Showing posts with label mercs. Show all posts
Showing posts with label mercs. Show all posts

Saturday, December 22, 2012

sefadu vs. USCR, times two

OK, couple posts left to catch up on to close the year out.  

Couple weeks back, Maurice and I sat down for a couple games of Mercs. Less detail written out, but more pics, so here we are.




First up was my first three-on-three battle. The dynamic of the smaller teams was interesting, even if the pick for sefadu was pretty easy (both the Leader and the Medic are that good, and then the Grenadier is a natural #3.) My esteemed opponent went USCR, and selected his Commissar, the Sniper, and the Medic. We played on the 'Docks' map, no secondary objectives or anything fancy like that.


Most of the action centered on the small building on the east of the map. He put his Sniper on top of the crates nearby so he could cover the battlefield, while I unwisely spread out my troops for a three-pronged assault (and denying my troops the Leader's bonuses, naturally.) A quick back-and-forth ensued, but in the end the spear of sefadu did the job.

For our second game we returned to the five-man teams. My objective was Secure the Target, so I had to have troops near the objective in the middle of the board at the end. Luckily there was some terrain I could hug until then. 

The deciding factor for, like, everyone, was when Maurice rolled... Deliver the Package. Meaning he had to have the carrier in my deployment zone at the end of the game. Naturally he rolled for the carrier and got the Leader, and that's a long walk for their low, low movement values.

The fab five.

The above picture is not a glamor shot, it was the actual USCR deployment. Going for the icy human wave ('the glacier'?) The plan was to just move forward and neutralize threats. And an early shot from the USCR Sniper ruined the next few turns for my Grenadier, which was a great way to kick things off.


I pushed forward rapidly, like sefadu does, and claimed the 'cornered' ruins in the pic above. The centerpoint objective is maybe a card length away from the left wall there. On the upper right, you can see the glacier making its way south.

Not pictured, in the back right of my deployment, is the sefadu Gunner. Much like my Grenadier, the Gunner got hit by a shot from across the field, and spends the next few turns fixing his armor, tying him up and forcing me to rely on the crew in the middle.




 I have disparaged the Berserker in the past, but he really proved his value today. Making my stand on the cornered terrain was my best decision of the day, really. I normally try to rely on more of a moving game, but I had to stop the carrier and I had to take the objective, so it was a natural fit.


The Booster was following up on the Commissar... until the Booster needed to Matryr himself to stop an errant grenade from the backfield. Unexpected!


 The Berserker  takes advantage of the situation!




The glacier eventually breaks past, though, but who should show up to save the day? The flippin' Gunner. Boom boom pow. My Leader and Medic are still camped out in the center, and the days is ours.

I have to admit, playing against USCR was a very different adventure. Just leaving the Sniper at home was a change of pace.

And since Mercs is so fast-paced, after that we still had time to play through a game of Netrunner. Which I hadn't played in many, many years. To the point that I really didn't remember how it worked anymore.

Wednesday, December 5, 2012

catching up with zombies and leprechauns

A couple diverse catch-ups today.

After trying out Tomorrow's War in November, I sat down with the gents to play Zombicide. Mostly letting the other guys explain how things work, and suggest what my dude should do, as it's one of those cooperative games. For instance, Maurice suggested I tack along with his guy, and try to strike out on our own to collect a couple of the far objectives.


And then Maurice got me killed. I was the orange guy.

The game is pretty fun. The survivors have a lot of character, and as they gain experience they play quite differently. That combined with different scenarios means a lot of replay value in my book, although I fear there's a bit too much fiddly-ness to have the game catch on with non-minis gamers. Time will tell. Formally, I regret that I didn't cough in for the kickstarter deal, because those are some pretty models. 

(I did see that it definitely won't supplant my desire to play a nice sturdy zombie miniatures game, however. Currently looking into rules I'd like to try out. Logically, either 7ombieTV or No Room Left In Hell, since I, you know, own both.)
 
