According to an end of 2011 post about my intended projects for 2012 (as seen here: link ) I seemed to have about a 50% success rate if you include adding to the lead pile.
On my planned to do list was:
1/600 modern jet game - I added to the collection of planes, but didn't run with what I had. The main reason for this is I don't have a big enough table to play a decent game. Yes, the planes are 1/600 scale, but I want enough room to manoeuvre and to set up out side of weapons range.
I will revisit this IF I ever get a playing area the size I want.
18mm Napoleonic - nope didn't do a thing here with my own collection, but did play a game using my friends collection.
28mm Vietnam War - the big success of 2012 for me. I have painted ALL of my combatant forces, but still need to paint up my civilians. I do need to make some extra scenery for the game, so I intend to put this on the 2013 to do list.
28mm Modern Africa - I am glad I didn't pump any money into this one. It was supposed to be a joint project, but I would have been left holding the baby on this. I did paint up my RLI for the Rhodesian bush war, so I might get some enemy forces from Eureka to play this one solo, but I will hold off to see if any more figures in the range are released first.
I still want to do a modern African setting as I have an imagi-nation already set up. I might do it in 15mm or 20mm if I can find the figures I want.
7TV/7ombietv - I like the rules, but think it would be more fun to play with fellow gamers rather than solo, so most likely I will never do anything with this.
28mm WW2 - painted up all of my Aussies and Chinese and played a few games with them. This alternative history is on hold due to a lack of figures being made for the Chinese, so I will return my focus to Europe WW2. I have a pack of Warlord Games plastic Germans and British to build and paint, plus I want to get the Russians so I can play my alternative history 1945 setting.
28mm Wild West - I didn't play any games, but I did add to the pile of lead for my games. I want to get a few games up of 'The Rules With No Name' if I can this year, even if it is solo.
Mongoose Star Trek - I bought the rules, but the cost of the ships is a bit too high for me to play this game. That is the price of a film license I guess. I could print out my own ship counters if I could be bothered, but I would be playing the game solo, so not worth the effort.
Zombies - added to my lead pile, but didn't play a game. My main focus for 2012 with zombies was the play by blog game. I wonder what I will do with zombies in 2013...
Strange Aeons - added to the book and lead pile. I did paint up some new figures, but didn't post photos for some weird reason. I hope to get at least one game in of Strange Aeons in 2013.
Super Heroes - I purchased some figures, made some super heroes for the rules I have, but a lack of scenery stopped this one from getting any legs. I might revisit this from time to time, but it isn't a priority.
Things I did that were not on the list:
Fantasy Dungeon Crawl - this was on my blog and I actually did something with it, but need to paint more figures and finish my dungeon tiles before I can play.
Gangsters - Purchased some figures and painted them! I need to make scenery for this game before I can seriously get a campaign up and running. I really like the setting, so want to put some effort in to this.
Special Mention:
Bolt Action - A set of WW2 rules for platoon/Company level play. A lot of people bagged the shite out of this before it came out, and continued to do so after it was released. I like the rules a lot. They are very easy to play and simple enough that you don't have to constantly look up rules to know what you are doing.
And best of all, the rules are very flexible so that you can adapt them to almost any time period you might want to play. I will talk about this more in future posts.
So, that is a quick review of what I had planned to do in 2012, and what I actually did.
My next post will be my thoughts on 2013.
Merry Christmas 2012
Planning my next game
Given that I haven't played a game for a while, I have prepared a 'pre-op flyby' for my LRRPs for their next mission.
The next mission is a "Sensor Placement" game. Basically the LRRPs need to place a number of movement sensors along a trail to complete the mission.
I have set up the table for the game:
As seen in the photo there is a trail, with a creek/small river behind a couple of low lying hills.
The water feature will be shallow enough to allow troops to wade through it.
The LRRPs will need to enter the table, set up a secure "harbour" and then place the sensors.
Looking at my table I feel I need more trees/jungle, and that is something I will work on next year. I might did up some more to place on the table for this game just to pad it out a bit, but I will still make more trees for my games.
I have yet to make some sensors to place on the table, but I have some ideas for that, but they are not essential to play the game.
If all goes well I will start this game on Boxing Day.
The next mission is a "Sensor Placement" game. Basically the LRRPs need to place a number of movement sensors along a trail to complete the mission.
I have set up the table for the game:
As seen in the photo there is a trail, with a creek/small river behind a couple of low lying hills.
The water feature will be shallow enough to allow troops to wade through it.
The LRRPs will need to enter the table, set up a secure "harbour" and then place the sensors.
Looking at my table I feel I need more trees/jungle, and that is something I will work on next year. I might did up some more to place on the table for this game just to pad it out a bit, but I will still make more trees for my games.
I have yet to make some sensors to place on the table, but I have some ideas for that, but they are not essential to play the game.
If all goes well I will start this game on Boxing Day.
Bolt Action - atlernative history skirmish game 2
A couple of Thursdays ago, my Mate and I played another Bolt Acton Skirmish game set in my alternative history setting.
Having limited figures for the setting didn't stop us including a couple of mortars and an observer (two observers in fact, one of which was an air liaison officer.) in the game. We just allowed for them to be deployed hidden or out of line of sight for the game.
To balance the extra Australian forces, the Chinese were given prepared earth work defenses, and some barbed wire.
Added to this, the Australians had to cross a river using a fallen tree. I mistakenly gave my Mate the option of placing the tree anywhere along the river, something that turned out to be a game changer.
I made the river and the earthworks especially for this game, but made them generic enough that I will be able to use them for other games.
The earthworks are still a work in progress, as I didn't have enough of the same colour paint to paint over the sand.
To speed up the game, we allowed for soldiers to be activated in groups of two or three until such times as combat actually started.
