Wednesday, May 21, 2014

Painting Update - SAGA

A small update today. I've been very busy these past few weeks with school, graduation, and the crushing realization that I've now stepped beyond college and into 'real life.' You'll please excuse any panicked breathing. 

Although I haven't played anything - not even an arranged game! - I've done a bit of painting for my SAGA collection.


The first set is a point of Hearthguard for my Vikings, which recently arrived from Architects of War. I'm not sure whether it was the store's location or the reliability of USPS' Flat Rate shipping, but it only took two days to arrive. I should note that this is the last point for my Vikings, which gives me a full six point warband for the faction.


The second unit is a point of Warriors for my Normans. Now, normally unmounted Warriors are a bit of a flop when it comes to Normans - their Battleboard only supports cavalry and ranged units. Instead I'll use them as Flemish Mercenaries. They might not generate a Saga Die, but they do activate on their own and are armored as well as Hearthguard. They'll make excellent cover for my mounted knights, and the slow movement speed doesn't really matter in a faction that'll happily peg their opponents with arrows from a distance.

Wednesday, April 23, 2014

Painting Update - SAGA

It's been a couple of weeks since I posted anything, mostly because nothing of interest has actually happened - blog worthy, anyways. My last semester at college is quickly coming to a close, and work is piling on - final projects, papers, tests, all swirling together in a maelstrom of schoolwork.

With Easter weekend, I managed to get a bit of respite in the form of painting. Remember that dark ages game I managed to play every once in a while? It was called SAGA, I think. Well, I finished up a unit of Crossbow Warriors for my Normans, and started on a unit of foot Warriors.


Looking at the little horde on top of my bookshelf, I realize that despite having not one but three factions for SAGA - Vikings, Anglo-Danes, and Normans - I haven't managed to get any of them up to six points. The Vikings stand at 5 points, the Danes at 4, and the Normans at 4 (technically - having used the foot Warriors, I'm not entirely impressed with their ability to act as a screen for my cavalry, although that might be due to the fact I've only used them at 4 points, rather than the standard 6.)

What does this mean? It means no more X-Wing models, or miniatures for other games - I want to focus any and all future purchases towards finishing these factions. The Vikings will probably be the easiest, as they just need another four Hearthguard. The Danes will need more Hearthguard and a unit of Levy. The Normans will probably be the toughest - I'll need two units of Levy Archers and a unit of Mounted Warriors to get to the list that I want.

After that? I don't know. Maybe another faction - maybe Welsh, to finish off the first four factions. If not the Welsh, then I'm looking at the Irish, having been the first faction I played as/against along with the Vikings; Scots, because they're always cool, and Anglo-Saxons, since I'm such a big fan of the Uhtred series by Bernard Cornwell.

Wednesday, April 2, 2014

All for One, and One for All!

It was that time of the month again. The stars were right, the winds howled as rain poured from the skies, and Bob Fanelli was hosting once again at 7th Dimension games. 

This time, Bob had set up a 3 Musketeers themed game. We where in for an adventure full of swashbuckling, plumed hats, intrigue, betrayal, and plenty of dice rolling! And lots of people affecting terrible French accents. Really, really terrible. 


The setting was the small, fortified town of Guiche, somewhere in rural France. Normally a quiet town, rumor was that the Chevalier Eustache had been arrested by the King's orders. He would be escorted into town by a small group of the King's Guard. 


Meanwhile, a carriage stops just outside of town as a certain Cardinal waits for his own men to arrive. 


The town was quiet. For now. 



As always, Bob's games are full of wonderfully painted miniatures that belonged to a variety of factions. There were two 'squads' each of King's Guard in blue tabards, Queen's Guard in black tabards, and Cardinal's Guards in red tabards. There were two squads of 'The People' who were an anti-royalist faction, some English spies, and other groups of ruffians just out to make trouble. For the most part, the game revolved around the Eustache and his secrets that everyone was out to either gain for their own or, failing that, at least prevent from falling into the hands of the others. 


I picked a squad of the Queen's Guard, led by Capitaine Bartholomew Pompoi Le Bret and Robesmichel Roland Clouseau. The other three members of the squard were Guy Squeezi and the brothers Pierre and Andre de le Douche. 


And here was the missions assigned to Le Bret by the Queen herself, unbeknownst to the King. 


Le Bret led his men into town and straight to the blacksmith, in some hope of getting Guy's firelock repaired. No such luck, but the blacksmith did have a rare salve that he sold to Le Bret. 


Guiche was unusually busy on this day. A squad of King's Guard had arrived separately of Estauche's guards in search of the infamous criminal, Pamplemosse (who quickly became named Pimplemouse amongst the players).


Also odd was the arrival of the Cardinal along with a group of his men.


The squad of King's Guard that was escorting Eustache arrived in town. They hadn't made it 30 feet through the main gates before they were suddenly set upon by Pamplemosse and his men!


