Monday, July 21, 2025

Battle Report: Operation Hemlock- Restless Sun

 

Operation Hemlock has been a long running semi-narrative campaign m Skumgrod have been playing.  It is set in our corner of the Warhammer 40K universe but uses a variety of games to play.  Sometimes we use GW games, sometimes we use my games, and sometimes we use other, third party games.  Today, we elected to play Restless Sun which is my model-vs-model sci-fi game.  

Colonel Brusilov had Taskforce: Sword pounding the ork encampment for days now.  He could hear the rhythmic cycle of the Earthshakers just outside of his command chimera.  His command holo-display lit up with indications and assessments of where the great shells were striking in the Ork camp.    

His artillery were running out of shells.  Ork air attacks had weakened his supply lines back to North Ammoriss and his fellow Taskforce commanders had been unable to stop the greenskin raids.  He was very close to breaking the Ork toe-hold on Grig's Rest, but his supplies had to hold out long enough for him to push them off the island once and for all.  

Before he could launch his assault, he needed better intel.  The Office of Strategic Intelligence was sending him streams of information but they were back at Northcomm, miles away.  They couldn't tell him where the orks were hiding in their dug-outs, where they had hidden their traks, and where their gun emplacements were.  Before he could order an assault into the ruins of the Ork camp he needed intel.  

Brusilov tapped some controls, and a vox-channel opened to his adjunct at the front lines.  The hiss of static filled the air, before it stabilized and toned clear.  

"Major, gather scouts from each Company and send them forward.  We need to know where to strike." 

Forces:


Our Imperial Troops will be represented by my Death Korp Kill Team.  They are all going to be Regular Infantry units.  

Sergeant - Combat Weapons
Gunners - Squad Support Weapons
Sniper- Marksman


For the Orks, we are using Irregular Infantry however the Orks will all have the Fierce rules.  

Nob- Regular Infantry- Combat Weapons
Sniper Boy- Marksman
Shoota Boy - Rapid Fire
Rokit - Blast, Long Range
Bomb Squig- Rapid movement, Blast
Gretchin- Jump Gear

Mission:

To match the situation, we decided to use the Control Terrain scenario for our battle report today.  Models gain points for being in Difficult terrain at the end of the game.  

For complications, we went with Minefield.  Therefore, if you fail a movement roll you will lose Effectiveness from artillery, wild fire, or a mines.  I mean, they are trying to scout an active warzone!  

This scenario will last 8 turns. 

Set-up:

We will be using a 36 x 36 inch board for this.  Plus, since Difficult terrain is important, we will be putting 5 pieces of it out on the table.  1 near each deployment zone and three along the rough center line.   

Both sides are deploying about 6 MU in from their own table edge.  


The Ork side of the table.....

As usual, this will not be a turn by turn break down of the game.  This game went 8 turns.  Instead, I will cover it in broad strokes for the Maneuver phases, the Battle, and the End Phases.  

Maneuver Phase:  

The Artillery barrage and mines made it hard to move forward.  Some of the shells were landing dangerously close, disrupting maneuver by both sides.  However, those that could pressed forward, with the two sides trading ineffective shots.  The PDF troopers manage to force some of the leading elements of the Ork thrust with suppressive rifle fire.  


However, an Ork manages to sneak around the edge and attack a pair of Guardsman, forcing them to retreat from the onslaught.  The better training of the Troopers appears to be paying off! 

Battle Phase: 

A PDF Trooper with a support weapon flees from the board thanks to the ferocious Ork Assault.  However, it does not go all the Orks way as concentrated rifle fire sees three Orks forced off the board and into retreat as well.  The PDF have dug in at two buildings, while the Orks have 1 building and a Grot in a ruin.


The PDF Troopers manage to leap-frog forward, with mines hampering their movement.  As a Guardsman makes the ruins, a startled Gretchin leaps out and forces him back with a flurry of vicious stabs.  Meanwhile, fighting is house-to-house and at close range! 

The Trooper with the Squad Support Plasma Gun manages to drive the Gretchin out of the cover of the ruins and forces him to retreat.  The Orks manage to counter-attack and push the PDF troopers back, but it might not be enough as their momentum is quickly spent.  Both sides still hold two objectives each.


 End Phase

The Ork assault is blunted by accurate rifle fire as the Ork Nob is forced back, as is an ork by the house.  However, the Bomb squig re-orients itself and charges towards the PDF lines.  


The PDF Sniper finally manages to outright kill an Ork with a shot to the head.  Bam!  Headshot! 

However the Bomb Squig gets to the PDF positions and detonates.  The blast outright kills 1 trooper and sends the other one scurrying away in shock.  

A trooper scrambles into the ruins to contest it from the Ork hiding inside of it.  With that, the Ork Nobs hears a distant horn blast, signaling for his Boyz to fall back and cover the final withdrawal back to the Green Zone from Grig's Island. 


Conclusion

This was a hotly contested battle between the PDF and Orks.  However, the PDF managed to score 2 objectives, while the Orks only had 1.  The PDF lost 1 KIA and 2 MIA from the squad, while the Orks had 2 killed outright, while 3 Orks and a Grot were unaccounted for during the retreat.     

