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Showing posts with label 28mm. Show all posts
Showing posts with label 28mm. Show all posts

Tuesday, 27 October 2026

Another test run of some VSF rules

Canadian defenders

 Shawn and I played a very truncated version of the previous scenario, focusing only on the assault on the town. I reduced the forces and the size to the town, and we used rules inspired by the Rampant series of rules.

Minions deployed on three sides of the town

I found our new version of VSF rules worked better, it was more integrated. We assigned 'armour' ratings to all the troops, & this value represented the number of hits required to knock out a figure. We eliminated saves and beat by X value on the melee dice (used in V&F&S) It made for a smoother game.

Thursday, 22 October 2026

Recent (Oct 11th) Ottawa Miniature Gamers (OMG) Library game Pulp Alley

 

Two minor plot points the old shack and the crypt.

So being as it is October I figured I would have a monster themed game. In this case it was a Universal tour de force featuring Wolf man, Frankenstein's monster, Dracula and Van Helsing all trying to find and 'rescue' Dr Frankenstein. I decided to use my Dracula's castle from Old Glory, and quickly spruced it up with some touch up painting. (it came with only a base coat on it) 

Two of the minor plot points, the Gypsy camp and the chapel.

The leagues came in from the sides each vying for a plot point with only limited interaction with other leagues.  There were constables patrolling near each of the plot points but the leagues arrived disguised and in stealth mode!

The crypt minor plot point with nearby constable.

All but the shack plot point had access to a secret entrance into the castle while the shack held a double agent that would escort a league past any guards and through the gate.


By turn 4, there was intense activity within the courtyard. Wolfman, with the aid of the Gypsy King had got into the castle through the dungeon (lower left)  Meanwhile Van Helsing & Quincy took up position on the parapet which gave them an excellent field of fire. In the courtyard, Dracula, Renfield, Igor and their new found friend Rudolph (minor plot point from the shack) having found Dr frankenstein were trying to convince him to go with them. 

Gwen and the woodsman moved out of the main structure towards The monster and The Bride who were on the parapet trapped between Van Helsing and the wolfman. 

Sadly, there are no other pictures, the action just got too intense. As can bee seen, the gypsy King was down after fighting a constable, but he was not out. Wolfman sprinted up the stone stairs leading out of the dungeon and threw himself off the parapet to engage Dracula and his allies. He landed unscathed. Inspired by Wolf Mas action the Gypsy King tried to do the same thing only to knock himself out in the fall.

In the end Dracula managed to convince the good doctor to come with him and off they flew well out of reach of any possible pursuit.

The game was a fun one. We had two young players and two old players, only one of whom had ever played the game before. While it was a challenge to keep one of the youngsters focused on the game (she rather liked the magnets and other stuff that we use in the game) everyone seemed to have fun, and she played Dracula and won the day.

Friday, 2 October 2026

Valor & Steel & Flesh game 2 AAR

 

The battlefield

So, our second go at the Valor & Steel & Flesh rules, with some changes from last time. As an example I revamped the vehicle rules adding some hit location rules. 

This time around the British had gotten hold of a defecting scientist and stashed him somewhere in the town. The Irish patriots aided by Rouge Noirs minions want the scientist for their own, of course the minions do not want to share. So the minions had a secret objective, if they got the scientist they could break off their alliance. Each of the heroes had their own unique aspect, one was a coward (but had to hide that fact) another British officer felt he had to prove himself  The junior minion leader believed in promotion by eliminating his superior, while one of the Irish leaders had a martyr syndrome.  

The town, held by the British forces
British reinforcements arrive from the left, the Irish & Minions come in from the small bridge


The Canadians aided by a Scottish unit defend the town & guard the prisoner. They also have a damaged armoured Land Ship,  a machine gun trike & an outdated Nordenfelt MG tractor.

The game started with an automaton assault against defending automatons. It was an even match and since they could no no fear, neither side retreated.

The minions are deployed in force, supported by their own Land Ship & a pair of Irish light armoured vehicles.

The Irish/minion forces were allowed to place barriers, either as road blocks or as cover for their units. They split up barriers fairly evenly. 

British Unilancers (actually Prussians subbing in) get bogged down in the grassy fields

As stated above the Unilancers got bogged down on the field. I have already updated the terrain charts, and reclassified what this terrain is so that it should not be that bad next time. (also rolling 3 dice for movement would have helped, I counted them as cavalry)

Main thrust of the British, 2 light MG Tractors, a land Ship , Hardlove suited troops & a guard unit.

Tuesday, 29 September 2026

Valour & Steel & Flesh game AAR

 

The table set up & initial deployment

So, the first game of V&S&F in quite some time, part of my quest for the perfect VSF game. We played on a 50" x 100" table with plenty of scenery(unlike some of my Mars games) The big terrain item was the manor house, an item I bought many years ago and had yet to use. Like the farm buildings, it came to me pre-painted and assembled (molded) I do not know the origin of either set of buildings, they were both bought at two seperate conventions. The windmill is from Sarissa, that building I painted.

