Being an account of a middle-aged wargamer, long lost in the wilderness, returning to the hobby he used to love. And stuff.
Tuesday, 19 June 2012
Game On! Invite Sent!
Anyway after the excitement of Saturday, on Sunday Mi hermano AlbaƱil Jonesy came round with a selection of Lego Minifigs and we set about trying a couple of sets of rules. The figures were largely from the recent egyptian-style pulp range, with an impressive looking Lego pyramid serving as a terrain objective fought over by my mummies and Jonesy's adventurers. For the first game, we played Flying Lead - well nominally at least. In actual fact Jonesy kept using the combat result table for melee combat instead of the different one for guns, which meant the game was actually closer to the original Song Of Blades And Heroes.
The scenario Jonesy had devised was a simple treasure hunt for a mystical jewel which could have been in one of three locations, followed by a race to the pyramid to unlock "the prize" (whatever that was). I had a couple of fast moving Anubis Guards (Long movement), but the bulk of my warband were Slow moving mummies. Ranged against them were a band of five adventurers, who Jonesy had all rated as Heroes in order to balance the points. Now the core of Flying Lead is the activation roll - choose whether you want to attempt one, two or three actions, roll that many dice and for each dice that succeeds you get an action, but if you ever get two failed dice your turn ends and play passes to the opposition. Well the Hero trait automatically gives a figure one successful dice, meaning that they can go for three actions every turn with a greatly reduced chance of losing initiative, or just go for two and be guaranteed not to lose initiative. With every figure in the enemy warband having that trait it was... painful.
That said, I had twice as many figures, and the Anubis Guards were much better fighters than the adventurers so overall I think things were balanced. I decided the slow moving mummies were never going to make it to the pyramid on the other side of the table, so I sent them on a shambling "zerg rush" against the Heroes at the nearest terrain objective, while sending the faster Anubis Guards up the table. The strategy looked to be paying off initially, as I managed to swarm and kill the Heroes' leader and came close to taking out a second, while the Anubis guards found the mystic jewel halfway up the table. There then followed a horrendous run of bad activation luck on my part, which effectively allowed Jonesy a couple of free turns to pull back his best fighters to block my race to the pyramid. At the end of the game, he'd managed to pull all four of his remaining figures back to hold off my two Anubis Guards, with my Pharaoh and his shambling mummy minions stranded at the opposite end of the table, too far to help. We didn't bother to roll to the grim conclusion, as it was just a matter of time before weight of numbers took their toll.
For the second game, time was a little short, so we just did a very basic face-off using the Chaos In Cairo rules (part of the "GoalSystem" family of games which includes Chaos In Carpathia and Blasters & Bulkheads). This game used a basic "I activate a figure, you activate a figure" turn sequence and a dice pool mechanic, typically rolling 2-6 D6 and counting "goals" (4,5 = 1 goal, 6 = 2 goals). To-Hit and damage rolls were opposed, both attacker and defender rolling dice based on their figure's attributes and traits, with the greatest number of goals winning.
The rules were... OK I suppose. Totalling up the dice for any roll was a bit fiddly as bonus dice could come from several places and it was easy to miss an extra defence dice here or there. There was nothing fundamentally wrong with the game, but I think I was missing the excitement and the tough decision making of the Flying Lead activation sequence. Where I think the GoalSystem games might win out is in their campaign and scenario rules, so we've decided to give them another try with a more complex scenario.
The Lego figures worked well for this game, and once we got into the swing of the game, it really didn't register with me that we were playing with these smiley-faced toony little plastic people rather than painted metal castings.
Finally, I've decided to hammer another stake into the ground and scheduled the "Big Birthday Bash II: Aetheric Boogaloo" for Sunday 29th July. This will be a big GASLIGHT game, using the same "Battle of Weston-super-Mare" scenario developed for the game that was cancelled earlier in the year. This year I'm throwing the doors open and we already have a few new players who'll be having a go with us (Hi Adam from Lancashire). The best part is that since I'd already prepped everything for the game back in May, there's not an awful lot of work required to have the game ready in July.
