Sunday, 30 March 2025

Spaceship scatter terrain plus train crew

 I'm still assembling terrain for spaceship boarding actions.  Cory from Trumpeters generously gave me a whole bunch of 3D printed consoles, cargo pallets and more, and I've also painted up some pieces from Terrain Crate, AK Wargame Series and others.


These doors are from AK Series.  They are not free standing like the Terrain Crate doors, so will need to be attached to the walls.


These are bits from the Terrain Crate Quicki-Mart set.  Not quite futuristic but can still fit into my spaceship.

Cory's 3D printed cargo pallets.


These are 1/35 hand trucks from MiniArt - those handles are very delicate and are certain to snap off right away!


3D printed cargo boxes from Cory.


Consoles:  the three on the left from Cory, and the one on the right from AK Series.


More consoles.  Three on the left from Cory and the one on the right is an AK ATM!



These are the last of the Pulp Figures human spacers - I still have a set of Martians to paint once I decide on their theme.



I also found time to paint up these Pulp Figures' railwaymen.  The chap on the left is a Eureka Miniatures VSF crewman who has been sitting in my lead mountain for about two decades!



And finally a raven that Doug gave us.



Tuesday, 11 March 2025

Gangsters and WWI games


On Friday evening, Lisa, Arthur and I had our first playtest of Fistful of Lead Bigger Battles.  The game was inspired by Lisa's research into the Kerensky Offensive on the Eastern Front in 1917, where a squadron of Royal Navy Air Service armoured cars reinforced the Russian Army.

The battle featured the Russians and their British allies attacking German trenches.


Lisa included a few special rules, most importantly that when a joker was dealt, one of the Russian infantry units would gain a 1d6 red markers, representing Bolshevik propaganda.  The idea was that any unit that ended up with more markers than troops would be persuaded by the propaganda and leave the battlefield.  As it happened, none of the Russian units reached that break point, but it was fun to pile those markers onto units.

German forces man the trenches.  There was a pre-game bombardment that ended up wiping out the German light machine guns (a Lewis gun team and a MG-08 gun team), and left most of the other units with some shock.


RNAS armoured cars prep for battle: 3 Rolls Royce and 1 Lanchester.


Russian Maxim Gun moves onto the table.



Russian cavalry advances, supported by infantry following up behind.


Russians used this cover to good effect to close with the German infantry.


Russian cavalry charge the German trench.


And then clear the trench!  We used smoke markers to represent shock - as you can see, there is more shock than surviving Germans.  The Germans routed the next time their card came up.


Elsewhere on the line, German defenders attempt an unsuccessful close assault on a RNAS Roller.


However, their assault failed, and then the Germans routed.


In the end, the Russians captured the German trenches.


The verdict is that Bigger Battles gives a good, fun, fast-paced game.  Complexity is similar to a Dan Mersey Rampant-style game.  I had thought that morale might have been an issue, but it wasn't.  Due to the way shock works in this game, a unit that is battered is most likely to fall back and eventually rout off the table.

And then on Sunday, we had our monthly gangsters gaming day.  I got to represent the South Side gang as Moe's Diamondbacks attempted to cut through their territory.  Moe rolled to see how many South Siders were on the street, and ended up with 17 various gangsters ready to stop his single red truck transporting 6 Diamondbacks.



Southsiders open fire on the truck.



They blew out a tire, causing the truck to careen into a nanny pushing a pram.  Morale outrage was assured!


The Diamondbacks, in trench coats, abandon their truck and set off on foot, pursued by angry Southsiders.


After gunning down a Southsider, the Diamondbacks hijack another truck.


But they don't get far - the Southsiders shoot up the hijacked truck and swarm the Diamondbacks as they pile out.


At this point, we pulled the dreaded back-to-back jokers, which is the trigger for the cops to arrive.  Only two of the Diamondbacks clear the table in time, the remainder are arrested.  Most likely, being arrested saved them from rough justice at the hands of the outraged Southsiders!

As a result of this battle, there weren't enough Diamondbacks left to raid my Docksiders' gin joint.  This left me free to bully another business in my neighbourhood into accepting my 'protection'!