Last week, we started playing around with the Mercs campaign rules (PDF free to download here,) just rolling through a few turns to see how it works. Definitely a good start, but some kinks that will need to be worked out. I'm OK with building up forces to viable strength, but it's missing a sense of... competitiveness? Something.

While the other guys played their campaign game, Aaron taught me how to play Smash Up. As you may have ascertained by now, I am a man who enjoys board games, and I have a sordid CCG past. So the current trend in deckbuilding games is OK by me. Smash Up is straightforward and fun. The cards are very clear, and the trick of combining two forces (Faerie-Dinosaurs vs. Pirate-Robots!) is a great hook, and allows some interesting strategies. Definitely looking forward to trying out some more games in the future.

We were also going to try out Matakishi's fantasy rules CROM, but didn't get around to it. Soon! I even painted up figs and all. 15mm fantasy has arrived.

And finally, for the five of you still reading, if you haven't coughed in for the AE-WWII Kickstarter, now is the time. The game is a personal fave, and I would love to see it get a new roll-out. Yes, December is a rough month for everyone financially, but good games is good games.

Friday, October 26, 2012

11+1: Sgt. Nick Stone


Positively the iconic hard-boiled hero with a pulse rifle, his futuristic armor worn down from a dozen enemy engagements. Most of the figs I pick up for use in one game (or more!) but at best he could be a Pulp City minion, with the games I currently play. I have an oblique idea to use the IMEF Marines as CCC proxies for Mercs, but that's what we call a long-range plan. Couldn't resist this sculpt, though.



The mini is from Reaper's Chronoscope line (which I love.) Also pictured is an initial paint test for one of the barriers I picked up at Historicon from Acheson Creations. The stone lantern terrain piece is from the pet store aquarium aisle, because that is how I roll. Keeping detail on the wall and the lantern scale-neutral, as I think they will work for both 15mm and 28mm.

Tuesday, September 25, 2012

sefadu vs. FCC, then vs. Texico



 Maurice's FCC glamour shot

Couple weeks back, finally got in some more Mercs. We used the scenarios available here on the forum, and I admit it improves the game. Looking forward to seeing it I took a few notes, but realize now they're pretty boring, so I will let the pictures do a lot of the work here.



 Table layout. Second game, we just switched deployment zones.

 First game my sefadu rolled Elimination, and FCC rolled Deliver the Package. my corporate agenda was the Lions Run, and really, the other two are... situational at best. sefadu is always about the run and gun game, so why not pick that one?

 Enemy sighted down 'Firing Lane Alley.'


The blue die above represents how long the Ice Grenade kept these two frozen in the middle of the board. So painful. The both survived the game, but were essentially useless after they got stuck in place.

Sabotage!

My first time using the Gunner was a learning experience. The FCC-ified USCR Sniper delivered his package to my deployment zone with time to spare.



This is approximately my Sniper's line of sight, where I delightfully spot the FCC Boomer through the door jamb. 


Meanwhile, the gunner finds out he has company. And they didn't RSVP first.

But the Grenadier shows up to even the score.

Oh, right, that USCR dude, still creeping around.

Both Maurice and I complete our objectives, and points were even. Meaning it's decided by blood, and I just barely eke out the win on that regard. Love the close games.

And despite me not having a lot of experience with Mercs, we still have time to sneak in a second one.

Game two: Texico shows up. We both roll Recon, and decide we're both after the big empty building in the middle. Bounty is named on my Berserker (who replaces the Gunner from last game. It's kind of a coin toss between the two.)


sefadu, roll out!

Six turns fly right by. Seriously. Spears are flying left and right. My Sniper isn't getting anything done. I get the Medic to recon the building in turn three, but there's really an uphill struggle to get him safely back towards the deployment zone.



Oh, and the Recon building. a.k.a. the hallway of death. I do manage to get the room recon'ned, and surprisigly enough prevent Texico from dong the same due to some delicately-applied violence. We do actually end up with the Berserker in close combat with the Jaguar, but the latter proves too much for our sefadu hero (he does survive until the last turn, though.)

