Showing posts with label Sci Fi. Show all posts
Showing posts with label Sci Fi. Show all posts

Wednesday, April 17, 2013

Scary Statues



Well the Easter Truce is lasting longer than I expected.

Due to some time sensitive painting, the Guinalean campaign is on hold.

On the plus side I did get to these lovely-if-creepy models.

Crooked Dice's Scary Statues.

Those of you who know what they are, know what they are.

Those who do not may sleep better at night.


Painting these was dead simple. 
Dark grey base coat. 
Green-black ink wash.
Dry brushing successively lighter shades of grey-white.

Wonderful figures and my thanks to the good folks at Crooked Dice for sending a fourth figure gratis.

My little lead adventurers must tread carefully around these ladies.


One more photo. This one cropped from the last one above. It is a bit blurry, but it shows what's left of the green-black wash after the dry brushing.


Don't. Even. Blink.

Tuesday, March 5, 2013

Writing Rules With Your Children

When my boy was four or five he expressed interest in playing with Daddy's soldiers. Some years before that my daughter expressed the same interest.

In my daughter's case I was working on Six Gun Sound: Blaze of Glory at the time and we happily used those rules with some long forgotten additions to cover the deer, rabbits, and other critters that always seemed to flock to her aid.

Now my boy was a different proposition. He had very strong ideas about what he wanted to play (Star Wars and related Sci Fi) and what held no interest for him at all (anything else).

Now the thing about wargaming is, that aside from being jolly good fun, it actually teaches as well. Critical thinking, and numeric concepts such as "greater than" and "less than" as well as simple counting all come into play.

In this post I am going to share a set of rules that my boy and I wrote together to suit his needs. He was soon teaching the rules to his friends although as is often the case most of them preferred and still do prefer video games to a game of soldiers.

While you, dear reader, are free to use these rules as is, perhaps of more value will be the methodology used in producing them.

My first introduction to the wargaming hobby was through my cousin, who had stumbled on to some books by Donald Featherstone. Many battles were fought between boxes of Airfix soldiers through the late 60's. Grand times indeed.

Wargames rules have come a long way in terms of simulation and mechanics since then (or have they? ) but some constants remain.


  1. The game has playing pieces and these pieces are assigned values.
  2. You need to know how far a piece can move.
  3. You need to know how far and in what way a piece can attack.
  4. You need to know how to tell if a piece survives an attack.
Those really are the basics. There are a host of other things that can and perhaps should be added (morale for example) but really those four are all that are needed for a complete game.

So the first step was to establish a base line. I explained that a Dude (normal human) with a Little Gun (basic infantry rifle) could move 6" in his turn, and hit his target on a d6 roll of 5 or 6. If hit the Dude would be removed from play on a further roll of 5 or 6. Range is unlimited.

I then asked the boy to rate other figures he would like to include based on a comparison to how that figure would move. attack, and resist damage, as compared to our basic dude.

FWIW the figures in this case were Star Wars collectible miniatures games and Lego figures, AT-43, figures, and assorted plastic army men. Mind you he would never mix types in the same game!

Well with the boring "how to" section out of the way here are the rules we came up with:

Little Gun

Hits on 5 or 6
Kills dude on 5 or 6
Kills tank on 6

Big Machine Gun

Hits on 4, 5 or 6
Kills dude on 4, 5 or 6
Kills tank on 6

Tank Gun

Shoots twice
Hits on 3, 4 5, or 6
Kills dude on 3, 4, 5 or 6
Kills tank on 5, or 6

Knife, Sword, Club, Rock, Claw

Must be touching to attack
Hits on  4, 5, or 6
Kills dude on  5 or 6
Does not Kill tank

Power Sword, Saw, or Axe

Must be touching to attack
Hits on 4, 5, or 6
Kills dude on 4, 5 or 6
Kill’s tank on 5 or 6

Movement

Dudes move 6
Tanks move 12
Little Bugs move 8
Big Bugs move 6
Cyber dogs move 12
Zombies move 4

These rules have given us many hours of fun over the years.

With these rules as a springboard it should be fairly easy to cater to any genre.

I hope this post will inspire others to come up with their own rules. It's so easy a four year old can do it : )

And remember: The family that plays together stays together (or so they say)!

Sunday, March 3, 2013

My Boy the Game Master

Folks, today my ten year old ran a game for me! Well us really as it was a co-op game.

It was splendid!


The rules used were Warhammer 40,000, Rogue Trader, bodged together with various Two Hour Wargames concepts to help run enemy forces.

After laying out then terrain and assembling our forces the boy gave me the backstory. Our force was tasked with cooperating with local forces in suppressing a rebellion. 

Part one required our force of Space Marines to liberate an Eldar noble who was being held captive by human rebels. This part was a bit of a cake walk as we stormed the two enemy bunkers and prevailed with no loss to ourselves.

Part two saw us enter an Eldar outpost. Rather than the warm welcome I had expected the demmed aliens mad our characters duel, first against rebel prisoners, and then against Eldar champions to prove our worth as allies. Naturally as bio engineered human heroes we prevailed once again.

Then (part three) all Hades broke loose.


A series of blasts rocked the outpost signalling an all out rebel assault.


The compound was soon overrun and the fighting raged at close quarters.


It was a very close run thing but our qualitative advantage eventually allowed us to overcome the element of surprise and their considerably superior numbers.

All in all an excellent showing from a very promising young story teller indeed!

Hope you enjoyed the tale and thanks for stopping by!