Friday, March 14, 2014

Fallout TTG: First Test Game

Hey Folks,

Being the crazy cats we are we have decided to craft our own rules system for our Fallout games...

Basicly it's s Frankenstein creation that utilises elements of what we like from other systems, but converted to fit fallout and a Opposed D10 dice roll mechanic. This opposed dice roll is the core of the system and looks like;

Attacker Skill roll vs Defender Skill roll

With lots of mods :) Goal is to roll equal or under your skill on a D10 AND beat your opponents roll. Skills are derived from your base S.P.E.C.I.A.L stats and can increase as you play the campaign.

We have been working on lots of stuff (like campaign rules, faction stats etc) but Andy and I thought it was time to throw some dice!
Nevada 2280. An New California Republic (NCR) squad stumbles across a Brotherhood of Steel (BOS) scouting party in the outskirts of the town of Hope.  Soon bullets will fly and lasers burn because War, War never changes...
Star Paladin Michaela leads her small squad of BOS Knights out of the town only to find the way blocked by NCR morons. There are quite a few of them so it looks like the BOS are outnumbered 2-1...but the Knights are wearing power armour and have advanced laser weapons. Knight Marco has a good position un the top story of the large house. He also has a Gatling laser.
Most of the NCR force hides behind the hydroponics barn but a few brave troopers are walking the picket line. 
Initiative is determined by a dice draw mechanic. Each model generates one dice and they are drawn randomly. Each dice is an order and you can use it to Preform actions like move and fire, running, sneaking or picking locks. You can stack multiple dice on one model but this will get generate pins (more on that later)
They've just walked up when Knight Marco hoses them with Gatling laser fire, pinning them down 
Here was out first test - Marco fired four shots at the group of two NCR troopers (as we said burst weapons could fire at all models under a small 3"template) - so two shots each. To hit each one he needed to roll equal or under his skill (Big Guns 3) - 1 for being over optimal range and -1 for them being in cover, so "1"s to hit. On a D10. The NCR troopers opted to return fire as a Reaction to being shot at. This puts a pin marker on them (pins are a -1 penalty to any actions, and stack) and they shot back with there assault rifles. Assualt rifles are ROF3 but as they are reacting this is halved to 1. Unsurprisingly given they were both normal troopers and the range both missed.
The NCR break for cover. Meanwhile a trooper tried to shoot A BOS Paladin. Paladins are elites and as such are tougher and more skilled. BOS Paladin Romeraz has a "tag" skill taking his Energy Weapon skill to 6 (BOS faction stat increase is Intelligence, which is the derived stat for Energy weapons). This combined with how accurate lasers are (+1 to hit) means that Paladin Romeraz hit on a roll of 5 or less, while the NCR trooper needed a 1. I rolled 1 dice as I was reacting (Laser rife is ROF2) and Andy rolled 3. He missed but I didn't 
The steely eyed Paladin sighted the NCR troopers muzzle flash and dropped him. 
Damage is a second opposed dice roll with the attackers skill and weapon damage stat combined vs the defenders endurance and armour. The NCR trooper is endurance 3 (the base for humans) and has medium combat armour (arm 2) Lasers are accurate but don't hit hard. I needed to roll 7 (skill 6, dam 1) or under to damage while Andy needed to 5 (END 3, armour 2) I damaged but Andy passed his armour roll. I beat Andys success so the trooper was knocked down face up, and will need to expend half an action to stand up again. If he beat my success he would have ignored the hit. If he failed to save and I wounded him he would be face down and rolling for injuries at the end phase of the turn. We both take a pin, me for reacting and Andy for being hit
Lots of bullets are flying and the NCR is flanking. Missiles come flying out of the hydroponics barn at Knight Marco but luckily they miss and he is only knocked off his feet
Blast weapons scatter if they miss - we were rolling a random direction dice and a D5 but this should probably be D10 as some blasts are pretty big (10"!) and most pretty large (5")
Amongst the chaos troopers on both sided tried to keep there wits about them and continue fighting
Pins degrade performance pretty rapidly as each is a 10% penalty. You can remove one pin by hitting the dirt as an action/ reaction or spend a whole action to rally (-D5) but only if your in the Leadership range of your boss (Charisma * 2 inches, * 3 inches for NCR, but in Line of Sight) or at the end phase each model can make a Charisma test to remove pins, removing the measure of success amount. (Ie CHA 3 rolling a 2 will remove 2). A roll of a 1 is insane bravery - remove all pins while a roll of a 0 is cowardice, add one more pin! 
Even power armour dosnt save you all the time, Knight Estevan is down and injured 
Models can preform first aid on other models to patch them up. This is a Medicine test (Intelligence base stat) and using stimpaks helps! No self stimpak-ing here like the Vault Dweller or Courier. War bands can also have Specilists, who could be Medics with Medicine as a Tag Skill
Given that Estevan was injured, and by this point do were 2 NCR troopers the two war bands disengaged to regroup

So, thoughts 

A bit clunky to begin with as we were making a lot of it up on the fly! Overall once we sorted out the basic interactions it started to flow pretty quickly. Power armour seems a bit too good so we need to adjust it as Andy really struggled to put any hurt on. Having said that he did manage to pin down my Paladin (4 pins!) so Romeraz had to crawl into the Frosty Ba to hide and recover. 