This was at this stage of the game the 'game changer' kicked in. The Australians were out of range of 70% of the Chinese in their earth works. As a result, and due to bad dice rolls, I was only able to pin two Australians with my initial fire, and they shrugged that off with a successful rally test.
After rallying the scouts crossing over the bridge, the mortars fired some smoke to give cover to the troops crossing the river. This blinded the 30% of Chinese that were in range.
Figuring this game would be lost quickly, I moved some Chinese out of the earth works so they could get into the fight.
In an attempt to out flank my position, one of the Australians was taken out of the battle with one of the few shots that actually inflicted damage.
Time for playing was running out, and my Mate remembered he had a Beaufighter on call.
As we had added the use of indirect fire to our game, it was simple enough to use air support as well.
As with the mortars, the Australian's had some jolly lucky dice rolls, and the fighter bomber came in when and where it was needed.
Even with the earthworks, the Chinese suffered heavy casualties and all that was left was for the Australians to clear the trench and check to their wounded.
Again we were very happy with how easy the Bolt Action rules are.
One thing that is important is to keep the normal BA rules for air support as they are, and not adjust them to skirmish games. Otherwise planes are too powerful.
We did have some questions about the indirect fire rules which I intend to ask about over at the Warlord Games forum.
As mentioned, the lack of figure for this setting makes for very limited games - I can get plenty of extra Australians, but I can't get any heavy weapon or support figures for the Chinese.
As a result I will dust off my 20mm Australians and Japanese for a historical Pacific campaign, as well as work on my alternative history Europe '45 setting.
Having limited figures for the setting didn't stop us including a couple of mortars and an observer (two observers in fact, one of which was an air liaison officer.) in the game. We just allowed for them to be deployed hidden or out of line of sight for the game.
To balance the extra Australian forces, the Chinese were given prepared earth work defenses, and some barbed wire.
Added to this, the Australians had to cross a river using a fallen tree. I mistakenly gave my Mate the option of placing the tree anywhere along the river, something that turned out to be a game changer.
I made the river and the earthworks especially for this game, but made them generic enough that I will be able to use them for other games.
The earthworks are still a work in progress, as I didn't have enough of the same colour paint to paint over the sand.
The Chinese set up |
To speed up the game, we allowed for soldiers to be activated in groups of two or three until such times as combat actually started.
The river the Australians needed to cross |
Looking towards the Chinese positions |
The Australians start their approach. I am particularly pleased with the reflections of the scenery in the river. |
The Australians get within range of the fallen tree. The mortars are setting up behind the hill to the left |
Crossing the river |
This was at this stage of the game the 'game changer' kicked in. The Australians were out of range of 70% of the Chinese in their earth works. As a result, and due to bad dice rolls, I was only able to pin two Australians with my initial fire, and they shrugged that off with a successful rally test.
After rallying the scouts crossing over the bridge, the mortars fired some smoke to give cover to the troops crossing the river. This blinded the 30% of Chinese that were in range.
Figuring this game would be lost quickly, I moved some Chinese out of the earth works so they could get into the fight.
In an attempt to out flank my position, one of the Australians was taken out of the battle with one of the few shots that actually inflicted damage.
Time for playing was running out, and my Mate remembered he had a Beaufighter on call.
As we had added the use of indirect fire to our game, it was simple enough to use air support as well.
As with the mortars, the Australian's had some jolly lucky dice rolls, and the fighter bomber came in when and where it was needed.
My Mate finally remembered he had air support |
Even with the earthworks, the Chinese suffered heavy casualties and all that was left was for the Australians to clear the trench and check to their wounded.
The Beaufighter heading back to base. |
Again we were very happy with how easy the Bolt Action rules are.
One thing that is important is to keep the normal BA rules for air support as they are, and not adjust them to skirmish games. Otherwise planes are too powerful.
We did have some questions about the indirect fire rules which I intend to ask about over at the Warlord Games forum.
As mentioned, the lack of figure for this setting makes for very limited games - I can get plenty of extra Australians, but I can't get any heavy weapon or support figures for the Chinese.
As a result I will dust off my 20mm Australians and Japanese for a historical Pacific campaign, as well as work on my alternative history Europe '45 setting.
Bolt Action - learning the rules AAR
Last week I played my first game of Bolt Action with my friend. We played a skirmish using my house rules for skirmish play.
Basically the rules remain the same, but individual figures are given orders instead of whole sections.
Whenever we play a new set of rules we play through the game by reading through the rules & practicing each major ruling before going to the next stage.
With this in mind I "chucked" some scenery on the table to block a bit of line of sight and we begun playing through the various phases of the game.
Using my Alternative History as the background for the game I played the evil Chinese, while my Friend played the Heroic Australians.
The distance between the troops meant we were able to practice allocating orders and movement before any combat occurred.
Both sides advanced and the Chinese initiated the firefight, pinning the lead Australian scout.
Returning fire, the Australians kill one of the Chinese and pin some of the others.
The Chinese casualty meant that some of the Chinese were outside the command radius, meaning I had to move those troops back in to command. This put a bit of a dint in my attack as I had to draw my left flank in a little.
We ran out of time for the game, mainly due to talking after catching up for the first time in over a month, but the Australians won on body count alone.
We found the rules worked very well. They are simple enough to learn and play, yet give enough scope for tactics and the initiative system can cause some tense moments when issuing orders.
There are a lot of people bagging 'Bolt Action' but I don't see what their gripes are all about. The few things I wasn't so happy with I changed. Simple. See an obstacle and climb it.
Maybe these nay sayers need to do just that - build a bridge and get over it.
We intend to play a lot more games of Bolt Action, especially as it is easily adaptable to other periods. I would like to play more games using the Australians vs the Chinese, but there is a general lack of figures in the Chinese range that will make this a bit hard to do.
Hopefully I will remember to take more photos of the next game as well.
Basically the rules remain the same, but individual figures are given orders instead of whole sections.
