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Trying Out Laserblade for Ultra Fast Sci-Fi Skirmish

Posted by Comrade on May 23, 2019
Posted in: Posts. Tagged: club, game night, miniatures, sci-fi, skirmish, warbands. 2 Comments

Skirmish level gaming is a mainstay for us here at Comrade’s Wargames. I got my start with Song of Blades & Heroes many years ago, and have since explored many different rule sets, from established game companies to up-and-coming creators.

We notched another one on the list last week with a couple games of Laserblade, an ultra fast-playing sci-fi skirmish ruleset that encourages you to use any figures you want to play out games in whatever milieu floats your starship. And when I say this is a rules-lite system, I mean it — I actually think Laserblade might be an order of magnitude simpler than Song of Blades & Heroes, and that’s really saying something.

Laserblade is intentionally setting-agnostic, but it seems designed to replicate any manner of popular cinematic sci-fi games, or darker iterations of sci-fi such as Warhammer 40k. Each figure is a distinct character with just two stats, representing close combat and ranged combat. There are no separate equipment lists — your two combat scores represent not just your fighting prowess, but also any weapons, equipment, magical auras, raccoon sidekicks, and so on.

From there, you can add in a special ability or two from a limited list that encapsulates most of what you’d expect to see — abilities like brawler, commander, marksman, etc. They’re self explanatory. I’m a big fan of games that use super simple stat lines backed up by flavorful special abilities. Soldiers only — no tanks, vehicles, walkers, or oversized demons here.

John and I tried out this game on a random weeknight, and we were quickly able to knock together two opposing teams for a game set in our home brew setting: an alternate future where the Earth is a toxic garbage heap over which orbital mega corporations clash to extract the last few morsels of resources from its devastated surface. We each ended up with 6 or 7 guys per side. I’ll sprinkle in a few photos from our game while I continue this review.

My absolute favorite Laserblade mechanic is how it deals with ranges. It uses a single range band — called, appropriately, “range” — for moving, shooting ranges, and other effects. Range is exactly 8 inches, and the game encourages players to make custom movement sticks rather than fiddle with tape measures.

Shooting within range (8 inches) incurs no penalty. Shooting at multiple ranges (say, 3x range, which would be up to 24 inches) incurs progressive penalties.

The range mechanic encourages players to close in with each other to avoid penalties and get the best modifiers on the tabletop. This means the game plays best on a fairly small tabletop. The rulebook suggests 4×4 feet, but we played on 3×3 feet with 8 or 10 pieces of terrain and it worked fine.

Playing up close also looks great, as you can see from these photos. Games like Warhammer 40k pretend that they’re all about close combat, but often long ranged shooting is where you want to be. With Laserblade, the action happens up close, whether it’s shooting or close combat.

The activation system is also inspired. Each turn, you roll randomly to see how many figures you can activate. You can never activate more than 3 dudes at a time, so for typical games you’re leaving half (or more) of your team inactive in a given turn, and only activating one or two figures. This forces a lot of tense decision making, particularly in the late game when figures are close together threatening multiple devastating attacks.

But make no mistake, this is an extraordinarily simple game to play. Players seeking a lot of “crunch” will not find much to work with in Laserblade. But it’s a great option on busy weeknights, when mental energy isn’t in great supply and we just want to get some toy soldiers on the table.

John had some thoughts about the game here:

Laserblade allows me to get models on the table when I otherwise wouldn’t. I most often play tabletop games in the margins of a busy adult life. So it was with our most recent games, sandwiched into a Wednesday night between full workdays, after the kids were settled into bed. By the time we played, I had spent most of my attention budget for the day.
Luckily, we played Laserblade that night. Laserblade offers few details to keep track of and few decisions to make in the course of a game, all focused on one fundamental activity: positioning and maneuvering your troops for greatest advantage. This laser focus allowed games that surprised me how satisfying they were, while freeing me from needing to remember variations in things like weapon types, troop profiles, and so forth. Though neither of us had ever completed a game of Laserblade before, Patrick and I only needed to refer to the rulebook maybe twice. We got two games in, one exciting narrow victory per player, with time and energy to spare. I got to bed by ten!

