Sunday, March 3, 2019

Prehistorics: Paleo Diet Review

Last Friday we played the first of the prehistoric rulesets. I chose Paleo Diet by Ganesha Games as the most promising.



Instead of picking one of the 10 scenarios provided in the PDF we played a generic mammoth hunt. Three groups of 3 hunters and a dog each (I watched the movie Alpha recently so the dog was a must) sneaking up to a herd of Mammoth.


One group would drive them towards the other two groups with fire. The other two groups would hen try to kill at least 2 of the giants.



Activation works per figure or per small group placed close apart. Roll 1, 2 or 3 dice and to Activate (and get as many Actions as successes rolled) and the failures give Actions to the beasts. The more failures, the more beasts get Actions. This mechanism is a staple phenomenon in games from Ganesha.

Another one is the pleasantly simple measuring system. Three measuring sticks (Short, Medium and Long) take care of all distance measuring for you.



Which action the beast takes is determined by its type, its surroundings (fire or hunters nearby for example) whether it is wounded and finally a D6 roll on the correct table. It might for example just move away from the hunters, roar to chase them away or even attack them!



Attacking is a simple affair. Roll a D6 and overcome the to hit number of the beast. A hit takes away a hit point or Bulk point. Once reduced to 0 Bulk the beast dies and joins the Paleo Diet.



It produced a quick and pleasant game where the mammoth were indeed driven towards the hunters. Killing mammoth however proved not without its risks as two hunters were trampled. 4 mammoth were killed nevertheless, so the hunt was bountiful!



The rules set in my case is a pleasant 58 page PDF acquired for $10 with cartoonesque illustrations and clear explanatory diagrams. It provides rules for prehistoric hunts, as the above would suggest. Hunters can be equipped with various weapons like spears, clubs, bows-and-arrows and stones.

Beasts and prey are grouped in types: giant grazers, herd grazers, apex predators, pack predators and individual critters.  Each type behaves differently when confronted with humans.



Things like fire, terrain effects and even a campaign mode are included in the game, so you can collect, buy, paint or build paleolithic terrain, hunters and wildlife to your heart's content.

This game will certainly be played again. Recommended!

Next one in the preview queue will most likely be Prehistoric Settlement by Steve Barber.




Saturday, January 12, 2019

Prehistorics: new pictures

I thought I'd exert myself a little for some nice pictures of my progress in the prehistoric project.
























Monday, January 7, 2019

Warlord slightly out of depth with Cruel Seas


A while ago Warlord Games released a game I had anticipated for a while: Cruel Seas. Instead of the numerous (well, if not numerous, at least present) existing modern naval warfare rulesets it would not deal with the Big Ships but with the small fast attack boats and their targets instead. 




A welcome change and a spectacular and favourite theme of mine, having read and re-read "De Engelandvaarders" by K. Norel in my youth; a chronicle of Dutch resistance fighters who fled to England in 1940 and enlisted in the Royal Navy to serve on MTBs among other missions.

Last week I played my first game. It turned out a typical Warlord product in both positive and negative aspects.

The Presentation
As we are customed to by now from Warlord the presentation of the game is splendid. The sturdy box contains all rules, dice, rulers, counters and even a largish paper playmat (both Mediterranean blue and Atlantic grey on separate sides) to play the game as well as 10 plastic ship models. There are even cardboard terrain pieces to represent coastline, a merchant ship (whole and wrecked) and a few German and British airplanes.


The rulebook is a durable A4 full-colour paperback containing the complete rules, complete fleetlists, some background, lovely full colour picture material to inspire your painting and a number of missions to play. As the game is supposed to cover all small ship actions of World War 2 the missions range from the English Channel to the Pacific, as do the fleet lists and background info. For the researchers amongst us an extensive reading list is presented. The box even has an index, which is a big plus as far as I am concerned.

The only thing missing here is a Quick Reference Sheet but that can be downloaded from the Warlord site.

The models

Warlord chose 1/300 scale to build the models in. The starter box comes with 6 Vosper MTBs and 4 S-Boats. Half of the ships are early war types, the other half the later war types like the S-100 Schnellboot and the Type 2 Vosper MTB. Later types tend to be faster, tougher and more heavily armed than earlier types.




The ships are plastic kits on sprue and are lovely. Assembly is easy and a breeze even with the rather sketchy instructions also included in the box. Warlord has announced several releases to expand on the game and the first Japanese, British, German, Italian,Soviet and US fleet packs will hit retail shortly (or have done so already). Fleet packs will also contain larger ships like gunboats, cutters, minesweepers and destroyers, all covered by the rules.




