Sunday, June 18, 2017

Psi-Paladins and Techno-Barbarians has arrived

Ganesha Games' had another kickstarter earlier this year for their Mutants and Death Ray Guns game (MDRG for short).  This supplement was for Psi-Paladins and Techno-Barbarians (https://www.kickstarter.com/projects/9742092/psi-paladins-and-techno-barbarians-28mm-miniatures).

Its a relatively short supplement that introduces psychic mystics (ex: Jedi) and three heroes of the wastelands (ex: Thundarr the Barbarian).  I pledged for the highest tier so that I could get the miniatures, the game mat, and the paperback copies of MDRG and its first supplement Project Simian Ultra X.

First up were the paperback books.  MDRG is about 92 pages while Project Simian Ultra X (PSUX) is about 87 pages.  Fans of Song of Blades and Heroes will understand the rules easily, but the pages crammed with traits specifically for MDRG add a whole new layer to the game.  All the faction choices are unique, makes me wonder where its even possible to get miniatures to represent some of them.


The following 10 miniatures were part of my kickstarter pledge.  I did not add Lord Phalag and his minions, although those miniatures looked very characterful.  But I got the 4 Psi-Paladins, the 3 Techno-Barbarians, and 3 Combots.   They all came with clear bases, but I chose not to use them.


And here is the wasteland game mat, roughly 3' x 3'.  It appears to be an irradiated crater-filled deadzone.  Which is perfect for MDRG or for other sci-fi games.


Thundarr the Barbarian, Princess Ariel, and Ookla the Mok.  Well almost.  Its Dashar with his Photovoltaic Sword, Lady Azura the Blue Sorceress, and Ferragg the Lion of the Wasteland!


Well hopefully I can get them painted up soon and onto the tabletop.  I have yet to play MDRG, but as a veteran of other Ganesha Games I doubt there is much extra to learn other than new traits.  I'm also contemplating converting Warhammer 40k units over to it as well.

Saturday, June 10, 2017

Grimdark Future - Dark Vengeance

Its been a long time since I've posted, but I've not been idle.  I got the Warhammer 40,000 starter box called Dark Vengeance and I finished painting and dipping them.  Just in time for Warhammer 40k 8th edition even though the starter box was for 7th edition!  And I haven't played Warhammer 40k since I think 3rd edition!

Anyways, just to see the minis on a board and throw some dice, I decided to use One Page Rules' Grimdark Future (which has gone through its own set of revisions and upgrades, found here: https://onepagerules.com/portfolio/grimdark-future/)


The Units

Battle Brothers (Dark Brothers - all have Dark Resolve):  Front - Captain (Energy Sword, Assault Rifle/Plasma Rifle), Psychic (Pistol, Energy Sword, Psychic (2)).  Back - Dark Destroyers (4 Assault Rifles, 1 Energy Sword, 3 Energy Fists, 1 Minigun)

Brother Bikers (3 Linked Assault Rifles, 1 Plasma Rifle, 1 Pistol/CCW), Battle Brothers [x5] (4 Assault Rifles, 1 Plasma Cannon), Battle Brothers [x5] (3 Assault Rifles, 1 Plasma Rifle, 1 Plasma Pistol/CCW)

Havoc Brothers:  Dark Psychic (Energy Sword, Plasma Pistol, Psychic (3)), Havoc Lord (Energy Sword, Assault Rifle/Fusion Rifle), Brute (Brute Fist, Heavy Fusion Rifle)

Havoc Chosen (2x Energy Claws, 2 Assault Rifles, 3 Pistols, 2 Energy Swords, 1 Energy Fist) with Veterans and Chosen

Cultists [10] (8 Pistol/CCW, 1 2x CCW, 1 Flamethrower), Cultists [10] (8 Assault Rifles, 1 Shotgun, 1 Light Machinegun)


Game One

Havoc right flank, Brute and rifle Cultists.

Havoc Lord and Chosen aim up the middle for easy objective token.

The other Cultists and Dark Psychic have the left flank.

Brother Bikers and Captain have the left flank opposite the Brute.

Both Battle Brother squads cover the middle.

The Psychic has their right flank opposite the Dark Psychic.  The Dark Destroyers are in Reserve.

The Brute heads for the Brother Bikers.
 
These Dark Brothers take aim on some already injured cultists....

...Plasma Cannon and friends wipe them out.
 
The Brother Bikers are wiped out by the Brute and cultists.

The Captain is hiding on the left with an objective as other Battle Brothers move up the middle.

The Dark Destroyers arrive and unleash fury on the Brute, who shrugs them off easily.
 
