Monday, 21 September 2020

Statue water feature - old and improved

I bought an MDF/perspex kit at Warfare three years ago which made a water feature with a plinth for two interchangeable statues - and I used a couple of unused Salute freebies: Richard the Lionheart and Hannibal

I found them again recently and thought I'd refresh them (not that they've actually been on a table yet!).

Richard the Lionheart got a thin turquoise wash to represent tarnish on the bronze statue.


And Hannibal got repainted in grey and drybrushed in a darker grey to represent pollution staining.  I made a couple of pigeons out of Milliput and glued them to the statue, along with the evidence of their previous perching.



Tuesday, 15 September 2020

Ruined church

More MDF scenery, this time from eBay seller banksjohnedward.  This is a ruined Gothic church or abbey I plan to use in World War 2 and Horror-themed games.

The kit came quickly and was already pressed out...


...and went together very easily to form four separate pieces.


I sprayed the kit in grey primer before deciding that it needed some texture to give it more character.  I filled the slots where the kit was fitted together and then glued kiln-dried sand over all the surfaces except the window and door surrounds.


The kit was then sprayed grey again before dry-brushing, adding stains and the finishing touches of moss, grass and flowers growing on the ruin.


I'm really pleased how this turned out.  Here's a couple of final photos with some figures to show the scale.



Monday, 14 September 2020

Episode 106: We're doomed. Doomed!

First game introducing Perilous Tales to someone else.  Andy controlled the Dad's Army characters and I ran the game mechanism and rolled for the villains - the Tentacled Aliens  


The mission started with another telegram from Colonel Pritchard outlining the three objectives:

The playing area featured a couple of buildings, a pond, some trees, the searchlight and three switches. The threat markers were set up in Standard pattern.


The villain and peril stats were as follows:

The Home Guard proceeded as a group round the back of the Nissen Hut, triggering and eradicating baby aliens (I may need to increase their number of wounds next time).  


Jones took some wounds when the Mother Alien was revealed but was healed effectively by Godfrey.


As a lurker, the Mother Alien retreated enabling the team to start activating the switches.  The Mother took a lot of hits but a horrendous roll on the Threat Level check saw her remove three wounds and more baby aliens appear.

Eventually, Pike managed to finish off the Mother Alien and Captain Mainwaring took a photograph of the body as evidence.  Meanwhile, Wilson and Godfrey located the radio in the Nissen Hut but then prompted the appearance of the ARP Warden, who attacked Godfrey viciously.  Unfortunately (for me as spectator), Godfrey successfully convinced Warden Hodges who he was, and the Warden joined the team.

Pike reached the 2nd switch and managed to turn it on in his second attempt, using the Last Ditch option.  Mainwaring ordered him onto the third switch but Pike failed again, and with the threat level now at 10, it was too late to turn on the searchlight.

Final score: 3 for finding the radio, 3 for taking the photograph, 2 for two switches, 1 for Leader surviving and another 1 for losing no team members.  Definitely need to make the aliens harder to kill.  And I failed to increase the threat level each time a switch was made and the photo taken.  But "a truly heroic performance" by Andy.

Saturday, 22 August 2020

Anderida... for the record

We were talking about Anderida earlier so I thought I'd dust off my files so we had a record on the blog.  Between us we came away with at least one award every year except one.  Can anyone fill in the gaps for 2002 and 2003?

2000 - “The Macedonians and their Enemies”

  • Polybian Roman - Adrian, James & David - 31= of 44 - Best Painted Navy

2001 - "The Byzantines and Friends"

  • Normans - James & David - 14= of 35 - Society of Ancients Special Award "good eggs"

2002 - theme?

  • Assyrians - James & Andy - ?
  • New Kingdom Egyptian - Adrian & David - ? - Best Painted Army

2003 - "Eastern Empires"

  • Burmese - James, Andy & Kieron - 18= of 38
  • ? - Adrian & David - 37 of 38

2004 - "Mitteleuropa - Germany through the Ages"

  • Later Polish - Adrian & David -  24 of 36 - Best Painted Army
  • Burgundian Ordonnance - Andy & Kieron - 36 of 36 - Bravely Fought Award

2005 - “A Thousand Years Ago” – All armies dated 1005 AD

  • Khazar - James, David & Andy - 5= of 36
  • Middle Anglo-Saxon - Kieron & Stuart - 29= of 36 - Society of Ancients Special Award "for their courage in bringing Middle Anglo-Saxons"

2006 - “Holy Land” – armies which campaigned or were based in Palestine or southern Syria

  • Ptolemaic - James & Andy - 18= of 28 - Best Painted Army
  • Seleucid - Adrian & Orhan - 19 of 28
  • Early Bedouin - Kieron & Stuart - 26 of 28

