Monday, June 24, 2024

Review: With Hot Lead and Cold Steel - Osprey Games

 


This came out in early 2024 (or was it late 2023?) as part of the the Osprey Blue Book series.  I was happy to see another Historical themed entry in the series!  I tend to prefer the more Historical focused games as they seemed like a nice way to springboard me into a new genre of wargaming in a way that the Sci-fi/Fantasy Blue Books don't manage for me.  A bias for sure!  Anyway, the ACW has been one of those genres that I had some mild interest in, but did not want to invest a bunch of money in thick hardbacks and games only to learn that it didn't do much for me.  Therefore, I was eager to get my hands on this game.  Despite this eagerness, I was delayed in picking it up.  My FLGS seemed to have a hard time getting it into my hot, little hands.  Eventually, I managed to snag a copy.  Better late than never! 

It is with some pride that I note this is an 80 page book.  I tend to think that my work with Castles in the Sky opened up Osprey to the idea of having the Blue Book series expand from 64 to 80 pages.  That left more room for a rule set to breath, add some needed details, and leave some more room for art and charts.  However, that added size also means they are now a few dollars more as well.  I am interested to see if Osprey continues this trend of 80 page books, or goes back to the 64 page of the earlier series.  I can see benefits to both approaches as a gamer, a designer, and as a buyer.  

With that said, these rules are intended for use at the brigade and/or divisional level engagements.  That gives it a large scope for various battles of the American Civil War.  The game design notes indicate that the rules are intended to be streamlined and quick-play, but with appropriate historical details, and with a view to using Miniatures.  That sounds good to me!  

So, let's move double time to the sound of the bugles, and rally around the flag as we drive forward into these rules!  


Things That I Liked

The first thing I noticed as I just flipped through the book was that this book has some very large diagrams of play.  Nothing major, but it serves to help illustrate a lot of key points.  I hope Osprey continues on this track as the Blue Book series often shies away from this type of illustration as they take-up a lot of space, are not easy to produce, and cost extra cash.  However, they are very helpful in illustrating key points of the rules.  

One of the key features of this game is a Command Point system called an Aide-de-camp.  These guys were essentially messengers that tried to get orders from the commander to the units.  The game abstracts them into a dice roll, to represent how many orders or commands a General can send to his units.  The way these ADCs are used is to either enhance your score on the initiative roll, or to give bonuses when giving orders to units.  It is possible in this game for a player to get a "double turn" thanks to the Initiative roll and use of ADCs.  

 I always love a terrain system that is streamlined and simple to apply!  

Movement and formation is a critical component of these rules and where much of the focus of the game is.  Shooting and melee are secondary to maneuver.  I approve this approach.  There are a lot of good, details for deployment that don't seem to bog down the game like I frequently see in other Horse-and-Musket games.  

Shooting  or Melee is rolling a D10 and trying to get a 6+ with various modifiers.  There is not a huge chart of them, but a Quick Reference sheet is a good idea.  Also, choosing the right type of artillery ammo to fire and when makes a difference in this game.   


Things I Did Not Like

Of note, the game is written in a very "Gentleman Playing a Game" way.  If offers a lot of suggestions and tools for the game, but it does not mandate there use or adoption.  You can see this with their Fog of War rules, Victory Conditions, etc.  I have no problem with this friendly toolbox format, but I can see others not liking the approach.  The game is very clear that this is not a competitive ruleset, but all these suggestions instead of rules may confuse some folks on what is and isn't suppose to take place in a game.   

This game uses base removal.  Each damage removes 1 model, but typically you only remove a full base at 6 wounds.  This means your big units of 24 or so models will slowly get smaller as their effectiveness is reduced.  It also means that in addition to your big table, you will need a side board for casualties.  I typically prefer no base removal and using damage markers or tokens.  I spent a lot of time painting these boys up, so I want them on table!  


Meh and Other Uncertainties

This game is intended for large games.  It is designed with 28mm models and recommends a table at least 6ft x 4ft.  It does cover other scales briefly.  However, 2 Brigades is considered a small game in this system.  2 Brigades is 4 to 8 Regiments of troops.   Be warned, you might need a decent amount of figures to play.  

