18 November 2018

Roman RISK: Greenstuff Models

I've had an idea to make some cool boardgame tokens besides the 1:72 romans.

My good friend Mathias Rizell from Admiralty Miniatures (Facebook or Etsy) have helped sculpting two ships for the game. A big 6cm one and a smaller 3cm one. Absolutely stellar work. 

Curtis Fell from Ramshackle Games will help and see if the models can get cast in resin and in bulk numbers.

Check out all Roman RISK posts.

Testudo
The idea for the testudo model is to count as 5+ armies. Will add a small plastic piece to the base, and you can white board marker write the number of infantry it represents. Students have a tendency to mass giant armies on a few key territories. 

The model is single piece, sculpted in green stuff. It's made to fit the size of 1:72 models. I'm not a great sculptor, but the result is decent. Some heavy wash and flock to hide the feet will make it pop alright. 

A quick spray in team color, then pick out the shield center in metal.

Front
 Side
 Rear

Onager (catapult)
A powerfil d10 / d6 unit in the game. It's expensive, but good if you bring a Legatus as well. The onager is made to fit scale 1:72. It's made by matches and greenstuff. The front is made solid with putty filling, so it's possible to make a one piece cast of it. 



Temple
The temple is a territory upgrade. Building a temple on a territory will make it worth 1 more point. Temples cost 10 denarii to build and invading armies have the choice of keeping them - or pillage/destroy them for a 5 denarii return.

The base is made from plastic card, the center is a toy plastic block, the pillars are BBQ sticks and the roof is bend plasticcard. 


Fort
The fort is a territory upgrade. It'll let regular legionnaire infantry defende with a d8 (over a d6) on that territory. There's plenty of territories on the map, where building a fort can defend massive land areas. 

Made from green stuff and toothpicks. This might be a challenge to cast, so maybe the walls and towers will have to be cut down short. The proportions would also be better if this was done. But that will be up to Ramshackle Games. 



Ships
Mathias is a green stuff wizard! It's absolutely amazing the amount of details he's able to make on something that small. I'm so grateful for his help and time - absolutely priceless.

The small one is a Liburnian Ship (patrol ship). The large is a Quinquireme.


17 November 2018

Deadzone: Veer-Myn 100 pts

I've had these veer-myn space rats lying around for years, since the second Deadzone kickstarter. But I haven't gotten around to painting them, because I was waiting to see which models would come in Star Saga.

This is a quick 100 pts demo list for the veer-myn. Going for some quick and fast melee list, with the leader able to pump out some smoke as cover.

100 pts - Veer-Myn
I'm not sure that the big Nightmares are actually worth their points, but the models are bloody cool!



Leader - Prognitor
Armed with a smoke greande launcher to give some cover to his rat companions. 




Troops
Brought three standard veer-myn stalkers in the list. Armed with ray pistols and melee weapons. One is converted with an old restic bit carrying a big drill. But in this list it counts as a melee weapon standard.



Specialists
Nightmares, two of them. Nice big brutes! One is armed with a big two handed drill and the other with a pair of drills.







14 November 2018

Last Days: Scavenge Run - Game 1

First time playing Last Days for real and going straight into a campaign. For this campaign we've tried laying out a story-ish path for the first couple of scenarios.

Both me and my mate have made survivor groups of good guys. Everyday heroes put in very bad situations. We've also made sure to name the characters and come up with small background pieces for them.

My team can be seen here. My opponents team can be seen here.

First game - Scavenge Run
The world have gone to utter chaos. The first massacres are over - most people have died. The bands of survivors have been together for a fairly limited amount of time, food and supplies haven't been too scarce yet.

On a scavenge run to the center of town the survivors stumble upon each other. It's uncertain who fires the first shot and if it was intended - but in the chaos of walking corpses and hunger the living start hurting living.

Setup
We made a board of an urban center, houses, power masts, cars, a few shops. There's blog posts for most of this stuff and a few tutorials on the Modern Terrain Hub.

 Here's a quick flyby of the city (sorry for the background noise)



Before the first shots are fired, the SWAT officer John sneaks towards town center, lots of supplies in that area.

Not lacking ammo, he's taking the safe option and taking the headshot - though it takes a few bursts.


The group has split in two. Wade is leading Sam and Alice around the block, trying to cover the center from more angles.


The veteran soldier Frederick Luis quickly climbs a power mast. The height, the cover it provides and being armed with a military grade assault rifle is a great combination. He effectively locks down an entire corner of the city block.


Father Rothchilds is sneakign towards my team, hugging cover and watched over by the soldier in the tower.


John having picked up some supplies is taking cover and watching the center point, there's more supplies there. But it's a dangerous kill zone to enter.


The two groups are up close for the first time. Sam fires his shotgun at the priest. And hell breaks loose, with Frederick starting to shoot at Sam.



On the other side of the city center, where Bai Wu's gang entered. Bai Wu, Duncin Atkins and Dorothy are swarmed instantly by zombies. Rolling high on the first Noise rolls, the are stuck in place right from the start.


Dorothy would be in big trouble if it weren't for her loyal (and lethal) dog Toto.


All the shooting, running and other noise brings in multiple zombies. While Father Rothchilds being badly wounded from a shotgun shot retreats, Sam is suddently in real danger of getting overrun by the undead.


Toto the lethal terrier proved his worth early, by biting the head of a zombie and freeing Dorothy.


