Monday, November 16, 2020

82. Feudal Patrol - Game 1

Hello again!

I recently pre-ordered and received "Feudal Patrol: Skirmish Miniature Gaming in the Ancient, Medieval & Fantasy Periods" by John R. "Buck" Surdu, author of "Combat Patrol: WWII" (which I do not own).  The two rule sets use very similar mechanics, substituting card draws from a dedicated deck for dice rolls and charts.

You can find reviews of the rules elsewhere easily enough, I'm here to show you pictures of the first of two solo games I played.  The rules include a method of playing solitaire, however I did not use them for this game; I simply played the old-fashioned way, and took turns playing both sides to the best of their (my) ability.

I also used only some of the optional rules in the rule book, mainly "sprinting," "additional cards in the Activation Deck" and "Burying the Reshuffle Card."  There are many more optional rules that would add much more strategic depth, that I plan to use in the future.

This was my second-ever game with this system, the first being a simple 1-element vs 1-element game just to get the basic mechanics understood.  But the game play is smooth and easy to grasp; the only rules I had to keep referring to were some of the after-melee results.

I did make mistakes, which I realized when I started the second game (linked here).  However I had fun and really enjoyed playing.

This was a game of Robin Hood and his Merry Men versus the Sheriff of Nottingham and his soldiers.  The total number of figures per side was equal, and I didn't use points values.  The main difference was in how the figures were equipped:  to Robin's men I gave the equivalent of leather armor on their chest, waist and arms, long bows and swords or knives (all depending on how the miniature was portrayed).  Three of them had only a quarterstaff (which, oddly enough, is not listed in the rule book as a weapon, so I improvised).

The Sheriff's men were equipped with chain mail on their chests and waists (and some on their heads), and a few had shields.  Significantly (as it turns out) I did not assign chain mail to their arms, as the miniatures didn't really look like they had it to me.  They were armed mostly with swords, and two with crossbows.

There is an error in the rule book regarding how much damage chain mail protects against:  in 3 of the 4 places in the book, it reduces damage by 1 point; in the first of the 4 places (which is what I read first), it reduces damage by 2 points.  I did confirm with the author that 1 point is correct, but the Law of Primacy meant I had a hard time getting the other result out of my head.  This would come into play in this game more than I expected, and would be something I changed in Game 2.

Game play proceeds by first rolling a d6 for each element's leader, then drawing a card from the Activation Deck.  Elements with dice that match the card get to activate.  There are two sets of numbers in the deck, red 1 to 6 and black 1 to 6; as well as a few specialty cards.  There is also one "Re-roll and shuffle" card.  When this is drawn, you re-roll the dice and shuffle both the Activation Deck as well as the Action Decks the players use to determine the results of what they wanted to do.

For every shuffle, I shuffled each deck three times in my automatic card shuffler that I bought years ago.  I don't trust myself to shuffle consistently well, and I hate bending cards.  So no matter whether the re-shuffle occurred after only three turns, or at the end of the Activation Deck, I ran them through three times each, and then cut them by the top third.  Each time.  (Hey, I play solo, I have all the time in the world.  And yes, I am anal that way.  My table, my rules.)

In the pictures that follow, you'll see my homemade square tokens, used to represent wounds and other conditions.  You obviously don't need these, only simple colored beads or rings for a few conditions, but since I sometimes step away from the game for days at a time, I like to be able to figure out what I'm coming back to.  They do tend to clutter the table, and with so many in play at once, they're a bit fiddly.  I'll probably try to come up with replacements later on.

TL;DR version:
A great, smooth-running and fast game.  Brutal combat results.  I have a hard time rationalizing the randomness of card decks, even though it worked very well.  (It's really just my mindset in regard to cards versus dice.)  I feel that chain mail ought to provide more protection that a 1 point reduction, which is something I changed for Game 2.  I might be more inclined to go along with it as 1 point if I also had figures wearing plate mail on the table, which is a 2 point reduction.  Also, the stat values for the figure characteristics can make a huge difference in effectiveness (which is no different than most other games, you just have to be careful how you assign them here).

Further details on specifics of the game are under the following pictures.  You can click on the photo to enlarge it (as if you didn't know that).

The table setup:  3' x 3'.  The game recommends 4' x 6' but this was readily available to me.  At the south end, left to right:  Sergeant Brunette, the Sheriff, and Deputy Blonde.  At the north end, l to r: Little John, Robin, and Friar Tuck.

The Honorable Sheriff of Nottingham, come to demand Robin's surrender, with a small bodyguard.  The Sheriff is rated as Elite, his men are Regular.  They wear chain mail on their chests and waists, and this group does not have head protection.  All at 1 damage point reduction.  One has a shield, three have swords, one has a crossbow.