Whenever we play a new set of rules we play through the game by reading through the rules & practicing each major ruling before going to the next stage.
With this in mind I "chucked" some scenery on the table to block a bit of line of sight and we begun playing through the various phases of the game.
Using my Alternative History as the background for the game I played the evil Chinese, while my Friend played the Heroic Australians.
The distance between the troops meant we were able to practice allocating orders and movement before any combat occurred.
The Chinese deployment |
The Australian deployment |
Chinese dry fire and movement |
The Australians advance |
The Australians take cover as the Chinese open fire on them |
Both sides advanced and the Chinese initiated the firefight, pinning the lead Australian scout.
Returning fire, the Australians kill one of the Chinese and pin some of the others.
The Chinese casualty meant that some of the Chinese were outside the command radius, meaning I had to move those troops back in to command. This put a bit of a dint in my attack as I had to draw my left flank in a little.
We ran out of time for the game, mainly due to talking after catching up for the first time in over a month, but the Australians won on body count alone.
We found the rules worked very well. They are simple enough to learn and play, yet give enough scope for tactics and the initiative system can cause some tense moments when issuing orders.
There are a lot of people bagging 'Bolt Action' but I don't see what their gripes are all about. The few things I wasn't so happy with I changed. Simple. See an obstacle and climb it.
Maybe these nay sayers need to do just that - build a bridge and get over it.
We intend to play a lot more games of Bolt Action, especially as it is easily adaptable to other periods. I would like to play more games using the Australians vs the Chinese, but there is a general lack of figures in the Chinese range that will make this a bit hard to do.
Hopefully I will remember to take more photos of the next game as well.
Gaming updates
In my last post I mentioned some things that arrived in the mail; now I have some photos to go with it.
First up is a photo showing a sample of the banana trees I purchased for my Vietnam game:
And yes, they are as shocking to the eye as what you see in the photo. Fortunately they lose the nuclear appearance once a bit of paint goes on them. I have painted one up as a test and will post photos once I have based a few up ready for my game.
The trees are just a bit taller than the 28mm figures, but they will do nicely for placing around my Vietnamese village for my games.
Next, I have some 28mm Gangster figures for my "Mad Dogs with Guns" game.
I have painted two of the tommy gunners. One represents one of my gang members, and the other is a generic opponent.
And I painted all of the police figures that came with the tommy gunners:
I am not so sure what to do with the bases for these figures, so painted them a grey colour to represent concrete.
Since I purchased these figures I picked up some extra ones on ebay from an Australian seller; some female civilians, some sleuths (including the 'not Tintin' and 'not snowy' the dog) and the pack of gun molls.
This will add to my gang and allow me to put civilian figures in harms way, which is part of the rules, so I am pleased with getting these figures.
I also purchased a crypt rather cheaply that is made by GW. As per every thing GW there are too many spikes and skulls on their models, but fortunately I was able to cut the spikes off the top of the crypt to match my tastes a bit better.
This will be right at home in a grave yard for my Strange Aeons games, and I really should paint up the Heresy Miniatures ghouls I have floating around somewhere.
There is still the photo of the well I am painting up for Strange Aeons, but I want to finish the whole thing before displaying this.
During the week I was also able to get a introduction game of Bolt Action in with my friend, and I took a couple of photos.
I will make another post in the next day or so about this game, as it deserves a post of its own.
First up is a photo showing a sample of the banana trees I purchased for my Vietnam game:
And yes, they are as shocking to the eye as what you see in the photo. Fortunately they lose the nuclear appearance once a bit of paint goes on them. I have painted one up as a test and will post photos once I have based a few up ready for my game.
The trees are just a bit taller than the 28mm figures, but they will do nicely for placing around my Vietnamese village for my games.
Next, I have some 28mm Gangster figures for my "Mad Dogs with Guns" game.
I have painted two of the tommy gunners. One represents one of my gang members, and the other is a generic opponent.
And I painted all of the police figures that came with the tommy gunners:
I am not so sure what to do with the bases for these figures, so painted them a grey colour to represent concrete.
Since I purchased these figures I picked up some extra ones on ebay from an Australian seller; some female civilians, some sleuths (including the 'not Tintin' and 'not snowy' the dog) and the pack of gun molls.
This will add to my gang and allow me to put civilian figures in harms way, which is part of the rules, so I am pleased with getting these figures.
I also purchased a crypt rather cheaply that is made by GW. As per every thing GW there are too many spikes and skulls on their models, but fortunately I was able to cut the spikes off the top of the crypt to match my tastes a bit better.
This will be right at home in a grave yard for my Strange Aeons games, and I really should paint up the Heresy Miniatures ghouls I have floating around somewhere.
There is still the photo of the well I am painting up for Strange Aeons, but I want to finish the whole thing before displaying this.
During the week I was also able to get a introduction game of Bolt Action in with my friend, and I took a couple of photos.
I will make another post in the next day or so about this game, as it deserves a post of its own.
a few goodies in the mail
This last week has seen a few hobby items turn up in my letter box.
First is issue 3 of "Shocking Tales" for Strange Aeons. This arrive last week and has some interesting things in it.
There are new rules for Psychic agents, but it is very hard to actually get to use them in a game, so some house rules may be in order there.
The majority of the book is dedicated to three "Black Dossiers" (read scenarios linked together) which isn't that useful for my games, but within the Dossiers are stats for giant insects, man eating plants, Dunwich denizens and a Servitor.
The Servitor allows me to dust of an old cthulhu miniature of a servitor that I had lying around.
Also in the mail earlier this week was a crypt that only cost me about $3.50. This was one of the crypts from warhammer. As with most of GW items there are too many skulls on it, but it will do the job I want for my Strange Aeons games.
When I was ordering the crypt I also found some banana trees, so I ordered those at the same time. I now have some banana trees for my Vietnam game.
