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Thursday, August 17, 2023

The Bavarian Army for the War of Spanish Succession, Part 1

 My War of Spanish Succession army collection are the oldest painted figures in my collection.  The figures were painted from 1992 - 1995.  Originally they were mounted for Warfare in the Age of Reason but then I discovered Volley and Bayonet (VnB) in 1999 and remounted the figures for VnB.  The armies that I did are British, Dutch, French, Bavarian and Imperial. The figures are 99% Dixon Miniatures in 15mm with a few Hallmark and Editions Brokaw.  First up is Bavaria.


 Four Infantry regiments march past Elector Max II Emanuel.


When I mounted them I decided to mount them on a reduced frontage of 2 1/2 inches instead of 3 inches because that was the width of the wood I had!  I liked "Kreigspiel" look of the taller bases at the time though eventually I will probably remount them on thinner bases.


For the War of Spanish Succession (WSS) the bases represent regiments consisting of multiple battalions.  There are no formations to worry about - that's what your subordinate commanders should be worrying about.  The base is the "foot print" of the unit; as the army and division commanders you just point them in the right direction and say charge!


VnB is a fast play game that allows you to recreate large battles.  To me it gives the feel of linear warfare.  The original rules are designed for 1700 - 1900 but I have yet to play another period with them.  I now have the latest addition, Volley and Bayonet: Age of Glory which has greatly improved an already great set of rules.

The commander pauses when confronted by a giant piece of dog hair.

 

Next up will be a detailed breakdown by unit of my Bavarian Army with a little bit of history thrown in for fun.

Monday, August 14, 2023

Osprey's Pulp!: A Reading Review


"Okay you dirty rat about Pulp! What's the verdict?" 

Actually I'm not sure. I love the Osprey Wargames 64 page format games and I love Hollywood skirmish gaming so let's take a read of Pulp! by Marco Arnaudo.



Wow. That's some teeny, tiny font. I need to run upstairs and get my reading glasses and another Osprey Wargames book to compare. (Pause) There, that's better. Hmmm . . . yep. That's some teeny tiny font and smaller than previous games I have purchased. Oh well, more bang for the buck.

Hmmm . . . first impression. I really need to change my style of reading. I started scanning through the book and not really doing a deep dive. I need to put it down and read it tomorrow - especially when I'm not tired.


Okay. Let's read from the beginning again.  A Pulp game has to be able to cover a wide variety from crime thrillers, to space opera, to horror, to historical fiction, and beyond.  That is a tall order for any game system to cover such a spectrum of potential game types. In the book's own words, the rules are "a scenario based, skirmish wargame where players take on the roles of heroes and villains inspired by the pulp fiction of the 1920's and 30's." 


I must admit, I admire what Marco Arnaudo has attempted to do in 64 pages. He has developed a game that is an introductory skirmish game for beginners and enough extra meat in the advance rules to appeal to experienced games. Be warned (BWAH HAH HAH)! Experienced players will need to use the tools provided to develop challenging scenarios and game play - don't expect the book to do that as there are only two example scenarios - but lots of ideas. There are some great illustrations and photo's of mostly figures from Pulp Figures with a few from Artizan Designs.


Deep DiveTo provide the pulp flavor and help give Pulp heroes and villains a bit more of a punch, they can use Special Points (SPs) to buy Special Benefits which give advantages and special rules.  Most heroes/villains get 3 SPs for a game (Superheroes, which are rare, get 4). However, it is interesting that each one is a single use only, so the only way you can continue to use the advantage is to buy it more than once.  This is very different from other games, and I liked it as a nice way to balance some of these unusual rules - how it works once we play a game I'll let you know if that's what really happens! The use of SPs also feels "Pulp" as the heroes or villains  frequently use some special skill to save the day, or avoid a cliffhanger, cause a disaster; but typically they only use the same skill once in a series.  


For attacking, figures use a "firepower" style mechanic where you roll dice based on the weapon, and look for the skill of the shooter to score a hit.  Modifiers are applied for cover, LOS, etc.  Targets that are hit get a Protection roll to avoid getting hit.  A hit causes suppression, and a second hit causes a wound, and a second wound causes a Knocked Out (KO). That gives our "heroic" characters some resilience.  In melee, there are no suppression hits, only wounds.  There are a variety of weapos available; especially some "Pulpy Weapons". My personal favorite is the Death Ray Gun. It fires DEATH! If the target fails the protection roll, so sorry. No suppression, no wounds - only DEATH. BWAH HAH HAH. Okay the figure is KO'd but you get the point.


Now there are some concepts that I think we will have to get the hang of when we play a game. 
Most Heroes/Villians are single model units, but henchmen are in small groups of 2-4. That is fine, but within the group they activate and take actions individually.  This seems a bit cumbersome as opposed to the group activating as a group. However, you typically only have 1-2 groups of henchmen.  If they were going to resolve actions individually, you might as well let them pool their dice and all take the same action at once anyway. We'll see how it works. And as for activation rolls, you either like it or hate it - personally I like it. There is also a kinda/sorta RPG  element as you can give your single model Heroes and Villains access to Life Experience that give different benefits, as well as some Traumas and Phobias. This makes your main characters unique and is a MUST for Pulp! style adventures especially if you are doing a campaign.


Since this is a skirmish game, there are all sorts of movement related stuff you can do.  Most of them are all lumped into the rules under movement, so they might be hard to find later when searching for the exact way to do it.  However, they are there and that is good.  You will want your hero to jump from rooftop to rooftop at some point! Interestingly, the action you choose on activation also will impact how much you can move.  


The book spends several pages on Scenario design but only has two sample scenarios. I appreciate the effort to lay-out different deployment types, and ways to add chrome to a scenario. I feel many experienced gamers will find this section of the book dissatisfying. Given the large swathe of game types this book is trying to cover, it makes sense to take this approach over hard and fast scenarios.  