The only objection one can have against these models is that they are too big. Destroyers are over half a foot/10-15 cms and merchant freighters are even larger. A convoy in 1/300 scale will take up a lot of table space,, perhaps too much for any maneuvers to be possible. For that reason only I will most likely play this game in 1/600. But not without some heartache….

The Rules: what is good?
Already mentioned above the layout and presentation are excellent. Rules are systematically explained and illuminated by explanatory illustrations that clarify rules excellently. So what about the structure?

Initiative is determined in the familiar Bolt Action method by randomly picking coloured counters or dice from a bag. If your colour turns up, you may activate a ship. So activation is alternate. Actvation consists of movement, shooting and some miscellaneous actions of which Repair is the most interesting one, executed by the ship or plane of choice. Torpedoes move in the same activation as the ship that fired them.

Movement comes in three speeds: Slow, Combat and Full. All ships have these three speed categories irrespective of size or type. However, movement distances per speed band differ per ship type, merchants being slower than MTBs for example. A ship may make one turn per speed band moved. Large ships must make wider turns than medium or small ones. A ship may slow down or speed up one range band per turn. Handy rulers with turn angles are supplied with the game.

After moving ships may shoot. All weapons on a ship may fire on different targets. Firing is done by rolling a d10, adding or subtracting modifiers for range, visibility, speed of target and shooter and coming up with a 5 or less. A hit does a number of D6s damage (scrap hull squares) where 6es will indicate Critical Hits that may destroy essential ship systems like a rudder or specific weapons. Torpedoes may be dropped into the water in the Shooting phase as well. In a stroke of brilliance one ruler has the most common modifierst printed on its back. Splashes around the target ship from previous misses in that turn enhance the chance of it being hit. The game provides plastic splash counters.

All this results in a fast and easy to play game. But not one that, in my opimion, emulates fast attack boat combat particularly well. I think there are a number of problems. 

The Rules: what could be better?
The random Initiative method is a matter of taste. It defintely results in dynamic and surprising games. However bad luck may ruin the most clever plan. I would prefer alternate activation without the random factor. But I admit this is a matter of taste.

Turning circles do not work right and are the same width no matter how fast or slow your boat moves. This more or less cancels any effects of speed on turning which in my opnion should have been essential in a fast attack boat combat game. Tighter turning circles for slow moving ships would have been much more interestiung and really would not have been hard to implement. Besides that, all ships may make a turn when stationary, which makes large ships incredibly maneuverable. Finally, as one acccustomed to boats I get hung up on the fact that in CS ships turn around their stern, while in reality ships with steering rudders will turn around their bows unless they have bow screws.

The effect of splashes is very pronunced as any splash of a larger calibre miss increases the chance of a subsequent hit with 10%. In reality this effect did indeed come into play between capital warships but had no effect at all amongst the agile and fast moving small attack boats that left splashes behind very fast and mostly engaged in flat-trajectory fire anyway.  

Airplanes may attack boats but strangely enough may not strafe them, which was the most common form of airplane-to-ship attack.

Purists may also want to alter the effects of certain weapons and weapon layouts. However CS is a fast flowing game and should perhaps not be cluttered by too much detailed ruling. But the problems with turning circles, splashes and strafing attacks  should have been solved. Some excellent houserules to complement (and/or complete) this game with can be found at this link.

The rules also already know an extensive Errata list, which could have been somewhat prevented by better proof reading. It can be found here.

Conclusion
Cruel Seas is a beautifully executed and promising game that is enjoyable to play straight from the box. But it would have been a much better game having benefited from rules that emulate fast boats better and some more proof reading.

The choice for 1/300 scale will produce some stunning naval modelling but will run into its own limitations in larger scenarios as soon as the recommended 3x4 table is stuffed with ships actually too big to fit on it.  



Friday, December 28, 2018

Necromunda 2.0: what do we think about it? + 2 updates


In the time honoured tradition favoured by Games Workshop's marketing department GW has revived an old love of mine: Necromunda.



Now I played Necromunda to death around the turn of the century and collected and built gangs and terrain to my heart's content. I still revisit it occasionally and the game is one of my most prized and fondly remembered possessions.

So when a friend of mine asked me to try the rebooted version I was all for it. We played it a few times and I feel ready for a first review. In this review I will -just to be clear- compare this game  to Necromunda 1995 and I will assume you know that game already. If not, check here.

In terms of style and quality of game components GW leaves little to be desired, insofar their product is to your taste. One of the first things you need to know however is that, although the game is still sold in a ready-to-play box with two gangs, the definition of "ready" has changed somewhat. I will get to that.