My Copplestone Castings Gangsters and Police arrived today, and just in the nick of time.
I have been creating spreadsheets for my "Mad Dogs With Guns" game and started the campaign. The first scenario I will be playing is the "Showdown" scenario, which pits a single opposition gang member against one of my own.
So now I can play out the campaign turn with some actual miniatures.
Painting wise I have started painting something I purchase over a year ago; Reaper Miniatures "Well of Doom" miniature. This lovely, um, figure is a well with four tentacles coming out of it.
I purchased this to use as a "scene of horror" for my Strange Aeons game.
Photos of all will be posted soon.
First is issue 3 of "Shocking Tales" for Strange Aeons. This arrive last week and has some interesting things in it.
There are new rules for Psychic agents, but it is very hard to actually get to use them in a game, so some house rules may be in order there.
The majority of the book is dedicated to three "Black Dossiers" (read scenarios linked together) which isn't that useful for my games, but within the Dossiers are stats for giant insects, man eating plants, Dunwich denizens and a Servitor.
The Servitor allows me to dust of an old cthulhu miniature of a servitor that I had lying around.
Also in the mail earlier this week was a crypt that only cost me about $3.50. This was one of the crypts from warhammer. As with most of GW items there are too many skulls on it, but it will do the job I want for my Strange Aeons games.
When I was ordering the crypt I also found some banana trees, so I ordered those at the same time. I now have some banana trees for my Vietnam game.
My Copplestone Castings Gangsters and Police arrived today, and just in the nick of time.
I have been creating spreadsheets for my "Mad Dogs With Guns" game and started the campaign. The first scenario I will be playing is the "Showdown" scenario, which pits a single opposition gang member against one of my own.
So now I can play out the campaign turn with some actual miniatures.
Painting wise I have started painting something I purchase over a year ago; Reaper Miniatures "Well of Doom" miniature. This lovely, um, figure is a well with four tentacles coming out of it.
I purchased this to use as a "scene of horror" for my Strange Aeons game.
Photos of all will be posted soon.
Mad Dogs With Gun - my Gang
One of the fun things about "Mad Dogs With Guns" is creating your own gang.
Using the rules I have put together a gang, and I will use this post to record each character, and display the image of a figure I intend to use for each character.
Reading over the rules I have decided to create a gang with an Irish theme.
As I will be wanting to name each character, I created a name generator of Irish names so that I didn't have to struggle to come up with names.
To create a gang I have $1000 to spend on hiring and equipping the entire gang.
The first to be created is the Boss. The Boss is free to hire, and I decided to use the dice rolling system to create him.
I purchased a Gun Moll and an Accountant, as all Gangs need them.
An Enforcer makes up the Boss's Right Hand Man, and I had enough cash left over to hire two Hoodlums, two Sluggers and a Punk.
All figures shows are the intended figures from Copplestone Miniatures that I want to use to represent my Gang.
Using the rules I have put together a gang, and I will use this post to record each character, and display the image of a figure I intend to use for each character.
Reading over the rules I have decided to create a gang with an Irish theme.
As I will be wanting to name each character, I created a name generator of Irish names so that I didn't have to struggle to come up with names.
To create a gang I have $1000 to spend on hiring and equipping the entire gang.
The first to be created is the Boss. The Boss is free to hire, and I decided to use the dice rolling system to create him.
I purchased a Gun Moll and an Accountant, as all Gangs need them.
An Enforcer makes up the Boss's Right Hand Man, and I had enough cash left over to hire two Hoodlums, two Sluggers and a Punk.
All figures shows are the intended figures from Copplestone Miniatures that I want to use to represent my Gang.
Claire Murphy - Gun Moll
Ronan Fitzpatrick - Accountant
Patrick Hyde - Enforcer
Fergus Gallagher - Hoodlum
Darcy Fitzgerald - Hoodlum
Martin McGrath - Slugger
Sean Doyle - Slugger
Reilly Magoo - Punk
I have two packs of figures on the way that I ordered before buying the rules, one of which contains the "Hyde" figure and the other some policemen.
When I get the figures I want for my gang I should have enough left over to make an opposition gang for scenarios which will be good.
Mad Dogs With Guns - a review
For years I have wanted to play 1920s & 30's Gangster games, put have never managed to get into the project due to a number of factors - no figures, no scenery and no rules.
Earlier this year fellow blogger cmnash sent me a copy of issue 57 of "Wargames Soldiers & Strategy" magazine that featured 1920's Gangsters. I read every article relating to the topic within the magazine several times, purchased my first Gangster figure, and then did nothing further about it.
Until now that is.
Very recently a set of rules was released called "Mad Dogs With Guns" that is in PDF format. The teasers online was enough to catch my attention and I wanted to know more.
I asked a question about the game's campaign system on TMP and the author of the rules promptly replied, as well as letting me know a printed version of the rules was released.
After umming and ahring about the pros and cons of getting either the PDF version or the book version I decided on the PDF set.
Regardless on the format of the rules, I am glad I purchased them, as they appear to be a simple yet enjoyable set of rules. Disclaimer - this is based on reading the rules and creating my gang for game play.
The basics of the game are very simple - game turns are based on drawing cards to see which side gets to activate a figure or figures. Once an action has been decided/acted on, another card is drawn.
This allows for one player to potentially have more than one action in a row, making for some tense moments - such as when your Boss is out in the open trying to get in to cover and a group of enemy hoodlums are closing in on him.
Two joker cards are in the turn deck, the use of which ends a game turn. This can mean a turn ends before some of your figures get to act for the turn.
The basic game mechanics are very simple - roll a die vs the relevant stat of the gangster making the action.
If the result indicates a success, roll a die to see the outcome.
Creating a Gang is a bit of fun too. Each player has a budget with which to hire and equip gang members. You can either use pre-generated gangsters, build your own or roll dice to determine the make up of each gangster.
