Wednesday, December 16, 2015

Painting Update - Wargods of Aegyptus

I only have a quick update today. I finished a unit of ten Asar Slingers for my Wargods warband.


They're done up in a blue and brass color scheme that I think works pretty well.

Unfortunately, I did make a bit of a mistake. After finishing the unit, I thought I could use a little more brass (my Citadel paint pot was about to run dry). But it wasn't until after I had started mixing the old paint with the new Vallejo paint I had bought when I realized it was the wrong color - bronze instead of brass!

Now I have a paint pot with a sort of mixture of the two, and I'll either have to buy another pot of the Citadel range, or run out to a local hobby shop, get some paint pots, and fill one of them with the Vallejo option.

Wednesday, December 9, 2015

Painting Update - Kings of War, Wargods of Aegyptus

I've been working away on more units for Kings of War. 


I finished two Troops of Arquebusiers (with the last now on the painting table) and the Wizard I'm including in the list.


I've also decided to pick up a small force of Asar for Wargods of Aegyptus. 7th Dimension had the softcover rulebook for $10, and FRP games had the Asar starter warband on sale, along with a few other items, so I bought enough to make a 750-point force (a little over half of the points needed for a full game). I've talked to some of the other people I game with, and they do have plenty of miniatures for the game, so I can probably borrow enough other miniatures to get up to a full game.

I'll be working on these intermittently between KoW units, so I don't burn out the same same grey and green color scheme. I'm not entirely sure what color scheme I'm going to use, although I'm considering blue and bronze.

That's it for this week. This weekend in Gary's big Christmas game of G.A.S.L.I.G.H.T., which I plan on taking part in. I should have a post for it next week.

Wednesday, December 2, 2015

Blazing Saddlebags - Civil War Skirmish AAR

Although he had to cancel his Halloween game last in October, like any good wargamer, Bob's perfectly happy to move on to the next game. So, over the past weekend, Bob put on another big community game, based around the following historical scenario:

"In February, 1862, Sibley’s Texas cavalry brigade is advancing up the Rio Grande toward Yankee-held Fort Craig. A mail wagon is dispatched from El Paso under the protection of the Second Texas Mounted Rifles. But word has reached elements of the Union army that the shipment contains the Confederate payroll."

As usual for Bob's scenario games, the players started with individual objectives and "plot cards" that could be played at any time.


The Union started on the Northern half of the map, with four troops of regular cavalry and some irregular scouts on their flank.


The Confederates began on the Southern half, with four troops of regular cavalry, one unit of mounted Confederates spies, and a cannon.


The Confederates moved up, and fighting broke out when the Confederate commander raced to the front, dismounted, and readied a volley against the oncoming Union force.


After suffering some casualties from the enemy infantry and cannon, the Union cavalry did manage to drive in a charge against the Confederates...


But were immediately forced to break off as the combined storm of lead from over a dozen rifles, shotguns and pistols nearly wiped the Union troop off the battlefield.

Meanwhile, another Union troops dismounted and positioned itself on the hill. They were forced to retreat, however, when they were flanked and fired upon by a third Confederate unit.


Hoping to make some inroads against the Confederate position, the Union launched another charge with two more cavalry troops.


This second charge was much more effective, with the Confederates forced back to the southern edge of the village. This left the spy troop out in the open, but their pistols and shotguns forced the nearby Union troops to retreat again.


While all this was going on, my own troop of Texan soldiers were skirmishing with the Union scouts. For all of both mine and Carl's (the scout's commander) efforts, we couldn't seemed to come to grips. Carl had gotten his scouts on top of a hill, but my usage of a plot card forced them to come back down and engage me in hand-to-hand combat, negating their rifles (which easily out-ranged my unit's shotguns and pistols).


With one of the Union troops killed to a man, the unit's commander was allowed to come back on as an independent group of Mexican villagers, infuriated by the battle that had been brought to their previously quiet homestead. Their initial volley wiped out a weakened Confederate unit (who's commander would then come back to command an independent unit of Apache raiders). The Confederate cannon did take the opportunity to lay down some shells into the buildings, killing a few of the newly arrived enemies.


Finally, with the Union attack seriously blunted, the wagon with the Confederate payroll was brought up.

At this moment, the Confederate spy troop decided to act on their own secret objective - stealing the gold and getting the wagon off the Western exit, across the river! Luckily, the ford slowed their retreat enough that the backstabbing spies couldn't make it off the table in one turn.


This placed them at the mercy of their former comrades, who eagerly turned on the spies. A round of shooting from the nearby Confederate troops, and a canister round from the cannon, sent the spies running. Luckily, they left the wagon behind!


The Mexicans, seeing the opportunity arise, ran over and took control of the wagon.


An early activation in the next round let them escape with all the gold, effectively ending the game as a draw for both sides (apart from the jubilant Mexican commander).


As for my fight with Carl, a lucky Confederate volley put down seven out of the ten-strong Union unit, and the remaining three were wiped out in the subsequent melee.

Friday, November 27, 2015

Masons vs. Butchers - Guild Ball AAR

Another Guild Ball post to round out the week.  I played a couple games against Alex and his Butchers at Enter the Realm.