"Let the varlet come out!"

The view from the South West of Sergeant Brunette.

Sergeant Brunette reporting, with men with swords.  The Sergeant and his men are rated as Regular.  They wear chain mail on their chests and waists, and this group has head protection too.  All at 1 damage point reduction.

The view from the South East of Deputy Blonde.

Deputy Blonde, reporting.  The Deputy and his men are rated as Regular.  They have swords, and one has a crossbow.  They wear chain mail on their chests and waists, and this group has head protection too.  All at 1 damage point reduction.  Two carry shields.

Robin and some of the Merry Men, coming out of the house upon hearing himself called a varlet.  Robin is (naturally) Elite, and in this case, so are his men.  They are armed with longbows and swords, wearing leather armor on their chests, waists and arms.  This gives them 1 damage point reduction.

Friar Tuck also pokes his head from the (perhaps) tavern.  He is also rated Elite, but his men are Regular.  They are armed with longbows and daggers, and wear leather armor on their chests, waists and arms.  This gives them 1 point of damage reduction.

The view of the West edge, where Little John and two Men are arriving after a long day stealing from the rich and hopefully giving to the poor.

Little John is rated as Elite, and his Men are Regular.  They are the only figures armed only with a quarterstaff, and wear leather armor on their chests, waists and arms.  This provides them with 1 point of damage reduction.

I rolled dice and drew the first card.

Friar Tuck's Men Sprinted (one of the optional rules I used; it's a double card-draw for movement) to a place with some protection.  Upon arriving they are Stunned as they catch their breath.

The next Activation card allowed both Robin and the Sergeant to activate.  Even though they really wouldn't interfere with each other, I drew cards to see who moved first.  Robin won.  Robin (or his side) won every single contested draw in this game!  The Sergeant had his soldiers move into the woods.

The next card was the same number, different color.  Again Robin won the "who goes first" draw, and shot arrows at the uppity Sheriff.  Meanwhile the Sergeant advanced through the woods.

The bow fire was devastating to the Sheriff.  Robin's Men have an Accuracy rating of 4, which is really good (the lower the better).  But I felt they should be really good (and I'm the one who assigned it to them; it was not in the rules).

The next card draw saw Little John casually walking back to town.  All of the Sheriff's men were out of sight from him, so why would he hurry?

The late Sheriff of Nottingham's group activated, and the morale checks saw one of the two survivors run away.  It also left the last man Pinned, which means he would only Activate on a black matching card.  Meanwhile, on the right, the Deputy's group advanced.

After an element Sprints, they are Stunned.  This Activation saw Friar Tuck un-Stun themselves; that's all they can do.

The Activation card draw had the Deputy able to advance into the trees for cover on the right.  I then re-rolled and shuffled.  

Friar Tuck Activated, so he shot at the only group he could see:  the surviving man from the Sheriff's bodyguard...

...with murderous accuracy.

Friar Tuck Activated again.  I fired at the Sergeant in the woods.  It didn't do much harm other than Stunning one soldier (with attendant morale check).

...especially since the Sergeant Activated next anyhow.  He easily cleared the morale check token and then he and his men Sprinted to get into contact with Friar Tuck's Merry Men.  They will be Stunned but only after melee is complete.  Well, they all Sprinted except for the one previously-Stunned guy, who as his only action can un-Stun.  So he gets left behind for a while.  "Huh?  What?  We're moving out?"

This is the result of that melee combat:  pretty inconclusive.  Nobody dead, only a few wounds caused, lots of people Stunned.

Little John Activates, sees what's going down right in front of him, and moves into melee too.  "I say, you blighters, what's all this hullabaloo?"

The Sergeant's men are still Stunned from their Sprint but that didn't prevent them from defending themselves.  There were a few morale checks caused, but no injuries.

But Little John was not to be denied, and Activated again.  This time the results were worse for the Sergeant's men, 2 down and more morale checks needed.

Robin won the draw-off against Deputy Blonde and was able to move further away from their expected charge.  The Deputy moved his men out of the woods into the open in preparation for a charge, gambling he would get to go first.  I then had to re-roll and shuffle.

Little John renewed his melee against the remaining soldiers...

...but this time not doing as well.  One Man took 2 wounds (of 3) and only caused 1 wound on the enemy.  More morale checks....

Deputy Blonde's gamble pays off, as he Activates (now no longer sharing the same d6 number with Robin)...

...and Sprints across the sward to attack the weaker-looking target of Little John and his Men.

