11:17 PM
Turning a playset into a Coliseum.
Mister Nizz
Sure, I could have gone with the Ben Hur Coliseum playset. You can still get this in recast plastic-- but it doesn't look like a Coliseum to me, and it costs an arm and a leg to find one in any decent shape.
Then I noticed the following "Roman Coliseum Playset" on MichToy.

The figures are kind of playmobil like, but I gave them to Gar (with the chariot), keeping the shields and weapons for gladiator games as missing weapon tokens. The coliseum itself is made of a semi-soft plastic (not rigid), with lots of fine detailing in the statuary and tiling and mosaics. The scale is just perfect for 54mm. At this moment, I have primed it with Kryolan Fusion plastic paint, and I'm tempted to leave it be, or give it another coat-- the kryolan gives it a sort of marble finish. I'll have to paint the door and fixture details, of course, to give it some contrasts. I am pleased with the investment, which was fairly minimal compared to picking up an entire Ben Hur playset, and frankly I think this looks better.
12:46 AM
10:24 AM
Eastern Funker's "Panzerfaust: Iron Fist" blog has a very nice series on a project he completed recently, building roads out of caulk applied to sheet styrene cut into standard miniature wargames road templates.
For the entire series, START HERE. for "Follow the Homemade Caulk Road"
"Follow these instructions..." on Jan. 2, 2009
"Stuck in a Rut.." on Jan. 19, 2009
"Road building" on Jan. 31, 2009
"End of the Roads" on Feb. 10, 2009
This is a nice series, outlining a clever idea. The tutorial is well illustrated and gives a project materials list at start.
Well done, Eastern Funker!
1:53 PM
10:59 AM
One of my gaming group (The TNGG at the Game Parlor, Chantilly, VA) has put up photos of fantasy buildings made out of cork board recently, and it got posted on the Tea House. Bravo, Sir!
2:05 PM
Treasure Trove of Old Miniatures..
Mister Nizz
Game, Lerchey, Miniatures, OGRE, RIVETS
I was pleasantly surprised to see that Mr. Lerchey not only had a few, he has ALL OF THEM. A couple times over. Lucky dog.
Mr. Lerchey's page was a nostalgic delight! I owned a few of these back in the day (more of them now, at least the OGRE minis). It's rare to see all of this stuff in one place.
He rounds the page off with a nice workbench section that outlines conversions of 6mm miniatures for OGRE play (a subject near and dear to my heart) as well as tiny terrain techniques. A tip of the hat to Mr. Lerchey for a nice collection and a very entertaining webpage.
7:37 AM
The Unchartered Seas by Spartan Games
Mister Nizz
fantasy, Game, Miniatures, naval, Spartan Games, Uncharted Seas

Having recently heard about THE UNCHARTED SEAS, by Spartan Games courtesy of The Miniatures Page, I decided to look into the game. Fortunately I also discovered the fantastic gaming podcast D6 GENERATION podcast recently and they have featured the game in a recent episode.
Craig Gallant's painted fleets, along with some really nice terrain he made for the game, can be viewed here. He took the photo above.
THE UNCHARTED SEAS is exploring the same niche that GW's MAN O' WAR briefly inhabited, and to a lesser extent, STRANGE TYDES by Wessex Games. Small fleet fantasy naval warfare is a 'period' I'd love to delve into, if the game is cost effective and plays well. I loved Man O' War when it was out, all too briefly, and always thought it was a crime that this particularly offshoot was pruned from the GW family tree.
I don't know much more about THE UNCHARTERED SEAS than what I can see; there are (at this time) four base fleets, available as individual ships or small starter fleets, all at a reasonable amount (considering the international rate of exchange). These are Humans, Dwarves, Orcs and the Dragon Lords. The Human FLeet greatly resembles a mix betwen the Bretonnian and Empire fleet from Man o' War, sort of like giant souped up medieval cogs. The Dwarven fleet look somewhat jarring in comaprison- sleek, almost like a futuristic luxury liner. Orcs look.. well, ork-y.. all angles and spikes. The Dragon Lord fleet has a repltilian flair to it.
I can't really comment on the rules, as I didn't see a sample PDF or anything I could base any judgment on. The images of rulebook pages look extremely well illustrated with lots of helpful examples.
I like Spartan's marketing approach; wait until you have enough starter fleets done to provide a nice mix of things BEFORE you do an all out game release. Word has it that an Elf Fleet is in the works.
Summary: I'm intrigued and certainly interested. That's about all I can say as I haven't see the game for sail or played around this part of the United States. Long gone are the days when I'd mail order it on a whim, just to find out (until we are in better economic times at any rate). I hope I can see this played at some point, and I'll have more to go on.
7:15 AM
What I did on my Fall IN Vacation
Mister Nizz
computer wargames, convention, FALL-IN, Gettysburg, HMGS East, Miniatures, wargame
FALL IN 2008 has come and gone, and I have to say I'm really enjoying this show these days, maybe more than the others-- it's mellow, laid back and the crowds aren't overwhelming like they can be at HISTORICON. I showed up late on Thursday, but early enough to schlep tables with Andy Turlington. I was volunteering for this one, and had been assigned a nice enough task-- working the front desk at the exhibitor's hall. One nice part of this job is that you get to see EVERYONE at a convention if you work a dealer's hall. Less nice, is you seem to be "away from the action" most of the time. So it goes. Me, I liked it, but I like schmoozing with people.
