Monday, November 18, 2024

Wargame Design: Dealing with Burnout

 


Burn-out is a common topic amongst wargamers.  Losing the mojo to paint.  Losing enthusiasm for a project half-way through.  Never finishing and leaving half-loved ideas, game systems, and collections in your wake.  It is something we have all experienced, so let's talk about it!  

First off, I am not an expert on burn-out.  I don't even think I could define it.  For those two reasons, I am not even going to bother to try.  We have all experienced it, and we can all look back at a time in our lives when it was impacting us.  If you have never experienced it.... lucky you!  There are other great posts for you to enjoy on the blog!  

The second thing to remember is that whatever advice I give is worthless.  We all experience burn-out differently, and we all cope with it differently.  What I write below will probably not work for you.  However, these are all tips and tricks that have worked for me in the past.  If you are extremely lucky, some of them make work for you.  

Now that we have set the ground rules are you ready to talk about the war elephant in the room?  

The Nike Method

Of course, Nike is the Greek goddess of victory..... and a major shoe company.  Those of us of a certain vintage know there famous tag-line, "Just Do It".  Honestly, the number one with a bullet (another vintage saying) method I use for getting over burn-out on a project is to just do it.  I don't wait or expect me to feel a certain way about a project.  Instead, I just get on with it and realize that my output may not be the best.  If it is writing that is what the editing process is for.  If it is painting that is what the wash is for.  If it is researching that is what the internet is for.  Just get on with it all ready.  

You see, the hardest part of doing a thing is doing a thing.  Therefore, to get past the burn-out stage you just have to do the thing.  Once you start it is a lot easier.  The hardest thing for a writer to look at is a blank page.  For a wargame project it is unopened boxes and unassembled models.  For painting it is picking up a brush and applying it to model.  

I am in a slightly different place than many of you. I make money based on my output.  No reviews, no painted models, no rules, no money.  Granted, this is just a side hustle.  If I stopped doing this, no one would miss me; and my life could go on.  My kids would not starve and house would not be repossessed.  However, I still make money from this and that helps motivate me to use the Nike method.  No output equals no budget for any projects.  

Even more important, I like to think there is some contingent of folks out there who ARE counting on my output.  It is not my family, friends, or True Crit Gaming Guild.  They will be there if I keep finishing gaming products or not.  However, YOU help keep me going and creating content.  Trust me, there are some days where I just do not want to write, paint, play, review, or make content.  Who thought posting on Social Media could be such a chore!  

Therefore, the Nike method works well for me.  Just do it.  

Move the Goalposts

The next technique that I use to keep things fresh is that I do not set myself strict timelines, deadlines, or even strict goals.  I give myself plenty of room to "move the goal posts".  By that I means, I just have a vague idea of what needs to be done and when, nothing is set in stone.  This gives me the freedom of action I craze to follow where my brush takes me, follow where my dreams lead, and get a lot of stuff done.  

I have heard the saying, "I am a wargaming butterfly" many times.  That typically means you float from project to project and often do not finish anything.  I am not a wargaming butterfly.  I always have multiple projects running at a time, and definitely flit between them.  However, I finish a lot of projects.  I typically have 2-6 rules projects, 2-5 blog posts, and 2 painting projects running at any given time.  However, I also have no given time to have them done.  Instead, I have loose Goals and Objectives and if I don't hit them, I don't hit them.  

I do not start or purchase anything for a new project until one of the other projects is completed.  Therefore, my plate is always full, but never overflowing.  

Expose Yourself to Inspiration

Here, is is about getting new stimuli into your brain.  This often takes the form of movies, TV shows, music, books, graphic novels, art work, plays, opera, improv and anything else that can be fuel to create!  You need to expose yourself to a wide variety of sources.  Do not limit yourself to just screens either.  In fact, the more you expose yourself  to media outside your status quo the better.  Look at new genres, try different mediums, and get beyond the tropes and story lines you are used to seeing.  

Your brain will often take the ideas you are exposed to and bury them deep into your subconscious.  For me, these ideas are often then expressed in my dreams.  Some of my best work as concepts and mechanics has come from dreams!        

Touch Grass

As the kids say today, sometimes you just need to get outside and touch some grass.  Like the above, you are attempting to expose yourself to inspiration but also to de-clutter your headspace.  A bit of exercise can be helpful in this regard.  