In the aftermath, there are multiple Stunned markers, morale checks, and dead and wounded on both sides.  It is a bit cluttered with my cardboard chits, I admit.

Sergeant Brunette is able to Activate and in the course of clearing out his morale checks...

...one of his men runs away, while the guy who had been Stunned previously finally catches up and heads over to help.

After the Sergeant's men get finished, Friar Tuck's Men are looking a bit scattered, with Stun markers and wounds.  The good Friar, however, is unharmed for the moment.

To add insult to injury, the Sergeant Activates again, right away, and shouts a command for the approaching soldier to attack Friar Tuck with him.

The fat Friar is not to be denied yet, and fends off both attackers.

This is a case where I think I messed up, not in understanding the rules, but in forgetting whether I'd already gone or not.  Since I play solo, I leave it set up for long periods at a time, and I think I must have come back from such a time and not realized I'd already had the Sergeant Activate twice.  Because, this is his third Activation (and while that can happen in certain circumstances, that wasn't what happened here).  So the Sergeant, in the course of clearing his morale checks, failed one spectacularly enough to cause him and his men to run away!

Meanwhile, Friar Tuck cleared his morale checks, and un-Stunned his men and had them advance back to the fence.

Robin Activates and marches his Men to a firing position.

Despite seeing Robin moving to help, Little John fails his morale checks, and he and his surviving Man run away, Pinned and Stunned.  Then I re-rolled and shuffled.

The new d6 gave Little John and Friar Tuck the same number, which was the first to Activate.  Little John simply un-Stunned (all he was allowed to do), and the Friar had his men re-man the wall.  A single melee occurred, with the Sheriff's man breaking his weapon (that's the red bead; I didn't make a cardboard token for that particular condition).

Robin Hood's Men next unleashed a deadly hail of arrows, killing Deputy Blonde and everyone else...

...except for the one guy who had run away (who now gets all of the morale check tokens, as he's nominally the leader [of himself]).

Sergeant Brunette un-Stuns...

...but Friar Tuck is faster, and repositions his men.  And then I had to re-roll and shuffle.

They now share the same d6.  Friar Tuck draws the faster card and fires at the fleeing soldiers (a bit cowardly, perhaps, but exactly how "good" is this Friar, hmm?  He was hanging out in a Tavern, after all....).  However, all is in vain as no permanent damage is done.

The Sergeant clears his morale checks and Sprints away, discretion being the better part of valor...and of being alive!

The sole survivor of Deputy Blonde's men fails his morale check and runs away.  "Why meee?"

To the Sergeant's horror, the "6" card is drawn again, and yet again Friar Tuck (aka Robin's side) wins the contest.  They shoot, this time ending Brunette's luck...and life.

The mantle of leadership falls to the next guy, and surprisingly he rallies on the first morale check and heads back to the enemy, screaming, "Noooo!  Sergeant Brunette!"  (This is a bit of a bastardization of the optional "Leader Death" rule, since it's not the full rule.)

However, on the second morale check, he decides he didn't really like the Sergeant all that much after all, and convinces the wounded guy to run away with him.

This is the state of the table at the end of the game.

Robin Hood and his Merry Men are undaunted and mostly unhurt.  Robin's element was never even touched.  Little John lost one man.  They remain pretty cocksure of themselves.

Friar Tuck also survived to eat and drink again.  One of his Men ran away during one of the morale checks, but I forgot to note when.  So 2 total casualties (only one of which was death.  Technically, in the game, downed figures are incapacitated, not necessarily dead.  Only certain morale check results "kill" figures.)

The Sheriff's men were slaughtered.

This is what led me to decide that for Game 2, I would up the defense factor of chain mail from 1 to 2 points reduced damage.  I felt they needed a more robust defense.  One other thing I got wrong that I realized (when beginning the second game) was that in this game I had Robin's Men's Level of Encumbrance (LoE) wrong for their armor type.  This affects their speed in moving; although I don't really think it would have made too much difference in this game.

Another important factor for this game was the fact that I made each of Robin's leaders Elite, and gave them significantly better shooting stats.  Going from a 6 to a 4 seems to make a difference.  The Elite aspect came into play more in the second game than this game, as that Activation card didn't ever come up for this game.

Robin's Men: Accuracy 4, Melee 5.  Friar Tuck's Men:  Accuracy 4, Melee 5.  Little John's Men:  Accuracy 6, Melee 4.  (Little John had no ranged weapons, though.)

The Sheriff's men:  Accuracy 4, Melee 5.  (He only had one crossbowman.)  Deputy Blonde's men:  Accuracy 6, Melee 6.  (He had 1 crossbowman.)  Sergeant Brunette's men:  Accuracy 6, melee 5.  (He had no ranged weapons.)

