Colin gives us an update on his 3D Printing efforts.
I decided needed a coastal fort to accompany the Lepanto 3D printed galleys. Inspiration was this Turkish fort in Paphos, Cyprus which we visited a few years back.
Paphos Castle in Cyprus
So I put a design together in Tinkercad. This took about half an hour.
3D rendition of the castle
Here’s the painted first model I produced.
First version of the fort
I then updated the design with the extension of a rooftop building and added inserts for doorways and windows which will make the painting easier.
Updated design for the fort
Took just over 4 hours to print and used 30g of PLA which means it costs about 60p to produce.
I plan to make it my first upload to thingiverse.com and see if it attracts any interest.
Stephen has fought another battle in the War of the Roses campaign…
So this is the next one in my Wars of the Roses battles.
Like all the others, the intent is that anyone should be able to game it. This was played on a 3’x2’ table using Basic Impetus.
This battle was the famous one where the atmospheric phenomenon known as a parhelion was witnessed and was interpreted by Edward of York as the Holy Trinity and was, therefore, an omen for victory. In recognition of this he took the Sun In Splendour as his personal emblem.
But a victory for who?
Order of Battle
From a gaming point of view there is one important thing to take into account – the Yorkists deployed some of their archers and cavalry hidden in the woods on the Lancastrian left. I decided that the Lancastrians could not move against these hidden troops unless they either moved or shot their arrows to revel their presence.
The battlefield itself is a rather simple affair. The river Lugg on the east border, and a ridge and woodland on the west. Other than that, it’s all open – these two terrain features dictated the deployment of troops.
Deployment
How did it go then?
Historically, the Yorkist ambush opened the battle. This had the desired effect on the Lancastrian line. Although the Lancastrians had a slight numerical superiority the Yorkist ambush did the trick and Edward of York sealed the victory.
This is how my re-fight went.
The key was obviously going to be when to spring the ambush. Since both sides were up for a fight there was no postponement of initiative rolls like in previous games – initiative was rolled for from the start. This can frequently mean that one side gets a double go – last to move in one turn and then first to move in the next turn. Would this affect the ambush?
Yes, it would.
Edward leads his knights
The Yorkist plan was to let the Lancastrian knights advance past the hidden cavalry and then be peppered by the archers and Edward of York leading his knights in a charge on the weakened cavalry. Meanwhile, the hidden cavalry would rush out and slam into the Lancastrian infantry line. At least, that was the plan.
The ambush is finally sprung
Sure enough, forward went the Lancastrian knights. This put them in range of a bow attack from the archers and a follow up charge by the cavalry. This was tempting and would probably rout them. But if things went the Yorkist way (i.e. they won initiative next turn) they could then have their cake and eat it and their plan would go the way they wanted. Had Edward of York’s omen of the parhelion been true – was it a blessing from the Holy Trinity?
Well, if it was, it wasn’t just yet. The Lancastrians took the initiative which meant the Lancastrian knights not only galloped past the archers but they also managed to take the charge into the Yorkist knights (who were being led by Edward).
The knights clash
Meanwhile the rest of the Lancastrian line trudged forward. The Yorkists, kicking their heels at missing out, nevertheless managed to spring part of their ambush and the cavalry charged into the Lancastrian billmen.
Over on the Lancastrian right flank, where they had their currours and hobilars, they decided to spur their cavalry and take the charge to the Yorkist longbows. Otherwise they’d just find themselves turning into pin cushions.
The currours advance
Although the Lancastrian knights had cleared the ambush they were still far from safe. Their charge had taken them past the York battle line, and into the Yorkist knights. They needed to pull this off or they would be in a dire situation. And pull it off they did – they pushed Edward and his knights back and followed up with a pursuit.
The two infantry lines had started sending arrows over at each other, but these long shots had little effect. However, as they closed, casualties started mounting, particularly amongst the Lancastrians. Despite the less than auspicious ambush, it could be the day would still go the Yorkist way.
