Friday, May 17, 2013

Primed and Ready


After my eye exam this morning, I cracked open the jar of Golden black gesso and began priming some miniatures. I primed the horror miniatures from the last post and the other figures in the photos below. Nothing exciting, but making progress. The Splintered Light figures took forever to finish because they have so many small nooks and crannies!




Thursday, May 16, 2013

Bad Moon Rising

Look what's lurking on the shadowy horizon! You thought the town was getting scary with all the rioting thugs we've been seeing here lately. Now look who is showing up on the scene--another evil wind from the west! I hope someone has some silver bullets on them, or maybe a wooden stake, or at least really bad garlic breath. Whatever you do, don't go out at night!






Wednesday, May 15, 2013

Another West Wind Thug Joins the Gang

Another figure from West Wind's London Thugs pack I finished the other day. This is the seventh figure from the pack that I've finished, leaving just one more to go. I have five more from the London Mob pack to finish. These have been fun to paint. Now I just need to give them something to be rioting about! Maybe some werewolves or Nosferatu or Pumpkin Heads or Mad Bombers. Who knows what I'll pull out of my West Wind box next!

BTW next week I'll be picking up the rules In Her Majesty's Name and see how they look. Amazon says they will have them on May 21st for $13, my kind of price for wargames rules! Cool Stuff across the street should have them for $12. I'm sure well see a flood of posts all around the blogs and forums about the rules, and Victorian gaming. I'm not sure they'll be what I'm looking for, but at that price for a print book I don't mind. It's interesting how we're suddenly seeing an explosion in VSF in 15mm and 28mm. I'm also surprised to see renewed interest in Western rules, which seem to have been quite dead the past five or so years.



Tuesday, May 14, 2013

Crazy Old White-Haired Victorian Dude & Stuff

Last week, my wife and son went on a mini-vacation to St. Louis, so I took a little Me Time to do some painting. My back was still bothering me, but I had to do something. Actually, the back is still bothering me today, more so after bending over to take a bunch of photos for the blog this morning. It's at week five now. Sigh. My wife and son are tired of me being cranky! It's getting better but it will probably take a few more weeks. And now I've lost my train of thought. Oh, right...back on track.

I also worked a bit on the bases of my 28mm Soviets, sealing the ground cover with diluted white glue. I feared that the glue would turn the brown ballast a bit darker, which it did. Drats.

Plus, I really improved the look of the 15mm hedges I made years ago. They don't look like Brillo pads anymore! It was really easy to do. I'll have photos and tips of that later on.Yes, lots of  new 15mm stuff in the works here. :-)

Oh yeah, welcome to all the new folks following the blog. I always appreciate it. Feel free to leave comments.

Anyway, here is the third fellow I've painted from the London Mob pack. I thought I'd try white hair for the first time. I think it came out a bit too white, so next time I'll do it differently. Lesson learned. (I'm rationalizing that he lost his Sanity roll while facing one of Cthulhu's minions, turning his hair total white. LoL.) Any tips on painting an old man's white hair would be appreciated!

Since I have a bunch of these guys done now, I'll start working on the bases. I'm thinking of using the fine ballast but painting the entire base gray. I've seen this on the Pulp Figures site and in WSS magazine for "urban" figures and like the look. Simple and easy. I just have to figure out what color gray. You guys think it would work?

I used Burnt Sienna for the coat. I really liked the color.


Wednesday, May 1, 2013

15mm Halo 4 Falcons Cheap at Target

If you like Halo 4 and play 15mm sci-fi games, then check your local Target store because all the McFarlane Halo 4 toys and action figures are on 50% clearance. I picked up two packs of the Falcon VTOLS at $7.50 each. While I hate flying them in the game due to wonky controls, I like their look. The figures are clearly 1/76, but the ships look like the stated 1:100. The other vehicle packs seem a bit too large for 15mm gaming.

(Edit: Ok, Jeremy just saw me writing this post and wants to buy one of everything for his collection, including the action figs. As he just said: "Dude, it's Halo 4. Anything Halo 4 is sweet! I want them!" Of course, I'm supposed to buy them for him! Sigh. Kids today. LoL.)

Am I starting 15mm gaming once again? I've been seriously thinking about it, and Jeremy has been pushing me. He feels 15mm is the perfect scale for everything. Plus, 15mm sci-fi has just exploded since I sold off my stuff a few years ago.

You know, I was going to put in an order for Rebel Minis sale. I had a bunch of stuff in my cart, but just couldn't hit the buy button. I need more time to think about what style I want, forces I really want, and what rules I want to use, probably something for a reinforced platoon a side. So many choices. I need to educate myself more. Rushing to save $15 at Rebel Minis was not worth it to me. Plus, I'm the guy who has to buy and paint everything, which makes it tougher. And then there is 6mm sci-fi. Too many choices!

Anyway, that's enough rambling for now. Until next time.





Sunday, April 28, 2013

New Idea for Activations in Skirmish Games, Doctor Who Healed Me, Obvious Rogue Trader Revalations, and 50!?!

Well, after lying on my back every evening for three weeks with a heat pad, I'm finally feeling better. Of course, that didn't matter to our hot water heater, which died last Sunday and wasn't replaced until this past Friday. Several days of cold showers in the morning did not help my back nor my attitude! That aside, I did get watch the first 4.5 seasons of the new Doctor Who show. I had never seen the new series, so watching it was educational and overall enjoyable. Plus it eased my pain. But maybe more about The Doctor another day. Oh yeah, did I  mention that today I turned 50?

