Showing posts with label Comics. Show all posts
Showing posts with label Comics. Show all posts

Sunday, 30 August 2020

Making the August Deadline

Over a month since the last blog post! Not that nothing has been happening. NZ went into Level 2 (Level 3 in Auckland) and shit just all got very weird again. Honestly, I can imagine that the see-sawing of alert levels is playing serious games with everyone's mental health, not just mine, but I found I went into survival mode where I've worked my arse off and then crashed. Having been feeling very on top of things I'm now struggling for the energy to concentrate. Surprisingly, in the last week I seem to have regained my painting mojo while my energy levels sagged, and I think it is because painting is my zen release. Now I have prelim exams to mark and that is seriously impinging on my desire to paint. Therefore, in a way to avoid the guilt of painting when I should be marking, I've decided to do neither and write a long overdue blogpost.

So here is the painting I haven't displayed so far, starting with my work for Infamy Infamy.
4 groups of British warriors for Infamy Infamy. Nobles to the fore.

Skirmishers, painted using the magic of contrast paint, and my Barbarian leader and a musician.

The British army so far. I have another couple of infantry groups, another skirmishers, cavalry, chariots and naked crazies to go.

The Romans so far. Three groups of legionaries, Centurion, Optio and musician, as well as a scorpio. Numidians, slingers and Caetrati still to come.

Alongside my Infamy Infamy I have been steadily painting for Craig as well. Here are Taun Tauns and Rebel Veterans:

Close up of these guys.

And Craig's Wookies, painted the same way as my own using Sorastro's wet-blending advice

My birthday came and went, and with it some inevitable toy soldier acquisitions. There has been a small amount of painting on these new additions to the collection. 
The first of 5 French squads for Trench Hammer in my 54mm WWI project:
A VB rifle grenade team.

The other present was my long overdue descent into the world of Marvel Crisis Protocol. 
Iron Man 

Spiderman

The bases will all be painted when I've finished everyone so that they all match perfectly. I also plan to make sure that my city terrain matches as well. 

The aim for the near future is to get all of the Infamy Infamy figures painted and to get a few games under my belt. Simultaneously I want to finish Craig's Star Wars which is a single unit of rebel pathfinders before moving o nto painting his Wild West Exodus figures. By next weekend hopefully I'll have a some breathing room to play a game of something.

Nate

Sunday, 3 March 2019

Battle report up on the NDC handbook

Hi folks.
A battle report for issue #3 of the Alliance of Awesomeness is up on the NDC handbook blog. As I've said before, I'll post anything superhero related over there, and just link to it from here. I have to say though, that Clobberin' Time as a ruleset is just getting better and better. I am very much enjoying these games.

Nate

Thursday, 21 February 2019

The Official Handbook of the NDC Universe

I've hardly got time to maintain one blog, so of course, I've created another one. I've been posting a lot of superhero related material this year, and the universe has become something of an obsession. At the same time I'm aware that a lot of people that follow this blog come here for more historical wargames content. So I figured the super-stuff should probably live in its own world.
The first entry in the handbook
The Handbook isn't just meant to be where I post games and conversions though. The idea is to document the universe that myself and my friend Dan have created, looking at the different characters, teams, worlds and cities we have designed. It is a long term project that will get updated when inspiration strikes. For a start it requires art work, which will deviate time away from painting. But it scratches another creative itch I have, and allows me to indulge another hobby.
Battle reports will still show up here as well though.

Nate

Saturday, 18 February 2017

It's raining moon...

Kaptain Kobold has recently come up with a new idea for dice based activation in Clobberin' Time, so this afternoon Liv and I sat down to roll dice and play superheroes.

I wanted to have a go at using a single master villain against a team of heroes. Given the embarrassing defeat of Zol-torr in his last outing, I was hoping he might make a better showing with the new rules. Prior to getting my daughter to join in I had a quick run through, just to get a feel for things. I was bit disturbed when Zol-Torr just about won the scenario before the heroes even got a move, but then the rolls started to even out and it was a narrow win to the newly reconstituted Delta Wave. The dice system was giving a good game. What I wasn't feeling was the in-built sub-plots. Zol-Torr rolled arch-enemy and targeted Speed, but it didn't really add much to the game. I also felt like it slowed things down and I knew Liv would struggle to stay focused if we used the sub-plot rules. So aside from this quick run-through I haven't really played the new sub-plots. More on that later in the post - now, on with the story.