I tend to to hiking and if there is one thing about day-hiking in this area you spend 2/3rds of it going up.  You can feel the anerobic (?) activities of the body and then tends to toss out all the rest of the crap in your head.  Plus, the views can often be inspiring in and of themselves.  Sure, maybe you didn't make any progress on your painting backlog, your writing project, or the diorama you are building, but you did just climb a mountain.  

All of us have access to that outside activity that we like.  Mine is day-hiking.  My wife likes swimming laps.  Other folks in my group go rockhounding, running, biking, wandering around on foot aimlessly, etc.  The key thing is to get outside, do something active, and clear your head of clutter by focusing on physical activity.  This can often give you fresh ways of thinking.    

Final Thoughts 

There you have it.  I am no expert on burn-out or how to deal with it.  However, these are some things that work for me.  If you are lucky, maybe they are some things that will help you too.  We are all different, but maybe this insight will be some use to you?  If not....well..... you get what you paid for!  In this case, nothing!  

Until next time. 


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Monday, November 11, 2024

Review: Return of the Witch Lord - Hasbro/Avalon Hill

 


Welcome back to more exciting Heroquest action!  For those following along at home, I have been talking about and reviewing various Heroquest expansions as I finish painting them up.  So far, I have completed the Core set, Against the Ogre Horde, and Kellar's Keep.  Now it is onto my latest purchase, Return of the Witch Lord!  

Of all the expansions of the original game, this was the only one I had back-in-the-day.  I mostly expanded it myself, with my own creations.  I was all ready a blossoming RPGer and Wargamer, so I had plenty of miniatures floating around to expand the HQ experience for my "casual" friends.  I used Heroquest as a gateway drug to suck some of the Normies into my strange, esoteric, and forbidden hobbies!  Despite owning it, I don't think we ever played it out.  

One of the big draws to pick up this Questpack was that it was a direct continuation of the original storyline from the main core set.  The Witch Lord is a recurring NPC from that initial campaign.  It is arguably the players themselves who have unleashed the Witch Lord on the good people of the realm!  Therefore, it makes sense that they would need to eventually deal with the consequences.  Unlike Kellar's Keep, this one is not a McGuffin hunt, you set-out with the purpose to defeat the Witch Lord. 

So, don your armor and heft your blade for it is time to delve into the labyrinth beneath great ruins of Kalos to face the vile necromancer.  Who know what we will find......



Things I Liked

As in Kellar's Keep, the game introduces the idea that you enter and escape the board via an entrance and an exit.  It is not always based on entering or leaving via a stairway.  

There are about 5 new Artifacts, even if the Throwing Dagger is also in Kellar's Keep.  There are some new ones too.  The Armband of Healing is especially useful.  However, the key thing is that the game is continuing to expand on it expendable items for heroes to acquire and use.   

The dungeons in this Questpack seem more elaborate and dangerous than the ones in Kellar's Keep!

Things I Did Not Like

At one point in the Quest, two of the Characters are captured.  This fate is unavoidable, which screams railroad.  Thankfully, this isn't a true RPG.  More importantly, that means, if you have a group of 4 player, two are sitting out for some adventures.  Boring.  If you don't have a full group, it is less of an issue.   

There are several "named" foes in this Questpack.  It would be really cool to see some special minis for these foes instead of the same old Dread Wizard.  I mean, the art for the Witch Lord is pretty cool, it would be nifty to see him on the board.  I think Against the Ogre Horde did this right with some of the main Ogres getting their own special miniatures.  Now I am spoiled and want that for the Witch Lord and his crew!  They should really come out with a "Villains" of Heroquest boxed with minis for the Witchlord, the Guardian of Grin's Gap, Skulmar, Balur the Fire Mage, Ulag and Grak, etc.   


Where is my model?

Meh and Other Uncertainties

Of course, defeating the Witch Lord just opens the door to further adventures!  All the conclusions in these Quest Books just lead to more branches to follow later.  

As usual, the end of the booklet has reference pictures for making your own dungeons with the new components.  I really appreciate this as it was what made the original game such a standard for us to play as young'ins! 

