way to earn victory points, in addition to capturing Leowulf or helping him remain free. Most would be using the unrest in town to settle old scores or improve their position. Over the course of two games at Drums at the Rapids 2026, the vocal Father remained free in one game and was dragged off to face trial in the other. 

    A band of ruffians with ill intent are led by House Catrine through the muddy streets of Vespugia 
I have been tweaking the rules I used for the game, which are based off of my Mean Streets: War in Gang-infested Cities. I was inspired to do so by one of my internet friends, Cat, who uses them to run an incredibly scenic and popular series of games based off of the same inspiration for my rules -- the 1979 cult movie classic, The Warriors. We are both members of the Lead Adventure Forum, and she responded to my post asking for suggestions for a fast-playing miniatures skirmish game for up to six players. Cat cited Mean Streets as the perfect set, with quick and easy command and control, a simple combat system, and a tiered array of fighters from the toughest to the wimpiest.

    Friday afternoon's players with the Town Council on the left & the church defenders on the right
Inspired by her suggestion, and by the desire to run a cooperative Fantasy skirmish game for my Sunday Evening group, I began tinkering with Mean Streets. After several days down the Fantasy "rabbit hole," I emailed Cat and a couple other friends my ideas. They responded with suggestions and I've been steadily tweaking them after each game. One of the first ideas I discarded was a separate Combat Ratings for figures vs. melee and ranged attacks. Keeping it at one CR made it more streamlined and reduced the "one-shot kills" that were happening in our first play test. From player input, I changed the rules for disengaging from melee and how to calculate range modifiers. I have to say that after three games (which include the two at Drums), I'm fairly happy with the results.

    House Stronghelm's men make a stealthy advance through cover of the market towards the cathedral
It is a bloody game, with characters usually being taken out  after several turns of combat. Occasional "one swing" or "one shot" kills still occur, but that is not the norm. Of the three tiers of characters, the toughest (Heroes) take four wounds, Companions take three, and Followers two. However, if a character's score is doubled or tripled, they take more than one wound (two and three, respectively). I also have steadily increased the number of figures each player controls up to eight per faction in my Drums games. Of course, this game was a two-sided battle rather than a free-for-all, with up to three players per side. On Friday night, I had a full table of six players, while on Saturday morning there were only four of us. It plays very quickly, which I like for a convention game. As I get older, the idea of a six hour game at a con is too much for me. I much prefer games being over in three hours, which includes the rules and scenario explanation. It was even faster on Sunday with only four players. We were easily done in two hours.

    Attackers intent upon "priest-napping" dart past a stable towards the center of town & the church
Friday's game probably took about two and a half hours. An intense scrum broke out at the church wall, with four of the factions involved in it. This was precipitated by the aggressive and immediate charge of the Town Council forces towards the cathedral, attempting to get over its stone walls and onto the church grounds. The Franciscans, loyal to Father Leowulf, and House Duncan, a staunch supporter of the church, tenaciously defended the walls. The Duncans did not even break off when their nearby home was torched and set afire by their bitter rivals, House Catrine. In the end, the defenders held the church walls, though that holy ground was stained by the blood of numerous combatants. 

    Friday's massive scrum as the attackers tried to fight past defenders & get over the church walls
Much as it happened in our Sunday Evening playtest, the Dominicans proved to be the wiliest of the church's forces. They convinced their brother Franciscans to turn over Father Leowulf into their "safekeeping." The black-robed monks immediately dragged the vociferously protesting priest to their corner and off the table. It appears Father Leowulf will now be delivering his sermons from a Dominican church instead of a Franciscan one! Though the Town Council's forces wrong-footed Leowulf's defenders with their quick assault, their dice deserted them early on and remained AWOL nearly all game long. Time after time, their players rolled ones and twos on their 1d8 combat rolls. 

    I was happy with how the table looked with the medieval buildings I've been painting up recently
Eventually, after repeated losses, two of the Town Council's forces had dropped below half strength and had to take morale checks. Since this occurred on the same turn that the Dominicans absconded with Father Leowulf, the demoralized forces of the nobles decided to call off their attack. They realized they had no chance of success at one of their objectives with the priest off the table. Jenny, as the Dominicans, was the highest scoring player on the winning side. I felt bad for the attackers as their rolls just never seemed to improve. But hey! That's miniature wargaming for you!

    House Stronghelm dashes up to the walls intent on grabbing Father Leowulf, seen here at the doors
In the morning, the game took a decidedly different turn. Ted and I, as the Town Council forces, made a steady but stealthy advance. The Dominicans marched forward quickly, singing hymns and swinging their clubs, crosses, and cudgels. The Franciscans were a bit more slow, though. So slow, in fact, that my forces -- when presented with a turn of great command & control activation rolls -- darted forward, leapt the walls or opened the church gate. House Stronghelm's ruffians grabbed Father Leowulf, and dragged him around the opposite side of the church from where the Franciscans were advancing. Meanwhile, a companion and Follower from my force formed a wall and blocked the rescue force from chasing after the "priest-napper", holding double their number for several rounds of combat. 

    Once the priest was grabbed, 2 ruffians blocked the Franciscans from quickly chasing after him
Rather than wade into combat, my Hero stayed near the middle of my forces, controlling the action. In Malevolent Streets -- as I'm calling this variant -- you combine the command dice you roll for each figure that is within 6" of the leader. That way, you can select the higher rolling dice and assign them to those who need more actions, while giving the lower ones to figures for less important actions. This allowed me to assign the maximum 3 action "6's" to the Companion who had Father Leowulf in his grasp and he steadily moved further and further away from the Franciscans. Meanwhile, the rest of my forces were blocking them from mounting a rescue attempt. 

    Meanwhile, House Faroli exacts revenge upon the turncoat soldier leading the Dominican forces
Meanwhile, Ted, as House Faroli, was exacting a bitter revenge on the captain of the Dominican force. This veteran soldier was formerly an employee of House Faroli. However, the noble house claims the soldier absconded with some of their funds and defected. Their secret objective was to cut down the turncoat. Ted's opponent, Steve, was the unfortunate "balancing" effect for the Town Council's poor dice rolls the previous evening. His ones and twos were making up for all those rolled by the opposite side in the previous game -- or at least that's the way it seemed! Soon, the Dominican force was in disarray, their leader cut down, and the monks and soldiers hired by them were fleeing from the table. The forces of the Town Council scored their first victory in three games! Ted, with both his secret and open victory conditions satisfied (the captain cut down and Father Leowulf in our hands), AND lots of kills (+1 Victory Point per enemy figure killed), was the clear winner of our game. 

    Father Leowulf howls mightily as he is 'priest-napped', urging the Franciscans to come rescue him
Even though they lost, both Heidi (Franciscans) and Steve (Dominicans) praised the game. They liked the simple rules and felt the game flowed very quickly. I received lots of praise from my players on both days about how my medieval town looked, as well as from passers by. So, I chalked up my first two medieval town skirmishes up as a double success -- the players had fun and the Mean Streets tweaks provided for an enjoyable and fast-moving game. I'm not sure when I will run the rules next, though. The next convention I am scheduled to run games at is Origins Game Fair, June 17-21. I'll be running my Surviving 'Nam game there six times at the Columbus Convention Center. In the meantime, I will keep working on the fantasy aspects of the rules in anticipation of using them again soon!

        Poor Father Leowulf - have the nobles found someone to 'rid' them of 'this meddlesome priest'?
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 99

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