Zol-Torr has built a mega-cannon to destroy the moon. Why? Because he is an intergalactic conqueror and that is the sort of random thing one does when one has taken on such employment. He needs six clear uninterrupted turns at the cannon to calibrate it just right. In that time, Delta Wave need to show up, distract and hopefully stop him.
Zol-Torr readies the Mega-cannon. Delta Wave, consisting of Spectra, Speed, Aquaria and the Green Golem have come to stop him.
Speed rushes forward to try to slow the preparation of the cannon.
Zol-Torr, annoyed at this disruption, turns around and swats him. 
Aquaria and Green Golem head to the attack, while Spectra sits back and shoots laser blasts.
The activation dice are working well - in a single turn Aquaria is knocked back and the Green Golem is knocked out. Zol-Torr returns to his cannon.
The game ends with Delta Wave unable to stop the cannon firing. Luckily they distracted Zol-Torr just long enough for the Silver Shield (in his lab) to programme a moon hologram that confused the mighty conqueror and made him think he was victorious.
 So this game saw Zol-Torr doing what cosmic entities should and not getting smashed in three turns. As the trial game had seen a narrow Delta Wave victory, and this game Zol-Torr didn't get a scratch, it shows that the battles can go either way.

Liv had her blood up, so we had another game - this time we were hunting Baron Death, somewhere in Deathonia. He was hiding, and the team had to find him and take him down before he could hatch his next evil plan. It would give me a good chance to see if a Master Villain could perform when they were a Level 3 character.
The broken castles and skeletons of genetically modified monsters litter the table top as Delta Wave approach.
Spectra and Green Golem investigate the main castle, while Speed searches an outwork.
Aquaria investigates the skull of the long dead Deathosaurus.
Speed finds Baron Death! A quick attack is repulsed.
Realising Speed has located the Baron, Delta Wave rush to help their teammate.
Baron Death mind controls Speed who puts a wound on Aquaria, before the Baron himself activates and blasts her out of the keep. The Green Golem comes around from behind to trap the Baron.
Sensing the danger Baron Death flies away, pursued by Speed and Spectra. Spectra unleashes a powerful blast that leaves Death staggering. Speed looks to capitalise, but before he can, Death unleashes his own attack that knocks the speedster out.
The Green Golem arrives in time to see Spectra fire one more blast and knock the Baron down.
Two relatively quick games, no sub-plots or anything, just straight forward knock each other out with the new dice activation. I have to say it works really well. I now realise that I forgot to remove activation markers when the heroes rolled a six, which might have gone some way to unbalancing the Zol-Torr game. I was so focused on the 'quick' rule I forgot that both sides get to remove an activation marker if they roll a 6 for activation.

So I'm a convert, I think dice activation works better than the card activation. I'm not sure about the sub-plots, especially regarding levels of sub-plots etc. Part of CT is that it is such a simple and intuitive system to use that any chrome should be tacked on rather than integrated. I'd rather just have a list of sub-plots that I could choose from or roll for at the beginning of the game, and add that to my characters as part of their storyline. We'll see how Kaptain Kobold's playtesting goes with them. Quite often when you've written rules yourself they play much smoother than someone who is testing them for the first time.

I also altered the Speedster powers. I gave Speed a 12" move (double the norm) and allowed him a reroll in attack and defence to mimic his lightning fast reflexes. Speedster in the rules gets an extra move or attack. There was no real reason for this other than I find it intuitive to how I see Speed's power working.

Nate

Monday, 6 June 2016

My Wargaming Week 11

Managed to get a dozen figures painted for Geoff this week. These are Mutton Chop Early War British. Really nice figures, with quite fine detail:


 Geoff bought the AK Interactive British WWI Uniform triad and sent it through for me to try. I have to say that I'm really pleased with the resulting colour. I felt that the final highlight colour was too stark a contrast with the other shads, being too tan for my liking, so I ended up mixing it with the base shade. It has neat that some of the definition is lost, but I think it looks more realistic.