A variety of Gang themes are provided from an Italian Crime Syndicate, to tough Irish Gangs and even Chinese Tongs. Players are free to choose the background of the gang they outfit.
A good number of scenarios are provided in the book, with players fighting to gain the most loot. Loot is important, as it allows you to hire new gang members, bribe officials and improve the gang members you already have.
If your gang becomes "too successful" they can expect a visit from the Police or the G-Men, and this is covered in the rules as well.
A simple yet very effective campaign system is included in the rules, and this was the key selling point for myself.
I love a campaign. I especially love to create characters for a game and follow their 'career' as they struggle to survive each scenario.
After spending money collecting figures, painting them and making the scenery to go around them I want to get my money's worth and maximise their usage. The best way to do this is play a campaign.
The fact that "Mad Dogs with Guns" has a campaign system was very important in my decision to get the rules.
The campaign system in "Mad Dogs with Guns" is designed to get the maximum mayhem and violence out of the rules possible while players attempt to expand their empire and take control of the city.
Players can hire and bribe city officials, wage war on other gangs, expand their business interests, or fight to hold on to what empire they have.
I also feel that it would be easy to play this game solo. The scenarios certainly can be played solo due to the card activation system, and I am already thinking of ways to use the campaign system for a solo game to.
So, if you have ever wanted to play a 1920's Gangster wargame please consider "Mad Dogs With Guns" - PDF version can be purchased at Wargames Vault/RPG Drive through etc.
My next post on these rules will be to present the Gang I have created for game play.
Earlier this year fellow blogger cmnash sent me a copy of issue 57 of "Wargames Soldiers & Strategy" magazine that featured 1920's Gangsters. I read every article relating to the topic within the magazine several times, purchased my first Gangster figure, and then did nothing further about it.
Until now that is.
Very recently a set of rules was released called "Mad Dogs With Guns" that is in PDF format. The teasers online was enough to catch my attention and I wanted to know more.
I asked a question about the game's campaign system on TMP and the author of the rules promptly replied, as well as letting me know a printed version of the rules was released.
After umming and ahring about the pros and cons of getting either the PDF version or the book version I decided on the PDF set.
Regardless on the format of the rules, I am glad I purchased them, as they appear to be a simple yet enjoyable set of rules. Disclaimer - this is based on reading the rules and creating my gang for game play.
The basics of the game are very simple - game turns are based on drawing cards to see which side gets to activate a figure or figures. Once an action has been decided/acted on, another card is drawn.
This allows for one player to potentially have more than one action in a row, making for some tense moments - such as when your Boss is out in the open trying to get in to cover and a group of enemy hoodlums are closing in on him.
Two joker cards are in the turn deck, the use of which ends a game turn. This can mean a turn ends before some of your figures get to act for the turn.
The basic game mechanics are very simple - roll a die vs the relevant stat of the gangster making the action.
If the result indicates a success, roll a die to see the outcome.
Creating a Gang is a bit of fun too. Each player has a budget with which to hire and equip gang members. You can either use pre-generated gangsters, build your own or roll dice to determine the make up of each gangster.
A variety of Gang themes are provided from an Italian Crime Syndicate, to tough Irish Gangs and even Chinese Tongs. Players are free to choose the background of the gang they outfit.
A good number of scenarios are provided in the book, with players fighting to gain the most loot. Loot is important, as it allows you to hire new gang members, bribe officials and improve the gang members you already have.
If your gang becomes "too successful" they can expect a visit from the Police or the G-Men, and this is covered in the rules as well.
A simple yet very effective campaign system is included in the rules, and this was the key selling point for myself.
I love a campaign. I especially love to create characters for a game and follow their 'career' as they struggle to survive each scenario.
After spending money collecting figures, painting them and making the scenery to go around them I want to get my money's worth and maximise their usage. The best way to do this is play a campaign.
The fact that "Mad Dogs with Guns" has a campaign system was very important in my decision to get the rules.
The campaign system in "Mad Dogs with Guns" is designed to get the maximum mayhem and violence out of the rules possible while players attempt to expand their empire and take control of the city.
Players can hire and bribe city officials, wage war on other gangs, expand their business interests, or fight to hold on to what empire they have.
I also feel that it would be easy to play this game solo. The scenarios certainly can be played solo due to the card activation system, and I am already thinking of ways to use the campaign system for a solo game to.
So, if you have ever wanted to play a 1920's Gangster wargame please consider "Mad Dogs With Guns" - PDF version can be purchased at Wargames Vault/RPG Drive through etc.
My next post on these rules will be to present the Gang I have created for game play.
WW2 Alternative History
One of the things I like about wargaming is the ability to play out "what if" alternative history settings.
There is a a bit of scope to do this for WW2.
I have a setting for this where the Allies and Russia go to war, but a few years ago I came up with a different setting: China vs the Allies.
I am still ironing out the finer details for this Alternative History setting, but it is something that allows me to use the excellent Brigade Games 28mm Australians and Chinese troops.
I have painted up a section of Aussies, and a Section plus of Chinese for a skirmish game:
With any luck I will be able to play the first game using this setting in the next week or so when my mate comes back from holidays in Queensland.
There is a a bit of scope to do this for WW2.
I have a setting for this where the Allies and Russia go to war, but a few years ago I came up with a different setting: China vs the Allies.
I am still ironing out the finer details for this Alternative History setting, but it is something that allows me to use the excellent Brigade Games 28mm Australians and Chinese troops.
I have painted up a section of Aussies, and a Section plus of Chinese for a skirmish game:
With any luck I will be able to play the first game using this setting in the next week or so when my mate comes back from holidays in Queensland.
'Naw Project - a bunker
After reading a tutorial on how to make bunkers for 20mm figures I thought I would use the basics of that tutorial to make one for my 28mm game.