We decided to not allow models to react to enemy movement unless they were on Overwatch, as otherwise it got very clunky quickly, and also it make Overwatch make sense. 

The initiative, pinning and rally mechanic works really well. The opposed dice roll system works well with a marked difference between those who are skilled and those who are not!

Overall it's a great start and I'm very happy with how it's going! 

Cheers
Jason 

Wednesday, March 5, 2014

Fallout TTG: WIP School House and Playground

Hey Folks,

Next up - WIP School and Playground because even in a post apocalypse world education is still important :) 
This is another Bachman building, and it came with the awesome playground equipment! The footpath is from a chopped up plastic disposable plate (WAY cheaper then textured plasticard and quicker than cutting out a bazillion cardboard squares). The fire hydrant and kids bikes are from Black Cat Bases
Interior detail: mainly balsa, match sticks and Popsicle sticks. The desks are scratch builds while the chairs are cut down dolls furniture chairs. Wallpaper from the scatch booking kit. The blackboard will be painted, well, black :)

Overall I think this has come up pretty cool :)

Now to paint it!

Cheers
Jason

Saturday, March 1, 2014

Fallout TTG: Post Apoc Terrain Take 1

GHey Folks, 

First crack at some Post Apocalyptic terrain for our Fallout Inspired Table Top Game. 

Looks like property values have decreased a bit
Survivor shanty town complete with large railway bunk room (perhaps turn into a bar?) some shacks and an outhouse 
And a large mostly intact house. 

Buildings are Bachman "Plasticville" O Gauge plastic model railway buildings with added interior detail. Andy supplied the fallout posters while the carpet and wallpaper is from a scrap booking kit. Furniture is Victorian dolls house furniture which is not quite right for the retro 50's look but close enough 

Cars are die cast 1/43 scale but perhaps are a bit *too* rusted? Add a bit more colour maybe?

Overall pretty happy how they came out so far. 

Cheers
Jason

Sunday, February 23, 2014

Flames of War: Day of Days Tourney Report

Hey Folks,

The 12th Day of Days was held this weekend in Timaru hosted by Craig and it was a great weekend :)

It was an Axis vs Allies team event with each player having 1100pts. Theme was the Normandy Breakout battles. I went with Andy and we took Kampfgruppe Luck from the veteran 21st Panzer Division.  Specifically we ran "Rommels Funnies" - a horde of converted Assault Guns built from captured French vehicles by the talented and resourcefull Alfred Becker
These are are all Front Armour 2 (read: wafer thin) which means we would often die if we got hit. We planned to just not get hit! The above is my now favourite SPG - the Buete StuH packing an awesome 105mm gun. These guys can bombard and have 32" range Breakthrough Guns so smash infantry good!

Andy had the StuG Batterie

Command StuG (PaK 40)
2 platoons of 2 StuG's (PaK 40's)
1 platoon of 4 StuH's (105mm) 
1 full battery of Lorraine Schepplers (150mm)

I ran the Motorised Panzergrenadiers

Major Hans Von Luck
Command 
2 platoons full Panzergreens in Trucks
1 platoon 4 PaK 40 Half Tracks
1 platoon 4 StuH's (105mm)
1 platoon full Motorised Scouts 

First game was against Mark (US Armoured Rifles) and Dave (US Armour) in a Hold the Line
KG Luck dug in and awaiting the onslaught 

Basically we were defending two fords and while the tanks got close I managed to hold them off long enough for Andys StuG's to arrive and start to snipe out the tanks. The far ford above was hotly contested with two armoured rifle platoons cut to ribbons in the shallow water by timely artillery barrages and massed machine gun fire. 10-2 win to Ze Germans! 

2nd Game was vs Martin (British Churchill Sqaudron) and Robert (Canadian Paras) in a modified Free for All. We ended up isolated from each other with my panzergrens facing the paras in a ruined village while Andy took on 14(!) Churchills with his StuG's on the outskirts. Oh and they bought a Heavy Cruiser for Naval Gunfire Support...
Schleppers don't like 12"Shells hitting them :(

Poor Andy got smashed by the Cruiser but managed to slow the Churchills down  long enough for my reserves to come to his aid, holding his flank. Meanwhile the village was a grind first with highlights being the Leeming like Paras jumping into buildings only to be Breakthrough Gunned to death. Over and over...
Neither side could get to an enemy objective so it was a 2-6 Draw

3rd game in the second day was vs Wellingtonians Mark (British Infantry) and Simon (British Armoured) in a No Retreat. We were attacking so went with a massed infantry assault supported by the two StuH batteries...which got caught in the open by a full battery of mortars...
Assault Guns lead the way!

