Thursday, December 7, 2017

Mad Wookies with blasters: "It's a trap!"

It started off as a joke about overcomplicated Napoleonic rules, but being from the Star Wars generation,  when I hear "Empire", I think Darth Vader.  So I had a box full of Star Wars miniatures I had never used, added Howard's "Mad Dogs with Guns" gangster rules and a simple three way scenario and we had our first Star Wars/gangster game.
The spaceport of Pom Eisley, the second most hive of scum and villainy.  The rebels would attack, seeking at least 2 objectives: the power generators,  the supply bunker, and the HQ.  Dan played the Rebels, Howard played the Empire and I played the Scum & Villany who would fight against both sides in opportunistic fashion.
Lando takes his squad towards the supply bunker.
Jabba's gang, hanging out in the Cantina, gets word that several high bounty targets have arrived in town.
Luke and Leia and R2 squad makes for the power generator.


Han and Chewie make for the command center.
One of Jabba's boys tries to capture the valuable R2 unit.
Perimeter sensors alert the Imperial HQ staff of the intruders, and they prepare defenses.
More bounty hunters arrive.  Luke's attack on the generators bogs down in a firefight.
Despite the heroics of one rebel soldier, Jabba's boys eventually overwhelm and start to run away with R2.
Meanwhile,  Han Solo blows open the command bunker door.
Lando's initial attack on the bunker is repulsed.  While regrouping behind cover, he uses his "silver tongue " ability to convince some local Scum to join him.
Luke and Leia are holding off the bounty hunters, but have lost all their troops and it is looking unlikely that they will get to the generator.
With his new friends, Lando assaults the bunker again.  This time they set the charge and blow the door.
Han's group abandons the HQ attack and rushes to rescue R2.
A thermal detonator clears out the last resistance in the bunker.  The Scum loot what they can carry while the Rebels set explosive to destroy the rest.  1 objective to the rebels.
R2 is rescued by Han Solo. But time is running out.

With time about up, the Rebels make their way to the Millennium Falcon,  which has been cleverly disguised as a "piece of junk".
Howard reveals the secret location of Darth Vader in the command bunker.
Under Darth's command, the Imperials leave the HQ and chase the remaining Rebels out of town.

As the Imperials still held 2 objectives they won the game.
All in all a fun game.  Mad dogs rules worked fine with Star Wars, due to the Pulp nature of both genres.
Figures were all the prepainted plastics from the SW collectible minis game.   The bunker is from MBA.  The HQ is Dwarven Forge sci-fi sets.  All other terrain is handmade from various sources.
Dan's awesome (and appropriate) contribution....

Thursday, October 12, 2017

Unknown miniature manufacturer

Anyone know who makes these?
They seem to be 25mm (not quite 28mm) deep ones or fish men.

Battle Troll: the Gentlemen callers

Dan, Howard and I had a three way game of Battle Troll.  Howard's band had captured the beautiful Brunhilda, and wedding plans were being made, whhen Dan and I showed up with romantic dreams of our own.
Whomever was able to sweep the lady off her feet (and the board), would be remembered in the sagas.


 Howard has word the rival gentleman callers are coming, and arranges his defense.
 Dan arrives first, and draws first blood killing a thrall.
 I arrived shortly after, but my warlord recieved a slight arrow wound that was holding him back.  Either way, things were looking grim for Howard caught in between us.
 In the chaos,  Brunhilda slipped her bonds and made a run for it, in the direction of Dan's camp.
 Dan followed her, since she was the prize after all.  I gave chase and made an amazing movement roll (three 6's) and was able to cut him off.
 Using a classic football move, Dan threw his blockers against my wings, used his warlord to make a hole, then his hearthguard grabbed the girl and made a run straight up the middle.
Dan runs off the board with his new love.  Another romantic saga concludes!

Game: 28mm, Dan's figures a mix of Gripping Beast plastic and metal, Crusader, Black Tree.  Houses from Acheson Creations.

Saturday, September 30, 2017

Some truly revolting manners....

Playtesting some revisions to Howard's "A Gentleman's War".




Sunday, September 17, 2017

GURPS: The Prisoners of Efate, part 2


We got together to play some GURPS rpg over the weekend.  Being a LowKey designed campaign, the plot is far too complicated to summarize in a paragraph.  Suffice to say that the PCs had all been drawn to the Northern lands (think Vikings) for various reasons, but discovered an ancient evil (Cthulian mythos) was being awakened.
The party meets at a druid of Heng's temple, where the plot is revealed.  Full disclosure is cut short by an attack of byakee and other alien fiends.
As the party crosses the wilderness they encounter moon flies and another byakee.
Father Wolfgang makes short wotk of the byakee with his distant blow spell.
Some Viking children are rescued from wolves.  Their father may take the group further north later by boat.
The Jack negotiates passage to the tomb of Heng with the witch "Master-Blaster".

The way is revealed across the field of fire.

The tomb of Heng is found, but a giant gorga lizard blocks the way.  Wolfgang lures it away with an annoying light spell.
Before they can enter, a stranger appears, claiming to be a fellow Heng worshipper.  The party suspects him of being one of the Gith, interplaner master swordsman. The Jack disarms him with a mind control spell, while Kayne shoots an arrow at his head, rolling back to back criticals.  One dead swordsman.
The party fnally enters the tomb of Heng (i would have busted out the Dwarven forge terrain but it was very late and were almost finished).
The spirit of Heng is summoned, and the next stage of the adventure is revealed.