Showing posts with label Post-Apocalyptic. Show all posts
Showing posts with label Post-Apocalyptic. Show all posts

Tuesday, October 31, 2023

More Post-Apocalyptic (Wrecked Cars & Dead Trees)

    Mantic Games resin wrecked vehicles painted up rusted and dilapidated for post-apoc games
With Advance the Colors 2023 behind me, I now seem to have more time for finishing up things I'd begun (or wanted to start on) earlier. First and foremost were four wrecked vehicles that I want to use for scatter scenery in my post-apocalyptic games. I picked them up at the Guardtower East during one of our monthly Saga game days. 

 Biggest complaint was that the window for the back up the pickup had to be glued in and didn't fit
These were made of a gray resin or plastic and came with two pickup trucks and two cars. Each type was identical, and the pickup required one piece of assembly. The back window of the pickup needed glued into place with the truck's bed. Only it wasn't that simple. Try as I might, I simply couldn't get it to fit smoothly. There had obviously been some warping or distortion that went on in the casting process. I ended up having to epoxy the windows into place as close I could. I then filled the gaps with green stuff. I was fairly happy with how I did with the green stuff. It is definitely something I am still a learner on.

    The models come dented to simulate a wreck, but all the rust and wear and tear was painted on
I spray painted each vehicle with Krylon matte black, following it up with my usual 50/50 acrylic black paint and water. I then epoxied it to a styrene plastic base, though I was tempted to leave it un-based and free standing. It might even look better on the tabletop that way, but I detest holding onto things while painting something, with the chance of rubbing off paint. Or paint the bottom and then painting the top. Basing something up and holding onto that base is always preferable.

    The windows are solid, so I used my brushwork to make them look broken and busted, too
Next, I did the base color for all four vehicles, leaving black gaps in the seams of the body panels, doors, etc. I'm not sure why I went with brighter colors for the vehicles over the trucks, but I did. I followed this with a dry brush of white or lighter color of the base. Next, I did a three part rust effect, beginning with a dark brown, adding in patches of a rusty, leathery brown, and then finishing it off with an orange clay color. Since the windows were solid, I had to paint cracks to make them look busted up, too. I painted the chrome areas a steel color, then pewter and silver highlights. Of course, each vehicle got a dark black wash to look appropriately abandoned and dirty.

    3-D printed trees from Rusty Parker of Jarls Workshop. I decided to make them "dead" for post-apoc
The next thing I finished off were two 3-d printed trees that I'd picked up as prizes from the Hold the Line Saga tournament in Port Clinton, OH. Rusty Parker of Jarl's Workshop printed them off and had numerous ones he'd painted up for terrain for the tournament. He had flocked them to look like trees in bloom, but I thought their bare branches would make them excellent dead trees to add to the smaller ones I'd painted up earlier. In a post-apocalyptic landscape, the dead trees at a nice desolate vibe.

    Closeup of the one of the dead trees with my 28mm Planet of the Apes gorillas patrolling nearby
These were very easy to get ready for the tabletop! I simply spray painted them black, did my usual 50/50 acrylic follow up, and then dry brushed them. I applied the first dry brush thickly -- more of a "wet brush." I used the Camo Brown from Howard Hues. Next, I did a dry brush of Howard Hues Khaki. A black wash finished them out, and they were ready for flocking. There is an area between the branches that looks like vegetation, so I flocked that with Woodland Scenics "Burnt Grass" flocking. Otherwise, I did a fine brown ballast around the roots and applied a Turf Earth over top of that. A couple more patches of burnt grass and some tufts, and they were done. Of course, they are taller than the box which I stored my smaller dead trees would hold! I will sit them on their sides until I think of a better idea.

    The smaller dead trees in back are from Mantic Games' Terrain Crate line, 'Gothic Grounds'

These two mini-projects took less time each than a normal batch of Saga miniatures, so it was nice to feel they were painted up quickly! Hopefully, the speedy progress will continue!

Monday, July 3, 2023

Searching an Abandoned Army Base

    F Troops arrives at the abandoned army base to begin its exploration into the mystery
Our Sunday evening gaming crew got together to play out the fourth installment of my post-apocalyptic campaign. Each player has their own gang of survivors, and most have been steadily using their Renown Points earned to add skills and traits to their crew. Some, in particular Mike S's Bucknuts, are proving even more effective and deadly than they were at the start of the campaign! The scenario for this game was that the survivor gangs had each heard that a nearby army base had recently been abandoned.

