Sunday, November 16, 2025

Oerth Professional Basketball League (896 CY)

I have been running a solo basketball league based on the Pen and Paper Football rules by John Stater. They're simple rules, but ones that work well when I'm running a larger league. At present the Oerth Professionally Basketball League (OPBL) is starting its sixth season, with 20 teams playing 72 games each. As you might imagine I have some rather complicated spreadsheets to support it, but the rules are not that complicated 

Some of you may also notice it's the Oerth Professional Basketball League.  Yes, sport has come to the world of Greyhawk.  I already have a Soccer and Hockey League (both based on free Footy rules) while Football (college and an abortive pro effort) use the aforementioned Pen and Paper, which is worth the $2.  

At the dusk of the 895-896 Season Hardby capped off a dominant season with a victory over the Port Redoubt in the final game of the five game series.  The new season brings new opportunities, with some teams looking to reclaim lost glory while the new franchises seek to assert themselves. 

Hopefully more to come

Sunday, July 12, 2020

House Rules for BB7s

As all projects, the Blood Bowl Sevens project began on paper.  I'm using the base Sevens rules, with:
  • A budget of $600k 
  • No more than four positional players  
  • Double cost rerolls - No team has purchased one. 
  • between seven and eleven players. 
Of course I could let well enough alone....but I didn't. 
  • Each Team will get two base skills and one doubles skill or stat increase. I selected these based on what felt right than attempting to make killer teams. 
  • Teams can trade the skills in for their cash value ($20k/$30k) allowing those $615k builds to work, but at a cost. 
  • While there are 23 base teams and 3 expansion teams, I decided to go ahead an add the FUMBBL Secret League.  A luxury of options, and Blood Bowl is not about balance. 
  • I decided to tweak the Vampire Thralls per Plasmoid's Narrow Tier rules
  • There's been a few other tweaks, such as Plague Ogres and other bits of fun, but we'll explain them when we get there. 
From there I've created 24 teams, divided into two conferences, each made up of three divisions each. This is the Autarch's Challenge League. 


Northern March Conference
Steel GateBlack PeakThe Mirk
New Order TaintsBehmorr MurderPsychadelic Shrooms
Bright College PhoenixWarpspawn BloodkinSaythathiel Starhawks
Consolidated BriarsPitborn SlaversWychwood Morrigan
Grotway HackersWest Kha'Zam IronbreakersAllied Underwood
Southern Reaches Conference
GravebornFar SeaUnbroken
Molag Night KeeningsRy'leh KrackenBloated Dread Pox
Barrowland ReapersApex BBCLost Coast Inevitables
Canopic City GriefsNakakura PreadatorsManslayer United
Umgaut VolunteersBloodtide & Hulk AlbionTzeench Seen Tyrants

Saturday, May 23, 2020

BB7s with a 6YO

There's a reason I call it Dusty Dice.

I am impacted by Covid, as so many others.  While it's been a frustration on so many fronts, the Hobby has not been one of them.  With a three and six year old, painting turned out to be a good art extra-curricular.  Then, in a moment of desperation, I introduced the six year old to Blood Bowl (in its Sevens incarnation).  Given the speed of play and the limited number of models, it's gone well (spotting the boyo two rerolls doesn't hurt).  I'll claim it's teaching him math, logic, and strategy, but honestly it's fun to play with the little guy.

Blood Bowl Sevens (BB7s going forward) is a nice mix from the normal game, quick enough to keep a young kid's attention while still having the meat and balance one expects from Blood Bowl.   So...as in all things I proceeded to jump in the deep end and start drilling.  I had already picked up 8 teams for BB7s at the start of the lockdown.  I am now sitting on 24 either on hand or ordered.  What's more unusual is that I actually have painted six teams, with two more almost done and more on the way.  Plus the kiddos "painted" three between them.

Over the near future I'll be showing some of them and my mediocre painting skills.

Saturday, February 10, 2018

Notable Folk for a Notable Land

Ultimately I think DBA is likely the best foundation for rules, and was a big DBA 2.2+ and WADBAG fan.....though something happened in the last year that seems to have killed both.  While this makes me sad, the show goes on.  I would note, that while wargaming focuses on the most static of times, basing games in our shared history, miniatures and rules seem so much like mayflies.  Sad, but onward.

For clarity I'm building a world leaning on Tolkien with a smidgen more magic.  Armies may be based on DBA but I expect we'll see some magic in the mix.

Rules based, the bigger issue is not the rules for the battle, but the rules for the world.  I will be rolling out the hexmap soon for the armies I have, but that part is easy.  What is not easy is the idea of solo proper.  There's two schools of thought for solo gaming:

  • I'm building a world and I don't care who wins each battle I'm sold on both sides equally.  Sadly while this likely builds a better narrative in the log term, I'm curious to see what will happen to my little state of Noremgaarm. 
  • You can figure out a system for programming the world and the foes, with random options for the foe based on their expected range of behavior.  This is a much more difficult way to build a legitimate foe, but likely the only option.  

So with this in mind I've created my core cast - six characters who shall serve as the basis for this first generation of events.  Each was generated randomly, with at most one stat swap each for narrative cohesion.  Each of them have a set of stats: 
  • Health
  • Combat
  • Command (to avoid another C with Command) 
  • Administration 
  • Loyalty (to the current leader)
  • Age - Only stat in reverse.  Higher score is older
  • Diplomacy
  • Skill - Riding, reading, anything not otherwise covered. 
  • Magic - X is susceptable to it, while ✶✶✶ or ✶✶✶✶ may be able to cast. 
Each of these stats have a rating from X (zero, or incompetent) to ✶✶✶✶ (exceptional).  Of all stats 20% are X, 40% are ✶, 20% are ✶✶, with, for dramatic purposes, 10% are at ✶✶✶ and ✶✶✶✶.  I was slightly concerned when the first character I rolled up came up with only four total stars, but I chalked that up to him being the predecessor.