What I think Fu Manchu did to the rules to Irritate me: When the rules were advertised, and is on the back cover, it states that it is suitable for both solo and cooperative play . . . couldn't find anything about that in the rules unless Marco was referring to the activation rules? ARRRRGGGHHH!!! When I can't get together with my friends, I do a lot of solo gaming (hello Mr. Babbage). In the rules they do say there will probably be additional scenario books, etc. Bummer. Don't expect to find a Quick Reference guide either.

STOP THE PRESSES!!!

Before I posted I found this out: It looks like Osprey heard this loud and clear and it looks like it was an editing mistake. Osprey recognized this and quickly put out free-rules for solo/co-op play on their website.  They seem to be a combination of random dice roll for result and order of operations for the enemy AI.  Nothing is really detailed on deployment or scenario modifications.  Therefore, I would suggest that this game works best as a Versus affair. I'll play a solo game and let you know what I think.


There are not any rules or even simple rules for vehicles.  I think this is a big mistake, as car chases and the like were a staple of the genre.  There is a lot of discussion about animals in the book though. You want animals, they got animals. With some simple modifications robots, etc., can be made using the animal rules. Since this is an introductory skirmish game, I think from reading the ruleset it is a bit too generic and it ends up feeling a bit flavorless and missing that two-fisted hero of action that it needs to pop off the page like a purple-prosed serial or early comics panel.  It tries to be all things to all people when a tighter focus like Flash Gordon style space adventures, The Shadow-esque crime heroes, or Back-of Beyond adventures would have made a tighter, more flavorful game.



PULP! is a serviceable set of rules; but it does not do for pulp gaming what the classic In Her Majesty's Name brought to Victorian Science Fiction/Steam Punk skirmishing. If I was new to the genre and wargaming in general this set of rules would leave me a bit bewildered about how to proceed.  It is a really good tool box, but how these tools go together is not always 100% clear.  An experience gamer can bring the newcomer along. I appreciated the RPG-lite elements and the Special Points, but it is not clear to the beginner how to use them to make a great game or game units.   

Well all that is left to do is play test. Get ready for game reports.

Thursday, August 10, 2023

Afghan Tribal Force Update #8.1: Second Irregular Unit (Shooters!) All Together Now

For my core Afghan/Pashtun Tribal force I am building 2 units of Tribal Infantry, 3 units of Irregular Infantry and one artillery gun to reflect my representation of the uprisings on the Northwest Frontier in 1897 to 1898.  I like the alternative basing method of 3, 2, 1 for The Men Who Would be Kings , which allows me to create mini vignettes with the basing, and allows me to organize the figures that way when I paint. What I have been doing is painting half of a unit at a time - units that don't have standard uniforms take longer to paint since I can't really do an assembly line. Here is the complete unit for their official Team Photos. All figures are the Perry Miniatures Afghan Tribal Infantry plastic figures.














Now it's time to get some more hand to hand, up close and personal fighters finished.

Tuesday, August 8, 2023

K-2SO


K-2SO (also referred to as K2 or Kaytoo-Esso) is a droid character in the Star Wars franchise, first appearing in the 2016 film Rogue One. He is a CGI character voiced and portrayed through motion capture by Alan Tudyk. In the film, K-2SO is a reprogrammed Imperial security droid and the co-pilot of Cassian Andor. I think he is a great, imposing figure for my forces for Xenos Rampant.

Tudyk has been widely praised in the role. Recounting fan reaction on Twitter, uh, I mean "X", Megan McCluskey wrote for Time that "there seems to be one aspect of the standalone Star Wars story that the majority of viewers have agreed on: the excellence of K-2SO." Justin Chang of Los Angeles Times dubbed the character "the requisite scene stealer" of the film, and A. O. Scott of The New York Times praised "the dry, sarcastic tones of the indispensable Alan Tudyk." The bottom line? He steals every scene he is in!

I'm not going to go into a lot of detail on how I painted K-2SO as I used the same color scheme and techniques that I did for Andor. After the basic painting, to weather the droid I went back and painted patches of white and then repainted the lighter GW Contrast paints to give it the look I wanted.

The options when putting the figure together are to give it two open hands, an arm with a laser pistol (you'll have to watch the movie Rogue One for the hilarious running jokes about giving K-2SO a blaster) and a grenade. Heck - we're going to war! He gets both the blaster and the grenade.






Ta-Dah!

Thursday, August 3, 2023

Captain Cassian Andor, Part 2


When we last left the good (a relative term for Cassian) Captain Cassian Andor, it was time to finish the figure and make it look like the actor Diego Luna as much as possible.


For the base color for the face, I used GW Contrast Cygor Brown. Next up was GW Layer Cadian Flesh Tone.


Next on the face I used a light wash of Contrast Dark Oath (BWAH HAH HAH!) Flesh. You probably noticed that I did the hair; I used Contrast Black Templer. The blaster and other metal type thing-a-ma-jings were painted with Contrast Basilicanum Grey. 


Next for his face I highlighted the high points with Vallejo Dark Flesh and did his mustache with Contrast Black Templer. Wait a minute . . . is there a mistake on the figure? One of the advantages of taking pictures.

What is that?


While painting the face I was a little sloppy. It looks like I accidentally hit the leg with some Layer Cadian Flesh Tone which will be easy to fix - though a pain. I'll need to repaint the area with Vallejo Flat White and then repeat the Contrast colors.


The completed figure (with the start of the paint fix up).


For basing I use a mixture of various sizes of model railroad gravel which is less expensive than hobby sand.


The colors  look good with the existing figures and just I just need to fix that knee pad.


Up next: K-2SO.