Saturday, May 19, 2012

A historical outing today with the wife.

While my hobby slacked I had a great day out with my wife. We stopped at the Humming Bird festival at Dade City held at the Pioneer Museum. This was just a little of this and that historical stuff but it was interesting to see items dated back to the 1800's and after up through the years including WWII and the Cival War....I always love to look at history and objects lost in time....

Then we took a trip over to the Mummies of the World exhibit that is in Tampa until September. Simply worth the money to go see. The things I saw and such was simply amazing and educational.

Here is some shots of the early part of the day, sorry folks MOSI would not allow photos to be taken in the main exhibit.

News paper clips of WWII

Another news clip from a paper!

A cool ship on display from long ago.

The first Pasco County School Bus.

A cool buggy...

A moonshine still display!

While we did not see a humming bird at the festival, we did see some butterflies including this guy (or gal) hitting the flowers up. We also learned about bats at a session, my wife was against a bat house and now she is a bit more open now that she does not think they will fly up and bite here when she walks outside.


Friday, May 18, 2012

I'm back!


Well, it has been about a month since I have posted but I have been VERY busy with various things including getting ready for a major out of state tournament, then travel up there and back along with mother-in-law falling, breaking her hip and spending time in the hospital for over a week! Sprinkle in a few other random things and progress really slows down.

That said, I am moving back into the saddle with historicals again! So here is a rundown of my projects and status.

Old West: I should start back painting figures soon and giving some thought about scenery. I have also recently printed the Black Gulch rules (free PDF) that is a kick starter project for a new game that has similar feel of Legends of the Old West. I do plan to give the rules a try.

Here is the link:


28mm WWII: I think for my birthday I am going to treat myself to something new and get some WII 28mm figures for something different to add spice to the collection. I have always like the bad guys with any game and the Germans have always been a historical favorite of mine. While they were evil and did terrible things it is hard to argue their military prowess and snappy weapons they had during the war. If we didn’t steal most of their good scientists they may well be able to have developed the atomic bomb among other goodies and we may have been speaking German instead of English.

I have been doing some homework on what rules to use and it was a close tie between Rules of Engagement and Disposable Hero’s series. Both had elements I like, plenty of source books and options to play various games including the smaller (lesser) armies like the Italians, French, Resistance and Polish for example. The second thing I was looking for was a dynamic system that was both easy to play and was not overly complex. Both games had high marks in both aspects but Disposable Hero’s won out due to the fact that players in this area tend to favor that system.

Rules of Engagement had a great price going until the end of May to celebrate their new website but when you pay the HUGE shipping fee to go across the pond the savings is pretty much a free book. DH could be found on several sites at discount, so with some research I was able to get enough of a discount to get a free book anyway. Win! The only downside is that I would have to wait for FRP games to restock the books after I order them so that could take about 2-3 weeks.

Here is what my shopping list looks like:
Disposable Heroes and Coffin for Seven Brothers (Core Rules, Platoon Level)
Disposable Heroes Point Blank (Squad on Squad games)
Angriff! (Germans)
Urraghh!  (Russians, PDF only)
Futile Gallantry (Polish, French and other armies)

Bolt Action has some great starter deals for Germans and Polish armies and Plastic Soldier Miniatures has started to make 28mm in plastics starting with the Russians at a fantastic army set price. Figure toss in a tank and we have some good starts to some armies.

Gladiator: Models are primered and ready for paint! I have found a company that makes cheap animals to add to the collection next! I am also trying to figure out how to make a cheap arena.

Pirates: Well, they are all primered and ready to paint, except two new ones. The ships are on standby as I try to figure out a few things. I am going to magnet the masts and the sides have been really bothering me, the texture is not consistent and will cause some issues. So, I plan to either add cardboard or balsa wood planning over it. I need to order some anchors, window bits and other odd stuff like cannons to round out the ship.

Rules of Engagement Site (if you are in the UK or Europe great price for the books)

Disposable Hero’s Site:

Warlord Games Bolt Action Stuff:

Plastic Soldier Miniatures (great 15mm and 20mm, adding 28mm now!):

Tuesday, April 10, 2012

1000 Views!



1000 views! Thanks everyone that follows or stops by to read the blog. I appreciate it and if you have any comments feel free to drop them to me. I am always looking for new ways to improve the blog and evolve it into something better! I have some possible contest ideas for the blog soon with already one prize supporter in the wings that working on their website. The theme? Old West....more to come!