Monday, 18 June 2012
Burn baby burn.
This weekend was Phalanx in St Helens, which is the closest thing to a local wargames show (not counting Britcon, which is more focussed on competitive gaming) so Mi Hermano Algo Jonesy toddled along to take a look. Sadly I forgot to take a camera so no pictures.
Got a chance to chat with our old friends at Black Pyramid, who were showing off their first production cast of the new steampunk artillery. We also chatted about the possibility of some custom figures, using bits from their multipart range (which is expanding BTW to include sailor suits and pork-pie hats.)
Next, our comiserations go out to Andy from Ainsty Castings, who had a greatly reduced stall courtesy of the thieves who broke into his loaded van the night before. He was however taking orders and offering free postage. Ainsty's definitely good people to buy from - a few months back when I queried a long delayed order from them, the answer came back minutes later with an apology and offer of Free Stuff(TM) to compensate. Good People.
Warbases, another favourite supplier of mine were also at the show, and we discussed the possibility of a custom mod to one of their building kits. Hopefully more on that later.
On the demo game front, one of the first tables I saw when I walked in the hall was a lovely Empire Of The Dead demo, which seemed to have a lot of the same buildings that I have, only looking ten times better. It included Warbases and Sarissa Precision buildings and the same mix of horse-drawn vehicles that I have (Westwind, Lledo and even the Golden Compass coach)
I don't remember seeing much else on the VSF front, although there were two VBCW demo games, one by GWP regular Wingate featuring a spectacular city layout in 20mm, the other in 28mm run by Axis Of Naughtiness reader "Adam from Lancashire", who I completely failed to recognize until he commented on my last post here.
As for spending money at the show, I didn't add too much to the lead & resin mountain. A few ex-Marbeth Designs 28mm vehicles (Sci-Fi, but all usable for the Paradiso project), a can of out-of-production Navy Blue Army Painter primer, and the latest VBCW book (the Albertine sourcebook). Prize of the show however was a box of resin & plaster pillars on the bring & buy, for the grand total of £5.
One thing about the Victorians is they did so love their statuary. The huge columns need to be topped with 54mm miniatures to make for really impressive, Nelson's Column scale monuments, while the smaller intact columns and pedastals will work with 28mm-40mm figures for slightly more modest tableaux.
We left the show not long after lunch and headed off for some more shopping in nearby Warrington. After a brief stop at Ikea (more on that later) we hit the Toys R Us superstore looking for, well... toys. Jonesy added a couple more kits to his Lego-for-wargaming collection, but I scored what I think was the Bargain Of The Month. They had about half a dozen GI-Joe Mole Pod toys for only £4.99 each.
Oh, and the trip to Ikea? Well you've already seen the result of that..sorta.. Hang on while I take another photo...
My storeroom has finally been upgraded to the status of proper Man Cave with this little Expedit unit which will double as a worktop/painting station. That's an original EeePC with a 7" screen on there (which I'm actually typing this on) which will generally be shoved off to one side to provide audio entertainment while I work. The Expedit shelves give space for my paints, tools and any works in progress, and this little workstation means I won't have to mess up either the bedroom or the living room with wargaming clutter.
Coming next - a report on Sunday's gaming extravaganza and the announcement of Birthday Bash II: Aetheric Boogaloo!
Tuesday, 12 June 2012
Now We Are One.
It is exactly a year today since I started the Axis of Naughtiness. Personally speaking, the past year certainly comes under the "Best of times/worst of times" category. My mother passed away, my father has had several health scares which have led to me giving up my career to take care of him, while my own health has hit rock bottom with a serious scare that I only got the all clear from a couple of months ago.
But I think I'm starting to find a better life balance now. The health is improving, Dad's stable and we're getting to spend some quality time together. And, pursuant to the subject matter of this blog, I'm finally getting a lot more wargaming in.