The centre battleline
The Lancastrian levies took firm hold of their spears and went for the Yorkist archers who had despatched the currours. They dropped their bows and took up hatchets and swords and, supported by billmen, gave melee. The result was indecisive – all units suffered hits and stayed locked in combat.
Over in the ambush area things were starting to get dirty. The Lancastrian billmen had stood firm against the cavalry and routed them! But that wasn’t all. The struggle between the Yorkist and Lancastrian knights also came to a conclusion – the Lancastrian knights had won the fight and not only routed the Yorkist knights but had also killed Edward as well!
So much for the Holy Trinity!
Edward is gone
This still wasn’t the end for York, far from it. On the eastern flank, by the banks of the Lugg, the Yorkist infantry had routed the Lancastrian levies. In the middle it was still a mix – the two lines had yet to come to blows, preferring to exchange bowfire. This had affected both sides with no absolute winner.
In go the levies
In the west, by the woods, the ambush had come to nothing. The cavalry had been beaten, the Lancastrian knights had slipped through and killed Edward of York, and it just left the archers, feeling all alone and surrounded.
It wouldn’t go on for much longer. The Yorkist archers inevitably fell. This was the straw that broke the camel’s back. Enough was enough, and the army of York had reached its break point. Victory would go to Lancaster!
Not looking good for the archers
It had been a slight victory. Had the Lancastrians lost one more unit it would have been a York victory.
The undoing had been the poorly executed ambush. It had been a gamble on whether to wait for ideal conditions, and a gamble that didn’t pay off. It didn’t help that dice rolls had been poor all game, poor for both sides, meaning that fights drew on. Any winners in combat had generally taken such a pummelling that though they may have won they had also been left spent.
Just a couple of offerings for this Wednesday. Above we have Andy’s 15mm crew figures to go with his Eagle ship model. The club is currently having a joint project of creating a 15mm space ship in preparation of the release of the Stargrave rules.
We will no doubt do a blog post showing of the entries in our small club competition.
Next up Stephen has finally decided to make a start on some Crusade era miniatures with some Templars.
Templar cavalry forming up
Any finally, I did say fellow club member efforts had convinced me to dig out my old 6mm Sci-Fi miniatures for a new paint job. I had a PacFed force from Brigade Models that have made it to the painting table once again.
Settled on a blue paint scheme so they can be used as Terran Authority Starmarines in Hammers Slammers games
That’s it for another week, see you next Wednesday.
Jeremey takes us through some home made blast markers.
Having recently started repainting my old 6mm Sci-Fi forces my thoughts turned to the different types of blast markers used in various wargames, you know the ones, they are often made of hard translucent plastic in the shape of a flame. Wargamers use them for marking the spot they are calling artillery down on or even to show destroyed and burnt out vehicles.
The first thing I thought of was could I make my own? Having made many things out of EVA foam for my gaming I turned to that first as a very simple material to work with. I knew you could get the foam in thin sheets and in bright colours. As luck would have it I popped into a local Poundland store to pick up some things for a bit of DIY I had to do, and discovered in the crafts section a packet of foam rocket shapes.
The packet had 5 foam rockets shapes for each colour
So I bought a packet at the predictable price, thinking I could make blast markers out of the red and yellow rockets.
Blast marker templates cut from a piece of cardboard
I made myself two flame shaped templates out of cardboard. One smaller than the other and made sure the smaller one fitted inside the silhouette of the larger one.
It was then just a matter of drawing round the templates, trying to fit in as many of the markers as I could. To make 3 blaster markers I would need 3 of the bigger flames in red and 6 of the smaller yellow flames to go on either side.
The first cut out flames, bit short on the yellow bits though
of course at first I completely forgot I’d need twice as many of the smaller yellow flames as the red, which is why there are only 3 of each in the picture!
A smaller blast created during assembly
Rather than waste the foam I experimented with a smaller blast marker cutting out from the red foam using the smaller of the two templates I’d made. I used standard PVA glue to stick the yellow smaller flame to the red foam and then repeated the process for the other side of the marker.