Of note, pre-measuring is NOT allowed in this game. 

Pictures of miniatures in action are really great!  Thanks to Perry Miniatures for the photos.  They set a pretty high standard for what these battles should look like!   

The game uses an interesting Turn Sequence.  It starts with Rallying units, moves to Artillery attacks, giving Orders, Movement, Shooting, and then Melee is last.  Then play goes to the opposite side.  I have been contemplating how turn sequence and order of operations can impact the way a game is played, so seeing a slightly different order of operations was interesting to me.

You will find a lot of rules familiar to Horse and Musket period gamers.  Things like formations, command radius, and Officer Competency/traits, types of artillery fire, etc.  These are required to have a good game of Horse-and-Musket.  However, they do a good job of tailoring these to ACW formations that you read about in the field.  It also has one-level of formation deeper than most rulebooks go.  How many times do you see Obligue Movement details! 

There are three scenarios.  1 is a "generic" open battle.  The other two are actual engagements of various sizes complete with an Order of Battle and specific victory conditions.

There are about 11 pages of "advanced rules" in the back that help flesh out the character of an ACW battle.  Things like Commander Traits, Trenches, Army special rules, etc.  


Final Thoughts

Honestly, this game feels like Black Powder but better for ACW.  A lot of the core rules will look pretty familiar with those who have played Black Powder.   I mean, it has a failed command table which is a sure give-away! However, there is enough extra flavor, differences in turn sequences, and the ADC system to make it fit the period and give it some improved mechanics for Command-and-Control.  

This game leans into the "historical" side of wargaming and less the "game" side of wargames.  Therefore, if you are familiar with the expectations of a historical wargame of this period, these rules deliver.  The ADCs are a nice added twist.  

If you are looking heavier on the "game" side of historical wargaming than these rules may prove a bit more frustrating for you.  There are no "army lists" or generic scenarios to pick-up and play.  If you want to fight a battle, you will have to put in some work.   


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Monday, June 17, 2024

On The Painting Desk: Back on the Quest!


As most of you know, I have been working through my Heroquest boxed set I got for Christmas 2023.  I resolved not to get any expansions or even play the game until it was all painted up!  There is a surprising amount of miniatures in that first set, and that does not even include the furniture.  

I got a good start painting up the Heroes, the Dread Warlock, and the Goblins, but there is still a lot of miniatures to go.  I had decided to start with the forces of Dread and the Greenskins first.  Here was my progress so far...


Thankfully, I had a lot of mins still undercoated and ready for paint.  So I dove right in.  The next on my agenda were the Orcs.  I decided to use a lighter tone for the skin on these guys than I normally do on my Games Workshop versions.  I think it was the right choice, as these folks are much less cartoony and a bit more humanoid in proportions.  Otherwise, not much to say about them as I used all Speed Paints.  The biggest challenge was to make the duplicates look unique, but not too unique.  They are just mooks after all.  


Before tackling the Abominations that replaced the Fimir, I decided to tackle the "Dread Warriors" next as they seemed like a relatively quick job to paint the four of them.  I decided to lean back into their heritage as Chaos Warriors.  I decided to paint each one as dedicated to a different "Dread" power.  I painted one themed around each Chaos power to make them distinct.  I used Armypainter Inks for the armor, then speedpaints for the contrasting color.  When the block colors were done, I hit them all with a Dark Tone wash.  Then I based and finished per the rest of the Heroquest figures. 

We have in front left to right; Fate Smasher, The Flayer, Maggot Lord, and Cacophonius

After basing them and giving them a spray, it was time to think abut my Abominations.  These guys look much more Lovecraftian Fishman than the old Fimirs.  That suited me fine, but I didn't think a green like the Orcs was suitable.  I took a peak at my old Hellboy figures to see how I painted them before deciding on these guys.  Thinking about it, those could make a really cool set of baddies for a custom Heroquest adventure!  


I painted there heads and "scales" with a standard Armypainter Paint first.  I think it was Orb Green?  This had a slightly iridescent color to it.  Then, I used the SpeedPaint Absolution Green to paint over the edges and the rest of the flesh to give it that "two-tone" look.  Of course, I finished all up with a Light Tone wash and standard finishing techniques.   