Looking back, it's clear nothing has quite gone to plan. The original idea of 15mm modern/zombie gaming quickly fell by the wayside, and 28mm VSF leapt to the fore. It's ironic that I made the decision to abandon 15mm for VSF as since then several manufacturers have starting bringing out some absolutely fantastic Victorian/Steapunk figures in that scale. But despite the much greater expense I have to admit that the 28mm scale offers a much better selection and is visually much more appealing.
I've also reached a point with my wargames terrain where I'm incredibly happy with the aesthetics, possibly for the first time in my life. Don't get me wrong, I'm a long, long way from some of the modelling masterworks that you see in the glossy magazines, but what I've got is both functional and looks the part for the sorts of games we've been playing.
It's a further irony that the 28mm terrain I have is partially driving the decision to shift the modern/near future Imagi-Nation gaming concept towards that scale. But the 28mm city terrain, which currently tends towards the Victorian in appearance, will I hope make a good starting point for a more modern layout.
So for now, all the 15mm figures I have are in limbo, consigned to the "to be continued" shelf of the storeroom at least for the forseeable future. If/when they do see the light of day again, it's certain they'll be for games designed to be very different in style to what I'm doing at the moment.
Speaking of which, there was the brief foray into Bob Cordery's "Portable Wargame" using all that Heroscape terrain that I purchased. That little sub-project seems to have run out of steam, perhaps as a result of Bob's move to Portable Wargame II and thence on to his latest rules using those funny Richard Borg dice, along with a switch back from hexes to squares. I'm no longer sure whether I should proceed with my plan for 3-4 figure elements on the Heroscape hexes, or follow Bob's lead into larger units on a larger square grid. For now the 1/72 plastic Napoleonics will be joining the 15mm VSF/Colonials on the storeroom shelf... though that Heroscape terrain is still just too handy not to use.
Anyway, more importantly than all this acquisition of stuff, I'm actually getting to play some games (which after all is kind of the point, though many gamers might lose sight of that fact). While the big club games are few and far between, we've been getting in quite a few small, private home games with 2-4 players. Surprisingly I find I'm not doing as much solitaire gaming as I'd expect, though that may change when I finally move back in with my father and all the dust has settled.
RIGHT..
So what's the plan for the year ahead? Well I wouldn't like to try to predict that far ahead. Let's face it, the plan this time last year lasted... what, two weeks before it was dropped in favour of VSF?
But short term, let's say for the next quarter, I'd like to get the modern/near future Imagi-Nation gaming rolling on a solid basis. That means getting at least the Army and a few guerilla figures painted, plus maybe the police and some assorted criminal types.
On the VSF front, I have a unit of Fenian cavalry and a company of British volunteers all primed and prepped but temporarily packed away (as the room that I work in at my Father's is being cleared to be redecorated and refurnished) that I'd like to get completed. I'd also like to put on/play another GASLIGHT Big Birthday Bash in the first week of August like last year.
Slightly longer term, I'd like to set a target of having a horde of about 50 zombies painted up and an All Things Zombie game playable by Christmas. Also the plastic dollhouse/quaint English village buildings inspired by the VBCW Shamlingham setup was annoyingly close to completion before it was put away, so I'd like to make sure they get finished before Xmas too.
That's the plan, anyway.
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I give it about a week!
Sunday, 10 June 2012
One man caught on a barbed wire fence
Wednesday, 6 June 2012
Ain't nothin' goin' on but the rent
It's been a bit quiet on the gaming front here at Dr Vesuvius's secret volcano lair. There's no particular reason, it's just the way things go sometimes.
The day after my last post, mi hermano impresora Jonesy brought round a shiny new copy of 7TV, the cult TV skirmish wargame from Crooked Dice. It's an absolutely beautiful book that really captures the tone of he classic 1960s and 70s era genre TV. Although Crooked Dice do a range of look-alike miniatures to accompany the game (their "Time-Lift Security" being dead ringers for Captain Scarlet Spectrum agents, for example) the rules are designed to let you recreate any show, real or imagined. As such 7TV is basically a generic cinematic skirmish game, suitable for pulp, anime or any other non-gritty setting.