I really thought that since the melee numbers were pretty similar, that the Sheriff's men's armor and shields would make the difference.  But instead the frighteningly accurate bow fire at stat 4 decimated the attackers enough to diminish their ability to fight.  Plus they seemed to be damaged in areas where they had no protection (arms & legs).  So looking back on it now, after game 2 as well, perhaps it's not so much that chain mail was the problem; maybe it was the Accuracy stat.  It seems to be a combination of things, really.  As it should be in a well-crafted set of rules.

Being Pinned suuuuucks.  It is tough to un-Pin.  It wasn't as much of a factor in Game 1, but since I'm writing this after Game 2, I can tell you that there are Optional rules to help mitigate this and I intend to use them in the future (although I did not for Game 2).

For Game 2, the only things I changed were:  I upped chain mail to protect against 2 damage and corrected Robin's Men's LoE.  Everything else was the same, even the starting positions and element compositions.  Please come back soon to read my Game 2 report.

Thanks for reading!

Thursday, July 2, 2020

81. Yee-haw! a little bit....

I'm not dead but I admit I haven't been painting as often as I'd like.  Here's what I've finished recently.

Back in 2014 I backed a Kickstarter for Blackwater Gulch Rebels and Reinforcements, by GameSalute (who later turned into Gangfight Games) simply for the miniatures.  I backed at the level of selecting only the miniatures I wanted.  I thought they were cool and interesting enough to warrant it.  They were delivered, I think, on time.  I've never used the rules (which I think are/were free somewhere) as I have a ton of rules already, plus I just didn't care.  (I *did* back their newer Kickstarter for their newer updated rules, supposedly universal and generic, because I was feeling generous.  It is currently over a year late.  It will, I still believe, deliver.)

The miniatures were interesting in that they are of the "not-" variety.  As in, this is not a miniature of Clint Eastwood, ie, a not-Eastwood.  Etc, etc, etc.  They were varied enough and well-sculpted enough for me to get.  The others were generically-Western enough to be used as regular Cowboys if I ever wanted to.

Anyway, I got tired of painting whatever it was I was painting before and wanted to paint something different.  Therefore I give you 4 of the 5 gangs I got from the Kickstarter.  These are metal, with separate plastic bases.  Also, you know what to do:  click on the pictures to embiggen them.

On the Kickstarter, these are The Widowmakers.  First I present Lily, Oleander, Buttercup, Wisteria and Nightshade.  Yeah, those names....  Anyway, what would the Old West be without murderous, tightly-clothed-in-revealing-clothing women?  More historically accurate, for one thing, but we're not going that way today.

These aren't bad, per se, but they lack spark to me.  The body positioning is a bit odd in places, and the casting is mangled in some of the detail.

They came with cards for the game, but since I've never read the rules I have no idea what it all means.  WHAT DOES IT ALL MEAN!!??  Sorry....

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Next we have Wilde's Rangers:  Corporal Thompson, Private Ambler, Private Connors, Private Watson and Sergeant Wilde.  I have no clue if those names are supposed to mean something so I ignored them.  I painted them as U.S. Cavalry circa 1880-1900ish plus a heaping helping of my own imagination.  They aren't meant to be historically accurate so I didn't make them historically accurate.

These are decent castings with not too many mangled areas.  They painted up well, although the poses still irk me.  The guy with the knife:  who stands like that?

This gang also came with a gatling gun but I didn't feel like painting it yet.

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Moving on, we have Mickey Finn, John Blackwood, Marshall Callum Stewart, Father Allen Schneidewent and The Norwegian.  These are supposed to represent, I guess, a more generic Western gang, because what Old West gang wouldn't have a Christian pastor toting a gun in it?  It turns out that Father Al and the Marshall were "sponsored" by people actually named Callum Stewart and Allen Schneidewent.  My condolences.

I attempted to give this gang a more unified look by painting them a common color.  I didn't do this with the Cavalry for obvious reasons, and I couldn't really see a way to do so with the ladies.  Again, the poses bother me.  The guy with the cards:  really?

This group was unusual in that 3 cards were actual photographs of models rather than concept art.  I don't know why.  Most of these were not in a gang, but were solos.