    A shot of the base before the start, showing where each survivor gang would come on
Each gang had sent a scout to spy on the base from afar, and all groups received similar reports. The base had indeed been abandoned - there was no movement, and no signs of life. There were clearly indications that a battle had taken place. The quonset huts were riddled with bullet holes and the perimeter chain link and barbed wire fence had been cut and showed signs of forced entry. The players' scouts all surmised that it was NOT an attack by the Machines. There appeared to be no signs of heavy artillery or high caliber weapons -- only small arms. The Machines would certainly have brought heavier weapons in their assault, if it had been them. Each gang outfitted a party to unravel the mystery of who the attackers were, and hopefully to scavenge some useful military equipment, food, or supplies.

    Daffid and Yoav of the Followers of the Dark Prophet enter the base and take cover
Players had four members of their survivor gang arrive at the edge of the table, two on each long sides of the base, one on each short side. Their arrival locations corresponded to a place where the fence had been either cut or physically forced inwards. Gang members entering through those places wondered what could have bent the aluminum bars inward. It must have been very powerful! I was playing my Green Dragons, and we had chosen to bring along our leader Ting, specialist Wang, Quon, and recently-upgraded Bao. He had been practicing with the assault rifle and ammo the Green Dragons had brought back from the second scenario. 

    Wang of the Green Dragons dashes up to the fence, and quickly surveys the buildings beyond
Wang dashed up to the fence, quickly surveyed the sandbagged positions, supplies, and quonset huts in front of him for signs of activity. Seeing none, he ducked through the cut section of the fence, and darted between the two closest quonset huts, seeking cover. Bao crept into the twisted remains of a burnt out vehicle for a firing position to cover him. On the left, Quon entered the woods to keep an eye on the Nightstalkers. On the right, Ting crept into the woods to take a position to observe the Bucknuts. He cursed them as he caught sight of them. Those country bumpkins were the bastards that had killed Chen in the last scenario!

    Gunfire erupts as the Blood Brotherhood catches sight of the Followers and opens fire on them
All along the perimeter of the base, the other survivor gangs were making their way inside. To the Dragons' left, the Nightstalkers entered in force -- all four darting inside, two creeping inside the first quonset hut. Wang could hear them moving things around inside, searching for valuable equipment. He darted along the path between the huts and took cover besides a stack of spare tires and other equipment. Gunfire rang out, and Wang ducked down even more. Bullets began to tear through the tires and boxes near him and he huddled into a ball, hoping that whatever was inside was solid enough to stop the bullets. He peeked over the top and saw it was indeed the Bucknuts who had been shooting at him.

    Daffid goes down wounded, as the gun battle with the Blood Brotherhood intensifies

Outside the fence, Ting had opened fire once he could make out the form of the Bucknuts' leader, Coop. The woods and the target's good defensive position prevented his shots from having any effect. Coop sighted along the barrel of his assault rifle and fired off two bursts at Ting, forcing him to dive for cover as bullets hit all around him. Coop shouted, "Green Dragons - we weren't trying to kill your man in town, last time! We were shooting at the dogs!" The Bucknuts' leader paused to make sure Ting was listening. "Truce? Let's see what happened here first, and we can settle our differences later." Ting wasn't sure he could trust them, but he knew they all seemed to be much heavier armed and equipped than his men. He shouted okay, then called out to Bao to relay the information to the others.

    A third survivor gang joins the battle as F Troop arrives and begins shooting at both the other two
The shouting was immediately drowned out by the staccato booming of gunfire from the other side of the base. The Followers of the Dark Prophet had entered near the front of the base, immediately taking up cover. Moments later, the dark red robes of the Blood Brotherhood slipped around one of the quonset huts and opened fire. Gunfire rang out back and forth. Daffid of the Followers slumped to the ground wounded, and Brother Intensity cried out and fell beneath the pile of supplies he was sheltering behind. Bursts of automatic gunfire rang out as the two sides fired on each other. The Followers' leader Solomon motioned one of his men along as he crept along the side of one of the quonset huts. The two quickly disappeared inside.

    Wang takes cover from the Bucknuts fire, but also has to worry about the arrival of the Nightstalkers
The gun battle at the front became even more intense as a third group arrived. After occupying the sandbagged guard positions outside the gate, F Troop moved up to the fence and began firing on both the Blood Brotherhood and the Followers of the Dark Prophet. More bullet holes in the buildings of the army base as the rival survivor gangs battled it out. Those who ducked inside the quonset huts found signs of the previous bloody struggle. Bloodstains were everywhere, and trails of bodies being dragged could clearly be discerned. The attackers had ransacked the place already, it appeared, and everyone struggled to find anything of value left among the debris of battle. 