The first game ended with an absolute Butcher blow-out, 14-0. The Masons were torn to pieces during the match, and I ended up losing five players over the course of three turns. Adding insult to injuries, Alex then had Brisket send the pigskin slamming home into the Mason's goal post!

Wow. My first taste of the Butchers was pretty nasty. They can move fast and they really, really hurt when they attack - nothing like the Morticians or Brewers! It probably didn't help that I ended up bunching my team up in the middle of the pitch.


The second game ended in another Butcher win at 12-6, but at least I managed to get onto the board. The Butchers took four Masons players, and Brisket scored again. Flint managed to get a goal in, and Honor did take out Shank, and almost knocked Ox out of the game. Unfortunately, I could never get enough Influence in one place to make a decent play.

And it definitely didn't help that my dice were horrible during both games.

So, what did these games teach me? Well, I know that Masons are definitely at a disadvantage against Butchers. The team needs to be bunched up to get their buffs, but Butchers love having opponents that are close together. And Masons generally don't have the movement or plays to run around the Butchers. I can send Flint or Harmony forward and hope to score, but then watch them get chewed up. The best thing I do can do is to keep playing against the Butchers and learn how to work against them.

Wednesday, November 25, 2015

Masons vs. Morticians - Guild Ball AAR

Even poor weather isn't enough to stop a game of Guild Ball. With the rain pouring down outside, Kevyn and I met at Stomping Grounds for a rematch. 


With more options than last week (fully painted, too!) we decided to play a 6v6 game. The teams for the match were:

Masons
Honor
Marbles
Harmony
Flint
Tower
Mallet

Morticians
Obulus
Dirge
Graves
Silence
Cosset
Mist

The appearance of the Union player was worrying, as Unions substitutions are potential outliers for team dynamics.


The game started when Mist kicked the ball onsides, and so it was given to Flint.

Players began to move forward. Tower made his way into the center of the field, hoping to use his ability to force another player to go last during a turn on Obulus, but he was out of range. Mist ran up, hoping to get an angle on the ball. Honor went next, moving closer to Flint and giving him both a 2" Dodge forward and the Superior Strategy buff (+1 Influence and another activation during this turn).

At that point, I thought I had screwed up. It was possible for Flint to score on the first turn, but I needed just a single point of Momentum to spend for the kick on the goal. Luckily, Dirge moved up and into's Flint's charge range. With that opportunity, the Mason's striker took off towards the Mortician's mascot. The dice roll allowed Flint to get his "Where'd They Go?" ability off, which resulted in a 4" dodge forward. Still out of range, Flint activated his "Super Shot" ability, giving him another 2" in range - just enough to reach the opposing team's goal. With a snap of his boot, the ball went sailing through the air and into the Mortician's mausoleum, making it 4-0 for the Masons.

The ball went back into the pitch (right after Flint dodged back to the center of the field) and landed at near Cosset, who passed the ball to Mist, who ran up the field. Flint and Marbles, lacking any Influence, moved up to intercept Mist, as Harmony ran up the empty left side of the field.


Having won the Initiative roll for the next turn, and realizing that Mist was in a bad position, Kevyn had the Union player dodge to the left, and sent the ball back to Silence. This was a mistake, however. Flint, refreshed with plenty of Influence, took the hit from Dirge's Parting Blow and ran over to Silence. Even with Obulus at his back, Flint took the ball from Silence and, with another usage of his "Super Shot" ability, managed to score another goal, setting the game to 8-0 for the Masons. The ball came back and landed in the Mortician's control.

Scoring, however, left Flint in the center of the Mortician's team, and he quickly went down, scoring the Mortician's their first points and making it 8-2. In retaliation, Honor went after Mist, quickly bringing the mercenary down to a point where a light breeze would knock him out. A plan was formed, and even as Flint's limp body was removed from the field, Tower, Marbles and Mallet all began to attack Dirge. This gave Silence the chance to launch a vial of Embalming Fluid into the scrum, setting the three Masons alight.


The next turn started with the Mortician's again, and Cosset quickly sent Tower down for a dirt nap (8-4). But then Honor went, knocking out Mist (10-4). Using their sisterly bond, Harmony then activated and sprinted between Marbles and Mallet, both of whom where trying to smother the flames. Sword flashing, the fiery redhead cut the Mortician's mascot out of the air, scoring two more Victory Points and securing the victory for the Masons, 12-4.


As for after game thoughts, it turns out that the Guild Ball community hasn't exaggerated when rating Flint as potentially the best offensive striker in the game. Two goals in as many turns not only put the Masons at a comfortable lead, but also gave the team two more Influence points to work with. My plan with Tower didn't pan out (he never got the chance to make Obulus go last), but as Kevyn point out, he did manage to hold up three of the Morticians players in the middle of the field. Harmony didn't do much as well, as most of the ball control for the Masons was done by Flint.

I'm still looking forward to getting Chisel (although it may take awhile for her to arrive in-store), and I'm beginning to think about potential additions from the Union, even though I should probably focus on learning how to use the in-faction models first. The choice I can really see at the moment is Mist, for another long-range threat for scoring alongside Flint.