The game is published by Echidna Games. It is a spartan offering, just 35 pages, with barely any formatting and just a handful of unspectacular photos as illustration. But you know what — that’s totally fine, because after one or two games, you literally won’t need to look at the rulebook ever again (except when you build your team for the next game).

And lastly (as is common with these ultra rules-lite games) Laserblade seems perfect for tinkering. If you like crafting house rules and custom scenarios and modifying games to suit your homebrew  setting, this one has a lot of meat on the bone.

The verdict: try out LaserBlade if you want a fast-playing tabletop experience that is unlike most mainstream sci-fi games out there. It’s also a great option if you want to focus on pouring your creative energy into world building and custom rules, rather than reading volumes and volumes of published material.

 

More Chaos: Night Lords Dreadnought and Haarken Worldclaimer

Posted by Comrade on May 7, 2019
Posted in: Posts. Tagged: 40k, army, chaos, cool minis, miniatures, painting, sci-fi, warhammer. 3 Comments

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I’ve had less time for hobbying lately, as spring always brings out extra chores and obligations that keep me away from my workbench. But I’ve been puttering away recently on some reinforcements for the Oath of Midnight, my Night Lords 40k warband. I painted them several years ago and recently went back and redid the lightning bolts detailing on many of the infantry troopers. After that cathartic experience, I pulled a couple models off my shelf to paint up and add to the army.

First up was a model that I had coveted for many years: the Night Lords Dreadnought from Forge World. Long out of print, this model was one of several dreadnought designs for specific Chaos Space Marine legions. It’s a bit pricey these days, but I was able to snag one on eBay for a reasonable price a few months back.

Paul was good enough to lay down a rich blue base coat using his airbrush. Once I got started on this model, I realized that it’s really quite simple. Just armor, trim, weapons and some details. I think I spent more time on the freehand lightning bolts than I did painting the armor plates and trim. I’d say it has nowhere near the level of detail as the Helbrute model from the Dark Vengeance boxed set, which I painted up a few years ago.

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This ironclad behemoth shall henceforth be known as Murdoch Dreadmantle, Ascended Champion of the Night Lords.

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Ironically, this is actually the first Forge World model I’ve ever sought out and purchased. I know FW stuff is commonplace nowadays, but back in the day when I started playing 40k, having Forge World models and upgrades in your army was the mark of an advanced hobbyist. How wonderful it is, then, to finally ascend to join their rarefied ranks!

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The base is scratchbuilt using a variety of scenic junk. I find that I just love crafting scenic bases to finish off centerpiece models such as this. I’ve used the pre-sculpted scenic bases that come with large kits, and they’re fine, but there’s something really satisfying about doing it yourself.

In addition to the dreadnought, I also painted up a slightly more recent miniature: Haarken Worldclaimer, the new special character from the Vigilus Ablaze sourcebook.

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For Night Lords players, Haarken is a bit of a heartbreaking addition to the 40k milieu. We all know he should have been a Night Lords character, and that his Black Legion allegiance feels awkward and forced. Likewise his game abilities seem to steal the spotlight from the VIIIth Legion by focusing on terror tactics featuring Raptors and Warp Talons — why not just make him a Night Lord character? Seems to needlessly muddle the lore to have him be part of the Black Legion.

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Anyway, I decided to paint him up in the colors that he wears in his heart: the midnight blue of the Night Lords! I’ll probably fudge his data sheet a little bit and replace all the Black Legion references with Night Lords so he works with my army. I can’t be the only one doing this, right?

