Friday, April 8, 2016

Open Combat - Kickstarter Review

It's said that good things come to those who wait. I've gotten a little proof of that truism with the arrival of my copy of the Open Combat rules for miniature skirmish games. 


This updated release of the previous version, authored by Carl Brown, originally funded through Kickstarter at the end of March, 2015,. The physical copies of the rulebook were planned to be released mid-summer in the same year. Unfortunately, a series of unfortunate events, including the bankruptcy of the printers that Second Thunder had originally chosen, meant that delay followed delay. Now, a year after the Kickstarter originally ended, the books have finally gone out to backers.

This was fine by me, as one of Open Combat's biggest strengths is its relative openness when it comes to miniature use. Games that I played in the meantime, like Saga and Frostgrave, all provide miniatures that can be used in Open Combat, as it's a set of rules for low-fantasy and pre-gunpowder historical games. 

As for the physical product, it's a very high quality book, and would look fantastic out on the coffee table. A matte cover with varnished images catches the eyes, and the colored glossy pages throughout the book look fantastic. It's not a very long rulebook, but that's fine; the rules don't need to be excruciatingly detailed, and there's no background or world to build up. 


The majority of the book is taken up by the rules, which are relatively straightforward. Open Combat is a skirmish game in which players will create small forces of 3-12 miniatures and play on a 24"x24" playing area. And when I say "create," I'm serious. Players fill out the profiles of their miniatures from the ground up, from their characteristics to their equipment and skills.

A profile is made up of the following characteristics:
  • Speed
  • Attack
  • Defense
  • Fortitude
  • Mind
Increasing these costs a point of Renown, and new warbands usually start with 150 Renown to work with. So a model with 4 Speed, 3 Attack, 4 Defense, 4 Fortitude, 2 Mind, and equipped with a Spear and a Shield will cost 19 Renown. These characteristics can be decreased over the course of a game, and will negatively affect a model accordingly. So a model with 0 Speed will be unable to move, while a model with 0 Mind will have its Attack and Defense values cut in half. And any model that hits 0 Fortitude is killed. 

It should be noted that, while the rules can be used for fantasy games, there is no obvious magic system. The rules suggest that "magic" simply be skinned over certain skills and weapons. Future supplements will address this hole that may bother some potential players. But the rules should work for those players looking to play in worlds akin to those found in the Song of Ice and Fire books, or other series that deal with fantasy worlds with little to no magic.


Another large chunk of the rules are dedicated to the campaign system, which was added thanks to the success of the Kickstarter. These allow players to create and retain warbands over the course of a number of games, with rules that can help even the playing field between two warbands of greatly unequal Renown (the resource spent to create miniature's profiles). I'm looking forward to trying these out with my Dark Ages miniatures. 

For those of you who might be worried that trying to build your own profiles might be difficult, Open Combat provides plenty of examples that players can work with. The campaign sections has mercenary profiles for hired hands, and an additional "Sample Profiles" gives even more examples, including such staples in Fantasy as dwarves, elves, orcs, goblins, and trolls. It even demonstrates how certain abilities can be treated like magic to create profiles for vampires and wizards. 

Additionally, Carl has talked about additional supplements, both digital and print, that will expand on both certain historical periods and more fantasy elements. 

As for now, I'm certainly excited to dive in and give these rules a try. Expect an after-action report on the blog soon.

Wednesday, April 6, 2016

Painting Update - Wargods of Aegyptus

This week's post is a quick painting update, as I unfortunately didn't get the chance to play any games during the last week.


I finally finished the last of the Asar miniatures I have for Wargods of Aegyptus; a Harbinger, who is the leader of the warband and the chosen of one of the gods; a Priestess, who brings certain tokens of favor depending on what god the Harbinger serves along with some minor magic; a Hero, who is more capable in combat that the rank and file soldiers; and a Master of Words, the Aegyptus equivalent of a wizard.

With these finished, I have a small 750 point force, which is about half of what is needed for a full sized game. Hopefully I'll get to use with with the collections that some of the other local players have, and I'm still considering what units to buy to at least get to 1500 points.

Wednesday, March 30, 2016

Defector - Heroes of the Aturi Cluster AAR

Once again, Raider Squadron has been tasked with a new mission.

Rebel Command: "One of the test pilots for the Empire's new space superiority fighter, the TIE Defender, is a Rebel sympathizer. She's been in contact with our operatives and wishes to defect with a stolen prototype."


Rebel Command: "The best opportunity for us to help her escape intact will be during one of her squadron's training exercises in the Parein system.

We'll jump in, make contact and provide cover while she escapes. However, she won't know we're here to cover her, and we won't know which of the prototypes is hers, until we can make visual contact."

Raider Squadron
Raider One: X-Wing
Pilot: Kevyn
Callsign: Idol

Raider Two: X-Wing
Pilot: Brian
Callsign: Starfish

Raider Three: Y-Wing
Pilot: Bob
Callsign: Screwball


Raider One: "We're heading right into the middle of a training exercise, so we'll have the element of surprise for a short period of time. All we need to do is cover the defector until she hits lightspeed and jumps back to safety. We go in fast, hit hard, and get out before the Imps realize what's happening."


Raider Three: "Hutt's balls, Idol, you weren't kidding about getting stuck in, were you?"

Raider One: "Okay, so maybe things got a little more heated than we expected. Scanning now..."

Defector: "Are you the ones who are supposed to get me out of here?"