After a round of shooting and charging, only one Dark Destroyer remains and the cultists escaped.

The Havoc Lord and Psychic battle for the center token.
 
These Battle Brothers capture the token that their Captain died defending as the Brute lumbers his way forward.

The Dark Psychic prays for a miracle as he holds this objective in the final round....

...but a Plasma Cannon to the face wins! 

In the end, the Dark Brothers hold 3 objectives...

...Havoc Brothers have one.


Game Two

This time the Captain and Brother Bikers are across from the Cultists.

The Psychic and Battle Brother squad face the middle.

The other Battle Brother squad with Plasma Cannon hold the right, opposite the Brute, and the Dark Destroyers are in Reserve as usual.

The Brute gets to face off against the Plasma Cannon.

The Havoc Lord has joined the Chosen.

The rifle Cultists have the Dark Psychic assisting.

The other Cultists are hoping for a mad rush to the objective.

Advance and shoot!  But accomplish little! 
The Dark Psychic gives Dark Eye to his shooty Cultists who kill a Brother Biker!

Dark Destroyers pop up behind the other Cultist unit...

...no more Cultists.

Lots of shooting and some Battle  Brothers and Chosen are slain.

The Captain claims the objective in the back as the Dark Psychic tries to do something against those Dark Destroyers.

The Brute charges the Battle Brother squad with the Plasma Cannon.

The Psychic charges the Havoc Lord.

Cultists are about to feel the pain...
 
...and the Dark Psychic does as well.

In the end, the Havoc Lord and Brute contest one objective against the Brother Bikers.  Another objective is held by a Battle Brother squad.

The Dark Destroyers claim an objective as well as the Captain in the background.

Its great finally getting a couple games in.  Especially with some new miniatures.  Grimdark Future is a very light way of playing Warhammer 40k, minimal fuss, just miniatures and dice and fun.

I REALLY need to work on some new terrain.  These cardboard ruins need a little touch up and I just need more.  The green 4'x4' board has worked great for me as a gaming table, but I do believe its time I spiced things up somehow.  Of course it has to be inexpensive or DIY.  I've got LOTS of cardboard and styrofoam waiting to be used and a hot glue gun ready to roll.

And waiting patiently for Warhammer 40k 8th edition.  I think I will dip my toe a bit more into the Games Workshop pool.

Thursday, March 30, 2017

Axe and Brimstone - Scenario 5 - The Gates of Zo!

The final battle has come.  The Possessed seek to slay their sacrifices to summon their dark lord and only the Halflings can hope to stop the ritual in time.

Possessed:  High Priestess on Helldisc (Q3+ C3, Diabolic Charisma, Helldisc, Skull Battleaxe, Unholy Symbol), Possessed Champion (Q3+ C4, Combat Master, Demonic Armor, Runesword, Short Move), Hellcaster (Q3+ C2, Short Move, Spellcaster, Spell:  Hellfire Blast, Netherworld Gate), Fungus Assassin (Q3+ C3, Double Stab, Slayer, Squishy), Veteran Hellchain Fanatic (Q3+ C4, Ball-and-Chain, Opportunistic, Steadfast), two Screaming Face Axemen (Q3+ C4, Heavily Armored, Short Move, Vorpal Sword), Heavy Infantry with Paincarver (Q3+ C3, Heavily Armored, Paincarver, Short Move), and their ally Dolmen Rock Thrower (Q4+ C3, Body of Stone, Throw Rock, Good Shot, Stoneslumber).

A desolate plain spotted with boulders and a few trees.

Halflings:  Halfling Mage (Q3+ C1, Spelllcaster, Spell: Lightning, Sleep, Switcheroo, Trip), Nova Valk (Q3+ C3, Encourage, Forester, Halfling Wisewoman, Quick with a Blade, Unique), Fungus Paladin (Q3+ C4, Block, Heavily Armored, Holy), Hound Rider (Q3+ C3, Heavily Armored, Long Move, Mounted, Powerful Jaws, Free Disengage), Dwarf Demonslayer (Q3+ C4, Axe and Sword Technique, Demonslayer, Rare, Short Move), Panther Pelter (Q3+ C4, Gift of the Panther, Hammering Blow, Rare, Short Move), and James the Hungry (Q3+ C3, Knapsacks, Long Move, Stiltfighter, Unique).  Nova Valk brought three doses of Quick Feet Ointment, giving one to the Dwarf Demonslayer, Panther Pelter, and Fungus Paladin.

Here are the Possessed with their sacrifices, ready to begin the ritual.

The Halflings on the other side of the board prepare to stop the ritual at all costs.

