Showing posts with label savage worlds. Show all posts
Showing posts with label savage worlds. Show all posts

Thursday, 12 June 2008

Gaming Weekend

Lenin paid a visit last weekend and we managed to get quite a few miniatures games in. Here's a brief summary and some photos:

Late WW2 Nuts!

Keen to use the Artizan and Bolt Action figures which Lenin has kindly painted for me, along with my new Terrain Mat I put on a late WW2 game using Two Hour Wargames' Nuts! rules. We hadn't previously used the reinforcement mechanisms and so we were keen to test those out too. This was a recon mission with the US advancing from the woods into the town and the Germans in defensive positions. In the end it was a US victory with the Germans withdrawing but it certainly showed that the rules work well. The terrain was mostly Eslo and Terrascenic.

Hour of Glory

Next out Lenin put together Warm Acre's Hour of Glory which he had bought as a download. We used my Wargames Foundry German infantry as the defenders and the Warm Acre Rachael Knight figures for Lenin's single raider. In the end it was very close with Lenin conceding that he couldn't get the last bit of intelligence he needed in the last couple of minutes but it had been a tight game.

Clash of Patrols in Belleau Wood

Next up was another Nuts! game, this time late WW1 with USMC and German patrols clashing in Belleau Wood. This was really intended to get my WW1 figures on to the table and to see how Nuts! performs when there aren't any automatic weapons. For some reason in the WW2 game we hadn't paid much attention to casualties and were just taking the "Out of the Fight" figures off the table. In this game we decided to be a little more realistic and make sure we moved those troops back to safety. This gave the game a completely different flavour and the rules worked well even without automatic weapons - so they'll be our rules of choice for this earlier period too.

Gloire in Old Japan

Lenin put together a "3 Act" game using the Rattrap Productions Gloire rules but applied to medieval Japan. It was a bit of a departure for Lenin as not only did the game not have any firearms (which is pretty unusual) but there weren't any ranged weapons at all! The style of play fitted nicely with the Rattrap approach and again the 2' x 2' playing space makes the games efficient and economical. It did, however, give Lenin a chance to use some JJD walls he had recently painted (very nicely too!). With a little more cosmetic modifications (appropriate sword fighting styles and the like) I think he's on to a winner here.

Seconds Away WW3!

Two Hour Wargames' rules got another outing with our next game which was a nice mix of both our figures and terrain. Set in the latter part of the 20th Century and following a coup in the Soviet Union the Russians launch a conventional first strike. In this case they dropped paratroops to capture a weapons storage facility in West Germany housing tactical nuclear weapons. Guarding the facility is a section of TA. As might be expected the Rep 3 & 4 TA didn't last terribly long against the Rep 5 & 6 Russian paratroops. Fortunately, help soon arrived in the form of a section of Paras who were a better match for the Russians. Not only was this another good test of the reinforcement rules but it also demonstrated that the reaction based rules work very well when everyone has automatic weapons. It also gave some clear indications as to how varied Reps would perform when pitched against each other - I do have my reservations about Rep 6 though (but maybe that's just me!)

Solomon Kane and the Dark Continent

Our final big game was simply an opportunity for me to use my Solomon Kane figure. In a scenario loosely based on the Moon of Skulls we pitched a lone Kane against a table full of faithful followers of the Vampire Queen in an attempt to rescue the maiden. Using the stats from the Savage World of Solomon Kane our Kane cut through the tribal warriors like a hot knife through butter. In the end the Vampire Queen had to barter the maiden for her own survival and Kane left triumphant - of course the Vampire Queen isn't dead...

Gaming Weekend - Jun 08

Monday, 24 March 2008

Gaming Weekend - March 08

Lenin paid a visit this weekend and we managed to get plenty of gaming in. It might not have gone quite as planned (no change there!) but it was excellent fun none the less!

Before "discovering" the benefits of the .45 Adventure system we had tried one or two of the scenarios from the Dragon Bones supplement using Savage Worlds (another of our favourite rule sets). We decided to try them using the rules they were made for and the two games went very well. Strangely enough the results were the same as when we played using Savage Worlds!

We also gave my eBay copy of Quebec 1759 a go. It was the first of the Columbia Games block games and certainly has a pretty simple set of rules; however, the game gives you plenty of things to think about. I took command of the French and was utterly trounced by Lenin playing the British - obviously my usual dice luck had some effect but it was more down to some poor deployment on my part and a well co-ordinated two fronted attack on his! Now that I have some idea what I'm doing I'd certainly like to give it another go.

Next we improvised a Back of Beyond game using Lenin's superbly painted Copplestone figures (along with a couple of Pulp Figures) using Savage Worlds as the rules. More than anything it was a test to see if Savage Worlds could be used for a game of this type and size. Lenin has a very sizeable collection of figures for this period and we have tried a few other sets of rules but haven't been happy with them. The result was a Russian victory - having repulsed the Chinese attack on the Russian dig site - and a decision to use Savage Worlds for future games of this type.

Having majored on 28mm we swapped down to 20mm for the next game, a WW2 scenario using Nuts! A simple take the bridge and hold until reinforced for a small Para jeep mounted unit facing a unit of German engineers (who had been ordered to destroy the bridge) - with a few pesky refugees to get in the way! It was an object example of taking and holding the initiative taking the day with the Paras having it pretty much their own way (it also demonstrated the power of automatic weapons to keep people's heads down under Nuts! - the "outgunned" rules).