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This figure is cool and dynamic, but also incredibly fragile. The entire model balances on that pipe sticking out off the dead marine’s chest. And those trophy racks, gagh — it would just take one awkward tumble off the table to snap off the trophy racks and/or the pipe in the base. I’ll enjoy playing with this guy, but I’ll need to be careful and keep him away children and pets.

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So those are the newest additions to the Oath of Midnight. It felt good to paint some lightning bolts, I must say. Stay tuned — I’ve got a battle report to share from a big five-player game that took place last weekend. Good stuff inbound!

Dragon Rampant: Hamlet Raid in the Hinterlands

Posted by Comrade on April 5, 2019
Posted in: Posts. Tagged: dragon rampant, fantasy, game night, narrative, skaven, skirmish, uthdyn. 1 Comment

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This is the first in a series of battle reports exploring Üthdyn, our homebrew fantasy setting. Üthdyn was developed collaboratively using Microscope with the idea that it it would be a shared fantasy setting, not tied to any one particular game or rule set, that we can use to play out all manner of tabletop games, from small skirmishes to grand battles to RPG adventures, and more! It’s a genre mashup that combines our favorite parts of Warhammer, D&D, Game of Thrones, Tolkien, plus a bunch of other sources.

(Sidenote: If you’ve not played Microscope before, give it a shot. It’s an absolutely stellar way to sit down with your friends and engage in some collaborative worldbuilding. There’s enough structure to provide a basic framework, but there’s also a lot of emphasis on creativity and free form exposition. I guarantee you’ll be surprised at what you come up with after your first session.)

Anyway, this game was set during a period referred to as The Famines, when the small baronies and fiefdoms of Glostmurk were weakened by years of successive crop failures and economic woes. Think of Glostmurk like Eastern Europe … lots of small regions, all jammed together side-by-side and forced to deal with increasingly chaotic situations.

In our storyline, The Famines period leads directly into a period called the War of the Coins, which resulted in the collapse of the dwarven city-state of Miravec, so you can see where this is all going. As we imagined it, games set in The Famines will often focus on border raids and mercenary actions, rather than full-blown armed conflict.

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In this game, foul ratmen raiders from beyond the borders of Glostmurk swept into the small hamlet of Glodd to carry off the grain stores and livestock that the pitiful villagers were counting on to see them through the winter. Luckily for them, the Wealth of Begovich (the main noble house in the region) anticipated this move and was able to muster a motley collection of militia and elite house guard to stymie the raid.

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We used this game as an excuse to try out Dragon Rampant, which is quickly becoming our go-to game for medium-sized fantasy skirmish. I have played a few games recently, but this was to be John’s first game. He was commanding the Wealth of Begovich army, featuring some of his newly painted spearmen from RuneWars.

We used the “Crystal Gale” scenario from the Dragon Rampant rulebook, only instead of crystal shards, we were competing to seize livestock and barrels of supplies. This was a fun opportunity to use some of my livestock models that I’ve had bouncing around in my scatter terrain box for the better part of a decade.

The center of the battlefield was dominated by a few rude huts — all that remained of the hamlet of Glodd. The barrels and livestock represent the objectives.

As the game got underway, we realized that I was at a significant advantage, because my army had a number of units that moved 8 inches per turn, whereas John had none. I quickly pounced on a few objectives and it became clear that the odds were in my favor to win the scenario. But! There’s more to the game than just winning the scenario. We decided to play it out to see if the Wealth of Begovich could deliver a sting to the raiders.

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Even as my ratmen were butchering cattle in the fields and quartering the carcasses for easy transport, John’s scouts and militia were creeping forward to ambush the attackers. Over in a copse of woods on the right side of the battlefield, a squad of infantry (light foot, in the parlance of Dragon Rampant) drew their sabers and pistols as they faced off against a pack of were-rats (lesser warbeasts in Dragon Rampant).

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The giant rats gave as good as they got, and although they didn’t destroy any complete units, they definitely kept pressure on John’s flank. He could never completely ignore them, and at times he faced some tough decisions about where to commit his reserves, knowing that giant rats were scurrying around the backfield.