Jonesy is also quite keen to try out "In The Emperors Name", the more detailed skirmish rules from the people who brought us FUBAR. Again, although it is written for the Warhammer 40K setting, it looks like it should be perfectly possible to adapt it to more generic purposes. So now we have three games lined up for playtesting, 7TV, ITEN and Flying Lead from Ganesha Games.
Finally, getting back to the imagi-nation of Paradiso, recruiting has begun for the Paradiso Armed Forces. Although I have a ton of armed civilian types, cops and obviously sci-fi troopers, I found I had nothing suitable for modern/near future regular military. So I've splashed out on some US marines from The Assault Group, which with a little squinting will do for the Paradisan Army. At the same time I spotted an auction on Ebay for about a dozen vehicles from Old Crow, which has given me a decent selection of APCs most of which, while imaginary in design, would look totally at home rolling through Helmand. When the figures finally arrive from TAG, that will take care of the government forces. I've picked out a selection of minis that will make good anti-government rebels, I just need some softskin trucks for their transport. I refuse to pay resin or metal prices for something so unexciting though, so I'll be trawling the pound shops in the coming weeks for toys suitable for conversion.
Tuesday, 22 May 2012
We're gonna get right back to where we started from.
Sunday, 20 May 2012
Don't hear the bell, but you answer the call
Paul was one of the gamers invited to the last scheduled GASLIGHT game. But at around the same time that my father was having his recent bad reaction that resulted in us cancelling the game, I was unaware that Paul had been hospitalised as a result of his own battle with the Big-C. From what I hear, the deterioration was swift.
I can't pretend to have been bosom-buddies with Paul, but he was one of the MAWS gamers I'd connected with when I returned last year. He was a good bloke, a VSF fan and reader of this blog from the early days. I last saw him at the last MAWS Warboot event, where we had a spirited conversation about the evils of competitive wargaming, along with some gossip about the organisation of this year's Britcon (or the lack thereof).
Sorry we never got to roll dice together again, dude. Yer going to be missed.
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And on a brighter note, let's hear it for Bluebear Jeff of Saxe-Bearstein, who's kicked the Big-C in the daddy-bags and is now back home recuperating from his own surgery. I know Jeff's facing a long and possibly un-fun recovery period, so let's keep those good wishes and positive healing energy flowing his way.
Thursday, 17 May 2012
This was a Triumph....
It's a 40 page B&W staple bound booklet with middling-to-good production values. The introduction says that the focus of the rules is on the Inter-war period, but in truth they are so generic you could easily use them for gaming anything from late Victorian to WW2. The scale of the game is about the same as GASLIGHT, Valor Steel and Flesh or Through the Mud and Blood. Units of up to around ten figures and some individuals, with maybe 50-100 figures per side. Some people call these "Skirmish" games, and while the scale of battle they're designed to fight would indeed be called skirmishes in real life, I prefer the term "Small unit" games, as "Skirmish games" to me are those where the main unit of play is the individual soldier.
Troops are rated Raw/Trained/Veteran/Elite, each with a base score (which is the target on D10 to cause a casualty in firing or melee), a morale modifier and an initiative score. There's nothing revolutionary about the rules, players of the other games I mentioned will be on familiar ground here. The rules cover suppression, vehicles, artillery and even light aircraft, though the focus of the game is definitely on man-to-man combat.
One nice feature is the initiative system, which I think would make a nice alternative rule for GASLIGHT (see below). Each unit or vehicle has an initiative card, but instead of shuffling them all together, each side keeps their own deck. At the start of each turn, the players assemble their decks into the order in which they'd like to move their units. The top card on each deck is turned over, and the units revealed take their actions in order of their initiative score (or if tied, simultaneously). It's a nicely intermeshed initiative which avoids the risk of one side having a long spell of inactivity through a bad run of cards, as in each round of cards both sides will get to activate something.
The vehicle rules look serviceable if a little lightweight and definitely geared towards vehicles only playing a supporting roll to infantry and characters. For example, any mounted weapon heavier than an LMG or HMG is simply classed as a "cannon". That's fine in games where you want a 20-pdr on an improvised mount in a lorry's flatbed to be as significant a threat to enemy infantry as a proper tank, but no good if you want to field a selection of tanks and distinguish between their performances.
