Tuesday, September 8, 2015

Shipping Containers from Micro Machines Playsets


A while back I came across a bag of old Micro Machine playsets at a resale shop. They were largely incomplete, but the bag contained 11 of them and the price was great, so I picked them up as a basis for sci-fi shipping containers. In their original form they would have looked something like this.


(Picture via Toys from the Past)

After cleaning off any stickers, I clipped off the hinges and glued them shut. They're a very nice size, being tall enough to completely conceal a 28mm miniature or even a small vehicle, but thin enough to not take up too much space on the tabletop.


The round details are status markers from the Sedition Wars game that are meant to stack under the bases of the miniatures.



The logo details are mutation markers from the same game.


I used a heavy coat of "Magic Wash" (Future Floor Polish and paint) to weather these. I'm not entirely pleased with the results, as it's almost too dirty and drippy. If I use Magic Wash in the future, I'll probably use ink rather than paint. Still, the results are quite serviceable. I have three each of three different types, each type painted in a different manner.


They are pretty stable and can be stacked to make a rather impressive tower.


I also kitbashed a flatbed transport truck from various toy parts and a removable double container.


Again I'm not entirely pleased with the Magic Wash, but it looks fine on the tabletop.


These are a welcome addition to my sci-fi scatter terrain collection. They've already seen use in Necromunda and Mech Attack and I'm sure that's just the beginning.

-- Karl, Chicago Skirmish Wargames club member

Friday, September 4, 2015

The Exchange with Mattias, Part 2: Escher Gang



Before his departure to Hawaii, Mattias and I arranged a trade of terrain and miniatures. Earlier I showed off the buildings and cliffs that I built for him. Today I've got 15 Necromunda figures that he painted for me. All but one of these are unmodified Games Workshop Escher figures, based on Inkwell Industries resin bases.

The smaller size pics don't do these justice so I've uploaded large versions of each. If you really want to see them close up, go ahead and "open in new tab" any of these images to see the figs in their full glory.

Juves
The lowly cannon fodder of the gang. I had asked for a variety of skin tones. In Mattias' unique grayscale-based painting style, this results in a range from an elfin pale to a shadowed grey.






Ranged Weapon Gangers

At first I was a bit confused by the somewhat monochrome bases, but now I think it's really a nice unifying effect.





More Gangers and Heavies 
Note the great sludgy wet effects. Most of the figures have a bit of it on their bases, but it's particularly notable here. Also, I'm really glad to have the plasma gun figure. The weapon is a nice in-between size that could easily be work as a plasma or heavy plasma gun.





Close Combat and Leader Figures
Very glad to have the iconic (and now ridiculously expensive) "Mad Donna Ulanti" figure as seen on the right. Also, the figure on the far left is not Games Workshop and has a rather interesting history. The original sculpt was a "Mutant Dominatrix" in the Shockforce game. Mega Minis (now Johnnyborg) acquired the rights and re-released her in a slightly resculpted form without her mutant characteristics (gills, tail, etc) and this was the example I acquired.

Unfortunately, the arms and hands were just terrible, so I chopped them off just below the elbows and attached the arms from a Heroclix Elektra figure, with a Necromunda autogun attached. She also has a Rogue Trader-era bolt pistol holster on her right leg. I think she fits in pretty well, and for those interested, she is still available here





As a bonus, here's a neat figure I picked up from Mattias when he was selling off a few of his painted figures. Lots of potential uses for him (cultist, mage, mutant, you name it) in a variety of genres, but I particularly thought that in Necromunda he could be a Wyrd, which is a sort of independent magic user. He scales pretty well with an average ganger. Not sure of the manufacturer, but I'm pretty sure he's a vintage sculpt of some sort.



Lastly, my pictures have made the paint jobs slightly more muted than they appear in real life. Here's a shot with flash that washes out the figs a bit, but still shows off a bit more of the contrasts and certain details and reveals the wet effects on the bases.



And there you have it! Fifteen excellently painted Escher figs with enough variety to cover most any gang arrangements. I'm very happy to have these, as the Escher have long been favorites of mine, but I never felt that my dip-based painting style would have been appropriate for these sculpts.

-- Karl, Chicago Skirmish Wargames club member

Thursday, September 3, 2015

The Grimy Jewel Campaign: Session 3 Report

Kevin and I met up last week to play the "Swordfight" scenario from Hour 11's book of Song of Blades and Heroes scenarios as part of our ongoing campaign.


Our warbands met while exploring some long-forgotten ruins and barrows now overgrown by forest.  The photos here are from early in the game, as our warriors race to explore six burial mounds.

