March 12, 2017

The Lifeguard of King James II, 1690

Here's the second squadron! I actually managed to finish them last week, but I had to go out of town for work and didn't get the chance to take photos.


This is one of my favorite regiments in the collection so far and forms the nucleus of my Jacobite horse. My original goal was two squadrons of Lifeguard, three squadrons of Tyrconnel's, two squadrons of Parker's, and one squadron of Sutherland's. I'm halfway there!


I'm going to take a break from painting horse, sort of, and paint two squadrons of Clare's mounted dragoons over the next two weeks...

March 1, 2017

The Lifeguard of King James II, 1690

The Warfare Miniatures USA store opened today, I've finally had a bit of time with all my preparations for this to get in a little time on brushwork for my own collection with the first troop of King James II's Lifeguard.


The Lifeguard troops were as large as squadrons (not sure why they didn't just call them squadrons). As usual with the Jacobites, we only have sketchy info on uniforms. These are based on the uniforms of the Lifeguard when King James II was the undisputed ruler of England. I was going to paint white lace on the cuffs, but on most of the models the gauntlets nearly cover these and the result was that the cuffs looked white! The models were drawn from multiple Warfare codes with a mix of Enthusiastic Horse and Cuirassiers.

I'll have the second troop by next weekend with a white flag and white trim on their saddle blankets to distinguish them. I am determined to actually finish my 1690 project this year (no, really). I still need to paint 4 battalions of foot, 4 squadrons of horse, and 4 squadrons of mounted dragoons to finish the initial goal for my Jacobite army. I need two battalions of Huguenot foot for my Williamites too. I can easily complete one unit per week when I want to so there's no reason I can't get these finished by the end of summer even with interruptions and wandering off through other periods...

As if saying it out loud will make it happen!

February 26, 2017

Lord of Change

My brother Dennis has been collecting armies for Tzeentch for as long as we've been playing Warhammer, both for 40k and Fantasy (and now Age of Sigmar). The new Lord of Change model was enough to make ME want to collect a Tzeentch army, but I have waaaay to much going on to start another new project. However, I did get the chance to paint the daemon when Dennis bought it. He paints well, but wanted this giant monster to be a real centerpiece for his collection and took me up on my offer to do it.

I'm pretty pleased with the results...




Now this gives me the excuse to paint my Nurgle Glotkin model, the only thing I have in my cupboards that might stand a chance against this monster!

February 22, 2017

Warfare Miniatures USA


Ok, it's been really quiet around here for a while. I've not been idle, but I haven't really had time to post. I spent the last few months setting up the new online store for Warfare Miniatures USA. There's been lots of dealing with bureaucrats and banks, fiddling with HTML, doing math (ugh), and sorting piles of toy soldiers. Quindia Studios and Warfare Miniatures USA are officially licensed (and taxed) businesses!


There are over 150 codes available in the shop not including the flag sheets which feature more than 400 regiments. You can also order Donnybrook from the shop and any of the PDF's we offer.


There are still some items missing, but the store is growing and by this summer I should have the entire range of Warfare Miniatures available. The shop will be open for business on March 1st, 2017 at https://www.warfareminiaturesusa.com, but you can head over to the link now and sign up for the mailing list (once I figure out how that works)!

January 1, 2017

Happy New Year

It is always interesting to look back at last year's January 1st post to see what goals I set for myself for 2016. I did pretty well with one exception.

2016 only saw 48 posts on this site which is the lowest total since I started the blog, but I had well over another hundred posts spread across four other blogs (see blog links to the left). So let's see how I did.



Historicon 2016
This was really my main project for the entire first half of the year. The event was a great success. There are lots of posts here and many more on the League of Augsburg blog.


AWI
Ugh... here's my exception. Not one... single... model. Sigh...


Frostgrave
So, I DID get my Frostgrave warband sorted and actually got in a couple of games (I am playing a game tomorrow... err... is that time? I am playing a game later today). The dread summoner Madcap Toddlekin and his apprentice Kip Nine-Toes will once again venture into the frozen ruins!


I also managed to build a really cool board! However, I never got around to painting all of the buildings I bought for the project. I finally broke down and bought a full set of 'official' Frostgrave pre-painted buildings from North Star (and designed by Adrian's Walls). I may add some paint to them for more variation, but the goal was to get some table ready stuff so extra will probably wait (besides Adrian's stuff looks great). They are in the mail...





Oldhammer and Rogue Trader
I did ok here. It was my intention to paint my newly acquired Dwarf army, but I only managed four models. Instead I painted a unit of Zombies for my Undead, some seriously Oldschool Rogue Trader buildings, and a good number of Rogue Trader Adventurers and managed to complete my collection of the range. I hope to get all of them painted in 2017. I also bought a small Slann army, because I really needed another Warhammer army.