 And with no further ado-
Teos DornAthan -  Regent Captain of the Northern March - Unmarried, no heir
  • Health -  ✶
  • Combat - X
  • Command - ✶✶ 
  • Administration - ✶ 
  • Loyalty - N/A 
  • Age - ✶
  • Diplomacy - ✶✶✶✶
  • Skill - ✶✶
  • Magic -X
 Vost PraeVist - Childhood friend of the Captain Regent and Commandant of the West
  • Health - ✶✶✶ 
  • Combat - ✶✶✶✶
  • Command -  ✶
  • Administration - X 
  • Loyalty - ✶✶
  • Age - ✶
  • Diplomacy - ✶
  • Skill - ✶✶✶
  • Magic - ✶
Paraht DornAthan - Uncle to the Captain Regent, Commandant of the Center
  • Health - ✶
  • Combat - ✶
  • Command - X 
  • Administration - ✶ 
  • Loyalty - X
  • Age - ✶✶
  • Diplomacy - X
  • Skill - ✶
  • Magic - ✶✶✶✶
Hegran Sworn - Leader of the Freesteads thrust in to leadership too young, Second to the Commandant of the East. 
  • Health - ✶
  • Combat - X
  • Command - ✶✶  
  • Administration - ✶  
  • Loyalty -  ✶✶
  • Age - X
  • Diplomacy - X
  • Skill - ✶
  • Magic - X
Paet Dornborn - Adopted child of Paraht DornAthan, legal cousin of the Captain Regent
  • Health - ✶
  • Combat - X
  • Command - ✶✶✶ 
  • Administration -  ✶✶
  • Loyalty - ✶
  • Age - X
  • Diplomacy - ✶✶
  • Skill - X
  • Magic - ✶✶
The Fourteenth Noremgaarmi Raeedmas - Independent religious judge of the faith, no name save his title. 
  • Health - ✶
  • Combat - X
  • Command - X 
  • Administration - ✶ 
  • Loyalty - ✶✶
  • Age - ✶✶
  • Diplomacy - ✶✶✶
  • Skill - ✶✶
  • Magic - ✶
And while we're at it, let's bump into the neighbors, who we'll see in our first outing, the three of Firdyoc, neighboring barbarians with a curse of the Trohkborn.
  
Pyoroc the Sixth Firdyoc - Last upright earl of the Firdyoc, shares name and destiny with his people. 
  • Health - ✶✶✶
  • Combat - ✶
  • Command -  X
  • Administration - ✶✶ 
  • Loyalty -N/A
  • Age - ✶✶✶
  • Diplomacy - ✶
  • Skill - ✶
  • Magic - ✶✶
Roakh Firdyoc Trohkmarked - Misshapen and short tempered heir
  • Health - ✶✶✶
  • Combat - ✶✶✶✶
  • Command -  ✶
  • Administration - ✶ 
  • Loyalty - ✶✶✶✶
  • Age - ✶
  • Diplomacy - ✶
  • Skill - X
  • Magic - X
Dinaik the Hunt, semi-sacred killer of the crossroads
  • Health - ✶ 
  • Combat - ✶
  • Command - ✶ 
  • Administration - ✶ 
  • Loyalty - X
  • Age - X
  • Diplomacy - ✶
  • Skill - ✶✶✶
  • Magic - ✶

Tuesday, February 6, 2018

Somewhere North...

It had been sixty years, give or take, since the barbarians cut the last of the roads to the empire.  The sea remained open, the unwashed hordes stayed fearful even of ocean fishing due to remonstrances of their blood marked priests and bleached wood effigies. The sea should have been a lifeline, and for a time it was, but before long, as the problems spread south, all that came were fat emissaries demanding obedience and gold, often from competing claimants to the Onyx Scepter and Torc.  So Norengaarm survived, limping from  border raids from the East each summer and the newest Resplendent Torc's Voice every winter coming to the Westharbor.  But Norengaarm did survive.

In the 804th year since the Paohlain first broke the Altar and replaced it with the Podium, Teos DornAthan sent his sigil ring, the ring that had in this form or another served as symbol of the First Marker of of the North.  He promised to send back emissaries' heads, and was forced to.  Now Regent Captain of the North, he claimed he would make his own king, and find a way for Noremgaarm to do more than survive.

*  *  *

Well, you can imagine my surprise when I discovered I'd last updated this in October 2015.  Well, mark it up to kids, commutes, and that thing called life.  That said, let me see what we can do to inject a little life into this.

It's been a while since I last had a game, but the mind keeps wandering.  So I look at my favorite of my DBA forces, my Patrician Romans and see if I can get a game in with them, if only with myself in a world of my own creation.  So let's see if I can create my own little polygot Dark Age Hyboria.

Friday, October 16, 2015

Battle for Planet Earth and the Question of Rules.

A friend of mine read an article.

(Riveting, right?)

I don't know the name of the article, though I myself would enjoy reading it.  This article wandered about a few different topics in the retelling, but in an aside it spoke to a central core of miniature wargaming that isn't spoken about enough.  Often the idea of the game, exploring each and every possibility, is more enthralling than the game itself.

It's not a bad thing I think, as long as you recognize it.  It feeds the Gamer ADD like dating a new girl.  It is what it is and on another drive between the Richmond and DC offices, after the last call was done, I chewed on the Battle for Planet Earth, that on again, off again Star Blazers redo.  The problem is the rule set.  I want it to feel pre-dreadnought, with limited formations, wildly random hit effects, and, well, not every ship looking the same.

The way I saw it, out there on 95, is that there are a few decent contenders, but I'm not really enamored with any of them.  They lack the elegance I've seen in other genres, but there's two that are out there that I think have some possible staying power.  Well, three, but one is not published.

