Friday, 25 November 2016

US Lt. for Vietnam

Wanted to paint - couldn't decide what. 6mm 7YW was too much effort and I wanted to paint something and finish it. 

So I decided to paint one of my Vietnam models and get that project properly started. So here he is - my first finished US Soldier for Vietnam (I will use as an LT).


I promise I will retake the pictures once I've done a few.
This is an Assault Group Mini and I'm planning on using these for a combination of Tour of Darkness or Charlie Don't Surf. I like these models - easy to paint thanks to crisp lines which makes washes really work. Since then I've done 4 more and intend to crack on with a few more. (Will investigate orbats so I know what I need for Charlie Don't Surf).

Friday, 11 November 2016

Frostgrave - Standard Deployment (2)

Got some laser cut mdf building ruins in a bundle and we gave our Frostgrave warband another run out. We decided to just do another throw down game (although I'm determined to play some alternative scenarios considering I know have them all printed and put in a folder). Again the game was close although repeated use of telekinesis, teleport and leap really mixed it up.
Set Up
I really need to get some better pictures taken - also need a grey sheet or something. Anyhow this game really was a mad dash to run for the treasure, spells were going off left right and centre, although I've agreed to let JT rechoose her spells as shes currently got no offensive spells and far too many out of game spells (which we both forgot about). Before this I had purchased a tracker (as I had one painted), and having closer to parity on numbers really helped.

All in all I think we're both still enjoying it although I think we might give the Dark Alchemy campaign a go or maybe the new Ambronnax Campaign from the Forgotten Pacts book.
Roughing it out for the last few treasures
After all of that we both got 3 treasures, although Jade was a lot luckier with KO results having no ongoing effects compared to me losing my archer as well as a badly wounded Apprentice.

Blue Sapphire (Update)

Wizard Romanoff Apprentice Zito - KO (Recovered)Elgiva the Archer - KO (Recovered)Gerard the Crossbowman - KO (Recovered)Guy the Infantryman - KO (Recovered)Etheldreda the ThiefFaramond the ThugAnsger the ThugSedemay the Treasure Hunter - KO (Recovered)Osgyth the War Hound - KO (Recovered)

Cast 6 Spells and Carried off 3 Treasure = 210 XP (460 XP)200 GC2 Grimoires - Steal Health, Elemental ShieldMagical Weapon/Armour - Magical Shield (+1)Base: InnL4 (increased 2 levels) (increase ?and?) 
Purchased 1 Archer (-50GC) = Current Gold 360GC

Gronn Flamme

Wizard Heimr
Apprentice Baldr - KO (Badly Wounded)
Aylwin the Archer - KO (DEAD)
Walburga the Infantryman
Wulfhild the Infantryman
Goldwin the Infantryman
Bathsheba the Man-At-Arms- KO (Recovered)
Diggory the Thug
Aslak the Tracker

Cast 8 Spells, Carried off 3 Treasure, 1 Kill by Wizard) = 270 XP (590 XP)
450 GC
3 Scrolls - (Plague of Insects, Imp, Spell Eater)
Magical Item - Ring of Protection (+1)
L5 (increased 2 levels) (increase ?and?)
Purchased 1 Archer (-50GC) + Recovered Apprentice (-100GC) = Current Gold 400GC

On a side note it also turns out that model ruins are great to get the eldest interested. Maybe not but can but hope :p

Thursday, 3 November 2016

Terrain Tiles (Part 3)

Continuing working on the terrain tile project, and today I have an update. I found a pack of 8 sheets of 2'x6' hardboard (which works out as 24 2' squares) for £52 to good starting point!

I have also designed the basic designs for 24 tiles as a combination of plain, streams, hills etc
Stream/River Tiles
I didn't want to make any waterways too wide so that they can be used for multiple scales. A such these are 1" wide.
Hills
These are for significant hills, obviously smaller hills can be added across any of the other tiles.
Coast tiles
Can be used as a three like this and have a wide front or use 2 and go deeper (on a 6 tile table).
Trench Tiles
These won't be as extensive as my previous trench tiles as they need to drop down to the same level.
All the tiles!
At the same time i've been rethinking how to make the tiles. Rather than base then polystyrene, I'm thinking of using a base sheet, topped by 1" blocks at corners (stepped back by the depth if the sheets) and another sheet on top (as well as strips round edge to fill gaps).  
Just add the top
For areas with depressions (streams, trenches), I would do the same but the top would be made of two board strips at either side and the gap would be made of polystyrene.
Stream design
Probably a delay on this going ahead as DW is getting married tomorrow! WOOT!!!
On another note I have got some mdf laser cut buildings for Frostgrave - so pics soon and I will hopefully get some more games in.



Wednesday, 26 October 2016

Boardgames and How to Win Them

So last night, I played a couple of games with JT and her sister; 2 rounds of Ticket to Ride and a round of Lords of Waterdeep. And by luck and/or skill (mostly luck I think) I won all 3 - also NO DICE WERE INVOLVED!

As such I just wanted to share my tactics as they apply to these games (although many of the themes can apply to any game or scenario).