Newhammer
I DID get a lot of Age of Sigmar (faithful servants of Grandaddy Nurgle) models painted and I played zero games with them. I also bought a pre-painted Stormcast Eternals army, though it needs to be rebased to match the rest of my collection and have a little work to Quindia-ize it.


The League of Augsburg Presents...
Well, we didn't get the scenario book out, but it is because while at Historicon we decided it was time to get Beneath the Lily Banners back into print with a third edition. We did manage to launch a pair of comprehensive wargamer uniform guides in PDF for the Siege of Derry and the Battle of the Boyne and there are more on the way.




The Shiny
As predicted, there are always things I hadn't planned on that draw my attention! Malifaux, Dark Age Saxons from Footsore Miniatures, and a scratch-built Dark Age village are primary among these as well as a project I haven't blogged about yet... maybe in 2017!

Not terrible. I even got in a few more games than normal and I am making a concerted effort to play more often.

2017
So, projects in 2017? Big plans! More Grand Alliance stuff for BLB (I want to finish my Jacobite army for the Boyne) and a Donnybrook project set against the backdrop of the GNW (I want to paint some of the new Warfare Saxon models). Sometime in the next few months I will be launching Warfare Miniatures USA online store to allow quicker delivery for North American customers to get their hands on Warfare models, flag sheets, etc without paying postage from the UK. Announcements will be made here and on the LoA blog when the shop is open for business - I am marshaling the troops now. I'm actually just looking forward to having thousands of Warfare Miniatures in my garage!

My next big event in 2017 is a trip to Scotland. I am heading over early in April for a League of Augsburg BLB weekender and then Mr Hilton has promised tours of battlefields, including a trip to Ireland to walk the grounds of my primary BLB interest! I will be there for about ten days total. I am super excited for this trip and looking forward to meeting lots of people I've only corresponded with through the web. It will also be an opportunity to generate lots of content for the blog!

I will be working simultaneously on BLB3, more uniform guides, more flag sheets, and the aforementioned scenario books. My goal is for us to be able to release multiple publications this year, including getting our earlier PDF's into print.

Apart from these, I have no idea. More Frostgrave seems likely as we are planning a monthly gathering to attempt to play a campaign. I know there will be more Oldhammer, Rogue Trader, and more Dark Age Saxons at some point as well!

Then there's the 'secret' project...

Happy New Year and the best going forward for everyone! Thanks for taking the time to read my rambling...

November 7, 2016

Sturmgeshutz and Sorcery - Part V

Whew! That game was a lot of fun. I wanted to post a few notes about the mechanics of pushing Donnybrook to such extremes. As I've said many times, the core rules of Donnybrook are something I've been using for years before we published them, often making up new rules as the game went along to cover situations I hadn't planned on.

In this case, I needed to be able to cover rules for magic, monsters, and freaking machineguns!


Let's start with the last bit first...

Rifle - Range 24", -1 armor save
SMG - Range 12", d3 hits (targets must be within 2" of primary target, no target may be hit more than once)
Pistol - Range 6", Close Combat (as per Donnybrook)
Light Machinegun - Range 36", Move or Fire (unless mounted on vehicle), -1 armor save, d3 hits (targets must be within 2" of primary target, no target may be hit more than once)
Autocannon - Range 48", no armor save, d6 hits (targets must be within 2" of primary target, no target may be hit more than once)
Panzerfaust - Range 12", Move or Fire, no armor save, d3 hits (targets must be within 2" of primary target, no target may be hit more than once), one shot

These are simply designed to be relative for game purposes and not meant to realistically mimic real world weapons. In Donnybrook, Muskets get a range of 24", so modern rifles would obviously be better, but 24" works well on the tabletop so everything else was worked to that. In a game that might include modern weapons and muskets (Darkest Africa) I would simply reduce the range of muskets to 16" to maintain the relative table top abilities of the weapon. If I were to go all out and make a Donnybrook WW2 system, I would a little more effort in representing the variety of modern weapons, but the above chart worked well my my game.

So, vehicles. Each vehicle has a card in the action deck just like other units. Wheeled vehicles may move up to 18" if entirely on a road, but only 6" off road, and woods and other rough terrain are impassable. Halftracks move 12" in all cases, but again rough terrain is impassable. Tracked vehicles move 6" in all cases, but may also power through rough terrain, including woods. Again, nothing specifically scientific. The rules work well with the fact that the other side has trolls and orcs.