The gangs included in the box are the familiar burly Goliaths (Bondage SM gay-bar body-builders with guns) and the all-female Eschers (heavily armed 1980ies punkrockmetal groupies).  But they have been completely redone and stylish minis they are!

The clunky 90ies Citadel metals have given way to stylish and elegant plastic miniatures in very dynamic poses.

The gangs include a Leader, a Heavy armed with a Chem Thrower (a 21st century Flamer that is) and a number of gangers armed with an assortmant of autoguns, lasguns, pistols and pointy things.




The boxed gangs do not include Juves, although the rules do.

The box also includes a Rulebook and a Gang book with Campaign rules. The Gang book onlydeals with the Eschers and Goliaths. This is new. If you want to play with other gangs, you will have to buy other books. (Crud...)

The box includes a number of board tiles that serve as an instant wargaming terrain tabletop (and have given rise to the misunderstanding that Necromunda 2.0 is a boardgame: it is not), a number of great looking doors, barricades and loot crates and of course the mandatory amount of dice, rulers, templates and counters.

This playing surface is also the limitation of play in this box. Gangers have not yet learned to climb, there is no elevated terrain and the Rulebook contains no rules for climbing (although curiously a skill for it).



Should you want to play in elevated terrain, you will have to buy another rulebook (Crud again...) and build or buy elevated terrain of course. Lucky me I kept everything.....

Gameplay
Gameplay is quite streamlined compared to the old game.

Major improvement is that gangers now move alternately, greatly enhancing the tactical possibilities over moving your entire gang at once (or at least before your opponent may move.

The Wound table has been replaced with a Wound die, The opposed To Hit vs Strength (or whatever) table has been replaced by 3 stats (Strength of Hit bigger, smaller or equal to Toughness) and things like Ballistic skills no longer need recalculating but are simply the stats you need to roll. The ammo roll is now a die rolled alongside the To Hit die and also indicates multiple hits for Rapid Fire weapons. Bolters still rock. Close Combat is somewhat simplified.

On the downside, Overwatch has been streamlined away as well as an Action (although it is still a Skill available to some gangs) which is a letdown and a loss for the game. It is however easily reinstated using the old rules. The Chemthrower has no comprehensible rules in the rulebook that we could find other than that it "hits automatically" when the template touches the target. What the effect of such a hit may be is left to your imagination. We made up that is is a Toxin Gas of which the effect is described somewhere. Apparently there are more types of ammo for a chemthrower but not (Crud) in this book. Maybe the next one?

As you might have surmised you will need a lot of money to buy a lot of books and a lot of leafing through all these books. Hopefully GW will release a Compendium sometime soon.

Gangs
In the original game the gangs started basically identical. Only in Campaign play would they develop differently. The  new game offers ready-made gangs (and pre-printed cards with stats) to start with. These gangs already are different in that Goliaths have higher Toughness, higher Strength in Close Combat and no long range weapons and Eschers have lower Toughness, higher Speed and long range weapons.

Unfortunately this means that in the confined spaces of the presented scenarios which offer lots of cover the Eschers will ususally lose, as they cannot make use of long range fire and die more easily than their Goliath counterparts from close range fiire or close combat. So I do not recommend the use of the preprinted gangs. It is easy to use identical starting opponents however and they will develop differently when playing Campaigns.

Campaigns
The Campaign system is virtually identical to the old game insofar that it is present. Apparently part of that is in another book as well. I haven't checked.

Conclusion
A mixed bag.

I would immediately reintroduce Overwatch as this greatly improves the game and makes it more interesting. But in terms of game mechanics Necromunda 2.0 is mostly an improved game. Terrain and figures are fabulous and even better than in the old game. Game components look better as well.

The rules in the starting box are incomplete when you use the old game as a reference. They do not offer play on elevated terrain and rules for some weapons are missing. The preprinted gangs are unbalanced. Splitting up the game in a base set, an elevated terrain set and separate gang sets makes it hideously expensive. I would recommend waiting for the inevitable Compendium.

When you want to start with Necromunda now I would recommend it if your budget allows. Me, I am glad I own the old game.


UPDATE 1:
The Necromunda Rulebook appears to have been released already. Unfortunately this does not include the Gang Lists, for which you still need a separate book. This will set you back a grand total of 65 GBP (or 85 Euros) for the complete ruleset alone, which is still quite hefty in my book.

UPDATE 2:
GW also released another skirmish game under the name of Killteam. While the theme and visual design are completely different from Necromunda, the rulesets are actually quite similar. KT also works with small units on small tables, uses all the same stats and rules as Necromunda does with as main notable differences:
- In Killteam you move your entire team before or after your opponent may move his entire team.
- Shooting happens alternately per figure based on Initiative
- KT knows a charge reaction under the name of Overwatch which means you may shoot at someone charging you.