Incoming!
The final (sort of) stage involved me supergluing the marker to a thin wooden base that I had, which I then just painted to blend in a bit better. There we have it, very cheap, simple and quick blast markers for games.
However as you can see from the picture I took it a stage further. I added or rather smudged on some black miniature paint in that way explosions are often depicted. Nice simple effect that stops the blast marker looking too cartoonish. I also turned to the blue foam from the packet and wondered if I could make a splash marker. I don’t often play naval wargames but fellow club members do. I cut out a more splash like shape and as with the black on the blast marker I dabbed white paint on the edges of both the main shape and the smaller splash shapes, and of course I painted the base blue.
Now all I need to do is think up a way of using the green foam from the packet. Hmmm alien weapon blast effect …
The figures were cleaned of any mould lines and washed in soapy water to remove any residual mould release agent and dried. The oxen, cart driver and boy were fixed to temporary bases for painting, the others were fixed to 2p pieces and the bases built up with 4Ground base render. All were then primed with grey car primer.
The oxen were given a couple of coats of Vallejo Pale Sand, then the upper parts of the body were painted Dark Sand and heavily washed with Army Painter Light Tone Wash. Eyes were painted German Camouflage Black Brown, and the horns Deck Tan.
The figures skin was painted with a base coat of Vallejo Brown Sand and then Medium Flesh with a selection of browns, greys and beiges for the clothes, one of the women has a Golden Yellow dress, the other English Uniform Brown. Both have Silver and/or Bronze necklaces. Finally the figure’s bases were given a coat of green Basetex.
Once assembled the cart was painted Green Brown and washed with AP Dark Tone.
The cart, oxen and the boy were fixed to a 60mm wide by 120mm deep carboard base and the area around the oxen’s bases built up with 4Ground base render followed by a coat of green Basetex over the entire base. I then used some brown cotton to add harness ropes to the cart.
The second part of this instalment is a pack of 4 Gripping Beast Shepherds & Stockmen painted in the same way as the cart crew.
To start us off this week we have a wonderful piece of scenery from Stephen in the form of a landing pad for his toy converted spaceship. The landing pad was made from the floor and walkway pieces from the game sets called Robogear. It’s great stuff if you can get hold of it.
Next up Marcus has painted even more aircraft. This time a mixture of Beaufighters and Mosquitoes.
John admitted to the club that a recent online discussion (and a vigorous one at that), prompted him to start work on some Spanish civil war buildings.
He just can’t stop building!
If lockdown doesn’t end soon John is going to run out of room!
After all those Dark Age figures Andy has shifted somewhat to painting up a bunch of 15mm Sci-Fi characters. No doubt to go with his recent Space 1999 Eagle.
Motley Crew …
And finally for this week, yet more progress (though not as much as hoped for) from Mark on his 6mm Hammers Slammers forces.
Building up quite the force
And couldn’t resist a close up of the paint scheme.
I’ve been enjoying Mark painting up his forces so much I’ve dug my old 6mm tanks out and will be adding them to the painting queue.
John presents us with another Zona Alpha battle report.
A Zona Alfa Solo play battle report, a continuation from The Hostage in bunker c7. It had all been too good to be true. With half a kilometre travelled the BPM 97 coughed and spluttered it’s last and came to a grinding halt.
‘Where are we?’ Kovacs asked. ‘Strelets’ replied Leila, ‘The fence is just beyond the village’. He picked up a cluster of hotspots in the village and with the zombies in pursuit He needed to think fast.
‘Ice Queen, booby trap the doors, they’ll smell our sweat first’. Cover us whilst we check out the village.’ ‘Leila, grab the wire cutters and stock up on grenades everyone’.
Kovacs headed out first followed by Leila. They’d reached the outskirts of the village as the zombies arrived. Sure enough they triggered the Booby trap and the doors were well and truly blown off.
