Showing posts with label wastelands. Show all posts
Showing posts with label wastelands. Show all posts

Wednesday, August 24, 2011

Wastelands Meltdown: Post-apocalyptic miniatures gaming goodness


Though this blog went totally silent through much of the summer, plenty of gaming was going on. Actually, I rediscovered Magic and have been enjoying the heck of out that game lately. I also took a break from miniatures for a few months ... until GenCon, that is. That got me revved up again, as it always does.

Anyway, on to the substance of this blog post. Last weekend I went to Karl's house to play Wastelands Meltdown, the latest iteration of quick-play post-apocalyptic skirmish rules. We've enjoyed Wastelands v1.2, but this edition promised some upgrades and clarifications.

Of course, the rules took a backseat to the spectacle of gaming on Karl's excellent desert table. We set up a quick scenario — a supply stop for one of my wastelands traders, who was escorted by several heavily armed mercenaries. Karl's raiders (each outfitted with a souped-up mutant vehicle) were split into two groups, which both entered opposite table corners to ambush my merchant and his retinue.

Here's my setup in the center of the battlefield. Karl's terrain looked just smashing when we got it all out on the table.



Karl's objective was to disable 2 of the 3 vehicles that I had clustered around my trading post in the center of the table. My goal was to break Karl's warband by inflicting enough casualties. Here's the table before the game started; Karl's forces will arrive on the top left and top right of the board.


The game was a bit of a bloodbath for Karl. In a foolhardy attempt to try out the vehicle rules (including accelerating and colliding) we both drove our two heavily armed trucks directly at each other, building up quite a head of steam before slamming into each other on one flank of the table. My truck was beefier so I survived; Karl's truck exploded and incinerated most of his survivors, though one chaingunner piled out unscathed.



After that it was just wetwork by my power armored infantry. I had two on the table, and they were the toughest single figures in the game. Of course, they cost about double the points of a typical wasteland raider.

A few highlights from the end of the game follow, with photos.

Karl's truck rammed (and killed) my mercenary commander.


As part of the escape, this gnarly cargo hauler motored up and over a small ridge before running down some hapless wastelands raiders.


Bill the Tracker, armed with his hunting rifle, seized the high ground and spent the entire game taking potshots on any raider brave enough to venture close enough to his position.


Sunday, November 7, 2010

Battle report for Wastelands, the post-apocalyptic skirmish game


My regular wargaming group got together last week to try out Wastelands, a skirmish miniatures game set in a post-apocalyptic world. The rules are philosophically similar to Song of Blades & Heroes — meaning they're simple, customizable and packed with RPG-like flavor — so we knew this would be an easy game to pick up and play. Plus, the game is generic enough to support all manner of post-apocalyptic scenarios and factions: Road Warrior-style highway raiders, Terminator machines, 40k-style shock troopers and everything in between. Games generally include anywhere from 3 to 10 figures, plus maybe a vehicle or two.

Karl, one of the players in the group, had a fantastic desert board set up at his place, and we were able to get in two games, each lasting just over an hour or so. Each game was a three-way slugfest; we avoided crafting a specific scenario because we really just wanted to see how the game would play.


The games were a lot of fun, but the suggested point value for each team (300 points) offered some wildly disparate teams. For example, 300 points got 6 Mad Max-style gangers, or 3 tricked-out shock trooper commandos, or 3 nomadic survivors plus a rustbucket police cruiser.

The 3 armored shock troopers proved to be the most potent fighting force on the board that evening, owing mostly to their bitchin' body armor. They didn't have numerical superiority, but they were able to walk all over the nomadic survivors and the Terminator-style robot infantry, as seen in these photos.


We all agreed that, despite the prowess of the shock troopers, it's just not that much fun to have a team consisting of only 3 guys, so we are definitely going to raise the point cap a bit higher next time we play, maybe up to 500 points or so. I mean, the point of playing miniatures wargames is to get fun toys on the table, right?


Also, the lone vehicle didn't really perform as we hoped it would. I didn't buy a gun for it, so all it was able to do was lurch back and forth, attempting to ram various enemies. It looked cool on the table, but it ultimately killed no one and was itself destroyed piecemeal in both games. I think the game will play much better with several vehicles zipping around on the board, rather than one big moving target that everyone shoots at each turn.


Lastly, Wastelands had its share of inconsistencies and muddled rules. We ended up houseruling more than a few key things over the course of two games. This wasn't a big deal, and I understand that Wastelands is a DIY release that probably didn't benefit from an outside editor, but it's worth mentioning. I'm sure we'll codify our Wastelands notes in some sort of house rules addendum that we can all share.