I don't know beans about attendance numbers, how well we did with the money, etc. So I can relate only the anecdotal stuff.. Bob from RLBPS told me he had his best Friday at FALL IN, evah! I saw some new dealers present, from the puzzling "I'll renovate your basement" guy to a couple new boardgame dealers. The folks I talked to seemed very pleased with the amount of business they were doing. Another BIG intangible-- you couldn't find a parking spot at the All-Star on Saturday for love nor money, unless you went way back in the back forty to a "lot B" I had no idea existed. That's a first.
I did some judging for Pete Panzeri, for the GM awards. I had to join in giving the AUSTERLITZ game I saw run in the All Star one more in the fistfull of awards it received; simply lovely old fashioned 15mm Napoleonic goodness. Reminded me of Borodino 92 (remember that one?).
I participated in the Society of Daisy's OFF THE TABLE MODELING and OFF THE TABLE PAINTING contests-- I didn't really think I had much of a shot at it but it's a worthy effort, worth supporting. So I entered my "Steampunk light armor company" made entirely from kid's toys and castoff junk. I submitted my "Clockwork Hussars" in the painting contest-- with very little hope of a prize. Let's say I "paint for utility". Sure enough, none of them won first prize, but one of them (can't figure out which) won THIRD prize.. hey, ten bucks. That's a beer and a half!
Jim McGaughey ran an HMGS-sanctioned painting contest too, it was supposed to transpire on Saturday in the All Star, I think-- I couldn't find it. I hope it went well.
I got asked to run FALL IN, during the course of the weekend. I said I was interested, but thought Andy Turlington was in line for this job, and wouldn't make any kind of strong case for myself if he wanted it-- Andy's a great candidate for the position, and I really don't have any ego about being a Big Chief or lil' Injun after doing the COLD WARS job for four years. Fortunately Andy took the job and I think he's the best man for it.
Got into a great game Friday night, BIPLANES AND BATTLESHIPS, based upon the Hector Bywater "Great Pacific War" scenario. I sacrificed my light cruiser squadron, but the Americans ultimately won with heavy losses. Yay! Liked the rules system, the historical era, and the scale (1:6000th). I may pick this up and try it some time.
Here's a Travel Montage:
I didn't end up buying out the store. I got some Historical Products 20mm Spanish Civil War stuff (for use with Russian Civil War armies.. they adapt well). Mostly these were "anarchists" and troops with the Adrian Helmet, plus a few guns. I picked up some WW2 naval infantry at Dave Markley's recommendation, from Pegasus models. These will make dandy Russian Civil War Naval Infantry troops, if I ignore or convert the ones with machine pistols. I have some Naval Infantry from IT FIGURES painted up already, but I like the poses on these guys-- more aggressive and more detailed. I also got another Pegasus set of Russian log houses, a Whippet tank, and a Scout car.
I didn't get into the cubicle zombie game, Saturday night.. I was out having dinner and didn't get back in time. It sure looked funny. It's a great idea, but I'll just wait for this chap to run it again. :-D
So, instead, I hung out, drank beer and played boardgames. The first attempt was BETRAYAL AT HOUSE ON THE HILL. This proved a tad complex to the fellows assembled. Since the "Traitor" guy showed up fairly early the game ended after I'd gone the grand total of one room in to the mansion. Somewhat anti-climatic.
John C's excellent dramatic reading of the events paragraph (captured on a period authentic Edison Kinescope) was the highlight of this game.
SEE THE VIDEO, bottom of the page.
I wanted to get in on the game of Mall of Horror nearby.. but it was full up. Sigh.
Since Betrayal lasted.. oh.. five minutes or so, and most of the rest of the company present were passed out, we pulled out a recent purchase, COWBOYS: THE WAY OF THE GUN, by Worthington Games. Mostly as a learning experience.
Scenario: Bust Our Pard out of the Jail
Citizens cleared the streets when Stinky, Paco, Snake Eyes and Jeb rolled into town.
The Sheriff was there to greet us. "Por Favor, Sheriff, might I inquire.." (BANG! "Gaaaaaaaaaaaaaaaaaaaaahhhhhh!") Clearly the local law facists don't care for Mejicans.. Paco was shot in the stomach before he and the sheriff could exchange greetings. Stinky, Paco, and Snakeyes duked it out the local law dogs, while Jeb rode round the long way.
The ensuing gun battle was a fracas. Paco and Stinky were riddled with bullets, enforcing my low opinion of this town's tolerance for both hispanics and the unwashed. The Sheriff and his deputy ceased to exist. However, that was the signal for the uprising of citizenry. Every other turn, a new citizen popped up to activate and start blasting away with shotguns and rifles. Paco and Stinky rode hard for the outskirts of town, but ended up getting killed right on the edge of the map. Sigh. Victory was so near.
We rather liked COWBOYS. Like GUNSLINGER, without all the detail work and fine level of granularity.
Sunday was anti-climatic as it usually is. I flea-marketed a bit, for the first time. I made some money! James Mattes ran the raffle for prizes in the dealer's area.. it seemed to have gone over well. I went home not exhausted, as usual, but pretty energized. I had a great time and will definitely attend more FALL INs in the future.