Meanwhile, Pierre was enjoying a streetlady's hot buns. Her hot cross buns, that is.


Now, the rules featured a rather detailed method that allowed Principles - the leaders of the squads - to duel in a proper gentlemanly way, with each player choosing 5 actions in a round. This could be Slash, Thrust, Lunge, En Garde, Rest, Recover, Jump Back, Back, Close, Kick, Beat and others. It was a fascinating way of having fights between the more important characters. If I had any complaints to voice about Bob's rules, it was that the duels could take a little while as the other players were forced to wait until the combat was resolved to get back into the game. We were, however, able to entertain ourselves for these interludes, so it wasn't really a problem. 

What was a problem, however, was the fact that Pamplemosse and the leader of the King's Guard managed to skewer each other at the same time, killing each other. 


Le Bret, seeing that the King's men were in trouble - and that Eustache was finally in town - charged into combat with the rest of the Queen's Guard.


The melee devolved into a four-way fight. The Queen's and King's Guard were fighting Pamplemosse's men, while another group of anti-royalists looted the body of the leader of the King's men, finding the keys to Eustache's shackles. The group of English spies, led by a man named Buford, took the opportunity to sneak up behind Eustache and start jabbing him with their knives, hoping to silence him forever. 


The leader of the other squad of King's Guard, seeing his objective - capturing Pamplemosse alive - crumble in front of him, decided to throw caution and honor to the wind. He attacked the Bishop of the Guiche church, and stole their charity and a valuable golden chalice. The Cardinal, unable to watch such an impious act, abandoned his own objectives in order to place the rogue Guards in their place. 


His first act was to put the rogue leader in his place, killing the man in a single blow with a solid whack of his crosier. 


The other melee continued. Pamplemosse's men were handily dispatched, and the English were losing a 3-1 fight against the Royal Guards and the anti-royalists who banded together momentarily to at least keep the Chevalier alive. 


Meanwhile, the Cardinal's Guard put the rouges out of their misery, dispatching all except for the Robesmichel, who managed to run away. He then found a rather stunning lady with an impressive bosom who decided to tag along for the rest of the game.  


His men dead, Buford was forced to accept a duel to the death by Le Bret, and was summarily executed for crimes against the French Crown. 


The aftermath. The Queen's Guard was relatively unscathed, while the King's men were down to only two members left. Eustache had been freed by the anti-royalist leader, who was revealed to be his sister!


In a flash, Eustache and his sister were racing away in the back of the appropriated cart. One of the anti-royalist men managed to get away on foot, but the other had only taken a single step when he was skewered by a couple of Guardsmen. 


Although another group of King's Guard came to reinforce the others, Eustache and his sister managed to escape, thanks to a poor decision on the Cardinal's part, who'd decided to ally with Eustache and a hired gang in opposition to the King's and Queen's Guard. The cart took off, the driver killed in the melee. 


It was at the climax of this fight that the already wounded Le Bret was slain by the gang's leader. Au revoir, mon ami!




Three shots of the aftermath of the battle. Bodies were strewn across Guiche. The Comte de Guiche, Capitaine of the King's Guard, was dead, as were many other Guardsmen. It was only through the Cardinal's orders - and the fact that by then, his men were the only ones unwounded - that the fighting stopped. Eustache had escaped, and it would be a long time before the Chevalier could be tracked down again. And the rift between the three branches of the Guards was only deepened after the incident in Guiche. 

I'm starting to think it's impossible for Bob to put on a bad game. We had plenty of laughs and cheers during the game, especially with the dueling system. 

We're eagerly looking forward to Bob's next game, which will be set in the Dark Ages with the Battle of Tara. 

Thursday, March 20, 2014

Painting Update - ACW, WWII

Once again, an update on what's on my painting table!


I've still be slogging away on the Union miniatures for Battle Cry. I'm getting close - so very close!

The infantry are the biggest problem so far - they've been primed for so long that the sprayed layer of paint is chipping off. Each infantryman needs a wash under hot water, a vigorous rub between my burning fingers, and a re-spray of primer. 

Two groups of finished infantry proves that this method is effective, at least. And the commanders, artillery, and cavalry have been properly based and primed. The whole package looks rather nice as a finished product.

I'm hoping the Confederate miniatures will take less time, as I only need a single color for their uniforms.


Flames of War has essentially died in my area. The single store supporting the game has decided to discontinue carrying Flames stock, and so stuck a nice big 40% off sale off everything Flames-related. I took the opportunity to buy an American rifle company boxset. 

Why?

Because I've still been meaning to get into Battlegroup, ever since Ken's introductory game. I'm looking to repurpose my German and British infantry for Battlegroup use, which will entail rebasing the infantry onto single bases. Machine guns, mortars, and other larger guns will remain on single bases, and I don't have to do a thing to the tanks I owe.

