Another 7TV game with John playing Mars Attacks and Grey aliens, and his son Tim playing the characters from Hitchhikers Guide to the Galaxy.
We used a simple three feet square gaming area with some scenery, a scattering of alien plants and rocks plus half a dozen crystals acting as objective markers.Wednesday, 1 January 2025
Don't Panic! Hitchhikers vs Aliens
Saturday, 28 December 2024
7TV Vlad's Army Episode 2
In the second episode "The 8.15 to Eastbourne", the Home Guard are trying to stop Hauptmann Kurtz and his vampires spreading along the South Coast by train.
- The initial initiative in this game appears to make a game-winning difference in the Third Act. If the villains had the first turn in the Third Act, they would have boarded the train, engaged the Home Guard and scuppered any plans for the gasworks to be blown up. Since they didn't, the Home Guard could either have disembarked and blown up the gasworks unopposed, or (as we played it out) the Home Guard obliterate the villains patiently waiting in groups alongside the track. An alternative might be for the Home Guard to try to press on for the gasworks during the Second Act, and plant the device earlier. But this Special Rule didn't work for us and we couldn't quite see how to fix it.
- With Mainwaring's Leader 2 ability and Fraser's Unit Leader ability, the entire Hero side can be activated with just three plot points. Again contrast with the Germans, who effectively have to leave a large number of extras doing nothing simply to generate plot points for the remainder. Kurtz can helpfully operate the bat swarms but the lack of any leadership or group ability hampers the villains. In the core rulebook, activated Zombies can Moan to bring on a couple of allies 2", so that might help if we added that to the Totganger. Another thought was whether they should automatically just shuffle towards the enemy, only requiring plot points to actually do an attack. Zombies are always in crowds in the movies and we'd like to try and get that feel with them.
- We also reduced range to 12" again given the fog in the scenario description.
Tuesday, 24 December 2024
7TV Vlad's Army Episode 1
Vlad's Army is a Feature Pack for 7TV pitting the characters of Dad's Army against the Fuhrer's vampire fiends. The VHS tape box includes an episode guide, profile cards, gadget and countdown cards, and some counters.
I already had Dad's Army figures and various WW2 Germans and civilians who I rebased to match, and the Feature Pack gave me the push to complete my set of plastic Nazi zombies.The centre of the board has Godfrey's cottage with a shed, vegetable garden and a greenhouse I just finished.
Sgt Wilson, the Home Guard and a group of Reservists deployed along the road.
Stuart's troops checked on Dolly and Cissy, leaving them in the care of Private Sponge before setting up a perimeter along the road side of the cottage. Eventually, the Germans breached the cottage grounds and there was a firefight and some close combat. Two of the NachtJagerKommandos were killed but the remaining one took out another couple of Reservists.
Another Reservist was transformed into a Zombie following a well-aimed Axis Gas bomb that was lobbed through the window of the cottage. This new Zombie swiftly turned one of Godfrey's sisters terrifying the remaining civilians still in the room with them.
At the end of the episode, the Home Guard had killed 2 Kommandos, 2 Zombies and 3 Wolves, earning 2 Victory Points for the Kommandos. The Germans had killed 3 Reservists and zombified one more, but didn't manage to take out either of the co-stars - although Jones was still carrying the wound that Godfrey had repeatedly failed to heal - and so didn't earn any victory points. This notionally gives the Home Guard a Decisive Victory.
We're hoping to play the rest of the campaign over the Christmas/New Year period.
Some thoughts that other players tackling this scenario may wish to consider.
- The stated objectives for the Home Guard are to protect civilians and survive the encounter. The Germans are to create as many undead from the civilians and prevent the Home Guard from escaping to raise the alarm. In our game, 8 civilians in total were revealed and the Germans killed one, changed one into a Half Blood, and another two into Zombies. Two were left free but unescorted with two more in imminent danger from a pair of Zombies in the cottage. However, the Victory Points table doesn't give any credit for this, so players could just ignore the civilians which rather undermines the scenario. Consequently, I think the Germans are due a point for their achievements in turning the civilian population resulting in an overall Minor Victory for the Home Guard.
- The scenario is at night in fog so I reduced maximum range to 12". As the villains have very limited range attacks, and the Home Guard generally have 24" range rifles, this balances things up a bit.
- "Steal the Scene" can only be done by a Star or Co-Star but the Germans only have Extras in this scenario so I ruled that the Kommandos could use this ability.
- There appears to be a huge imbalance in the use of plot points in this scenario. The Germans are all Extras with no Leader or similar ability and so every figure activated requires a plot point, so at best, only half of them will do something each turn. In contrast, Wilson's Leader ability along with Pike's "Uncle Arthur" effect means that one plot point can activate the three best characters on the Home Guard side. I didn't do anything to affect this but will consider for future episodes. Ideas welcome.
Sunday, 15 September 2024
Colours 2024
Andy and I went to Colours at Newbury Racecourse yesterday. Not as big as Salute but plenty of traders and demonstration games to see and we spent the best part of six hours there (including over an hour eating our picnic outside and getting a little sunburned). Other advantages over Salute include the cost (£5 a ticket instead of £12 plus parking plus ULEZ charge) and that it's not much than an hour's drive away.