5:12 PM
1:05 PM
HISTORICON 2008.. a fantastic time
Mister Nizz
I went to HISTORICON last week, from Wednesday to Sunday-- alas, no pictures are contained with this narrative, but I assure you somebody out there will be posting some soon. I will give credit where it is due and link to other photos where needed-- just pass a mouseclick over the photo.
HISTORICON was my first HMGS convention since FALL IN! 2007, where I had been turned off of miniatures gaming for quite some time after the collapse of TRIADCON from within. In summary, I have to say HISTORICON was an EXCELLENT convention, a wonderful time from start to finish, and I thoroughly enjoyed the efforts of Bob Giglio and his crew of stalwarts: Neil Brennan, Frank Preziosi, Duncan Adams, JT Thomas, Wilbur Grey, Jeff and Monica Hobbs, Kathryn Plamback, Don Perrin, Jim McWee and many others should be singled out for their contributions to a wonderful show. Not to mention the on site staff that were up to their normal high standard of efficiency and helpfulness.
Having arrived in the afternoon on Wednesday, my activity was limited to visiting with friends, kibitzing, and solving the heady problems of philosophy in the lobby lounge with Bob and Cleo Leibel, Otto Schmidt and the occasional stalwart that drifted in and out of our wine-soaked conversations. "Sitting around and BSing with other learned pals" might be my favorite convention activity of all time, so I rate this evening as among the highlights of the convention. The next day started out late-- a wine soaked 230 AM bedtime will do that to you. I wandered about for a while, having grabbed a ticket for an evening game, whining my way into a boardgame (zombies), visiting the painting area and then showing up for dinner (late) with Otto, Bob, Cleo, and a family of adoptees that Otto had coerced to the convention. A most engaging supper, and off to my first "formal" game of the con, the battle of Ulsan. this was a fairly even contest between Japanese and Russian pre-dreadnoughts, using the wonderful Old Glory Shipyards Dreadnought line (the ship models weren't 100 per cent accurately representing the battle line, but the Japanese 'stand-ins' retained the flavor of the ships they were to represent).
I was in the role of the Russian Admiral, Jessen, flying the flag of the ROSSIYA. From the commencement of the battle, the Rossiya was under heavy, continuous fire from multiple ships. In an odd reversal of historical roles, it was the ROSSIYA that suffered a fate similar to the RURIK, the weakest ship in our line. I kept rolling "Special Damage" which ended up with a Captain dead.. the ship went through 8 captains during the course of the fight. The running joke was that by the time the battle was over, the laundry officer was running the ship!
The Russians won decisively, having no ships immobilized (this was close, though) and the Japanese were down to one ship left afloat. I had a wonderful time with this game, and commend the GM Mike Miller (as well as my fellow players on BOTH sides) for making this a fun time.
Friday dawned, I did some local things, and did my first big trawl around the dealer area. I got pigeonholed by Howard to help with his big pulp game (unexpectedly held on a FRIDAY, not a Saturday, harrumph). I promised I'd try, but got their late due to other commitments. Sigh. He really didn't need me, anyway. :-D One interesting acquaintance made in the dealer's area was a man named William, clearly a Mennonite, who had started a miniature gaming company in his community, and was selling Age of Reason/Seven Years War figures. Yes, he had heard about the Amish Rake Fight, and he thought it was hilarious, which shows you that should never assume anything. I promised I'd send him some photos, so please, if you got his card, get in touch with me.
Having been released from obligations to Howard, I did some more shopping, had some conversations, painted a bit, and then grabbed a ticket for the evening game. This was for CALLIOPE, a game that has always intrigued me, but alas, I was charmed when I saw FUPRIKT'S ALESIA or HOW TEDDY ROOSEVELT SAVE RURITANIA, and had to weasel my way in there. This was a giant GASLIGHT BATTLES game in a very small space. I played Victorian Germans with their giant spider walker, three companies of troops and flesh golems. You know, the typical troop mix. I slaughtered the Ruritanians in front of me, but it was to no avail, we couldn't advance through the densely packed town nearly fast enough. We lost but only by a narrow margin. I sat in on some friendly (and UNfriendly) banter about the "big subject", moving HISTORICON to Baltimore. This was much discussed in the evening, at the bar.
The next meeting was the membership meetings, which I did not avoid. I was rather touched to receive a very nice Saint Petersburg trophy for my years as a con director, and a HMGS lifetime membership, complete with secret recognition coin.
I got into Pete Frechtling's excellent A DAY AT THE RACES, LEONARDO? which may have been my favorite game this convention. This is a very silly game, featuring Renaissance era tanks racing each other with a little bit of sabotage from the sidelines. Reminds me of the old Le Grand Cirque games. I lost in dramatic style, trying to ram the guy who tore the guts out of my steam tank from behind.
I had time for a quick meal, and then got to sleaze my way into THAT'S A BUNCH OF BOLSHEVIK: SOMEWHERE IN RUSSIA, 1920. Great fun indeed, when you can squeeze a Russian Revolution game somewhere into the mix. The Rules were RED FURY, a sort of variant of BLITZKRIEG COMMANDER for the RCW. They played very well and could be condensed into two pages.
After being THOROUGHLY defeated by a very good opponent, I ambled upstairs and got involved in the bar room convos about the HISTORICON move. I avoided being too argumentative, and had a fun time BSing with people I rarely see.
