Showing posts with label playtest. Show all posts
Showing posts with label playtest. Show all posts

Wednesday, May 18, 2016

The Five Core Expanded Steatlh Rules

A while ago, I posted about Black Ops and it was fun playing stealth missions with that system. Afterwards, I bought Five Core Field Guide, which has a number of optional rules and extensions to the Five Core rules. One of the most interesting is the expansion for stealth missions, which was also incorporated into Five Core 3rd edition.

The expanded stealth rules include more detailed rules for patrolling defenders, distractions and stealth kills. Here is a battle report using them with "basic" Five Core 3rd edition rules.

In this battle, the infiltrators, set up on the left, must contact the small building guarded by the defense forces and make a task roll to plant explosives. The following picture shows the table setup. The red dice are patrol points. The two chainsaw-wielding soldiers in front of the building are static sentries. The rest of them may move between patrol points.

Game setup
One fire team of the infiltrators moved through the woods while the other waited in cover. The patrolling sentries started moving towards the other patrol points.

Let's get moving.
One of the infiltrators created a distraction for the closest sentry (marked with the green die), allowing the other two to run behind the other patch of woods. However, the noise from running caused another sentry to cross the woods and find them. The sentry raised the alarm and the stealth segment was over.

What's that noise? Surprise!
One of the infiltrators fired at the sentry but missed. From this point on, it took a few standard Five Core turns (with only one rolled fire fight and no scurry turns) until the infiltrators were pushed away from the map.
A few turns later, only the infiltrators in the ruins remained.
The infiltrators in the ruins still tried to make another push, taking cover behind the hill, but when they got closer to the building, the rest of the defenders had already taken positions to suppress any attempts of getting closer.

Conclusion
Compared to Black Ops, the stealth rules in Five Core are less complex but also result in a fun game. I have the impression that in Black Ops it is more difficult for the defenders to raise the alarm. Maybe this is because that game is noticeably inspired by "stealth-action" video games, so the focus is in smaller, elite infiltration forces that try to keep hidden until the end of the mission.

In Five Core, it seems to me that stealth will play a part in initial infiltration and positioning of a strike force. In particular, I am interested in trying a few more games between evenly matched forces, to see if stealth can compensate for the positioning advantage of the defending force.

There are no specific rules for handling the sentries in a solo stealth game using Five Core (or at least I could not find them), so here are my house rules:
1. Spread patrol points to make a large triangle on the board, with one patrol point near the defenders' edge of the table. Number the patrol points: the one closest to the defenders' edge is #1, the others are #2 and #3.
2. Roll a die for each patrolling sentry. On a 1-2 they will make a circular route around the patrol points. On a 3-4, they will move back and forth between points #1 and #2. On a 5-6, they will move between points #1 and #3.
3. Roll another die to define direction of patrol. For circular routes, even means clockwise and odd means counter-clockwise. For linear routes, even means the sentry starts moving towards point #1, and odd means they start moving towards the higher-numbered patrol point.
4. Deploy the patrolling sentries within 8" of the edge. Sentries in a linear route should be placed as close to halfway through the route as possible. Sentries in a circular route should be placed near patrol point #1.
5. When a patrolling sentry moves, they will approach a noise marker if it is closer than the next patrol point on their route. Afterwards, if there is no contact, they will resume their route.

It might be possible to fine tune these house rules by taking into consideration the level of aggression of the defenders and other factors.

Saturday, January 16, 2016

Fringe Space: a short playtest review

This is my first adventure using Fringe Space, a "lite RPG" from Two Hour Wargames. Essentially, you control a small band of characters going from planet to planet in the 5150 universe, doing legal and illegal jobs.

As in 5150 Urban Renewal, your goal is to gain enough during your career to be able to have good life once you retire. Indeed, Fringe Space is like a toolbox with bits from Urban Renewal, New Hope City: PI, and Larger than Life. There are nice ideas to move the campaign forward and combat, when it happens, is a lot more abstract than in other miniature games.