The game set comes with the Iron and Wooden door, and several new Undead models.  They are simple repeats from the Core set; 8 Skeletons, 4 Zombies, and 4 Mummies.  Unlike Kellar's Keep I think you need these expansions to properly play all the scenarios in the book.  The Core set miniatures will not be enough.  

The Death Mist mechanic and token is a nifty little idea.  I also enjoyed the revolving room.  They are nice unique twists to keep the game fresh.  Players and Zargons keep discovering new little twists to how you thought the game was played as you keep going.  This helps the game feel fresh.   



  Final Thoughts

This feels like a better Questpack than Kellar's Keep.  It looks tougher, and the undead focus makes a solid theme.  That said, I am glad I have them both because now the players can make a choice at the end of the main Heroquest Core set, and that leads them to different adventure paths.  If I had to choose one over the other, I would go with this one. 

Kellar's Keep and Return of the Witch Lord are basically just ports from the old game.  They do not add a lot of new mechanics.  The main draw is simply more quests and more miniatures.  After painting this up, I will have a decent sized set of Undead to go with my Greenskins for this game.  Probably more than I really need!

I still need to try the App.  If you have given it a shot, let me know about what you thought of it in comments.  Thanks!   

Now, Hasbro..... let's talk about an updated and re-release of Battlemasters using Heroquest style sculpts and mechanics.  

Until next time!   


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Monday, November 4, 2024

Battle Report: Under the Martian Yoke - Sneak Past

 


We have been following some plucky survivors of the Martian invasion of 1938.  Things started out pretty good for our little band of heroes.  However, last game things took a dramatic turn for the worst!  As they tried to hole up in a nearby corner store, a Martian Tripod ambushed them and quickly downed the whole party!  To make matters worse, their farmhouse base was over run and their stash was destroyed!  Everyone went hungry and got some sort of injury from the encounter! 

Now, they find themselves deep in Martian territory and on the run.  As they sneak through the forested area, they run across some Martian sentinels and need to sneak past.  

Thankfully, it wasn't winter yet.  Even though, the darkest parts of night were still chilly.  Luke blew on his hands, but the tingling in his right hand was not going away.  He was starting to think it was more than just the cold.  

Annie and Tommy were hunkered up together trying to stay warm.  Luke and John had laid down their jackets, but the two were still mostly sleeping on the ground.  Luke knew that could drain your body heat real fast.  They did not dare to make a fire to ward of the chill.   

John had tried to keep a watch, but he was swinging his gun at every shadow.  Luke got up and relieved him as soon as possible.  Luke had never seen John act so hysterical.  He kept pacing around and swinging his pistol around wildly.  It was only a matter of time before he was going to accidentally fire, and that would bring the Martians.  The man settled himself by a tree and quickly fell asleep.  

As the first pink of sunrise glinted on the horizon, Luke got everyone moving.  They were out of food, out of water, and had no protection from the elements.  The Martians were crawling all over the area.  They had to get moving and find some fresh supplies or they would never make it West.  

The small group headed out, using Annie's map as best they could in the pre-dawn light.  As they cleared a patch of trees, Luke caught a glimpse of movement.  He quickly signaled everyone down, and they went silent.  Annie's good eye bulged as she tried to see what Luke was gesturing at.  

A flash of red metal in the pre-dawn light, the rustling of leaves.  It Luke to like like a mini-tripod, just about man-sized moving through the undergrowth.  It hadn't spotted them, and if he had his way it never would.  The survivor's watched for a long time as it shuffled and shambled around the area.  It did not look like it planned to leave.  The only option was to try to sneak past it.    

The Survivor Band

Right now, our plucky band is 4 survivors.  I am using Copplestone Casting gangster range for the miniatures.  


The back left is Handsome John.  He was a criminal archetype who ran for the hills to survive.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve  Exp
5+/2                6+        3+                    4+        8+            9+        7+        4
- Cool Customer 
- Body Injury (+1 to Grit tests)
- Fear the Dark - If in a Dark Place and alone, must take a Fear test
- Pistol, Knife, Canteen of Alcohol
- Duck and Weave- Shooting attacks have a -1 TN when he has moved.

