Saturday, May 20, 2017

More 25mm Star Trek

Continuing with my 25mm Star Trek painting, I finished off a dozen Klingons from Space Vixens from Mars. These are TMP or TNG Klingons rather than TOS Klingons. Finding alien races is generally hard and the one set of TOS Klingons I found (from Victory Force Games) I've decided to use as Romulans.


A second reason I chose these figures is that they had a good mix of male and female figures (important when gaming with daughter). I see now that the edge of the bases could use a tidy with some black paint.


I'm pretty happy with the results given I wanted to try a more monochromatic colour scheme. Not sure why the picture below shows the guy on the left with such a mushy face (he's fine in person).


Here they are with some 25mm Trek crew from 1st Corp. The Klingons are more like 28mm but the extra height isn't a huge deal (they're aliens!). They should work well as matched forces for Pulp Alley.


Up next: I might get back to some 54mm AWI as I await the delivery of the Romulans.

Saturday, May 13, 2017

25mm Star Trek

I recently picked up from new not-Trek crew figures from 1st Corp Miniatures for use with Pulp Heroes. What I really liked about this set was that the women were all armed and active (versus the arm candy poses of the set from Matakishi's Tea House.


I painted up the dozen crew I bought using TOS colours. The uniforms looked a lot more like the ones from The Cage so I decided to not do the black trim at the neck. I already have an Enterprise crew; these folks must be from another ship with slightly different specs.


I tried to add some diversity by varying the skin tones and also putting a couple of Andorians on the crew (couldn't be bothered with antenna). Also, most of the women ended up as red shirt security detail (as per one of the episodes in The Animated Series that Jess and I are finishing up).


Below I tried some comparison shots of the Matakishi and 1st Corp figures. Both have their attractions.


Up next: Some Klingons and more Pandemic Legacy.

Saturday, May 6, 2017

1754 at the club

We had a dozen guys out at club this week, with two new fellows. Dave hosted a game of Pikeman's lament in 28mm.


Kevin and Elliot were playing something I hadn't seen before (can't recall them name). Cool terrain.


I hosted Scott, Craig and Jessy in a game of 1754. Below I believe Scott is saying "I'm going to go stand outside while you roll the dice, Craig."


We had a very interesting game. Some early action in the Ohio valley and at the bottom of Lake Ontario.


Then there was a bit of a tussle in Nova Scotia and the Chesapeake.


The "best" move of the game (I think) was Jessy's suggestion that we bag the second British colonial deployment area (which Scott had moved south to Albany). Keeping both of these form him meant he could not access his fled units or reinforcements which really hamstrung the Brits in mid-game.


They shifted forces around in Nova Scotia and we traded territories. In the end, I don't we played Nova Scotia optimally but I'm not sure what we should have done differently.


We then decided to end the game and made a bug push. At which point Scott and Craig freed up Albany, dropped a tonne of white troops onto the board and got enough victory points to win. A nail biter!


Overall, a very fun play against cagey opponents.

Saturday, April 29, 2017

1754 Conquest

Last week, I received my copy of 1754 by Academy Games. Basically the FIW at one level of detail greater than Risk. It uses the same card-driven play and random turn sequence as 1775 and 1812. 


Bruce popped over Monday and we had a quick run through it. There are a couple of key differences. The regular reinforcements always arrive by sea while the colonial reinforcements appear at muster points (one is fixed and one you can select the location of).


Indian allies functions basically the same at 1775 but their reinforcements arrive in varying locations depending upon when in the turn sequence they are activated (a very slick mechanic that adds a nice randomness). There are also forts which are handled via a defender die roll (allowing the defender to sometimes block an attacker's subsequent kill)--also petty slick.


The final difference is sea movement. There are various ports that have sea zones associated with them. (You can see the sea zone outside of Boston below.) On the regulars' turns, you can move units into these sea zones (basically load transports) then move to any other sea zone, and unload (or battle if the sea zone is occupied). This makes sea transport more important and interesting, especially since your regulars always appear in a sea zone and you have to unload them on land.