The Possessed win the first turn.  The Hellcaster is able to complete three actions of the Task for the Netherworld Gate Ritual.  Both Screaming Face Axemen each provided one action to the Ritual, which is enough to complete the spell.  All sacrifices are now dead.  First turn of the scenario, not so good for the Halflings.
Since the Netherworld Gate spell is complete, all the characters are transported to the desolate landscape of the Netherworld.  All movement is now reduced to short, if not already.  And their is a risk of hellfire popping up, joy!

Both warbands advance.  One of the Possessed barely escapes a pocket of hellfire.

The Possessed choose to form a long line while the Halflings are still struggling on the difficult terrain.

The Possessed near the Halflings...

The Panther Pelter is blasted off her feet by a spring of Hellfire.

The combatants are inching closer....

They are now engaged.

The Dwarf Demonslayer breaks through as the Halflings form a defensive front to their north.

More hellfire erupts, pushing back the Fungus Paladin and knocking James the Hungry over.  The Halfling Mage fires a mighty bolt of Lightning at the Paincarver, but the spell just reflects from his armor.

The Panther Pelter is knocked away but not before the Fungus Assassin's Slayer attack causes her to be Staggering. 
The Hound Rider is also blasted by hellfire, luckily putting himself in a better position from being swarmed by Possessed.

The Dwarf Demonslayer continues to prove how tough he is, holding back many foe.

The Fungus Paladin tries to help out the outnumbered Dwarf Demonslayer but is tripped up.

It takes the Fungus Assassin, Screaming Face Axeman, and Veteran Hellchain Fanatic to finally kill the Fungus Paladin.  More hellfire continues to sprout up.  Nova Valk is surrounded by the Possessed Champion and another Screaming Face Axeman.

Nova Valk is slain.  While the Hound Rider, James the Hungry, and Halfling Mage all try to kill the Paincarver.

The Dwarf Demonslayer tries to catch up with the High Priestess on Helldisc but is being followed closely.  The Halfling Mage is murdered by the Possessed Champion and allies.

The Hound Rider breaks away to assist the Dwarf Demonslayer when a hellfire font cause him to recoil.

The Fungus Assassin is finally able to kill the Panther Pelter.  The Dwarf Demonslayer and High Priestess on Helldisc are both knocked prone in a vicious battle.  James the Hungry is able to slip away from the Paincarver.

With the Halflings down to below half strength, the meddlesome gods of Norindaal decided to help out the Halflings.  The Fungus Paladin is brought back to life and in contact with the prone High Priestess.  The Dwarf Demonslayer and Hound Rider capitalize on the arrival of their ally and slay the downed Priestess.

The Possessed retaliate, swarming and killing the Dwarf Demonslayer and the Fungus Paladin.

The Hound Rider and James the Hungry are all that remain of the Halflings now.  Their only hope is to work together to overcome the Possessed, or perhaps a hellfire pit to help out.

The Possessed move in on the Halflings as more hellfire pits erupt.

The Hellcaster disappears in an explosion of hellfire and lava!

In joint effort James the Hungry and Hound Rider kill the Paincarver.

But the Possessed Champion and Screaming Face Axeman knock over the Hound Rider.

The Hound Rider is slain....

...and James the Hungry falls as well.

The Possessed have won!  The Halflings are dead, the sacrifices were sacrificed, and the ritual was completed.  Yet, they were supposed to summon their dark lord.  Instead the Gates of Zo opened, taking the combatants to the barren lands of the Netherworld.  So did they really succeed?  Or did they just trap themselves in the pits of hell?
Scenario 5 is complete, ending the campaign of Axe & Brimstone!  And the Possessed won.  'Hurray!' say my obviously evil dice.

I have some questions/concerns/thoughts regarding this scenario, which I will ask Andrea Sfiligoi or the Yahoo Group:

1)  The Netherworld Gate spell for this scenario to do the Gates of Zo, is it exactly like the spell?  Same Ritual/Task requirement?
2)  Can 'helpers' assist the spellcaster for the Gates of Zo?
3)  What is the purpose of the sacrifices?  Other than for potential allies for the Halflings if they get there in time.
4)  Hellfire Pits, if the result is a tie or Recoil or Prone, can the defender choose where to place the model away from the pit?
5)  When the meddlesome gods of Norindaal decide to help out, does that take effect at the start of the Halfling turn?  If an ally returns, do they get to try to activate as soon as they arrive?
6)  So the result of the Possessed's win is that they get a trip to the Netherworld.  Or does this mean they have opened up a gate to the Netherworld on Norindaal?  I thought they wanted to summon their dark lord.