Thursday, April 21, 2016

Miniatures- Laser Blade

My son Dashiell and I recently played a game using his first ever painted figs, a squad of robots versus my human resistance fighters.  We used the Laser Blade rules from Echidna Games for the first time and were impressed how well the game played.  We managed to play 2 games in a little over an hour, with a minimum of those moments of confusion that often occur when playing a new rule set.  More importantly, the rules were easy for Dashiell to follow, and he had most of mechanics down in a few turns.  We plan to continue using these rules, and look forward to our next games.




The Human and Robot forces.  Laser Blade allows you to make up the characteristics of each model starting from a base template giving a basic shooting and close combat stat of 6+ (using d10 for all rolls).  Characters can be given abilities such as Sniper, Heavy Weapons or Rapid Fire which increase their performance and cost.  Up to 3 models per side can be Elite, designated by a point cost threshold or particular abilities.


Dashiell marshaling his Robot squad and smiling over his first kill.  Once figures are hit in combat they are taken out of action unless they have the Armor ability and make an Armor save.  Dashiell's robots had a 7+ armor save, while most of the humans needed a 9+ or 10 to save.



Laser Blade has a measure called Range, which equals 8 inches.  Range is how far a figure can move, and multiples of range are used for shooting distances.  Here a robot shoots a trooper within 3 range distance, which gave a -2 penalty.  We used strips of craft foam cut to the right length.  This made movement and shooting particularly easy for Dashiell as there was no math or tape measure involved.



Combat tended to be fast and deadly, which made for a quick game with no real book keeping.  The ease of play lends itself to playing with larger forces or perhaps games with more players involved.  We already have more Robots and Humans on the painting table.



Besides modifiers for range, combat has modifiers for cover and for the shooter moving through rough terrain.  These are added to the shooting or close combat score to give the final target number needed to hit.  In the picture above, the robot with a standard 6+ shooting score would require a 7+ roll when shooting at the trooper using the building for cover.



The rules have an interesting activation system that keeps it unpredictable.  At the start of a player's turn they roll for the number of activations they get that turn, from 1 to 3 possible.  Factors such as leadership or a unit being in cohesion add to this roll.

In the picture above a human armed with a heavy weapon fires at a robot.  The heavy weapon ability negates the opponents armor save.  Below, we see a human sniper killing a distant robot.  A sniper has a greatly reduced target number for the shooting stat.





Close combat is handled in the same way as shooting, a target number based upon the standard template or abilities such as Martial Artist and Close Combat Specialist possessed by the robot above.  The robot also has the Hard to Hit ability, which reflects some acrobatic ability or dumb luck that helps protect the figure from harm.  In this instance, however, it did not work as the human won the fight.


Once a squad is reduced to under half strength, a Valor test is required.  If the valor test fails, the figure flees the battle.  In both of our games, the under strength human survivors fled the scene rather than continue to face the robot onslaught.  Dashiell 2, Dad 0.

Altogether, Laser Blade served our purpose well.  We had a simple set of rules that provided ease of play and enjoyable, games with just enough challenge to keep it interesting.  We look forward to more games and testing out other aspects of the rules.  Also, Echidna Games recently released Battle Blade, the fantasy version of their rules, which I am sure will be a future project for our gaming table.


Tuesday, April 5, 2016

Miniatures- Daring Tales. New Publication by the Adventurer's Club.



An After Action Report of our first Pulp Alley game.








Sunday, March 20, 2016

Miniatures: In Her Majesty's Name- The Society of Thule

Reports have been made that Count Von Stroheim and his Society of Thule have been spotted in Luxor.  The Prussians arrived soon after reports were published detailing that pieces of the Scrolls of Skellos may have been found in a near by temple.  The Society of Thule is an old and secretive organization, with activities that span the globe wherever occult phenomenon are reported.  Just what the Society is after, and what their ultimate goal might be is a mystery.

This image depicts Count Von Stroheim and associates emerging from the jungle at an undisclosed location.


The Society is supported by the brilliant, yet deranged scientific devices of Dr. Kobalt, inventor of the serum that creates the hideous Tod-Truppen, zombie-like soldiers raised from the dead.  Here Dr. Kobalt is armed with an Arc pistol and a portable Arc generator.


 The Society draws many adventurous types such as these Prussian Nobles, fanatic swordsmen and duelists out to test their blades.

Feldwebel Krieg here may seem slight of stature, yet he is strong enough to carry a two man flamethrower all by himself.  He is usually found not far from Von Stroheim's side.


The Jagers of the Society of Thule are inoculated with a revivifier serum that turns them into the dreaded Tod-Truppen upon death.  As zombies, they fight on for their cruel masters.


 From time to time the Society also uses conventional technology, such as the Kaiser Wilhelm Walker.  This one is equipped with a machine-gun.



Count Von Stroheim himself is a monstrosity of a man.  He typically carries a Mauser pistol and a huge saber, which he wields with an All-Electric prosthetic arm, which is powered by the portable Arc generator he wears on his back.  The Count has been known to be very erratic, be well advised to stay out of his way if you should cross paths with the Society of Thule.

Miniatures Special Edition: Dashiell's first painted Miniatures.

My son Dashiell (11) painted his first miniatures, a squad of 54 mm robots that we will use for the Laser Blade rules.  Here are his robots along with some 30 mm troopers I painted up to fight them.



 Dashiell's Robots will have heavy armor protection and have a variety of specialists with heavy weapons, rapid fire weapons and a hand to hand specialist.











The human troops can be played as a single squad, survivors of larger units haphazardly pulled together to face the robot threat.  They can also be played as individual squads, the Blues and the Yellows, as seen below.



More Robots and Humans are underdevelopment, and we hope to get our first game played in the near future, so look for a game report then.

Wednesday, March 9, 2016

Miniatures: Operation Squad Game

A squad of  U.S. Airborne and  German Panzergrenadiers have a chance encounter.  Each side strives to eliminate the enemy command as they vie for control of the ruined building center board.



Each side takes cover behind hills, light woods and piles of rubble from previous battles.


The German squad leader positions himself near an Mg-34 team.  From this position he points out targets for the German light mortar.


For the Americans, their B.A.R. gunner takes point as they maneuver into position.


The German Mg-42 sets up position in a copse of trees to cover their advance.  German riflemen rush through fire by the U.S. .30 cal in order to reach the building.


The Americans suffer the first casualty when a rifleman goes down to German fire.


The U.S. .30 cal team has a good position in a ruined building, and covers a rifleman as he strives to flank the German position.



Both sides cautiously approach the building, jotting from cover to cover.




The Germans, led by their Corporal make it inside the ruins first, with the American Sargent and his men nearly on top of them. Whoever is quickest to react will determine the outcome of this struggle.


Meanwhile, the American B.A.R. gunner and riflemen in the woods come under fire from the German morar. They are pinned down and suffer further casualties.


The German Corporal steps forward with his MP-40 and sprays the Americans attempting to take the ruins.  The U.S. Sargent and several others go down in a hail of bullets.


U.S. riflemen bravely charge the German positions in a last, desperate attempt to win the battle.  One German rifleman goes down, but the hardy German Corporal stands his ground.  The U.S. withdraw leaving the Germans in command of the field.