Sunday, April 8, 2012

My Easter Theme by my wife!


After returning home from a tournament I had my Easter basket on the fridge waiting for me! She found this pail and with my recent love for Historical games she thought the bucket was cute to load my goodies up in!

Arg! Hope everyone had a good Easter! Whooo!

Friday, April 6, 2012

Legends of the Old West: The Plan (A general guide to survival)




It has been awhile since I updated the blog, sorry about that, been busy painting stuff for Strange Aeons and getting ready for a major 40k tournament in May. So, that has eaten much of my time! I do have about 30 cowboys lined up along with the same number of pirates and about 15 gladiators ready to get some paint and join the gaming ranks!

This photo was fitting for a topic that I wanted to post up...

The Plan! : With this concept you have to plan your posse out from start to the first few games. With a plan you will succeed more likely in games than just stumbling around hoping for something to go your way.

Step 1: Plan the posse out. Figure out what you want in the gang and buy it! Don’t tack on extras and this includes hired guns unless you need them. Make sure to take the maximum of heroes and the better henchmen in case one moves up to a hero in the campaign. The earlier, the better is what I say! This affects your income!

Also, equip each model with weapons that will give you the best benefit. For example, a model with a 4+ shooting could make use of a heavy pistol or repeating rifle. A 5+ or 6+ may be better with a simple six-shooter or sawed off shotgun to use these weapons special rules to compensate your weaker shooting skills.

Step 2: Keep it lean. Just because you can have 4 weapons means you don’t have to! Also, think about what you are buying weapons wise and how it pairs up to your posse.  To me, I think either a repeating rifle or a heavy pistol should go to the leader. After the first game buy a LeMat Pistol (heavy pistol and shotgun combo, yes please!) for one of your heroes as they are not limited like your henchmen to their posse weapons list. Then you can hand off the other weapon, keep it in your stash or sell it for a few bucks more.

When it comes to Horses, don’t buy them for Henchmen, take them only for Heroes. Why? Simple, Henchmen can die 1 out of 3 games on average. A hero rolls on a chart and is less likely to die, granted they can get to the point they may need to be let go from the posse but at least before then you can take back their gear for a new hire to the gang. Many of the scenarios that require your models to be mounted provide you with one if you need it like the Stagecoach robbery.

Step 3: Make a budget. This may sound silly but figure out the cost to “maintain” your hired guns, replace losses to men and upgrades to equipment.

Step 4: Research your hired guns. There are two types of hired guns to me. Support or Combat oriented. All hired guns have their own perks and benefits. Look at see what they bring to the gaming table that your current gang is lacking. It may be adding extra income, distracting other models, special deployment to just making up for weak points in shooting or close combat that your posse may be weak at.

Step 5: If you have the choice to hire another member to your posse or a hired gun always go for the henchman/hero choice. Why? No cost to maintain them in your gang for one. They can build experience up just like a hired gun and could become a hero. The more heroes you have the more income you can stand to make. 

Tuesday, March 13, 2012

Legends of the High Seas Scenario: Sea Shore Search

Here is a little scenario I wrote for Legends of the High Seas, enjoy! Feel free to post feedback or comments!
Sea Shore Search

Whenever a ship sinks, runs aground or capsizes not everything sinks down to Davey Jones locker and instead washes ashore after floating in the ocean along with debris from the ship. After a recent incident with a ship (sunk in battle, capsized due to a storm, etc..) several items has washed ashore waiting to be claimed. These goods have not gone unnoticed by two crews in the area that has been following the wreckage ashore hoping to find something worthwhile.

The Gaming Area
The game is played on a 4’x4’ board that represents an area of the shoreline that has debris washed ashore. Place wreckage, rocks within 24” of one board edge to represent the shoreline and the opposite board edge is considered the tree line up to about 24” from the opposite edge . Place D6+2 makers on the table, all markers must be 12” from the table edge and 8” from one another.

