Hi all,
You might have noticed I have been making ruins lately. I am now able to confirm that my Dwarf party are making their way into Mordheim. I am currently shooting the episode, but it will be a few days more before I can put it on the net.
(Teaser - they have just been found by their opponents.)
I must admit do like being back in the general's seat again.
Update 30 June 2018: I am now part way through Turn 4, snapping and taking notes as I do so.
5th July. I am now part way through Turn 6, starting to edit the info for here. Looking forward to the Barrage Show at Stafford on Sunday.
6th July. Now writing up Turn 3.
Would you like me to post the text as I do it without the pictures? Put a comment in the box below.
8th July. Thanks to all of the Barrage organisers, traders and game players, another great show from everybody. Pictures have now been posted on site. I bought some aliens and fantasy figures, plus the "Frosgrave" (C) (R) Registered Rules by Osprey Publishers. I will see if our club is interested in playing this next after our "Warterdeep" campaign comes to an end.
10th July. Arrival at Mordheim - Part 1 is now posted.
21st July. (49th anniversary of the moon landing). Part two, turn 5 has now been edited, but I will wait until I have more content before posting.
14th August 2018 - I have now completed turn 9, but it the last few turns are still to be edited.
I fancy getting the latest set of Nordic Weasel fantasy rules, I must see if there is a demo out there.
16th August - due to an error with the rout rule, I had to rewind the action back to turn 8. The person routing was not the leader. (All alone did not apply).
Regards,
Ivor
This is for my war gaming and Role Playing exploits, settings include SF worlds, fantasy lands and Post-Apocalypse vistas, with a dash of historical goodness. It is a mix of solo and group game play. Commercial and D.I.Y. terrain making are also included in the Blog, with a few reviews of figures, TV shows and films. I support Green Climate Change Policies. A big round of applause for our emergency services and all those who are working, "Smashed it" for everybody staying in. Black Lives Matter.
Wednesday, 27 June 2018
Friday, 22 June 2018
Notes _ Wizards Tower terrain
Hi all,
I had been invited to a friend's house, we were about to have a game of "Project Z" (R) (C), published by Warlord Game's, (see my other recent post for the outcome), when I noticed some rather oddly shaped items on his shelves, one, in particular, caught my eye.
I asked, "Whats that?".
He replied. "Oh that, its just one of my models in progress, a Wizard's Tower ."
He continued, "I made it from a small soup can for the ground floor, then a slightly larger tin on top, connected together with masking tape, followed by a length of pipe on top of that, (Masking tape covering the top and bottom ends), capped by a clear plastic dome (from an aerosol can or similar product).
Around the outside of the pipe, at the top, there are three round turrets (you could do four or just two whatever suits your taste), parallel to the sides, the size is optional, from sweet tubes or tins, whatever you have to hand, topped with a curved piece of card for the pointy roof. Cover all of the surfaces with some wet card (Loo Roll). Leave this to dry, then add glue and sand to taste".
You can apply stonework detail to this (when it is still wet) and battlements at the top. Mount it on a flat base or a hilltop (A polystyrene plate, possibly use 2 bonded together for strength). Add foliage decoration as desired. Any doors are optional, as you can just add a teleport platform outside instead. Windows in the tower are optional too, they can see outside using wizardly secrets. Fresh air comes in via teleport too.
I will try and get a picture next time I am there.
Regards,
Ivor
P.S. It would not let me add a comment at the bottom, as I normally do, strange.
I had been invited to a friend's house, we were about to have a game of "Project Z" (R) (C), published by Warlord Game's, (see my other recent post for the outcome), when I noticed some rather oddly shaped items on his shelves, one, in particular, caught my eye.
I asked, "Whats that?".
He replied. "Oh that, its just one of my models in progress, a Wizard's Tower ."
He continued, "I made it from a small soup can for the ground floor, then a slightly larger tin on top, connected together with masking tape, followed by a length of pipe on top of that, (Masking tape covering the top and bottom ends), capped by a clear plastic dome (from an aerosol can or similar product).