Overall it looks like a fairly straightforward and solid set of rules. I'd definitely consider them a contender if I was playing VBCW or one of the other inter-war conflicts. The vehicle rules would need a revamp to properly reflect the diversity of vehicles I like to field in my VSF games, but it would do fiine for games focussing more on infantry and characters. Two thumbs up, and definitely worth checking out at the sale price from Northstar.
ALTERNATIVE INITIATIVE RULES FOR GASLIGHT
(Based on Triumph and Tragedy)
These rules are most suited to head-to-head games with only one or two players per side. For larger, multiplayer games, the traditional GASLIGHT initiative is a better option.
Each side assembles an initiative deck, with one card for each vehicle, unit or unattached Main Character. At the start of each turn, the players sort their initiative decks into the order they would like to activate their forces. The sorted decks are placed face down with the first unit they wish to move at the top.
Play then proceeds in rounds, with each player turning over the top card of their initiative decks. The units thus revealed may then take their action for the turn in the following order.
Unattached Main Characters (in rank order, so Heroes first, then Adventurers etc)
Vehicles and Conveyances (in order Speed, fastest first)
Cavalry (in order of Scuffle, highest first)
Infantry (in order of Scuffle, highest first)
Others (e.g. Artillery)
In cases where both units would act sumultaneously either act like Gentlemen, or roll dice to break the tie.
When one side has exhausted their initiative deck, their turn ends. The other player(s) may complete activations for the rest of their units, but must continue to follow the order set in their initiative deck.
SOLO VARIANT
Shuffle each side's initiative deck so that the card presented for each round is random. Or do this for one side and manually sort the cards for the other.
Wednesday, 16 May 2012
Sixty-eight guns will never die, sixty-eight guns our battle cry.
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| (c) Christopher Palmer and John R. “Buck” Surdu and used without permission. |
I've redacted parts of the table in an unsubtle ploy to force you to go buy the GASLIGHT Compendium. Hey don't blame me, if they were my rules I'd have Open Sourced them by now. Anyway, we're only interested in the extremes and the median values for our purposes. This table masquerades as a means for randomly generating vehicle stats, but who on earth would ever want to trust the performance of their shiny new steamtank to the roll of some dice? This is actually our secret benchmarking key. Look at the two highlighted median rows. Imagine your hypothetical "average vehicle" as having stats rolled on these two rows. I used my standard British Landships (Atlantis "Spanner" tanks) as the average vehicle. For a WWI game, you might choose the British Mk IV tank as your average, for WWII you might choose a Panzer IV. For a modern-day "street violence" game, it might be a mid-sized family saloon car. You might not want to actually field a vehicle with all-average stats, but merely keep it in mind as a "hypothetical". Since we have two median values, pick one or the other, or alternate low value/high value, but don't worry too much about the exact values.
So for every other vehicle you need to evaluate, compare it with your average and within the bounds of the maximum and minimum values on this table. We're not trying to rate things in absolute terms, so that so many inches of armour equals such-and-such a Save score, or so many MPH of speed equates to X inches of movement. We're just looking for capabilities relative to our average.
Let's look at armour Save for example. The values on the table above are for a vehicle classed as Armoured. Unarmoured vehicles halve this value, giving unarmoured vehicles with Saves of 5-8, Armoured Saves of 9-16 with 12-13 being our Average. You can quickly run through the options for rating a new vehicle in your mind.
Is this the lightest-armoured vehicle I'm ever likely to field? If yes then Save=9
If the answer is "nearly the lightest" then Save=10
If the answer is "no, but it's still lighter than our Average" then Save =11
Is this the heaviest-armoured vehicle I'm ever likely to field? If yes then Save=16
If the answer is "nearly the heaviest" then Save=15
If the answer is "no, but it's still significantly heavier than our Average" then Save =14
If you get to this point, then your vehicle has roughly similar levels of armour protection as your average vehicle, so give it a Save of 12 or 13. (Depending on which of the two numbers you picked, you have one last option to make the vehicle ever so slightly better or worse than the Average)
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| (c) Chris Johnston 2012... nah who am I kidding, if you want to copy this then fill yer boots. |
Monday, 7 May 2012
So glad we met, the second time around.