Next day I packed up, did a final run through flea market and vendor area, and thus pointed my nose southward. I had a great time-- one thing I noticed was the stress level has greatly receded in the last year, and there are many changes. People are friendlier and more mellow at these things, which is EXACTLY the convention I wish to attend. Good show, my fellow enthusiasts, I am proud of you.
7:28 AM
Fall-In! 2007 Travelogue
Mister Nizz
FALL-IN, Game, Game Design, Miniatures, Pulp, Pulp Adventures, Return to Lilliput, TriaDCon
My Fall-In! 2007 Vacation!
(Belated, I know.. and as always, all commentary is my own)

(crack Events staff Pat Shields, Cleo Hanlon, and a somewhat blase Mike Hillsgrove)
I had a pretty good convention overall. I showed up a little early to work the con, and I schlepped a few things here and there, and fetched wood and carried water Thursday.

(Convention Director McWee and Gruppenfuhrer Mattes)
Friday, my friend Ed came down from central PA and we did a battlefield walk and had lunch, then I did the staff thing on the afternoon shift. I worked the Flea Market, briefly, and also spelling the guys at the front desk of the Vendor Area. More work than I thought it would be!


(Dan Muraski, the only flea market guy in HMGS history who got a VENDOR table to sell on)
There were tons of games put on at this convention and lots of activity, to judge by the impossibility of getting a parking spot in the lot. That's a GOOD thing.. I was struck by the influx of boardgaming in various nooks and crannies of the con, here and there, and sometimes right out on the main tables as bona fide events!
9:16 AM
Wargaming.. no apologies..
Mister Nizz
9:22 PM
Gladiator Fightin' at TriaDCon
Mister Nizz
Gladiator Fighting with Curt and Grant Daniels
I ran RUDIS: THE WOODEN SWORD at TriaDCon a couple weekends back. I got three players initially, but the fourth player wimped on us when his buddies set up a boardgame two tables away (and I was happy to see him go!). So I took the third slot.
The rules were MUNERA SINE MISSIONE rules for gladiatorial combat, by Mr. Alan Saunders. These are very simple rules to run, easy to classify gladiators and easy to conduct combat. I will use them again.
The scale was 54mm, the miniatures were Italieri, Alpha Miniatures, and a few Outland Minis.
Curt managed to wipe us all out and he had the obligatory gloating moment. Fun times!
12:54 AM
After plugging up a few holes in the rules and working out a few inconsistencies, I ran Return to Lilliput again for TriaDCon on Sunday. I only had two players (running two pirates each). I made the map smaller and narrower, and increased the ratio of resources to pirates, and gave the Pirates' feet some more points.
Direct Link to Image Shack Show
The game went very well, and played to completeion in a few hours. The rules are coming together very well.
1:25 PM
VSF: Hell Comes to Frog Town, second running
Mister Nizz
camp, Game, Hell Comes to Frogtown, Miniatures, Rules with no Name, VSF
A Crowd Favorite Returns
I ran a scenario I called "Hell Comes to Frogtown" (name borrowed from the excellent Rowdy Roddy Piper cheese flick from the 80s) last year at camp. It was an amusing swirl of Sharpshooters, the Undead, Prussians, Killer Robots, Cattle Stampedes and what have you. At this year's camp, I had planned on running a Tavern Brawl game (54mm, using the All for One cinematic swashbuckling rules) instead, but there were many requests to run this game again from the lads who were at camp last year. I had no problem recreating the scenario as many of the figures were still secure in their boxes from last year.
The Dramatis Personae had not changed from last time, and aside from some terrain pieces being added to avoid easy long distance shots, the layout was similar to last year's game, if somewhat more spread out.
The Rules are THE RULES WITH NO NAME, a simple (free) skirmish rule set set in the Wild West, and one that I have had some association with since 1997. This scenario would be scaled just a little bit up from man to man skirmishing, and likely would have been better run in GASLIGHT, but the lads like the "Big Bucket of Six Siders" approach to Game Design, and I have so much stuff for TRWNN it was easy to run and warmly received.
Since Hell Comes to Frogtown, Texas was really a small unit skirmish game, I created factions and had the leader be a shootist and the rest of the faction were "schnooks" or gunmen. Movement of the squad keyed off the leader and it went very smoothly. For more details on how to adapt TRWNN to squad level, see the AAR Post I put up last year, which explains group movment and a few VSF concepts, like programming HERMAN THE GERMAN ROBOT.
The scenario is essentially a hodgepodge of straight TRWNN, with a dash of SCARY MONSTERS OF THE GOLDEN WEST thrown in, and a dash of GASLIGHT. Like the long ago HELL COMES TO COW TOWN, the scenario pits factions with different victory goals against each other and assigns the winner to the faction that achieves their goals best.
SETTING: The town of Frogtown, Texas.. a major transhipment point for Coal Gas.
SCENARIO PLAYERS:
Prussian Squads A, B, and C: 1 Shootist and 6-7 Gunmen. Shootists=Leaders. A Detachment of Prussian Soldiers sent to secure the town from the Texans and capture the transhipment point for Coal Gas.
Doktor D'eth and Herman the German Robot: Mad Inventor and Clockwork Programmable robot.