First is Battlefleet Gothic, sadly their free Specialist Games version ripped from the website.  Thank you Games Workshop (again).  Simple system, basic mechanics, easy to teach and learn.  Little customization is required, the original models fits the models size I'm looking at.  It's not complex, but it's doable and it meets the need.

The other one I was looking at was one I played back in college, called The Stars Our Decimation.  We got through a half-dozen games in a short sprint, before folks moved on to other games of the era.  TSOD became Voidstriker sometime in the middle of the first decade of the new millennium.  So I decided to reach out to buy them, but the Cafe Press site is no longer functional.  This is what I would call a conundrum.  So I reached out, on a lark, to the writer....and now by the grace of a generous soul, I have a copy.  It's an excellent balance of playability and crunch.  What makes it interesting is the the fact that it is a hex game.  There are ways to play hex games on an open table....so this truly remains an option.

The third?  Song of Void and Stars has "been almost there" since 2012.  I like Ganesha games.  It's a simple rule base, and I have hopes for it, I'll just have to wait.

Friday, October 9, 2015

So....

I am still here, though with a 20 month old and an active work life there is little time available for anything but the necessary.  I've not completely stopped mind you, and figured I best come here for proof of (gaming) life.

So...What am I doing. Or trying to do. Limited time should help me focus but so far my Gamer's ADD has won out.

1. Duergar-As you may or may not know, Dragon Rampant is due to come out come winter.  At my current painting rate I'll not have a new army ready, even if it's for the smaller scale for which Dragon Rampant calls, but the rule set has me started.  None the less I have recently acquired some of Clam Miniatures Ewal Dvergar.  I've not seen much traffic of them but bumped into them while looking for Chaos Dwarf substitutes. I've purchased some of these, and along with some Skaven Auxiliaries I think my Duergar expedition is set.

2.  As seen elsewhere, I have a few of the Star Blazers ships in my Battle for Planet Earth project.  After a recent order, the few has blossomed into too many.  Still, I enjoy putting them together and hope to get a game going, though frankly the rule set on this one is deeply in doubt.  Clearly in my mind this is a story of Pre-Dreadnoughts in space, but the rule set remains a challenge here.

3. Lastly I looked at my pile of Mechwarrior Clix. That too has grown, and as a result I've added to them an order of N-Scale train kits from Japan with a distinctly Shogunate era flavor to them.  Between these two components I have a view of one of two options:

  • Mech Wars a la Battletech on a sparsely populated city-state dominated world.  
  • Kaiju Hunting on Hokkaido.  
In either case I need to figure out the rules.  For Mech Wars, give the number of Mechs we're looking at, Alpha Strike looks like a front runner (I can't stand filling out dozens of bubbles).  Alternately there is the Ganesha Set which between Samurai Robots Battle Royale (battle report elsewhere on this site) and Mighty Monsters.  This later gives the advantage of having two very specialized rule sets for the two participants if I go with Kaiju Hunting-but the rules have limits (six a side gets a little clunky as experience has shown).  Alternately I'm looking at Savage Worlds Showdown as an option.  What this all comes down to is the ability to push three inch tall mecha across the table.

So three options.  So what.  Pretty boring read, but my hope is that one of the three of these will actually turn into something.  Time will tell.  So far it's not gone well.  I have 2mm sitting by the way side, as well as others.  Too many others.

(By the by, any folks in DC with an appetite to unload a pile of Mechwarrior Clix, please contact me).


Friday, January 16, 2015

New Year, New Goals, New Opportunities to Drop the Ball

Well, it's 2015.  Who would have thought we'd be here with so little to show-but here we are.  I've been looking around The Miniatures Page (it's all but my home page at this point) and it's the time of year that folks profess to their new goals and mark progress on old ones.  While there's the usual professions to focus the hobby on to one approach or another, I saw one that was oddly novel.  One of the individuals wants to go all of 2015 without actually buying a model.  I was reading this as I was in the process of inventorying the Napoleonics I'm currently contemplating rebasing (Napoleon's Battles to WRG Standard).  And that's when I realized that this needs to be my 2015 goal.

You can imagine how put out my wife was at this proposal.

I've already acquired a few figures this year (individual Warhammer figures for Song of Blades and Heroes warbands) but that just puts me at a 1/15/16 cutoff.   And I'm ok with that. This means no buying figures, terrain, rules (yes, gasp, rules), or anything else.  I will except anything that help basing or preparing figures-so bases, paint, flock, etc, remain in play.  Instead the focus is on painting and preparing with what little time I can find.  The tragedy (ok, mayhap I protest too much) is that I've done a DBA army in 30 days before.  I can paint quickly (ish), though not well.

Q1 will focus on the battles of Napoleon.  I have acquired assorted figures, and any button counter or otherwise uniform sharpshooter would be appaled with what I have.  But it makes me happy.  So I will convert these figures to new basing (132 bases actually) and prepare for a battle for St Patricks between my French and Austrians.

Let's see how it goes.

Thursday, October 23, 2014

Merits of Merit?

Since Power Legion is out, let's use it.  I haven't had a chance to play with it yet, nor will for a little bit, but in the evening moments I'd like to see what I can do to see what the system can do.  To that end, I'd like to look at one of my favorites: Merit Comics.  Hard to find, rarely referenced, but Merit Comics, first in the early 40s with Maximum Comics, then in the 60s-80s with the Merit Universe, set in such classic locations as Port Pacifica, Defiance Heights, and Haywood Crossroads.

I can't sculpt, I can't modify, but I have a bevy of Heroclix that are easy to repaint, and from there let's see what we can do.

Starting at the top, let's look at what a hero, rather a Villain in our case, looks like in Power Legion, starting with my favorite.  Pure late Sixties, may i bring to you the Atomic Cosmonaut.  One of the Archvillains of Paragon, first showing up in Stupendous Stories #4, but not really coming into his own in to the early teens arc of Paragon and the Port Pacifica Protectors.   First a simple cosmonaut traveling with his partner (later to become the Devolved) on the Invader Probe where he met the the two Americans (later Cosmos the Evolved and Paragon), over his history he became more and more non-linear, calling versions of himself from the future and past to aid him in his battles, and stepping in and out of time with his (its?) teleporting abilties. When communicating very alient, distant, without sense of time or location reference.  What's not to like.