I had a selection of rules that I wanted us to try out - as mentioned in the previous post, Valor Steel and Flesh had recently arrived along with the new 5th edition FUBAR & VSF supplement. Jonesy had also printed out copies of "Through the Mud and Blood", a WWI ruleset from Two Fat Lardies, and Wolsung Steampunk Skirmish Game for me. After a little hemming and hawing and some dice rolling, we settled on giving the new FUBAR a run out.
We actually got in two games in the afternoon. The first was a combined arms affair, with mini-Me Dr Vesuvius leading two platoons of Masked Minions and a troop of Iron Men supported by the Brass Coffin, against three platoons of British infantry and HMLS Pinafore. We found a couple of major mistakes in the rules-as-written plus a few other things that needed a bit of interpretation, but nothing we couldn't work around fairly easily. My Iron men marched up the main street and charged a unit of waiting Brits, but after being victorious they found themselves caught by enfilading fire from the buildings occupyed by a second platoon. Meanwhile on the far right, a unit of Masked Minions in the hedgerow found themselves pinned down by weight of fire from an advancing platoon of Grenadier Guards. Although the Brits were in the open, their superior discipline and training, combined with some very unlucky activation rolls from me, meant that the Minions were never able to bring any significant fire to bear on the Guards, who gradually whittled down the Minions' numbers until their morale broke. With two of my three units rendered ineffective versus the one Brit, I yielded the field gracefully. You know, like wot a proper gentleman gamer does.
Since in the first game our vehicles hadn't quite made it into engagement before the game was resolved (both of us had lousy activation luck) we decided to try an all-vehicle game. We cleared off the village buildings and rocky hills, kept the overall layout of the roads and added some more rolling hills to break up the terrain. We each picked 7-8 vehicles that felt roughly balanced and statted them accordingly. We then split up our forces into three groups, one to enter the board at the start and two groups of possible reinforcements which we diced for every turn. Jonesy stuck with the British while I led the forces of Imperial Germany.
The second game went fairly well, though not as well as the infantry game. We ruled, mistakenly in my opinion, that vehicles up against hillsides were "hull down" and got the benefit of heavy cover. This kicked the to-hit target number up to about 8 on a d6, which meant that to hit an attacker needed to score a 6 followed by their normal expertise (5+ for seasoned troops) Combined with the fact that FUBAR doesn't differentiate between close and long range, once both sides got their vehicles into cover within range, there wasn't much motivation to keep moving forward and the battle largely settled down to be a slogging match of attrition. In the end we called the game before reaching a definite resolution, but personally I think Jonesy had the edge in weight of remaining firepower and tactical position.
We both enjoyed the games though and Jonesy felt that the game played a lot quicker than GASLIGHT. I've fed back our thoughts and experience to the author and we're looking forward to seeing the game develop further. I'm definitely more impressed with FUBAR after this second playtest. I'd quite like to give the standard sci-fi/modern version a go sometime.
***
If you want try VSF FUBAR out for yourself, I have the following recommendations (if Lanse doesn't make them part of the rules)
1) Instead of giving units that aren't in formation a -1 Activation penalty, flip it to give units that are in formation a +1 Activation bonus. It's so easy to fail activation already, this felt a lot more balanced, and I think was one of the reasons the infantry game felt so much better. Figures in Formation should not be able to use the "Duck and Weave" action. Figures with the Skirmisher advantage should get the +1 in open order as well, and maybe be allowed to Run and fire (not sure about that last one)
2) The Morale rules as currently written (2d6 - Activation, if over remaining number of figures) is plumb broken, as it means better units are actually more likely to fail. We simply changed the roll to 1d6+Activation, and it worked better and made sense.
3) We couldn't find it written anywhere, but we ruled that vehicles could not move and fire. It gives a bit of an advantage back to the PBI.