Our final tabletop game was another improved Savage Worlds game - this time using 28mm Gripping Beast Normans/Crusaders/El Cid figures. Having seen that Savage Worlds could handle a large 20th Century game, we really wanted to see if Savage Worlds could cope with a melee heavy scenario. We probably didn't have enough variety in the troop qualities and so melee did tend to bog down a little (but this wasn't entirely unexpected or a-historical) but overall SW proved that it could manage to cope. With properly prepared unit cards and a little more unit variety I think we're on to a winner again.

We finished the weekend off with a couple of board games - the Crimissos River (341BC) scenario for Commands and Colors: Ancients and the first two player scenario for Friedrich (The War in the West - France vs Hanover with a little help from Prussia). The C&C:A game was a pretty close run thing but finally going to Syracruse (though not by anything like the margin they enjoyed historically). Friedrich turned out to be a lot of fun with plenty of challenging decisions for both sides. The French were doing well but the Hanoverians managed to cut their supply lines; however the French recovered and went on to capture their objectives just in time. An excellent game that I can't wait to play 3 or 4 player.

I've posted a few photos from the weekend below:

Gaming Weekend - Mar 08

Thursday, 28 February 2008

Pulp

My Pulp gallery covers a number of games in a genre which has been seeing more and more table time in recent sessions.

The first game was inspired in part by Conan-Doyle's Lost World. An aircraft crash lands on a massive plateau deep in the jungle. The crash survivors encounter dinosaurs and an ancient civilisation cut off from the rest of the world.

The next game was a scenario from the Dragon Bones supplement for .45 Adventure. At the time we were regularly using Savage Worlds so Lenin converted it. Now that we have got into .45 Adventure maybe we'll try it again!

The third game was the first part of Ice Fang the second Mission Manual from Legion publishing for Savage Worlds set in the artic in Weird War 2. The first chance to use my Brigade Games Mountain Troops and my JU52!

Link
Pulp

In addition to the games there are a few staged photos of my Deep Ones for those into the Mythos (actually they are West Wind's Piranha Men but I think they work pretty well). The others are Pulp Figures fighting it out in front of some Microtactix buildings and die cast cars.

Monday, 29 October 2007

The Savage World of Solomon Kane

I just picked up a copy of the Savage World of Solomon Kane from Orcs Nest. It's the latest Savage Worlds book and it's a beauty. The book comes in hardback, with glossy pages and lots of illustrations. It provides both the Solomon Kane background, the Savage Worlds rules, details of the Kane's world and a plot point campaign.

I really enjoyed Robert E. Howard's The Savage Tales of Solomon Kane and this book allows you to bring it to both the RPG and tabletop world with the Savage Worlds rules.

Of course now I need a figure for Kane himself...

Sunday, 7 October 2007

Wargames Weekend Update

Managed to get quite a few games in when Lenin visited last weekend including Troops, Weapons and Tactics, Metal Storm, Renaissance Raiders, Savage Worlds and Commands and Colors: Ancients Expansion #1.

Troops, Weapons and Tactics is heavily based on the Too Fat Lardies previous rules I Ain't Been Shot, Mum! (IABSM) and that is very apparent. As the rules are lower level, with the tactical unit being a fire team rather than the IABSM section, a few additional mechanics have been added. This was only the first try out but our initial impression was that, whilst they did provide an interesting game, the additional chrome didn't produce a result which was a pleasing as Nuts! in terms of the "feel". Obviously this is highly subjective but I think the additional mechanics confuse and complicate the basic IABSM approach but don't deliver proportional added value - which is a shame as I am a big fan of IABSM and use them as my preferred rules for the next level up.

Metal Storm was another first outing. The rules appear to be heavily based on Peter Pig's AK47 Republic rules with the addition of different dice sizes and rules for more modern weaponry. As with all rules which use up and downgrading using different dice sizes (d4, d6, d8, d10 etc.) the statistics are a little iffy but the overall result was a fun game (though we're reserving judgement on the realism element) and I expect these will see another outing (though possibly with some tweaks).

For oue first go at Renaissance Raiders from the Antwerp Fusiliers, we pulled out my 28mm Vendel Border Reivers, Grand Manner Bastle House and Gripping Beast livestock for a little sheep and cattle rustling on the borders. The rules are heavily influenced by the Commands and Colors system and are intended to be hex based. Since I don't have any hex terrain I chose to restructure them slightly to allow them to be used on a normal tabletop. Again they gave a fun game but in my view the card and average dice initiative mechanic was a little too involved for the type of game we were trying and the cards needed to pop up more often (and be a little more varied) to add flavour. The core approach is sound but a few changes are what's needed for it to become ideal for a Reivers game rather than a more traditional Renaissance battle.

Savage Worlds once again proved it is a versatile ruleset allowing you to meld various genres successfully. Lenin presented an excellent Pulp meets Call of Cthulhu game which was tremendous fun.

And having spent ages putting the stickers on my Greek and Eastern Kingdom expansion for Commands and Colors: Ancients (CC:A), I was determined to actually use it - so we set up and played the Gaugamela scenario. CC:A is still a favourite and the card system provides some real challenges for each commander.