Tuesday, January 24, 2012






It has been a few months since I have purchased the book and started to work on my ships and slowly collect some crews to start playing. I figure it is a good time to put forth a review….

Layout

The book is very detailed with tons of models from various companies and for the most part a well done book. Some stuff could have been better organized in regards to finding rules but this is always been a fault of GW with anything. You often have to “hunt” for some tidbit related to a rule.

The first 48 pages cover the rules from movement, to fighting to ships and the armory. After that the next few pages covers building your crew then some fluff pages to give the reader some historical perspective. The remaining part of the book covers campaign rules such as income, trading, injury as well as scenarios you can play. It also has rules to generate a Non-player ship and crew to take your crew against to raid the high seas. Then you can round out your crew with Hired Hands, Legendary characters and a nice “how to” build your own small Sloop to get you playing quickly.

Game Mechanics

The game itself is designed to get you quickly into the action. The book is a bit more detailed that say Legends of the Old West or Gladiator with the addition of the ship fighting rules which are very similar to those that was in the old General’s Compendium for Warhammer Fantasy some years ago.

The Factions:

At this point there are only three official factions for Legends of the High Seas: Royal Navy, Pirates and Privateers. Each group has the option for 4 heroes and then some henchmen to join your crew. Some henchmen groups are limited to the numbers you can have aboard your ship. While this does not sound like much in variety you have to look at the historical context of the times and also they accounted for some of the Hollywood archetypes that you can apply to your captain to add some character.

Archetypes include Bloodthirsty, Gentleman, Stern, Courageous, Lucky and Bold. Each grants a different benefit including many modifiers to Courage rolls to outright fearless as well as rerolls and discounts when you purchase crew for your group.

The Royal Navy is your “shooter” faction if you will. Three out of four heroes can have a shooting of 4+ and you can have up to 5 Marines as henchmen. The main perk of this faction is that you’re less likely to have a Mutiny result than other factions as well as you have some nice leadership modifiers for Rout tests. The captain also starts with 1 Fame and 2 Fortune. This faction is also the only group to have the initial access to bayonets for their muskets.

Pirates are your more or less physical faction for the game. There are only two heroes (Captain and Quartermaster) that have a shooting of 4+. The Cutthroats are your best henchmen with a Defense of 4 making them tougher than the average crew in combat. The faction special ability for them is called “Life is Cheap” that allows you to shoot into close combat unlike other factions. Granted, you can also end up shooting your own me, but oh well you’re a pirate! The Quartermaster also allows you to reroll a single die on the income chart to help improve your chances of making a decent income. They also add grenades to their henchmen list as a bonus weapon from the armor.

Privateers are what I call your “mixed bag” faction when it comes to the game and perhaps the best all around. Their faction rule does require Rout tests when you take a loss of 1/3 of your crew instead of the usual ½ but you’re also less likely to take losses with Henchmen as your out of action rolls of 1 indicates dead instead of a 1 or 2. Sadly this does not apply to Heroes. They have 7 models that can have a shooting of 4+ which comes close to that of the Royal Navy and instead has grenades also instead of bayonets. They are also allowed to have a “Proctor” on board that allows a captain a reroll every turn if he is within 3”. When it comes to your henchmen you can have up to 5 Mercenaries which are not only has a Shooting of 4+ but also a Strength of 4 making them a good counter against the tough Cutthroats in the Pirate faction.

Scenarios

The book is packed with 9 scenarios to play including 4 ship based games that go from raid a ship in port (and steal it if you want), boarding action, and a battle at open sea or among dangerous rocks in the area. The rest of the missions are “land” based and play on 4/x4 tables that include kidnapping/rescue the governor’s daughter, prison break and the ever famous “tavern brawl”.

No only that but again, the random generator has been included to quickly generate a ship to raid and rules to allow you to build NPC’s for specific missions like civilians, soldiers and tribals.


I give it four out of five sails! A great game, there could be some additional stuff they could have added (and may with future books like Legends of the Old West). The layout is well done and the art is very engaging. The soft cover makes it light but the hard cover on the Gladiator book is more appealing.

Thursday, January 12, 2012

My ship(s) have come in!

Well, I FINALLY got my package with  my pirate toys I won from Ebay. The seller shipped them on the 31st and just got them today! I swear I got things from England faster! Damm USPS, not sure what the deal is out in Cali, slackers....damm thing sat there in the tracking for days! It finally showed after I emailed the USPS with an inquiry. Here our Post Office is great in the south, not sure what those idiots on the west coast are doing.

Well on with the show! This stuff is some type of Pirates vs Undead set with two ships, some figures and assorted other goodness. Some of it had some damage and missing parts. Most of which is ok and fixable.


This was a Quay area for ships to dock, for the most part this is a workable bit of scenery that can be used for something.