Commander Zander of the Nightstalkers seemed particularly spooked. After two of his men found some useful equipment, he was the first to motion his men to exit the army base. "Whatever did this, boys, might be back. Let's get out of here!" The well-equipped group then quickly ex-filtrated through the large gap in the fence. Zander stopped to examine the bent aluminum bars. "No vehicle tracks," he muttered, shaking his head. "These bars were bent by someone or something. I don't want to meet whatever could bust open a fence like this!" His men stealthily crept from the base, regrouping in a patch of woods.

    Bucknuts begin to ex-filtrate from the compound, with their leader Coop covering their withdrawal
A cry from near the front of the base signaled another casualty of the gun fight. F Troop's Captain Amos slumped next to his firing position, clutching his side. "Got him!" Deacon Justice of the Blood Brotherhood shouted in triumph. It seemed there was little effort in searching among the base's buildings from the three groups near the entrance. Instead, here was a chance to settle some scores and pay back some bad blood between rivals. In my campaign, players earn Renown Points for knocking out of action members of rival survivor gangs. However, they receive a bonus to that score if it is from a group that inflicted a casualty on your gang during the previous game. This might explain Jenny's behavior with her Blood Brotherhood this game, and her bloodthirstiness!

Once the third casualty had been suffered by the players, that sprang the return of those who had attacked the base. I had the players who'd all suffered a casualty roll off, with the winner indicating which of the six woods spaced along the table edge "something" would arrive. Joel chose the woods between my Green Dragons and Mike S's Bucknuts. On the first turn, I indicated the shadowy "something" was stealthily creeping to the edge of the woods, so that it could see out. Its closest targets were Bao inside the cover of the burnt out car and Brutus and Jackie O of the Bucknuts, who had just exited the base and were in the open. 

    With the Bucknuts distracted by "something" firing at them, the Green Dragons prepare to exit
I had received an extra card for the "something" -- I like how the players reacted to the mystery, by the way! I saved the "2 card" for the creature, because it allows an extra die to be rolled, when attacking (player chooses the best). In addition, it was armed with an assault rifle. So, I fired two bursts, with Jackie O falling to the ground wounded and Brutus receiving a "Shaken" marker for near misses. Since anyone in hiding loses that status when they shoot under the Fistful of Lead Core Rules, I described the firer as a dark, human-sized figure that looked vaguely like...Allen! Allen has a bushy beard, hair, and mustache. I said the hair and skin were very much darker than Allen's, and immediately the players began to speculate on who or what the firer could be.

On the Bucknuts turn, Brutus scooped up the fallen Jackie O and ran behind the woods out of sight of his ambusher. Bravely, Wrich stepped around the woods and blazed away with his assault rifle. He missed, from which the players learned the firer had the "Stealthy" skill. Return fire inflicted a Shaken marker on Wrich, but also resulted in an Out of Ammo for the shooter. My Green Dragons took advantage of the distraction of the Bucknuts gun battle with the attacker to exit the base, as well. We dashed off-table with two backpacks full of supplies. Not the greatest haul, but for the first time, we were also leaving the table with no casualties!

    Players speculated over the identify of the mystery attacker - was this a clue to the fate of the base?
Near the front of the base, both the Blood Brotherhood and the Followers ceased firing and made their way off the base. Joel saw them do this, so had F Troop seize the opportunity and dash forward and search for some supplies. After finding some, they also took the opportunity to leave, carrying the unconscious body of Capt. Amos with them. The game had been a tale of two separate encounters. At the front of the base, the three survivor gangs had fired on each other from the outset. All three suffered a casualty, but upon rolling at the end of the game, the gang members all survived. On the other hand, the Nightstalkers, Bucknuts, and Green Dragons had avoided gunplay, for the most part. None suffered a casualty, with Jackie O recovering from her wound before exiting the table.

Fierce speculation ensued as to the identity of the dark-clothed, dark-skinned attacker. I decided to throw in something to worry the players as we broke up. I informed them that all of their gangs, upon heading back towards their bases, felt they were being followed. Whatever was following them was too clever to be caught, though. Whenever they tried to leave someone behind to ambush the stalker or double back, the pursuer would detect it, and stay out of sight. Doubtless, the next mission will involve more clues as to who this mystery enemy might be!