2007 - “The Great Commanders”

  • Aztecs - Adrian & David - 17= of 30 - Best Painted Army
  • Medieval French - Kieron & Stuart - 27= of 30

2008 - “The Grandeur That Was Rome”

  • Marian Roman - Adrian & David - 7 of 20
  • Imperial Roman - James & Andy - 18 of 20  - Best Painted Army

2009 - "The Greeks and Asia 499BC-10AD" (1st Fields of Glory competition)

  • Seleucid - Adrian & David - 11 of 18 - Best Painted Army
  • Alexander Macedonian - James & Andy - 13 of 18
  • Early Armenian - Kieron & Stuart - 18 of 18 - Bravely Fought Award

Friday, 21 August 2020

X marks the spot

I recently got some Maguffin objective markers from Crooked Dice.  They are really nicely detailed and I based them on pennies.  The set includes four Egyptian canopic jars...


...a treasure map, safe and briefcase, and hovering robot drone...


...and a Crystal Skull, Atomic Device and an Imperial Idol:


Inspired by these, I ransacked my spares boxes to see if I could find items that could replace the various different objective markers used in Perilous Tales.  I ended up with three barrels to represent Explosives, three boxes for Equipment, plus a Radio and a briefcase to represent Evidence.

For the switches, I bought a handful of actual surface mounted switches, 12mm by 12mm.

Because they are momentary switches there is no toggle to show whether they are open or closed, so I ended up making 12 switch markers.  6 are for the modern era with just the button painted red or green to reflect the state of the switch - thinking that I'll just swap the markers around when a hero interacts with the switch.

For pre- or non-electric scenarios (e.g. Indiana Jones), I painted up the switches to look like stone, with three of them cracked as if a hero had stood on them to activate it.


Monday, 10 August 2020

Episode 105: Who Ya Gonna Call?

First test of Perilous Tales rules with the Ghostbusters - details of figures and scenery in the previous blog post.  The mission:

After being kicked out of the university where they conducted paranormal research, scientists Dr Peter Venkman, Dr Raymond Stantz, and Dr Egon Spengler set up their own company in an old firehouse.  Along with former marine Winston Zeddemore, the "Ghostbusters" aim to remove spirits and spectres from New York.  There is something mysterious about one of their first clients, Dana Barrett, and her love-smitten neighbour, Louis Tully.  Dana’s apartment building may be a portal that could bring about the return of a sadistic, shapeshifting, apocalyptic entity called Gozer the Gozerian, worshipped as a god by the Hittite, Mesopotamian and Sumerian cultures.

Can the Ghostbusters thwart Gozer’s plans and save New York and all of humanity?

The three objectives were:

RECOVER THE GHOST TRAPS

If a hero on the villainous half of the table makes a successful Interact action with a piece of terrain that has not yet produced an Equipment token, place an Equipment token next to the model. At the end of the game, for each Equipment token in the possession of a surviving or escaped heroic model: score 1 point, to a maximum of 3 points.

LEAVE NO STONE UNTURNED

When you reveal the last unrevealed threat marker, if the threat level is 5 or less, score 3 points; if the threat level is 6, score 2 points; if the threat level is 7, score 1 point.

DEFEAT MR STAY PUFT THE MARSHMALLOW MAN

At the end of the game: if the heroes have killed Mr Stay Puft, they score 3 points.

The villains and their special abilities and stats were:

Slimer

·         See Special Rules

Dana Barrett, possessed by Zuul (LURKER, 5 WOUNDS, 4 SKILL)

·         Hang Back: When revealed from a threat marker, spawn this model so that it is centered on the threat marker that revealed it.

Louis Tully, possessed by Vinz Clortho (LURKER, 5 WOUNDS, 4 SKILL)

·         Hang Back: When revealed from a threat marker, spawn this model so that it is centered on the threat marker that revealed it.

Zuul the Gatekeeper of Gozer (PACK HUNTER, 7 WOUNDS, 6 SKILL)

·         Frenzy: After making an attack with this model, if there is another hero within 2” that this model has not yet attacked this round, push this model 2” directly towards that model and then make another villainous attack action.

Vinz Clortho the Keymaster of Gozer (PACK HUNTER, 7 WOUNDS, 6 SKILL)

·         Frenzy: After making an attack with this model, if there is another hero within 2” that this model has not yet attacked this round, push this model 2” directly towards that model and then make another villainous attack action.

Gozer the Gozerian (AGGRESSIVE, 10 WOUNDS, 7 SKILL) [MASTER]

·         Beautiful and Terrible: Heroes must pass a skill check before attacking Gozer the Gozerian.