Using the character creation system I rolled my main character and added two companions. Winston is an investigative reporter selling holo-vids about corporations (projects, conflicts etc.) to Gaea Prime networks. He also performs smuggling and information theft jobs for select customers. Pingh is his assistant, operating the holo-vid equipment and Axor plays bodyguard for both of them. Actually, he is somehow indebted with Pingh... good luck prying into a Grath's personal matters. All of the three carry big-*** pistols and wear body armor.

Winston (center), Pingh and Axor
Winston - Rep 5 star (25 years old Basic male)
Investigative reporter (Mercenary / social standing 3)
Charismatic, Coward, Resilient
Home world: 3rd ring, 5th sector, class 1 planet, law level 4
Family ties: 24 year old female sister
BAP, Body armor

Pingh - Rep 3 grunt (32 years old Hishen male)
Initiative, Brawler, Slight
BAP, Body armor

Axor - Rep 4 grunt (33 years old Grath)
Brawler, Brick wall, Initiative
BAP, Body armor

Information Brokering

Winston was on a settlement on the Groff planet, on the 5th sector of the 4th ring -- the outskirts of Gaea Prime domain. He arranged a lunch meeting with an information dealer at a restaurant in a mid-level neighborhood -- alone. On his way, using the public transportation system, he met Alys [basic female, 25 year-old, rep 4, resilient, brawler, poser], a medical tech operator. He got her comlink ID in case he might need to hire someone with medical knowledge.
[I rolled for the two possible enemy forces (PEFs) on the way to the encounter; the first was this NPC, and Winston succeeded at a Talk the Talk test. The second one was nothing.]

Saturday, January 9, 2016

Five Core Company Commander

I picked up Five Core Company Commander and its supplement Company Commander in Spaaace during the "winter offensive" sale at WargameVault. As explained in the product description, this is Five Core adapted to a larger scale: each unit is a squad, and each player is expected to field 2-4 platoons of 2-4 squads each.
We must destroy that machine gun!
Instead of attributes, squads have a type (e.g. rifle squad, assault squad, heavy weapon team etc.) and may have up to two specialist attachments -- single figures that abilities to the squad, like an extra machine gun or a medic.

The main rules are the same from Five Core but there are changes to reflect the fact that now each unit is a number of soldiers instead of a single person. There are also rules for vehicles but as the author states, this is a game focused on infantry. Therefore, tanks, helicopters and transports are there to provide some support to the soldiers. As a result, vehicles are not highly detailed, with different transportation modes and weapon types. Instead, they fall into broad categories relative to each other an to infantry.

The "...Spaaace" supplement includes rules for many things found in sci-fi games like: bugs, grav tanks, power armor, walkers, giant mecha and monsters, orbital bombardment, and psionics. There is also a more general discussion on how to model aliens in the system by giving them modifiers to different actions, but there are no example templates.

Assaulting the outpost
I played a few test battles on a small board (around 2'x2'). As in Five Core, providing cover and avoiding long corridors is necessary to make an interesting battle. In the first one, the blue army was defending an outpost, while the yellow army must destroy it. Blue had two rifle squads (one of them with a medic), and a machine gun team. Yellow had four rifle squads, two of them with demolitions experts, one with additional light machine guns and one with a scout.
Mission setup: Blue guarding the outpost, Yellow with two groups trying to explode it.
The Yellow forces advanced in two groups. The scouts crossed a hill to probe Blue's left flank but were surprised by the enemy hiding in the ruins; they scattered after suffering heavy losses. Blue's heavy machine gun team then fired at Yellow's approaching squad, also taking them out of action. The hail of fire was so intense that even the nearby demolitions squad was pinned down.
Yes, that is an "out of action" result from snap fire!


Wednesday, January 6, 2016

A solo review of Black Ops

Following a tip from Aleksandar, I picked up Black Ops: Tactical Espionage Wargaming, by Guy Bowers, published by Osprey. I completely agree with Aleksandar: this is a game with a lot of solo potential.

