Sunday, June 23, 2013

Craig Cartmell suggested I post the Unit stats themselves.   I have not yet added background.  


 

Count Krabbenstein

Number
Type
Pluck
FV
SV
Speed
Cost
Equipment
Talent
Armor
1
Count Krabbenstein
2
4
0
2
82
Sword
Mesmerism, Fly, Immortal, Terrifying
10
3
Thrall Vampires
4
2
0
0
102
Sword
Fly, Terrifying
8
4
Evil Cossack
5
1
1
0
48
Musket, Knife
7
3
Evil Cossack
5
1
1
0
33
Sword, Pistol
7
1
Evil Cossack
5
1
1
0
10
Halbard
7
275


Zef Secret Service

Number
Type
Pluck
FV
SV
Speed
Cost
Equipment
Talent
Armor
1
Baron Von und Zu Stellvagen
2
4
0
2
83
Sword
Duelist, Fearless, Inspirational, Leadership +2, Tough
12
1
Leutnant Braun
4
3
0
2
29
Sword
Duelist, Leadership +1, tough
10
4
Grenadiers
5
1
3
0
100
Military Rifle
Bayonet Drill, Marksmen
9
4
Polizei
5
2
2
0
60
Sword, Pistol
9
272


Gypsies

Number
Type
Pluck
FV
SV
Speed
Cost
Equipment
Talent
Armor
1
Big Yanni
2
3
3
0
50
Blunderbus, Pistol, Fighting Knife
 Leadership +2, Tough
10
1
Old Magda
6
1
0
0
47
Knife
Zone of Shadows, Cloud Men's Minds, Water bullets
7
2
Mala and Esmerelda
5
1
0
2
28
knife
Fascinating Dance - same as Erudite wit
8
5
Male Gypsies
5
2
2
0
75
Sword, Pistol
9
8
Werewolf form
4
2
312
Fangs
Terrifying, tough, intuitive
10
512


The Biggest question is the Werewolves/Gypsies since their points come out way high.  I am thinking it takes a turn to change human to werewolf and two turns undisturbed going back to human.  Werewolves cannot carry equipment in Lycan form and have to return to where they changed to recover their equipment.  They can change into Lycan form when in melee.  The lycan form keeps all of the base stats that are not listed, so a pluck 5 gypsy has pluck 5 as a Lycan.

Villagers

Number
Type
Pluck
FV
SV
Speed
Cost
Equipment
Talent
Armor
1
Father Dubnik
2
3
0
0
55
Club
 Leadership +2, Inspirational, True Grit
10
1
Burgermeister Meisterberger
6
1
2
0
18
Blunderbus, Pistol, Fighting Knife
Leadership+1
7
4
Muskets
5
1
3
0
92
Musket
Hunter, Marksmen
7
8
Melee
5
1
0
0
96
See Figure
Fanatic
7
2
Pistol
5
1
0
0
14
Pistol, Knife
7
275



Criminal Dream Team

Number
Type
Pluck
FV
SV
Speed
Cost
Equipment
Talent
Armor
1
Professor Moriarty
2
2
3
0
66
Pistol, Knife
Intuitive, Impervious, Leadership +3, Stealthy
12
1
Sidney Greene
5
2
1
0
34
 Pistol, Fighting Knife, Magneto_Static Umbrella
Mesmerism
10
4
Strumpets
6
1
0
0
52
Knife
Cloud men's minds
7
1
Paddy O'Doul
5
4
0
0
14
Martial Artist
7
1
The Ripper
4
3
0
2
30
Fighting Knife
Cloud Men's minds, Impervious
10
1
Fagin
4
3
0
0
17
Knife
Pick pocket - Pluck roll to disarm
8
1
Roderick Spode
4
1
3
0
20
Shotgun
fanatic
8
1
Slimy Bob
6
1
0
0
10
Knife
Stealthy
7
1
Greasy Dick
5
1
3
0
26
Rifle
Hunter, Marksman
7
269



