Monday, December 6, 2010

Rebased MechWarrior clix in action

For Karl's birthday last week, we got together to play Armor Grid: Mech Attack!, a fast-play skirmish wargame for sci-fi wargames featuring — you guessed it — BattleMechs, along with assorted infantry and tanks. The game is designed for paper miniatures, but you can just as easily use classic BattleTech figures, Reaper CAV models, or in our case a bunch of re-based MechWarrior clix.

Karl has amassed an impressive collection of MechWarrior clix (infantry, vehicles and mechs) specifically for this game. These are prepainted figures from the WizKids game, and most of them look quite nice on the tabletop — especially when removed from the clicky base and put onto a proper miniatures base, complete with drybrushed desert sand.

At 13 pages, Mech Attack is most definitely rules-lite. Like the other skirmish games that our group regularly plays — including Song of Blades & Heroes and Wastelands — Mech Attack is designed to be played with anywhere from 5 to 15 models, depending on the size of game. We played two games, the first being five mechs vs. five mechs, the second being combined arms with light mechs, a vehicle and a couple infantry squads.

Both games were a lot of fun. Players take turns moving mechs and firing their weapons, which include lasers, cannons, machineguns and missile launchers. But be careful — moving and firing generates heat, which can cause your mech to overheat if you try to do too much in a turn. I never played classic BattleTech, but I understand that heat and heat dissipation was a big part of that game. As it was, heat is certainly a unique mechanic in Mech Attack, and it really forces players to carefully consider how they use their mechs on the battlefield.

The most innovative part of Mech Attack is the armor grid (from whence came the publisher's name, no doubt). Picture a big grid of boxes, with each vertical column numbered 1-10. Each type of weapon (cannon, laser, missile, etc) does a different damage "shape" (I'm talking Tetris pieces here) that is applied to the armor grid based on a dice roll. In this way, you gradually fill up the armor grid columns by dealing damage. Once filled, these columns force critical damage, which in turn causes the mech or vehicle to lose weapons or get destroyed outright.

Anyway, the armor grid was far and away the most interesting part of the game. Some weapons are good in combination with others, combining their shapes to create devastating damage patterns on the armor grid. Infantry weapons are applied to the armor grid as well, giving infantry a real chance of harming mechs by peppering them with relentless small arms fire. In the picture below, an Ocelot mech tried to assault a dug-in unit of light infantry, only to be destroyed by a lucky critical result on the following turn. (That made the game for me right there — I heart games where infantry has a valid role to play on the battlefield.)

Overall, Mech Attack looks to be a great excuse to fiddle around with bucketloads of prepainted MechWarrior clix. For a slightly more strategic gaming experience, I'm planning to use these same re-based MechWarrior figures to try out Future War Commander (which has plenty of reference points for classic BattleTech players).

Friday, November 12, 2010

Full Thrust, the way it was meant to be played


At GenCon last summer, I got bitten big-time by the spaceship wargaming bug. I demoed War Rocket and had a blast, but the pulp sci-fi setting didn't really resonate with me. I wanted more of a deep-space naval experience, kind of like Star Wars/Trek but without the added burden of a well-developed setting.

Enter Full Thrust, the granddaddy of spaceship wargames that's still going strong almost two decades after it was first published. The game is officially in its second edition (free on the Web) but a fan-made, creator-sanctioned PDF offers an updated representation of the game. It's called Full Thrust: Cross Dimensions, and it's also available as a free download.

The best part about Full Thrust is that players are explicitly encouraged to use any miniatures they want to assemble their fleets. There's an established universe for the game, and the publisher sells miniatures to go with this setting, but it's not essential for the playing experience. The creator notes several times in the rules that the game can be grafted onto any number sci-fi settings, including (of course) homebrew universes.

So, in true Full Thrust fashion, I assembled two mishmash fleets using miniatures from 4 different game lines and manufacturers. For smaller escort ships, I'm using the starfighters from Silent Death. For medium-sized destroyers and light cruisers, I'm using a handful of BattleTech/AeroTech miniatures. Heavy cruisers and battleships were drawn from Starfleet Battles and Firestorm Armada, both of which have some beefy, cool-looking ships.