Raider Two: "Supposed to, yeah. We've got you covered, get your hyperdrive started and get out of here."

Defender Pilot: "You're working with these rebel scum? Traitor!"


Defector: "Hyperdrive is still warming up, and I'm taking a lot of hits. What are you idiots doing out there?"

Raider One: "We're working on it, lady. Give us some slack and focus on escaping!"


Raider Three: "She's out! I repeat, she's out!"

Raider Two: "And not a moment too soon. We've got a shuttle coming in with reinforcements!"

Raider One: "Raider Squadron, retreat and go to lightspeed. Let's make sure the newest addition to the Rebellion made it back base in one piece."

Rebel Command: "Pilots, today has been a great victory over the Empire. We've captured a TIE Defender! We may be able to adapt some of this ship's advanced weapons technology."

Friday, March 25, 2016

Tread Softly - Heroes of the Aturi Cluster AAR

Raider Squadron is back after a fresh start, along with some new members!

Rebel Command: "Our efforts to undermine the Empire's operations in the Nulan system are getting noticed. Imperial forces have begun cracking down on hyperspace travel by deploying minefields along hyperspace routes favored by smugglers. 

We aren't in any danger yet, but this operation has the potential to disrupt our supply lines and restrict our future movements. 

Our best option is a pre-emptive strike - get out there and clear those mines!"


Raider Squadron
Raider Two: X-Wing
Pilot: Brian
Callsign: Starfish

Raider Three: Y-Wing
Pilot: Bob
Callsign: Screwball

Raider Four: Y-Wing
Pilot: Dan
Callsign: Stinger


Raider Two: "I've got a Dupe patrolling the minefield. Target's locked, I'm going in."

Raider Three: "Roger, Starfish. Stinger and I will work on clearing these mines."


Raider Three: "Careful, One. That Dupe's laying out mines as fast as we can take them out."

Raider Two: "Not for long, Screwball. I just need another good shot."

Raider Four: "Might need a little help over here, guys..."


Raider Three: "Getting friendly with the locals, Stinger?"

Raider Four: "Not funny, Three! Get these Eyeballs off me!"


Raider Two: "One Dupe chased off, but I've got another one behind me. Just my luck."


Raider Two: "Gotta clear these mines, or I'm going to get spaced!"


Raider Four: "Run, you Imp cowards! And don't come back!"


Raider Three: "Good shooting, Four. Mines in our area are gone. How're things holding up with you, Two?"


Raider Two: "It's getting a little crowded here, Three!"


Raider Three: "On it, Two. Get that Dupe, and leave the Eyeballs to us."

Raider Two: "And down goes the Dupe!"


Raider Four: "Woah! Eyeball's getting a little close for comfort."

Raider Three: "Get those mines cleared, Four. The Imp's not going anywhere."


Raider Four: "The mines are gone..."


Raider Three: "And say goodbye to the last Tie! The route is clean and the Imps are on the run."

Raider Two: "Alright, Raider Squadron. Engage hyperdrives and let's get back to base. Drinks are on me!"

Rebel Command: "Excellent job, pilots. Keeping those routes clear of mines will buy us the time we need to take delivery of some much needed supplies."

Wednesday, March 16, 2016

Wishing Well - Frostgrave AAR

One of the local stores has started a Frostgrave campaign, which Kevyn and I decided to join. Of course, on the day we went, no one else showed up, so after a game of Guild Ball against Alex and his Masons, I played a game of Frostgrave with Kevyn, with our new warbands. 


Since no one else was there, we got the chance to not only use a really cool 4'x4' board made by one of the store's employees, but we also raided the store's terrain cabinets to cover that larger playing area (a normal game of Frostgrave is played on a 3'x3' area).

We decided to play the Well of Dreams and Sorrows scenario, which has regular treasure placement, but any wizard that drinks from the well in the center of the table gains 100 extra experience points - basically, a free level.


Kevyn's warband was lead by a Thaumaturge, and included a Captain from the new Sellswords supplement.


And while I took my original roster, which I think works well, I decided to run an Elementalist instead of a Sigilist. I wanted to see how well Elemental Bolts really worked.


As it turned out, they worked really well, as Logarius the Elementalist took out Corvis the Thaumaturge in the second turn.


However, Logarius traded a large portion of his health to successfully cast the spell, and was felled by an archer's arrow in the same turn. Because of that, neither of us could drink from the well and gain the extra level.


Kevyn's Captain didn't fair well, either, being taken out by my lowly infantryman's halberd. 


My two Thugs carried off two treasure tokens, and my Treasure Hunter killed one of Kevyn's thugs and got his treasure as well. My last treasure token was secured by a crossbowman who kept hold of the treasure as the warband retreated off the table. My thief, however, didn't manage to reach his counterpart in Kevyn's warband before the enemy thief got off the table with a treasure token. Kevyn secured two others.


Of course, just before the game ended, Kevyn's archers (the MVPs of the game, really) turned my apprentice into a pin cushion and killed him.

In the after-game, Logarius lost his staff but survived; his apprentice, however, died. However, the treasure tokens turned out to be 580 gold coins, a Potion of Healing, and a Potion of Teleportation. After establishing his base at one of the many Inns popping up around the frozen city, Logarius had a Kennel built, and then hired a new apprentice, a Knight, and another Thug, bringing the warband up to twelve members - hopefully a numerical advantage against any other warbands that might be encountered in the future.

In addition, Logarius increased his health by 1 and made both Fleet Feet and Elemental Bolt easier to cast by 1.