In this respect Killteam and Necromunda seem to be two slightly different variations on the old Necromunda ruleset.


Wednesday, December 26, 2018

Christmas holidays: prehistorics and more stuff from long ago...


DeeZee mammoths next to a paleolithic hunter. The calf is a converted 20mm Carthaginian elephant made by Hat Miniatures. 



This aurochs actually started its life as a 54mm bull made by Lemax for their Christmas landscapes. Replacing the horns with longer curved greenstuff ones yielded a perfect 28mm aurochs.



And some more stuff from long ago in a galaxy far, far away....


And a nice Christmas present that my daughter discovered in a yard sale.


Saturday, November 17, 2018

Prehistorics part 2: sneak peek on some painting


Some first pictures of painted figures for this project.


Steve Barber Megaloceros deer


DeeZee vultures


Lucid Eye Cro Magnons



Foundry Titanis terrorbird 
(a fantasy element I could not resist sine they became extinct hundreds of thousands of years before Man emerged)


And a Mammoth calf (WIP) that I converted from a 1/72 HaT Carthaginian elephant



I think the ears still need some work i.e. hair...

Thursday, October 25, 2018

The most Ancient period of wargaming: Pre-historic! part 1

Every once in a while I get the itch to try out something new, something Original that I haven't seen around much. After watching an excellent 2-part documentary about the Neanterthal Man I decided to go for Pre-historic wargaming, if the term wargaming can be used in that context.



Because of course during the bigger part of the existence of prehistoric Man there were no such things as wars. Defining the period as starting at about 400.000 BC when Homo Neanderthalensis entered Europe and Asia from out of Africa until about 10.000 BC when Homo Sapiens had firmly eshtablished himself as the dominant species across most of the planet, most of Man's societies were small groups of nomadic hunter-gatherers that propably only met at seasonal meetings or at the off-chance coincidental meeting while roving their hunting grounds.

This might have led to armed conflict as often as not, but it feels a bit of a stretch to call these small skirmishes "wars".

So encounters in this period that can be played as a conflict should mostly be hunts and coincidental scuffles between small groups of hunters for the posession of a prey or cave or something.

Da Moddelz
It does take some searching, but there appear to be quite a large number of miniatures available, if only from a rather wide number of manufacturers. No one makes a omplete range of prehistoric figures. This should not surprise anyone, since PH is a very small niche in an already niche hobby.

Nevertheless the ranges are quite complete. Generic prehistoric people, branded as "cavemen", "prehistoric people", Cro-magnon or Neanderthal are and were made and sold by several companies.

First worth mentioning is DeeZee which has some Neanderthals and a lot of contemporary animals, which of course make up the larger part of PH figures. I bought most of my animals here.

Lucid Eye has lovely Neanderthals and Cro Magnon (modern Homo Sapiens) that were my eventual choice for the humans.

Steve Barber Models has prehistoric people as well as animals and produces the ruleset Prehistoric Settlement for which they make figure packs. Their Smilodon and Megaloceros were added to my collection.

Acheson Creations has quite a range of animals. But since they are transatlantic for me, the shipping costs stopped me there. They have lovely figures though.

Foundry has a range of animals amongst which are some prehistoric animals as well as animals that already existed alongside prehistoric Man. I purchased deer and bison as well as zebra to use as prehistoric horses.

Northstar has sabretooth cats and cave bears.

Rattrap Miniatures has a few animals in their Pulp range.

Toy brands Schleich, Safari and Papo make plastic prepainted prehistoric animals. Most are too large to use with 28mm but the giant sloth from Safari came in several sizes in real life and may pass for the biggest species. The Papo Komodo dragon is way too large for 28mm but perfect for prehistoric monitor lizard Megalania.

I aimed for contemporary animals that were actrually encountered by prehistoric Man. So I skipped any dinosaurs or Terror birds however tempting it was to add them to the game. I might succumb yet....

More pictures of painted figures and games are to follow.

Da Rulez
Completely a secondary priority in my book, I only started researching rulesets after purchasing the miniatures. Several sets came along and I purchased three: Tusk, Paleo Diet and Adventures in the Lost Land. I borrowed Prehistoric Settlement from a friend.

In the coming months all sets will be tested and reviewed. Paleo Diet looks the most promising at first glance, but the proof of the Mammoth is in the eating :)

Sharpen your speartips, cover your fire and stay tuned to this channel!