Next is Tommy Wilkins.  He is just a kid, but survived when a building fell on his family.  He managed to dig his way out.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve      Exp
3+/2             9+                8+               6+          4+        7+          5+ (6+)       8
Pitter Patter of little feet, Fear of Enclosed Spaces
- Improvised Fight weapon, Satchel, Good Shoes 
- Shellshocked 

The lady is Annie McCall is a devout believer who is struggling to process what is going on.  She was part of an ambushed evacuation, and forced to flee. 

Activation    Aimed        Suppression    Fight    Brawn    Brains    Nerve      Exp
6+/2              7+ (8+)           5+                   9+        8+          4+         3+            8
Pray, +3 Experience
- Pistol, Map, Bandages, and Knife
- Eye Injury

Finally we have Luke Goodson who is the leader of this little band of survivors.  He survived when he was suddenly knocked unconscious.

Activation    Aimed    Suppression        Fight    Brawn      Brains    Nerve    Exp
5+/2              7+           6+ (7+)                    4+       8+          9+        3+       8
Do As I Say, Do Not Be Afraid
- Knife, Flares, Empty Canteen
- Nerve Damage
- Had water last game thanks to a Canteen

In addition, their stash was taken out and they were not able to scavenge after last game.  They are all suffering deprivation.  
  • Every Game without enough food = +1 TN for Brawn and Fight (Max 10)
  • Every game without enough Water= +1 TN for Brains and Nerve (Max 10)
  • Every game without enough Scrap= +1 TN for Shooting and Grit (Max 10)
Oh dear.  This is going to be rough! 

Scenario
I followed the process for setting up a scenario as outlined in the main rulebook.  We rolled up the Running From Danger scenario, but Annie used her map to move it to Sneak Past.  Perhaps less dangerous and still thematically appropriate for the situation.   

The survivors had a restless night out in the wilderness after their hide-out was destroyed by Martians.  Therefore, they got up early to try and head westward.  This scenario will take place at dawn!  That might help our heroes sneak past the Martian foes.  

For complications, we rolled Dangerous Terrain.  Any terrain we enter could end up being "Dangerous" on a die roll. 

Lastly, I rolled up what Martian foe the group had to sneak past.  Oh dear, and 8.  I hope it is not another Tripod all ready!  Thankfully, it was not a Tripod.  However, it is still a Martian Whip Drone.  Those are still pretty nasty, especially with my team all messed up at the moment.  

Set-up
This will be played on a 36 x 36 MU board with each MU equal to 1 inch. 

This time, I wanted a very "rural" board.  I.e. no buildings.  Just trees, rocks, hills, etc.  After all, the survivors just spent the night out in the elements.  They were forced out of the small bit of humanity they had been in last game.  Therefore, lots of trees and the like.  

We placed the Whip drone, and then the survivor's decided they were going across East to West.  


As usual, I won't go over every turn but try to give you a high level overview of the action.  

The Game
The survivors cautiously move forward, with Annie and Handsome John trying to keep the Whip Drone in their sights.  



Tommy manages to bolt ahead.  Luke, takes a slow and steady approach through the underbrush.  It is slow going, and fate seems to be with them as the Drone stays still or moves away from them.  However, some failed Activation rolls keep raising the Danger Level. 

Tommy makes a break for the board edge, but the Whip Drones turns at an inopportune time and sees the kid.  It immediately starts to scuttle rapidly his way!  Tommy tries to get away as fast as he can, but he is hampered by the undergrowth.  


Handsome John moves up to get a shot, but fails his secondary activation roll!  The Martian Whip Drone is right behind Tommy!  At this point, a second Whip Drone enters the table at the survivors deployment zone!     


Tommy barely manages to get across the board as he barely passes a Dynamic Movement test thanks to his good shoes.  The Whip Drone was closing in, but gets distracted by the other humans out in the open.  Unfortunately, the sun is now fully risen and LOS is at maximum.      

Handsome John takes several shots at the Whip Drone after Tommy.  They ping off its armored shell, and it seems unphased by the shots.  In return, the Whip Drone charges Handsome John, and the Martian machine makes short work of him.  He is quickly Downed and made Unconscious and Possibly Dead from the attack.  That raises the Danger Level immediately! 


Luke managed to easily make it across the board.  