Around the outside of the pipe, at the top, there are three round turrets (you could do four or just two whatever suits your taste), parallel to the sides, the size is optional, from sweet tubes or tins, whatever you have to hand, topped with a curved piece of card for the pointy roof. Cover all of the surfaces with some wet card (Loo Roll). Leave this to dry, then add glue and sand to taste".
You can apply stonework detail to this (when it is still wet) and battlements at the top. Mount it on a flat base or a hilltop (A polystyrene plate, possibly use 2 bonded together for strength). Add foliage decoration as desired. Any doors are optional, as you can just add a teleport platform outside instead. Windows in the tower are optional too, they can see outside using wizardly secrets. Fresh air comes in via teleport too.
I will try and get a picture next time I am there.
The Wizard's Tower in progress, as promised.
Regards,
Ivor
P.S. It would not let me add a comment at the bottom, as I normally do, strange.
More ruins
Hi all,
I have been throwing together more ruined walls for my planned Games Workshop Mordheim (R) Registered (C) Copyright setting.
A door with added step and walls, yet to be painted.
Here shown in greater detail. (I am not sure who to give copyright too, I have had it for years).
The top item is moulded plastic that fell off something, so I recycled it. As you do. A bit of dry brushing and it was ready to go.
There we go. More quick and easy scenics for the tabletop. You will soon be able to see them in action when my latest battle report is posted.
Regards,
Ivor
I have been throwing together more ruined walls for my planned Games Workshop Mordheim (R) Registered (C) Copyright setting.
A door with added step and walls, yet to be painted.
Here shown in greater detail. (I am not sure who to give copyright too, I have had it for years).
More walls.
There we go. More quick and easy scenics for the tabletop. You will soon be able to see them in action when my latest battle report is posted.
Regards,
Ivor
Thursday, 21 June 2018
Project Z - Battle Report 1 - A Bunker Fight
Hi all,
Here are some pictures of my first Warlord Game's "Project Z" (R) (C) scrap. Many thanks go to Martin for hosting the event at his home and doing a very fine job at GM-ing and Richard and Steve for providing competition.
We were warned. LOL. Note, there are some more of the weird terrain he has put together visible on the top shelf.
Free Project Z rules are available at the Warlord Game's website Warlord games.com/. at the moment (June 2018).
The setting of this adventure (I'm not sure if this was official or a home brewed game), was a two-level bunker complex, where Professor Puke (boo, hiss) was turning out lots of zombies, this was a hobby of his.
I ran an all-girl survivor group. The others ran survivors or a biker gang. Our collective job was to stop him. We have status cards, combat cards (single use random cards, giving re-rolls, grit etc.) and grit tokens. I came in at the SE corner of the bunker, Richard came in the NE, Steve and Martin the NW corner. The game can be a set turn length or open-ended until the objective has been completed.
1Victory Point for every dead Zombie.
10 Victory Points for killing Professor Puke.
20 Victory Points for destroying the Zombie making machinery.
The terrain was constructed from Polystyrene foam covered in wet cardboard (loo rolls), allowed to dry and then covered in sand and painted.
16 numbered entrances and four rotating quadrants give extra randomness to the game. Also available with this layout were random lift exits and controllable doors for ramping up the danger.
This was my second encounter with some nasties. That is why some figures have out of ammo status. (A single bullet for a single shot, crossed double bullets for auto fire burst). Reload by rolling on the dice supplied or by using a "grit" token or combat card.
The enemy is knocked down. (Zombies can recover in their movement phase on the correct roll of the combat dice). Once all of the zombies are dead in a room, you can then search any items in the room for treasure - 1d4 Victory points. Of course, it may be a trap!
Blips (from GW Space Hulk game (R) (C) ) denote zombie locations behind doors, but not how many there are. Doors can be opened in the movement phase, 6" for us. (Doors will open on anything but a 1, also optional 1-2, 1-3 etc.) Zombies move 4".
Resulting in 3 zombies discovered, once the door opened.
2 are finished off and one is knocked down.
I'm finally at the lift doors, but more zombies await around the corner. Bridges (shown on the left) give access to the other quadrants if this lift was out of order and you had to use another one. (Another game option.)