Attacking vehicles was handled simply. Each was assigned an armor value (civilian/light 9, armored transports 11, tanks 13). Weapons are assigned a Strength value and a successful hit means rolling 1d6 plus the weapon strength. If the total is higher, then the armor is breached and you roll on a damage chart (I just used a Warhammer 40k chart). If the total equals the armor, the vehicle is marked with a pin marker simply meaning when the vehicle card comes up, the crew must make a morale teat before they can act on the card. The pin marker is automatically removed regardless of the test.

In the case of my game, only the Magician's Fireball (STR8) had a chance of damaging the vehicles at range. I gave the brutes (Ogres and Trolls) a chance to damage vehicles in close combat as well...



Ogres and trolls! These monsters were rated as d12 combatants. Both had the special rule Brute, which means their d12 is only used for combat and actions relying on strength or savagery. A non-combat action of another sort (say climbing a wall) would be tested using a d6. In addition, trolls can regenerate wounds so are allowed to roll on the character wound chart unless the wound is caused by fire (or Panzerfaust). For this game, I also allowed the Brutes to have a chance to damage vehicles. If they hit, a second d12 roll was made and applied in a manner similar to the process listed above (only the d12 roll, not +1d6).


Sample other monsters...
Orcs d8, -1 die type in sunlight, +1 armor saves
Mummies d10, Cause Fear (enemies must make morale test to fight in close combat), Relentless (move 4" but immune to non-heavy weapons)
Giant Scorpion d10, Scuttling (ignore linear and rough terrain for movement purposes - NOT water), Fast (move 8", may make two attacks in close combat), Poison (enemy make wound tests at -1 die type)


Spells were based on oldschool games...

Cleric d6 - no spell, but may TURN UNDEAD
Cleric d8 - 1 spell
Cleric d10 - 1 spell
Cleric d12 - 1 spell

Magician d6 - 1 spell, cannot wear armor
Magician d8 - 1 spell, never rolls more than d6 in close combat
Magician d10 - 1 spell
Magician d12 - 1 spell

All levels are cumulative, so Cleric d10 has turn undead and two spells or Magician d12 has 4 spells, can't wear armor and never rolls more than d6 in close combat. The spells were simply chosen from Chainmail (an ancient wargame and the precursor to D&D) and 'Donnybrooked'. To successfully launch a spell, the caster needed to roll a 6+ on his ability die (roll of a natural one means the attempted spell is gone from the caster's mind and may not be attempted for the rest of the game). Range was dependent on ability as well with 6" per level...

Curse - target suffer 1 die type penalty. Curse ends on End of Turn card
Fireball - d6 hits (targets must be within 2" of primary target, no target may be hit more than once), STR 8 vs vehicles
Sleep - d6 hits (targets must be within 2" of primary target, no target may be hit more than once)
Summon Swarm - character or unit must pass morale test when their card comes up. Failure roll a d6, 1-3 do nothing, 4-6 full move in a random direction. Remains in play until morale test is passed.


Right! That's just a sample. I'm working on a fantasy version that includes Fighters and Thieves for oldschool dungeon bashing and many more monsters. This might see the light of day at some point (Donnybrook Dungeons), at least as a PDF if nothing else. I really just wanted to show how you can really push the envelope on Donnybrook to make it fit any sort of game you can come up with.

November 2, 2016

Sturmgeshutz and Sorcery - Part IV

At long last, decades in the making...









Whew! The Germans still had powerful weapons with the machineguns mounted on the halftracks and probably could have wreaked more havoc yet, but the magician was still stalking around south of the river and he had the potential to damage the vehicles (though he was hiding, now being the ONLY target left for the halftracks south of the river). There was more that happened, but either I didn't have photos or it ended up not being relevant to the story.

  • There were two trolls south of the river, and the SS managed to blow one to kingdom come with a panzerfaust, but I failed to capture the moment. 
  • The squad on the bridge riddled the archer with bullets reducing him from his starting d10 skill to d4, making him virtually useless.
  • The Evil High Priest successfully cast Summon Insects late in the game (after failing the casting rolls earlier) and followed up with Curse which made it difficult for the AC crew to shake the effects for several rounds.
  • There were two mummies that got shot to pieces by machineguns.
  • The Germans had a medic with them on the bridge that allowed rank and file soldiers to use the Wound Save chart, but all three victims of arrows failed and were killed anyway!
So how did all of this work with Donnybrook? Actually great. I'll offer some ideas in a follow up next week, though I'm considering the commercial aspects of publishing supplements so I'm not sure how detailed I should get. Let me just say if you are an experienced gamer, working out mods for Donnybrook is not all that difficult. The vehicle rules are the hardest part and I'm not sure they are right yet, though they worked very well for my solo game.

In any case, it has been a near lifelong dream to play this out on the table and I had a blast! I'm looking forward to a second round with some of my friends.