Annie is the only one left standing.  She slowly skulks through the underbrush as the Whip Drones begin to search the area for more prey.  The last survivor and the Drones play a dangerous game of cat-and-mouse for a few turns as she tries to skulk away without catching the drones attention.  They close in on her hiding spot..... but she is long gone.       

However, things get more complicated for Annie when a Martian Feral arrives on the scene.  It sees her and slowly plods her way.  Thankfully, it is far away from her current location.  


She is almost home free when a cadaver trooper, a Gunner; stumbles out of the woods near her.  It fires at her, but the shots go wide.  Annie passes her fear test, and keeps going.  


Thankfully, none of the other Martian creatures are able to locate her.  She darts away to safety as the Gunner fires blindly into the woods for a few seconds, cracking trees with its heat ray.  However, the woods soon grow silent again.  

Post-Game
Well, three of the four survivors made it.  Handsome John goes down again!  This time, the Whip Drone managed to mangle one of his legs pretty badly.  At this rate, he isn't going to be handsome any longer!   
  • Handsome John - Leg wound 
The other three all manage to score 6 XP for surviving and making it off the board.  Luke and Annie decide to bank their 14.  Tommy goes for an Agility skill.  
  • Tommy earns Jump Back as a skill
 That will be useful to keep him mobile and out of close combat. 

Luke choose to look for a new Hide-out.  Annie and Tommy both go scavenge for supplies.  They did not scout for Martians, but none seemed to find them in their tents.  Luke manages to locate an abandoned store front for the group to take over as a hide-out.  In the future, they can try to scrounge what is left in its stores before heading out.  

Annie goes out and runs into more Martian searchers.  She is barely able to avoid them, and is lucky to get away unharmed!  She doesn't find anything in her search.  Tommy uncovers another survivor lurking in the woods.  However, as Tommy calls out to him, the shadowy figure flees back into the darkness.  

The group nets no new resources for their trouble! The Martians are too thick in this region of the countryside, they will have to keep moving. This is going to be another cold, hungry few days for the survivors as their rations were completely lost when the Martians wrecked their last hide-out! 

  • Luke is -2 Food, -2 Scrap, and -1 Water
  • Everyone else is -2 food, -2 scrap, and -2 water
One more scenario without water and folks are going to die!     

Conclusion:
Things are starting to get a bit desperate, and we are only half-way through the campaign! One more rough scenario and it is all over for my little band of survivors!           

Luke helped John sit down in a chair.  The man had managed to drag his way along, and Annie stumbled on him while out scavenging.  Her bandages and a prayer got him moving again.  It was enough to get him back with the group.  

Using Annie's map, Luke located another store, something called Cooper's Corners.  Not much else there, but a field and a burned down house.  The place had all ready been ransacked.  He was confident they could find some rations inside but someone had clearly gotten there first.  All the easy items were gone.  However, it was enough to not have to sleep on the ground in the woods again.  

John winced as Annie checked the bandages and tightened them up on his wounds.  Luke wasn't sure how long they were going to be able to call him Handsome John.  His body had taken a beating and now he had a bum leg.  John pulled out his canteen and took a hit of his alcohol, and offered it to Luke.  He took a swig. 

"This isn't gonna help us?" Luke sighed as he wiped the dribbling from his chin, "We need food and water."  To punctuate the point, his stomach growled at the mention of food.  

John shrugged, "Well, I need it.  My whole body hurts."  

Annie pulled out her map and showed it to the group, "Nothing much around here, at least not on the map. We should decide if we are going to stay here or try to move-on?" 

John nodded at Annie's cross around her neck, "What does He think?" 

Annie scowled, "I haven't been talking to Him too much."

"Well, hopefully he can rain some Mana down on us like the Israelites!" John laughed but it changed into a wracking cough.  He grab his leg and grimaced. 

Luke said, "Probably shouldn't be doing much laughing right now."

"Yeah well, right now that's about all I got.  Got no food, got no water, and got not a lot of hope either.  Besides, laughter is the best medicine right?"  

The little group lapsed into silence.  There wasn't much else to be said. 