To a casual player who's more familiar with branded miniatures games, my fleets might look like a mess. But to me they're a perfect example of the Full Thrust ideal: generic fleets composed of the various miniatures, painted up and ready to hit the battlefield (er, space-field?).

I'll make a little universe one day to go along with my fleets, but right now they're just the Gray Fleet and the Green Fleet. Original, huh?

We played our first game of Full Thrust the other night. Thankfully my opponent had played the game a time or two before, so between the two of us we were able to get up to speed quickly.


In Full Thrust, players plot each ship's movement on a piece of paper at the start of each turn. Then, all ships are moved at once. This puts players in the interesting position of trying to anticipate their opponents' maneuvers, and react accordingly. It's also possible that your ships will find themselves with nothing to shoot at because of your opponent's maneuvers. It took some getting used to, but by the second game I was really enjoying the movement system.

Combat is fairly simple, with most ships mounting huge banks of beam weapons, or various missile/torpedo systems. I'm told the combat resolution system inspired similar systems in Uncharted Seas and Firestorm Armada.

The deep space felt mat in these photos is from Hotz ArtWorks. It was a custom job, like almost all of his products, and it took about a month and a half to get to me in Chicago. But the wait was worth it...while playing at our local game store, about a dozen gamers wandered over throughout the evening to ask about our game, drawn solely by the gorgeous spectacle of two fleets exchanging volleys on the pretty felt mat.

The asteroids were pieces of lava rock mounted on flying bases, and the planet was a decorative bamboo ball I snagged from a hobby store. It looked great as a storm-wracked gas giant looming in the middle of the battlefield!

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.

Friday, October 1, 2010

Pretty terrain for a Song of Blades & Heroes


I met up with my regular miniatures group (well, just the one guy this time) to play Song of Blades & Heroes. The folks at the game shop had recently built some gorgeous new fall scenery pieces, so we whipped up a quick battlefield featuring an autumn forest leading up to a brooding manor house.


My barbarians were assaulting the manor house, which was defended by Karl's humans and elves. I expected him to sit tight behind the walls and wait for me to venture forth — but Karl denied me such satisfaction and instead sallied forth to meet my forces with a rain of arrows from his three archers.


We got to try out the group shooting rules, and they proved to be quite effective. In fact, that seems to be the best way to use archers in SBH: in groups of 2-3, rather than as single shooters. Combined, the elven archers felled my barbarian leader, which wreaked havoc on my loose formation of attackers. Some fled, others plunged into the forest to escape the steel-tipped storm.

The game carried on, but I was on the ropes from the second turn. In retrospect, the attacker probably should have had more points than the defender.

But damn! The game was so PRETTY! The autumn tree clumps looked just right with my marauding fighters mixed in there. And the defenders' keep was cool, too. It had working doors and everything. Overall, we were definitely able to stay faithful to the old adage of miniature wargaming: getting cool toys on the table.

Friday, September 17, 2010

The image that says "D&D" to me

I came to D&D late in my gaming career, only acquiring a copy of the AD&D Players Handbook last year, at the ripe age of 27. Thus this image, while dazzling to my adult self, didn't have near the impact that it would have had on my 12-year-old self had I seen it back then.

Anyway, this is the image that says "D&D" to me. Part of me wants to yell "Don't look at that freakin' mouth, there's some glowing eyes at the end of the hallway! Get your shields up!"

Anytime I want to get juiced up for fantasy gaming, I take a look at this image. And whenever I need to get in the right mindset for D&D in particular (what with its adventuring parties, hirelings, 10-foot poles, secret doors and the like) I take a look at the following image.

Wednesday, September 8, 2010

My ever-changing gaming interests

It's been months since I've run a roleplaying game, mainly because I've been spending lots of time painting miniatures — and consequently I've been gravitating toward games that will give me an opportunity to actually use those painted miniatures!

Lately I've found a group of guys in Chicago who play Song of Blades & Heroes, the excellent little fantasy skirmish game that I discovered earlier this year. We've been meeting twice a month, or thereabouts, to talk trash and move our little fantasy figures around the table. It doesn't hurt that the game shop where we meet is just 4 blocks from my apartment in Chicago!