Atomic Cosmonaut Villain 48 Pts

Mind
Agility
Strength
Knockout
d8d8d8d12

Traits:
Teleport d8
Lethal d8
Damaging Aura d6
Intimidation d10
Duplication (3)

Figure: For this one I intend to use an easy fit that inspired the entire effort-the Evil Cosmonaut from Horrorclix.

Duplication is a missing power I feel from the rules, something of the style of Jamie Madrox or Multiplex. Something like this is needed to represent the non-linearity of the Evil

Duplication: Spend one action to create a duplicate, up to Power level. Each duplicate requries separate activations, but each duplicate other than the first can only take one wound before disolving. Which duplicate is the original is kept hidden until a duplicate is wounded. After the intial # of duplicates is created, additional ones can be created, but each one reduces KD by one step

For those who are checking the math, for simplicity sake I've divided the Power Legions points by 10. It makes it easier for me to baseline forces.


...Power Legion?

It was an oridnary enough day recently.  I was wandering around, and in my usual circuit of web comics I decided to stop on a dead link of mine, namely Goblins.  The owner had gone through a bit of diffculty some months back, but you had to hope.

Well, he's back.  Slow and steady, but moving in the right direction.

Well, on that note, after several months of silence from one of my favorite Web Comic properties, I figured I'd go and check a few other things.  At top of the list was a rule set by the name of Power Legion.  I've been waiting on it for years.  Produced by the same folks who brought you Song of Blades and Heroes, I think most folks expected a variation of the core rules....

Wait, what?

You haven't played SOBH?

Well, go on, it's $8-games run from 30m-1h; 5-12 figures; playable at seven, enjoyable far beyond, infinately flexible

No, seriously, go on.  I'll be here.

Ok.

Back?

Good.  Anyway, Power Legion was the superhero version of the "Song" rule set.  Long story in danger of getting longer, I went ahead and searched and found a reference to errata.  Errata?  A few short moments later I found it.

It?

Well this.

So I bought it.  It's who I am, the rules version of Hoarders. In review though, it wasn't a mistake. While I have deep respect for Supersystem, the industry standard for many years, it always felt a little too slow for superheroes.  Don't get me wrong, it's a practical, linear, translatable system.  Then there's Power Legion

It's not just another Song of <Fill in the Blank> rule set.  There's a few key differences.

1. Stats-There are four instead of just two, bringing a level of complexity above what you're used to.

2. Polyhedrialismo-No longer dealing with single stats, a hero (or villain) can run from d4-d20

3. No more doubling-there are wounding effects.

Now don't get me wrong, it's got its flaws (take this with the grain of salt originating from yours truly trying to deal with a seven month old, close quarter, and trying grok the rules).

1.  Powers are missing.  There's 91 included, so it's not from lack of trying.  I dropped a note to the developer, and he mentioned there was an intent for expansion to address at least one of the power, but part of it is clearly interpretation.

2. The version reads through a little light on examples and somewhat light on campaign components.

This said, it's a great starting point, I hope there's more coming, but happy with at least this much


Friday, August 22, 2014

So...2mm?

Actually yes, 2mm.  I'm looking soon to a world I'll have to give up the hobby room in to have a bedroom for another child.  My wife is doing the best she can supporting a hobby she find infantile, but it's greater DC-space remains a premium, and with as much as I get to the hobby (see blog title if there's any confusion) I will have to reduce.

While my eyes are good, I'm going small.  How Small.  Well, below please find my Late Roman Archers, my Sassanid Cataphracts, a Sassanid Elephant, and a Beer (the Tradition from DCBrau). Drink the last, paint the first three.

So, yeah, tiny.

At the least these are armies I can paint, base, and store in a limited space.  You should see these guys based on 1" x 1/2" to 1" x 1" bases shortly, but deeds not words.

In case you are interested, there's a good guide here. Especially the article on Atomic DBA that I'm using as the foundation.  I could do this large, with bases with twelve of these little castings each, but I'm going easy.  I could also do generic armies, instead I'm going to be stubborn with separate armies for each of the ones in my little "7th Century Collapse (or Rise depending on your point of view) Campaign". Like my aspirations for DBAesque Moderns, color is a major theme (little byzantine humor there).

Current Figures
  Byzantines - Red
  Sassanids - Purple
  Arab Conquest - Green

Phase II
  Visigoths - Blue
  Avars & Bulgars - Orange (Both, options, one army)
  Lombards - Black
  Khazar - White
  Lakhamids - Yellow

Still looking at some other options - Slavs, Ostrogoth, and Moors are shortlisted, but before I plan too much let me at least basecoat what I have.  I think this range would be perfect for Horse and Musket, but, you know, one project at a time.  More the pity there's only one source for these figs.  Irregular has a mixed rep-everyone always says they "paint up well", but can be a little rough.  Their selection is unequaled though, and looking at their smaller scales, whether these or the Dark Dwarf 6mm army I bought 16 years ago, there's few, if any better.

I wanted to make one last comment, in case you are still reading - I tried to buy some metal bases from the brick and mortar around the corner.  Apparently they can't get them for me.  When did we stop being able to get metal bases...but ok. I am going to go back to my porch and yell at kids in my yard, pining for the days when hobby shops were plentiful and I could afford Games Workshops models.


Friday, August 1, 2014

Further Thoughts on The Battle for Planet Earth

This is an opportunity post I started while I had a two month old passed out on my chest.  As the twin of this points to, he's six months now, so little progress was made. This means, probably, few links and no pictures.  Not sexy, but an opportunity to spitball.

