Tuesday, July 3, 2018

I Survived!

The zombie apocalypse, that is.

On a whim, we pulled out Zombies!!! Saturday night. Now I usually do poorly in this game because it relies heavily on good dice rolling, which is not my forte. This game began true to form as my first character succumbed to the zombie horde.

My second character, however, got on a roll and was a zombie-killing machine. I managed to take down 22 of them. I then realized that there is an alternate victory condition - kill 25 and win the game! I was sooo close, but then my luck ran out. My second character went down.

So I went back to the start, but this time the helipad had been played. I steadily made my way to it. My wife was closer to the helipad, but her dice rolling had cooled. She rolled a 1 twice in a row. Then I rolled a 6, enough to make it to the waiting helicopter. Three zombies stood in my way. Not for long as my luck returned. I mowed them down and made it to the helicopter, which lifted me off to safety (sorry dear).

My path of victory in red
My wife circled in yellow

Sunday, July 1, 2018

A Raider Runs Through It

Recently Ganesha Games announced that Star Eagle, its space fighter ruleset, is available as a PDF for $10. The price seemed reasonable so I picked up a copy. I've only glanced at the rules but they inspired me to pull out my latest space fighter rules.

Two Federation fighters scramble to intercept an Imperial raider. It is escorted by a pair of Imperial fighters (Note: I ran this as a fairly vanilla scenario. All fighters have the same agility and are experienced pilots).

Blue 2 gets a shot at the raider. Lasers scorch the raider's armor but have no lasting effect.

Both Federation fighters line up for a firing pass but only score superficial damage.

Blue 2 makes a firing pass along the length of the raider. Its shots penetrate, damaging the raider.

Blue 1 tries a pass, but one of the escorts destroys it. Meanwhile, Blue 2 takes damage from the raider's defensive guns.

Blue 2 tries one more shot but misses.

It then breaks off the fight. It will be up to anti-rocket artillery to drive off the raider.

Alas, not a particularly auspicious outing for the Federation.


Saturday, June 30, 2018

Push 'Em Back!

I have a little free time and decided I should play a game. However, I was not really in a mood for any battles. Actually, I have World Cup fever, so I wanted to play a sports game. Last World Cup I modified some soccer rules into Star League, a futuristic goal-scoring game. Alas, those rules are stuck on my dead computer (I really need to get a new battery for it). Instead, I pulled out a board and counters and began to improvise.

The game is a very simple dice rolling contest. There are 5 rounds per game, with 6 plays per round. Each play is an opposed dice roll with the winner moving forward either 1 or (when doubling) 2 spaces. A team gets 2 points for pushing the opponent off the board or 1 point if in the opponent's territory at the end of the round.

In this game, Red is pushing back Black.

I then set up an 8-team single elimination tournament, using my generic counters. I finished the tournament in about an hour. Here are the results:

Round 1
Red defeated Blue 6-4 (OT)
Purple def. Green 5-4
Black def. White 5-3
Gray def. Brown 7-2

Semifinals
Red def. Purple 5-3
Black def. Gray 5-3

Finals
Red vs. Black

Round 1 - Black scores 2 points
Round 2 - Red scores 1 point
Round 3 - Red scores 1 point
Round 4 - Red scores 2 points
Round 5 - Black scores 2 points

At the end of regulation, the score is tied 4 all. The game goes into sudden death. Whoever scores in the overtime round wins the championship!

On the final play, Red finds itself backed into its own territory. However a 5-3 roll (with the white die for the Red side) pushes Black back into its own territory

We keep playing until there is a winner. On the next roll, Red scores a 3-1 victory. They push into Black territory and claim the championship!

This was an amusing diversion. There was no strategy involved, however, so it could grow stale very quickly. I'm thinking of giving each side a pool of tokens it can use to modify or re-roll dice (not sure which yet). The size of the pool could vary depending on the team's quality. I foresee some experiments coming up.

Wednesday, June 20, 2018

The Purge

Recently I replayed a Waterloo scenario that I originally ran for the 200th anniversary. This time, however, I used my generic counters rather than my 3mm miniatures.

Did I miss the minis? Actually no. And this got me thinking about what I do and do not need for my gaming.

Bob Cordery's recent efforts at downsizing have also got me thinking about reducing my gaming clutter. Now I don't have a large collection as it is. There are just a cheap plastic chest of drawers from Walmart and a few plastic boxes.


