Showing posts with label Miniatures. Show all posts
Showing posts with label Miniatures. Show all posts

15 April 2013

M is for Miniatures

Early Grenadier miniatures for AD&D.
 
Miniatures. Little lumps of lead (or some sort of pewter or plastic these days). Some consider them essential. Other consider them the Antichrist. However, to those who say, "D20 ruined D&D and turned into a tactical minis games," I invoke the magic words "BALDERDASH!" and "POPPYCOCK!" These people are intellectually dishonest.
 
I say so because they have forgotten the history of the game. D&D's inspiration came from the fantasy chapter of the wargame Chainmail. It's very roots and conception arose from wargaming. What Gary and Dave came up was different from wargaming, but it is hard to picture D&D without miniature figures. I have always had the impression that one of the reason that high level play breaks down is that we're playing it incorrectly. . . .or at least not way the creators intended. while the dungeon crawl and the mega dungeon have their place and are fun, few people pay attention to the creation of the realm and military campaigns at name. Gary and Dave were both wargamers; Bob's Wilderlands campaign was also wargame-focused at times. could it be that the campaign events were used as a wargame scenario generator?

Judges Guild. Always good for fun.

Now admittedly, this is all speculation on my part. However, please also note that it was not until BECMI (1983-1986) that a comprehensive set of higher level rules  was published by TSR. And even then, there was a set of wargame rules available (the War Machine). What does surprise me it that the Battlesystem rules were not published for AD&D until 1985. It was never well-received. I know that I bought a copy at the time and no one else was interested in it in my circle of friends.

And now, 2013, it's a great time to be a miniature enthusiast! These are not little 20-25mm lumps of metal that have little detail. These "new" 28mm minis are awesome! There's Reaper with its multiple lines, all of which are excellent. I can only think of one or two "ugly" minis that they've done since expanding their production over 10 years ago. Does one want old school feel with modern production techniques? Otherworld is the way to go then; their pig-faced orcs are the best. Center Stage Miniatures is another company working from an old school paradigm as well; they've recently started working in resins. If one is interested in wargming, there's a whole plethora of companies offering 15mm fantasy lines that work nicely for that purpose.

Pig- Faced Orc Tribe by Otherworld


All-in-all, miniatures add much to the game. the problem most have is that they "slow" down combat. Personally, I feel the initiative system is what slows it down and turns it tactical. Using a a different initiative system has the effect of keeping all of the players involved and does not allow them time to study every move.

Until tomorrow, gentle readers!

10 April 2013

I is for Initiative


Initiative. Is there anything else in AD&D that is tinkered with as much in the history of the game? More so even than level limits and spell slots, this is the winner. I loved Gary to death, but the writing on initiative was not his best. One can argue that the way speed factor is described in the DMG that even a thief can get 3 attacks off before an attacker with a pike can.make his first! So how does that work exactly? Does it take 3 rounds? Does the thief actually get "extra attacks" that he is not entitled to? It is somewhat...bewildering at times.
 
Speed factors in practice!
 
[That said, I cannot recommend more highly DM Prata's ADDICT document that breaks down the AD&D initiative system by steps if one want top play initiative BtB (By the Book). ADDICT pdf]
 
I like to tinker. I believe I have said that before. Well, Hackmaster 4e did a really good of merging the AD&D and 2e initiatives together. I played with a variant of that one for a while. Now Kenzer Company, in Hackmaster 5E, has adapted their Aces and Eights Western RPG system for initiative. And this is the current system I'm tinkering with.
 
First of all, there is only one initiative roll at the beginning of combat to determine when each character begins acting. The combat is measured in "tics" and counts up until the combat is over. Once a character begins acting each action takes a number of tics to complete. There is nothing random about it. So, let's start the adaptation.
 
First up, surprise. The DM will determine surprise. Sorry, but that's an adjudication call. It's insane to have a 34% chance (2 in 6) of being surprised each and every combat. If surprise is warranted, the surprised character(s) or side begins acting once everyone else has started.
 