I e-mailed Geoff and admitted that I was too scared to try and paint eyes on these figures, but then I plucked up the courage and did so this morning. They are barely noticeable, but they are there!

I also managed to get a couple of Heroclix repaints in. Below are Nuclein and Compost:
Wham! Take that Compost!
And here's are the 20+ year old design sketch of Compost:
He's built out of a combo of Man-Thing and Swamp-Thing:

Man-Thing with Swamp-Thing's head - incredibly easy conversion for one of my favourite baddies! The Prince of Putrescence was actually born at about the same time as Nuclein, who has here been made out of Ace from the Royal Flush Gang:
I knew what he would be as soon as I spotted the model!

My first ever drawing of Nuclein. If the pose looks vaguely familiar it is because it was copied off Todd MacFarlane's picture of the Hulk from the Handbook to the Marvel Universe update '88. No-one drew the Hulk as good as MacFarlane, before or since. You may disagree, but I'm entitled to my opinion because it's right.

This week I have some Samurai to paint for Geoff, and then I think I'll do the last dozen figures that he sent through. Then Craig's Japanese tanks. At the same time I am going to try and squeeze in a few more heroes and villains. Although Nuclein was originally designed a s a member of Delta Wave, he is actually going to be part of the Protectorate with Hoplite, Stormchild and, yes, a new Aura!

Nate

Saturday, 21 May 2016

The anarcho-bomb - A Clobberin' Time battle report

Mr Anarchy skulked in the shadows of the old tower. Here, in the wilds of Wales two ley-lines converged. By his calculations, a warp bomb would be able to suck up the combined magical energy and unleash a chaos wave throughout the world. The warp bomb would take time to calibrate, and he was fairly certain that Delta Wave were aware of what was happening and on their way - one of his punks had turned out to be a traitor - she would have to be dealt with. Right now, the important thing was to get the bomb set. A signal was beaming through time and space. Soon some of his punks would be showing up and they should eb able to deal with the superheroes long enough for his plan to work...

Such was the scenario set-up for this first full run through of Kaptain Kobold's Clobberin' Time rules. I was playing them pretty much as they are with just a couple of modifications - the first was a couple of new powers for my Delta Wave characters, the second was that after receiving a hit a character would recoil and fall - 1" per hit for a normal attack and 3" per hit for a super attack. This was to appease my vision of super battles sending people flying through walls etc.

My stats were as follows:
Name
Type
Powers, abilities, weapons
Speed
Aphid
Hero – 3d6
Resilient – all defence dice red.
Medium Range attack – 1 red attack die, 2 weak dice – 6”
Strength attack – 1 red attack die
Superleap
6”
Aquaria
Hero – 3d6
Super strength attack – 3 red attack dice
Block – 1 red defence die
Amphibious – performs an extra action when in contact with water
6”
Ore
Hero – 3d6
Block – 1 red defence die
Hinder – Medium range – 6”
Extra Movement (rock slide) – 3”
Super leap (rock elevator)
Medium Range attack – 3 weak attack dice - 6”
6”
Spectra
Hero – 3d6
Long range power blast – 2 red attack dice, 1 normal die – 12”
Block (blinding flash) – 1 red defence die
6”
Speed
Hero – 3d6
Speedster – extra move or extra action
6”

Mr Anarchy
Villain – 3d6
Force Field – May reroll all defence dice
Outwit – pre-empt initiative sequence
Medium Range Power blast – 1 red attack die, 2 normal dice - 6”
Leader – can activate up to 6 Punks within 6”
Gadgets – pool of 3 extra dice to be added to attack/defence throughout  game
6”
Punks
Henchmen – 1d6
Long range power blast – Pluggers: futuristic fire arms – 12”
6”

Every turn 5 d6 were rolled. For every roll of 5 or 6 a punk would turn up within 1"of a terrain feature.