I used an old CD as a base, used foam card for the size and shape of the bunker, added kebab skewers and then did the 'earthworks'.
Unlike some commercially made bunkers for wargames mine is perhaps a bit lower, but that suits me, as a lower profile bunker would suit the sneaky VC a lot more.
I really wish my better camera hadn't died in the arse as I would be able to post better photos.
Given how easy it was to make, I would like to make a couple more bunkers, but I have other bits and pieces for the game to finish first.
I used an old CD as a base, used foam card for the size and shape of the bunker, added kebab skewers and then did the 'earthworks'.
Unlike some commercially made bunkers for wargames mine is perhaps a bit lower, but that suits me, as a lower profile bunker would suit the sneaky VC a lot more.
I really wish my better camera hadn't died in the arse as I would be able to post better photos.
Given how easy it was to make, I would like to make a couple more bunkers, but I have other bits and pieces for the game to finish first.
Bolt Action: Skirmish
For anyone interested in using the Bolt Action rules as a skirmish game you can download my first draft of the adaptation from here
The draft is focused towards the Vietnam war, but intend to use them for WW2, Vietnam, the Rhodesian Bush war and Modern conflicts.
The draft is focused towards the Vietnam war, but intend to use them for WW2, Vietnam, the Rhodesian Bush war and Modern conflicts.
Strange Aeons - Shocking Tales 3
Uncle Mike's Worldwide is now taking pre orders for the next Shocking Tales book.
From the web store:
"The third issue of Shocking Tales contains 44 full-colour pages of insanity, including a terrifying trifecta of Black Dossier missions:
Shocking Tales #3 will have one - and only one - print run. Reserve your copy today!"
Given that it will only have one print run before being sold as a PDF only I have placed my pre-order already.
I am interested in seeing what the psychic powers are like, and over sized flora and fauna is always fun... hopefully this will include giant venus fly traps and the like.
Those wanting their own copy can pre order it using this link: Uncle Mike's Worldwide
From the web store:
"The third issue of Shocking Tales contains 44 full-colour pages of insanity, including a terrifying trifecta of Black Dossier missions:
- Comb the jungle for clues as you do battle with the oversized flora and fauna of Test Island #3
- Attempt to escort Howard Philips Lovecraft to safety, as your agents are beset by the manifested horrors of his overactive imagination
- Return to Dunwich, and struggle to undermine the new horror rising in the wild hills
- Do battle using the unlocked power of your mind with Psychic Powers
- Read the thrilling conclusion of Uncle Mike's serial adventure "The Council of Thirteen"
Shocking Tales #3 will have one - and only one - print run. Reserve your copy today!"
Given that it will only have one print run before being sold as a PDF only I have placed my pre-order already.
I am interested in seeing what the psychic powers are like, and over sized flora and fauna is always fun... hopefully this will include giant venus fly traps and the like.
Those wanting their own copy can pre order it using this link: Uncle Mike's Worldwide
'Nam Project - an AAR of sorts
I have not played a game for a while due to 'real life' being busy, and wanting to make some extra scenery before playing my next game.
I was able to play a game this weekend which was quickly thrown together for one main reason: my copy of the "Bolt Action" rules arrived a few days ago and I wanted to play test them to see what they were like.
I had to do a bit of prep before playing as a) the rules were intended for WW2 Platoon plus level of play and not the Vietnam war, and b) I was playing them solo at 1:1 skirmish level.
It was also the first time I had used my printed game cards, and they added to the game a lot.
With these adjustments in mind I have the following AAR to share, complete with dodgy photos:
Mission: the LRRPs were to patrol to a small village and conduct a search for signs of the enemy.
(Note - this is not the type of mission LRRPs would normally do, but I wanted to use the new buildings I had made).
The LRRPs approached the village and made for the huts by crossing over the rice paddy.
It was while half way across the paddy field that the first signs of the enemy appeared. These were spotted, and one was just a false alarm, but the other was the LMG detachment from a VC squad.
The VC fired at the LRRPs, but the shots were in no danger of hitting the LRRPs. One of the VC charged the lead scout, but was dropped by one of the other team members before the VC could charge in to melee.
The other VC were quickly dispatched by the LRRP team.
Making it in to the village unharmed, the LRRPs spread out to search the village when they are again attacked.
One of the VC fires an RPG towards the team, but the shot goes wide and explodes harmlessly beyond the LRRPs.
The LRRPs make short work of the VC RPG team and again continue on with the mission.
Having searched two of the four huts, the LRRPs are again interrupted by the appearance of a VC command group.
Two of the VC are quickly dispatched, but the leader was pinned and took a few turns to deal with.
A random event sees the appearance of a cobra on the scene. Fortunately for the LRRPs it appears a good distance away from them, but it did make things tense for a few turns until it moved in to the jungle and out of sight.
The mission continued with a few random shots winging their way at the LRRPs from the jungle, but there were no more interruptions while the team completed their search and then called in for extraction from a near by helicopter.
Game Notes
I made a few changes to the rules to allow 'Bolt Action' to be played as a 1:1 skirmish game.
I used the weapons list from the rule book with no problems, adjusted the distance allowed between figures, and used counters instead of order dice.
Overall the game played very smoothly and the game flowed quickly as there wasn't much need to keep referring to the rules to look up what the procedures were.
I did have to re-read the melee rules to make sure I was reading it right as it is very nasty to those involved.
Having played the game using the Bolt Action rules I will continue to do so, as they are very easy and produce a good result for a game.
I will need to type up my rule adjustments and additions for future games, and if anyone is interested I will be happy to share my notes with them.
I was able to play a game this weekend which was quickly thrown together for one main reason: my copy of the "Bolt Action" rules arrived a few days ago and I wanted to play test them to see what they were like.
