The Third Doctor in hand-to-whisk combat with a Dalek. He had invented something that stunned the Daleks and set their Save roll to 2.
In addition to my Captain America GASLIGHT game, I also ran a Dr. Who game at Origins. WARNING: If you are a Doctor Who purist, you may be offended by this scenario! I combined many of my favorite characters to create a scenario that was fun, interesting, and exciting.
Other than Christopher Eccelston, my favorite doctor is John Pertwee, the Third Doctor. My favorite companion is Elizabeth Shaw, a professor and scientist who only grudgingly gets involved with UNIT and the Doctor. I like her becuase — aside from tremendous legs — she can go toe-to-toe with the doctor and actually contributes to the solution of his dilemmas. So far, so good, but I also added K-9 and Romana I (from the Fourth Doctor), because I like them. How dare I?!
Getting started
The scenario was based on the Pertwee series, The Green Death, but I used Elizabeth Shaw instead of the largely useless Jo Grant. In this scenario, Global Chemicals, whose head has been hypnotized by the BOSS (a computer) has created mutant worms through the polution they create from their new process. As the scenario begins, Global Chemicals guards must keep everyone away from the worms — they are trying to avoid scandal. The home guard, led by Lieutenant Lethbridge-Stewart is trying to destroy the worms, because they are dangerous. The Doctor, Romana, and Elizabeth are trying to protect this new life form. Meanwhile, townspeople are protesting outside the gates of Global Chemicals; so the guards are bludgeoning them, dragging them through the gate, and letting BOSS hypnotize them. By the end of the game, the BOSS and the Global Chemicals guards had a sizable force of “zombies” that they used as human shields as they blazed away at the home guardsmen. As the scenario unfolded, however, it was discovered that the worms poop Jethric, which we know from The Ribos Operation, is a very rare and valuable substance. At that moment, Sontarans and Daleks landed to capture some Jethrick-producting worms. Objectives changed; now the Doctor and his friends began working with the home guard to destroy the worms, rather than letting them fall into the hands of the evil Sontarans or Daleks.
In this picture you can see the Sontaran drop ships as well as the Global Chemicals compound.
The changing objectives worked well, because the players didn’t seem to mind. At this point, Romana, the Doctor, and Liz were busy trying to invent things to help fight off the two sets of invaders. Lieutent Lethbridge -Stewart mistakenly identified the Sontarans as “Jerry Paratroopers” and led a hell-for-leather assault on them, backed up by a Churchill tank. By the end of the game, Stewart was unconcious, the tank was knocked out, and most of his men were killed. There was even a brief exchange between the Daleks and the Sontarans, resulting in half the Sontarns failing morale, dragging a bit of Jethrick into a shuttle, and blasting off for orbit.
Romana invented a force field, which was fortunate. She had been attacked and bitten by one of the radioactive worms and only had a few turns to make it to the TARDIS or she would die. The force field allowed her to slip past the Daleks and make it to the TARDIS in time to save herself — just in the nick of time. The Doctor invented a device that reduced the Daleks’ Scuffle number to 2. This was handy, because Liz invented a device that gave her a Save Roll Modifier of +5 against Daleks. While K-9 was busy trying to kill worms, the Doctor and Liz teamed up to defeat two Daleks in hand-to-whisk combat.
A wide veiw of the table prior to the action commencing
The game was fun, and the players were fun — particularly the player who controlled Lethbridge-Stewart. Sometimes players have fun, but they aren’t fun to GM. For this game, I had a great group who really seemed to enjoy the game. Interestingly, there was someone in the game (six of six who pre-registered for the game showed up) who wasn’t at all familiar with the stories, but he seemed to have fun as well.
The fate of those who mix Doctors with the wrong companions in their games — Exterminate! Exterminate!
Both Friday and Saturday nights we went back to our rooms at the end of the nigth and watched a couple of Tom Baker Doctor Who episodes.
I ran a Captain America game using GASLIGHT at Origins 2012. Chris, Dave, Greg, and I wanted to attend Origins, because none of us had been in many years. We have a lot of awareness of our rules on the East Coast and the West Coast, but not in the middle of the country. We wanted to hawk our wares at Origins.
I ran a Dr. Who game, which typically I forgot to photograph. I ran two LSNC: Napoleonic Wars games. Finally, Saturday night I ran my Captain America game.
The red skull surveying his domain
The scenario involved Captain America at the head of the howling commandos leading a raid to blow up some experimental equipment and collect some secrets.
Germans / Hydra guarding some tanks
The commandos were trying to destroy an experimental flying saucer, three experimental tanks, and two flying wings. The commandos cut through the fence line to get into compound. They cut to ribbons the first Germans squad that tried to stand in their way. The second German squad, however, took cover in some woods and blazed away at the Americans. The Americans decided to close into hand-to-hand combat, which was a mistake, since the Americans had much better Shoot numbers. While the melee was going on, a squad of commandos managed to blow up the flying saucer and both flying wings. They finally broke through the German squad and dashed for a building which contained one of the secrets (the Americans didn’t know where the secrets were hidden). At the other end of the table a team of commandos blew up one of the tanks.