Apologies for the poor lighting in the pictures - I was playing in the lounge where it is warm and I can sit on a nice comfy couch. I think it is atmospheric...
Delta Wave enter the area. I rolled a d6 for random deployment
Mister Anarchy inside the keep calibrating the warp bomb. He needed 6 undisturbed turns to set it off.
Ore goes around the pond - Speed runs over it. His mission is to occupy Mr Anarchy until the rest of Delta Wave can arrive.
The first punk shows up and has a shot at Speed, but he is too fast and she misses.
In Turn 3 Mr Anarchy is distracted by the arrival of Speed, who is otherwise unable to penetrate Anarchy's force field.
A picture showing the activation mechanism. I'm going to invest in some mini-cards, like the ones you get in  Christmas crackers. because when you have a large number of figures in a small area it gets a bit crowded!
Spectra takes down a punk. She ended up on the receiving end of their attention for most of the game. 
Aphid takes down a punk in hand to hand.
Ore manages to hinder Anarchy with a rock-straightjacket so Speed can get in a double shot in the following turn.
Aphid takes down another punk.
As does Spectra.
I won't even dirty my knuckles this time!
Aquaria takes out a punk as she moves to attack Mr Anarchy from the rear.
Mr Anarchy's force field breaks the rocks apart and in the following turn Speed is belted with a power blast. He is knocked out of the fight for the rest of the game.
Aquaria arrives behind Mr Anarchy while he is still gloating over defeating Speed, and smashes him out of the keep and away from the bomb.
Aphid has to keep dealing with new punks that pop up.
Mr Anarchy is back up, but his power blast on Aquaria is completely ineffective, despite using a gadget.
Ore hinders Mr Anarchy again and Aquaria gets an early turn in the sequence.
POW! A roundhouse right and Mr Anarchy is out for the count. He automatically fades back through time-space to his own dimension, his punks doing the same. The warp bomb is destroyed and Delta Wave celebrate with nachos (except Speed who has to drink a milkshake instead).
Rules review:
I've tried to play Supersystem and Power Legion as miniature games, and I've struggled with both. I find them too slow for solo gaming, and too finicky in terms of the number of different rules I have to get my head around. I know that there are a lot of people who would disagree with my opinion, but there are probably quite a few out there that feel the same way as me.
Clobberin' Time is the first set of Superhero rules that I've played that have just enough detail to be interesting but are simple enough to give a good fast moving game. The key is the fact that the number of dice you roll for each character never changes, regardless of what power you are using. You always hit or block on a 4, unless your attack is weak (most ranged attacks) in which case it is a 5. If the power says you get red dice that means that any roll of a 6 is two hits/blocks. That is it - really simple. You don't have to worry about whether your power blast is a laser or heat ray, it is the effect that is important and the narrative can come afterwards. For instance, in this game Ore tried to cover Mr Anarchy in a rock straight-jacket about 6 times. It worked twice. Now those other times did he use a power blast to destroy the rock, or his force field, or did he dodge? The rules don't tell me which he did, I can make it up. Clobberin' Time gives me the ability to write the script while the game is played. I often feel that superhero rules bog down because the writers try to put the narrative into the rules, rather than letting the rules facilitate the narrative. Clobberin' Time does the latter.
If you haven't worked it out, I like these rules, and I'll be sticking with them.

Thoughts on this game:
The first thing was that the punks are level 1 and are pretty much useless. They provided distractions, but that was me playing to the game more than the rules. Even recycling them got pretty pointless. I have a choice of either making them level 2 characters, which would enhance their survivability as well as their lethality, or giving the pluggers a red die when firing. This would mean that lucky shots might have two chance s to get past the superhero defences. They'd still get bowled over as easy as ever.
The second thing is that Aquaria is very, very powerful. Potentially she can roll 6 hits, and although she didn't this game, 4 hits were rolled in the last punch against Mr Anarchy which was enough to KO him. I need another game to see whether the opposition, once aware of her, can weaken her before she gets into combat. Her defence isn't that great with only one of her dice being red, and it never really got tested in this game. She will be unstoppable in the water though - a potential 12 hits in combat? Just as well the Anarchy crew stayed away from the pond!
Speed. Maybe rather than his powers giving him a second round of attacks, he could roll 6 attacks in one go. This would make him much more formidable.

All in all, a pleasing and enjoyable hour's gaming. Lock them in as my Superhero rules of choice.

Nate