Each warband suffered a few turnovers early in the game, but later got to encounter the mounds -- and each other. Over the course of the game, about 25 spirits of this fallen chaotic community were awoken, attacking the explorers and generally detaining them with grasping claws.


Eventually, my elven priest of autumn was able to avoid the dead things to get away with a magical artifact.



Rolling on Mattias's Arcane and Deadly Objects table, I found my artifact to be a Twisted Circlet -- a chaotic crown that may inspire or ruin one member of my warband. After the escaping the undead, Kevin's warband found a keg of ale mysteriously preserved in the ruins. My warband then encountered another spirit, this one of a hero who fought against the disturbed chaotic entities when they were all alive. As an atonement for enraging the otherwise contained chaos, my warband pledged to take on a mission on behalf of the fallen hero.

-- Tim, Chicago Skirmish Wargames club member


Tuesday, August 25, 2015

Game Day & Benefit for Sean


Our friend Sean Atkins, owner of Brainstorm Comics in Chicago, was recently diagnosed with cancer, so mark your calendars for Sept. 12, when you'll have a great opportunity to play games, buy stuff and support Sean at his upcoming benefit.

The event -- which will feature games run by several Chicago Skirmish Wargames club members -- starts at noon Saturday, Sept. 12 at Brainstorm Comics, 1579 N. Milwaukee Ave., Suite 321 (that's the third floor of the Flatiron Building). They'll have raffle tickets for $1 (drawings held every half hour) as well as demos of board games and miniature games. Also: baked goods!

Email Matt at matthewsears81@gmail.com to buy raffle tickets or if you have any questions about the benefit. If you just want to support Sean, click here for his GiveForward page. Otherwise, if you're in Chicago, we'll see you on Sept. 12!

Necromunda Campaign: Lower Wacker Hive, Session #3

Last month, while Josh and Pat and were playing The Dogs & The Dust, Ian and I put together a Necromunda game. Ian's Delaque "Spectres" faced off against my Van Saar "Fjord's Folly."

On the right flank, Fjord led half his gang across a viaduct.



On the opposite side, the Spectres advanced through some ruined habs.





The Delaque didn't stay in the habs for long, and with the support of their heavy stubber, they quickly seized the center of the board.



Unfortunately for them, the center of the board was also prime pickings for Gunborg and his hunting rifle.



Back on the right flank, the Spectres and the Folly battled back and forth. Eventually the Folly pushed the Spectres back.



Though the Folly were successful, it was a somewhat hollow victory. Injured juve "Ove" was captured by the Spectres and promptly sold to slavers. Despite Fjord's Folly's ongoing string of bad luck, I'm continuing to enjoy this campaign. The rules, opponents, figures, terrain and scenarios have all been great! What more could a gamer want?

-- Karl, Chicago Skirmish Wargames club member

Wednesday, August 19, 2015

Fully Painted: Flesh Mutants and Sci-Fi Objective Markers

A couple of months ago I was on a big STALKER kick -- playing the game every evening and browsing some of the excellent, inspiring work that folks are doing on the tabletop to bring this oddball genre to life.

Along the way I uncovered a pile of Sedition Wars Strain figures that I had acquired from Karl last year and promptly forgot about. I decided to give them a quick and dirty paintjob so they can serve as mutants and/or rad zombies for my post-apocalyptic games.



I used just three colors for the figures -- flesh tone, army drab for the pants, and a couple spots of yellow to highlight the weeping sores on the bodies. Then, of course, they got the dip, which brought everything together nicely. They won't win any awards, but they don't look half bad for an evening's work. You can see more pics of the mutants in action in our recent battle report.

Along with the mutants, I also finished off a half dozen resin objective markers. Originally designed and sold for Dystopian Wars, the markers are like little mini-dioramas with all sorts of nifty details, perfect for sci-fi or post-apocalyptic games.



That's it for now -- back to the workbench!

-- Patrick, Chicago Skirmish Wargames club member

Tuesday, August 18, 2015

Frostgrave: Battle in the Ruins


Last week I found time to try out Frostgrave, the new skirmish game from Osprey that's currently burning up my internets. I mean c'mon -- the game recently got its own sub-forum on Lead Adventure Forum, and you know they don't just give those out like peanuts.

The game itself has a fairly narrow focus. It's all about wizards leading bands of soldiers, mercenaries and treasure hunters into the ruins of a once-great city in search of priceless loot. The official flavor of the game envisions the city as snow-encrusted and crawling with all manner of frigid beasties, but I'm already committed to my own ruined fantasy terrain set, which is not snowy but works just fine in a pinch.