Since I started this, I have failed the Guild challenge.  Between work and parenthood, it wasn't happening.  but I still have my fleet.

I can't argue that the ships from Bandai are cheap.  Running two bucks a pop, they're pretty well detailed, and well the occasional headache occurs putting them together, there's far worse I've encountered with fantasy figures in 28mm.

The problem is that of scale.  I originally bought these figures with an eye to mixing them with Silent Death ships.  I was inspired by this post and the rest is history.  The problem is that some mix, some clearly do not.  If you look at the lead figure variants here ships match, but the Bandai plastic Okita and Kodaikan (if you're still following me, bravo) are close to the same size.  Or in more sane words, Cruisers and Destroyers are roughly within an inch of each other in a game which huge ships clock in at 6".  A possible explination is the size of jump drives....but I will noodle on this.

As a side note for anyone who might care, I am a fan of Silent Death, it was the go to game for college days.  It plays fun but two problems arose, periodically.  The first is the moment we all remember from every bit of space anime in history, when the ships get to standoff distance, and every torpedo is released, and has to be tracked.  The other is the Conga Line of Death, where intiative feeds into ordered distruction. Still, fun and quick.  I'm now looking to see if I can convert CY6! to something playable...project 107 on the pile.

So what am I saying.  I like these ships.  I have now about 30 of them.  And I still have no clue what I will rule set I will use.

Why Wargame?

Don't worry, this is not a diatribe on existential angst or desire to imitate a smoking French philosopher.

I missed Historicon.  This is all the more disappointing, as it was a mere hour down the road, but there were more important things to deal with, like a drooly now six month old who eats my clock and gives me an adequate excuse not to blog most days.

So I looked at some pictures and remembered my last big east coast gaming convention.  During one of the events I remember seeing a Roman vs. Roman battle, Phillipi I think.  It was pretty impressive, scenery was well done and the figures looked wonderful in 28mm.  Out of all the battles, that one stuck out, as the Cohorts, or Legions, or whatever the force divisions were for this particular rule set, were stacked on a 5'x6' table with no space in between them.

Is this wargaming:  lining up troops, moving them forward, and rolling dice.  One can write a software program to determine the result (not me mind you but someone).  That doesn't seem fun.  Lately I've been fascinated with Check Your 6!, the skirmish game, and DBA.  Why?  They give you decisions to make.  I look at a number of convention games I played, and few of them really give options.  You take your barbarian horde and charge the Roman wall-the table doesn't have room for a left or right-and what?

I have been reading a few documents of late.  There's not a lot of time, but between a doc on the Northern Crusade and anthology of award winning sci-fi, I've been reading about the Soviet Operational Art.  Why?  It's because it's not just about the battle there, it's about preparing to be in the battle at a much higher level that wargaming I see allows.  It's because I was thinking about  the Ulm Campaign as I read about it in the End of the Old Order.  This is a game where armies campaign , and with surprising little in the way of battle, the Austrian Army capitulated.

I've seen boardgames that capture the strategic, and wargames capture the tactical.  However, for you wargamers out there, when have you actually chosen the ground your soldiers fight on?  I think that is the game as much as the actual battle.  That is what gets my juices going, and that is what I'm trying to figure out. There are options I am exploring, and really Battlefinder has the best starting point when combined with a simple game system (read: DBA), with Too Fat Lardies' philosophy on blinds, but, I'm still figuring this out.

The fact is, though I am a fortunate man, I do not have a great wealth of space for gaming nor funds (wargaming library to the contrary).  What this means is me thinking back to that table, way back at the beginning of my monologuing, with Philipi.  It's about the scale.  I can put one 28mm figure on a 1"x1".  Or I could put a cavalry stand in the same space.  How?  This is the point of solution where I am certain someone is going to throw something at me.

Irregular Miniatures puts out a series of 2mm.  I've been looking at a number of 3mm figures, be it Jet Aircraft or Cold War formations.  I realize it's microscopic, and as the poor painter I am, this is just a space saving option to use something just one notch over counters.  For me, it's about the game, not the spectacle, so this will work for me, particularly as we consider what a 4'x3' table could bring, especially when the stands are 1" x 3/4" for infantry.

It's not ideal. No one is pretending that much.  But my fleet of Starblazers ships sits in drydock.  My 15mm Romans and Celts sit only basecoated.  I have either time or energy lately, and that, I hear, for fathers, is not unusual.  So I plan to start a project where an army costs roughly $7, and limit the focus to the 7th Century, with Sassanids, Barbarians Successor States, Byzantines, Arab Conquest, Bulgars, Avars, Khazars, Slavs and the rest tumble together in a mess worthy of gaming. Obviously from the list I'm not much on limiting.  It'll shake out, I'm sure.

Will it work?  I'll let you know. I order this weekend.

In the end, if I'm using 2mm Micro Wargaming to wage a war of maneuver as well as the battles as well, then I will be satisfied.  Even if it's just a bunch of glorified counters.

Saturday, March 29, 2014

Well, I'm still alive

Couple quick points.

1. MDF buildings are great. Mad Mech Guy has some excellent products.  On the other hand, shipping is not, and I'm going to have to hold off for more until there's a US Distributor.

2. I painted a platoon of Rebel Minis Titan Marines (like everyone else it seems).  I'll post a photo later on these, but the best part was I completed these guys in an afternoon (with some overflow). It feels good to be able to paint fast when there's actually time.

3. I finally got to play Tomorrow's War, a two and a half hour game for the Pilot Rescue Scenario (done in 28mm with the AT-43 figs I have laying around bought when FF stopped carrying them).  I like the theory, but this is a game set that has certain ideal dice pools, and due to a slight change to the group mix, we had fireteams shooting at each other at inches apart from each other. I think it's still a system with potential, ,but as much as we tried we could not actually cause any casualties to each other.
  -Of course we might be missing something in the rules.  I like them, but it's about appropriate dice pools.  I'm still

4.  I'm trying the Guild Challenge.  I've been distracted by my BSOS (Bright Shiny Object Syndrome), but have completed four of the Space Battleship Yamato ships in preparation for my Battle for Planet Earth project.  I'd like to do a 5th, as it's almost done, but between a BC Hockey Game I have to go out to watch and a eight week old, progress is unrealistic to put it mildly.