About the book: I purchased the 68-page PDF which, like other Osprey books, has a very professional and clear layout. There are also some nice and fitting illustrations, as well as inspiring pictures of miniatures and terrain. There are no quick reference sheets but those can be found at the Osprey website.
My test board to try the Black Ops rules.
The rules make the distinction between two types of scenario: the standard mission and the stealth mission. The standard mission is a confrontation where opposing forces know of each others' presence (but blinds may be used; more on that later.) The stealth mission has an asymmetric structure until the alarm is raised, after which it becomes the same as the standard mission. This is great for solo play because enemy movement and reaction is mostly automated while in stealth.

Units are individually based and belong to a class (leaders, heavies, specialists and soldiers.) They also have a stat line describing fighting ability (ranged fire and close combat), morale, defensive ability and equipment.

Activation is card-based by unit type, e.g. all soldiers, or all specialists of one force. Obviously this can turn into IGO-UGO if both forces are made of all grunts, but this game was really meant to be played with small groups of mixed character types. Reaction is possible by having a unit reserve one of its actions, to be triggered by another figure's movement.

Ranged attacks are resolved by rolling a die against the character's ability, with modifiers due to distance, smoke etc. while close combat involves an opposed roll. In both cases, a character who is hit makes a saving roll based on defensive ability and modified by circumstances (e.g. cover, armor.)
Hoping that an ace card comes up before the guard is activated... and that my leader succeeds in close combat.
Besides the stealth mission rules, there are three things that make this game interesting for solo play: activation, blinds (and hidden movement), and neutrals. Card-based activation is usually helpful for solo play, as it makes the sequence of actions unpredictable.

Blinds are cards placed on the table representing units that have not been contacted yet (as suggested in Featherstone's books.) The game also adds an "observation test" to verify if the enemy can spot blinds and hidden units.

Neutrals are other parties that may be on the board during the mission (e.g. police) along with civilians, and the book includes rules to determine their actions. It is a good starting point to create other behavior tables for the enemy and thus a handy resource for solo play.

Conclusion
After playing a few test games to get the rules (especially observation and the structure of stealth missions), I can state the following:

  1. The stealth rules are very nice for solo play. To me, they feel more like stealth in movies than video games. An operative may fail a "stealth kill," keeping engaged in combat for a while but that does not cause all enemies to instantly go full alert. On the other hand, if you start running and shooting, you will be discovered soon.
  2. That said, the rules for guard reactions require a bit of interpretation and I am still trying to find the "sweet spot." The book does give examples on how to adapt a nonsensical result (e.g. a guard walking into a wall) but I think the rules are a bit strict to avoid abuse by players. When playing solo, I think that they could be allowed to move more freely. For instance, considering the location of noise tokens, instead of just the direction they are facing.
  3. Saving rolls in melee combat can be frustrating, especially when trying to perform silent kills. I am thinking of house-ruling that armor does not improve the save of an unaware opponent in close combat.
This is all for now. I still have to try the mission generator included in the book, so expect more detailed battle reports later.

Monday, December 7, 2015

A solo review of War Story

War Story is the most recent title from Nordic Weasel Games (NWG). It is a mix of story generator and light, story-oriented rules for miniature games. Due to its nature, it is presented as more adequate for cooperative or solo play. For these reasons, I could not resist the urge to pick it up and give it a try.

When I got the PDF book, I was mostly curious about the narrative rules system. Other titles from NWG have campaign generators that work well, and I assumed that some of that expertise would be applied in this title, too (spoiler: the book does contain a scenario generator.)

The text starts in a very general tone, discussing possibilities and play styles for the game. It sounds like a "meta description" of miniature games, and I suppose the decision to write it this way was to have a core set of rules that may be further expanded. This also means that newcomers to miniature games will probably end up reading through the book more than once or looking for tips elsewhere to figure out what options to use.