In fact, I was very pleased to see how well our terrain meshes with my new cobblestone battle mat. It's a printed fabric product from Cigar Box Battle Mats, featuring scattered turf poking up through a field of cobblestones. The turf happens to match my own standard flock pretty well, as you can see in the pics.

We set up a basic three-player scenario. Karl brought his liturgical warband, with Bishop Stuka playing the role of soothsayer wizard and leading a band of pitchfork-wielding peasants. Josh fielded a pair of wild druids (witches, in the game) backed up by mercenaries and thieves. I went with a necromancer leading a group of thugs and men-at-arms.

(Side note: Frostgrave assumes fairly human-centric warband composition, with typical soldier profiles such as "thug" and "tracker," but it wouldn't be too much of a stretch to add a little more flavor to this baseline treatment. You know: a band of elves escorting a mage into the ruins of the ancient library, or a wight sorcerer leading some skeletons on a smash-and-grab at the old mausoleum.)

We deployed 9 treasure tokens (3 for each player) per the game rules. We played on a 4x4 foot table, a bit larger than the recommended 3x3 tabletop, but I thought it wouldn't matter since we were playing a three-player game.

The game began with each warband filtering into the ruined city and angling for the closest treasure tokens (represented by barrels and chests in these pics).



My own warband got a little bottled up at the outset, which took a turn or two to get sorted out.


My treasure hunter ended up scaling an overgrown tower to secure some treasure on the ramparts. A nifty aspect of Frostgrave is that, unless otherwise specified, all terrain is assumed to be scalable. That really helped reinforce the "treasure hunters!" part of the game, as any figure can climb a wall or tree or ruined tower in search of loot.

As he was scrambling up the sheer wall, Karl's bishop cast wizard eye, a spell which allows the wizard to place a token somewhere on the board, which can then be used to draw line of sight for spells -- effectively giving the wizard a secondary perspective on the battlefield.

Here is the wizard eye, hoving atop the ramparts while my treasure hunter investigates the barrel. I kept waiting for Karl to shoot lightning bolts out of the eye, but he didn't have any shooty spells, just buffs and debuffs.


Elsewhere, Josh's druid and apprentice split up to advance on two separate treasure tokens. This proved to be a good strategy, as Josh was able to seize both without much resistance.



Frostgrave uses d20s for combat and task resolution. While some have criticized the system as being too 'swingy,' I found it somewhat refreshing. The potential for a total blowout was real (especially when using the optional critical hit rule) but that's OK -- no one wants to spend hours and hours playing a skirmish game with 10 figures per side.

Eventually Karl and I met in the center of the table near some treasure tokens. He got there before me, though, so I had to send my warhound and apprentice racing ahead of the rest of my team to try and stop him.



My guys kept his foot troops at bay, but eventually he prised away the barrel and began dragging it off the board. Nearby, his guys tumbled over a shattered pillar to seize an other treasure token.


But shortly afterward, as they were celebrating an early victory, Josh's druid swooped in and eviscerated them piece by piece.


That knight on the left side of the picture was really hoofing it, moving as fast as he could (carrying treasure cuts your move in half) but he was no match for the swift druid spellcaster.

My attempts to stymie Josh's advance were starting to bear fruit -- I raced my man-at-arms up to a treasure token while my wizard perched atop a ruined wall, ready to fling spells if needed. They were opposed only by Josh's warhound ....


But he proved more than capable in taking down the armored soldier. (I think a natural '20' was involved...) That left my wizard alone and exposed. Before he could retreat, Josh sent in a mercenary, and a few lucky dice rolls later, my wizard was toast.


Shortly afterward, we reached our time limit. Everyone had secured at least one treasure token (and Josh made off with THREE!). Even though this wasn't a campaign game, we decided to go through the post-game stuff to see whether or not our casualties survived and to figure out what treasure we had dredged forth from the ruins. As you can expect, this involved lots of rolling on random tables to determine exactly what we got. It was great fun!

This is definitely the strength of Frostgrave -- the old-school nature of the rules, which seems to offer a game experience that is by turns zany and unpredictable, often at the same time! I mean, this game literally has wandering monsters -- yes, please! We also liked that you only need to track experience for your wizard ... everyone else is expendable, for better or worse.

As others have pointed out, Frostgrave's rules engine and campaign system seems easy enough to exploit, but we don't play that way at Chicago Skirmish Wargames. Our games are flavorful and narrative experiences first and foremost. There is plenty of room to hang your own house rules onto the basic framework of the game to correct any mismatched expectations.

Doubtless we'll play this one again soon!

-- Patrick, Chicago Skirmish Wargames club member