So the above is an American rifle platoon, along with a light machine gun team and a mortar team. I believe I can get another platoon out of the box if I need to.


These are the plastic Grenadiers from the Flames of War Open Fire! set, re-purposed and re-based. 3 squads, a command team, a heavy machine gun team and a mortar team. 

Wednesday, March 12, 2014

Back to Back - X-Wing AAR

X-Wing again! I finally got Curt to play a couple of games. We started out with a 50 point game. 

Curt chose the Imperials (rather quickly, actually), which consisted of:

TIE Fighter
-Obsidian Squadron Pilot
TIE Fighter
-Obsidian Squadron Pilot
TIE Fighter
-Academy Pilot
TIE Fighter
-Academy Pilot

I took the Rebels, which had half the ships, representing a veteran pilot taking a rookie out on a 'milk run' gone wrong:

X-Wing
-Red Squadron Pilot
-Proton Torpedo
X-Wing
-Rookie Pilot


Our starting positions. Unlike the game I had with Rob, we placed asteroids on the table. I found that the asteroids created a lot of tension in my tournament games, and it made for better games. 


Our opening moves saw the two flights screaming towards each other. Shots were exchanged, and one of the Academy pilots caught a torpedo right in the cockpit. Score one for the good guys!

Pay no attention to the blurry hand!
Any hope of keeping formations quickly fell away, as the X-Wing's turned to chase down the Imperial pilots.


Academy training didn't count for much, and the rookie racked up his first kill.


The Imperials spilled blood soon enough, however, and the rookie found himself alone in space when the remaining Academy pilot vaped his mentor.


The rookie took revenge, blowing apart the cocky Imperial pilot.


A couple maneuvers later - including a lucky K-Turn - saw the rookie lined up behind the last TIE Fighter, and the game ended with one last explosion in space. The rookie would be returning back to base alone, with three eyeballs added to his tally.

With Curt duly interested, I asked if he wanted to try another, larger game. He agreed, and I sat him down with the Unofficial X-Wing Squadron Builder and let him build a 100 point list - with the Imperials again, of course. I think his main objective was just to get Vader and a TIE Interceptor.

His final list? Just that:

TIE Advanced
-Darth Vader
TIE Interceptor 
-Avenger Squadron Pilot
TIE Fighter
-Obsidian Squadron Pilot
TIE Fighter
-Obsidian Squadron Pilot
TIE Fighter
-Academy Pilot
TIE Fighter
-Academy Pilot

I went for the standard 4 ship Rebel list. My options were a little limited at the time, so I had to use all the ships I had:

X-Wing
-Wedge Antilles
-R5 Astromech
X-Wing
-Biggs Darklighter
X-Wing
-Rookie Pilot
Y-Wing
-Gold Squadron Pilot
-R2 Astromech
-Ion Cannon Turret


I had paired Wedge and Biggs together on one side (betting that Biggs could take the hits for Wedge) and the Rookie with the Gold Squadron pilot on the other. Curt had Vader with the two Obsidian pilots face off against Wedge and Biggs, with the Interceptor and the Academy pilots aiming for the Rookie and Gold pilot. 


Not much happened in the first turn. Although we had found some Star Wars music on Youtube and began to let that play for the duration of the match. It added to the atmosphere (or lack thereof, space being space and all that).


A couple turns later, a lot had happened! The rookie was vaped by an Academy pilot, who was shot down in turn by the Y-Wing's primary weapons. It's Ion Turret would be basically useless in this game, as I would discover soon enough. 

Meanwhile, Biggs and Wedge managed to take down another TIE Fighter. Biggs covered for Wedge, taking all the hits thanks to his special ability. 


Biggs couldn't survive the firestorm of lasers, however, and quickly fell to Darth Vader's Force-enhanced aim. My Y-Wing was pulling out all the stops trying to avoid the Interceptor's fire, which is probably why he never hit anyone with his turret!


The Y-Wing relative toughness - having an additinal shield and 2 more hull points than the X-Wing, kept it alive in the Interceptor's sights, and a collision with Vader kept the Sith Lord from firing on it that turn. Wedge, on the other hand...


Was directly in Vader's sights, and the leader of Rogue Squadron was forced to eject as his X-Wing crumpled around him. Now alone, the Y-Wing flared his engine and tried to get out of the scrum. 


The deadly Interceptor kept right on the lumbering fighter-bomber, however, and it's quad-blaster cannon's tore the Y-Wing apart. Curt wings with a solid lead! Not bad for his second game.

Vader's just as nasty as he was when I used him for the tournament, and I'm a little jealous that Curt managed to use my newly-bought Interceptor before I did. It's a fun little spacefighter, though, and I'm definitely looking forward to picking up the upcoming Imperial Aces box.