We achieve an embarrassingly low number of points. I get one, yes, one Recon point, since the Medic is alive, if only barely on my side of the board. That plus a second take of Lions Run gives me the W again.

So yes. Totes ready to pick up my ISS at some point in the near future, and maybe after that, KemVar? Heh.

Saturday, September 1, 2012

In which I don't play Mercs, but name-drop Team Rocket

The plan was to meet up with the guys, learn a new game, and then sneak in a game of Mercs. One of the joys of using public transportation is that, well, sometimes plans just don't happen. A non-showing bus made me late to the store and put me in a bit of a mood. Tried to make the best of it, though. (Maurice covers the Mercs gaming here.)

Apparently this book is pretty rare...

I did get to see Relic Knights in action, though. As noted elsewhere, the guys ran some demos of this at Gencon, and had already been discussing the hot hot Kickstarter campaign. I was initially resistant. I mean, I have a lot of other games I don't have time for, and the models are, well, a little cheesecakey. Thematic for anime, sure. But still.

The game itself is fun and fast-paced. I was pleased with the diceless measure (and the cards aren't just for replacing the dice.) You can download the beta rules here if you'd like to learn more.The setting is heavily into the anime, and they aren't subtle about hiding their influences. (Like, it makes Anima Tactics look subtle.) And even on a cursory read there's some interesting ideas in the backstory, so, that's enough to get my attention. Not taking itself seriously makes the pinup models a little easier to accept, too. Add in a giant four-armed space pirate chef cat, and you got yourself a deal.

I'm leaning towards Doctrine (frikkin' Sailor Moon!) and Speed Circuit (seriously entertaining. And I am considering Team Rocket uniforms.) And probably Pirates, because again, giant four-armed space pirate chef cat.

So if you like the look, the Kickstarter is a great deal, and looks to be really moving into high gear. But brother, let me tell you. It's going to be hard waiting on all these great Kickstarter deals is going to be painful. Delves will be soon-ish, but next spring for the Reaper mega-deal and Relic Knights. Patience is a virtue. Luckily I have, you know, all my other games to keep me distracted.


One bad mother.

So Mercs isn't forgotten. Hopefully will get the details done on the rest of my figs over the weekend so we can get that game in soon.


Unrelated, but speaking of Delves - check out this tutorial on cavern terrain. So pretty.

Saturday, August 11, 2012

11+1: Natasha Otravya

Natasha Otravya defending the Mysterious Man

"Even in a world of aliens, monsters, and superhumans, sometimes nothing is more dangerous than a woman with the will to thrive."

A well-known figure in the criminal underworld, Natasha Otravya has worked for most of the criminal organizations in the city. Rumors and insinuations point to a past in the Russian espionage networks, but she never discusses such matters. Specializing in undercover works and stealth operations, she is fiercely loyal to whoever is paying her (at that time) and puts her all into her work with a wicked drive and a cruel sense of humor.


The fig is the 'Astrid Berger' figure, from the Reaper Chronoscope line. I admit the color palate isn't exactly complex, but I think it works with the character. She's not the star, she's the right-hand woman at the side of the big bad. The next fig for the Challenge won't be olive-drab, I swear.

The guys are talking Mercs again (and they'll be playing at Gencon shortly) so that will be a topic again before too long. Was also checking out Snap to Cover. So I should polish off my sefadu soon. I've also been assembling my Crossover minis for 7tv, so, something of a 28mm revival over here? Heh.

Friday, February 24, 2012

almost a sefadu batrep

So initially I was slated to play Malifaux, but then my dance partner dropped out. I suggested trying out 7tv, but then I realized I didn't have time to properly prep for that, and I want to make sure to get it right the first time. Crucial for selling a new game to a gaming group. OK, so we dithered back and forth and decided on bringing back AE-WWII, and I was all ready to go with that. But then, a day out, we switch gears, and it's time for Mercs. We're indecisive like that.

That overpass should have sefadu on it, not FCC. Whoops.

