Wednesday, November 30, 2016

November 2016

I have crossed the 8 year point since I started my adult wargaming. Time flies when you are having fun. I spent a few days at my parents house looking around in the basement (again) for my old Airfix figures. No luck. I will give it one more go when we clean out the crawl space. 

During a great vacation in the Turks and Caicos, I read the 10 wargames magazines I stockpiled over the summer, and I read the Hammer's Slammers collection of sci-fi short stories. 

I sent my Christmas list to my wife. It contains the usual round of wargames books and, for the first time, some figures (6 packs of Pulp Figures).

Bought a few things from my list...paints, primer, bases, TFL Summer 16 special, the new Pulp Alley campaign and cards. I will get the Too Fat Lardies Winter PDF special in December.

Working on my Katzenstein expansion while planning to start either 6mm sci fi or 28mm zombies. Sci fi has the lead...I am trying to hold out to the new year.

A few pictures of a game with a group at On Military Matters...a great shot for wargames books and military history:

12 x 12 figure 15mm imagi-nation units: 144 points
TOTAL: 144 points
In Progress: 7 x 12 figure units for "The Imperial Army" in my Katzenstein project

1 game of WW2 skirmish at On Military Matters

$204 this month: paint, TFL special, Pulp Alley campaign and cards, bases
Total for the year: $680

Budget: $420 under budget, Plan: <$100 per month; on target

Monday, November 28, 2016

Imperial Army

Last Summer,  I sold off all of the figures I purchased pre-painted to use as the opponents for my Kingdom of Katzenstein imagi-nations project. It is now time to reform an enemy force. I am going for a generic "Imperial" force that I can add onto as needed. I purchased a lot of mixed figures cheaply and I will form 95% of the army from this batch.

A full corps of 12 Musketeer Regiments

In the barracks
The Plan:

12 Line Infantry (pictured above)
4 Light Infantry- on the paint table
3 2nd Line Infantry- on the paint table
1 Rifle
3 Grenadier Infantry
2 Guard Infantry
3 Garrison Infantry
3 Militia

5 Heavy Cavalry
5 Light Cavalry
5 Dragoons
1 Guard
2 Second Rate Cavalry

1 Horse Battery
2 Heavy Battery
4 Field Battery

12 Generals

I can then add to these forces with small contingents from allied states and mercenary contingents.

Monday, October 31, 2016

October 2016

Another quiet month...and the second month in a row without any painting points. Where does the time go?

I am preparing my Christmas list for my wife. It will contain the usual round of wargames books and may for the first time include some figures (Pulp Figures).

My spending for the year is well ahead of plans. I will get the Summer and Winter editions of the Too Fat Lardies specials (PDFs), the new Pulp Alley "Tomb of the Serpent" campaign (PDF, some more Pulp Alley cards, and a small paint resupply. This should run me about $100 for the rest of the year.

0 completed :(

TOTAL: 0 points

In Progress: 12 x 12 figure units for "The Imperial Army" in my Katzenstein project

No games

$65 this month: 2 bottles of paint and my Wargames Illustrated renewal
Total for the year: $476
Budget: $524 under budget, 
Plan: <$100 per month; on target
Reminder: bases (round), paint, and brush some shield transfers.

Friday, September 30, 2016

September 2016

Closed out the month with a solo game of Pulp Alley using the new solo cards. Very nice. There is so much to offer with the Pulp Alley system and supplements.

I saw a post on another blog about dice. Below are my original dice from playing D&D many years ago. An odd collection, but I have fond memories of that blue 20-sider.

0 completed :(

TOTAL: 0 points

In Progress: 12 x 12 figure units for "The Imperial Army" in my Katzenstein project

1 x Pulp Alley game

$0 this month: Nothing! My Wargames Illustrated subscription is due in October.
Total for the year: $411
Budget: $489 under budget, 
Plan: <$100 per month; on target
Reminder: bases (round), paint, and brush some shield transfers.

Tuesday, September 27, 2016

At Death's Door- A Pulp Alley AAR

I played a solo game of the third scenario in the Pulp Alley "Perilous Island" Campaign. This is the "At Death's Door" scenario involving a search in a customs warehouse for more clues leading to Lord Darrow's location.

The Duke's Tsarist Eastern Brigade approached the warehouse from the West while group of American mercenaries led by the mysterious Phantom Ace approached from the East. I rolled initiative to decide who went first each time, a slight change from the solo rules as published.