It is hard to outright kill folks in this game, but you are constantly pushing them around the battlefield as they retreat, get Shaken, and Rally.  Probably a bit more realistic in that sense, as you could see momentum shift when friction did its thing during game play.  

I wanted to do one big Grig's Island showdown with Restless Galaxies, but I am not getting my Ork forces printed up for it.  Challenges, challenges.  Perhaps I will need to play a Aquanautica Imperialis Naval or even a Aeronautica Imperialis game to represent the Orks trying to flee the island, or even just a big Restless Stars or Xenos Rampant game instead? 

It might be a while until my Skumgrod is available for another game.  This one was on the books for a few months before we got it done.  We will see what happens in Operation: Hemlock next! 

Until next time! 

     


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Monday, July 14, 2025

On The Painting Desk: Heroquest- Mage in the Mirror

 

One of my Goals for 2025 was to pick-up and paint a new Heroquest expansion.  I was off to a good start when I picked up a copy of Mage in the Mirror which was an Elf focused expansion.  It was a bit of a pre-lude to Rise of the Dread Moon as both took place in the Kingdom of the Heroquest Elves.  However, Mage in the Mirror had been a re-print from the O.G. Heroquest, even though I think it was region locked as I do not recall seeing it in the US. 

This expansion came with a new set of "elf" themed furniture, effectively doubling the amount of Heroquest furniture I had now.  In addition, it came with some new enemies in the form of giant wolves, Ogres, and Elf warriors.  There was also a special model for the villain and a new male Elf model.  That meant there was a lot of stuff to paint!  However, right off the bat I decided that I was not going to paint the enemy elves yet, because Rise of the Dread Moon also had some, and I figured it would be easier to paint them all at once.  I learned from Kellar's Keep that it is not as easy to go back and match paint schemes later as you would hope.       

So, with all that preamble out of the way, let's take a closer look at some painting huh?  The hardest part of any painting project for me is getting started.  Thankfully, I have a bit of a routine for getting minis ready to paint so I can fall back onto muscle memory for most of it.  Like always, I undercoated them with GW's Grey Seer, gave them all a dark grey wash made from cheap acrylic paint from a Big-Box Retailer, and then drybrushed them with cheap acrylic white.  They were undercoated and ready to paint.  This undercoating method works really well with Speedpaints.    

I decided to get started with the Giant Wolves first.  I had previously painted a Heroquest wolf from the Against the Ogres box and wanted them to look a bit different from that dude.  He was just a "regular" wolf and a potential Mercenary/Shape-shifted Druid.  I also wanted them all to be a bit distinctive because I wanted to be able to tell which one was which during hectic games.  Therefore, I decided to paint them all in different colors.  I started by using Alchemy Purple on their little puppy tongues, Grim Black for their noses and eyes, and Pallid Bone for their teeth and claws.  For some reason known only unto God, I decided to paint one Holy White, another Dark Wood brown, and the last one with a combination of Sand Golem and Hardened Leather.  Then after Light Tone wash I finished them off with the standard Runic Grey base and Flat Black rim. Not sure I like them, BUT they are done and that's all that matters.       


From there, I decided to tackle all the furniture.  What is interesting about painting my ever-expanding line of Heroquest models is to try to keep them somewhat internally consistent.  For example, I had been using Pallid Bone as a "metal" on the Elf's swords and armor.  I also used a Plasma Bolt green for their runes and magic.  Elsewhere, for plant roots and such I used Malignant Green.  I also tend to use Runic Grey for stone, and Gravelord Grey for wrought iron looking metal.  I wanted to make sure I stayed consistent with these approaches as I moved forward.  Man, I should really write some of this down somewhere.... like a blog or something..... 

Anyway, here is a WIP shot as I power through the furniture.  For this batch I decide that all the wood would be Sand Golem, much lighter than the Hardened Leather and Dark Wood I used on my regular Heroquest furniture.  However, that is also the skin-color I used for my Ogres when I painted them for Against the Ogres too.  


A nice design touch is that the chests and doors are being held closed by plant vines and roots.  That was an interesting design choice for the elven realms.  The "hardest" part of painting these items was painting all the little details like books, bottles, boxes, scroll work, etc.  I ended up using a lot of colors.   The iron gates were also a challenge/chore to paint.  They were chunky bois.

Here is all the new furniture done and dusted.  I like how it turned out looking brighter and organic than the rest of my furniture.  I even painted the bases for the mirrors so they would blend in better on the board.    


That left the last minis I was planning on painting for this round, those pesky Ogres.  These guys looked a bit less feral than the Ogres in Against the OgresIn the supplement, they were using clubs and bone weapons.  These dudes were clearly using metal axes.  Last time I painted them, I decided that Ogres use Sand Golem skin.  But I also decided that Absolution Green was a common Ogre hair color, as was Gravelord Grey.  I knew I was going to have follow those design choices on these Ogres too.  Finally, I also wanted to paint all their "kilts" different colors too.  You know I like to be able to make them a bit unique on the board so I used Blood Red, Magic Blue, Fire Giant Orange, and Zealot Yellow.      