Horse Guards Special Force

Number
Type
Pluck
FV
SV
Speed
Cost
Equipment
Talent
Armor
1
Colonel Fred Burnaby
2
4
3
0
75
Hunting Rifle, Pistol, Sword
Inspirational, Leadership +3
10
1
Lt Spot
4
1
3
0
22
 Pistol, Fighting Knife
Stealthy
8
1
Major Montgomery
5
2
2
0
17
Military Rifle
9
1
Jenny McNamara
5
4
2
2
24
Pistol, Sword
9
1
Beatrice
5
0
3
0
27
Hunting Rifle
Hunter
7
1
Sweet Maggy
5
1
2
0
18
Arc Pistol
Pick pocket - Pluck roll to disarm
8
1
Sgt Jock McClure
4
3
1
0
44
Pistol, Arc Generator, Prosthesis
8
1
Ensign Daniels
5
1
2
0
19
Arc Pistol, Targeting Array
7
2
Seamen
5
1
2
0
28
Rifle
7
274



Saturday, June 22, 2013

Units for "In Her Majesty's Name"




Thule society - for sale after Historicon -Saturday

Lord Cur





The Black Dragon Tong


Servants of Ra


 Criminal Dream Team

 
Gypsies


 Zef Secret Service
 
 Horse Guards Special Force

 Count Krabbenstein

 WereWolf? There Wolf!

 
 Very Angry Villagers

Thursday, May 30, 2013

Pulp Flying Game

This was a test of modifications for the movement.  I used to used card movement ala Wings of War/Glory but went to the X-wing dial mechanism as easier to handle.  2 games with rules discussion and modifications in in under 3 hours

First game was 4 Rocketeers, a Flying Monkey carpet and an Eagle against a Full Stukasaur Squadron of 4 Stukasaurs
 
Rocketeers Move in, trying to get to the Stukasaurs flank

Stukasaur flight plotted

In come the Monkeys and their Eagle ally

Defenders pinch in on the Stukasaurs. 
The Stukasaurs almost leaked through and almost got to the target but were ultimately shot down as they were about to get out of range.
 
Second Scenario
4 American Rocketeers, a monkey carpet and a large monkey carpet vs 5 German Rocketeers and a rider less pteranodon.  The Germans were defending their Zeppelin, which had an AA gun.   

The Pteranodon killed three monkeys but died in melee.  The Germans were all damaged, but had eliminated two of the American Rocketeers

The Flying Monkey carpet is almost empty, it got shot down by the German Zeppelin captain,

Saturday, May 18, 2013


Cool Giveaway http://wargaminggirl.blogspot.co.uk/2013/05/100k-prize-draw-day-3.html

