Sunday, June 17, 2018

Revisiting Gaslands six months later... more munchkin than Mad Max than I remembered.

I pride myself a bit about being one of the earliest bloggers to talk about Gaslands, posting a Gaslands session six months ago on December 28, 2017 (as discussed here).

I haven't played it since then, but I could tell that the game was getting popular as day after day for the last six months, lots of people have been coming to the blog to look at my December Gaslands post, to the point that it is now one of my most popular posts of all time, with thousands of hits.

I've been content to just see what people have been doing with it since then as I had other games and projects to focus on.  However, my friend Jeff has been wanting to start a campaign, so today, we decided to replay the game as we were rusty on the rules.

We tried a 3 way fight between myself, and my friends Jim and Jeff, this time picking factions and using the audience rules.




At first, he was suggesting using his war rig he acquired...


but I thought, let's just do cars at first. Walk instead of run and all that.

I picked the Mad Max-ish Slime faction, with a performance car with rockets and a pick up truck with side rams


 while my friend Jim got the Mishkin sponsors, with a performance car with electric arc guns and a pickup truck with 360 degree machine gun


...while my friend Jeff got a lone car, sponsored by Miyasaki Couriers...


It was a 50 can (or point) game, so he got every available driver perk for his one car. I found that strange, and should have realized it was trouble.

The game for the most part is as I remembered.. very flight path ish, with lots of slides, spins and such.

An amusing realization at one point was when all of our cars were behind an enemy car.. perfect maneuvering by fluke..



The most enjoyable part of the sessions for me was interacting with my friend Jim's Mishkin cars..






I particularly enjoyed catching Jim's car in an oil slick..



as well as when our two pick-up trucks circled each other like pit dogs and then finally, inevitably, did a head on collision...





That was fun as that was the Mad Max craziness that I enjoyed..

What I did not enjoy however, and found frustrating, was interacting with Jeff's Miyasaki sponsored car loaded to the eyeballs with driver perks..

Neither Jim nor I simply could not scratch Jeff's car, despite throwing everything we got him, and him invoking some privileged perk to save himself without even getting damaged...



Even when I got behind him, and hitting him with 6d6 rocket damage, he still managed to make saving rolls by invoking some perk or another and making the save.. I might as well have thrown the rockets down the toilet as they were ineffective.


Then he invoked some more powers but doing all these fancy maneuvers that Jim nor I could do.. it was ridiculous that he could use the templates the way he did...




I finally reached my patience when even on rough ground, he was unaffected by it, not getting hazard tokens the way Jim had to just moments before. Finally, I was totally exasperated when Jeff's car did not even get a scratch after running head long into a wall while on rough ground.. .




We called it quits after that...Even Jeff said he did not enjoy playing Miyasaki as it was all maneuvers for him, but hardly any damage.

Any interest I now have for a campaign has been seriously hampered.. Jeff said he won't play Miyasaki again in a campaign, but now I am questioning if the campaign perks are broken. It seems so, at least for the Miyasaki faction.  He told me he would send me links about people's thoughts about fighting Miyasaki, but it seems like too much work and damage control.

I wanted Mad Max, not superhero cars.

We also played a delightful Civ game called Patchistory, which I played before (and discuss here) and won't go into too much detail.



All in all, an interesting game day.

Sunday, June 10, 2018

Kitbash construction of the 15mm Wizard's Tower

Yesterday, I played the tank battle game What a Tanker! in a fantasy setting with my friend Jeff (as discussed here).

The battlefield was on a brand new lava themed mat I bought recently. I got it for sci fi and fantasy battles and this scenario fit the bill..


I had no lava-themed terrain to speak of, and indeed, very little 15mm terrain altogether. I scraped up all I could use that was close enough for 15mm and could look like it belonged in a volcano-like setting.


 
The centerpoint of the battle was naturally enough, at the crossroads, where I placed a 15mm Wizard's tower in a lava theme..


The tower was entirely kit-bashed using a $1.50 toy at the dollar store and some clay. I thought weeks ahead and built it just for this battle.



I put the cheap plastic on some clay I sculpted and put a plastic blue meeple on top to hide the toy's glaring hole on top..

I made the clay a bit too high, and wondered how will anyone get to the door, so I added a magical "lift", complete with some glass "crystals" to activate the lift.


After the clay dried, I painted the bottom in a lava colour, and then glue gunned a "lava" flow..


After the glue hardened, I painted the lava in bright fiery red colours, the stone work gray and the base black to go with the mat colour.




The toy cost me $1.50.. let's be generous and say another $1 of clay and some pennies for the glue.. this total terrain piece cost me $2.50 about.

Jeff never said anything when we played yesterday and I assumed he assumed I bought this piece, but it's not true.

I find kitbashing as fun as anything else in this hobby, when it all works out.


Saturday, June 9, 2018

Playing What A Tanker!, fantasy style

I recently played What A Tanker! (WaT) with my friend Jim (as discussed here), a WW 2 tank game, and enjoyed it.


In brief, WaT is a fun light tank combat game where your roll 6 d6 Command Dice in order to qualify to be able to move, acquire, aim, shoot, reload your tank, with a die roll of 6 also being a wild die, allowing you to do a variety of things. Easy rules, but fun overall.

Roll
1  - You can move 2d6 forward, 1d6 backwards, over obstacles, etc
2-   You can acquire the target
3-   You can aim on the target
4-   You can fire on the target
5-   You can reload
6-   Wild die


Today, I wanted to try it again, but my friend Jeff is not a big historical guy, but is a great lover of fantasy.. so I decided to do a fantasy version of WaT and play it out with him. Instead of using WW 2 tanks however, I decided to use some converted Hot Wheels vehicles I originally planned to use for a fantasy version of Gaslands instead (I discuss my conversion efforts here).