Sam (backed up by Wade's SMG) tried taking out the three walkers, missing with everything single shot. Sam was overwhelmed the next turn. Hurt by shots from Frederick in the tower, he wasn't able to withstand the zombies.


With both Alice (put down by Toto the dog) and Sam down. Wade makes a run for it, trying to get of the battle zone with the supplies he's carrying.



Father Job was trying to help Alice in the center. She had tried to grab some supplies, but was taken down by Toto.


At the end of game 1, both groups found leads in police cars about a possible safe zone. A prison outside of the city, should be set up and protected. Both groups decide two head towards the prison in hopes of finding peace and security.

The first game of out campaign ended with my team having three supply token and Bai Wu getting off with one. Good thing both side had doctors on the team and some first aid supplies - it saved multiple members from infection.

A good first game, fairly smooth for a learning experience. Good tactical choices in going for defender or aggressor. Getting first move and 'lock and load' or getting first shot later.

Last Days: Everyday Heroes of Bai Wu

Everyday Heroes - refuge Police Station
This is the survivor group for my regular opponent. These guys are used in out first Last Days Campaign.


Leader - Bai Wu (Everyday Hero)
An undercover cop, was infiltrating the triads before the apocalypse. When the shit hit the fan he fled to his old police station, hoping to find other survivors and friends. 

On the way there he met Dr. James Hendricks (Rescue Worker), his daughter Dorothy (Kid) and their dog Toto. They had a stash of old medicine journals and first aid supplies. 

 


 

There was no police officers at the station. But there was a lone survivor, and office clerk and former football player Duncan Atkins (Tough Guy). He had barricaded himself at the station and let the other group members in.

When realizing the apocalypse was a permanent situation, they decided to let out the lone detention inmate. A pastor names Father Rothschilds (Good Samaritan) was being held for being drunk in public. He joned the group upon release.


After one tough night at the station, the group was contacted by the National Guard soldier Frederick Luis (soldier). Frederick had gotten lost from his platoon during battle against the zombie hordes. He's helping the group led by Bai Wu, hoping to find members of The Army. He's certain The Army can help survivors to a safety zone.



13 November 2018

Roman RISK - The Map

The map for the Roman RISK project is complete. A huge 3m x 1,5 m map of the area around the Mediterranean Sea.

On the completed map I've added the latin names that I've been able to find and the cities that were (in some form another) around at 44BC. Some cities have latin names but are build after the 44BC - but still Roman citites.

Some cities of tactical (or pure historical) importance have laurels added to them - these territories are worth 2 points. Rome itself is worth 5 points. I've also added the 7 Wonders of the Antiquity (minus Hanging Gardens and Colossus of Rhodes). These are also worth 2 points.

The territories themselves (around 200) are not marked by anything in particular. But with the 8 teams playing, there's 25 territories for each to conquer.

I've added Roman Provinces from this map. Deping on the number of territories in a province, controlling an entire province will add further bonus points to the team. There's 19 provinces to control and a few territories not belonging to any province.

So all in all, there is a lot of ways the teams can plan to expand their power and gain point.

When we get to play, I'll tape all the individual (35 of them) a3 pieces together, so is presented really sharp.

All the resources used (pictures, thumbnails, legend etc) is collected in a folder, you can download here.


A shot of the entire map.

One of the two point territories containing Syracusae.



Three wonders of the ancient world. 


Rome, worth 5 points. Vesivius doesn't give extra points, but will be used as the base for a workshop. 


The legend showing the different provinces, their point values and the colors they're marked with on the map.


8 November 2018

Deadzone: GCPS 100 pts list

The GCPS is a super cool faction in Deadzone. The marine grunts, the soldiers getting killed in Starship Trooper, the marines in Aliens, Firefly Alliance troopers - these are the guys.

I've converted up a lot of options (going for one of each). And just finished painting a small 100 pts Deadzone team (see them last in the post).

Besides Deadzone the models are great for a number of things. I want to use these guys as evil cooperation troopers in cyberpunk games - like Reality's Edge. Handling security and clean up where necessary.

WIPs
Here's shot of the entire GCPS group I've build. Trying make sure there's a visible difference between marines, veterans and rangers. Gonna write more about them as I paint them up.


Painting
I've gone for a light grey uniform, with dark grey webbing, black details and red as a spot color. I've pained a lot of my Plague troops in similar colors, to work as tainted and infected troops from the same army. And the Plague Stage 3 general is having the same coat as the general here. Plague post.

100 pts - six man strike team
Lead by a Major-General, with three GCPS veterans (two with extra ammo) and two specialist: sniper and grenade launcher.


The Major-General is a cool old metal model. Compared to the other troops he has a 'I don't care, I'm in charge' appearance. Did a simple head swap, as I don't like bare headed soldiers.


The veteran marines are a better choice the regular marines. There's not a big point different, but they shoot a lot better. I've made the veterans different in look by using the ranger arms and guns. They've have more gear on them and a bulkier look. Also added a sidearm to the veterans, to make them stand out.

For more visual difference I've added a red symbol to the helmet (also on the officer).



The specialists aren't veterans, at least not in the rulebook wording. So these guys don't have the symbol on the helmet. The trooper with grenade launcher is straight out the box. The sniper is a converted model. Using the standard GCPS laser rifle, I've added a scope and silencer from the enforcer pathfinder tag-rifle.