Four of the zombies are caught in the blast zone. With an ‘armour’ of 6 minus 2 for the grenade blast, they need 4 or less to survive. Two down!
Ice Queen takes aim at the zombies.
Ice Queen aims 3 shots at the zombies but only hits one (needing 7 or less).The Zombie is downed. She has no further actions fortunately, the zombies have activated twice this turn.
Whilst she could, Ice Queen ran around the building to Kovacs and Leila. ‘This will slow us down’ muttered Kovacs as Leila attempted to take out the zombies unsuccessfully. Kovacs lobbed a well aimed grenade in their direction and all three fell dead.
All three zombies are caught in the blast zone and all fail their armour save rolls, needing 4 or less
Picking their way through the village, it was clear that other hotspots would be triggered. ‘Better choose ourselves’ said Kovacs as he tossed a bolt at the building in front triggering the hot spot
‘Holy Cow! Four mechs’ groaned Kovacs.
Between Kovacs and Ice Queen, two mechs are destroyed.
‘Drat!’ shouted Kovacs as one of the mechs aimed at him. Luckily it missed, the second mech fired and wounded Ice Queen before it too was downed. Having disposed of the Mechs and administering a med pack to Ice Queen, Kovacs weaved between the village buildings and clambered onto some farm machinery to get a clear throw for a bolt toss to trigger the hot spot near the fence. It was then that Kovacs noticed the sensors.
A good throw triggered the hot spot, revealing a huge Man eating plant
‘What the …’ ‘Ice Queen, here now!’ shouted Kovacs.
A skilful shot from the sniper rifle takes out the mutant who rolled a 10 needing a 3 or less to survive
‘Leila, run to the fence and cut a hole in the wire – don’t worry about the alarm’ ordered Kovacs. Without a fumble, the bolt cutters easily made a hole in the fence as the alarm started, waking up some Ghouls – tortured irradiated souls who had escaped from the Sanatorium.
Kovacs opens up first and between him and Ice Queen, the ghouls are eliminated
As Kovacs makes a run for the fence, the mayhem roused a group of zombies near the bath house.
Ice Queen was stranded, deserted by her comrades. With the alarms going, there was only one course of action to survive. Her Sniper rifle weighed too much, she had to ditch it to stand a chance and run for the wire before the zombies got to her. At the wire, Kovacs handed her a bottle of Electric Juice . ‘Here take this’. ‘Now run for that Sewage drain to the left’. They made it into the cold damp darkness of the sewage pipe before the first drone came over. ‘You owe me’ howled Ice Queen. Some people say you can never get rid of the smell.
It is a very terrain intensive game and, if you go with the game setting, very game-specific terrain at that.
So I decided that I wouldn’t use the Felstad setting, preferring to make use of miniatures and terrain I already have to get some extra mileage out of them.
That means I use models and buildings from my large dark age/early medieval collection. So let’s call it ‘Darkgrave’, shall we?
For lockdown Osprey offered the Dark Alchemy campaign as a free download. (Ed: available as a pdf or e-book for £1.49 from Osprey at date of posting).
So this weekend I finally got around to playing it.
Dark Alchemy is a 3-scenario campaign based around a raid on a large alchemical factory. Or, in my Darkgrave setting, a raid on the ruins of a large alchemical commune.
The burning ruins
My warband is led by a druid (Witch, under Frostgrave options) called Rollo Magwitch and his apprentice, Eadberht Blackthorn.
I played the first two scenarios but forgot to take any pictures. Suffice to say that after a bit of plunder the group had grown familiar with each other, and identify any short comings. They’d made enough to pay the landlord of the Puking Pig Inn for permanent rooms as their home base.
So what follows is a report on the last of the campaign scenarios – The Spreading Flame, where they have to escape the ruins before they go up in flames!
A golden chalice up for grabs
The board was set up with ruins and undergrowth. Then the treasure tokens were placed. Then three fire tokens were placed, and then four fire-flingers – constructs that can move around shooting flames at interlopers. The warband has 10 rounds to collect as much treasure as possible and get off the board. After 10 rounds the place explodes in fire with anyone left onboard having to make a casualty roll.