Ah Pook the Destroyer (three gangs of zombies-- western style). Zombies are essentially brainless gunmen who blaze away until they unload, then close in for melee and munching.
Texas Rangers: Here to defend the bank (1 Shootist, 6 Gunmen)
U.S. Cavalry Scout Squadron: (1 Shootist, 6 Gunmen)..here to "observe" a gang of Mexican bandits they have been chasing. Note in this world, Texas is a Republic, the US is still fighting the Civil War, and the U.S. Cavalry has no jurisdiction in this town. Not that it matters.
United States Sharpshooters (all shootist, 1 leader). An elite gang of spies/saboteurs/agents of the United States Government. Crack shots that can snipe from afar. They are here to observe and foil the efforts of the Prussian Detachments sent to secure the town, whether the government of Texas objects or not.
Cappy's Mercenary Rocketboys (1 Shootist, the rest gunmen). A group of rocket assisted infantry who had been serving as mercenaries for the Texas Government until the great collapse. They haven't been paid. They are upset, and looking for work.
Local Cowboys Out For Trouble (1 Shootist, rest gunmen).
Thomas (my energetic TA) loves this game and since he is now an old hand at TRWNN, I kind of eased back on the tiller once the game got started and let him run things. He kept a rather detailed list of what transpired, which is given below. I so rarely have an AAR of such clarity, I thought it would be fun to post this.
Hell comes to Frog Town. Courtesy of Thomas (and thank you).
Turn 1-
Zombies shamble towards bandits, use gunmans’ action to engage Banditos and kill one.
Banditos promptly flee in terror towards the barn where the Cowboys are hiding.
The Flyboys blast off towards Dr. D’eth and hash out an a deal of mutual protection..
The Texas Rangers shoot at the Flyboys but do nothing.
The US cavalry scout mission sits in its’ barn.
Same for Cowboys.
Prussian squads A & C advance, C towards the mansion where the USSSS is skulking, A to cover the center of town.. Squad B aims, and the combined fire of the squads kills one of the two USSSS members perched on the roof of the governors’ mansion and knocks two others down.
Herman the German Robot Tramples his way around a large square, and ends precariously close to a table edge.
Turn 2
As the Bandits cower in terror, the Cowboys wander towards the USS mansion.
The Cavalry Aim at the encroaching Prussian squad C.
The USSS wounded stand up, move inside, and a member of Prussian Squad A is knocked out and seriously wounded.
Herman Tromps along the board edge as Dr. D’eth runs after, waiting with new instructions for turn 3.
PSC moves towards the USS, determined to drive them off the building.
PSA fires to no effect at the USS.
The Rocket Boys, with their gunman action, blast onto the roof of the Mansion from some 36 inches away. However, they are unable to do anything.
The Cowboys run towards the Mansion to aid the USS. They are followed by the Banditos.
The Zombies shuffle forward along the outskirts of town.
The Rangers, having emptied all their rifles, stand and reload.
Turn 3
PSC continues to march towards the building containing the USS.
PSB once again fired at the USS, knocking one down.
PSA stood and Aimed at the Cavalry.
The Cavalry kill one of PSC.
The Cowboys rush into the lower floor of the Mansion.
The Banditos stand inside the Tavern to blaze away at the flyboys, but nothing happens.
The Zombies continue to shuffle.
The Flyboys jumped down and engaged the cowboys to a stand-still.
The USS kill another of PSC, as well as one of the Flyboys.
Herman marches towards the bank, but breaks down.
Turn 4
Herman the German...Robot spends a turn still as Dr. D’eth repairs him.
The Rangers leap down from the bank and prepare to fire on Dr. Death.
The flyboys jump back to the roof to avoid the zombies.
PSC hides along the building to avoid more fire from the Cavalry. They shoot the USSSS and knock a man down.
The USS kill a member of PSB.
The Zombies use a gunman action to move in for the kill.
The Banditos hold in place.
The Cowboys hold in place.
The Cavalry run out towards PSA.
Turn 5
Unluckily, the Rangers kill Dr. D’eth after he repairs Herman. Herman marches forwards and kills 4 of the 6 rangers and crushes a small hut.
The Rangers flee in terror.
The Flyboys blast ineffectually at the Banditos.
The Zombies charge PSC and devour two of them.
The Cavalry run across the street towards PSA.
PSB reloads, owing to Byrons’ roll of 11 ones out of 36 dice. (The Blazing Away UNLOAD rule happens when you roll more 1s than 6s on your to hit dice).
The USS shoots at a member of PSA and kills him.
The Cowboys hold in place.
Turn 6
The Zombies continue to fight with PSC.
The Cavalry shoot at PSA and kill one.
PSA charges the Cavalry and kill three!
The Flyboys attempt to shoot a cow and start a stampede. Sadly, they kill it before it can tear down a fence.
The USS shoots at the zombies but does nothing.
The Banditos run towards the bank to complete their mission.
Herman tears through the Bank and rips both roofs off.
The Rangers walk towards the melee in the Mansion.
Turn 7
The Zombies finish off PSC and charge the fight between the Cavalry and PSA.
PSA sacrifices their Shootist Action Card in order to flee.
The Cavalry lose a man to the Zombies but also flee.
The Zombies play a gunman action and catch and kill the PSA.