I had to do a bit of prep before playing as a) the rules were intended for WW2 Platoon plus level of play and not the Vietnam war, and b) I was playing them solo at 1:1 skirmish level.
It was also the first time I had used my printed game cards, and they added to the game a lot.
With these adjustments in mind I have the following AAR to share, complete with dodgy photos:
Mission: the LRRPs were to patrol to a small village and conduct a search for signs of the enemy.
(Note - this is not the type of mission LRRPs would normally do, but I wanted to use the new buildings I had made).
It was while half way across the paddy field that the first signs of the enemy appeared. These were spotted, and one was just a false alarm, but the other was the LMG detachment from a VC squad.
The VC fired at the LRRPs, but the shots were in no danger of hitting the LRRPs. One of the VC charged the lead scout, but was dropped by one of the other team members before the VC could charge in to melee.
The other VC were quickly dispatched by the LRRP team.
Making it in to the village unharmed, the LRRPs spread out to search the village when they are again attacked.
The LRRPs make short work of the VC RPG team and again continue on with the mission.
Having searched two of the four huts, the LRRPs are again interrupted by the appearance of a VC command group.
Two of the VC are quickly dispatched, but the leader was pinned and took a few turns to deal with.
A random event sees the appearance of a cobra on the scene. Fortunately for the LRRPs it appears a good distance away from them, but it did make things tense for a few turns until it moved in to the jungle and out of sight.
The mission continued with a few random shots winging their way at the LRRPs from the jungle, but there were no more interruptions while the team completed their search and then called in for extraction from a near by helicopter.
Game Notes
I made a few changes to the rules to allow 'Bolt Action' to be played as a 1:1 skirmish game.
I used the weapons list from the rule book with no problems, adjusted the distance allowed between figures, and used counters instead of order dice.
Overall the game played very smoothly and the game flowed quickly as there wasn't much need to keep referring to the rules to look up what the procedures were.
I did have to re-read the melee rules to make sure I was reading it right as it is very nasty to those involved.
Having played the game using the Bolt Action rules I will continue to do so, as they are very easy and produce a good result for a game.
I will need to type up my rule adjustments and additions for future games, and if anyone is interested I will be happy to share my notes with them.
'Nam project - reinforcements
I have finished painting up some extra figures for my Vietnam campaign - some extra VC figures to increase the size of their forces to two full squads, and a HMG for use in scenarios or just when they need extra fire power.
I also purchased some extra figures for my LRRPs, bringing the total up to twelve figures. This will allow me to have "interchanges" for missions when one is injured, and to allow me to field a "Heavy Team" for missions that need more fire power.
To get the extra figures I ordered some TAG Special Forces and used the figures with back packs only so as to give them that "LRRP" look. I can now add the following weapons to my LRRPs' arsenal: M-60, M-79, Shotguns and AK-47s.
My apologies for the poor quality of the photos - I am using my small digital camera after the better one I use kind of died and wont let me adjust any of the settings.
I also purchased some extra figures for my LRRPs, bringing the total up to twelve figures. This will allow me to have "interchanges" for missions when one is injured, and to allow me to field a "Heavy Team" for missions that need more fire power.
To get the extra figures I ordered some TAG Special Forces and used the figures with back packs only so as to give them that "LRRP" look. I can now add the following weapons to my LRRPs' arsenal: M-60, M-79, Shotguns and AK-47s.
My apologies for the poor quality of the photos - I am using my small digital camera after the better one I use kind of died and wont let me adjust any of the settings.
A light rant
It is not often that I will make a post on my blog that is a rant, but I am going to make an exception and post a mild rant about a kickstarter project.
But first a little background.
I enjoy watching the ice hockey, and follow a team in the NHL, and there is even a Victorian state team here in Australia that I have gone to watch play.
Back around the turn of the Century I put up a figure request for Ice Hockey* players at Eureka Miniatures 100 Club.
This came close, but never stumbled over the line, so I was never able to see figures for the set of rules I wrote for an ice hockey game.
A few years ago the idea of Ice Hockey figures was raised again as part of a secret deal (which I won't go into), but that never eventuated.
Fast forward to the present day.
Impact Miniatures has started a Kickstarter project to have Ice Hockey figures made. Great!
But, I wont use Kickstarter due to it needing a CC to help back. As some of my readers might know, I refuse to use a CC online after loosing $10,000AUD to credit card fraud.
Fortunately the bank repaid the money otherwise I would be living on the streets and not ranting about kickstarter and Impact Miniatures.
The nice gentleman at Impact Miniatures offered for me to back the kickstarter project through him directly using Pay Pal. Awesome!
So I waited until the project was up and running so I could see the prices. Not so Awesome.
For those who don't follow Ice Hockey, each team has six players on the ice at any given time, short of players being in the sin bin.
This means you need twelve figures to play a game.
So this is what Impact Miniatures have on offer for their kickstarter project:
$10 (plus postage... all of these need postage added to backers outside of the U.S.) gets you one figure.
$25 gets you four figures.
$35 gets you one whole team. This works out at $5.83 per figure.
$60 gets you two hole teams, which works out at $5 a figure.
Plus you can add $8 to get a goal net, and you need two of them, so that is $16.
Plus postage.
I was going to take up the offer of using Pay Pal to back the project until I saw the cost of the minis.
To put this into context, I can buy the following for:
33 metal Bolt Action miniatures for $60
20 Eureka Miniatures Moderns for $60
35 Front Rank Napoleonic firgures for $60
and so on. And that doesn't include the cost of the two goal nets (which will be 3d sculpted plastic by the way).
The figures look good, but a bit out of my budget.
This kickstarter project was funded in the first day. It only needed $500 to be fully funded, and they have raised $2,600 with five days to go.
I can't help but wonder if they would have raised more if they had more reasonable donation levels and incentives.
But, looking at the Impact Miniatures web site, it appears they are always expensive. Who knows, they might even have more customers if they dropped their prices.