·         Lightning Bolts: Gozer can target any Hero within 10” with a Lightning Bolt shooting attack.

The Stay-Puft Marshmallow Man (AGGRESSIVE, 20 WOUNDS, 5 SKILL)

·         Tremors: Any hero within 6” of the start or finish location when Mr Stay Puft moves must must pass a skill check or be immediately knocked down.

·         Interminable: Can only be destroyed via a critical hit. If an attack that would take the model to 0 wounds does not include a critical hit, the model retains 1 wound.

I created a number of special rules to adapt the Perilous Rules system to reflect the narrative of the original Ghostbusters movie:

Villain order

·         When Threat Markers 1 to 5 are revealed, the Villains appear in the following order, regardless of the number on the Threat Marker: Dana Barrett, Louis Tully, Zuul, Vinz Clortho, Gozer

"Okay, who brought the dog?"

·         When Zuul or Vinz Clortho are revealed by threat markers, remove Dana or Tully respectively.  They also appear in the location of Dana or Tully when either of the possessed characters is defeated.  Ignore the corresponding threat marker when later revealed.

"I tried to think of the most harmless thing. Something I loved from my childhood. Something that could never, ever possibly destroy us... Mr. Stay-Puft."

·         Representing the Destructor form of Gozer, the Stay-Puft Marshmallow Man appears in Gozer’s location when she is defeated

“He Slimed Me!”

Slimer materialises and slimes the nearest Ghostbuster with a single attack of Skill 5 before dematerialising when Markers 6, 7 or 8 are revealed.  Slimer also attacks as the Minion if the From The Shadows result is achieved in the Threat Check.

I used the standard 2x2 feet playing area but had an extra foot in order to get the roads and the fire house HQ onto the table.

The Ghostbusters started at the entrance to Central Park:

Dana was soon discovered as the guys entered the park and she attacked Egon.

Near the other entrance, Zeddemore got slimed twice by Slimer on the roundabout...

...followed by Venkman the next turn:

Zeddemore next revealed Tully who inflicted several wounds on him.  

A Creeping Chaos result saw Egon and Venkman fall back in horror as Zuul appeared, attacking the latter on the ground.

Zeddemore defeated Tully whilst Egon despatched Zuul with an amazing roll including three critical hits (zeroes).  Vinz Cortho, the second dog, appeared and Venkman fell down again.

Together, Ray and Zeddemore killed Vinz...

...and Gozer was revealed as Ray moved onwards.

Venkman succumbed to her beauty and was unable to attack but everyone else let her have it and her Gozerian form was quickly vanquished to be replaced by her Destructor form, the Stay-Puft Marshmallow Man.

 

He caused and sustained damage, with all four Ghostbusters blasting away at him.  But I'd given him the Interminable characteristic, and so he could only be destroyed via a critical hit.  And could they roll one?  

The battle continued, Slimer made another appearance killing Egon, and the Marshmallow Man killed Ray.  Venkman and Zeddemore had one final turn of three attacks each.  All they had to do was roll a zero.  And they failed, the threat level clicked over to 10, and New York was lost.  A measly two points were secured, a grade of F - "Failure, let us never speak of this again".

The character cards showed the devastation:

Later the same day, I set it up once more and tried again.  This time the marshmallow was toasted, with a final score of 8 and a grade B - "a tale fit for the telling".

Ghostbusters - the setup

Perilous Tales inspired me to get on and paint the Ghostbusters figures that I'd bought from Crooked Dice a number of years ago.

To complete the set I modified a pair of Terror Dogs from Heresy Miniatures (by removing some horns on their backs and a skull on their chains) to represent Vinz Clortho the Keymaster of Gozer and Zuul the Gatekeeper of Gozer.

I struggled to find a suitable figure to represent Gozer the Gozerian in female form.  I ended up heavily modifying an old figure but lost a lot of detail in the process.  It'll do for now.

The final figure was of course Stay Puft Marshmallow Man (the Destructor form of Gozer).  I managed to source an original 1984 model on eBay which stands about 17cm tall.

I picked up a Jada model of Ecto-1, advertised as 1:32 but a little smaller so actually works better.

Thinking I was ready to go, I was then pointed towards TTCombat's Fire Station, which I couldn't resist.

This is a really great kit.  Lots of well cut MDF plus cardboard for the brick edging. The windows are set back rather than flush which gives the model extra depth. Excellent value from TTCombat. The only thing I added was the Ghostbusters sign. Took a while to put together and paint but I enjoyed doing it.



I wanted to play the scenario in the more open space of Central Park rather than filling up the playing area with buildings, so I also got some fencing and an MDF playground to complete the park.


The final elements were some print-at-home scenery for the road system - the Capital City PDF from Fat Dragon Games.