Tuesday, February 13, 2018

Bungle in the Jungle

We played our first game of Ghost Archipelago last week, and we all had fun. The game is pretty much Frostgrave on a tropical island, so it was easy for us to get into the swing of things. But before we began the scenario (just a basic game to familiarize ourselves with the rules), we played out a little minigame using the old Pirates of the Spanish Main ships and a Dreadfleet map.
There were four of us sailing against one another. Loosely adopting the PotSM sailing rules, combined with GA-style combat resolution, the objective was to get to the island first in order to select your starting edge on the main board. Also, players whose ships took damage had an initiative penalty during the Ghost Archipelago battle. I made it to the island first, and avoided getting hit, picking the nice beach on left side of this pic.
One of our group is the main terrain maker, and he went all-out on this board. It looked great, but the density of the terrain made it hard to move figures without knocking over scenery. Of course we were a little cramped as the playing area was three-by-three with four players; next time we will make it three-by-six for the four of us.
Because I always have to be different, my warband consists of fifth edition Warhammer Lizardmen figures supplemented by some Reaper minis. They had a good showing; my wave warden was able to cast five spells, even though my heritor could not make his activation rolls for his special powers. The crewmembers did well also, defeating members of opposing crews and even some undead.
Unfortunately, my miniatures were not complete in time for game night, so I had to send them into the field with their bases unadorned. I also need to add a few details to the figures. Still, that didn't affect their performance on the tabletop, as my reptilian adventurers picked up one central treasure and three regular treasures.
They were able to get all their loot back on the boats and leave the island almost intact. They lost but one standard crewman to combat. Unfortunately, this blue-striped saurus failed his survival roll and will not be returning until I cycle through all the other generic crew (I painted up eight total, each with a different color stripe down its back).
So Ghost Archipelago is a fun game, and I'm looking forward to playing out this campaign. I'm also enjoying our nautical prelude we play out, which only takes a few minutes and provides some additional story to our skirmishes. Who else is playing GA? What do you think so far?

Sunday, December 31, 2017

Steelville battle report

So, awhile back I ran a big game of Ogre at MillenniumCon. The scenario was the Siege of Steelville, since the theme of the convention was the Battle of Stalingrad.
There were nine players, about six cybertanks, three cruise missiles and two detonations.
I had some of my custom units, such as the armored boats (above) and the Ground-Effect Ogre (below). Each side had a command post, and a missile crawler or two. The defenders also had some emergency response vehicles that could repair damaged town hexes.
The attackers also had an Ekranoplan that could transport a large number of infantry (shown here flying high for dramatic effect; in "reality" it skims above the terrain like any ground-effect unit.
The city took some pounding, such as here on the docks.
And the attackers dropped a cruise missile (center) right on top of their enemy's launcher, and right next to the defenders' command post.
The damage was widespread, but since I'd set up the rubble markers beneath all the town terrain, it didn't take nearly as long to show the devastation as it would have if I'd had to swap out each section.
Even though they'd been nuked, the defenders were still holding their side of the river, and they blew up the bridge to make it harder on the attackers.
But the attackers used their second cruise missile to take out the defenders' CP, meaning they could no longer combing attacks among units in separate hexes.
And the Mark III stared down its G-E counterpart, but didn't do too much against it.
The attackers were stopped at the river's edge.
The defending Ogres stayed in the city, where they could hide behind buildings. It would be hard for the attackers to dig them out.
But the attackers still had plenty of firepower on their side, such as this Doppelsoldner.
In the end, though, we ran out of time with the defenders still holding Steelville. I had a great time running the game, and the players seemed to have fun as well.
Looking forward to more gaming in 2018!

Monday, November 13, 2017

Day Three is concluded

No gaming for me at the final day of MillenniumCon, just observing some great setups by other game masters and going through the flea market, where I scored some great finds. Tell you about it soon.

Saturday, November 11, 2017

Day Two is through

Had a great second day at MillenniumCon. Played Montecassino and Trafalgar, and of course ran Ogre. Additional details to follow.

Day One is done

Got through the first day of MillenniumCon with some Frostgraving and Star Armying. More later.

Thursday, November 9, 2017

MillCon is here!

Finally, MillenniumCon is here! You can find me in Round Rock, trying to play some Frostrgrave, Star Army, All Things Zombie, and of course Ogre. Hope to see you there.

Monday, October 30, 2017

Time is running out

The doomsday clock keeps ticking, and October 31 is the last day to register for games at MillenniumCon XX. In addition to my Ogre scenario, The Siege of Steelville (minis, modular 3-D terrain, strategic nuclear weapons), there are nearly a hundred other games taking place at the convention (November 10-12). Right now there are still open slots in my game Saturday afternoon, and even if you don't preregister, you have a pretty good chance of getting a seat. Or if you don't feel like playing, just come by and say hi.