The whole set took me about a month to get fully painted.  Not too bad.  However, I am starting to wonder if I might be running into a space limitation with all this Heroquest stuff?  I will have to shuffle things around, but there is always room for one more!  I think my next expansion will be Rise of the Dread Moon so I can finish off my Elf collection for Heroquest.  Soon, I will have enough Heroquest models to make my own version of Battlemasters.  :) 

Until next time! 


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Monday, July 7, 2025

RPG Design: Badlands - Wild West Adventures

 


Badlands came about because I was thinking a lot about Westerns.  I was thinking about what made them work, what tropes did they lean on, and why they were so popular as a genre.  I had been thinking about trying to get my local group, The True Crit Gaming Guild; into some Cowboy gaming.  However, all this thought led me not to a designing a new wargame, but into another Role- playing Game instead!   


There are a couple of things that I wanted to accomplish with Badlands: 

  1. Mechanics based on Poker, a staple of the Wild West
  2. Ease of character creation that intuitively creates Role-play
  3. Use a Meta-currency for the GM and Players to influence game play
  4. Lean harder into narrative than crunch
  5. Create space to tell Wild West based stories, natural and super-natural  
Poker as the Unifying Mechanic
I am not much of a Poker player, but I have a basic understanding of the various hands and how they interact.  I wanted to make these rules a core mechanic for the game because Poker is an iconic tradition of the Wild West, and is tied to the American Mythology of the period.  The Gamemaster is called the Dealer and they hand cards out to the Players.  When there is a Challenge Check, it is resolved by the impacted Characters building a hand of cards and trying to beat the Dealers' hand.  

Attributes, Values, and Skills have numeric values that indicate the number of cards to be used to Build a Hand.  No one can ever have more than 5 cards in their hand.  If the Player has a better hand, their character succeeds in the Challenge. If the Dealer wins, the Character fails the Challenge.  

Poker Hand Chart from Wikimedia Commons


Intuitive Role-Play
Characters are built using 4 Attributes and 4 Values.  Attributes are physical components, while Values are more about the characters outlook on life.  These are built on with Skills, Traits, Assets, and Backgrounds that help flesh out what a Character is good at, and allows different abilities while Building a Hand.  Characters also have Drives to manipulate Meta-Currency and Weaknesses that can be used to manipulate Meta-currency and Asset availability.  All of these mechanical features allow clear and distinct levers for role-play as well as mechanical benefits too.   


Meta-Currency
The Dealer and the Players all start with a pool of Poker Chips they can draw on.  The Players have Luck Chips while the Dealer has Danger Chips.  As Players cash-in Luck they are converted to Danger Chips for the Dealer, and as the Dealer uses Danger Chips they convert to Luck Chips for the Players. As the game progresses, these Chips get passed back and forth for various effects on the game.    

From Canva

Lean into Narrative
This is a rulings over rules type of game, and it is designed for the Players and the Dealer to lean into the story.  It is not "crunchy" but there are a lot of decisions to be made thanks to how the different Character details help "Build a Hand" and the use of Luck/Danger within the game.  At the end of the day, the Scene will React no matter the outcome of any Challenge Checks.  

The game also encourages Dealers to structure Badlands adventures like TV shows and movies.  It recommends a three act structure with a Beginning, Middle, End.  It also uses the language of cinema such as Inciting Incident to trigger Challenge Checks, Final Scene for the dramatic finish, and Epilogues to help wrap up loose ends.  This is a Narrative first game. 

Tell Wild West Stories
Badlands spends time dissecting what makes a Western work on-screen.  There is discussion of Themes, Stakes, and Genre Tropes so that the Dealer and the Players can engage in authentic feeling Wild West stories.  However, the game is loose enough that your adventures can be any of the many types of Western stories, singing cowboys, wagon trains, cattle drives, outlaws, sheriffs, lone rangers, and more.  There is also space for "straight" Westerns with white hats and black hats, or something a bit more supernatural like werewolves, shamans, cannibals, or even aliens!  You can make your Wild West as wild as you want. 


Some Details
The rules are 71 pages long.  It includes almost everything you need to play.  This includes a blank character sheet, a Quick Refence Sheet of rules, a Poker Hand chart, and an Index.  The rulebook also has an initial adventure set in 1849 on the Oregon Trail to kick-off your Badlands experience.  All you need to do is provide a deck of standard Poker cards with Jokers, and a handful of Poker chips.    

Final Thoughts
Of course, if you have been reading this blog you know I have some core ideas and preferences about my RPGs.  I tend to design games that I would want to play.  Therefore, my preferences are on full display.  Badlands is no exception.  

Therefore, if you like narrative and character driven based RPGs that use a traditional story-telling format, this might be a good game for you.  This is not a game to challenge the Players with survival like an OSR, it is focused on telling stories and looking for characters to grow and change.  It is rulings over rules and forces the players to ask the question, "What is the right thing to do?".  This question is about morals, ethics, and values more often than it is about survival in the Badlands 

Check it out and let me know what you think! 


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