Friday, May 18, 2018

Galactic Heroes - Battle-suit Alpha!

Poor Hawk, we hardly knew you...
I had someone online ask me if you could use the upcoming Fistful of Lead: Galactic Heroes with anime type giant robots/battlesuits. The answer: "Why not?!"
To test the idea, I made up 3 opposing teams using the Crew creation rules. I fudged just a bit to give the battle-suits armament to match the minis. I dug out my much unused DP9 Heavy Gear minis and through out some terrain.
The scenario: I recently bombed Rebel listening post contained highly classified Alliance intel. The comms tower was able to download it to 3 large severs before the dish was blown. The rebels want to download it, the Alliance destroy them, and a poor group of mercenaries is caught in the middle.
 The battlefield, 4x5'.
 Rebel forces approach.
 Mercenaries in the middle. "They don't pay me enough for this...."

The game started with a bang. A Rebel sniper, callsign "Deadeye", lived up to his name and dropped a mercenary, "Hawk", guarding a download point. The two Alliance troopers showed up to investigate and were hit with a one shot rocket pod barrage.
 The Mercenaries spring to action!
 Infantry caught in the open!
 The Rebels are hit by a rocket barrage.
 Here's an example of the record cards. These are Regulars, so each gets a 1 trait. Sniper let's Deadeye preroll one shot a turn, Eagle-eyed let's Blaze improve the range of his oversized shotgun.
 The Rebel leader, callsign "Shark", has the Fistful trifecta: Shock, Wound and Out of Ammo.
Scratch one intel tower.
Victory went to the Rebels. They were able to reach two towers and download the intel before they were blown up.
The game went really smoothly. Each trooper had a personality thanks to the traits assigned, and more importantly it had that anime feel. The squads of non-battlesuit infantry I just treated as a single miniature. Each "wound" removed a miniature. They were treated as "Small", so harder to hit, and to show their reduced firepower against the battle-suits, I gave them a d8.

Friday, April 27, 2018

Destination: Terror Island Pt. 3, Turu the Terrible...

...or R.I.P. Rip Daring.
Our heroes had managed to escape the clutches of Dr. Terror, fleeing into the depths of Terror Island's suffocating jungle, only to encounter Turu the Terrible!

There were 8 players (I know, right?) involved in this massive Pulp Alley game. Three players took the role of Good Guys, Dutch Oven and his Fearless Five
Roxy Rocket and the Ready Men

and Rip Daring, Man of Action.
Three controlled the Baddies, and two the Neutral Natives and Turu, a Terror-catyl.

There were 7 Plot points to accommodate the large number of players. Last episode, Pork Chop, orphan ally of Rip Daring, had escaped into the jungle with the Super Soldier formula. The canister was nabbed by the winged Turu and taken to his nice above the waterfall. Pork Chop was hidden behind the waterfall as another Plot Point. There was a dingy down river to get our heroes off the island, a native idol, a creepy old hermit and various supplies. All which took a terrible toll on anyone trying to use them.
The players were placed good guy-bad guy-neutral around the 6 x 4 table. Oh how the mayhem ensued!
Precious, the Alligator went straight for a Plot Point only to realize she didn't have hands. Oh well, she'll just tear apart some good guys instead. One of her handlers, Ugly Pierre, a mere Ally, somehow survived the combined firepower of Rip's crew. A new Juan Jorge? (see last episode).

Dutch's faction took on Turu and the Natives. Only Dutch escaped.
Rip Daring, was cut to pieces by Dr Terror and his minions, his pal Bobo the chimp, crushed under a temple trap. Of Rip's daring League, only Pork Chop made it.
Pork Chop was assailed by three attackers, one by one they fell to his patented "kick to the nuts" technique.


Much fun was had. We have a few changes to speed things up even more with this many players. Not the fault of the rules, it wasn't made for so many.
We had to stop due to time. The Bad Guys got most of the Plot Points but the Good guys have found a way off the island.
Sat tuned for the next episode....

Wednesday, April 25, 2018

Coming to a theater near you Thursday!

After barely escaping the clutches of Dr. Terror, our heroes are inching closer to a possible rescue from Terror Island.
Dr. Terror and his evil henchmen are hot on their heels. 
But there are other horrors that await our heroes. The skies belong to TURU!

Tuesday, April 17, 2018

April 99¢ Scenario is out for Horse & Musket

Lieutenant Daniel Dulle and his squad from the 95th have been tasked with blowing up the bridge at Villa Verde to cover the retreating flank of the army. Normally this would be a job for the Royal Engineers, but a group of French dragoons are in hot pursuit.

This is a scenario for Fistful of Lead: Horse & Musket available from Wargames Vault or Wiley Games

Monday, April 16, 2018

Home paintin'

Yes, we have been playing games, but I've been behind on the posts due to the Kickstarter. My work allows a few creative renewal days a year, so I stayed home Friday and painting from another Kickstarter.
 Greenskin Wars Hobgoblins.
 And their smaller cousins.
These are some of the plastic Heavy Gear minis. I painted up some to use for Galactic heroes. I guy asked me online if you could use GH for giant robots/anime type games. Why not?




Thursday we had a game of Dust Tactics. Some day, in the far future, when I have an airbrush again, I'll paint these bad boys. It's a great system and line of minis. Wish I had more.
Back to work on my KS.

Sunday, April 15, 2018

Galactic Heroes is a go!

Kickstarter Success! Our Fistful of Lead: Galactic heroes Kickstarter is fully funded and then some. Thanks to our 134 backers and everybody else who made this possible. Set for delivery in September. Now the real work starts.

Saturday, March 24, 2018

Podcast with TheVeteranWargamer

I had the great pleasure this week of sitting down with Jay Arnold to talk Galactic Heroes and all things Fistful of Lead, on his podcast, the Veteran Wargamer.
Check it out!