Dum Dum Dugan planting charges on one of the flying wings
When the game ended, the Americans had 17 points, had captured the Red Skull, and had knocked the Germans were down to about 50% strength. The Germans had killed 15 Americans, so the game was a minor American victory. The Americans had lost many of the characters from the Captain America comic books in the multi-turn melee near the flying wings.
In the end, I think all the players had a good time.
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Origins was interesting and fun, but there were very few miniatures games and even fewer historical games. Lots of cards, role playing, live action role playing, and general board games. The theory of wandering girls in chain mail bikinis sounds good; in practice almost none of them could pull it off. I only saw one all weekend who was in the least bit attractive — a cave girl with a spear. Most weighed more than a horse, and many were using the convention as an excuse to wander about with their boobs largely exposed. There were several male costumes, like “steampunk” Santa, a Han Solo, and some Dr. Who lookalikes, that were interesting. Next year, I think we’ll try to attend Nashcon. Our plan is to hit the big three HMGS East conventions, Barrage, and one “other” convention each year.
Second view with more of the "painted desert" landscape
For our Mars game, I wanted some dramatic, painted desert-like rock formations. I wanted ones that could also be used in cowboy games. I enlisted the help of my daughter, who enjoys helping with terrain but doesn’t care much for painting figures.
First view of John Carter and Deja Thoris facing a green Martian
We cut 3/4″ insulation foam into irregular shapes. After gluing these together, we painted the “rock formations” with brown latex paint from the hardware store. We then dry-brushed the layers in different colors to give them that stratified look of the American west. I think the final result is pretty good.
Sam helping make felt-covered hills
While making the painted-desert hills, we also made felt-covered hills to match the copper canyon ground cloth we’ll use for the Mars game. You can sort of see these in the background of the previous two photos. I don’t like sculpted, flocked hills, because they don’t match the ground cloth. I don’t like sculpted hills under the ground cloth because it is hard to tell where the contours begin in rules in which there is a penalty for each elevation level. Figures also tend to topple over when placed on those hills, particularly if the figures are individually mounted. My technique is to make hills that have a slight slope on the edges, but too steep to tempt players to place figures on them. The result is “wedding cake” hills that match the terrain.
Chris and I continue to paint figures for our 20-layer GASLIGHT Mars game for Historicon. Early this morning I finished my second unit of Red Martians. In this picture they are fighting off a white ape. All figures are Bronze Age.
Another view of new unit of red Martians facing a white ape
This picture shows a slightly different view of the figures. I painted the skin a light orange and then applied Windsor Newton nut brown ink.
A duel with the white ape
The white ape will act as a “wandering monster” in the Mars game.
Ironclad miniatures Jawa-looking cannon crew
Ironclad miniatures makes these Jawa-looking figures for science fiction games. I like them as Martian desert raiders.
Another view of Ironclad miniatures Jawa-looking cannon crew
Ironclad makes a couple of different types of cannons to go with these figures.
The ground cloth for our game is a color, called copper canyon. We used a variety of spray paints to give it a mottled look.
Last night Sam and I started working on these eagles. The Battle of Five Armies box comes with three sprues. I bought my two sets second hand and somehow ended up with 9 sprues, minus one figure. I combined these with a bag of Eureka 10mm Elves riding eagles. For LSNC: Fantasy, Ancients, and Mediaeval, this gives me five bases of eagles, one base of eagles and riders, and one eagle “brigade commander.”
A better view of the GW Eagles
These painted extremely quickly.
Now I’ve begun working on more 10mm Dwarves and about 20 figures to complete my needs for the Historicon Mars GASLIGHT extravaganza.
Three units of Prussian landwehr cavalry and a brigade commander
For the two people who follow this blog, you’ll know that I’ve been pushing hard to finish my Prussian corps. I’m committed to running two Napoleonic games at Origins and a few more at Historicon. The last bunch of figures I needed to finish to complete the I Corps from 1813-1815 was five units of Landwehr cavalry and the generals. As it turns out, since we’ve decided that the Prussians need regimental commanders in the game, I am short a few Prussian generals. I can substitute Russians or Austrians for my upcoming games, but I need to paint one more bag of Prussian generals before I am all done.
I’m going to concentrate on writing the rules now and beginning development of LSNC: Fantasy, Ancients, and Mediaeval before considering British and Spanish units or adding to my French, Austrian, or Russian armies.
After finish a bunch of Prussian 10mm cavalry, I was looking for a short project as a change of pace. As we are beginning development of LSNC: Fantasy, Ancients, and Mediaeval, I’m slowly building my army for play testing. Taking figures from one of the Battle of Five Armies boxed sets, above is a picture of three units of dwarves, and below is a picture of three units of human spearmen.
10mm human bowmen
Chris asked the other day why I painted my human in different colors. I want the option of either giving a player a “brigade” of human bowmen, or creating mixed “legions” with spearmen, bowmen, swordsmen, etc. In this way, I can have a maroon legion, green legion, and blue legion of humans.