Cruiser Ceres-Terran ship, good old C4 (Big Mamma Boom) that was on a shakeout cruise with the Mimas (D19) and Deep Fleet Destroyer Pallas (D37) when they encountered a pair of raiders.


Cruiser Mimas (left) and Pallas (right)


One of the two Raiders identified from the incident, Labled as Raider TYR in the encounter Database. (Yes, this is a Earther ship from the series, but I'm not using Star Blazers as a basis for anything).



Thursday, February 13, 2014

So, More dust coming

As I've mentioned, it's been a modestly, at best, success as the year closed out, buy now we're well entrenched in 2014.  So what has happened lately?

My current project has been a macro scale space warfare game (as I've explained earlier, Gamer's ADD).  Originally this started as a desire to find some larger scale spaceships to mix in with fighters for some escort/interceptor battles in the deep Black. One of the gentlemen behind Silent Death mentioned a Star Blazer injection kit being available cheap (under $2 a ship, except for a few destroyers which were two to the package).  Oh, and shipping....they did come from Japan.

So if you have a good deal on a ship, the transitive property leaves me thinking that I could have a great deal on a fleet....or three.

Current count is 46 ships on order, many back ordered.


Here's three of the ships, with their rare earth magnet bases sitting on nails in remarkably poor light.  The  Cruiser Ceres (CC-4, Big Mama Boom), sits in the fore, with it's traditional escort (Pallas) and its deep space Picket Fleet escort (Mimas) which joined it right before the Incident.  As you can see on the right the two raiders (Tyr and Freya) still being painted.  It's been slow, but we'll get there.

Why slow?  Well, Chinese New year brought me more than a new year of good luck.


Both he and his mother are healthy.  But needless to say free time is going to be a dear commodity for a little bit.

Back to the trivialities that keep things sane...The ships themselves are not to scale, a common complaint among the wargamer community.  The two "Raiders"-Captain Avatar's Cruiser (Crew ~700) and the Missile Boat (Crew ~20-no I'm not that much of a geek, it's mentioned in the first episode) are both the same size.  And what size?  The smallest ship I've found is 3.5", the largest 5.5".  Many of the ships are still on order, and I'm still a little flummoxed on basing, but once painted they're pretty, and fun to put together.  I'm normally a Fleet Action Scale kind of guy, but for these I'll make an exception.


Incidentally as I write this the original series is sitting on Hulu for the watching here.  I'd never watched the series, and after watching the few episodes I have, I think I would have avoided the ships out of response to the series.  I'm chalking it up to fortuitous timing.



Sunday, January 12, 2014

2014...What the?

Seriously, it's 2014?  So... dagnabit.

Ok.  2013 is not one to complain about.  Since last I wrote:

I found out the Fall In the theme was "Armies of the East".  Which was great, except that I didn't have any Asian Armies and it was 30 days out.  Quick trip to Noble Knight games and with a Wester Chao Essex pack on the way I figured, may, just maybe I could get it done in time.

It's not a large army-but it was complete, with enough time to get in an extra camp done for the Successors. It was my first uniformed army, and that doesn't hurt getting figured painted in a hurry.  I liked the way they looked and need to get a photo up soon...but their performance left much to be desired-1 and 3 followed by the 0 and 3 Successor game.

Then there's the side projects, space fighters, superheroes, a pile of 15s, and the occasional organizational project.

All this with work chaos and a Little Donnelly on the way, it's not so bad.

Next thing you know it's End of year and someone mentioned a sale of Star Blazers injection plastic kits that had been rereleased.  So a few minutes here and I found myself with a few fleets.  Really, how bad is forty ships....Let's face it, I have GADD (Gamer's ADD) and bad.

Then a buddy mentioned that there's a group out there, the Guild that's all about having quarterly progress against a single goal.

So now we' have the Invaders, the Raiders, and the Terrans.  My first build will be the incident at 1996 TL66 when two invader craft (designated Arsenic and Fire-Invaders are tagged by Alchemical symbols) encountered a deep space shakeout cruise of the CA Ceres and the DD Mimas.  The rules will be Full Thrust Cross Dimensions-with each posted ship i hope to list the stats.

It's a project. Obviously the kid will take the priority but four ships in three months will be doable.  Hopefully.

Right now Phase 2 looks to be an expanded Earther Fleet, including the BB Uranus, 3rd Destroyer Division, and the CL Triton.

Phase 3 Will be their foes, more details, but likely BB Scorpius, the DHs Antares and Dschubba, GBs Pi and Rho Scorpi.  

Phase 4 Will likely be the fighter augmentations and at least one carrier (the three decker is a nice mini).  Currently my ships are roughly (and I said roughly) 1/1200 (but it varies like a yo yo) but my fighters are 1/300.  I'm not sure I'm ready to do that interaction, but it might work for a scenario where a wounded cruiser is being hunted by a pack of torpedo bombers while a destroyer escort and some interceptor aircraft try to save it.

That's enough for now.  See you space cowboy.

Sunday, September 29, 2013

Ballsy Light Horse and Impetuous Auxilia

For those who may have recognized the title of this particular post, rare as most of mine can be of late, this is going to be a discussion of DBA.  De Bellis Antiquitatis (if questions start here or here) has been the game I most often have been able to play, though it's been close to a year since I've been able to crack it out of storage.

