Showing posts with label miniatures. Show all posts
Showing posts with label miniatures. Show all posts

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.

Saturday, March 25, 2017

Axe and Brimstone - Scenario 1 - Raid on Elvenfell

The Possessed Dwarves need souls to sacrifice for their demonic rituals.  There are not many souls as innocent and pure as those of Halflings.  In the village of Elvenfell, the Halflings are suddenly the target of a raid by the Possessed who want to capture as many civilians hiding in their homes as they can.

The Halflings: Hound Rider (Q3+ C3, Heavily Armored, Long Move, Mounted, Powerful Jaws), two Militiamen (Q4+ C2, Block, Heavily Armored), Chieftain (Q3+ C3, Block, Elven Plate Armor, Inspire), two Archers (Q4+ C2, Gang, Good Shot, Short Bow), Holy Man (Q3+ C2, Holy, Spellcaster, Spell: Holy Light, Wall of Holy Light), Trapper (Q3+ C3, Outdoor Specialist, Rare, Snares), and Cook (Q3+ C2, Arcane Cook, Medicine Bag).  For the Cook's magical food he gave Energizing Jam to both Militiamen, Trapper, and Chieftain, and a Cake of Fury to the Hound Rider.

The Possessed:  Hell Hound (Q3+ C4, Danger Sense, Demon, Fear Aura, Long Move), Hellfire Fusilier (Q3+ C2, Hellfire Arquebus, Short Move), Hellchain Fanatic (Q3+ C4, Ball-and-Chain, Opportunistic, Short Move, Steadfast), Heavy Infantry with Paincarver (Q3+ C3, Heavily Armored, Paincarver, Short Move), Screaming Face Axeman (Q3+ C4, Heavily Armored, Short Move, Vorpal Blade), Heavy Infantry (Q3+ C4, Heavily Armored, Short Move), and Hellcaster (Q3+ C2, Short Move, Spellcaster, Spell: Hellfire Ammunition, Hellfire Blast, Hellfire Immolation).

The Halfling village of Elvenfell.  The red dice represent Elven Lures.  The blue dice represent snares from the Halfling Trapper.  There is one Halfling in each of the nine imaginary squares.  The Possessed are split, with one team on the southern road and the other team on the northeast corner.

Here the Hell Hound, Heavy Infantry, and Hellfire Fusilier take the road from the south.

The Hellcaster, Hellchain Fanatic, Screaming Face Axeman, and Heavy Infantry with Paincarver approach from the northeast.

Opening turn, Hell Hound advances.

The Halflings regroup, waiting as the Halfling Hound Rider comes racing down the road.  The Possessed Heavy Infantry reveals an Elven Lure, but the ancient elven song is not enough to transfix the dwarf.

The Halfling Holy Man, realizing he was about to face the brunt of the Possessed raid, summoned a Wall of Holy Light to block the demonic dwarves and enable his Halfling allies to arrive in time.

The Hound Rider and Hell Hound clash as the Heavy Infantry and Fusilier advance.

The Screaming Face Axeman rushes around the Wall of Holy Light to barge into the Trapper and Halfling Chieftain.  Meanwhile, the Hellcaster, Hellchain Fanatic, and Paincarver try to run around the middle house. 
The Hell Hound is slain by the Hound Rider.  Then the Halfling Archer runs forward and fires an arrow to knock down the Fusilier.  The Militiamen advance to block the Heavy Infantry. 
The Holy Man has only one spell to stop the Possessed, thus dropping another Wall of Holy Light in front of the house the dwarves were approaching.  The other Halfling Archer uses her keen short bow in close proximity to make the Hellchain Fanatic fall prone.

The Hound Rider, having neatly killed the Hell Hound, charged the Fusilier.

The Possessed continue to beat at the Wall of Holy Light and the Hellchain Fanatic bounced up to take on the Halfling Archer.  

The Fusilier is slain as the Militiamen and Cook try to swarm the Heavy Infantry.

The Wall of Holy Light was destroyed, but the Holy Man simply summoned another.  The Screaming Face Axeman bowled over both the Trapper and Chieftain.

The Heavy Infantry is slain and the remaining Halflings now rush to the northeast to assist their countrymen.

The Possessed are severely outnumbered, surely this must be the end.

The Chieftain is slain and now the Holy Man is threatened by the Paincarver.  The Hellchain Fanatic now faces more Halfling defenders.

The Holy Man is Gruesomely Killed by the Paincarver.  The Trapper is killed by the Screaming Face Axeman.  One of the Archers ran screaming off into the distance, leaving the village in a panic.

Without the Holy Man, the Wall of Holy Light is extinguished.  The Halfling defenders continue to attack, hoping to turn the tide.

The Hound Rider is Gruesomely Killed by the Hellchain Fanatic.  This panics the other Archer, Cook, and a Militiman, who all run but do not flee the village.

The desperation of the Halflings is palpable.  The Screaming Face Axeman is now battering the door on the house to the north as the Hellcaster tries to shrug off a stubborn Militiaman to get in the middle house.

Doors are hacked down....

Only one Militiaman remains....

The Screaming Face Axeman and Hellcaster make off with one civilian each.

The Militiaman has a lucky strike, tripping the Paincarver.  Will his fortune hold?

The Hellchain Fanatic bashes down another door.

The Paincarver eviscerates the Militiaman.  The other Possessed make off with their hostages.

These are the sole survivors of the scenario.  As there were no Halflings remaining, no one could contest them each getting a civilian off the board.  So the Possessed now have four Halfling sacrifices to be used later.  As well, they gained a Demonic Seal.  The Hellchain Fanatic received the Hellfury Seal.

The Holy Man and Hound Rider were Gruesomely Killed, so they are completely dead.  The lavender dressed Archer will miss the next game.  The pink Archer had fled the village, so she is fine, and so is the Militiaman in the throwing spear pose.  The rest of the Halflings are all at -1 Q next game.  Great rolling for survival guys.

This was a fun scenario.  Its my first time playing with any of the new traits from Axe & Brimstone, so it took a while to wrap my head around all the different stuff that was added.  There was a lot on the table to keep track of when playing solo but overall I think I did all right.  Its nice having a gaming mat and using all my new terrain pieces.

Issues/Thoughts/Opinions:
1)  The scenario includes a LOT of extra tidbits with game mechanics for each terrain feature, which is great.  About the only thing I used out of all the extras were three of the Elven Lures, which all failed to do anything, which is not great but the will of the dice gods.  Pretty much all of the circumstances that need to occur to activate the different terrain mechanics relies on a very slim margin for success.

2)  Holy Man with Holy, Holy Light, and Wall of Holy Light sounds like the perfect bane to evil-doers.  Which it is if the enemy is just demons or undead, but not against Possessed.  My fault for not reading the traits in depth before writing up the profile.  And the Wall of Holy Light, can it be destroyed/attacked like other Wall spells?  I assumed yes.

3)  The Victory Conditions require the Halflings to slay the Possessed and for the Possessed to drag away civilians.  What happens if there are no Halflings remaining?  Do the surviving Possessed each get one civilian or d3 from each house, since no one remains to stop them?

4)  Halfling Food Magic is neat.  The Energizing Jam was awesome as was the Cake of Fury.

5)  Short Bows are wickedly good within 1x Short when coupled with Good Shot.  Highly recommended for close encounters.

6)  I actually got Elven Plate Armor to work after failing a Block.  Dice gods are fickle.

7)  Hellfire Blast - what is its range?  I would assume it should have Variable Range, or be like the Hellfire Arquebus.