The main clash came down in the center of Glodd, which was home to several objectives. My newly painted Skaven slaves (vintage metal, baby!) swarmed over a barrel of jellied fish heads, carrying off the pungent prize and then vaulting the low stone wall to advance further into the village.

Meanwhile, John’s advance ran right up against an interesting rule in the Dragon Rampant rulebook, which states that no unit can be closer than 3 inches to another unit. I’ve always casually brushed that rule aside, as it seems needlessly strict and doesn’t seem tied to any particular game mechanic. But we decided to play it as written this time.

For John, that meant his units had a hard time converging on the barrels in the center of Glodd, because they had to carefully maneuver around each other to stay 3 inches away. Here’s a look at his determined advance.

 

The leader of my warband and his foul retinue (elite foot in Dragon Rampant) stuck to the shadows, allowing their massed infantry to do the dirty work. This was for good reason — before the game began, we rolled randomly to select a unique trait for our leaders. My poor ratman rolled “Weakness” as his trait (yes, a few are negative, though most are positive). We interpreted this to mean he was HUNGRY and weakened from lack of food.

In game terms, his unit rolled one less dice in combat, so I wisely tried to keep him away from the front lines.

Meanwhile, John’s skirmishers continued to pepper the ravenous ratmen with arrows as they lurked near a low stone wall. These guys were able to use their “skirmisher” ability to move and shoot a few times during the game — once actually evading combat entirely by melting into the trees when the ratmen slaves tried to charge in!

When the slave finally reached combat, it was against a vastly superior unit — John’s elite foot, which included his leader, Lady Almira Begovic! Oops…that was not the matchup I was seeking with my lowly unit of slaves. So we clashed, with predictable results. The slaves were beaten badly and forced to flee, where they stayed for most of the rest of the game, doing a whole lot of nothing while the game was decided elsewhere.

Here’s an overhead look at the battlefield shortly after the slaves fled. You can see the they have far fewer models now, and a red marker indicating their “battered” status in the game. Battered is Not Good and typically results in the unit continuing to bleed casualties and/or flee until it is annihilated.

After a couple turns maneuvering and fighting on the flanks, the armies finally positioned themselves for a decisive clash in the center of the hamlet. John managed to bait my plague monks (bellicose foot in Dragon Rampant) into charging his light infantry due to the monks’ wild charge ability, which meant that they had to charge the closest unit in range. This ability is intended as a drawback, but it’s balanced out because bellicose foot are quite good in close combat, and they can charge through rough terrain without a penalty.

Here are the monks emerging from a small wooded area, hoisting their rusty, filth-encrusted weapons.

I had give these plague monks the Venomous special rule to reflect their plague-drenched weapons. That made them cost 7 points — easily the most expensive unit on the battlefield for our game. I like that special abilities like this in Dragon Rampant are flavorful but not unbalancing. Nothing is cheap enough that you’d want to take it by default — for example, if I gave every unit in my army the Venomous ability, I’d only be able to field half as many models.

Anyway, Venomous means that any sixes I roll when attacking count as two hits, rather than just one. Combined with the already-great combat abilities of bellicose foot, that meant I was expecting a lot from my plague monks!

And they delivered. Here’s the epic clash with John’s newly painted spearmen.

I ended up rolling four (4) sixes in that combat, inflicting 8 automatic hits in addition to a handful of additional dice that scored hits. The result was a near-rout for the spearmen. With that, we proceeded to declare victory for the ratmen.

In the narrative, the ratmen slaughtered the livestock and stole the food stores and torched the huts and poisoned the wells and salted the fields and basically behaved very badly, before slinking off to their hideout in the hills and leaving Glodd to rot.