Ticket to Ride

  1. Don't be afraid to get rid of a ticket. At the start of Ticket to Ride, you get 3 destination tickets. First of all work out how these routes could work together and if they don't get rid of one.
  2. Have a clear plan. How are you going to complete (and connect your routes)? This gives you an idea of what colours you need to collect as well as what routes are vital to you (and which ones have multiple options).
  3. Flexibility. Don't be afraid to change your route. You have an original plan but if your heading into traffic then go elsewhere if you can.
  4. Keep them guessing. Start at one end of a route and go to the other end. This ties up one end of your route, stops you having to take detours if a gap you've left is filled, and hopefully makes your route more likely to be continuous (for longest route).
  5. Zero points is sometimes the best place to be! Well for the early game anyway, the longer you can afford to just be collecting resources without playing the better - this ties into all the previous points and if you collect the right cards means you can then claim route after route and complete your tickets before anyway has opportunity to react.
Lords of Waterdeep

Lords of Waterdeep should be played in a similar way except for the following:
  1. Play quests. Unlike ticket to ride, other players can interact with your resources so just stockpiling isn't as much of an option. Also quests have instant rewards (resources) as well as ongoing effects.
  2. Only play your quest types. Unless there is a significant positive effect (ongoing effects etc) then don't play quests which aren't of your type. Our game was so close until we started counting up our "Lord" points. At this point I got 40 points and flew away!
So there's my short hints and tips section on these two games - any other advice from people would be appreciated.

Monday, 17 October 2016

Frostgrave - Standard Deployment

So me and the missus played a throw down game of Frostgrave; half the minis are unpainted, the other half need the bases doing, some scenery is built but part painted and we found didn't have nearly enough - so might just buy a few bits to tie me over (just not enough time to do everything I want to!).

Anyway my Gronn Flamme boys took on JT's lads in a free for all - 6 treasure in the buildings and see what happens.

I can report (as I did after the game I played at the club) that the mindset has to be different to a traditional wargame mind (especially one like mine which tends to play larger scale games). Its a raid - get what you want and get out. This mindset was there for Jade and she managed to quickly get the 3 on her side of the table. Meanwhile my apprentice (with half of my smaller warband) took up position on a small hill with a great field of fire - unfortunately not really covering any tokens and only really good if enemy were coming to attack me. Eventually the removal of thugs to carry off her treasure whittled her strength down and I was able to cause some casualties with my better quality soldiers including my wizard laying the smackdown on her wizard.

I promise next time to have some pictures of the game but here are the results (for housekeeping if nothing else). Can I say although I was lucky in game with some of my combat rolls, JT rolled incredibly for recovery.

Blue Sapphire (Update)

Wizard Romanoff - KO (Recovered)
Apprentice Zito
Elgiva the Archer
Gerard the Crossbowman - KO (Recovered)
Guy the Infantryman - KO (Recovered)
Etheldreda the Thief
Faramond the Thug
Ansger the Thug
Sedemay the Treasure Hunter
Osgyth the War Hound - KO (Recovered)

Cast 4 Spells and Carried off 4 Treasure = 250 XP
210 GC
Magic Weapon/Armour - Mail Armour
Magical Item - Horn of Destruction
3 Scrolls - (Leap, Furious Quill, Illusionary Soldier)
L2 (increase Fight and Health)

Gronn Flamme

Wizard Heimr
Apprentice Baldr
Aylwin the Archer
Walburga the Infantryman
Wulfhild the Infantryman
Goldwin the Infantryman
Bathsheba the Man-At-Arms
Diggory the Thug

Cast 3 Spells, Carried off 2 Treasure, 1 Kill by Wizard, Wizard killed Wizard = 320 XP
180 GC
3 Potions - (Teleportation, Invisibility x2)
Grimoire - (Enchant Armour)
L3 (increase Fight and Health, Learn Enchant Armour from Grimoire)

Needs for next game; Choose Base of Operations, Reinforcements (Paint), Get more scenery, Make Spell Cards, Make Quick Reference Sheets (I've got some somewhere)

Wednesday, 12 October 2016

Fact Or Fiction

So I have a new blog which is a bit more serious, where I write little essays with a quick summary of whether someone is using historical analogies factually or whether it is all fiction. Hope you enjoy:

http://facorfic.blogspot.co.uk/


Monday, 10 October 2016

Terrain Tiles Part 2 (Trenches)

So the initial discussion about terrain tiles was with regards to trenches (as I'd previously made a few blocks). This then evolved into how you'd be able to make modular terrain with these blocks and normal terrain blocks without making those blocks excessively thick for what they need to be.

As such I have come up with a couple of options I think could work:

OPTION A "DOWN, UP, UP"

So this design is fine if the first tile is a standard tile then further trenches behind (or 2 regular tiles then this trench tile). But in larger table setups might not fit in as well.
Normal Trench Tile
So this is what a "normal" trench tile looks like - obviously this varies for "2nd line" tiles as well as corners - I can also include mortar pits or bunkers.
In this first concept, the side facing the enemy would be at standard tile depth of 1" and the other side would be at 2" (trench depth). This means there is only one area that needs real care with regards to matching edges and that is int he slope up to the trenches.
Option A
As long as the start of the slope starts at the same point (at the edges) this shouldn't be an issue. The rear area behind the trenches being extra thick makes it easier with regards to adding extra features.

OPTION B "DOWN, UP, DOWN"

This option is better in terms of material price per tile as well as flexibility in larger games (if say there is "normal" terrain to a rear area.
Option B Overview
Again using the "standard" trench tile set-up you can see the slopes leading up to all of the trenches. This gives more of a feeling that when constructed, the materials removed were used to build up the walls (more realistic?).
Option B
So what do you think? I've seen and completed designs which are all at the increased depth but a lot of this is about how it interacts with the other bases in a modular setup so I'm split.