I proxied the stats in the game for two groups of one U.S Stuart, one US Wolverine Tank Destroyer, and  one US Sherman tank each to have identical stats and points for both me and Jeff.

Jeff had the Green Necromancer tank, the Magical Flame Tank and the Magical Water based tank...




while I was more mechanically based, having a Da Vinci tank. a Steam Tank,  and a Magical Ice Tank..



Necromancy tank and Ice Tank..... Sherman stats
Flame Tank and Steam Tank... the Wolverine Tank Destroyer stats
Water Tank and Da Vinci Tank.. the Stuart stats.


I set up the landscape early this morning to replicate the land of Byteknightica, on the lava planes of Mount Doom. The tank battle was set in the year 2944 of the Second Age, during the Great Wizard's War,  near the old Wizard's Tower crossroads between Skull Fang Pass and the Blighted Tar Pits..




Jeff and I started at either end, with the intention of destroying each other.


In the first couple of turns, we both moved up to the crossroads unmolested at first by the other..



My Da Vinci light tank got to the Wizard's Tower, but I was nervous about Jeff's flame tank to my right...






I had hoped my Magical Ice tank would cover him... 


But then Jeff's infamous great dice rolling came roaring, as he managed to roll an ocean of "6s", wild dice for all his tanks, accomplishing great movement where he suddenly sandwiched my Da Vinci tank before I knew it between his Magical Water tank to my front and his Magical Flame tank to my rear..



He moved so fast, my Da Vinci was left isolated up front, while my Steam and Magical Ice tank were still coming up.


He tore my Da Vinci a new one with further great damage rolling, blowing it up on the spot..



and had tons of more "6s" rolled up, allowing his Necromancy tank come up to my left..



I was now down 2 tanks to his 3...

Then more frustratingly, I couldn't roll any "1s" to move for either of my remaining tanks, while Jeff's Magic Flame tank pranced around like a deer and came up to my right behind me..

W

T

F?!




He now had a shot at my Magical Ice Tank's rear and my Steam Tank's side, which are vulnerable to damage per the rules, requiring lower dice rolls to damage.

Meanwhile, I was stuck and took a feeble long distance shot at his Magical Water Tank, but missed.


He took a shot at my vulnerable rear of my Magic Ice tank, and destroyed it on the spot..


and had plenty of great dice rolls remaining to get behind my steam tank for the next turn..



while his Magical Water Tank and Necromancy Tank were coming down the road and closing in..




On the next turn, I got 2 drive dice, allowing me to move twice.. I chose to back up twice and get behind his flame tank so I can fire point blank at its rear or side.. However, I rolled going back only 2 inches on the first drive, and another 2 inches on the second d6 roll.. a total of just 4 inches.. not enough for me to get behind the flame tank..


AAAARGH!

Yes, you guessed it.. I was still in the front arc of his flame tank and got blown to bits...

I lost sooo badly, I did not even get a scratch of any of Jeff's tanks.. It was a complete dice fiasco on my part..

We played the scenario again, citing my bad dice rolls, this time adding one more piece of terrain so I can get more cover on my side..



The second time we played this scenario was a little better for me... at first.. my Da Vinci was about to fire on Jeff's water tank, but I couldn't get AIM of the target.. and then Jeff's horseshoe rolls brought up his Necromancer tank right behind his Magic Water Tank..  I was loaded.. I was ready to fire, he was in my firing arc, but for the life of me, I did not have the dice to AIM and now I was in the arc of two of his tanks.


..so I got out of dodge away from his LOS and headed again toward the crossroads.. .



My Steam Tank fired at his Water Tank but missed..


while my Ice tank was making bad moving rolls, and I was lagging a bit behind, trying to cover the crossroads..


Jeff's flame tank on the left did not destroy me outright, but kept damaging my Da Vinci tank, all the while I missed, or couldn't aim, or reload, or some other problem..

He damaged my Da Vinci so badly, that, per the rules, my crew had to bail out.. The tank in effect, was killed. It was particularly frustrating as Jeff's Flame tank drove past my abandoned Da Vinci tank without a worry on his part.


Meanwhile on my right, I backed up my Steam Tank a bit, and then, Jeff moved a little too far forward, allowing me to take a shot at him at his frontal armour..


I rolled a double 6, a critical, allowing me to add 2 more damage dice, for a total of 10 damage dice.. This was going to hurt Jeff badly..

However, of the 10 dice, I only rolled 2 successes.. just 2 out of 10 damned dice!!  and Jeff rolled one save, which meant, per the rules, that he only had temporary damage of losing 1 command die.. In effect, I just scratched his paint, despite having overwhelming fire power on him..

To make matters  worse, Jeff's Flame tank at the crossroads fired to the side of my Steam Tank, about 3 to 4 feet away, and rolled an avalanche of critical hits, blowing up my steam tank..


That was it.. after both scenarios where I couldn't touch him and after hours of rolling the worst dice rolls of my life, I conceded the game and called it quits..

Where last time, I won the WaT battle, this time I was soundly beaten twice.. That is the way the cookie crumbles I guess...

WaT, I discovered, has both "enjoyable frustration" as I mentioned in my first session playing it, but also some exasperating frustration, as I now encountered with Jeff.

It is still fun though. Light enough with the rules, but engaging nonetheless. and I've shown you don't have to be wedded to the WW2 era.. A space or fantasy tank mini can just as easily use Panzer IV stats, as a Panzer IV tank... it's all good and clean fun to be creative in the scenario setting.

Jeff said, not surprisingly, he liked the game and rules.

Thumbs up.. sorta.. :-)