The action resolution system reminded me of the task system from Five Core, extended to deal with different situations during the game. Combat is similarly resolved with a single roll, as the level of detail here is that of narrative events, not recreating each moment of a firefight. There is also a system to answer general questions about the scenario, which is like a simplified Enquiry Table.

But how does it play?
Having read through the 27 pages of the book, the next step was to play a game to find out how it feels. There is no set scale for the game; instead, it is one of the things that players must define. I liked the insight that ground scale and time scale are tied together by the standard movement rate of units; while not stated, this is what is going on.

In this scenario, an invading force (on the left) must attack and destroy the defenders' outpost. The invaders have two regular squads, an infiltration team and an assault squad who are in charge of destroying the target. The defenders have three regular squads. One is guarding the outpost, and the other two are on patrol. Each figure represents two soldiers.
Setup for the test game.

Saturday, November 21, 2015

Breaking through!

While I was looking at my collection of rules, I found out that I had never tried the Gunstorm solo skirmish rules by Spacejacker. So I picked up some miniatures and set out to do that. Instead of chits for phases and wounds, I used cards from a common deck. Not as simple to manipulate as I had to keep shuffling the wound deck, but usable.

In my trial games I just used two squads of regular soldiers with light armor, assault blasters and no stunts [other stats were Shoot +2, Fight +2, Sprint 0]. The enemy squad must break through my defenses and escape through my board edge.
Enemy on the left, my squad on the right.

In the first game, I forgot to roll the guts saves when a model was hit. This, combined with drawing only "dead" counters, resulted in a very lethal game. The enemy crossed the bridges but was defeated before escaping. The game played in 15 minutes or so, and this made me want to play a bit more.

In the second game, the guts save rolls made the enemy survive longer, and they even killed more of my troops, but in the end, did not complete their objective.

For the third game, I decided to use Aleksandar's alternate wound resolution, presented at the end of his battle report for Gunstorm. This completely removed the need for a wound deck. The result was a faster game as I did not have to reshuffle the wound deck. If using chits, I suppose the speedup would have been minimal. As I was using a small number of figures, the game played a bit longer as one-hit kills were less likely.
I used dice to mark bleeding wounds.

Conclusion
I liked Gunstorm, even playing with basic troops. The game plays quickly and the solo mechanisms work well. I liked the movement table, which makes the enemy more cautious as they lose units. The variable turn sequence is another favorite mechanic. My only doubt is about the use of the "power" stat for ranged weapons, as I did not see it mentioned anywhere in the rules.

Wednesday, November 11, 2015

Xenomorph

Xenomorph is a simple dice-rolling game available for 50 cents at DrivethruRPG. You create a character by allocating points to four stats and then play up to 20 turns trying to escape an alien-infested station.

My "control panel" for Xenomorph: health, skills and turn counter.
On my first game, I spent three hours trying to bypass a jammed door, only to then face an alien and die in combat.

I started fighting a small xenomorph on my second game. It was easily killed. Then I found a shield that improved my defense. Then I found an alien scout and died again.

On the third game, I found a shield right away, then met a brute alien -- game over.

Conclusion
This is a very simple game, with very low odds for the player. Still, it works well to kill a few minutes. Although there are similar offerings for free, like Dice of the Living Dead, I think it is worth the price. The publisher also has a number of other mini-games at similar prices, and some free downloads.

Sunday, January 19, 2014

Playing CROM solo

I recently bought CROM by Paul Ward from Matakishi's Tea House. It is a fast-play skirmish game inspired by the stories by Robert E. Howard. From the preview, I read that it is "... designed primarily as a multiplayer game but can be played with two players or even solo if desired" and this drew my attention.

Overview

CROM is presented as a 64-page book laid out in single column with colored illustrated backgrounds, as well as some stunning shots of gaming tables and miniatures. It is very readable on the screen, and a quick read too. Around 24 pages are dedicated to the rules, followed by a multi-part scenario and play aids. There is also a free supplement, called CROM Companion, which I recommend even to those who do not own the game. Besides an introductory scenario, it contains a set of recommendations for scenario design. Those seem very useful for skirmish games in general, and also for solo gaming.