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Monday, October 28, 2024

On The Painting Desk: Heroquest- Kellar's Keep

 


I am back on the Quest. After a brief detour for some Persian Chariots and some Roman Gladiators, I am back to Heroquest.   My loyal readers will recall that I picked up Kellar's Keep and wrote a quick review of it.  Therefore, before I can get to playing it I need to paint up all the models for it.  Thankfully, it is not as intense as Against the Ogre Horde as far as models go.  

Kellar's Keep is focused on saving the King and his army from being besieged by Zargon's forces.  The besiegers are tribes of Orcs and Goblins along with the occasional henchmen and the forces of Dread.  Therefore, the miniatures in this pack are basically re-treads of some of the sculpts from the Core box.  You get 8 more orcs, 6 more goblins, 3 more Abominations, a wooden door and an iron door.  Not that much to paint really.  

As usual, I am planning on painting them all up with my Speedpaints.  I am trying to match my Core set for the most part.  To do that, I start by undercoating them all with Grey Seer spray.  Then, a dark grey wash, followed by the white drybrushing.  This has become standard practice for my Speedpaints as it yields strong results.  


I decided to start off with the Orcs.  Per the last time, I made use of Malignant Green as the flesh color.  From there, I used the Graveyard Grey for their armor to give that cast iron look.  I spent some time looking through my paint colors.  I did not want to duplicate the Red and Blue tabards I made for the past group.  Instead I used  Zealot Yellow, Cloudburst Blue, a Purple, and a Absolution Green.  Finally, I used a combination of Pallid Bone and Runic Grey on the weapons.  When it was all done, I washed them in light tone, and painted up the bases with Runic Grey and a black rim.  


Ready to be spray varnished, I took them outside the next day and gave them a spray.  One problem, I didn't use my matte varnish.  I accidentally sprayed them with Grey Seer again!  FETH IT ALL!  I had to go back in and start over again with half-painted dudes.  Thankfully, it was much quicker to fix than the initial paint job.  Here they are again, this time properly matte varnished......


They ended up usable.  The lesson here kids is always double check before spraying and focus on what you are doing.  I was thinking way too much about some work stuff and paid a heavy price for my negligence.  

Here they are mixed in with the original Orcs from the Core set....


  ..... they mix together just fine.  Perhaps the new ones are a tad darker?  That took me over 100+ HQ models painted this year!    

Then, it was time to go onto the next batch, the Goblins.  I have not really enjoyed painting these little dudes.  Something about them just bothers me.  I started with the same Malignant Green flesh as the start.  Then, it got a bit tougher.  I wanted to keep some of the Magic Blue from the originals, BUT I did wanted them all to look unique.  No duplicate paint jobs.  I had to go back and look closely on what I did last time.


Not much to say about these little guys.  I used Magic Blue as a unifying part of their clothing.  Then, I used a variety of colors to finish them off, mostly natural tones.  I used Crusader Flesh, Hardened Leather, and Sand Golemn.  For metallics I mostly used Runic Grey or Graveyard Grey.  I sprinkled a few  Metallic Speedpaints in for good measure and a bit of the glitter.  The bases were standard Runic Grey with a black rim.  

For the Abominations, I had to go back and re-read how I did them from the last time!  I didn't recall.  I did the same basic steps.  I painted the plates Wizard Orb from my basic Army Painter sets.  Then, I used Absolution Green on the flesh of the model to give a somewhat two-toned look.  For the fins and eyes I used Zealot Yellow.  The loincloths I used different colors to again try to be able to differentiate them.  The weapons were Runic Grey, Hoplite Bronze, and Pallid Bone for he blades, again with each being different to help identify unique Abominations in game.  Then, it was standard basing.  


The last thing was to paint up the two doors that came in the set.  Nothing fancy.  One is off wood and the other is iron.  These represent where some missions begin or end.  Therefore, I want them to be somewhat unique from the other doorways in the game.   


Oooooohhhh, spooky. 

Here are the old "in with the new'!  I mixed up my Core Set and my Kellar's Keep all together to see how they looked.  Not a bad mix-and-match if I do say so myself.  I always get a bit nervous trying to go back and recreate a color scheme instead of doing it all together when the memories are fresh.  

So, still to do for the year are an Anglo-Saxon army and the Return of the Witch Lord for Heroquest.  I have to admit, not having to assemble the models makes these Heroquest models pretty quick, fun, and easy to paint!  We'll see what comes out next! 