Tuesday, May 16, 2023

A Progression of Bots - Escalating Deployment by the Machines

3-D printed Bots (sourced from Thingiverse and a friend) stalking the streets for human survivors
When I decided to do post-apocalyptic gaming, I settled on a world inspired by the Terminator movies. To be honest, I wasn't 100% sure I'd persevere with the project. Nor was I positive that I or my players would actually enjoy the games. So, I defaulted to my usual mode of "Let's Source the Miniatures on the Cheap!" I'm sure most would agree there's nothing inherently wrong with being thrifty. Those who are painters first, players second, might choose to go with the cooler and more expensive miniatures. Myself, if I can get acceptable miniatures for my games on the cheap, I will!

    The first level of response from the Machines -- rolling Scout Bots, lightly armed and armored
So, I began by visiting Thingiverse and seeing what they had available. I picked out some 3-D models I liked and sent the links off to my friend Joe, who has a printer. He agreed to print them up for me for at an affordable cost. Joe's printer isn't the newest, fanciest, or the highest quality. So, you get what you pay for, which in his case, is VERY affordable. He asked me for some guidelines on size and then went ahead and printed them off. Thanks, Joe!

    If the Scout Bots confirm human activity, these retro-looking Sentry Bots are dispatched to the scene
My idea is that the Machines artificial intelligence has both visual and audio surveillance going on all the time. Sounds of gunfire or what looks like muzzle flashes on video will lead them to dispatch a Scout Bot. These one-wheeled automatons are lightly armored and armed. Their optics on the scene are instantaneously relayed back to the Machines AI, though, who then will usually order forward the next level of response if necessary. I painted the bodies of the Bots in metallic colors, also giving them a company logo. My rationale is the Scout Bots were designed by human companies before the machines went sentient and took over control of them. In "pre-apocalypse" times, they were meant to be deployed in dangerous sections of human cities, rolling along the asphalt roads on their solid rubber tires.

    The Sentry Bots have been fitted by the Machines AI with light machine guns and prowl the cities
The next level of response sent in by the machines are the Sentry Bots. These vaguely humanoid -- and very retro looking -- mechanical sentries are better armed and armored. I saw these prints on Thingiverse and loved them! I painted them in gleaming metallics, hoping to evoke the essence of the shining, metal-skinned Terminators in the movies. Each carries a light machine gun, and I envision them as being modular sentry robots built by human companies pre-apocalypse to be equipped in various ways. The Machines AI has converted them all to the heaviest armament available on their frame. They are meant to scour the streets, or patrol the perimeters of Machine bases. Sometimes, the mere presence of these gleaming bots arriving on the scene will cause human survivors to scatter. Besides, no one wants to be around if the next level of response is triggered!

    The Military Bots are next to appear on a scene, and have machine guns in each mechanical arm
That third level is the Military Bot. Vaguely "BattleTech looking," these machines are capable of wiping out multiple figures at one time with their burst fire machine guns housed inside their arms. In our first three games, they've appeared only once. Usually, the player gangs have high-tailed it off the table by that time. I envision these as being designed for the military pre-apocalypse. Little modifications were needed by the Machines, as they were already meant to be ambulatory hunter-killers to assist the firepower of conventional forces. 

    Woe betide the character caught still on the tabletop when a Destroyer Bot stomps onto the table!
And finally, the highest level of response is the Destroyer Bot. This is definitely in the "big stompy robot" category of weapons. For my games, these are designed to be able to target and destroy any stubborn characters who are unwilling to sensibly flee the table when the Machines bots begin arriving. So far, I have painted only one of these, as I can't envision a need for more than one in my skirmish, post-apoc games. I imagine that one day one of these will actually show up on the battlefield. However, it has yet to happen. It was probably the cleanest of the 3-D prints and I really like how it painted up. That metallic dark red is a really cool color of craft paint from Hobby Lobby. I wish I'd picked it up earlier when I first began painting up these bots!

    I really like the dark metallic red and pewter/gun metal color scheme on this big stompy robot!
One thing I haven't mentioned in this post is I actually give control of each Bot that appears to a player. It is typically given to the player who has lost the most figures, so far, in the scenario. I trigger the arrival of the Bots based on the losses the players have collectively suffered, so far. At 10%, a Scout Bot appears. At 20%, a Sentry Bot. At 30%, one Military Bot shows up. If we ever get to 40% losses suffered in a game, then a Destroyer Bot will lumber onto the table. Players begin the game controlling four of their own figures from their gang. So, if there are 6 players (24 total), the first Scout Bot rolls onto the table edge at the end of the turn in which three casualties have been suffered. 