For this scenario you are only allowed to take four warband members. I chose Rollo Magwitch, who teamed up Wilfred (a fyrd man), and then Edward (a slightly wealthier thane with great axe) teamed with Alfred (an archer) – meaning that each pair had a melee fighter and missile/spell user.
Edward and Alfred skirted around a ruined chapel where ahead they could see the glint of gold. However, they could also see the flickering of flames, so Alfred notched an arrow and let fly into a fire-flinger. Edward chose to duck into the ruins, hoping this would make it difficult for the fire-flinger – two targets instead of one – and maybe a chance to get around the side to either destroy the construct or make a nab for the treasure.
Rollo and Wilfred sneak up
Rollo and Wilfred had made their way around the other side of the same ruined chapel. In front of them were the ruins of a large building, possibly a chapter house or something. Same thing – gold (a chalice) could be seen, but so could a fire-flinger. Trying the same tactics as Alfred and Edward, Rollo decided to see if he could hit the fire-flinger from distance by casting a Bone Dart spell. The spell didn’t go off, so Wilfred stepped forward to block the fire-flinger in case it moved up.
Edward gets ready for a fight
Alfred let off another arrow, scoring a hit, but doing little damage. Edward continued through the building, but had miscalculated how far away he was and found himself struck by a lick of flame from the fire-flinger. If he stayed where he was it would come to no good, so he pulled out his axe and charged into the construct.
The fire-flinger didn’t last long.
Rollo also had another go with his Bone Dart spell. This time he was more successful and a flurry of small shards of bone spewed from his hand and riddled the fire-flinger. A good hit, but not good enough. Wilfred then went forward, hoping that the damaged construct could easily be dispatched. Not so – the fire-flinger gave him a good burning!
Wilfred engages a fire flinger with Rollo giving support
Having destroyed the first fire-flinger, Edward then moved forward to grab the treasure, but lo and behold, another fire-flinger had come up. The blade of his axe had warmed up nicely now, and so emboldened he decided not to wait for Alfred’s bow fire and just waded in. This wouldn’t go so well – it didn’t take long for Edward to fall under the searing lashings of the fire-flinger and burnt and smouldering, down he went.
Down goes Edward
It is hard to say whether Rollo then showed wisdom or, perhaps, opportunism. With Wilfred engaged with the fire-flinger, this left the treasure – a large gold cross – free. Rollo cast his Leap spell, bounded the ruined walls, and grabbed the cross! As Wilfred continued his fight with the fire-flinger (a fight he would go on to win), Rollo (holding the treasure firmly) fled the ruins to safety.
Rollo loots the altar cross
Alfred, having seen Edward go down, drew his arrows and proceeded to pepper the second fire-flinger with arrows. When that did for the construct, he ran forward to see what state Edward was in. There was no movement. Time was of the essence. Maybe now Edward’s soul resided with God. The only honour he could was grab the treasure and make off with it, to make Edward’s sacrifice mean something (well, that’s what he would later claim).
Alfred runs to Edward’s rescue
Now it left Wilfred all on his own, with time ticking down. There were no fire-flingers around that he could see, so he was left with a dilemma – leave now and be safe, or go further into the ruins and see what he could find.
Curiosity got the better of him.
Forward he went, where he could see a gold chalice lying in the rubble of the ruins. Unfortunately, this also drew the attention of another fire flinger. If he was quick, though, he should be able to make it to the treasure and be off before the fire-flinger got near him. There would be no room for mistakes though.
And fortunately for Wilfred no mistakes were made. He got the treasure and then sped off after Rollo, with the fire-flinger’s flames shooting out after him.
Wilfred makes off with the chalice pursued by flames
Game over.
Edward would count as still being in the ruins on turn 10, meaning that he would have to make a roll to see what happens – would he be killed or would he survive? I’m pleased to say he lived to tell the tale, but he had been badly wounded by the flames, and would have to miss a game, holed up in bed in the Puking Pig Inn until he had recovered (in game terms – he has to miss a game).