So it's time for DBV, the annual regional regional tourney hosted by the nice gentlemen at WADBAG (there's also a separate tourney until recently at Huzzah Hobbies but if it happened (likely) in May I missed it this year. Thankfully DBV was themed as Rome and Its Enemies, so the armies I own fit. I once again broke out my Patrician Romans (if you absolutely need an army on the cusp of extinction, 420AD to the fall), but swapping out the army mix from last time, going Eastern instead of western, Small Knight Core, instead of my past favoring of cavalry, Auxilia instead of Warbands (though I miss the hairy barbarians), and a little extra skirmisher line.

I'd averaged around 6th out of 10 most tourneys I'd participated in throughout the past, with Patricians and Scots-Irish taking the brunt of the punishment.  The way I saw it, it was a day of rolling dice, and with a first child on the way, there wouldn't be many more of these available.  I had low expectations for success, but with the crew I'd encountered in the past, I expected to have fun.

Dave K. was kind enough to host the event and Chris B shepherded us through with his management of the event, with gentlemen from their pre-teens to sixties, from well seasoned to first time players pushing lead under the panoply of the flags of Sienna. I should have kept better notes, but instead I focused on the game, forgetting photos until odd moments, and I'll add those as soon as I can get them transfered over.

As I recall, and writing this after the whirlwind of the last few days, there may be speed blurring:

Round One, Rob and his Goths.  Though a gentleman, loaning me measuring sticks for the day, he didn't mess around and came thundering in.  I spend the entire start trying to coordiate different battle groups in some messed up ballet.  I had forgotten simple is beautiful for DBA, don't be smarter than the dice. While I was trying to find my pips, he was throttling some of my light horse who got a little too close to the action (a theme I found in my play of the day until the end.  I was lucky enough with a few strong rolls to stabilize my line, and while his Knights attempted to break me on my left, my Auxilia charged forward and took the fight to the warbands.  It came to the dice, and the dice favored me on this one and, in the end, I eaked out a 4-3 Win.

Round Two, David K and his Dacians.  Admitedly I was a little apprehensive.  I figured I had the force advantage, Knight and Blade vs. Warband, and the terrain opened up with a couple of lucky dice rolls, giving me a potential valley of death wide enough to run my cavalry through.  However, once more light horse got too ambitious, charged deep into the Dacian rear, and got cut off.  I salvaged a little, but far from enough, and was cut down in detail, never able to maintain concerted pressure and lost 4-2.

Round Three, I met with George, a first time player, who brought forth his Spanish.  This game was more of a teaching game than anything else, and George was crushed on the right wing by a quick charge of the Auxilia to a quick 4-0 resolution.

Last round was Doug and his Nobades (Anti Roman Nubians as far as I can tell, Horse, Aux, Camels, and a bunch of Bow).  I was on the clock (upcoming dinner reservations with the folks) and as a result I played quick.  Before I knew it I had lost the terrain on the left to ambitious auxilia, which a single skirmisher unit struggled to control.  Again though, the auxilia managed to charge forward to victory, encircling the Bow, and allowing enough distraction for my cavalry and some foot to wrap around the flanks of his center.  Admitedly this came to fruition from a bunch of sixes, the strongest of all strategies, and I walked into a 5-1 victory.

It was fun, I'd have done it for twice as long given the chance, which I was not, but maybe come Fall in.  There remains something to be said for a wargame that is setup, played, and broken down in less than an hour.  DBA remains a favorite, and I actually feel like I learned a little this time out (beyond roll sixes).  Thanks again to Team WADBAG.

Sunday, August 18, 2013

Beer, Dice, and Friends


Brooks came out, and for that it was an occasion for challenge. it came in three parts, two parts I will recount here, the third I'll do as the next portion.  

Round 1: Dux Bellorum.  Late Romans vs. Sub-Roman British

Late Romans were straight forward an effort to charge through the enemy in a very rough proxy of knights, something they’ve so far been unsuccessful in achieving in their outings (spoiler alert....er, too late). They were a full half Riders with Continental Horses, vs the mere ponies they faced, supported by a line of scrubs posing as a Shieldwall, and a single stand of bow armed light horse (for ease I will refer to as Huns), in Brook's capable hands, on a quest of collection.  Tax Collection that is.  Empires don’t come cheap. 

Facing them were the legion of delinquent taxpayers. The Sub-Romans were built on a core of Shieldwall, half ordinary, half noble, supported by a small contingent of riders, as well as two bands of bow armed skirmishers and a contingent of massed bowmen.  Little bit of everything, and they would need it. 

Clearly the bard broke into the celebratory mead before the battle as early photos were blurry.  By the time he came to there were some photos, but too little too late for the initial setup.  As remembered the invaders occupied the north, Riders to the east, Shieldwall to the west, and Huns in the center, with a clearing between two copses of trees.  Facing them, the shieldwall held the southern center with skirmishers to the west and bows then cavalry to the west with a hill to his rear.  

In the end it was a swirling affair-the Sub-Roman Shieldwall split, half to face the cavalry, half to face the oncoming weak sheildwal while flanked in the woods by skirmishers.  The Roman Cavalry charged forward, losing their Huns to concentrated bowfire.  The Sub Roman Companions and other riders tried to hold the hill against the onslaught, but a poor command roll left the rest of the riders on the hill to be slaughtered. 

Why rolling 11s is bad. Ordinary Riders vs. Imposing Noble Riders and Companions-it lasted about as long as you might imagine. 


Roman Shieldwall marches to face the British Shieldwall, while British Skirmishers maneuver through the forest to make things difficult for them. 


Mid Game, Roman Shieldwall encircled to the left with British Companions desperately trying to hold the hill to the right. 


It ended up a race, but the Roman Shieldwall in the north crumpled before the Brits did in the east.  Somehow the British companions held the hill, off an on, throughout the battle.


Endstate

I’ve played a few games of this now, but this was the first Shieldwall vs. Shieldwall grind out.  I do like the system, but there's quirks and it's not perfect.  It wasn't wargaming Yatzee, but central to winning this as shieldwalls are all about rolling sixes when you get to it, and the dice were with me.  We went with the option to limit wound reduction to one leadership per turn, thank god, otherwise we might still be playing.  