PSB shoots at one of the Zombie Controllers and knocks him out, but he awakens with a roll of a six.
The USS kill a Controller of the Zombies.
The Flyboys shoot at another cow, but kill that one too.
The Cowboys and Flyboys declare a truce and the Cowboys run to the roof of the Mansion.
Herman Tears down the Stables, then marches into a fence and is destroyed by a stampede of horses.
The Banditos shoot and kill a ranger.
The Last Ranger charges the Banditos but fails to kill them.
Turn 8
The Cavalry fight the Zombies. When the smoke clears, a zombie is dead, but only the “.22" McGee survives the carnage.
The Zombies are unable to beat “.22" McGee.
The USS kill the Shootist level character (leader) of Prussian Squad B.
The Flyboys fly down to the fence. They open the gate, and instantly lose four men as bulls trample them.
PSB does nothing.
The Cowboys shoot and wound the sole remaining Zombie Controller.
The Banditos lose one man to the Ranger, but then kill him.
Turn 9
The Zombies kill “.22.” McGee, then blast a Cowboy off the roof with their pistols.
The USS kills the remaining controller, and the Zombies turn on Iggy the Hunchback. Iggy actually kills one in hand-to-hand.
The Bandits run towards the bank.
The Flyboys fight the bulls, fail to wound any, and lose a man to the raging bulls. Only their Shootist level Leader remains.
PSB kills a zombie with rifle fire.
The Cowboys shoot at the Zombies to no effect.
The stampede takes a freak turn, crushes the Zombies and poor Iggy, then kills 4 of the 5 Banditos.
Turn 10
The last Flyboy escapes the Cows.
The last Bandit, Antonio Smyth, runs into the bank ahead of the cows.
PSB, down to three members, retreats away from the Mansion.
The USS congratulate themselves on a job well done!
Victory for the Bandits, as they were the only ones to complete an objective.
Total Body Count- 47 of 63 dead.
Once Again, A Slideshow, this time in context:
| Cool Slideshows! |
10:19 PM
New Game: Return to Lilliput
Mister Nizz
Return to Lilliput

Hard to imagine it's been so long since I returned to the RETURN TO LILLIPUT game, but there it is.. one of the great things about the game camp I run in the Summer is that it really fires a cattle prod into me to get a job done to run it for my
So I borrowed the name and the notion, but rewrote it from the ground up, making these changes: 54mm figures representing pirates were the visitors to Lilliput this time. I also added a more defined (and simple) resource driven victory system that gave the players something to strive for-- breweries, wineries, bakeries, etc. Not only do they give victory points, but they have a large impact on the game's progress.
The Pirates start at one edge of the terrain (I used the wonderful European Hex Tile Set from Lost Battallion Games. It was the perfect scale and laid out quickly). Their objective was the Lilliputian fleet on the far side of the table, which they had planned to capture, raize and use to make a giant raft to carry them out into the tradewinds again. The Lilliputians have some objections to this scheme.
Along the march to the far side of the island, the Pirates encounter spontaneously generating Lilliputian Infantry, Militia, Cavalry, and Artillery, all represented by 6mm stands. The 6mm figures look much more Lilliputians when compared to 54mm figures. The Pirates were Airfix 1/32 pirates from a plastic soldier set.
Lilliputians (in the rules as written) were to spontaneously generate as a result of Pirates show up next to resources and towns. We pitched that idea rather quickly, and just set up a nice starting line next to the "beach", and when that was shattered, bring up replacements up the map from the far edge. It worked like a charm, and what's more important, it looked like it made sense. Obviously, the lilliputian army is what it is.. there are only so many stands and they get recycled when they get killed. And how they get killed!!!
An integral mechanic of THIS Lilliput game was the drunkeness factor in the pirates. I gave each pirate three combat factors, some hit points assigned to their feet, and a Drunk Track. Being drunk impacts the Pirate's movement and combat. The drunker, the slower, but being drunk also impacts fighting.. drunk pirates fight in melee harder, but can't shoot hardly at all. Sober pirates shoot great but are so hungover they can't melee well. Also, drunk pirates ignore some hits.
The maiden voyage of the game went extremely well, as I had predicted. The kids loved it. I suspect there's just enough detail to appeal to both adults and kids.
Here's a slideshow:
| Cool Slideshows! |
I'll definitely run this one again after a few tweaks. It needs a prettying up and to resolve some issues.
8:40 PM
Camp: Where has Mr. Nizz been?
Mister Nizz
camp, Game, Game Design, Le Grand Cirque, Miniatures, Return to Lilliput, Rules with no Name
Warping young minds, that's where...
Once again, I spent the week running a game camp at Saint Stevens and Saint Agnes School in Alexandria, VA. I was flattered to have many of the lads from last year return, and we had a great time running tabletop games. I tried to introduce the fellows to the concept that there is a hobby world outside of Games Workshop, and I think I succeeded. Here's the lineup this week:Monday: Saurian Safari (Dinosaurs and Darkest Africa figures)
Tuesday: Really Big Gladiators (54mm scale-- using Munera rules)
Wednesday: Le Grand Cirque Dinosaur Island! (VSF racing game, my design)
Thursday: Hell Comes to Frogtown (by request) a VSF small unit skirmish game done using Rules with No Name (see slideshow)
Friday: Return to Lilliput (my design) Lilliputians versus Pirates (see followup post)
Thank you, thank you, thank you, to Andy Turlington and Rich Low for lending me Saurian Safari stuff. We loved it.