Rollo is now a level 7 witch (that may sound impressive, but levels are easy to gain in Frostgrave and you get small increases with each level. Level 7 is still very low in game terms). With the money he’s made he has managed to recruit a huscarl: Godwin. This should provide some good back bone to the warband.
First up for this week we have a wonderful Quar Tank from Phil. I always liked the look of the Quar. Too late now of course I have far too many projects on the go.
Stephen has been busy finishing up the Sci-Fi figures he’s been working on.
Here we have We have Acton Ianov (a young tech scavenger) and Tiran Jones (a smuggler and pirate)Also a couple of sci fi objective markers…And lastly is Bryn ap Iowerth, the court bard of Owain of Bangor…
And finally for this week, I’ve finished my Medieval houses. I made 13 in total, more than enough to represent a small hamlet.
Forces move through the local town on a recruitment drive.
Keep on modelling the end of lockdown is in sight …
Marcus takes us through a recent game of Galactic Heroes.
Fist-Full Of Lead: Galactic Heroes
The boys and I have played a few skirmish games of late, and Fist-Full of Lead (FFOL) is a great option for a quick set-up bit of fun. Galactic Heroes is a stand-alone product in the series for space opera style action. It is produced by Wiley Games in the US and available in the UK from Oshiro Models.
A week ago I threw together a scenario which my youngest, Sun Two, and I blundered through (because it wasn’t that well developed, as a spur of the moment thing), but I forgot to take any photos! This week I wrote up a more complete treatment and we decided to give it a go on Saturday.
With some obvious inspiration (hint for those who didn’t grow up with the obligatory Cold War fiction) I pulled out my home made skirmish board with a surface that works for anything from an arid planet to the ocean depths and broke out all the sci-fi scenery (cue aquarium plants and buildings (some home-made from coffee jar tops) and some geodesic shelters from the lovely range by Alternative Armies Ion Age).
FFOL games rely on a deck of playing cards for activation. A player can use their own ordinary deck or use the bespoke ones available. These not only have some appropriate art, but also include on the relevant prompts with benefits that accrue from activating on certain cards. (e.g. +1 to combat (Jacks), heal a wound (Queen of Hearts) or (Sixes) reload). A player is dealt cards for the number of models they control. Then one player calls out the cards in rank order. When that player calls “kings” a player with a king can activate one of their models. If two or more players have kings, activation is completed in suit order. Each activation gives two actions. The models mainly use 1d10 for shooting and close combat, but a wide choice of traits vary the characters. Crews all receive one common “crew” trait (e.g. advanced comms or camo), leaders get three traits plus leadership, a specialist two and a regular one. The traits provide a lot of character and variation to the crew.
Planetary Research Station Zulu The war for control of Galactic Space is the coldest war of all. The mighty, technically advanced fleets of both the Rim-Ward Confederation and the Core Union conduct an unceasing ballet of probe and counter probe, patrol and surveillance in the effort to accrue the slightest advantage should the fragile peace fail. Unfortunately, this peace is threatened as a Union stealth probe has crash landed on moon Zulu. Before it crashed it transmitted critical information to a receiver on the planet. But the only occupants of this arid dustbowl are a group of scientists. Communication has been lost and a violent sandstorm rages.
Each side has inserted a team of specialists with instructions to bring back the critical information. Each side needs to contact the remaining civilians and roll successfully to gather information (tokens). After turn five each side has an opportunity once each turn to roll under the number of tokens gathered, which will provide enough evidence to recover the crucial data cache. The side which gets off the board first secures the vital data. However, where there are secrets there are spies! It is unclear how either side came to infiltrate agents into the expedition, but needless to say they did. No-one knows the identity of the spies. When questioning civilians, on a 9+ the subject is a proves to be a spy and attacks the team. The spy is then controlled by the other side, which is dealt an extra card next turn for the additional character. If an opponent’s spy is killed, deduct 2 from their intel total.