Finally, I went for the Big Bad Evil Guy himself, the Gargoyle.  This was going to be the last guy from this batch to paint, and I went with a fairly simple scheme.  I decided to go with the "Stone skin" style Gargoyle rather than the very common and popular Bloodthirster/Demon look with red skin.  That was pretty easy as the Priming left a pretty good base to build off.  I basically just painted up the weapons, hit a couple spots with Runic Grey and gave it a 50/50 Dark Tone and SpeedPaint Medium mix wash.  I finished it off the same way I finished off the rest of the Heroquest guys.  

Grrr!  Rawr!  I am Evilz!!1!

   
With the Living Baddies done, it was time for the Undead to get their time on the painting desk.  I painted the Mummies, Zombies, and Skeletons all in little separate groups.  The Mummies were actually the easiest.  I painted the base skin with Malignant Green, and did a few details on the face.  Then I simply gave the whole thing a Dark Wash.  The Dark Wash became a sort of theme for the Undead units.  


The Zombie I painted their flesh with Malignant Green as well, but I also then gave the flesh a Green Tone Wash.  Then, I painted the details from there.  I really wanted the skin to look mottled and rotten, but very different from the Orc skin tones.  The pants also gave me a chance to make them really look different form the living baddies and each other.    


Finally miniatures were the 4 Skeletons.  Of course, Pallid Bone was going to be the "go to" color for these baddies.  I also decided to give them each a different color-theme to their clothing.  However, their armor was going to be all Gravelord Grey, with Runic Grey blades.  That would make them look cohesive, but also with different colors to make them easily identifiable as individuals if needed. 


So, here is what I have so far all painted up.  The Heroes and Baddies are all painted up.  All that is left is the furniture.  I would say about half of the core set is done now. 



Bonus Content

I had four cats, two black ones, a tuxedo, and a cream colored, cross-eyed, 6-toed abomination.  They frequently like to "help" me paint.  My Tuxedo will sit on a chair next to me and watch, sometimes climbing up onto my shoulders.  My older black cat will try to sit in my lap while I paint, but sadly she passed on when I completed this project.  My younger black cat will just try to lay down on the table within arm's reach.  My abomination will want me to play with him and just hinder me.  They can make it really hard to paint sometimes.  

Here are some photos of them "Helping" me.  


 My younger black cat.....


My Tuxedo cat, helping me.....


My older black cat..... now sadly RIP..... I miss you! 


The abomination against God blocking my light! 

Until next time!    
 


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Monday, June 10, 2024

Review: Five Parsecs from Home: 3rd Edition - Modiphius

 For a site that is about Wargame Design, where the writer talks about having a wide and deep breadth of knowledge about existing games on the market; there sure haven't been a lot of reviews lately!  There are a couple reasons for this: 

  1. I try to get my new games via my FLGS and their distributor has been giving them a bit of a problem getting in the books I want.  Therefore, I am a bit behind.  
  2. I generally only try to grab games I either have minis for, really want to play anyway, or am working in the genre now-a-days.  Honestly, not a lot has been grabbing my attention even though a lot of cool stuff has been coming out.  I have been overwhelmed by the sheer quantity of it all lately!    
  3. I have been working my backlog of Kill Teams, Kadesh, and Heroquest.  Therefore, no time to add new projects right now. 
  4. I have been contemplating what my next Blood and Spectacles Project needs for post-production and been putting money towards that instead of new game rules. 
So, those are my excuses.  Therefore, I did manage to pick-up a set of rules that I have been meaning to get my hands on for a bit.  I know, I know I am very late to the party on this one.  The year 2020, during the Pandemic; the history we are all trying to forget and move on from; saw a huge boom in the solo-wargaming realm.  I think the reasons were pretty obvious.  



One of the "stand-outs' from this period was Ivan Sorenson's Five Parsecs from Home.  This is explicitly designed to be a solo-wargaming experience.  It is a sci-fi, skirmish game where you create a "crew" of folks and go have adventures!  This game (and others similar to it) from Mr. Sorenson pre-dates the Pandemic and definitely pre-dates Modiphius picking it up to publish.  Ivan Sorenson had been very active in the Indie Wargaming world as Nordic Weasel Games for a long time now, and helped blaze the way for Indie Wargame designers and self-publishing games.    