Thanks, as well, to Tim and Thomas, my trusty Teaching Assistants. It was their dogged work that helped get the Lilliput game from a pie-in-the-sky notion to a real game that worked by Friday.

Here are some shots from the Hell Comes to Frogtown game. The game was a reprise of last year's scenario of the same name, which left a big impression on the lads. They demanded it again, and whom am I to refuse?

Once again, the, er.. historical scenario of Prussians, Cowboys, Zombies, Sharpshooters, and Cavalrymen played itself out. I'm not sure exactly what happened, as I let the TAs play and run the thing, but they assured me it was a game of portent and MANY weird events. Just as it should be. Thomas will be sending me a writeup which I will append here.
| Cool Slideshows! |
I am very grateful to Saint Stevens and Saint Agnes for giving me this opportunity each year, and I very much look forward to next year.

2:51 PM
Tsaritsyn: AAR of Red Actions Game
Mister Nizz
convention, Game, Miniatures, Red Actions, Russian Civil War, Russian Polish War
Tsaritsyn: an AAR of Red Actions
At my request, Peter Bogdasarian has punched up his AAR of Red Actions, which he gave me permission to repost here (primarily for my gaming group).(Mister Nizz) asked if I could do an AAR for the Red Actions game, so I slapped one together...
Tsaritsyn After Action Report
As envisioned by the game master, our game represented an engagement from the fighting in 1919 around the outskirts of the city. A rail embankment capable of giving cover ran across the board and there were two clumps of woods along the bank of the Volga river. The Reds possessed a large hill and a clump of buildings at their end of the board and had supplemented these with some crude field works.
The Whites fielded 2 battalions of Cossack cavalry, a battalion of Plastoon infantry, three 76.2mm field guns, a Tachanka, some machinegun & mortar detachments and a reserve of Plastoon infantry and Cadets.
The Reds opposed us with a large force of conscript infantry, mortars & machineguns, a field gun and a 105mm howitzer. Over the course of the scenario, they would be reinforced by a significant amount of cavalry and an armored train.
The White Reserve could not advance until it received fire or the main advance neared the rail embankment and so it was placed on the far left in the hope that it would draw fire. The main infantry component of the White force went next to it and then the two Cossack battalions. Getting around the woods to the White front would create something of a traffic jam, so the infantry deployed in columns rather than lines to minimize frontage.
The scenario gave the Reds the first activation each turn (something of a mistake in my opinion) and they began by aiming their first shot right at the White reserves! Yes, the very first shell released them from their restrictions. The Communist artillery also fired at our field guns, but we’d emplaced them in cover and the crews refused to retire. Indeed, they placed a hot fire on the hated foe and blew the foe’s 76.2mm gun apart with a well-aimed shot.
The Reds armored train appeared right at the start of the second turn and it came on shooting, though it managed little effect for its pains. The White artillery continued its rampage on the second turn, knocking out the Red howitzer and damaging the gun car at the front of the train. The train parked itself in the center of the Red line, allowing the Reds to shorten their lines to defend its flanks.
Over the next few turns, the Whites advanced while their artillery pounded down the mortars and machineguns opposite the left flank. By turn 5, they’d managed to shoot the gun car on the train to pieces, silencing its field piece. Attempts to suppress the Red infantry holding down the embankment with small arms ended when we discovered they were partisans and received two shifts on the fire table, making them essentially invulnerable to long range fire.
In the end, two attacks were put in on the Red line. One on the left, using combined arms, and another with all cavalry delivered to the Red right. The latter attack was fairly impetuous and disintegrated in a wall of superbly aimed rifle and machinegun fire. (two or three attack rolls of 10+ in a row) The Reds had positioned themselves well here, detailing a company to the woods to create a crossfire before their positions.
The other White push went rather better and would have been decisive if the pursuit rules had been used properly. (we wondered why cavalry against infantry seemed so light in penalty) Counterattacks by the Red cavalry were rebuffed and the Red infantry abandoned the rail embankment to make a new stand at the village line.
We ran out of time at this point, having played about 10 turns in 6 hours. The Whites were certainly breaking through on the left, though infantry had been drawn off to stiffen the other flank. Given another two or three hours, I think the main attack could have broken through – the Reds simply lacked the firepower to hold it back once the machineguns and mortars reached the front lines.
Overall, I enjoyed the scenario. The balance felt a little dicey – if the Reds had gotten the good artillery rolls and knocked out the White guns, they could have shelled us for the entire length of the board, which would have been awful frustrating – but that didn’t happen here and so I can’t complain about it. The long time it took the Whites to move down the board meant that the final clashes at the end possessed great significance, which kept players in the game – also, everyone had enough force assigned to them to survive the initial casualties and stay interested in the game.
Pics:
Set up for the Whites, set up for the Reds, the armored train, and finally, the White Counterattack in the center.
Thank you once again, Peter, for sharing your experience with your fellow RCW geeks!