There were also some random events in the scenario, including weather changes (the game started with a lull in the storm), buildings blowing up and the dreaded sandsharks…
Finally, I controlled the Core (entering from the left in the layout picture). Sun Two the RimFed.
Turn 1 The game started with a brief lull in the storm. Both teams approached the research station from opposite sides, failing to make any contacts during this turn.
Turn 2 The first random event produced…nothing! No-one was wounded, so despite a sandshark roll, none appeared on the board. The Core Sniper having advanced toward a civilian was, ironically, picked off from a hill to the south east by a RimFed sniper. Out of action immediately! Snarot (a snake-parrot hybrid) struck back with a shot similarly wounding RimFeds Catman.
Turn 3 The weather closed back in with visibility cut to 12” and short range up to 6”. A RimFed trooper interrogated a mechanic (Picture 3), gaining 2 info. with a roll of 7.
The Core leader, Sharon (looks a little bit like an ‘80’s Sharon stone-every collection should have one!), approached a venerable orange robot to interrogate it, but on a roll of 9 it turns out to be a deadly spy, rolling an 8 to wound. Sharon however is “Lucky”, so forces a re-roll…9! Sharon is not so lucky after all and out of action for the game. Core forces have already lost two figures and have no information. RimFed’s Silva Slither (metallic sheathed worm) encounters another civilian and rolls for information, only to uncover another spy. The spy shoots but misses. By co-incidence both spies roll the trait “sixth sense” from my short “spy” list. They can re-roll one shot each turn (but the Core spy overlooked this at the time)
As the turn closed, Snarot tried to finish off the orange spy with a couple of shots, but missed. The Core’s own red worm (red and silver worms have a deep-seated enmity!), Slippery, again tries to shoot the orange robot, causing severe damage (a wound) and shock. For the Core, Spartan closed with Silva and engaged in close combat alongside the Core spy in support, wounding the metallic nematode.
Turn 4 Surely things would improve now for the Core? The random event indicated two information points in a random building. It turns out they are almost immediately adjacent to RimFed’s Antman. He not only collects these but encountering a civilian in the building, also gets another token from him! Slippery tries to finish off the robot, but fails. The RimFed uses a Queen of Spades to activate the robot, shaking the shock off but failing to return to action from the wound (You can attempt to recover; stand up and function after a wound. However, you need a medic to attempt to heal/get rid of it). Snarot again fails to finish it off.
Snarot and Slippery finally finish off downed robot
Elsewhere, the Core spy shoots RimFeds Kanga, putting him out of action. RimFeds Hawk tries to get more information out of a yellow robot to no effect. Silva overcomes his wound, and while he remains injured, manages to stand. Antman, sensing the tide of the game is flowing substantially in favour of the RimFed, moves toward their edge of the board.
Turn 5 Visibility clears again. With a staggering 9 intel., the RimFed roll a 6, meaning that they have enough information to recover the secret data package. While slippery finishes off the orange robot spy costing the RimFed two intel., it is too little too late from the Core forces. As the RimFeds forces pull back they callously leave two of their team and their brokenspy behind. Snarot and Spartan try some long range sniping at the retreating forces to no effect. Hawk, Antman and an injured Silva (who makes a sliding equivalent of a limp) make it off the board for a substantial, if brutally efficient win, even while the Core spy puts Catman out of action.
A very bad result for the Core. No intel gathered and their leader out of action. The fact they knocked out the enemy spy and two combatants is cold comfort in this cold war. And no sandsharks. Again. Very disappointing.
RimFed robot spy and Union leads down. Slippery and Snarot survey the scene.
FFOL provides a very quick, interesting, narrative game with very little effort. It took no more than 90 minutes, if that. I am thinking seriously about a future campaign in a post-apocalyptic setting using FFOL – Wasteland Warriors and a road race element. This would allow a series of micro-games in a campaign where a number could be played in a day at the club.
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