These 10mm fantasy figures on strips paint very, very quickly. Up close, they certainly don’t look as nice as 28mm figures, but deployed on the table at arms length, they really look like units in battle formation.
Sam helped me finish a second ERLT farm house. I had a previous post about the first one we completed, but Sam wanted me to take a picture of this second one to post. She picked out the figures in front of the house from my “unarmed civilian” box.
A handful of HAWKs got together yesterday to game. We ran a scenario with 1813 Prussians. Actually I ran it twice, because the first run was a blowout after less than two hours, so we reset and started over.
French chasseurs and infantry advancing toward Prussian columns (photo by Chris Palmer)
In this play test, I wanted to try out three things:
A new artillery rule
Command and control for the Prussians
A lot of cavalry in a battle.
Masses of Prussians advancing (photo by Chris Palmer)
Artillery rule: Napoleonic rules design requires a careful balance between infantry, artillery, and cavalry as well as column, line, and square to get the proper “paper-scissors-rock” feel. I was feeling that artillery was under powered and didn’t seem to have a large impact on the game. I couldn’t figure out why the artillery seemed fine in the ACW version of Look, Sarge, No Charts, but that it felt wrong in the Napoleonic version. In conversations with Sam Fuson and Dave Wood, I finally realized that it was about “formations.” Neither the WWII version nor the ACW version have explicit representation of formations. In the ACW version, a hit at long range merely accrues a morale check, not a hit. I added a rule that says that long-range artillery (only!!) fire against columns or squares results in a hit as well as a morale check. The math was okay, but I wanted to see how this worked on the tabletop. I tried to test this two weeks ago at HAWKs night, but the way the scenario developed there was little long-range fire. Yesterday we had a chance to really try it out. The consensus was positive, so that’s how the rules will be written.
Prelude to a swirling cavalry engagement with Prussian and French lights (photo by Chris Palmer)
Those of you familiar with the Napoleonic Wars will know that the structure of the late-war Prussian army was three battalions to a regiment and three regiments to a brigade. This gives a Prussian brigade nine battalions, closer to a French division. This means that pitting a French division against a Prussian brigade involves about the same number of battalions, but the French have three order dice and the Prussians only one. If the number on the Prussian order cube doesn’t come up on a card before the end of the turn, nothing in the whole brigade (division) acts. That seemed okay, but on the other hand if the card is drawn, the whole brigade (division) acts at the same time. This had two outcomes in the game: 1) in the attack, it was easier for the Prussians to manage their forces and 2) it took a Prussian player a long time to complete his activation.
French brigade retreating up and over a small ridge (photo by Chris Palmer)
In our second game yesterday, we added a regimental commander for the Prussians. I was afraid this would give them too much tactical flexibility, but it didn’t seem to do so. In fact, by having four dice for the brigade (division), one for each regiment and one for the brigade commander, it actually seemed to reduce the synchronization of the Prussian attack. I’m pretty sure that’s how I’ll write the rules; however, while a Prussian brigade commander has a morale rating of 4 (typically), I think that I’ll make commanders of Prussian line and reserve regiments 4’s but landwehr regiments 5’s.
French guard cavalry never really got into the fight (photo by Chris Palmer)
Finally, since I had finished a lot of Prussian cavalry recently, I wanted to put a lot of cavalry on the table and see how that worked. I think the effect was about right. When the French launched their brigade of six hussar and dragoon regiments at the French cavalry division of three chasseur regiments, there were a couple of turns of swirling melee before the Prussians broke through. It seemed about right. in the second running, the French cavalry was stymied by a line of Prussian squares. A couple of French artillery batteries caused some damage, but there was no infantry to send forward to break the squares. The effect was good, I think.
Aerial view of the retreating French brigade (photo by Chris Palmer)
In summation, I’m pretty happy with the rules the way they are shaping up. The play test games have been fun. It is most gratifying to hear people who have sworn off Napoleonics games say they really like these rules.
10mm GW Battle of Five Armies Human Spearmen Face a 25mm Ral Partha Dragon
I took a quick break from 10mm Prussians to try my hand at 10mm fantasy figures. These are from the Games Workshop Battle of Five Armies starter set. They are mounted for the under-development Look, Sarge, No Charts rules set for fantasy, ancients, and mediaeval warfare. I always thought the old Ral Partha dragons were underscale compared to their 25mm figures. I think the dragon looks about right compared to the infantry.
Two of the units I painted this weekend
Because these figures are mounted on strips, they paint rather quickly. GW recommends that you leave the strips on the sprues while painting them. I have two BOFA sets that I bought second hand. One set was till on the sprues, while the other was already removed. I actually think they were easier to paint after being removed.
Close-up of one of the units
The standard base size for LSNC rules sets is 3″ wide and 1.5″ deep. It takes four of the GW strips to fill a base at this size. A BOFA set includes six strips of these figures (men with spears). Two sets, then, have enough figures for three bases of spearmen.