Category Archives: Wargames

Games incoming…

I wouldn’t like to turn this gaming blog into a news blog, and copying articles written by other people is not my style. So posts like this will be rare.

Today I just try to point you to a few things I’ve read about this week, some exciting news and some interesting information or thoughts. If you like them, tell their respective authors πŸ˜‰Β  and let me know we share an interest πŸ™‚ .

D&D Next – Big headed halflings

It is easy to see drawing concept art as a purely artistic profession. When Wizards released their initial illustrations of halflings for D&D Next, they raised a lot of crticism.

Father and son with mushrooms
Concept art for D&D Next halflings

These illustrations didn’t match the “hobbit” look fans were expecting, and many believed the heads were too big.

For me they were a great improvement over “small humans”. A different anatomy and no more hairy huge feet. I couldn’t tell what made these halflings an improvement over previous editions fo me, but then I read a column by Jon Schindehette, the creative director of D&D.

Please read his view on designing halflings. It is not only a technical explanation of anatomy and concept design, it also explains the reasons why the halflings look the way they look now. And believe me you cannot disagree with him.

Conflict of Heroes – AI to play against

The Conflict of Heroes series are tactical squad level wargames, winners of many important awards. Wargames played on a board with an hex grid are usually rules-heavy neverending bardgames. It seems only grognards have the patience and skill to play them.

However, the Conflict of Heroes series display the perfect balance between rules with historical accuracy and playability. Games are usually below the 2 hours playing time, and counters are big and colorful. Rules are easy to grasp and you don’t need a huge tome at your side all the time.

Storm of Steel! game contents
Storm of Steel! contents (photo courtesy of Nambawan in the BGG)

I buyed the Storms of Steel! game, and is one of my favourites. The only problem is finding opponents πŸ™‚ . And it seems I’m not the only one with this problem, so I got very excited when they announced they were developing a set of rules to play solo. Something like an artificial intelligence (AI) which decides what to do in each case.

You can obviously play with both sides, but hiding information to yourself is a bit too much. Back in 2009 people were already asking for rules to play solo, and the designer answered that they were working with a famous designer in a set of rules for playing solo. That was 4 years ago!

Now it seems they are almost finished. In the official web page there is no news, but you can read on facebook and the BGG that the game is planned for this year! Great news I wanted to share!

Marines ready!

This week I finished painting my Modern US Infantry from RebelMinis. I really like the minis, the mix of poses, and the goggles! They are 21 miniatures for $10.99 what is a very nice price (less than 0,45€ each).

Marines team with javelin
Marines team with javelin

This time I bought a couple of paints with the specific colors I was looking for. My time and skills are not enough for mixing and fancy painting, so I have to pay a few euros to get something different from red, blue and yellow.

The part I’m less happy with are the bases. The texture I gave to the stuff I used (wall filler) was not fine enough. It looks like a gooey mud which is not what I intended. I will look for different methods next time.

I once more used the GW varnish, and again the shine is a bit too much. I read shiny varnishes better protect the paint job, so I guess there is a bright side πŸ˜› .

As I had just received my new Panzerkampfwagen IV from PlasticSoldier, I assembled one and took a photo with the marines around it πŸ™‚ .

Marines with PzKpfw IV
Marines with PzKpfw IV

It is just a bit too small, but it might be the marines being based. I’m considering basing the tanks to give them a bit more height, but I like the tracks on the road so much πŸ™‚ .

Historical inaccuracies are obviously not a problem for me πŸ˜€ . I plan to run some games in a near future setting, so mixing WWII with modern infantry and aliens feels right. For me at least.

Now time to re-read the Tomorrow’s War rules and preparse some gaming aids. There are some in the official forums, but they have too much color to be printed, I need something more printer friendly.

Any ideas for easy and cheap basing? Suggestions for a first scenario to try Tomorrow’s War? What do you think of my crappy painting?

 

Aliens vs. Scourge AAR

The Scourge is an advanced alien race (minis sold by Rebel Minis), which look like metal skeletons πŸ™‚ . In one of the planets controlled by the Scourge, the Greens, voracious aliens with a green agenda, have arrived to retrieve the world from technology!

The forward supply base of the Scourge was surrounded by hills and some vegetation. The location for the base is very weak in case of an assault, but my friend Tas and I were testing the FUBAR rules and my recently painted minis, so it looked perfect for the task.

Supply base setup
Greens coming from every side of the board

The Scourge

Elites: 3 elite scourge (infantry rifles, heavy armour)

Fireteam H(ot): 4 seasoned scourge (infantry rifles and 1 heavy flamethrower, heavy armour)

Fireteam L(ong): 4 seasoned scourge (infantry rifles and 1 sniper rifle, heavy armour)

The Greens

Squads of 6 seasoned aliens with light armour, but nasty razors (+1 die for close combat) and controlled by the hive mind (3+ activation, 2+ if assaulting)

We were testing the rules, so we just wanted to see how long the Scourge could stand the assault. They had superior firepower and armour, but in close combat the Greens were unstoppable.

TURN 1:Β  The Greens advance very slowly failing their activations. The Scourge open fire against a couple of assaulters, but cannot hit a thing.

TURN 2: A squad of Greens cross the vegetation, assault fireteam L, and engage in close combat. Casualties were not heavy, but those Scourge were now unable to fire at more incoming enemies, what proved to be fatal.

TURN 3: Fireteam H also receives an assault. The Scourge defenders were killing attackers at a good rate, but more kept coming.

TURN 4: The elite fireteam was also under assault by turn 4. Complete assaulting squads had been wiped out, but now all the fireteams were engaged in close combat. Not much left to do for the Scourge.

Fireteam L was down
Fireteam L had only the sniper left

TURN 5: Fireteam L was down and that side of the supply base was taken by Green forces. The other fireteams had lost more than half of their soldiers, so they were fighting desperately to last one more turn.

The remaining Scourge were now surrounded by voracious green aliens...
The remaining Scourge were now surrounded by voracious green aliens…

TURN 6: The defenders were now completely outnumbered, and the remaining Scourge fell to the Green attackers.

Green victory in 6 turns!
Green victory in 6 turns!

Great game which took us about one hour and a half. The rules are easy and fun to play, but we want MORE πŸ˜€ . We are preparing more scenery and probably trying the Tomorrow’s War ruleset this Christmas.