    I staged all of my Bots I've painted onto the urban tabletop terrain I used for our third scenario
I like giving control of the Bots to players as that gives them a chance to inflict "payback," or clip the wings of a faction that is flying high in a scenario. To encourage even more bloodthirstiness, they receive victory points for any casualties inflicted by "their" Bot! I make it clear, though, they will target the closest human figure. Of course, taking out Bots themselves are also worth victory points for players. What's more, a downed bot becomes a scavenge point where figures can pry off ammunition, weapons, or even optics. All in all, I think the Bots add a nice flavor to my post-apocalyptic games. The players have fun controlling them, and there's always laughter and good-natured ribbing when a Bot appears behind an opponent's troops, stalking them.

Tuesday, May 9, 2023

Dog Day Afternoon - 3rd Post-apocalyptic Game

Green Dragons take cover in the ruined city block, watching the approach of the Blood Brotherhood
I had decided to do an urban scenario for my third game with my Sunday night gaming group. For the last several months, I've been furiously painting ruined buildings, street sections, and scatter terrain. After the latest batch, I crossed my fingers and set out a 5'x3' board using my "concrete" floor tiles and my cork road sections. I cluttered up the streets with my burnt out vehicles and vegetation scatter, and placed my ruined buildings atop the floor tiles that I use as sidewalks for my Mean Streets games. Tossing in my 28mm graveyard on one 12"x12" tile, my terrain filled up the table nicely!

    My Green Dragons begin to spread out, hunkering down behind walls and burnt out vehicles
I was worried that I'd come up short and have to paint up more ruined buildings. Thankfully, that did not happen. Critiquing the setup, I think my mottled gray floor tiles are just too uniform looking. I will be brainstorming some way to make sections look more realistic with a mixture of asphalt, earth, and sparse grass. Originally, I was thinking of creating irregular shaped pieces of styrene flocked appropriately to place here and there. However, now I am thinking of simply making a 12"x12" piece to either lay over the tile or replace it. I do have some foot square cork sections left over from my streets. I could try it out with them and see what it looks like. Of course, that means storing more 12" square terrain tiles, though!

    The Bucknuts stalk stealthily through the rubble of blasted buildings -- too close to me for comfort!
Anyway, stay tuned to see what I come up with. I had five players coming that night, so that meant my Green Dragon gang was tapped to make an even number. Four gangs would deploy within 6" of each corner, and the remaining two opposite each other at the midpoint of the long table. When my players arrived Sunday night, I had the starting locations set up with dice, tape measures, quick reference sheets for the Fistful of Lead Core Rules we use, and markers to denote which figures have already acted that turn. I let the players pick out which four members of their gang they would use tonight and select their starting locations. I took the remaining spot on the board.

    To the Dragon's right, Keith's Nightstalkers arrive on table and immediately enter the graveyard
The table was five feet wide with a 12" width street running across most of the center of the board. The final foot had a ruined church in the center, flanked by a graveyard on one side and dilapidated playground on the other. I used my new 6"x12" street sections to break up the four feet of city block, two sections per side. I did my best to evenly distribute cover so that no player had a disadvantage in their starting position. I also wanted to break up the sight lines of the streets and gaps between buildings as much as possible. Finally, across the center of the table, I evenly spaced out five pieces of urban scatter with a crate on it. The crate represents the chance to find some medical equipment or food. Even though the opposing players are "objectives" in themselves in my games, I also like to place physical things for them to scavenge for. 
    The menacing, red-robed forms of the Blood Brotherhood are never a welcome sight across the table
My Green Dragons "luckily" drew the center point of one board edge and deployed behind a burnt out vehicle and the shattered remains of a couple buildings. To our right, in the graveyard, were the Nightstalkers run by Keith. To the Green Dragons' left were the Bucknuts, run by Mike S. "Greeeaat," I thought! My two sniper friends are on either side of me! Chen was sent off to the left to grab some hard cover and keep an eye on the Bucknuts. Mike S is an aggressive player and enjoys attacking his rival players openly and forcefully. On my left it as no better. In Keith's previous game, he grabbed firing positions and blazed away happily all game long at enemy gangs. And across from me was the Blood Brotherhood -- Jenny's gang. They were the current leader in Renown Points after two scenarios. Jenny loves to mix it up on the tabletop, too! Yikes -- my Green Dragons were in for a hot night, it appeared.