I will gladly admit that I have been slow to get on this bandwagon.  However, I figured it was about time for me to check it out for myself.  Grab your jump bag, gear up, and get ready to dust-off on my mark.  3....2......1....


Things I Liked

This is an Indie wargame and is therefore scale and model agnostic.  You can grab any mini you want form your collection and plug it into this game.  In addition, it is intended for small model-count games.  As a player you can control a 4-6 man crew to go out on adventures.  For adversaries, you probably want 6 aliens, 6 non-military baddies, and 6 military looking foes.  So, to play a campaign you might only need about 24 models?  The rules quickly touch on how to play in different scales as well.    

This is a campaign game by design, so there is a lot of material for the campaign.  However, there are two things that I want to point out.  First, you can select the victory conditions for your own campaign ranging from relatively short to utter slogs.  That means your solo-adventures can have a definitive "end" point to strive for.  That is good as many campaigns seem to be never ending!  

The game is not afraid to break the fourth wall for the player.  For example, there are guidelines for making them easier for a beginner and much harder for very experienced players.  Finally, there was something called "Elite Ranks" which are rewards that you give yourself for completing campaigns, rewards for YOU the solo-player.  In addition, if you own three of the creators games (or more), you also gain in-game benefits!  I liked this idea and it amused me to no end.  

Enemies have different play styles that are randomly generated.  This impacts the actions they are likely to take, the way they deploy, and how they operate on the table.  That allows for a lot of different combat encounters and various enemy actions.  


 
Things I Did Not Like

The game is based heavily on dice rolls.  Some players will not like this level of randomization and wish to control the flow of the story a bit more.  There are mechanics and mechanisms to off-set this to some degree,  However, some players will just prefer more "decision" making in their campaigns.  

Like a lot of individual, sci-fi skirmished based games there is not a lot of tactical game play.  The game wants to lean into the cinematics, and the focus is more on the adventure storyline, with the actual battle being a component in telling the larger story.  This is pretty common in campaign focused, skirmish games.  Again, the replayability comes from what happens off-the-table as much or more than what happens on-the-table.  That doesn't mean there are not decisions to be made, but there as just as much off-table Strategic Decisions, as there are Tactical Decisions.  This book is 175 pages long, and the combat rules are about 7-10 pages of it.    

There is a lot of work you have to put in prior to and after a battle.  That is half the fun of this game, but there is a lot of homework a player has to do to get table ready.  



Meh and Other Uncertainties

The basic mechanics, rules, and other details are nothing really new to the skirmish, warband , campaign genre.  You get injuries, deaths, recruiting, upgrades to your ship/hideout, etc.  If you have been following the skirmish game evolution in wargaming, none of this is particularly new or innovative; but it has been required.  Where this stands-out is the variety of randomized events that can happen to your crew along the way.  There is a ton of replayability thanks to all the charts and randomization of adventures, enemies, objectives, etc.  This reminds me a lot of Outremer and Rogue Stars both from Osprey Games.  The game is worth picking up just for those parts alone. 

There are several great Appendixes that give guidelines for ways to expand the game in a lot of different ways.  Things like scenario design, making story lines, rivals, etc.  This has a lot of great content for those who really want to dive into the world building of their games.  In many ways, this game really epitomizes the idea of RPG-lite in wargames.  




Final Thoughts

If you want a solo-campaign that fits in with the Firefly ethos of "Keep on Flying".  This game matches that better than any other game I have seen out there, with the caveat that it is ONLY for solo-play.  The closest comparison is Stargrave, but that was intended for Versus play.  The game leans pretty hard on the Strategic element and RPG-liteThere is a ton of opportunity for replayability and making the enemy actions unknown.  This is probably the gold standard of solo-play I have seen in a game BUT the player has to push-a-lot of buttons to make this game work.  That means, the player is operating the game more than they are actually "playing" the game.  However, in a solo-game that is somewhat expected and this one provides a lot of off-table decision making.         