Zombies Campaign Hosted at Pair a Dice Games day 6

Sal had a bad feeling.  She did not want to go, but it was important to make a good showing for Bartertown and a bunch of other folks were out on other missions.  On the face of it, it was a simple mission, drive into Bartertown, with Mullet Boy - who we rescued from the warehouse.  We had enough firepower to push through and two good vehicles.
From Mullet Boy, we knew that the path in was partially blocked to slow vehicles down.  We also knew the guards would not interfere with things going on outside the fence.  Seemed simple.  JM decided we would take a shortcut across country, avoided a couple of bottle necks.  We shortly saw why when we spotted a truck being looted by seven gangers. 
The leader immediately opened up with his shotgun and knocked down JP - at the wheel of the Ford.  The leader's minions rounded the looted truck and opened up.  Killing Mullet Boy and missing the others,  Returned fire knocked down the immediate targets - with the first shot killing the Ganger leader.  Our activation continued the string.  Active fire cleared the immediate threat of the gangers, JP recovered from being knocked down - nice to have body armor, but the Ford was stuck in the mud.  We shoved it onto the pavement with the tour bus - a nice roll on a -2 rep check.  The gangers did not have the remaining firepower to defend from the zeds swarming after a fierce gunfight - they had opened up with three shotguns and an SMG and our return fire was as voluminous.
Now it was the Tourbus's turn to get stuck in the soft soil.  A single ganger tossed a shotgun shot at the bus while the others fended off the zeds.  He failed, and the return fire knocked him down.  The zeds closed in on the downed gangers and started feasting.   Other zeds worked on the tourbus, trying to get at the tasty humans inside, but were brushed back by the fire from inside.  We got the bus unstuck and bounced forwards before a horde of zeds could close in. 
Meanwhile the gangers took and opening to try to escape.  They got charged and won one and lost one melee.  They won the next activation and cleared the remaining zeds and hotfooted it off the table.  Leon - the ganger that had lost melee was successfully revived and avoided infection. 
The path to the gate seemed clear, the gangers had been neutralized and the zeds were focused on the downed gangers.  A gimp charged the Ford wielding a meat hook and a chainsaw.  He did little other than dent the hood before our next activation - when he took a shotgun blast and was obviously dead. 
We made the gate and got in.  The residents of Bartertown seemed immune to our attempts to recruit them  but took our goods.  We traded in a massive number of guns collected over the last adventures for three sets of body armor and two doses of the cure.
The path out seemed like the easy route.  Rather than rick the choke point, just take the side road.  The ford made the obstacle course easily and was on the edge of the table.  He ran over some zed on the last corner, but it was only a 2d6 rep check with a  rep 5 anything but boxcars.  One, zed , two zeds down , last roll - boxcars.  We flipped the van.  Inside Jethro, JM,s minion, must have been thrown since he was dead, the others - just stunned.  Zeds stormed forward and started peeling back the van.  In the lead Ford, JP noticed the wreck - some discussion followed whether to return and they decided on the return.  Back comes the Ford to the rescue. 
Some zeds broke off the attempt to get into the tour bus and charged the Ford, causing IT to crash - another pair of boxcars.  This time everyone was fine.  Inside the tour bus the inhabitants recovered and started killing off zeds.  On the zeds turn three charged each of the three in the bus - all three humans sensed the dire situation and passed the being charged test.  I killed one zed with a pistol shot, while my minion offed one and JM's smoking hot babe did in two.  She killed her remaining attacker, I barely saw off my two and Sal was wounded in hers.
The zeds seemed not to know how to deal with their success and failed to activate  On the human actiavetion, we cleared the immediate zeds, stabilized the situation and transferred the bus's load to the Ford.  
On checking each vehicle ( decided they were drivable on a 1 on a d6) the Ford was ok, but the bus was out of luck.  We cleared out.  We started with 9 and ended with 6 as Sal's premonition was right and she did not recover from her wounds.  I lost both Mullet Boy and Sal, JM lost his minion Jethro.  Both JM and Smokin Hot babe went up in rep. 
Disturbing news,  While hunting deer around our base, D and M found traces of other humans scouting the perimeter - maybe the gangers escaping in the last two events will bite us.
It has been a while since I posted.
On Wednesday we did a four faction SAGA game.  Anglo Saxons and Normans vs Scottish and Anglo-Danes.
Normans threaten the bridge with Archers, Crossbowmen and a Small Knight contingent

The rest of the Normans crossed at the Ford and advance across the field


Anglo Saxons advance down the Road.
 
An 8 figure unit of Norman Knights charged an Anglo Dane Warrior unit behind the Hedgerow.  The Hedgerow was no help and the Anglo Danes evaporated in the ferocity of the Norman Charge, killing only one Norman.  Shortly thereafter one of the 12 figure Anglo Saxon units charged a unit of Scottish Warriors who were likewise obliterated while only killing a handful of the Anglo Saxons.  That trend continued through the battle.  My units would be whipped out with limited casualties,  I had my victories - killing the Anglo Saxon warlord early on.  By the end of the game, the Scots were reduced to 3 warriors, the Warlord and a unit of Archers.   The Anglo Saxons had Units of 3, 6 and 8 warriors, The Anglo Danes had the warlord, 5 and 1 man  hearth guard units and a full Warrior Unit.  The Normans had the Warlord, units of 4 and 1 man knights, 7 crossbowmen and 12 Archers.  Bo was pleased with the performance of the Normans this time.

Sunday, January 29, 2012

Saga Games

We have been playing SAGA recently. 
One game about a month ago, Eric the Dark Red faced Goffrey Earl of Westhen.  I could not commit to a strategy and was defeated piecemeal at the bridge.
Huscarls in the Field
Birdseye view of the Battlefield Flanking force at the ford, a unit of Huscarls in the field.  Erik with a group of Bondi shelter behind the farmhouse.


Another day sees Normans under Bishop Bo lined up against Goffrey


A near run thing

Last Weekend Baldwin Count D' Monet Faced Goffrey.  Norman archery whittled down the AngloDanes, then the dice deserted Baldwin and he survived with a mere crossbowman and his levy archers.
Baldwin's troops