    F Troop, our nemesis last scenario, was back -- but likely too far away for us to inflict some payback
To the Brotherhood's left, and deployed in the dilapidated playground was Joel's F Troop gang. Joel tends to be a little less aggressive, but incidentally, his was also the gang who the Dragons wanted "payback" against. We would receive bonus points for knocking any of their gang members out of action (they took out one of ours in the last game, "I Smell a Rat!"). As it was, we never got close enough to them to take any shots at F Troop. To the Brotherhood's right was Joel's brother Allen and his Followers of the Dark Prophet. That meant Jenny was tonight's designated "Sams-wich" -- something I have experienced more than once in the past. Allen's wife always admonishes the brothers not to kill each other every week, so being stuck between them can be a bad thing!
Followers of the Dark Prophet move out into the streets, hoping to scavenge some food or equipment
On our first turn, the Green Dragons four members moved out. Chen was sent to keep an eye on the Bucknuts. He took a position in heavy cover and watched as the other gang moved up stealthily. Quon and Ting darted forward and crouched behind a burnt out sports car, while Feng raced up to the window of a crumbling stone building overlooking the wide street. From all corners of the board, the rival gangs moved up. To our left, three of the Nightstalkers lined a wall overlooking the ruined church. Specialist Cypher raced to the corner of the wall and focused his optics on a crate semi-hidden amidst the ruins of the church. It looked promising, and on the next turn, he darted out towards it. He was able to recover some medical supplies stashed inside. Meanwhile, his teammates scanned the ruins beyond him, ready to pour in covering fire at the first sign of trouble.

    White investigating a crate, Jackie of the Bucknuts dispatches a feral dog that raced to attack her
The Bucknuts sent Jackie racing forward to a investigate a crate next to an abandoned van. Before she could get a chance to check it out, furious barking made her freeze in her tracks. A feral dog had sprung from beneath a nearby burnt out pickup truck and was charging towards her. With remarkable coolness, she spun and fired a single shot into its skull. The huge dog slid into the crate and lay motionless. I created a new mechanic this time to encourage players to venture into the wide street area to investigate the crates. When a player first takes an action to solve the task of scavenging equipment in one of the crates, they are given control of a feral dog and an additional card to activate it. It is placed immediately anywhere on the board outside of 5" from a player character. The player can either use that card to activate the dog or any other in its hand. Allen's Followers of the Dark Prophet had beaten Mike S's Bucknuts to the roll, and investigated their own crate. Allen placed the dog in the burnt out pickup and used his next card to send it charging in to attack Jackie. Alas for Allen (and the dog), he rolled poorly for the pooch and it was quickly put out of action in melee.

    A bullet flies in from somewhere and Chen is struck. Was the shooter aiming at him or the dog?
Shortly thereafter, Jenny's Blood Brotherhood also made a task roll on a crate (although failing). She placed a second feral dog in the exact same spot. Unfortunately, she chose to send it racing to attack my Chen, who thought he had done a good job of hiding. Chen jabbed the butt of his rifle into the feral dog's jaw, eliciting a yelp. The beast shook it off, though, and stayed in place, growling furiously. One of the Bucknuts saw the struggle taking place and fired a shot. Was he aiming for the feral dog or Chen? The shot struck Chen, who dropped to the pavement, bleeding and out of action. When firing into a melee, Fistful of Lead rules dictate a random roll to see who is targeted. My Green Dragons weren't actually having a lot of luck tonight, and Chen's misfortune was symptomatic of how things would go for my gang.

    While Jackie checks to make sure the dog is dead, Efron races up and snatches away the supplies!
Meanwhile, Allen was being fairly bold with his advance. Two Followers of the Dark Prophet moved towards the van where Jackie had paused after downing the dog. One raced up and snatched up the crate, rolling successfully to loot some valuable equipment. He smiled at Jackie as he did so. This allowed Allen to place yet another feral dog. This one was in another pickup truck within striking distance of Mike's Bucknuts. Annoyed at losing the equipment, Coach Coop (the Bucknuts leader) sighted along his sniper scope and squeezed off a single shot. The bulldog fell to the asphalt with a whimper. If I thought my Green Dragons were having a tough night, the dogs were truly have a dog day afternoon. Every single shot fired at them took one out of action. What's more, despite being +1 in melee over the characters they engaged, they also lost every melee.