Until next time! 


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Monday, October 21, 2024

Battle Report: Under the Martian Yoke- Holed Up for the Day

 


It has been a while, but I wanted to revisit the solo-campaign I had started for Under the Martian Yoke.  We have been following our plucky survivors of the Martian assault.  You may recall, that in this world, the Martian Invasion of Orson Welles in 1938 was real!  The East Coast of the United States was soon devastated by the invaders.  Our unlucky band managed to survive the initial invasion and have now been left to survive in the blasted remains of the Martian controlled territory.  

Luke had heard them moving around all night long.  He and his companions had gone out into the night to search for food, water, or anything else they could use.  They had slunk out of their cozy farmhouse and went searching.  They couldn't see much in the darkness, but it seemed safer.  The Martian had been active in the area.  He had seen Tripods moving on the horizon, and heard the strange hooting of their war horns in the air.  

As dawn came, he knew they had to find some cover to hole up for the day.  It was too hot for them to be moving across country in the daylight.  They were not going to make it back to the farmhouse yet.  He had planned the route with Annie's map to take them near a speck of a civilization.  Just a little cluster of buildings on the map.  Not even a town.  

He crouched in the bushes and scanned the area.  The main building looked like a good place to hole up.  No sign of Martians, but the line-of-sight wasn't great in the early breaking dawn.  He glanced up and down the shrub line, and saw Tommy, Annie, and John all looking at him expectedly.  

He gave a big gulp, decide to try to look as confident as he could, and gave the signal to move out.

The Survivor Band

This game only allows you a band of 4 survivors.  Mine is made up of Copplestone Castings Gangster range.  They make great pre-war civilian figures for this.  

   


On the left is Handsome John.  He is a criminal archetype and survived by running for the hills when things went south.   

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
5+/2                6+        3+                    4+        8+            9+        7+
Cool Customer
- Pistol, Knife, Canteen of Alcohol
- Duck and Weave- Shooting attacks have a -1 TN when he has moved. 

Next is Tommy Wilkins.  He is just a kid, and survived when a building collapsed on his family.  He managed to dig his way out, but no one else did.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
3+/2             9+                8+               6+          4+        7+          5+
Pitter Patter of little feet, Fear of Enclosed Spaces
- Improvised Fight weapon, Satchel, Good Shoes

The lady is Annie.  Annie McCall is a devout believer, trying to process what exactly is going on.  She was part of an ambushed evacuation, and forced to flee.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
6+/2              7+            5+                   9+        8+          4+         3+
Pray, +3 Experience
- Pistol, Map, Bandages, and Knife

Last up is Luke Goodson, the leader of this little band of survivors.  He survived when he was suddenly knocked unconscious.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
5+/2              7+           6+                    4+       8+           9+        3+      
Do As I Say, Do Not Be Afraid
- Knife,  Canteen of Water, Flares
- Revolver is out of ammo and left at Hide-out

Scenario
The survivors left their farmhouse to go gather supplies.  However, Martian forces suddenly became active in the area and the group needed to get to cover quickly.  Using Annie's map, they found a small cluster of local buildings and made a break for it. 

There is 1 marker in the center of the board.  It is inside the tire store building.  All survivors need to be within 4 MU of the marker by the end of the game. The game also starts at a higher danger level.  

This game is happening at Dawn. 

Finally, there are 2 Green Gas clouds in the area floating around the table.  The game is starting at Danger Level 9!    

Set-up
The area is 36 by 36 MU with 1 MU equaling 1 inch. 

There are three buildings clustered around the center of the board with a road cutting diagonally across the game play area.  There are also scattered trees encroaching on from the board edge in the upper corner, and some groves near the house. 

The survivors decide to deploy along the west board edge nearest to the house.  

I am not going to go over every turn, but a high level overview of the game as it progressed.  It is too hard to play and record on a turn-by-turn basis without breaking some of the immersion and fun!  


This start out looking good for our little group of heroes.  There are no foes and they skulk their way towards the objective building. Tommy can run pretty freely, nd does so to get to the building.  However, things quickly take a turn for the worse, as a really poor Danger roll brings a Martian Black Dust launcher onto the scene!  Yikes!  