In our game, we started with a tustle in the Ohio Valley and along Lake Champlain. Bruce then drove up Lake Champlain (or maybe moved by land through Appalachia) and bagged Quebec. C'est domage!  I managed to get it back and drove south towards Albany, grabbing one of his muster points. The rivers and lakes don't really serve as major transportation routes but the way the areas are laid out provides a similar effect.


In Nova Scotia, I made an effort to push him back and secure Louisburg from attack. The winner is determined based on victory areas held so this also contributed towards my victory conditions. With Nova Scotia safe, I then mounted an expedition by sea into the Chesapeake. Surprise!


A smart player would have used this as an opportunity to secure the Ohio Valley and the victory points there... . I chose to push into New England and got crushed. To be fair, it really cost Bruce a lot of effort to stop this, but I basically threw these troops away. In the end, I had enough victory points that I chose to play both my truce cards and end the game after 5 (I think) turns.


We only played one rule incorrectly (about withdrawing from combat in enemy territory) but it likely wasn't a big deal in light of Bruce's atrocious dice rolling (I kept looking around expecting to see Scott lurking nearby). I'm going to bring this out to the club next week.

Saturday, April 22, 2017

Pandemic and Pulp Alley

No gaming for me this week but I have begun a large rebasing project (all of my 25mm Star Wars figures) that I hope to have done next week. 

I also spent some time pointing out superheroes for Pulp Alley. I then did up some gaming cards using pictures of my minis. Not a swanky as some of the beautiful stuff I have seen on the internet but functional enough.




My thought in pointing up these leagues was to do something asymmetrical (small group of skilled heroes versus larger group of lesser skilled baddies). I'm not sure of the scenario but I am thinking something along the lines of a heist (baddies must get X plot points in 6 turns) as the gang starts to build its reputation.  






Assuming this works out, then a four-player game with some kind of break out another few villains objective and Gotham's finest would be next.

Saturday, April 15, 2017

Pandemic and Aurelian

Nice weather draws me out of the house and into the yard. But spring, being what it is, means there are still days when gaming is the only option!


At home, we've playing Pandemic Legacy. We're in May and faced our first loss. I had under-estimated the effect of the faded and had a hard time thinking strategy while remembering all of the new rules that have emerged. We need to play more often was our conclusion.


We managed to win our second game and make a number of roadblocks permanent in order to contain the mutating virus to North America (which is now deeply messed up). I think we also have a better selection of characters to help keep stuff under control.


Tuesday, I was out at Bruce's to conclude our Aurelian/Punic Wars campaign. This was a big battle in Gail between Hannibal and Scipio. I was the attacker and had to capture two objectives (the sheep) in order to win.


I decided my best play was to try to push around the right flank and then get my horses moving to bag both objectives. That meant refusing my left flank.


 I had good luck pushing around on the right. I had less luck containing Bruce push agains my left.


Some good (or lucky) card play allows me to get around behind Bruce before he ran my hand down by capturing my baggage.


Campaign-wise, this put Carthage in a bad economic position. Coupled with a political defection of an African province last time, we decided it was likely unwinnable for Carthage and called it.

Saturday, April 8, 2017

Pulp Alley at Club Night

We had 11 guys out at the club on Tuesday. Bruce hosted a game of Pulp Alley.


It was escort Mr. Big, with the cops and some supers having to tangle with the gangsters. Terry and I both got whittled down pretty quickly.


Craig spent much of the game collecting plot points in order to slow Mr. Big. He then boogied across the board to interrupt the last few moves of Mr. Big.


 This was pretty much the end game with Mr. Big stalled a fe winches short of the board edge. Great game.


Dave and Scott played a Norman-Saxon game (no idea of the rules).



Elliot and Kevin played what Kevin described as the worst game of Drop Ship Commander ever (Elliot was enjoying himself, though).


And Chen and Dan played a VSF steam punk game I missed the name of. Very cool toys, though.


Up next: Maybe some more 54mm toy soldiers.