Of course, we’ll need to schedule some subsequent games to see where this narrative thread goes. Maybe the ratmen muster a larger horde and press their advance by besieging a fortified Begovic border stronghold? Maybe Lady Almira recruits a few of her family’s clanking, steam-powered war machines and employs them root out the squeaking menace that plagues their lands? Leave a comment and tell me what you’d like to see!

40k Battle Report: Backs to the Wall

Posted by Comrade on March 12, 2019
Posted in: Posts. Tagged: 40k, battle report, caluphel, campaign, chaos, game night, wargames, warhammer. 2 Comments

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Paul and I got together earlier this month for a game of Warhammer 40,000, and we set up a fun narrative scenario with a twist — he would be horribly outnumbered, with defeat all but guaranteed, and the game outcome would instead be determined by the margin of his defeat.

For this game, Paul was running his relatively small Sisters of Battle force, as he wanted to get some more experience with the “beta” codex rules. These are the vanguard elements of what we hope will become a full-sized Adeptus Sororitas army, once the eagerly anticipated plastic kits get released later this (?) year.

On the other side of the table, I wanted to get some action with my Night Lords Chaos Space Marine army. You might have noticed that these fellows haven’t been featured on Comrade’s Wargames in at least a year or so. I haven’t been extremely satisfied with the paint jobs I gave them long ago, but recently I pulled them out of their foam and began a paint touch-up project: highlights, improved lightning bolts, better metallics, maybe even a splash of blood here and there.

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I’m nowhere near done, but I’ve made enough progress that I was eager to get them on the battlefield and see how they look “en masse.”

With Paul’s rather small force of Sororitas and my large, newly updated Night Lords army, we decided on a “last stand” scenario set on Koffa, one of the fringe worlds of the Ianthe Sub-Sector. That area is the home base for Paul’s nascent Sororitas army, and we decided that a small scouting party was following up on rumors that a saint’s relic — the knuckle bone of St. Theodosius the Spiteful, perhaps, or a scrap of vellum from St. Euphrati’s Litany of Redemption — had been found in the hinterlands of Koffa Proxima.

To wit: Paul plunked down 35 Power Level of Sororitas, and I dropped a sledgehammer consisting of 75+ Power Level of Night Lords. If Paul survived to turn 3, the outcome would be that his Sisters of Battle covered themselves in glory as they died defending the saint’s relic. It would be a last stand worthy of a codex book cover illustration. If Paul survived to turn 4, the outcome would be that a small force of Sororitas escaped the slaughter on Koffa, carrying word that the fearsome Night Lords were once again on the move in the Caluphel sector. The rest of the Sisters would, of course, be butchered.

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Note that there was no outcome that meant defeat for the forces of Chaos — the structure of our game had ensured victory for them, and defeat (in one shape or another) for the Imperium.

At this point I want to pause and note just how magnanimous Paul was as we developed this scenario. He knew he was facing defeat, and he also knew that we’d be creating a beautiful tabletop experience as the Night Lords enveloped the Sisters of Battle. I pledged to him that I would return the favor and serve as a punching bag for him if he wished to do a similar game, with an outsized force of Imperium attackers falling upon a much smaller force of Chaos baddies.

The game got underway with a massive advance by the Night Lords. Vath’Shuga the Cauldron of Rage, my daemon prince, led the way, alongside a Rhino and a Land Raider stuffed with murderous Night Lords.

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The resolute defenders were entrenched in craters and behind sandbags, awaiting the onslaught. The forces of Chaos broke like a wave upon the defenders, pouring a fusillade of devastating firepower as the tanks and infantry closed in.

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Paul’s defenders took heart when the Canoness of the Adeptus Sororitas met Vath’Shuga in single combat. Against a backdrop of sonorous chanting provided by the Bishop, the Canoness smote Vath’Shuga upon his pink little head, banishing the foul daemon to the warp and ending (temporarily) his reign in the mortal realms.