1:24 PM
Red Actions/Red Storm AARs from ORIGINS 2007
Mister Nizz
Miniatures, Red Actions, Russian Civil War, Russian Polish War, wargame
Red Actions AAR (& Red Storm)
The following post is from Peter Bogdasarian, who recently attended ORIGINS and managed to play in a game of RED ACTIONS at (it looks like) 15mm scale-- and posted this rather nice AAR on his CSW blog. I post this because at least 4 of the regular readers here have some investment in the RED ACTIONS combat system (we are working feverishly on making a faster version of it for convention play) and may wish to look at RED STORM as well. The material and observations are entirely the work of Peter Bogdasarian and I am reposting it for my colleagues who are not on CSW.
A Tale of Two Combat Systems
By Peter Bogdasarian, reporting from Origins 2007 (posted with Permission)
By an accident of scheduling, I ended up playing two Russian Civil War miniatures games on Thursday. A battle from the fighting around Tsaritsyn, using the Red Actions system from the Perfect Captain and a Generic Meeting Engagement from Somewhere in Russia using the Red Storm on the Horizon (hereinafter Red Storm) rules, which will be coming out from Battlefield Hobbies this year (or so I am assured). CSW's Roy Bartoo played in the second game, so someone can always corner him if they want a different viewpoint.
Both games use groupings of stands for infantry and individual vehicles/guns/etc. for the other stuff. Red Actions used companies as the basic unit of maneuver, Red Storm used formations of Indeterminate Size (though they looked a lot like companies).
Combat systems are the order of the day here so that's what I'll be focusing on, but as a brief introduction to the systems, Red Actions uses alternating activations, while Red Storm lets players "program" orders, then there is simultaneous movement & fire.
There is no command system in Red Actions - everyone does whatever you tell them to do.
For Red Storm, a side possesses a limited number of orders - each order allows one unit to activate. Activation is not guaranteed - players issue all their orders (move/fire/move&fire/charge/etc.) and then roll for acceptance. The more difficult the order, the more likely a unit is to reject it. Failing an order causes a unit to accumulate disruption points, which reduce its effectiveness.
Red Actions uses a Squad Leader style CRT for "conventional fire." (sum up firepower factors, find column, shift like hell) The neat thing here is that combat can cause units to accumulate terror markers (as well as conventional losses & retreats) - each terror marker reduces the formation's effectiveness as if it had lost a stand, but terror markers can be rallied off to return the force to full strength. Too many terror markers and you rout. An interesting way to do morale based combat while keeping the number of morale checks down.
The only flaw with the terror markers is that they can instantly be removed by spending the unit's turn to rally - there is no check required. Since the turn sequence in our game was fixed (and the Reds moved first, with alternating impulses), this gave the Reds a large advantage since they could easily rally units back to full strength before they could be engaged again in the next turn. I told the GM he really needed an initiative system and I think he'll give it a try next time.
The combat system in RA is very shift heavy - skirmishers (which includes the entire Cossack army), cover, partisans, etc. can all shift against the attacker and many times we couldn't fire at all thanks to these. When we could shoot, virtually all of the fire in our game took place on the weakest (3-6) column - where there is actually a fairly large chance of inflicting a result. (7+ on 2d6 against troops in the open, 9+ against troops in cover) The higher fire columns are much worse - units in RA cannot really stand up to fire for very long.
Direct fire in RA is rather different. 2d6 - ordinarily for a 10+ - and if you hit, the target loses a platoon (for infantry) or is destroyed (for artillery/crew served weapons). Armored trains can take a couple hits. There are no modifiers...
Which leads to my next point: Counterbattery is extremely dicey but decisively effective. Over the first two turns, we knocked out both of the Red artillery pieces (ironically, they shot first but rolled lower) with our three field guns. Then we knocked out their machineguns, mortars and (eventually) the Armored Train itself. With no modifiers for cover/etc., the only way the Reds could keep something alive was to keep it out of sight of the White artillery...
Red Storm uses a much more conventional combat system - buckets of dice and loss focused. Units accumulate hits and two hits kills an infantry stand. It is a much bloodier game than Red Actions and very likely crappier history, but much more fun. Fire combat can also place disruption points on a unit, impairing its overall effectiveness.
Guns, tanks, etc. use the same combat system as everything else but take varying amounts of hits to kill. (also, certain weapon systems simply cannot inflict hits on tanks) Counterbattery against enemy artillery is fairly difficult and nowhere near as easy as it is in Red Actions.
Given a choice between the two, I'd go for Red Storm. It is a bit more abstract than RA, but the system is swifter (we played 10 turns in both systems - it took three hours for Red Storm and six for Red Actions) and frankly more fun. I got very tired of watching us roll on the weakest column of the fire chart in Red Actions for turn after turn.
Pics:
Red Actions - a shot of the table before final set up. The Reds will end up putting a line behind the railroad embankment while the Whites deploy their infantry on the left and the cavalry on the right.
Red Storm - a shot of the entire table in the middle of the game.
Red Storm 2 - a shot of my position in the mid game. Roy Bartoo has managed to break his tank down near my infantry. An entire White company has been gunned down across from my troops and the naval infantry behind them are thinning fast. The Cossacks will end up carrying away much of my center in the next few turns.
The poker chips you see here indicate orders and the die placed on them shows the actual order. (1 = move, 2 = fire, 4 = move/fire, 5 = melee) The order # is also the difficulty number, as rolled on a ten-sided die.
AAR Ends. Thank you, Peter!