Still, I am a minimalist at heart, and it grates on me to have unused stuff lying around. Which brings me back to my 3mm figures. They worked great when I was using a 2 inch gridded battlemat. However, I have switched to a 1 inch gridded dry erase board and to me the figures look oversized for the grid.

I have been thinking of switching back to 2mm (yes, another scale switch). I think they will look better on the 1 inch grid. As a result, 3mm is now expendable.

I actually began a purge process in January, bagging up a bunch of stuff I don't think I need anymore. I have added my 3mm to the pile.

Now what to do with the lot? Trying to sell crappy collections like mine is usually an annoying process. I don't make much (if any money) and it just adds annoying errands (like running to the post office) to my already busy life. However, I hate to throw them away. It just seems wasteful. Maybe I'll just post them on this blog and see if anyone wants them - just pay postage.

Any suggestions?

Monday, June 18, 2018

Dicey Rolling

Saturday night my wife and I played Dragonwood.


For "a game of dice" my rolling was particularly bad. One example:

Needing a 9 on 4 dice, I rolled an 8 (3, 3, 1, 1). But I have the lucky mushroom, which allows me to re-roll a die. Great! I just need to roll a 2+. And I get . . . a 1.

This happened multiple times during the night!

Naturally, my wife won.

Just a note - I really enjoy Dragonwood. Set up is quick and easy. The rules are simple also, which means it is easy to get back into even if we haven't played it in a while. Yet the game play is not simplistic; there are plenty of decisions the player needs to make (do I draw or fight? If I fight, which creature do I attack? What attack do I use? etc.) I have enjoyed this game a lot.

Saturday, June 16, 2018

Waterloo Revisited

This week it dawned on me that the anniversary of Waterloo is approaching. I recalled that I played an enjoyable One Hour Wargames style scenario for the 200th anniversary. I decided to revisit that scenario.

The opposing forces are the same, although I am using counters instead of my 3mm Magister Militum figures. Furthermore, I am using my 1 inch gridded dry erase battle board with terrain features drawn on the map.

Now to the action

The British and French drawn up in opposing lines.

Napoleon sends cavalry and infantry forward on his right flank.

They engage the British. Hard fighting ensues.

Until the French cavalry is driven off.

Napoleon now launches a general advance. On the left, the French infantry is repulsed by British light troops defending the Hougoumont.

But the French try again and drive the British out. The French also take La Haye Saint.

The French keep pressing and rout the British infantry on the French left and center!

With half is army in flight, Wellington has no choice but to call for a general retreat. Napoleon has achieved a decisive victory!

Game Notes
  • Last year I was experimenting with some army level horse and musket rules but they were not available for today's battle (they are on my dead computer - I need a new battery). Instead, I improvised using my latest skirmish rules, treating each unit as an individual. The rules worked OK but I think my army level rules would be better.
  • In the past, I have used the Song of Blades and Heroes method of determining activation. For today, I simplified greatly - roll 1D6 (3+ to activate a unit) but the turn ends on a roll of a natural 1.
  • Early in the battle, both generals were plagued by bad command rolls and the action moved slowly. Napoleon corrected his command issues whereas Wellington did not. The result was a very vigorous offensive with a weak response, leading to Napoleon's success.
  • Overall, I enjoyed the battle. Sometimes it's good to roll dice and move units, even if the rules are fuzzy.

Sunday, June 10, 2018

Lost in Cyberspace

I had a few minutes for gaming yesterday. I pulled out my rockets and engaged in a dogfight. Alas, I sent my pictures via e-mail then deleted them from my phone before receiving the e-mails. However,  the e-mails never made it to my inbox. Looks like the pictures are lost in cyberspace.

I did jot down notes during the battle and have recreated the action as best as I can picture it.

Two Federation rockets (veterans) spy a squadron of 4 Imperials.

The Federation rockets engage, damaging 2 Imperials. White Two nearly takes a hit, but his skill allows him to dodge the incoming laser fire. Nevertheless, he is a bit rattled.
Game Note - White Two was damaged but I allow the "good guys" to try a Hero Roll. Success reduces the damage by 1 rank (Destroyed becomes damaged; damaged becomes rattled; rattled becomes a miss).

One Imperial breaks off. White Two zooms past an Imperial while White One scores another hit on his target.

The opponents circle for advantage.

The Federation rockets line up shots. One Imperial is destroyed and another damaged.

A bunch of misses at close range!


White Two gets on the tail of an Imperial! His shot destroys the enemy but he finds himself under fire by the last remaining Imperial. But his enemy misses!

The last Imperial tries to break off but White One gets him.