Phantom Ace was joined by his sidekick, Mak O'Reilley, two hired guns, and three brawlers.

The Duke used his "call to arms" league perk and "wealthy" abilities to add three of Lord Darrow's college chums.

My warehouse...more of a stock yard. The stacks of crates and gates were all extremely perilous.

A barrel fell on one of the gunmen as he sought cover when the Americans spread out.

The Duke's party had the advantage of numbers.

O'Reilly convinced one of the night watchmen to help.

While Boris shot down a charging enemy in the dim lighting.

Don't bring a bat to a sword fight.

Four to One...the redhead decided to slip around to the other side of the wall.

Phantom Ace takes a second plot point by convincing the clerk to hand over the stock manifest.

Girl on Girl action once again...down goes the redhead.

Cutting off the escape route.

Three drop after getting caught in the open.

The shooter final falls.

The action moved to the office in the corner. The Duchess faced down O'Reilly while Phantom Ace gunned down folks left and right.

He could not disengage at the end while The Duke and the Duchess each ended with two plot points.

6 Points plus the bonus items- 1 each, Gear, Tip, Experience, Backup, Contact, and Lady Elaine will join the Duke for the next scenario.

Ace had to settle for a single point.
A fun and fast game with the solo deck. The action developed quickly with a big gun battle in the center, and then the action in the corner. Although the results seem lopsided, Phantom Ace and Mak were still in action at the end against The Duke, The Duchess, and Boris. My league leaders are not very combat oriented, so with another turn or two, Phantom Ace very good shooting and brawling) could have done some real damage.

The Duke will now follow the clues to search for Lord Darrow in Indonesia.

Wednesday, September 7, 2016

Labor Day Weekend gaming

I was invited to join some local gamers over the holiday weekend. Despite being distracted while simultaneously preparing for the storm, I enjoyed the game. The rules will be published shortly by On Military Matters.

I was on the British side at Pegasus Bridge. We took the bridge from both ends at the same time (as the recommendation goes), and held off two counterattacks. A few shots below...that MDF bridge is fantastic.

Unfortunately I had to leave before the 15mm Wild West game with "Dead Man's Hand" rules.

Tuesday, September 6, 2016

Massacre at the Lizardmen Temple

I played a solo game with my fantasy rules mash up based on the Piquet/Hostile Realms rules. The undead forces led by the Evil Overlord (trademark EO) sought an ancient relic at a Lizardman temple. The local Lizardmen called on their neighbors in the Great Kingdom and the Hillmen tribes to defeat the unholy threat.

The undead had a better card deck but otherwise the sides were evenly matched.

Undead in the foreground with the best troops in the center headed for the temple.

Skeletal Knights face their living counterparts and get flanked by additional horsemen.

The undead hunters and Lizardmen reach the temple and set up a stout defense.

While a huge demon tears into the Hillmen warbands.

The action is focused in the center and on the undead's right flank.

More Hillmen (and women) take on their skeletal enemies.

Cavalry destroys the their first battle.

The fanatics (naked and clothed) slam into more skeletal warriors. This would turn out poorly.

Dismounted skeletal knights caught between the cavalry. This went on forever...the cavalry could not finish them off.

Things were looking good on the allied left; the warbands have turned the flank.

The demon keeps chewing up the opposing warbands, but they held out to the end.

Despite taking their sweet time getting into action, the Vampire Thralls send the naked fanatics running for some clothes.

The best allied command on the table was unwilling to get their hands dirty...rolled three "1s" on a row to activate.

These guys turned the tide...Dracula would be proud.

It was like a dog fight on the opposite flank.

The Zombie Horde could not take the temple, but they kept the Lizardmen engaged while others closed the noose.

The Kingdom and Hillmen forces began to withdraw to avoid being destroyed.

Surrounded on three sides, most of the Lizardmen were slaughtered at the temple in this devastating defeat.
A fun battle that came down to the wire. Both sides could have pulled it out and although they still held the temple, the allied side eventually failed the Army Morale Card roll.

Some key points of the battle:
- The Undead Hunters and Lizardmen reaching the temple so quickly on great rolls/cards.
- The demon chasing the warbands all the way back to the baseline, but not finishing them off. The demon was really needed at the temple and almost cost the undead the game.
- The failure of the cavalry to destroy the Skeletal Knights despite taking them from both sides.
- The Vampire Thralls defeating the fanatics and turning the tide of the battle.