    When the machines send a Scout Bot to investigate the gunfire, the Bucknuts blast away, disabling it
With three total casualties so far, that triggered the arrival of a Scout Bot at the end of turn 2. Since I'd lost Chen, I was given control of it. I placed it in the corner the Bucknuts had arrived ontable from, hoping to distract them and give them something to think about. I looked at my four cards (which dictate the order of activation), and sighed. Nothing above a five! Apparently, this Scout Bot rolled ontable through a pile of rubbish, clearly announcing its arrival. The Bucknuts turned at the noise, and one of them fired a burst from their automatic weapon. Sparks and chunks flew from the glass, plastic, and metal. The Scout Bot crashed into a pillar, its sole wheel spinning wildly. Mike was definitely making up for my poor rolling. In his four rolls to wound this game, he had rolled ALL 9's or 10's on a ten-sided die. Everything he shot seemed to go out of action -- don't mess with the Bucknuts!!

Brave Quon spies a crate, aware that four Blood Brotherhood members are also advancing towards it
In my sector, Quon had crept up to within a move of where two members of the Blood Brotherhood were poring over a crate in the center of the street. Shots rang out, and both of the hooded cult members fell to the ground writhing in pain. Quon judged his time was right and sprinted to the crate. He quickly figured out how to open it and snatched up the supplies that had been hidden inside. I had tried to do this as cleverly as possibly. I moved Quon up on my last activation card, and planned to move him back on my first one on the next turn. Once again, my cards were terrible, though. My highest was a six! Jenny's cultists recovered and fired at Quon, hitting him and knocking him out of action. The Green Dragons were definitely having "dog luck!" Everyone who hit one of my figures rolled a 9-10 on 1d10, too, taking them out!

    The Nightstalkers man the graveyard wall, pouring covering fire into F Troop for Spec. Cypher
Back on my right, F Troop had reached the playground wall and saw Specialist Cypher standing with the supplies in his hand. They poured fire into him, giving him several shock markers but no wounds. Luckily for Cypher, one of Keith's activation cards was a special one allowing the figure activated to clear all shock for free. Cypher sprinted away through the ruins and dove over the graveyard wall, not stopping until he plummeted into a grave that had been dug, but not filled. Cypher checked himself over, found he was unhurt, and rose to his knees waving the supplies at his fellow Nightstalkers. The soldiers let out a cheer for their brave specialist. Keith was having a "Bucknuts" kind of night, too. His return fire on F Troop also took out one of their soldiers.

    Drawn by the heavy gunfire, a military bot clanks forward to investigate, spotting the Nightstalkers

Keith's luck was about to change, though (or was it?). I totaled up the figures that had been taken out, and the carnage tripped us up to the third level. This meant we skipped the Sentry Bot arrival stage and went straight to a Military Bot. Joel was given this card to control and he placed it in the street next to the graveyard. The Nightstalkers heard the ominous metal clanking at the giant, man-like robot strode purposefully towards the wall. Unlike me, Joel had pulled a King (or Ace), which allowed him to act first. Keith's troopers were helpfully bunched close together, which allowed Joel to target three of them with burst fire from its machine gun. His wound rolls were not nearly as deadly and resulted in a miss, shock, and a wound on the three Nightstalkers. On his turn, though, Keith was able to have three of his guys vault the wall and escape off-table. The fourth ducked behind the wall and prayed, but was also able to escape on the following turn.

    With both cultists down and bleeding, Ting creeps forward, eyes on the supplies won and lost
Meanwhile, the Blood Brotherhood was feeling the ill effects of being out in the middle of the street. Both the Green Dragons and Followers of the Dark Prophet poured fire into their exposed position. One hooded cultist fell dead while another was wounded. This encouraged my leader Ting to try to regain the supplies that brave Quon had paid the ultimate price for scavenging. He raced to the cover of some scrub growing out of the split pavement. Unfortunately, the round ended and once again my cards were all low, meaning I would not activate until later in the turn. Another Military Bot stomped onto the table, though, and I was awarded control of it. I brought it in on the edge of the center street, hidden by a wall from the Bucknuts.

    Grand Master of the Blood Brotherhood finds a good firing position in the burnt out pickup truck
Jenny's leader had taken cover in the bed of a burned out pickup. Grand Master blazed away at Ting, once again hitting and scoring a 9-10! Luckily (finally?), I had the foresight to give leaders in my campaign the "9 Lives" trait. This reduces the first "Out of Action" result on the figure to a wound. Another cultist fired at Ting and he received a second wound. My guys just could not win for losing, tonight!