While resting and popping pain meds, I also "tried" reading some of my old rules that had been sitting unread on my shelves for ages. A big moment came when I finally got to read my copy of the original Rogue Trader. That was an eye-opener because I have many of the 40K books from 1st edition through 4th edition or so, but I've never actually played the game. Reading Rogue Trader from an unbiased (neither a hater nor a fanboy) point of view, I kept wondering if I were reading a set of Ancients or Napoleonic rules instead of one-man-per-base skirmish rules. Honestly, I felt that I could pop out my Space Marine figure and pop in a battalion of fusileers. The push-back and pursuit rules are right out of such an historical game, and sound much like Warmaster's fall-back and pursuit rules would. Anyway, Rogue Trader goodness and oddness is another topic for another day as well, if people would be interested.

This evening, I thought I'd post an idea I had for activating individual models in a skirmish game. It could be used in anything from a Western to a sci-fi setting. I think it could handle single figure activation, which was my goal, or unit activation.

These are just the bare-bones of the activation system. I took the dice cup idea from Bolt Action, though I had been thinking of the same thing ever since I played my first of World at War: Blood & Bridges years ago. Drawing on my love of collectable card games and their use of event and action cards, I'd also like to add that to the final version of the game. Plus, I'd like d10s for all skill and combat tests, but d6s for activation. But I'm getting ahead of myself.

So let's see what you guys think. Oh yeah, did I mention that today I turned 50?

PRE-GAME STUFF
Each player will probably have up to a dozen or so models. Each player needs enough six-sided dice to start the first turn of the game. All players must use the same size die, but each player will have a different color. These are the "action dice." (Instead of dice, you could use colored glass beads, small wooden blocks, poker chips, or any other type of token.)

You also need one opaque cup large enough to hold all the action dice.

TURN SEQUENCE:

1. New Turn
At the beginning of a new turn, each player places into the cup a number of his action dice equal to half his remaining models able to perform at least one action at the start of the turn. Round up any fractions.

(For example, Player A has nine models still in the game, so he places five of his action dice into the cup. He then passes the cup to Player B, who places four of his own action dice into the cup since he has eight models in play.)

2. New Round
At the beginning of each new round, draw a die from the cup and give it to the appropriate player, who becomes the active player for the round.

3. Action Points
The active player rolls his six-sided die to see how many Action Points (AP) he gets to spend for the round. See the table below.

Die Roll   AP
1, 2, 3,   1
4, 5       2
6          3

[Design Note: Here is an area where an action card could give a Star model one extra AP up a 3AP maximum. Or add a +1 to the die roll but a single Star model must use all the APs. You get the idea.]

4. Model Activation
The active player selects one of his models without a Spent token and activates it. [Design Note: Spent tokens mark models that have already acted during the turn or who have lost a turn for whatever reason.] He then gives the model one or more actions, spending the appropriate number of AP for each action performed. Some sample actions and their AP costs are listed below.

[Nearly all actions will cost 1AP because I really hate most all action point systems. Only complex, time consuming, or game-balance-issue actions will cost more. Some scenario actions, like shutting down the nuclear rocket launch, might take a character several AP totaled up over a few turns because that is the scenario's goal. Of course, saving and then playing just the right action card at just the right moment might help stop the countdown at the obligatory 0:01 seconds remaining.]

Action  AP
Move 6" 1
Shoot   1
Brawl   1
Reload  1
Unjam   2
Open a new shrink-wrapped DVD case 27AP

(Ok, I'm being silly with the DVD. But I had to struggle doing this earlier today. If I had to do it while being shot at, I doubt I could!)

Assuming the player has the AP to spend, a model can perform the same action multiple times a round and can perform its actions in any order. Resolve each action separately. The player can wait until an action is fully resolved before giving the model another action, activating a new model, or ending the round.

Once the active player finishes giving the model actions, he places a Spent token next to the model. A model cannot be activated again until the Spent token is removed, which typically occurs at the end of the turn.

If the active player still has AP remaining, he can select another of his models without a Spent token and give it one or more actions, spending AP for each action. He can continue activating models this way until he runs out of AP or decides to end the round. Just remember that action points cannot be saved from round to round--use them now or lose them.

(Example: Player A, the active player, has three action points to spend this round. He decides to activate Texas Pete, announcing that he will spend 1AP to move the model 6" toward the nearby stone wall. After Pete arrives at the wall without any problems, Player A announces that Pete will spend 1 AP to fire his revolver at Stinky Bill. Unfortunately, the shot misses. Now Player A has a decision to make. He still has 1AP to spend, but really needs to use it on another model that needs to move into protective cover. But Texas Pete's shot missed Stinky Bill, who hasn't done anything yet this turn and might be able to shoot back, if his player is lucky enough to become the active player next round. Then again, Player A might get lucky and become the active player instead. Or Player A could toss it all to the wind, discard the remaining 1AP, and end his round early. Perhaps he could spend that action card that costs 1AP. Decisions, decisions.)

5. Repeat Steps 2-4
Repeat Steps 2-4 until all the dice have been drawn from the cup or there are no more models to activate.

6. Clean Up
This is a placeholder step for when any end of turn rituals and functions occur--perhaps morale tests, victory conditions, drawing and discarding action cards, removing Spent markers, and so on.

7. End of Turn
Return to Step 1 and begin a new turn.

So, Humans, Tell Me What You Think
Does it bring anything to a game or just add more complexity without any real payoff? I want to avoid IGOUGO or being able to activate only one figure per round. I want some fog of war, but I also want some planning, but not too much--this isn't chess. I want to be able to have the Earps stroll down the street together, but die rolls might force me to activate other models before I can roll 3AP, which is part of the game. Hmmm.

Take care. Oh yeah, did I mention I turned 50 today? :-)