Another shot to show scale.

The flag, a little paint and such this could be a cool thing.

Rigging, missing one brown. Thinking I may can cast the black or just ignore it and redo the masts which is be likely.

The cannons, shame there was only 3 but they are pretty good to scale. I thought I may could try to cast them.

Masts and flags...not impressive so they may go the the junk pile. One is broken also.

Crow's  nest, if you don't put the flag in the peg hole a model fits in there nicely. I am thinking I will cut the peg hole out.

Sails, they are ok, I may gow ith cloth.

Rowboats...WAY too small!

Stuff, the crates, bags and barrels could be used the chests are a bit large.

The tree is TALL as hell, the toppers are nice and could be used to make several smaller trees.

My Foundry pirate against the toy ones...gah!

Watch tower, a bit tall, may use it in Warhammer Fantasy or 40k.

Scale isn't bad in the tower.

The tower....

Side with the anchor, a bit big...

Shot of the deck, the stairs are to scale, a spot for a door to the below decks. The wheel is a decent size are are the sides, maybe a tad too low.

A problem area I will have to deal with. There is some smooth spots on both ships and some stuff like windows and such that was not done well.

The back, which is done nice. The pegs was to have a rowboat for. I plan to dremmel these off and putty with some decorations.

Both ships side by side.

Model by the gun.

Model aft.

The red ship. Measures about 10.5 inches from the front to the back rail (measured where models fit). Total length is like 13.5 out to the end of the prow.

Overall, I am pleased with what I got. There is some stuff missing like the cannon and a set of ropes and some damage in two spots....the ships have great potential to be made into some nice ships. 

Thursday, January 5, 2012

First Few Games of Legends of the Old West

My friend Lee and I got together to play our first few games of Legends of the Old West. It was a learning experience and I am sure we missed a few rules here and there but we had a blast. Lee got to bring his Miniature Building Authority buildings that were amazing and well done. They may be a tad out of period and more fitting for a Fantasy or Pirate based game but still served our needs nicely.
Lee picked Outlaws and went with a simple set of a Desperado with a repeating rifle, 3 kids with sawed off shotguns and 3 or 4 Toughs with pistols. My Lawmen was the Sheriff with a LeMatt Pistol, one Deputy with the same, another with a Repeating Rifle. I had 3 Vigilantes with six shooters and 2 Citizens one with a six shooter and another with a sawed off shotgun.
Our first game was Vendetta; Lee pulled the high card and opted to take the center while I split my forces. The group I put in the graveyard was a sharp move on my part giving me cover and I only lost Granny to a pistol shot after a scattershot blast failed to wound her. The Repeating Rifle was the hero of the group with the move half distance and being able to shoot. I had problems getting my LeMatt into a good spot as Lee was fairly sharp with his placement and taking the top of the turn and having 5 FAME to blow in this game made it a pain for me to get into a good position. I ended up failing a Rout test, I did capture one of Lee’s Kids and he lost a tough or two to recovery rolls.
The second game we played the Jailbreak Scenario, Lee took one corner while I held the jail in the middle with my 3 heroes and Granny. I figured the Rifle and shotgun blasts would keep anyone away while the vigilantes and citizens harassed the Outlaws.  This game ended in a win for me as I was able to keep the Outlaws at bay long enough to slowly chew down their #s for a win.
The last game was for laughs and we did a bar fight. This was no doubt botched at several points but was good for a laugh at the end. We both rolled to Rout and both promptly failed at the same time calling it a draw.
Some lessons learned were that model placement is key to this game. Second, a Repeating Rifle is gold and I see why they cost $16, same for a LeMatt Pistol. I endorse these weapons. Also, avoid getting shot multiple times, taking multiple Pluck tests sucks!
Here is some pictures of the games we played:



The Lawmen

Outlaws

Sheriff and boys take cover!

Ambush has been set in the graveyard.

Granny is the first to go!

The Deputy with the repeater evens the score!

Sheriff and company head for the building where the Outlaws are hold up.

The repeating rifle claims another.

Cooter takes a shotgun blast.

Another good soul shot down in his prime!


Another Kid bites the dust!

Take cover! Hey I just stepped in.....

Dey Over Dere!

Poker chips was used as reload markers.

The cemetary was a bastion of defense!

The boss and one of the boys takes cover from a LeMatt blast!

Gather the boys! We making a stand!

Lawmen hold one of the Outlaws for the judge to arrive. Game 2!

Open season when the posse showed up to help out!

The first two out!

LeMatt clears the stairs of the Outlaws!

Game 3 Barfight Deployment and first turn.

Can't I just eat my beans?

Second Floor, poor granny just wanted a quiet drink!

First round of fights!

Another lawman down, the Outlaws take the second floor!