    Jenny's cultists just won't stay down! Despite their wounds, they gun down Ting hiding in the bushes
Meanwhile, with both F Troop and the Nightstalkers scattering for the board edge, the military bot began to march back towards the center of the table. The new bot rounded the corner and fired burst fire from his machine gun. Three of the four Bucknuts were inside the "blast radius." I rolled and, in true Hollywood fashion, the bad guy machine missed all of the heroes. Knowing enough was enough, Mike had all of his troopers sprint off table. He'd garnered enough points, he figured. In addition, Brutus and Jackie had removed portions of the Sentry Bot, taking valuable optics and ammunition with them off-table.

    Ting limps off-table, heavily wounded and rethinking the commands he'd given this day
At this point, all six factions were heading for the table edges. Two military bots were roaming the table, blasting away on full auto at anything that moved. I was actually very happy with how my post-apocalyptic games were ending. As more and more bots arrive, the surviving gang members decide it is time to run and live to fight for another day. It gives a very cinematic and almost realistic feel. Four of the gangs had taken casualties in this scenario, though, with my Green Dragons taking two. Only the Bucknuts and Nightstalkers got off the table unscathed. 

    Just before escaping off-table in a hail of bot machine gunfire, Jackie and Brutus pry off some parts from the Scout Bot they'd downed

Despite my bad luck, it was a good time. I felt the game flowed well and terrain on the table looked nice. Now, it is time to figure out what Scenario 4 will be! Hopefully, with my school year ending soon, it won't take as long to get this one played. Stay tuned!



Thursday, April 27, 2023

New Road Sections & More Vehicles for Post-Apoc

    Two of the four 6"x12" road sections I made from cork tiles with some wrecked & burnt vehicles
I am planning my next post-apocalyptic game to be on an urban tabletop. So, I continue to work on vehicles to put on the roads to break up the sight lines in the game. In addition, I decided to make some new asphalt road pieces. My previous ones were created with 12" square cork tiles. These would be smaller side streets, cutting each square into two 6"x12" pieces.

    Two of the road sections without cars on them - note beveled edges & center line stripe
I wanted to make sure everything went smoothly making these, so I cut up only two squares, creating a total of four pieces. These smaller width pieces will enable me to give the board more variety and change up the look of it easier. I will likely make some more 6"x12" pieces here soon. They went very quickly and were a breeze to make. Once trimmed to size, I beveled the long edges as I did with the sides of the 12" square pieces. The beveled edges are placed against my gray floor tiles which I use as the concrete sidewalks. I think this join looks better than both the road and sidewalk tiles having a squared edged.

    The Blood Brotherhood checks out another of my burnt out, die cast vehicles
Once beveled, I painted the four edges with black craft paint. It is okay if a little brown cork shows through, as there are brownish spots on many asphalt roadways. Once dry, I paint the rest of the tile black with a wide brush. I let them dry again overnight, and then I do two dry brushes. First is dark gray and the second is light gray. Finally, I add white dotted line lane painting with a square brush. When I created my first tiles awhile back, I made a cardboard template to place on the tile so that I get the lines the same length and evenly spaced. I finished the cork pieces off with matte acrylic clear spray paint and they're done!

    This plastic SUV warped in an interesting way from the heat, but I had to paint on the blackening
On the vehicle front, I added four new models. The first one was a die cast sports car. I used wire cutters and pliers to reduce it to the metal hulk, trimming or ripping away all plastic pieces. The second vehicle was a plastic SUV. There wasn't much I could do with this one other than cut away the wheels. I then burnt these as I had done the previous burnt out wrecks. I was a little less crazy with the pyro and went for a more controlled burn with fewer cotton balls. The plastic SUV bent like it had been "T-boned," but did not char very well from the burning. The sports car looked good enough from the burning that I simply glued it to its base.

   Both of these trailers came with a pickup truck for $2.99 each from Menards
The SUV required more work. I mixed up thinned down acrylic black paint and brushed it across most of the SUV. I made sure to "erase" enough black with straight water to allow some of the original color to show through. The windows there wasn't much I could do about. So, I painted them solid black and hoped they "disappeared" to the eye. All in all, the SUV looks like a passable piece of scenery, but by no means is it one of the best I created in this series of burnt out wrecks.\

    One of the Green Dragons checks out this old and dirty Campervan for anything to scavenge

    On hindsight, I should have scraped up, damaged, or put graffiti on this black trailer