I'm diverging from my usual loose and woolly style of batreps here, and I will explain why. Yes, there's lots of fun moments. Me ace-ing the first initiative roll, me blowing that initiative on nothing productive. My Grenadier chucking some firebombs at Maurice's FCC camped out on the overpass. etc.

But, as this is was my first "real" game of Mercs, I did find one thing. It went by fast. It's only five on five, and you more or less get one action each go-round, but even with my lack of experience with the system, there was always something happening, and something I had to be paying attention to. This is a real strength of the game. What you give up in realism, you make up for in high-speed action. And that's a positive in my book.

As noted above, I threw lots of nines and tens for activating on the first turn. What I should have done, in retrospect, is bounded my slower guys, and essentially redeployed all up and over the overpass. What I did was play conservative, and get into cover, so the next turn I could get stuck in. This cost me dearly, as the FCC Housemaster and Chem-Engineer took the overpass instead and used it to rain death down on me for the rest of the game.

My only footnote is an MVP award for the Berserker, who performed exactly as expected.

The paint jobs are... coming along slowly.

The lesson here is aggression. The sefadu megacorp (yes, it's lowercase) is all about move and fire, and I should have relied on that maneuverability rather than hoping for a slightly better cover bonus for one turn. My other error was not deploying the sniper in the backfield in elevated terrain. Again, I was concerned there was no cover up top, and that the overpass itself would block too much line of sight. And that concern cost me, as the sniper could have been covering my approach to the overpass. So! Formally schooled.

Oh, and, there's this.

huh?

Maurice made me take this picture, by sticking his hand in front of my phone while I was trying to take a pic of the board. He never explained. He's like the wind, baby!

Friday, December 9, 2011

derailed

As noted elsewhere, I enjoy painting miniatures, but I'm really not that great at it. My best work matches up to a lot of people's version of table-ready. A lot of it is my lack of patience for doing details (because detailing is hard.) And while I can put in the effort and churn out something decent, it doesn't happen often enough.

Last night, I had a couple hours to myself, so I sat down to get started painting my sefadu for Mercs. I had a decent concept in mind. Khaki uniforms, with the armor painted black and white, in the style of Zulu shields. Red highlights. Some tribal-ish personalization between the figs, etc. 

(Sidenote: Mercs has an interesting background, where conflicts between megacorps are fought solely between very small units, in an almost formalized fashion. This lends me to think of sports teams more than anything else, and IMHO strong personalities would want to personalize their gear and style even more. And sefadu could definitely lean towards a little flashy. They're not going to be hiding in camouflage and stealthing around, they want you to see it coming. Anyways.)

So, yes. Great plans for these figs. Sit down to paint, and... man, once I get the brush to the fig, they really have a lot more uniform than I was expecting, and a lot less armor than I was expecting. Like, I seriously don't think my hamfisted attempts to mimic a Zulu shield will come across, at all. Now, we rethink the paint scheme. Will have to tone down the khaki, since it covers a lot more of the fig than I expected. White will look good on what armor they have, and will show off personalized details too. For me, I can think about colors I want to use ahead of time, but it's not until I pick up the fig and start painting that I really decide how to make it work, and that often means some left turns like this.

Wednesday, September 7, 2011

In Progress

Here's what's next on the painting block:

For Malifaux: Collodi and his puppets. I love evil puppets, and then you add in Oogie Boogie, and we're sold. Plus, I already had a master for the Guild (Lady Justice) and the Arcanists (Colette!) so Neverborn was a good pick-up. Still fiddling with a color scheme. Suspect the Marionettes will get one, and the Wicked Dolls another, etc.


I'm also working to paint up my Sefadu troops for Mercs. Picked up pretty much on a whim. The local crew plays some Mercs, and I was tempted by the game before. I like that it's an artificially set limit to the teams. But none of the figs' sculpts really caught my eye. Until, that is, Sefadu. Leaning towards a striking black-and-white color scheme with red accents. They want you to see them coming.

After that, I should paint up my Gruntz force, plus some 15mm space port terrain I've been tossing together. And there's always more Pulp City to paint. And this, and that, and the list never ends, fingers crossed.