Now back to the game. This game saw an Anglo/Franco force go up against a Prussian force that had some American steam walkers for support. The forces came in from opposite corners. The poker chips were deployment zones and objectives. The red near the British troops were deployment points those near the Prussians were the objectives. 

The Anglo/Franco left flank & Centre
Anglo/Franco right flank
Prussian main force in the centre

Prussian left flank & centre
General advance in the centre. French steam jump troops (Soldats Vapeur Saute)
 lept into melee on the hill in the centre

Saturday, 5 September 2026

Midgard Heroic battles, Undead vs Lizardmen August 23rd

 

I played host to two mighty armies, Jeff's Undead vs Braden Lizards. It was a 300 point game with four players. We had some challenges in the first game, an error by the undead player saw his forces slaughtered due to a mistake about how much damage they could take.


So, a reset and a second game...

Tuesday, 25 August 2026

Showdown in town, What a Cowboy! game six finale

Tuco's men take position at one end of town

 
While the Earp gang advances from the other end of town

Local pugilists conduct a donnybrook.


A lucky escape for Poole of the Earp gang!


Wyatt in action!

The Drifter observes Tom, a new found ally gun downed by Wyatt

Doc and Ike decide to move along their right flank

Ears still ringing, Poole decides it is better to remain in cover.

The local Undertaker senses an upswing in business!


By the last game the Earp gang was pretty much an unstoppable force. All of them had progressed to Gunslinger status with Doc just on the cusp of becoming a legend. Doc was the most successful character in the campaign.
As for the Tuco gang, well they had their challenges in the campaign. There were moments of brilliance but all too many instances of bad luck. More of their gang members were killed outright than in the Earp gang, This delayed their progress such that only a couple of them made it to the shootist level.

The drifter who was there to add some balance to the gangs appeared in the last two games but did not really factor into results. He was badly wounded in game five and ineffective in game six.

I enjoyed the campaign and I think the players had fun too. There is a lot of randomness in the game, that is for certain, but the randomness in its own way does add a certain charm to the game. This game is not for those who like certainty in how their figures act. Each turn brings a challenge for the player, they may have plans for their figures, but the dice are the ultimate determinator of how those plans will play out.

Monday, 24 August 2026

The penultimate What a Cowboy! game


Game 5 saw the two opposing forces conducting a vendetta against each other. The background was an old mining camp turned small town. Each side selected an opponent to be the target of their rage, and with no other objective they advance upon each other.

Both side took advantage of the terrain

Heavy fire from the Earps drove back their opposition

A Drifter (the man in black) was 'recruited' to fight the Earps and their allies

Tuco and his ally gang up on one of the Earps underlings

Saturday, 18 July 2026

What a Cowboy game July 12th

 

The attackers advanced along the top of the table from left to right

So, our regularly scheduled game day was cancelled as the venue was still drying out from the Canada Day floods. As a result I decided to try and get a What a Cowboy game played at my place. While four people initially said yes, by game day we were down to 2 players and me as ref. Thankfully the players were from different factions so that part of it worked out.

The game was set up and prepped for the ambush scenario. The attackers had to get a mule across the table, the defenders had to stop them. A note about all our games, I tend to set a time limit of six turns on the games. At the end of six turns we roll a die, if a six is rolled the game ends if not then another turn is played. At the end of this 'extra' turn we roll again and the game ends if a  five or six is rolled. We keep rolling and keep increasing the result range. The idea is that it inspires players not to waste time but to get on with the mission. The variable nature of the last turn adds some tension.

The defenders made certain to place a sniper high up guarding the 'north' passage.

The attackers move in force along the northern edge the defenders have a henchmen gang and one other defender on the ground

Tuco pushed past a fellow gang member to try and stop the attackers

Meanwhile one of the deployed defenders desperately tried to get across town to join the fight

Things do not look good for the attackers as the defenders move to cut off their escape route

But good shooting by the attackers pin a number of defenders and drop one of their number


The sniper failed to halt the attackers, and they manage to advance the mule almost off the table 

More defenders fall

In the end it was a very near run thing. The mule was left untended but the defenders failed their morale test

It was a very good game that went right down to the wire. The defenders were whittled down and forced to flee, but had they stood they may yet have prevailed as they had more men around the mule.

The next couple of games are going tough for the gang that were the defenders. The attacking gang has managed to gain enough experience to raise most of not all of their members to Gunslinger status. I see a lot of henchmen in the defenders future.

Thursday, 16 July 2026

What a Cowboy gaming weekend part 2

 

The old mission was the scene of our second game. These are Crescent Root buildings that I bought some time ago. We used the rescue scenario for this game, the defenders had a hostage hidden in the small building near the church the attackers/rescuers game in from the right side.

One of the attackers has made it into the building and has the hostage in hand

The battle to free the hostage was very intense with much exchange of gunfire. while the attackers made it into the building the defenders took position at the window looking into the building and shot any and all who dared enter.

There was also a running gun fight on the elevated walkway, with Doc managing to eliminate two of the defenders. In the end, the defenders were able to hold on to their captive. 

Our third game took place on Sunday and featured a mountain! The scenario saw the attackers trying to burn out the defenders.