Tuesday, February 26, 2013

Review: Resistance Is Futile

Being a compulsive buyer collector of rulesets, I recently got some new games. Among them was "Resistance Is Futile" by AGEMA. Previously I bought and played their "Sacre Bleu!" rules which I am very fond of as the chaotic play sequence serves very well for solo (although it might be frustrating when playing against an opponent.) This led me to purchasing other games from the company, despite finding very little to no information about them.

"Resistance Is Futile" (RIF for short) is a set of sci-fi skirmish rules for 15mm or 28mm scale. The 32-page book includes a sample setting called "Sigma-14" and the author encourages players to make their own to add meaning and motivation to their games. The setting is actually an entertaining read, with a good amount of humor mixed with different sci-fi conventions. Take for instance this description of one of the factions:

"There are also within the towns and cities what is termed The Resistance which rejects all forms of government and who are effectively anarchists who love conspiracy theories and trust no-one, including themselves most of the time."

Wednesday, February 13, 2013

Alien Bug Safari

There are many ways to create an "automated" opponent for solo battles. One of them, which is often used for "A.I." in computer games, is based in Finite-state Machines. Dale's post in Solo Battles has an interesting discussion about using FSMs for solo games.

Since last November, when I started again fiddling with behaviors and simulations for my little computer game experiments, I was thinking about trying to use them in solo games but so far I had not done anything about it. Dale's post inspired me to return to the subject and, since I still had some free hours during the Carnaval holiday, I proceeded to make a first test in the form of a simple solo game, presented here.


Alien Safari

After the Bug War of 2200, several planets were left with small colonies of stranded bugs. In some cases they decayed and died off, in others they became part of the ecosystem, turning into predators. Shady travel companies offer illegal "safari" trips to some of these worlds, where the rich and adventurous can have the thrill of their lives hunting these dangerous prey.

Setting up
Terrain: the game is played on a 3'x3' board and the entire board counts as covered in low vegetation. You may place terrain pieces representing woods, lakes and rivers as you see fit.

Your force: you start with three hunters standing in base contact with each other in the middle of one of the board edges. Figures do not have a defined "facing."

Tuesday, May 29, 2012

Sacre Bleu! Pirate Skirmish

My most recent experimentation with miniature games is Sacre Bleu! from AGEMA. It is defined as "mass skirmish wargame rules for the age of pirates, reason and wayfare." The entire rules are contained in just six pages. The book also includes four scenarios with different objectives. The text is well-written and the few tables are clear.

The main distinguishing feature of Sacre Bleu! is that it is played as a succession of randomly determined phases. A given phase may allow one of the players to move their figures, or to shoot with figures that didn't move in the previous phase, or allow all figures (from all players) to fire simultaneously. Close combat is resolved at the end of every phase as necessary. The game designer explains that this was done to model the chaotic nature of skirmishes. From a solo gamer's standpoint I found this idea very cool; in a way it is a variation of activation rolls that can add even more unpredictability to the game.

Each figure is described by its discipline grade, the weapons it carries and possibly one of a few modifiers. Discipline is used when a "decision check" phase is rolled. Essentially it is a kind of morale roll that can cause a number of figures to move randomly (they panick or decide to try some crazy plan) if failed -- but if they succeed they may gain an extra action too.

Rush for the Treasure

In this scenario, two bands of pirates try to grab the treasure chests from the center of the board. Once a figure is in contact with a chest, it can pull it at half movement rate. The green patches provide soft cover. The bands are almost the same, however the left one (side A) has two peg-legged pirates with pistols while the group on the right (side B) has two guys with polearms. All figures count as bad-disciplined units and the leaders are the figures carrying the pirate flags.