Saturday, 5 May 2012
Just one look, that's all it took, yeah.
Now while I generally agree that game reviewers should always play a game before trying to review it, in this case it only took a quick read through of "Valor" to realise that this wasn't the GASLIGHT beater that it promised to be. To be honest it felt more like the result of someone's extensive set of GASLIGHT houserules combined into a new ruleset, as the two games share an awful lot of common ground. Both are roll-under-target systems, although GASLIGHT uses D20s and Valor uses D10s. Both have 10 man units and both base morale checks on rolling under the number of surviving men. The ranged weapons tables look very similar with close/long range, ROF and armour penetration stats. Both games use card initiative, although Valor only uses it to determine which side may activate a unit, not the specific unit as in GASLIGHT. But I wouldn't suggest for one moment that either game copied off the other - Valor is apparently based on "Brother Against Brother", an ACW skirmish ruleset that predates GASLIGHT, so it looks to me more like a case of parallel evolution.
Where GASLIGHT is kept as open and loosey-goosey as possible in order to cater to as many different visions of VSF as possible, Valor is written primarily to support the Parroom Station "Redcoats on Mars" setting, which despite claims to the contrary is basically a mashup of Space 1889, Barsoom and War Of The Worlds. Like original GASLIGHT, Valor shies away from giving points values, instead recommending a more "story based" approach to scenario design. This is admirable, but to be brutally honest, sometimes it's nice to have some sort of point system to help the scenario designer get a rough idea of relative strengths. Valor takes the story approach one step further, advocating the use of "event cards" (but sadly only giving a half dozen as examples) and a "plot point" system which allows players to spend points to avoid bad dice results in-game. The latter is fairly common in roleplaying games, but this is the first time I think I've seen it in a tabletop wargame.
While Valor does tighten up a few things in a positive way ( troop formations, vehicle mounted weapon fire arcs) it also makes a couple of fairly hefty assumptions about the setting. It uses randomised movement distances, which isn't a problem in itself, but then goes on to give all land vehicles 2D10 movement. That means there's no way to represent ligh fast vehicles and slow, lumbering vehicles, as everything will be moving between 2" and 20" per turn. The completely random movement based on a D10 gives too big a random swing for my taste and having all vehicles effectively the same speed is just the nail in the coffin.
Honestly, if I was coming into Victorian Science Fiction gaming from scratch and had a choice between GASLIGHT and Valor, Steel and Flesh, it would be an absolute toss-up between them. What might tip the balance is that GASLIGHT still has a fairly active Yahoo Group and online community, albeit much quieter than when the game was at its peak. You can post a GASLIGHT question on the Yahoo group, on The Miniatures Page or the Lead Adventures forum and expect to get a reply from Chris or Buck within a few days. Whereas all I've seen for Valor is a single Yahoo Group which hasn't seen any traffic since January of this year.http://www.parroomstation.net/ just goes to what looks like a strange blog page in Japanese.
I'll pinch a couple of bits and pieces from Valor, Steel and Flesh for my GASLIGHT Vesuvian reforms, but I doubt I'll ever play it. It's not that it's a bad game, far from it. It's just my own tweaks to GASLIGHT have already brought me closer to the game I want, while Valor seems to offer a very similar feeling game with no outstanding differences yet also introduces a couple of additional problems that would need addressing.
In other rules news, the old FUBAR playtest post here at the Axis recently drew a comment from Lanse Tryon, the author of the FUBAR VSF supplement. Perhaps not coincidentally, on various online fora like Lead Adventure, Froggy the Great (who may or may not be Lanse in disguise) has released the latest version of a 2 page combined FUBAR 5th Edition + VSF supplement. Integrating the rules has allowed Lanse to eliminate some redundancy between the core rules and the VSF supplement (like weapon tables and different vehicle rules) freeing up some space to add some more features. He's already addressed some of my original complaints with the rules - Mounted is now an advantage that a figure or unit may have, adding 2D6 to movement, plus there are rules for keeping troops in close-order formation. I had hoped to squeeze a playtest of it in today, but looking at the clock that's probably not going to happen now. I do want to give this a fair trial thoough - the previous playtest was a touch unfair seeing as how the scenario I played didn't include characters or vehicles, which were the real focus of the VSF supplement.