Starting Positions:
Players roll off for the edges opposite of the water and tree line as they are searching the shores for salvage. Players will then divide their crew into two groups to represent search parties scattered about. Roll a d6, 1-3 the first search party may be deployed otherwise on a 4-6 the second search party is placed on the table. The group that is not deployed will be held in reserve and arrive later in the game (see “Late to the Party”)

Initiative
Players roll to see who goes first and the highest score wins the Initiative. IF there is a tie, the Crew with the lowest Infamy goes first.

Winning the Game
The Crew which gets the most loot tokens off the board wins or when one Crew has either Routed or has been wiped out. In the event that a Crew Routes or is wiped out all loot markers that was on the table (including those being held by the routed crew) go to the winner of the game. Only the markers that have been removed from the table may be claimed by the withdrawing crew in the event they Rout or are wiped out.

Experience:
Survival: Each Hero or Henchman who survives the game gains 1 Experience point – this applies even if the fighter is taken out of action, so long as he survives and lives to fight another day!

Leadership: The Captain of the victorious Crew gains 1 Experience point.

Kills: Heroes (not Henchmen) gain 1 Experience point for every enemy model they personally put out of action.

Loot: The Hero or Henchman group who gets loot counter off the table gains +1 Experience Point
Booty:
Follow the normal rules as listed in the Income and Trading section for Earning Booty. The winner may claim an additional d6 roll. Players also roll on the Salvage Table to determine what they recovered from the shoreline.

Special Scenario Rules:

Salvage Markers – At the end of the Movement phase, any model in contact with a loot marker may retrieve the marker. If one model carries a marker they may only move at 3”, if a second model is in contact with the marker they may move the full 6”. Any model with a loot marker may not shoot or charge in combat until they drop the loot marker. Markers may be dropped at the start of the movement phase and the model may move, shoot and fight normally. If a model is charged, the model will put down the loot marker to defend themselves in combat. If a model makes a “Hit the Deck!” check and fails, they will drop the loot counter and then move to cover. Once a model(s) reaches a table edge with a loot counter they are removed from the game and will not return as they are taking their prize to the ship.

Late to the Party: At the start of the second turn, roll for each model in the search party. On a 4+ that model may be placed on the table measuring their movement from the edge of the table. The model may act, shoot and charge just like any other model.

Salvage Chart (roll once for each loot counter you remove from the table):

2 Survivor: You managed to rescue a crew member from the wrecked ship that was unconcious and he offers to join your crew in gratitude after they recover. Roll a d6:
1-5 Add a Free Henchman (Able Seaman, Rouge or Mariner based on your crew type). They are unarmed and must be equipped from your stash.
6 Hired Hand: Offers to help your crew for free for the first game waving his hire fee. You must continue to pay their upkeep after each game after the first.

3 Treasure Map: A treasure map was kept safe in a bottle that washed ashore. Roll to see what type of map you got.

4 Keg of Grog: Your crew finds a keg of grog that they enjoy as a reward for a hard days work. -1 to Mutanity Checks if they happen after this game.

5 Bottle of Jamaican Rum: A bottle of fine rum washes ashore that was recovered.

6-7 Worthless Junk: It looked valueable!

8 Fancy Clothing: It’s wet but in good condition.

9 Good Timber: You managed to find some timber of high quality that is excellent for ship repairs. Allows 1 reroll on Hull Repairs (one use only)
10 Crate of Trade Goods: A small crate full of trinkets or general merchandise can be sold off worth D6 Doubloons.

11 Lost Pet: Someone’s animal managed to survive the catastrophe and has managed to make it ashore. Your crew was able to recover the animal and nurse them back to health Roll the dice 1-3 Monkey, 4-6 Parrot. Randomly determine which hero in your Crew they will attach to.

12 Exquisite Weapon: roll a dice 1-3 Sword or 4-6 flintlock pistol. Add 1 to your Fighting or Shooting Roll. The weapon was kept safe in a wooden case that was water tight and washed ashore undamaged. Pick a hero you wish to have it or you can sell it at 3x the base value.

Cowboys Guide to the Open Range (LOTOW Cowboys Guide)



A posse of Cowboys has a unique and diverse offering compared to other posse groups. They don’t suffer from the weaker choices like the Lawmen and the general lack of Shootin’ of the Outlaws. At a glance you have:

  • 1 hero and up to 3 henchmen with 4+ Shootin’
  • 1 henchmen option gives you a horse (factored into the cost) (up to 2)
  • The entire posse can access repeating rifles and lasso. Cannot take sawed off shotguns, heroes cannot take rifles and henchmen cannot have a heavy pistol.
  • The only posse that can access a lasso at the start.