Wednesday, February 8, 2012

A quick play session of Starmada

As I wrote in the previous post, I got to play some Starmada: Admiralty Edition. As the authors state, Starmada is like a big toolbox with a set of core of rules and a lot of options. At this point I'm using only the basic rules that take 24 pages of the main rule book, with the addition of the "Sequential Movement" option (essentially removing the secret plotting of move orders) in order to simplify solo play. I also picked up some ideas found in the Starmada forum: giving a material advantage to my opposition, and using cards to randomly select the next ship to move for each side. I used the sample ship data cards that you can download from the Majestic 12 Games site (check the stuff.zip file.)

In this playtest battle, I used a single Volhard-class cruiser and two Anval-class frigates against a similar opposing force, with the addition of a Swiftsure-class destroyer (a force roughly 1/3 stronger than mine.) The first side to obtain at least 130 victory points wins. Therefore, I decided that I would try to destroy one enemy frigate and one destroyer, while the opposing forces would concentrate on taking down my cruiser. On the first turn, the ships maneuvered around towards the intended targets but no ship was in range for combat.

On the second turn, things became interesting. The two enemy frigates moved into close range of my cruiser, causing some damage. However, both were decimated by the cruiser's missiles and railguns. My two frigates lined up against the enemy destroyer and fired all of their railguns, causing it to blow up. However, since combat is simultaneous, the destroyer managed to hit my cruiser and one of my frigates. Lastly, the enemy cruiser fired a barrage of long range missiles against one of my frigates, nearly destroying it.

The destruction of two frigates and the destroyer gave me 200 points, resulting in a victory at the end of the second game turn. This match made me aware of the importance of shields. Even at close range, shields can avoid a lot of damage as they allow "saving throws" for each hit. Positioning is also very important. For instance, the Anval-class frigates have powerful engines but they should be used to move around and pick targets carefully.

Conclusion
I enjoyed the basic Starmada game. The rules are consistent and easy to grasp. The combat rules do call for a lot of rolls (something that seems scheduled to change in the next edition) and I can see how they might slow down larger battles, especially when a ship chooses to fire at multiple targets. Ship construction seems very solid although, as the authors put it, "the help of a sturdy calculator will be invaluable." One point to be aware of is that a data card is necessary for each ship in play, as there are many stats to be tracked during the game. If you use a tablet or laptop while gaming, a spreadsheet might replace these; otherwise you might need to print these sheets before each game.

Friday, October 7, 2011

Modern Havok

While I waited for 5150: New Beginnings (which is now printed and bound and I just need some time to read,) I started looking for other Two Hour Wargames (THW) products. The pulp-era games are interesting but I still have to prepare a minimum set of minis and terrain for that period before I decide to get those rules. So I found Modern Havok, a rules set written by Ed Teixeira for Rebel Minis.

Modern Havok is quite similar to Chain Reaction 3.0 but with differences (some of them subtle) that make the game simpler and possibly faster and more lethal. For instance, Stars aren't so tough and there aren't as many states a figure may be in (like Hunker Down etc.) Melee combat is also different, and most of the time faster.

For me, the three scenarios at the end of the book (Liquor Store Holdup, Man Hunt and Raid) make it worth. Lots of good ideas, like the Draw Down system for resolving an armed "face off" between opposing groups, reaction to police arrest attempts and a way to simulate a larger battlefield in a 3'x3' table.

I ran a quick test scenario with these rules. It was also a chance to try some hand-draw buildings I've been fiddling with (in preparation for some improved versions.)

In this scenario, I controlled a group of four gang members: a rep 5 star with a BA pistol, two rep 4 thugs with shotguns hidden in their trenchcoats and one rep 3 guy with a machete and pistol. They were looking for some members of a rival gang in a run down area of the city. There were some civilian groups scattered about and I placed three markers that might be the location of the rival gang. I also established that if I rolled a sum of 10+ on the activation rolls, an ambush would occur with 1-3 enemies appearing from each end of the "street."
I used the marker movement system from the Raid scenario to move the gang markers. If a marker came into sight I would roll a die to check if it was a group of civilians (1-3) or the rival gang (4-6) consisting of 2-6 members. Upon finding the gang, the other unresolved markers would be removed.