My favourite demo games included one set in Japan:
Sunday, 25 August 2024
The Thing Returns
During lockdown I painted up figures for a Perilous Tales game based on John Carpenter's The Thing. The 80s Genre Guide for 7TV includes profiles for the various Thing creatures and the designers had a demo game at Salute earlier this year, and shared the episode guide on the 7TV Facebook page.
The playing area was two feet square with snow drifts, trees and the Antarctic Research Base.
I had the Heroes with MacReady, a second co-star, a Corrupt Official with three security guards, and three dogs.
John took the Villains with The Thing, two Dog-Things, a Human-Thing and three Cursed Creatures, plus a Head-Thing and Spider-Thing standing by to take over the Heroes.
Starting from opposite corners of the playing area, we both sent our faster moving dogs into the centre where one of the fuel cans needed was located, whilst the Official and the Security Guards moved up the side of the board towards a second can.
John sent a Cursed Creature to cover the third fuel can but a Scene Card enabled me to swap it with MacReady, getting him into a better position whilst the other co-star battered the Creature.
John transformed one of my security guards into a Head-Thing, killing a second one, so my co-star used the Steal The Scene to get into the action and take revenge.
By now, The Thing had awakened and engaged MacReady before he had a chance to pick up the fuel.
The Corrupt Official used his fuel can to set the Human-Thing alight, whilst the dogs howled at each other in the centre of the map.
My co-star then moved to the remaining fuel can and fought with another Cursed Creature, before taking the fuel and making a dash for it.
Thursday, 25 July 2024
7TV Gaming Day: "Roundabout Way"
On 13 July, I attended a hugely fun 7TV Gaming Day at Wargames Workshop in Milton Keynes, organised by David Brown and promoted on the 7TV Facebook group.
Eight competitors each brought a 40 point Hired Help cast to fight their way through four Milton Keynes-themed episodes. I fielded the A-Team (Bold Planner, Organised Criminal, Practical Mechanic, Pilot) and their associates Amy Allen (Reporter), Frankie Santana (Driver), with special guests Alex Drake (Plainclothes Cop), The Jackal (Sharpshooter) and - because you can in 7TV Episodes - a Yeti (Missing Link).
Last night was going great, exploring the various districts of the new town looking for opportunities. That was until the fuel ran out - someone's for the chop! The consequences, following a long walk home in the dark, are that fuel needs to be found, and your vehicle recovered. And do it quickly before the boss finds out, and explanations ramp up a level!
BA's van started on my opponents baseline and the cast had to make their way across town, collecting fuel, to refuel and drive off the edge of the playing area. The Yeti proved useful in knocking opponents down so that other characters could attack them without the defenders using their stretch dice. We both made it to our vehicles and my opponent collected more fuel but lost more cast members, giving the A-Team one more victory point in total - which 7TV rules reasonably enough judge as a Draw.
Episode 2: It's A Matter Of Scale
In a terrible metric/imperial measurement error, reminiscent of Spinal Tap's Stonehenge, the first cow constructed from the original drawings by Liz Leyh was rather oversized. Fortunately, being the prototype, it was just wire mesh and paper mache.
In an echo of the A-Team Season 3 episode Showdown! my cast faced a group of imposters resulting in what looked like blue-on-blue action, with Hannibals trading bullets, and Faces wrestling each other.
My Hannibal took charge of the cow and in a slightly dubious move, managed to swap locations with an ally with a lucky Script card and quickly got to the edge of playing area. However, as my Star, I elected to keep him on the table rather than escape with the cow, judging that he would contribute more to victory by remaining in play. This paid off as the A-Team managed to collect more of the objective markers and keep control of the cow, giving them a Decisive Victory.
Episode 3: Don't Have A Cow, Man
The concrete cows are now synonymous with Milton Keynes, but when initially displayed they were open to abuse by inventive groups. Whether simply displaying a gang's tag, hiding a stash in their hollow interior, or locating a listening device for law enforcement, they could be very useful.
I faced a tough sci-fi flavoured cast in this game and although I eventually managed to take out a co-star by massing my figures on to it, I was unable to get around to tag as many of the cow objective markers as my opponent, giving them a Minor Victory.

Episode 4: The Roundabout Way
Milton Keynes is not only famous for it's concrete cows, but for many other things (101 according to Destination MK!). A simple episode to close the series, but a good understanding of Milton Keynes may enhance your chances of finishing on a high.
This time the cow objectives were flipped when claimed, revealing a Milton Keynes-related symbol underneath which brought an associated benefit, or penalty in one case. The A-Team were doing well here until the last Script card provided one of their enemies with a turn of guaranteed successful shots, equalling the losses across both casts and resulting in a Draw.
Summary
This was an excellent day's gaming. David had put together a great set of scenarios and also provided each competitor a set of the special MDF objective markers and a Roundabout Way measuring stick to take away, so we can replay these episodes again in future. All the games were played in a fun and friendly spirit, as encouraged by the 7TV rules.
Finally here are the seven other casts at the event, the first four are my opponents in order.










































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