Saturday, 11 June 2016

Samurais and Supers

I finished off another ten figures for Geoff today - some North Star Ronin figures. This was a mix of figures from the Bandit Buntai and Koryu Buntai sets. They are really very nice figures to paint.
Four Koryu Buntai figures
And from the back where the patterning is a bit more obvious. Not sure if the holes in their butt-cheeks are meant to be for sword scabbards?
Some bandits runing amok
The other three bandits from the group
I think I have my recipe for Japanese flesh down pat now. Base coat of Chocolate brown, mid coat of US tan earth, followed by a mix of tanned earth and flat flesh. Then a wash with a fleshtone wash. What do you think?

I also finished off the Protectorate - my second Superhero team.
The gang all together - Aura, Nuclein, Hoplite and Stormchild
Here's the three members who haven't been featured yet, along with their super powers.
Hoplite. He needs a shield design, but not too sure what it will be yet. Power armour.
Aura. She is a conversion of the DC Ice Heroclix figure. Force fields.
Stormchild. A straight-forward repaint of Mary Marvel. Lightning and stuff.
I haven't really thought much about their origin etc. They must be a fairly tight-knit group to go in for the whole uniform colour look. I've toyed with the idea of them being employed by the European Union - would explain the colours and uniform - and having them be from France, Austria, Greece and Germany (a blond with blitz powers - why not make her German?). This would leave the door open for expansion to include some other nationalities. I'm not even sure who the leader is. Maybe Stormchild - it would be nice to have a woman in charge. Powers are also ill-defined at the moment. I'll come up with something for Clobberin' Time, run them against some villains and see where we go from there.

The next Super gang will definitely have to be some bad guys and gals!

I have a ton of marking to do this weekend and it looks like it will run into next week (why do Year 13s feel the need to use every page in their exam booklets... sigh), but I'm determined to finish the last dozen figures for Geoff this week. They should be complete by next weekend.

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

Tuesday, 31 May 2016

My Wargaming Week 10

For the second week in a row I've ended up having to have time off work, and off painting! The gastro bug had no sooner passed than I got a cold that managed to remove my voice. It is really hard to teach when you can't talk, although I did try!
Anyway, I did manage to get some stuff finished. First up:
A dozen German dragoons for John's WWI armies.
A bit of a close up with the officers
And the troopers. All of these guys were painted to 'high wargaming' standard to fit with the existing collection - that is with 2 tones of paint and some ink washes.
I did some painting for myself as well. This is The King, or as I like to call him, Evil Elvis - he's a gang leader and one of Captain Kiwi's bad guys.
Speaking of the Captain - he had a make-over. He is no longer looking at the sky and he now has some clubs to beat people around with. Just like Daredevil, except he has a utility belt like Batman. He could be called Bat-Devil. Except he has a Kiwi  emblem on his chest. Whatever - he's kick-ass! Watch out Evil Elvis.
 In other news, My collection of Practical Wargamer magazines nears completion with the arrival of these five from Caliver Books. I only need a few more issues and I'll have the whole set, but if Caliver doesn't have them in stock, who would?
1993 is completed!
In the same parcel, a Zvezda Lee for my 1944 14th Army turned up. I only ordered one to see what it would be like. It is simply the best Zvezda tank I've ever put together. Recommended!
And 3 Battlefront Honey Stuarts for the Japanese. I had to order a whole box of five, but I only need 3. The Japanese tank commander was kindly donated by Craig.
 I also lost a machine gun from my Japanese MG platoon. I picked up the element and forgot that it wasn't glued down. The Machine Gun fell off and after pulling out the stuff in the cupboards and searching all around, I think it went down the inside of a metal pipe which is bolted to the floor. I emailed Battlefront about a replacement, but they don't have any in stock, so if anyone out there has a spare 15mm Japanese MG, or knows a good place to buy one, please let me know.

The Punic Wars DBA armies arrived back, in exchange for painting John's cavalry.
Also showing up today, an order of random Heroclix figures from Troll and Toad. The figures on the bottom right will join the Marvel/DC collections; the figures at back right will join the random civilians that are kidnapped/rescued/endangered in scenarios; and the figures on the left are for conversions into NDC characters (that stands for Nate Dan Comics).
My time off has given me plenty of time for reflection, and I've come to the conclusion that less is certainly more. As a bit of a Wargames Butterfly I've looked at dabbling here and there, and rules like DBA and One Hour Wargames only encourage this. But I've been reading through the old Practical Wargamer Magazines and decided that maybe what I really want is to do a few periods and do them well. To that end, I've narrowed down my wargaming focus to the following periods/games:

1. Punic Wars, using Big Battle DBA.
2. The Great Northern War using an adaptation of Neil Thomas' Introduction to Wargaming rules for Pike and Shot. (I can still pull out a few units for OHW games as well). It will have about 15 - 20 units a side.
3. The French and Indian War using Muskets and Tomahawks. The only historical period in 28mm. This is the project where I want to spend lots of time on making the figures and terrain pretty.
4. World War I using the rules featured here for 1914, and Flames of War for 1918.
5. World War II using Flames of War - both the Eastern Front mid war and Pacific.
6. Superheroes using Clobberin' Time.

For most of these periods, I actually need to buy more figures, but not a huge deal more. If I can focus, the goal is to have them all painted and ready for the end of next year.

Nate

Sunday, 22 May 2016

My Wargaming Week 9

This week has not featured any new packages arriving on the doorstep, unfortunately. It has involved some solid painting, a bad bug, and the first play of Clobberin' Time with Delta Wave.

The bug at the beginning of the week was awful, and I am not alone in having contracted it. It seems to have passed now, and I was able to catch up on my painting (by and large thanks to ignoring my job). Craig needs these figures and guns for NICon, so I was in a hurry to get them complete for him:




I enjoyed painting that lot.
Today I found a few minutes of garage time and put together some 1/144 planes that geoff sent me for my Pacific War project:
I haven't put all the decals on yet. I have to say, I've always loved the look of the P-38. Now, where is Yamamoto?
I also took advantage of some blue skies this morning to undercoat the 1588 figures. yes, 1588 - remember that from late last year? It started with a hiss and a roar, but fizzled when I decided that this would be accumulation year. Still, there might be a week when I just feel like something different to paint...
Finally, a shot of the painting tray for the upcoming week. I have a dozen Renegade German cavalry to do for john, and if I get the chance, I'm going to slip the last unit of Great Nortehrn War Russian infantry in there somewhere.
After that, I have some WWI British to paint for Geoff that will be interrupted by some mortars that Craig also needs painted, before painting some more Samurai for Geoff. And somewhere in there I will have to mark mid-year exams. Well, it keeps the winter's evenings busy!

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