During the game, the rightmost marker (on the above picture) turned into a group of three rep 4 gangers. The leader was armed with a semi-automatic rifle and the two others carried pistols. I used the Draw Down mechanic (from the Liquor Store Holdup scenario) to have both groups see each other and react drawing their guns. The enemy gang fired first but missed. The two thugs with shotguns on my group ducked back behind the two-story building and my star stunned the enemy leader. Using the "flock of seagulls" mechanic, one of the civilian groups retired from the table while the other two ducked back behind buildings.

On the following turn, my group advanced and the enemy didn't roll well on their In Sight reaction to my thugs leaving the cover of the building. This allowed them to fire again, taking all three enemies out of the fight. The civilians remained ducked back as the firefight continued and my gang members, having dealt with their target, ran away before other threats would arrive.

Friday, September 16, 2011

All Things Zombie: A trip to the supermarket

I finally had my first playtest of All Things Zombie. It's not the start of a campaign, just a simple encounter run on a small table to get the hang of things. I used the same simple buildings and scenario from my Zombie Apocalypse test so if you're turned off by simple white boxes as terrain, you may consider stopping right now.

Anyway, here's my party of three civilians. James in the middle is a star (reputation 5) bringing with him a shotgun. He's agile and stone cold and has been surviving thanks to that. Matt (rep 3), on the left, is getting to grips with reality. Luckily for him, he used to practice martial arts a lot; his brawler skills have saved him more than once since the zombies started appearing. He carries a submachine gun and a machete. Tagging along is Tricia (rep 2,) who every day wakes up wishing it's just a nightmare. If she weren't James' cousin, it is unlikely that they would bring her along. Like most peaceful civilians, she's a wuss when it comes to fights, let alone facing an approaching zombie. However, James has been trying to teach her how to use a pistol.

This "Discover" scenario is set in the suburbs in the evening. The goal of the survivors is to reach the supermarket (large building on the left ) and search it for supplies. The small boxes er, buildings cannot be explored but the medium ones may, if they so wish. They enter from and must leave through the right board edge. At the start of the game the civilians were lucky, generating only eight zombies. Here's the distribution of them on the board.

The civilians lost initiative but the zombies couldn't activate anyone in the first turn. James wanted them to run to the supermarket but Tricia was scared so they approached it at a slower pace. On the second turn the zombies got another six, so none of them moved.

The civilians entered the supermarket and found three soldiers who didn't react very well to the sight of armed civilians. As the military team leader started shouting "stand down" and pointing to them, James fired his shotgun at him, blowing his head off and all hell broke loose. Matt opened fire with his submachine gun but didn't hit anyone and Tricia didn't fare any better. One of the soldiers shouted some orders to the other and they scrambled to other positions in the room. Next turn the survivors rolled a six, standing there unable to react while the trained soldiers employed their tactics. They fired their assault rifles at the civilians but missed them and exposed themselves to fire in the process. On the third turn the civilians won the initiative. James' shot stunned one of the soldiers and Matt stunned the other. On the following turn they managed to tie up the two soldiers. "We can't just let them here," Tricia screamed. "You know what will happen!" Matt glanced at James, who didn't say anything. Instead, he just grabbed a handful of canned food and the assault rifle from the dead soldier, saying, "he won't need this anymore. Let's go, those guys will be waking up soon and if they're any good, these knots won't hold them down."

At this point I noticed two things:
1. I forgot to move the wandering zombies on the three turns of the firefight and...
2. I forgot to generate more zombies due to the gunfire. However, I generated them afterwards and found out that I would need to add another eleven zombies to the board.

Fixing this up afterwards would be complicated as at least some of the zombies would have been able to enter the supermarket. In fact, most of them would be surrounding the supermarket. In order to get some closure for the game, I decided to have each character roll a difficult challenge to be able to move to the supermarket's roof, jump across to the small building nearby and make a run from there. Failure means they are defeated (although the star may use the "cheating death" rule.) All three characters failed meaning only James escaped, with a reduced Rep. At least he didn't get infected.