Each player is rolling for each character; no group init (the DM can, of course, roll for groups of monsters for ease; this does actually give the players a bit of an edge. Roll d6, add reaction adjustment for DX. The player begins acting when their number comes up. What are the actions?
 
1. Spells. The player starts casting. If material components are required, 1d4 is added to the count to grab them if they are readily available. Exception: a girdle of many pouches (or the like) only adds a one. Spell components might already be in hand (like an archer with a drawn bow) add nothing. The next spell occurs in its casting time plus a d4 if components are necessary. 1 Segment = 1 Tic. 1 Round =10 Tics. Note that wands are very powerful and can be activated every TIC unless an item description says other wise (Cf.,wand of fire, "pyrotechnics," DMG, pg. 135) ! One will, of course, run through charges really quick in that instance!

 
 
2. Missile Combat. Weapon-in-Hand goes on your first tic. After that, Rate of Fire 3 weapons, 3 tics. RoF 2: 5 tics. RoF 1: 10 tics. RoF 1/2: 20 tics. Exceptions: A Quiver of Ehlonna (or the equivalent) subtracts 1 Tic. A crossbow of speed halves the Tic count (i.e., light in 5, heavy in 10). A specialist bowman with a drawn bow still fires before initiative is rolled.
 
3. Melee Combat. Now it gets a little complex. The first attack with a weapon is easy. Adjacent to foe and swing. After that, the speed factor comes into play: that's the Tic count. Ah, but what about fighters with multiple attacks. Subtract 1 Tic from Speed for every extra attack the fighter has. The same works for cavaliers with weapons of choice or weapon specialists. Alternatively, one can allow two attacks with the weapon when the count comes up. If the charcater is dual wielding, use the rules in the DMG (pg. 70), but note that the off-hand weapon has its own count.

If you disengage, that is, you have active enemy fighters around you, your weapon "resets": move and attack normally when adjacent to a foe.

Monks are a interesting case. Open hand speed factor is 1. Their numbers of attacks per round is based on level. It's best just to go with one attack per tic. That either makes them uber or gives them a bit of an edge, depending. However, they have a lack of AC and, if using AC modifiers to hit, they're balanced in that way as well.
 
4. Movement. 1" of movement (10') per Tic. Other actions (within reason) can combine with this, such as changing weapons on the run, grabbing spell components, etc. Not that to begin casting or to fire a weapon, the character must not be moving. Exceptions: Wands or crossbows can be fired on the run. Bows (of both types) can be fired from a moving horse, as can wands; crossbows (despite evidence in the movie LadyHawke) cannot be reloaded on horseback.
 
 
 
5. Psionics. If one uses psionics then, rather than stop the combat and play it out, each action is a Tic. The DMG (p. 79) states "psionic combat tokes place very quickly - in segments rather than rounds." Since this system 1 Segment = 1 Tic, there is no reason to stop. Take that, Illithid scum! Or not....

 

6. Other actions. Grabbing a potion from a pouch and quaffing it: 1d4 tics. Drawing or sheathing a weapon: 1 Tic. Dropping an item in hand: 1 Tic. Using an "at will" power or ability: 1 Tic. Remember, Tics = Seconds. Also, some actions can combine with movement; use common sense.

All-in-all, there are two things I like about this system. First, the lack of rolling speeds thing up and makes combat more fluid. Two, it keeps everyone engaged; no one is sitting there, twiddling dice, and waiting for the end of the round. things could change rapidly.

Until tomorrow, gentle readers.



 

08 April 2013

G is for Goblins


Goblins. These little fellows are the much maligned cannon fodder of fantasy imaginings. HD 1-1...not even a full d8! In later editions of D&D, they fall by the wayside and receive even less respect than kobolds. This is a true shame because they truly are the first challenge for adventurers. If one views the ranking of monsters as a cursus honorem through which characters must progress, it is vital that goblins are included in the run. How so?
 