I've also been looking at the beta version of the Wolsung Steampunk Skirmish Game. It's pitched more at the "warband" style of skirmish game, like Necromunda or Song of Blades & Heroes, but that sort of game can be an entertaining and fun diversion.
Thanks to everyone for their comments on the last post. With the exception of items that are currently on my painting/modelling table, I'm declaring a moratorium on new figure/model/terrain projects, and shifting to make playing games a priority. I currently have the following sub-projects that I'd like to bring to completion before putting them away.
- One unit of ten Fenian Brotherhood cavalry - primed and with the riders magnetized to the saddle (that's another story) these just need painting to bring to completion.
- Sixteen VSF character figures awaiting painting - I'd put them away but I have a KR Multicase and a converted GW case for unpainted character figures, both of which are full (272 figs... argghh)
- Project Traffic - half a dozen assorted horse drawn vehicles to liven up the Victorian city terrain. All based and primed with some partly painted.
- Project Dollhouse - the four "pink" village buildings, three of which have had all remodelling completed and are primed, just awaiting painting. The fourth needs an hour or so's remodelling work before painting.
- The converted OO signalbox - completed to about 95% with just an hour or so's final paint touch-up required.
And that's not counting the stuff I've happily put away half-finished, like the Victorian slum scratchbuilds.
And finally the best news of the week isn't wargame related at all. At yesterday's scheduled hospital visit they diagnosed my father's bad reaction last week as down to an infection, not the treatment. They even suspect the infection may have caused the symptoms that led them to start the chemo course in the first place. In light of the fact that his blood counts were now perfectly satisfactory and that he may still be weakened by the infection, they decided that continuing the chemo was neither advisable nor necessary and instead sent him home with a course of antibiotics and an appointment in four weeks time. Needless to say, Vesuvius Snr is over the moon with this news as am I.
Wednesday, 2 May 2012
I see a red door and I want it painted black.
I feel a little gutted though about having to cancel Sunday's GASLIGHT game. I hate letting people down this way, no matter how justified the reason, and with it so difficult to schedule these bigger games it's a bigger blow than just cancelling a weekly game. Frankly the incident has left me feeling in a bit of a funk.
I think I need a bit of a "palate cleanser" as it seems like all I've been doing lately is build/paint stuff for VSF (or some generic stuff like the rocky hills). So I wonder should I...
a) call a halt on painting and construction and make a concerted effort to schedule some VSF games using the figures, vehicles and terrain I've been working on, maybe trying out different rules or styles of game.
b) Put the VSF completely to one side for a couple of weeks and work on developing another project (candidates are Zombies, Modern/near future Street Violence, Eliizabethans, Sci-Fi, 15mm modern) A brand new period/genre is out of the question due to current finances, so no 18th century, VBCW
c) Forget "developing" anything and delve into the storeroom and see what figures I can get a game out of with a minimum of effort (e.g. rebasing my 15mm colonial stuff for the Portable Wargame, 19th century pre-dreadnoughts/Ironclads, 6mm modern, returning to the Novembre civil war.)
or
d) Man up and crack on with finishing all the half-completed VSF related projects (which basically means the pink dollhouses, the horse drawn traffic, the scratchbuilt slums and the Fenian Brotherhood cavalry. THEN choose a,b or c.
On the one hand, I've really started to enjoy the crafting side of the hobby, making terrain, converting buildings, yes and even painting miniatures (to a point). But on the other hand, I'm wondering if not actually getting to play as often as I'd like is what's giving me the blues, and that I need to stop preparing for games and instead actually focus on playing them.
What might be nice would be to turn up completely empty handed and play some games with other people's figures and choices of rules. That would be a real palette cleanser.
Please excuse the navel gazing. Normal service will be resumed once the existential crisis is over.