A note on the mechanics of the firefight: Instead of moving to another map of the supermarket's interior, I simply considered that everybody had line of sight to each other but also had available cover. Also, given the cluttered environment everyone's a little spread apart so it's not possible to attack more than one target at once. A group may try a challenge test to position themselves better. Success removes the opponent's cover until they activate again; failure exposes the figures taking the challenge instead.

Conclusion
Despite my intense fudging of the rules, this playtest battle was really fun (note that the rules do not require fudging but they did allow me to do so and save my solo game, which was cool.) After so much bloodshed, I'd say that James is right on the path to becoming a raider/ganger...

Tuesday, August 2, 2011

Review: Strange Grogge

Last night I got to read and test Strange Grogge by Mike Baumann, Matthew Hartley and Steve Blease of Wessex Games. It is a game about "age of sail" skirmishes in a fantasy land. So you can play orc pirates (or Pyrates in the book) invading a dark elf settlement, or maybe ratmen privateers boarding a dwarf ship. With little work it could be adapted to play battles inspired by old swashbuckler movies. From the copyright notice, the game's been around since 2004 but I only came to know it this year.
Contents: Strange Grogge is a 32-page game book. The basic rules span 16 pages and describe the choices on force types and equipment, movement, ranged and close combat and other actions. The rest of the book contains optional rules to expand the character attributes and add skills and magic, as well as a campaign system. I really liked the different "flavors" of magic available in the game, from the more traditional spell-based Aquamancy to the bonus-granting magic foodstuffs from Gastromancy. Like everything else in the game, magic isn't completely reliable and there's always risk of backfire.

Characters in the basic game are described by race, unit type, equipment and a single attribute called Salt, which is a measure of their fighting state (morale, preparedness, health and so on.) Salt will go up and down during a battle based on success or failure of actions and damage in combat, requiring some bookkeeping. Going below Salt 2 makes a character rout; besides that, characters may be killed outright as a result of combat actions (although that is more likely for characters with low Salt.)

Saturday, July 30, 2011

Review: Flying Lead

Flying Lead, by Rich Jones and Andrea Sfiligoi, can be seen as the modern conflict version of Song of Blades and Heroes. From reading the official forums and the rules, it becomes apparent that it is the most sophisticated rules-wise among the Song of Blades "children" (I've played so far SoBH, Mutants and Death Ray Guns, Fear and Faith and Song of Drums and Shakos.) So let's get to the review:

Contents: Flying Lead is a 48-page standalone rulebook that is chock-full with rules, rosters, scenarios and optional systems. It doesn't hold back on information and is enough on its own to play modern or near-future conflicts with the Song of Blades engine. It includes general rules for vehicles that with a little work might be adapted to include small mecha or powered armor too.

Presentation: As with other Ganesha books, it's laid out in two columns with grayscale illustrations. The exception are a few brownish "watermark"-style silhouettes on a few pages. These, and the bullets on the margins of all pages, were a little annoying while reading and a waste of printer ink but still not enough to cause grief. Font sizes are still good enough to read in booklet format.

Thursday, June 23, 2011

Playtesting small boards on MDRG

I got some time today to playtest the suggestions to better accomodate my Mutants and Death Ray Guns skirmishes in 2'x2' boards with 28mm figures, as I'd like to do for the Wasteland Wandering scenario. For these tests I used a board with only three terrain pieces and two warbands of three figures each -- not very different from the encounters I expect to have in the scenario.
Each team has a mutant with a Long-range weapon that grants +2 to combat, a human with a Medium-range weapon that grants +2 to combat and a robot with Heavy Armor and no ranged weapons. The idea was just to get a general feel for the options, not to test extreme cases (like all melee vs. all ranged, for instance.) They were deployed within 1 Short from the board edges.