Goblins are a threat, even to 1st-3rd level heroes (see tomorrow's post). Goblins have better hit dice than a normal nan (1/2 HD, the same as kobolds!) and better hit dice than half of the core classes: fighters at 1-10, clerics 1-8, thieves at 1-6, and magic-users at 1-4. True, there are hardy newly minted adventurers, such as the ranger and barbarian, but they are outside the norm, even for heroes. The fact is, a warband of goblins (No. Apprearing 40-400, midline is 200!) could easily overwhelm a small town and definitely a small village, even if it has militia.
 
Let's look at Hommlett as an example. Hommlett can field the following:
 
Rufus, Overall Commander, Ftg 6
 
His "squad" of men-at-arms...not defined in the module, surprisingly, so we'll assume 10 well-armed medium-heavy infantry
 
Burne, MU 8
Jaroo, Dr 6 and Brother Smyth, Dr 3
Terjon, Cl 6, and Calmert Cl 3
 
Militia Captain (Elmo's father), Ftg 4 & Elmo, Rng 4
Militia Sgt, Ostler, Ftg 2
Militia, 50 0-lvl humans, most with leather armor, armed with a hand weapon plus as follows:
      spears: 23
      pole arms (various): 4
      long bow: 1
      short bow: 1
      slings: 5
      crossbow: 7
Militia, 4 'skirmishers,' o-lvl Humans with no armor and clubs
Miltia, Black Jay, Ftg 2 with longbow
Militia, Traders's man-at-arms, Ftg 1, with long bow
 
That's a pretty repsectable militia force, with a lot of magic. However, even if a small goblin warband shows ups (low dice rolls but with wolf riders):
 
2 leaders with 8 assistants (1 HD each)
20 wolf riders on worgs (4+4 HD) + an addition 20 worgs
60 goblins (HD 1-1), variously armed, but 24 with spears and 6 with slings
 
Burne and Rufus would be a big help, but it'd still be a tough fight. And these are just goblins! Think about orcs or hobgoblins and how they're armed and weaponed. Lairs have even more sub-types plus the possibility of bugbears. Even if it was the minimum (half the above numbers), the goblins would be formidable. Take away the worgs, not so much, but still they could do some damage.
 
(Incidentially, this is a battle I would love to play out...at the "skirmish" level or using Battlestystem.)
 
My mind changed on this matter sometime in the 1990s. I read Realms of Infamy, an anthology of Forgotten Realms short stories focusing on the "bad guys." There is a story titled "Vision" by Roger E. Moore about goblins. Read it. You will never look at goblins the same way ever again.
 
Until tomorrow, gentle readers, look out for the laughter and red eyes in the night!
 

08 January 2012

[Battletech] Painting Progress and Schedule

Ok, here's what I have lined up at the moment.

In final painting phase:

Liao/Death Commandos
Atlas

Liao/House Ma-Tsu Kai
Raven
Vindicator


Marik/1st Marik Militia
Orion
Marauder II MAD-4S (IWM 20-234)
Stalker

Comstar/2nd Com Guards
Highlander

Currently in the process of prepping for Wave 2, I've got the following:

Based, Ready to Prime
Cataphract

Needs Based
Crusader (Unseen)

Old 1990's Stripping
Warhammer
Archer
Battlemaster
Shadow Hawk (just needs to be glued)

1987 Ral Partha Stripping
Hunchback

I picked this guy up off Ebay. He had a camo scheme similar to Clan Smoke Jaguar.

To Be Assembled
Inner Sphere Standard Battle Armor (1 C* Level I, 6 figures)
Kanga Jump Tank (2)
Victor
Centurion
Longbow

When Wave Two is done, I'll have the following:

Liao/Death Commandos
Atlas


When I started Wave One, this one was originally slotted to be part of my Comstar Level II. But I changed my mind after I primed it. I still have 4 more Atlases, so it's not a big deal. :) I do plan on doing up a lance of Death Commandos, so this is a good start.