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Monday, June 3, 2024

RPG Design: G.I. Joe Module "Into the Snake Pit"

Role-playing is really my roots in Wargaming. I was a role-player before I was a wargamer.  I often find it easier to get into Role-playing groups than it is to find fellow miniature Wargamers.  Therefore, RPGs have always been close to my heart.  As a designer, I am still pretty fascinated by the overlap between the two genres.

I all ready have a Drive Thru RPG account that I publish on.  Therefore, it made sense that I should finally give RPG Design its own space and header on the blog.  If you search the interwebs you will find a lot of people with a lot of opinions on RPG design.  You will find way more than you will ever find on Wargame Design.  I am just a dabbler in this space, and if you want serious thoughts on RPG Design you should really go elsewhere.  

Today, I am talking a bit about something I put together because I wanted to play a game of Renegade Studios G.I. Joe: Role-Playing GameIf you want to play a game, you first have to be willing to Gamemaster the game, and to do that you really need an adventure to run!  Therefore, I set about creating a simple, introductory campaign so I could play the game with my group.  Hence, Into the Snake Pit was born.  


Of course, the campaign made a few assumptions.  Despite the cover, you don't actually play as named characters like Scarlet or Snake-eyes.  Instead, it is intended to be a campaign that runs from level 1-4 for original, starting characters.  The campaign is designed for 3-6 players and 1 GM.  Each scenario will last between 2-5 hours for about 20 total hours of gameplay; give or take.  Scarlet does plays a part by acting as the "Quest Giver" in this campaign.  

The focus of this campaign is simple.  The players are sent into a dangerous neighborhood that is being destabilized by COBRA weapons.  Their job is to infiltrate the neighborhood, eliminate the weapons, and cut off the source.  This plays out over the course of 4 scenarios as the new recruits infiltrate the area, find leads, and track them down.  There is also a time element to the adventure.    

There is also a semi-sandbox nature to the campaign as it lays out the details of the Snake Pit neighborhood to explore, while having a clear linear path laid-out.  However, players being players you can't always expect them to follow the path and there is enough meat there to go alternate routes with some improv to fill in.  In addition, these details could easily act as springboards to further adventures in the Snake Pit neighborhood.   

The campaign includes up to 7 pre-generated Level 1 characters with just enough backstory and hooks to get them into the game as recruits to the Joe team for this mission.  With these, new players can quickly jump into the game and get into some Role-playing.  They cover a variety of skills and archetypes that are valuable in the campaign, but nothing is stopping gamers from creating and using their own unique characters.  They include: 

  • A front-line officer
  • A commando infiltrator
  • An urban combat specialist
  • A stunt driver
  • A computer hacker
  • A former wrestler and soldier
  • A former mercenary turned Joe 
Concept art for Lady Jaye from G.I. Joe : Renegades
by Jeff Johnson

The module is designed to lean into a few aspects of the G.I. Joe RPG.  

  1. Role-play
  2. Infiltration
  3. "Street" Level threats - limited firepower and weaponry
  4. Vehicle combat 
  5. Small unit combat
  6. Urban setting

This campaign does not feature globe-trotting adventures, exotic gear, bizarre doomsday weapons, absurd plots, and comic-book level villains.  This is a more grounded, low-level, down-and-dirty espionage/crime campaign with sci-fantasy elements and a mix of close quarters combat.  Do not look for Weather Dominators or Pyramids of Darkness-style shenanigan's here.  The most exotic vehicles are a beat-up van and motorcycles.  The most common weapons are pistols, batons, knives and fists.  This is a low-level, low-fantasy campaign where social, exploration, and combat all play a role in defeating COBRA's plans.   

 

Crimson Guard from the Core Rulebook

Final Thoughts

This is a free module I put together for the best reason possible; because I wanted to!  You can find it free on the Blood and Spectacles Drive-Thru RPG page.  My patrons have had early access to this work and got to see some of it coming together behind the scenes.  That is a great way to get access to content early from Blood and Spectacles Publishing for either RPGs or Wargames.  If you like what I did with this module, you may want to look at a few of the games I have built as well. 

Overall, this took about a year to get from concept to reality.  I hope you enjoy playing it as much as I enjoyed putting it all together.  

Until next time! 


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