With our attack on danger of stalling and down half our infantry we got lucky and managed to remount our StuH's. Breakthrough guns obliterated two platoons of infantry and we eventually steam rollered forward into the woods with the objective. 
Extreme Close Fire Support

Meanwhile our ranged AT SPG's took a toll on the British Armour and we ended up breaking both enemy companies in the same turn. Huzzah! 8-4 win to us 

Last game was vs our old foes  Pooch (Task Force A) and Adam (US Cavalry) in another (but not modified) Free for All. 

Totally forgot to take photos but it was one of those games we should have lost. The yanks were all up in our grill from the first turn and put heavy pressure on us. Some desperate defence and a lot of luck saw Andy broken but the Panzergreens carry the day. Highlight was capturing a whole platoon of Sherman's in a assualt (sorry Pooch!)

Speaking of Panzernackers I picked up
Most Assaults! Which I was stoked with :)  - and a box of Cromwells...I sense a Desert Rats army in my Future

Overall we were last place for Axis (conceded to many points with our glass cannons) but  think 6th overall. 

Thanks to Craig for the awesome weekend, everyone we played and to Andy especially for a great team mate to throw down some dice with! 

Cheers
Jason 

Friday, February 21, 2014

Flames of War: last minute 21.PD reinforcements

Hey Folks,

Nothing like leaving things to the last minute! 

Day of Days is less than 9 hours away and my (small) contribution to the combined 21.PD force Andy and I are taking is done. 
They are not as shiny as the look but it's;

4 Buete StuHs (105mm guns on captured French chassis)
Motorcycle Scouts
6 Trucks

Painted at my Nanas place after I drove down.

Andy (being the machine he is) painted twice as much and built a whole Normandy Bocage table. In less than a month!

Looking forward to tomorrow - now I need to sleep!

Cheers
Jason

Sunday, February 9, 2014

Warhamner: Warclouds Tournament Report - The Plan


Hey Folks, 

It was a busy weekend on the social Calender and after six "dinner  engagements" Lady Elizabeth Bennett relaxes in her coffin, well pleased with how the proceedings went. 

Surely not all were a resounding success (Lord Darcy's manners have been known to be lacking on occasion, and he is short of temper alas) but she is well fed and enjoyed her "conversationals" held with a range of prey. 

Elizabeth (on the right) showing her displeasure that anothe lady wore the same dress to the dance

A great weekend was had at a Warclouds with the Vampire Counts double team my little bro Nathan and I took doing pretty well - this will be a long post and I will break it into three parts, 

The Plan
The Plan goes Wobbly (Day 1)
Stick to the Plan! (Day 2) :)

The Plan; VC Double Team "Pride and Predation" :) 
 


Nathan and I decided to take double VCs, mainly as this is what we had but also for all the synergies we could take advantage of with the magic lore, like raising each other troops and healing out Heros/ Griblies with the lore attribute. We also went for less combos, a reasonable number of troops and enough magic to get us through. All up we only had four magic items...in 2400pts total. 

Nathan took a Necrach (IE Magic Heavy) list;

Lazareth - Master Necromancer, lvl 3, 4+ Ward and Dispel Scroll, Master of the Dead (Raise skellies abive starting sizes)
The Vampire with no Name - Vampire, lvl 1, Beguile (entrances enemies) Extra hand Weapon, Heavy Armour
Elvis - Wight King, Heavy Armour, Shield, Barded Skeleton Stead 
39 Sword and Board Skeletons - Horde with Vampire
19 Spear Skellies - Necro Bunker
9 Black Knights - fully armoured up and with Elvis
2 Bat Swarms 

While I took the list I have been play testing. 

Lord Darcy - Strigoi Ghoul King, Dreadknight (+2 Weapon Skill taking it to 8!, but has to challenge) 
Lady Elizabeth - Vampire, Dreadknight, Lvl 2, Heavy Armour, Enchanted Shield 
39 Spear Skellies - Elizabeth's Guard
27 Ghouls - Darcy's Manservants 
2 single Spirit Hosts
Black Coach

Plan was to soak damage on the two skellie hordes and coach and use the Ghouls and Black Knights as the hammers, plus the coach if it lives. Spirit Hosts tarpit while the bats support the knights by giving always strikes last to the enemy, so the knights strike first. Vampires give combat support to the hordes and a bit of magic, Master Necro buffs/ raises the hordes and slings the odd offensive spell. As long as our magic phase didn't let us down we should win wars of attrition...

Overall this worked. Mostly. Except for when things started to go to hell in the hand basket...

Coming soon - Part 2 - Warclouds first Day

Cheers for reading the wall of text :)

Cheers
Jason 


Friday, February 7, 2014

Warhamer: Vampire Counts Warclouds Army Done

Hey Folks,

Got this done at the last minute as usual! 

Will post a tourney report with photos and the list later, but for now here is the 1200pt army complete :)

Lord Darcy and Lady Elizabeth's Retinue
Shades of those who displeased their hosts with bad manners at the dinner table 
Lord Darcy and his Servants
The Bennett Family Conveyance. Yes, it can fly... :)

Cheers
Jason