I just hope someone comes along and offers to make Ice Hockey players in plastic like the Warlord Games etc plastics that are out their on the market.
* I use the term Ice Hockey because where I come from, and in many other countries, Hockey is the name for Field Hockey played on grass.
the Impact Miniatures Ice Hockey players. |
But first a little background.
I enjoy watching the ice hockey, and follow a team in the NHL, and there is even a Victorian state team here in Australia that I have gone to watch play.
Back around the turn of the Century I put up a figure request for Ice Hockey* players at Eureka Miniatures 100 Club.
This came close, but never stumbled over the line, so I was never able to see figures for the set of rules I wrote for an ice hockey game.
A few years ago the idea of Ice Hockey figures was raised again as part of a secret deal (which I won't go into), but that never eventuated.
Fast forward to the present day.
Impact Miniatures has started a Kickstarter project to have Ice Hockey figures made. Great!
But, I wont use Kickstarter due to it needing a CC to help back. As some of my readers might know, I refuse to use a CC online after loosing $10,000AUD to credit card fraud.
Fortunately the bank repaid the money otherwise I would be living on the streets and not ranting about kickstarter and Impact Miniatures.
The nice gentleman at Impact Miniatures offered for me to back the kickstarter project through him directly using Pay Pal. Awesome!
So I waited until the project was up and running so I could see the prices. Not so Awesome.
For those who don't follow Ice Hockey, each team has six players on the ice at any given time, short of players being in the sin bin.
This means you need twelve figures to play a game.
So this is what Impact Miniatures have on offer for their kickstarter project:
$10 (plus postage... all of these need postage added to backers outside of the U.S.) gets you one figure.
$25 gets you four figures.
$35 gets you one whole team. This works out at $5.83 per figure.
$60 gets you two hole teams, which works out at $5 a figure.
Plus you can add $8 to get a goal net, and you need two of them, so that is $16.
Plus postage.
I was going to take up the offer of using Pay Pal to back the project until I saw the cost of the minis.
To put this into context, I can buy the following for:
33 metal Bolt Action miniatures for $60
20 Eureka Miniatures Moderns for $60
35 Front Rank Napoleonic firgures for $60
and so on. And that doesn't include the cost of the two goal nets (which will be 3d sculpted plastic by the way).
The figures look good, but a bit out of my budget.
This kickstarter project was funded in the first day. It only needed $500 to be fully funded, and they have raised $2,600 with five days to go.
I can't help but wonder if they would have raised more if they had more reasonable donation levels and incentives.
But, looking at the Impact Miniatures web site, it appears they are always expensive. Who knows, they might even have more customers if they dropped their prices.
I just hope someone comes along and offers to make Ice Hockey players in plastic like the Warlord Games etc plastics that are out their on the market.
* I use the term Ice Hockey because where I come from, and in many other countries, Hockey is the name for Field Hockey played on grass.
Sneak preview of my next 'Nam campaign game
In the last few posts I have been talking about a Dungeon crawl game, but rest assured those that follow my 'Nam game will be happy to know that I haven't stopped playing my LRRP campaign.
I am in the process of making some more scenery, some of which has come to a halt because I need to buy some more polyfilla.
I am also painting up some minis and probably need to focus on that like I did with the VC and NVA I painted earlier this year. To this end I have some civilians, extra VC and some more LRRPs to paint up.
With all of that in mind, here is a photo showing a sneak preview of the set up being planned for my next game:
I am in the process of making some more scenery, some of which has come to a halt because I need to buy some more polyfilla.
I am also painting up some minis and probably need to focus on that like I did with the VC and NVA I painted earlier this year. To this end I have some civilians, extra VC and some more LRRPs to paint up.
With all of that in mind, here is a photo showing a sneak preview of the set up being planned for my next game:
The photo isn't the best as I am having camera problems at the moment, but it gives the general idea of what I am planning.
Note the three extra huts I have finished making, and the two sampans in the small river to the right hand side of the photo.
Of Dungeons
Almost a year ago I was contemplating a dungeon style game, and I have finally begun work on it.
I have finished off a couple of fantasy figures I have had lying around for three or four years now, and started work on some others.
At the beginning of August I ordered some Hirst Arts pieces - almost 4 kg to be precise. I somehow did my dungeon tile math wrong and ordered more tiles than I thought, but I am happy with that, as it allowed me to make more of a dungeon.
The tiles arrived last week, and I have assembled them in various sized to allow for different room and corridor configurations.
With some spare tiles I made two secret doors:
And here is a photo of a Mage character and a skeleton:
A Reaper Miniature |
Skeleton from the Celtos range, sans shield |
I need to visit a hardware store to get some paint for the dungeon tiles, and the bases on the miniatures will be done once I have the paint and some more pollyfilla to do work on them.
The Hirst Arts tiles were a lot better than I was expecting, and I have had a lot of fun working with them.
This has only started a bug in me though - as now I want to get more Hirst Arts to make all different kinds of things.
Strange Aeons - new and old figures
For a change of pace I painted up a Reaper Miniature's figure to represent the character my friend will be playing in a Strange Aeons game.
When I showed him a few different figures along the lines of ones he would like to play he mentioned that 'this doesn't mean you can include mummies in the game'.
What a silly thing to say.
I sent him an email with a copy of this photo in it... what I didn't mention was the really cool and neat Reaper Miniatures Mummies I have added to my wish list for a mini Strange Aeons campaign .
When I showed him a few different figures along the lines of ones he would like to play he mentioned that 'this doesn't mean you can include mummies in the game'.
What a silly thing to say.
I sent him an email with a copy of this photo in it... what I didn't mention was the really cool and neat Reaper Miniatures Mummies I have added to my wish list for a mini Strange Aeons campaign .
Subscribe to:
Posts (Atom)