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Alas, it was but a pyrrhic victory. Within moments of Vath’Shuga’s demise, the Night Lords had breached the Sororitas’s lines, sending fearsome war machines and tanks full of infantry rampaging into the backfield.

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(The helbrute was one model that I hadn’t gotten to in my painting touch-up project, I must confess.)

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By now, the Sisters of Battle were starting to drop left and right, and the defenders were falling back to the landing zone on the other side of the big ruined building. And the Night Lords had one last card to play. Even as the Chaos infantry deployed from their Rhino and Land Raider, a flight of Raptors swooped in on jump packs and engaged the defenders in a swirling, brutal melee.

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The walls were closing in for the Sisters of Battle. As the final few defenders hoisted their swords and charged into melee with the rampaging Night Lords, we checked the turn clock. It was turn 3! That meant the Adeptus Sororitas had indeed managed to force a glorious, book-cover-worthy demise by holding out in the face of overwhelming odds.

The Night Lords noted this achievement as they dismembered the corpses of the slain to add new skulls to their gruesome trophy racks.

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And so we concluded a fun and climactic game where the overall outcome was never in doubt, but where the Sisters were able to achieve a backs-to-the-wall demise worthy of song.

Paul had a chance to explore some of the new Sisters of Battle rules, including the Rites of Faith — a sort of pseudo psychic power that functioned slightly differently. Faith points are given out whenever a Sororitas unit takes wounds, and each Rite can only be attempted once per turn. This really encourages you to use all of the different Rites of Faith each turn, rather than relying on just one or two powers. I like this, as it prevents players from just spamming the very best abilities over and over again, thereby skipping over the slightly less optimized (but still fun and flavorful) abilities.

Paul is certainly set up to exact his revenge upon my Night Lords. He just needs some new plastic Sisters of Battle to make it happen!

Wheelin’ and Dealin’: The Saga of My Doomwheel

Posted by Comrade on February 15, 2019
Posted in: Posts. Tagged: fantasy, miniatures, painting, project, skaven. 3 Comments

You may have noticed my new Skaven Doomwheel in action earlier this month in our game of Dragon Rampant. This was a model I’ve coveted since the old, clunky metal version debuted in White Dwarf decades ago.

I hadn’t intended to acquire one for my all-metal Skaven army project, but I stumbled across an assembled Doomwheel on sale for a mere $16 from the good folks at Mindtaker Miniatures. At that price, I couldn’t say no.

Now, acquiring it pre-assembled was both a blessing and a curse. Assembly and model-building is one of my least favorite tasks (as I noted in my Six Pillars of the Hobby post from last year) so I always try to outsource it whenever possible. But the Skaven Doomwheel is such an intricate model that I probably would have opted for sub-assemblies if doing it from the box. Oh well! Restriction breeds creativity, as I always say.

With that, I rolled up my hands and got to work. I started by spraying the whole thing a rusty brown — with so much rusted metal and exposed wood, I figured rusty brown would be a good starting point. I followed that up with metal for the blades, gears, and other metallic bits. After that, a bit of detail work and weathering (not too much — after all, my goal was to get this thing finished in time for our Dragon Rampant game, and the fact that I’d acquired the model pre-assembled meant that there was a limit on how much interior detail work I could realistically accomplish).

Here’s what I came up with.

It’s a really cool model, but I really manhandled it over the course of the painting process. I ended up pausing to spray it with clear matte varnish no fewer than 5 times to keep the painted parts safe from repeated handling and touching.

In general, I’ve found that these new-generation Skaven war machines represent big improvements over the older metal models. I can get away with having a few larger plastic models alongside my metal infantry hordes, right?

And here’s a look at the Doomwheel in action (before I’d attached the banner, oops!) from our Dragon Rampant game.

It’s a basic and serviceable paint job, I think, which is great, and the price was right.

I’m already moving on to the next unit on the list for my vintage metal Skaven army. Up next: Skaven slaves! Stay tuned for more…

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