Hand to hand combat took place in various spots.
This is the second level of the complex. (Martin our GM is on the left.) The dice in view in the foreground was our "turn tracker". The evil "Professor Puke" is just visible on the second floor of the machine complex.
I emerge from the lift and 6 zombies meet their end in a hail of lead.
More Zombies appear around the corner after a quick reload, with some of my ladies still out of ammo.
Also, there are some more zombies shambling from the left, licking their lips to attack the party.
Will this be curtains for our heroines?
No, Richard's Biker Gang joins the fight, emerging from the second lift in at the nick of time to attract the zombie horde. He made up time after suffering problems with three jammed doors (those pesky ones).
Here are some pictures of my first Warlord Game's "Project Z" (R) (C) scrap. Many thanks go to Martin for hosting the event at his home and doing a very fine job at GM-ing and Richard and Steve for providing competition.
We were warned. LOL. Note, there are some more of the weird terrain he has put together visible on the top shelf.
Free Project Z rules are available at the Warlord Game's website Warlord games.com/. at the moment (June 2018).
The setting of this adventure (I'm not sure if this was official or a home brewed game), was a two-level bunker complex, where Professor Puke (boo, hiss) was turning out lots of zombies, this was a hobby of his.
I ran an all-girl survivor group. The others ran survivors or a biker gang. Our collective job was to stop him. We have status cards, combat cards (single use random cards, giving re-rolls, grit etc.) and grit tokens. I came in at the SE corner of the bunker, Richard came in the NE, Steve and Martin the NW corner. The game can be a set turn length or open-ended until the objective has been completed.
1Victory Point for every dead Zombie.
10 Victory Points for killing Professor Puke.
20 Victory Points for destroying the Zombie making machinery.
The terrain was constructed from Polystyrene foam covered in wet cardboard (loo rolls), allowed to dry and then covered in sand and painted.
16 numbered entrances and four rotating quadrants give extra randomness to the game. Also available with this layout were random lift exits and controllable doors for ramping up the danger.
This was my second encounter with some nasties. That is why some figures have out of ammo status. (A single bullet for a single shot, crossed double bullets for auto fire burst). Reload by rolling on the dice supplied or by using a "grit" token or combat card.
The enemy is knocked down. (Zombies can recover in their movement phase on the correct roll of the combat dice). Once all of the zombies are dead in a room, you can then search any items in the room for treasure - 1d4 Victory points. Of course, it may be a trap!
Blips (from GW Space Hulk game (R) (C) ) denote zombie locations behind doors, but not how many there are. Doors can be opened in the movement phase, 6" for us. (Doors will open on anything but a 1, also optional 1-2, 1-3 etc.) Zombies move 4".
Resulting in 3 zombies discovered, once the door opened.
2 are finished off and one is knocked down.
I'm finally at the lift doors, but more zombies await around the corner. Bridges (shown on the left) give access to the other quadrants if this lift was out of order and you had to use another one. (Another game option.)
Hand to hand combat took place in various spots.
This is the second level of the complex. (Martin our GM is on the left.) The dice in view in the foreground was our "turn tracker". The evil "Professor Puke" is just visible on the second floor of the machine complex.
I emerge from the lift and 6 zombies meet their end in a hail of lead.
More Zombies appear around the corner after a quick reload, with some of my ladies still out of ammo.
Also, there are some more zombies shambling from the left, licking their lips to attack the party.
Will this be curtains for our heroines?
My ladies attack the zombies emerging from the machine.
I thought I had taken more pictures of the second-floor scrap, but apparently not.
Steve and Martin's survivors emerged from their respective lifts (Steve had to find his way to his designated lift) and dealt with the zombies closest to them. The evil professor P was defeated this time, when Steve destroyed his dastardly machine with a well-aimed shot with a bazooka.
So there we are, a fun game for all (my first and a win for me to boot), with Steve a close second.
Our special guest star, Mews the cat.
Remember the giant cat in the "Goodies" tv program intro? This could have been a sequel to it.
A rather good game. Thanks to Steve, Richard and Martin for a fun day out and Mews for stealing the show.
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