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Now we finally come to the real "not-" figures.  I grouped all of these together only because where else would they go?  Most of these were originally unlocked as "bonus figures" and so didn't go with any particular gang.  This group, and the 5th group (which I have not painted yet) are the primary reason I backed the Kickstarter (although the other figures are certainly useful).  From left to right, we have Clinton Wales, Doctor Kilmer, Kurt Wyatt, Rooster Morrison, Doc Lloyd and Nevada Dave.  I can't impress upon you how much I really dislike those names.  There is no consistency at all.  Some mangle the actor's first name, some the actor's last name, and / or the film character's first / last name.  Rooster Morrison?  I get the Rooster Cogburn reference, but Morrison has nothing to do with John Wayne.  Did they think this was some other actor?  And Nevada Dave?  With Indiana Jones, Jones was his last name.  Arrgh.

I gave them a somewhat similar color scheme when I could, but mostly I went with a more film-accurate rendition.  Although the not-Indiana Jones looks like it was sculpted by someone completely different than the others.  It's actually quite horrible.  It's practically a different scale.

So yeah, those names....

I'm a bit burned out on Western figures now, especially these.  They really aren't that great and I painted them to a level I felt fit their quality.  It was a bit more slap-dash than I usually do.  If I ever get around to the 5th group I'll be sure to link it to here.  Oh by the way, the 5th group is not-Firefly.  They're called the Tranquility Crew.

It only took me six years to paint these, maybe I'll get to the 5th group before the end of the decade.

Thanks for reading!

Friday, November 30, 2018

80. Back to the Dungeon!

Hello.  I vaguely remember writing things on this blog, long, long ago.  You know the drill:  Real Life.  Meh.

I've had the following things painted up for a while, I just never quite got around to photographing them.  So here they are at last.

I backed the Acheson Creations Dungeon Worlds Kickstarter way back in March of 2015.  I didn't paint these dungeon tiles up for a long while, because I wasn't sure how I wanted to mount them.  They're made of hard urethane plastic, but they're not completely square.  More importantly, they're not the same height as the Dwarven Forge dungeon pieces I have that I want to mix them in with.  In order to have any chance of using them together, I added Litko's plywood bases underneath.  Those are all 2" square, and the 3mm thick plywood raises the plastic tiles high enough to be mostly compatible with Dwarven Forge tiles.  (I don't link to Dwarven Forge because everybody knows who they are, plus they annoy me.)










Here you can see the 3mm-thick plywood base I added to raise up the tiles.
Another view of the plywood base.

I used three different colors of filler, just to add some more variety.


These pieces are pretty nice.  They're a little more "organic"-feeling than Dwarven Forge, and their casting process is not nearly as pristine as D.F.:  ie, most of the pieces are not perfectly 2" square, so even with the plywood bases, they don't fit together perfectly.  They're also a trifle lighter in weight than D.F., so seem to move around more easily if accidentally bumped.  But there's a good variety in floor designs, and some of the unique floors are pretty neat.  I don't particularly like the walls, because they don't really line up well with the bases, so it's difficult to actually make things fit together, but it's still possible.  What's more, they were marginally less expensive than the Dwarven Forge pieces, with more unique pieces.  Overall, I'm happy enough with them, but not so much that I backed Acheson Creations' next two Kickstarters.

In that same Kickstarter, I added some 28mm metal miniatures of dungeon adventurers (links here and here).  At the time, they were $10 for a pack of 4.  Here are the first two packs I have painted up; I have a further few still unfinished.

Adventurers #1 miniatures 4-pack, I assume they are (L to R): Thief, Fighter/Paladin, Magic-User, aaand ... I want to call him a Hireling, but he's carrying a pretty big hammer.  He's also the only one with a lantern, and a cooking pan.
Adventurers #1 miniatures 4-pack
Female Adventurers #1 miniatures 4-pack, again I make assumptions (L to R) Magic-User, Fighter/Paladin, Ranger, aaand ... maybe another Fighter.
Female Adventurers #1 miniatures 4-pack
I admit, I didn't spend as much time on these as I could have.  I'm more interested in assembly-line painting, and just getting as many finished as possible.  Even so, the next set are still only partially done.  They're nice figures, not the greatest but not close to the worst.  At $2.50 per figure, they're really nice.

Another item I added on was this very nice waterfall and underground pool.  The water in each was a blue plastic, one darker than the other.  The only thing I did to the water was paint the base-under-the-water a blue, and then highlight them with white.  You can see the blue underneath in the second picture with the waterfall removed.


The top rocks and waterfall come off, so that you can, you know, actually use it with miniatures.
A rear view.
And now for some glamour shots.

"What do we have here?"
"You're the hired help.  You go first!"
Gaudy jewelry for gaudily-dressed adventurers!
"I'm the biggest one of the whole group.  I'm hungry!"
"Ranger-girl!  Where are you?!"
"Peek-a-boo!"  "Oh, there you are."

Thanks for reading!