The thing with Song of Blades & Heroes is that it's almost a roleplaying game. You can choose unique-looking miniatures, name your characters, send them on specific tasks, etc. The game mechanic is simple enough that it can be adapted to handle typical roleplaying tasks.


For our most recent game, we set up some dungeon blocks to create a full-on tabletop labyrinth, and then we rolled up a "quest for the magic item" scenario that pitted a squad of dark elves against a marauding crew of gladiators and a patrol of evil snakemen. Badass!

Since GenCon, I've become enamored with sci-fi miniatures gaming — starships in particular, probably a direct result of me sitting in on an excellent demo of War Rocket, the pulp sci-fi starship game from Hydra Miniatures.

During the drive back to Chicago, I realized that I loved the War Rocket ruleset, but I decided to collect a more "generic" looking set of starships, so I could potentially use them for Full Thrust, Starmada or any of the other fleet-action rulesets out there. Full Thrust, by the way, is available for free on the web from Ground Zero Games.

I'm just a week or so away from trying out my first game of Full Thrust (or War Rocket, depending on the group). For now, I'm trying to create my own sci-fi milieu, rather than use a published setting. (Aside: Starship minis games seem to have this disturbing tendency to make all their factions into fascimiles of political blocs that exist today on Earth. So we have space Russians, space Japanese, space Germans, space Americans, etc. Weird, that. How about some aliens?)

I'm also deliberately building my starship fleets using a variety of models from different manufacturers. This is explicitly encouraged in Full Thrust, much to my delight. So far, I'm using models from Silent Death, Firestorm Armada, Star Fleet Battles and AeroTech. Check back for photos soon!

My sci-fi bug hasn't stopped with starships, though...I'm contemplating getting some old MechWarrior click-base figures to rebase and use with Future War Commander or Dirtside. I priced out some pieces last night, and it looks like I can get two armies for $30 or so. And of course, they're prepainted...




Wednesday, September 1, 2010

Flying Blind Down the Railroad Tracks

We played our second session of ICONS last night, and I was not a fully prepared GM. I had miscalculated. I was completely ready to finish the previous (published) adventure (The Skeletron Key), to simply show up and play Heroclix, or to play some combination of the two. But throughout the day before the game, I started to get the feeling that the players who showed up for this game wouldn't have a strong overlap with players from the first game. So, I downloaded the second (published) adventure for ICONS (Sins of the Past) and read/skimmed about 3/4 of it on the el on the way home from work.

Surely enough, we had four players, but only one from the original game. So, we played the new adventure. Like the first adventure, Sins of the Past was a real railroad. I'm generally not into railroading my players, but I understand that non-sandbox adventures tend to be railroads, and the GM just has to deal. When I've run railroady adventures in the past, I feel like I've done well on the fly modifying the adventure to fit what the players do. But this time was different: I simply didn't know the adventure well, and I hadn't read the ending before we started playing.

I think I did alright at the beginning. Within literally the first 10 minutes, the players had left the tracks. They were supposed to form a friendly relationship with the Golden Agents - a classic superhero group from the WWII era - and the Golden Agents would help lead them through the adventure. But the relationship didn't work out this way. This was partially because of my actions. In the earlier game, one of the characters threw a helicopter into a skyscraper, and the one repeat player wasn't very popular as a result. The Golden Agents reacted accordingly. For the most part, this worked out fine, and we managed to progress through set scenes in the adventure with a plot reconstructed on the fly.

But I made a bad decision at the end, right as we got into the part that I had quickly skimmed/not read at all. The characters by all rights should've captured a super villain (a talking monkey with a tommie gun!), and I didn't let them. My actions were a little believable, given the capacities the villains had shown in the past, but they were way too facile - a probability controlling teleporter snatched the hostage away in a single turn. In retrospect, I realize that I did this out of desperation - I simply didn't know what was coming next, and a hostage was the railroaded outcome of the scene (which in turn would lead the PCs to the next scene). Now that I've thought about it and read the full adventure, I know that I clearly didn't need to do this. So, I'm thinking about a retcon to even things out in the next game.

But I still feel like I made a rookie mistake: I railroaded the players with a bs move to further the pre-existing plot. I know that kind of thing can grind. Just goes to show that you shouldn't fly blind down the railroad tracks.