I don’t think Brooks was sold, flank hits on the shield walls weren’t telling, and oddly bowfire, thanks to leadership, was.  


Round 2: Maurice, Blue vs Red 75pts/Side

No pictures of the second game-it's tokens not miniatures, so really not a lot to see.  

It was a quick, which tends to happen when you attempt double cavalry envelopments while on the defense.  I tend to be aggressive on defense, but a 3'x6' table there was little time before impact.  Stupid tactics is its own reward. 

Being aggressive from round one, it meant that I never built a reserve of cards and played most of the game with a single card in my had.  Not complaining, it's how the system works.  We played fast, never getting into the combat modifications, and I think we had one combat that wasn't flanking.

Maurice is a good one.  Needs a big enough playing space which will be a challenge for the future.  

Sunday, August 4, 2013

Chance Encounter-Solo Playtest-Samurai Robots Battle Royale


So I have been trying to balance real life and being on the list of playtesters for Samurai Robot Battle Royale soon to be forthcoming from Ganesha Games.   To be fair the real life stuff has been modestly impressive, but causing unacceptable delays.  I finally was able to get a game in with the only person whose schedule I could coordinate with lately, me, and a solo round SRBR commenced.

If you're familiar with the Ganesha suite of games, the theory is the same.  It keeps the quality mechanic where if you are more ambitious you can act more, but there's a greater chance of losing control of initiative.  Unlike most of their other games, where individuals have a single stat line (Quality, Combat, and Special Abilities) each location has this stat line.  If you've familiar with the Mighty Monsters from Ganesha, it's the same theory, in fact they'll integrate to allow for Pacific Rim style action.

While you will see from below, I'm using the rules for more of a Battletech feel, they're written clearly in the vein of Anime inspired conflicts.  Don't let that dissuade you however, as they include enough optional rules to bring them from the Age of Steam to Robotech, as well as Mecha vs. Army options.  Like all of Ganesha Game's products, this has a lot of options and easy to customize to the campaign you feel like, or, if you want, just have a pickup game.

The premise was simple. Two Silverbacks (lower right, poorer quality AI controlled Mechs, all activations on a 4) wandered into Captain-Regent territory while a Freelancer in his Ranger (upper left, all activations on 3s) is stretching his mynomer muscles in preparation for an upcoming challenge. All craft were generated quickly before the battle, and the points on the two sides are equal.   You'll notice three dice between each figure-this is their dice for activation and their health-as they get injured they fade to yellow and then red (except I have no yellow dice, so it's White to Red to Black), which allow for interruption by your foe if those dice fail.  The table's only 30" square, with hills and ruins blocking line of sight.  The ruin in the lower left (rotated 180 in all following photos) would serve as the locus of activity for the conflict. Colored sticks are Short/Medium/Long measuring sticks.



One other note-it's roll then declare, not declare and then hope you roll well enough, I was doing some in reverse in the playtest. 

After rolling for initiative, the victorious Freelancer Made a dash for the cover of the ruins, and promptly failed to activate to fire, passing control over to the AI Legion.

Silverback I charged, moving three times directly to the edge of the ruins.  I then checked to see if it would successfully take a shot, and if it would activate more than one time, which would allow it to make more powerful strikes.  It would need it, for though Silverbacks packed linked lasers, they were short range, and as can barely be made out due to my poor photography, they were three range bands bands away, thus -2 on the roll. So before rolling, I opted for a Surgical Strike (+2 to hit, max one damage).

Again, chalk it up to poor photography, but that's three 6s on activation, allowing for a Very Powerful(tm) shot.  Once the combat roll was complete (1d vs 1d + combat values +/- a few quick modifiers) the Silverback had seriously beaten the Ranger.  However, as it was a surgical strike, it only allowed one point of damage and the Freelancer's roll against Knockdown (the random damage effect) was weathered.

Silverback I being done, it immediately passed the dice over to Silverback II, who promptly did nothing (three failures on three dice).

Payback time.  The Ranger carries on it's Torso a L5 Missile (One Shot), which it immediately fired at close range at SB-I.



Above you can see the range band, and the two dice in the center (SBI's Red 1 and Ranger's Black 3) leave for a poor day for the Silverback.  It promptly took two points of damage, rolled for effect, and had its sensors go blind.  Ranger decided to follow up on its success, took a leg action to close the distance, and then rolled for arm activation to give a flying elbow (or, you know, a punch in the rules).

Problem is, the earlier point of damage resulted in a red die (again, yellow die in the rules, but I have no yellow dice).  It failed, allowing the blind SB-I to attempt to interrupt, and it did, lashing out and making a general fool of itself as most blind boxers might. Crisis averted, the Ranger cracked some knuckle actuators on an exhaust manifold, leaving SB-I with all Red.

By the next photo I have of the battle, SB-II has finally entered the fray, after SB-I, on a very lucky Black damage roll (lucky for the pilot of the Ranger at least) shut down. Ranger's taken a couple of pings to the armor and is starting to have some concerns.  Out of Missiles (when you've fired one of one, it's easy to keep track) he's shooting his regular lasers, with medium range, here two bands out to mediocre results.


With only one Mecha on each side, the quality difference proved telling, allowing the Ranger to maneuver out of SB-II's punishing linked short range lasers, up until the end.


The last bit of damage on SB-II is not shown, but by the end it had achieved all black (er...red in the rules) dice and failed its integrity roll...spectacularly.  Worse for wear, the Freelancer piloted his dented Ranger home, to war of the encroaching AI Legion.

Playing both sides, the game took under an hour-in part due to mulling over sections to see if they could be misinterpreted.  It was quick and easy, but the game needs a bigger table and bigger forces than what I was able to muster.  Definitely one I'm looking forward to more of once I get a chance.