The Martian Tripod made a bee line for Tommy and tried to grapple him with its tentacles.  However, the kid was too nimble and managed to avoid them.  However, the Tripod also used its Black Dust Launcher on Annie and Luke.  They were quickly down coughing and gagging from the evil smoke.  Luke manages to pull himself to his feet.  


Tommy manages to get away from the Tripod and run for the building they are going to hole up in.  However, the door is locked!  This proves to be a deadly obstacle as the Tripods Heat Ray cuts into the area Tommy is in and sends him Unconscious and Possibly Dead.  The Tripod then scuttles over to downed Annie, and their tentacles put her to Unconscious and Possibly dead as well.  Ouch!  With Annie and Tommy down, Handsome John turns and starts running for it! 


A new Martian Shocker arrives on the opposite side of the town, and heads towards Handsome John.  The Tripod manages to see Luke over the building and hits him with a Heat Ray, he is knocked Unconscious and Possibly Dead.  He then targets Handsome John in the woods and Heat Rays him Unconscious and Possibly Dead as well.



That is a TPK from 1 Tripod!  Yikes!  Good thing they have some supplies in inventory!  The Danger Level ended at only 18- Yellow!   

Post-Game 
Thankfully, the survivors went into this game with 11 Food, 14 Water, and 2 Scrap.  They are going to need it!  

All of the Survivors went Unconscious and Possibly Dead, so they will all need to roll on the Injury table.  In addition, none of them can perform post-fame actions! 
  • Tommy- Shellshock so their Nerve is +1
  • Annie- Eye injury so +1 to Aimed Shoot rolls
  • Luke- Nerve damage so +1 Shoot for Suppression shooting
  • Handsome John- Body Injury so +1 to Grit tests
Ouch.  However, Handsome John ended the game running away, so they also suffer from a Psychological injury as well.  
  • Handsome John- Fear of the Dark

Sadly, no one gains any new experience from this session.  This leaves everyone at this level:
  • Handsome John- 4
  • Annie McCall-  8
  • Tommy Wilkins -  8
  • Luke Goodson - 8
Oh dear, since they can not post any scouts, the Martians manage to locate and destroy the groups hide-out!  They loose their farmhouse and all their stash!  Oh no!   This is bad, as going into the depravation phase no one has enough food, water, or scrap!  They are all deprived!  They will each have the following effect: 
  • Every Game without enough food = +1 TN for Brawn and Fight (Max 10)
  • Every game without enough Water= +1 TN for Brains and Nerve (Max 10)
  • Every game without enough Scrap= +1 TN for Shooting and Grit (Max 10)
This was a very bad outcome for our plucky band of heroes.  Can they recover next time, or are they doomed?  Only time will tell! 

Luke woke up with a start, and immediately regretted it.   His head screamed at him with a  searing flash of red across his vision.  He immediately grabbed his head.  However, the pain told him that he wasn't dead.... yet.  

He stumbled to his feet, and tripped over the great tear in the ground the Martian Heat Ray had made.  The upheaval of the earth had apparently sent him sprawling clear.  He rushed over to where he saw the ragged form of Handsome John.  A splash of water from his canteen woke him up, and he immediately groaned.  

"I don't want to go..... where am I?" then John immediately curled up and groaned.  Luke made his way to Annie, and was relieved to find her sitting up and wrapping some of her own bandages around her head.  There was a bloody mark where her left eye was.  Tommy has been buried in some rubble as the eave collapsed on him, and he frantically pulled himself out, his eyes darting.  Luke was pretty sure that if he had been completely free, the boy would have dashed off in terror, and he would never see him again.  

The small band of scarecrows managed to stumble along the edge of the road.  They had a hand on the one in fronts shoulder to guide the way.  They stumbled along, and a trip that had taken a single day the night before, took them three.  

Luke was eager to settle down in the farmhouse and pop open a can of salted pork.  They didn't have enough food with them for three days out.  His stomach was reminding him of that.  They rounded the bend in the small tree-lined road leading to their hide-out, but something was immediately amiss.  The smell of burnt wood filled the air.  

Where their old farmhouse once stood, was just a smoking crater.  A few, burned and blackened supports stuck up from a torn and soot covered earth.  The farmhouse was gone.  John let out a long, deep, guttural moan.       

Until next time! 
 


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