A look at the Herd:

Trail Boss: He comes with 1/1 of FA/FT, 4+ for Shootin’, Grit and Fighting. Best weapon options are a repeating rifle or heavy pistol to take advantage of his good Shootin’ stats. For amusement you could include a lasso if you have the cash to spare.

Greenhorns: Average for the game, give them some six-guns and call it a day. As they develop then you can alter their gear. If after the first game you could invest in shotguns for them or if their Shootin’ stat increases you could consider a repeating rifle or heavy pistol instead.

Buckaroos: Up to three, 4+ Shootin’, which is crazy compared to a Greenhorn that is the right hand of the Trail boss. Repeating rifles are a choice item for these guys. You could go with a six-gun in a crunch or a standard rifle if you want to develop a sniper. A lasso again isn’t a bad option for them if you have the need and spare cash.

Cowpokes: Give them six-guns and use them as filler for the posse.

Wranglers: Most expensive model in the posse and you are allowed only 2. They hit on a 3+ with a lasso, which you must buy for $6 more and $5 for a pistol. Making their grand cost $33. For $ you can take a lasso and six-gun on a Buckaroo for $22. Your only saving a $1 on the horse (base cost $12).

The Hired Help:

After your first game you will want to add some more hands to the posse. This leaves you with adding some extra henchmen or taking on hired guns. Henchmen hands down is the better investment as they require no upkeep and always add more to your gang in the long term. Bulking up on Cowpokes can give you enough to survive longer in the gang to avoid taking pluck tests as well as gives a few extra gun.

If you looking for Hired Guns to join your posse then you should consider what elements that they can bring to the table to help build up your gang. The need for hired guns is slightly lower on the need basis than an Outlaw gang but a tad higher than a Lawmen posse. To me the supporting hired guns are where you will find your best allies.

The Explosives Expert or Scout can double as an extra sniper for your posse.

Using the Soiled Dove is a great distraction.

A Tejano Guide could help you find rare items and allow 3 models to make a bonus move before the game.

The Prospector or Prize Fighter could earn you a little extra cash between games.

Ready to Hit the Trail!

The two builds I have come up with is this:

1)     The Roundup!

Trail Boss: Heavy Pistol, Lasso $46
Greenhorns x2 with six-guns $40
Buckaroos x3 with lasso and six-guns: $72
Cowpokes x3 with six-guns: $42


Concept here is simple. Deploy, move 4 of your lasso armed models forward. Try to nail targets with a lasso in the movement phase, drag them forward, charge them with Greenhorns and Cowpokes or shoot the snot out of them. Beat the crap out of the target while entangled with a Fighting of 1 your target is easy prey with a few good dice rolls. If all else fails, you fan your six-guns and then do the lasso gag again. With 4 lasso users you should be able to hit with 50% on average. So, focus your plan on taking out two close to one another to support the posse as a whole. The key to the lasso gag is you can use them during the movement phase and thus cause your target if caught in the lasso to be unable to do anything.

2)     Guns of the Range

Trail Boss: repeating rifle. $40
Greenhorns x2 six-guns. $40
Buckaroos x3 with repeating rifle. $69
Cowpokes x3 with six-guns: $42
$9 to bank or spend as you like

With the leftover cash you can buy another Cowpoke a rifle or perhaps buy a hand weapon for the Trail Boss. The concept is to deploy your rifles to good spots or at least be ready to move to a prime spot early in the game. The rest of the posse bands together and engages close range to anything that gets near your shooters. Usually they will remain in cover or out of sight until something is in range.

Campaign Play

Early on try too round out your posse with extra members to bulk up your numbers to avoid taking Pluck tests. Arm up Cowpokes with six-shooters and as they and your Greenhorns get a boost to their Shootin’ stat they can be upgraded to a repeating rifle more than likely to give you the best range and firepower for your money, recycle the six-shooters back into your stash or keep them as a backup weapon in case something goes wrong.

Cowboys mostly have a demand for the hired hands that support the game in your weaker areas rather than the more combat oriented ones. Consider adding hired hands that will boost your posse’s performance in the game or help you between games.