Work continues on the Punic War Romans. With two commands of actual Romans finished, I wanted to incorporate a command of Italian Allies.
Wednesday, March 30, 2022
Painting Updates - Romans, French-Indian War, Battletech
Wednesday, March 23, 2022
Corpse Flower Wars - Mythic Americas AAR
Unfortunately, a risky gamble didn't pay off when Sam charge a Bound Dead unit into my Warlord, and the High Priest was killed. With my own Bound Dead unit failing its order test and going Down, I conceded the game to Sam as I had no units left that could build Altars and contest Sam from doing the same.
So the game ended 0-1 with Sam's warband winning. Neither of us managed to score any points from our Devotions (I'm never picking terrain specific Devotions again, as I have a tendency to pick pieces that my opponent heartily defends).
I did learn a few things from this game, however. The new Monstrosity and Magic rules (that remove their respective charts and the Wild-Bound-Allied system from Erehwon) are great. With my limited experience, the Monstrosities are more likely to stick around instead of being lost to a random chart result. And the added wounds to Monster units do a lot for their viability. I can see Monster units in one of two functions; Units with less models and double wounds for durability, and units with more models and single wounds for offensive strikes. Four model units with double wounds may be a good middle ground, but they're expensive and can still be lost to a single failed break test, like mine were during this game.
That said, Sam and I enjoyed the game. Sam's looking to either pick up Inca or Inuit, while I'm going to focus on my Maya after a brief Battletech painting interlude.
Wednesday, March 16, 2022
'One' for the History Books - To the Strongest! AAR
Wednesday, March 9, 2022
Leadership Skills - Sharp Practice AAR
After a few more exchanges of fire, and at the primping of the assembled players, Steve ordered his Militia to charge into the isolated British group.
In an unexpected turn of events, the British gave better than expected and the Americans ended up fleeing.
We decided to end the game there as it was getting late. While the British were currently in the lead (8 morale points to the Americans' 5), had the game gone on for longer it may have swung the other way. As I mentioned earlier, the Americans had the greater number and could both put out more shots and spread return fire out through there lines.
This was a great scenario to learn the rules, so I'm looking forward to playing again, hopefully with some more space to maneuver or with different objectives. But overall, this is yet another win for the Lardies when it comes to writing fun rules that I enjoy.
Wednesday, March 2, 2022
One Force, Two Force, Red Force, Blue Force - The Battlefield AAR
The Red Force transports took even less time for the VTOL to sort out, and a desperate CQC charge by Red Force infantry into the upper floors of the building fizzled out.
With that, Red Force decided to retreat rather than try and press forward. With no mechanized support, and the VTOL patrolling the area, it would have taken a miracle for the reinforcements to reach the munitions dump.
Ben ran a great game (which looked amazing - the smoke columns had little tea lights in them to simulate the flickering flames) and I'll happily look forward to playing more of The Battlefield in the future.
With the (currently) ongoing invasion of Ukraine, I've been reflecting on my willingness to play games set in "modern" eras; anything from Vietnam to "ultra-modern." While The Battlefield is intended for use with modern conflicts, I think I'd rather adapt them to WWII, or use them with scifi minis like Ben has done.