Liao/House Ma-Tsu Kai
Raven
Vindicator
Warhammer
Cataphract


This is a good solid Capellan lance in 3039 or in 3050. The Raven will be the -4X variant in 3039; the ECM equipment was horrible at that time, and the -4X trades it in for more armor, jump jets, and 2 machine guns. It becomes a really nice light mech; not the equal of the Panther but definitely better than the Jenner. Plus, the -4X is intro level; the -1X is experimental. A really good urban fighter. BV is 4471 (3039) or 4845 (3050).




Marik/1st Marik Militia

Orion
Stalker
Longbow
Archer
Marauder II (-4S)

The Marauder II is the one off here. It's such a beast, it is unlikely to be used for anything outside of the Inner Sphere Open Round in a tournament. Again, this lance is built for either 3025 or 3050 by just changing variants. This is definitely a fire lance with the Orion acting as the "command" mech. BV is 5802 (3025) or 6766 (3050).


Comstar/2nd Com Guards

Highlander
Battlemaster
Crusader
Kanga Jump Tank (2)
IS Standard BA (Laser)

This unit is designed as Level II that fought at Tukayyid. It's designed to go in there and mix it up with the Clan, so all the mechs are Star League era technology: the Battlemaster is the -1Gbc variant and has a command console, the Highlander is the HGN-732, the Crusader is the -3R, and the Kangas, well there they are. I would use the -2R variant on the Crusader, but apparently only the Wobblies get that one. BV is a hefty 7192. I have a nice plan for another Level II to back it up. See below. :)


Davion/3rd Davion Guards
Victor
Centurion
Hunchback
Shadowhawk


This is definitely a Davion lance: lots of ACs to go "BANG, BANG!"

So, when I'm done (by the end of the month, fingers crossed), I'll have 4 solid lances ready to go: painted, sealed, and flocked. They'll still need unit and faction decals, but I have to wait until I can get them from Fighting Pirannha. Then what will I do for Wave 3?

Well, I have another Level II for my "Tukayyid" Comstar force I'm putting together. Of course, this one falls under the experimental rules, but what the Hell. I have 1 Wasp LAM, 5 Stinger LAMs, and 1 Phoenix Hawk LAM. I also have a lead on a couple of Wasps and another Phonenix Hawk. Preferably, I'd make this Level II 2 of each; otherwise, it'll be 5 Stingers with the Phoenix Hawk as the "command" vehicle. This is not because I see LAMs as "zOMG uber!" They're actually pretty weak as they do neither job well. However, I can see Comstar having them in stockpliles and using them for recon and air support.

3rd Bear Guards
Wave 3 will probably also see the start of my Clan, uh, nova? (Stupid Clanners changing things!) It will be, of course, Clan Ghost Bear and I'm going with the 3rd Bear Guards, Alpha Galaxy for my paint scheme.

IV Legio Comitatensis
And I will finally get to my Periphery units. I should have my Ravager BA and Marian infantry minis by then as well as some more vehicles. That should be more than enough to work on for Wave 3.

1st Royal Guards (Steiner)
Wave four will probably be working on Lyran and Kuritan units. We'll see.

Ryuken-Ni (Kurita)
 Oh, and for those who are keeping score, the current list of minis is: 106 mechs, 7 LAMs, 48 BA (all IS Std.), 44 vehicles and 2 aerospace fighters (mech scale).

01 January 2012

(Battletech) 2011 Year End Report


Well, I decided to get back into BT after a 14-15 year hiatus in October. So, I have yet to do much. In fact, I haven't done anything really, but I do have a palette in chaos. :)





All are W.I.P. Starting at the bottom left:

Stalker. 1st Marik Militia.

Atlas. Liao Death Commandos.

Highlander. Comstar 2nd Army. A little about him. He's my first Highlander (and mech!) that I bought when I was in the Army....maybe 1989? Anyway, he's been in an ugly green and black camo for years. He's been stripped down and is in the process of repainting to become the command mech (HGN-736) for my C* C3i Level II.

MAD-4S Marauder II. 1st Marik Militia. This one was built using Siberian Troll's "Reseen" mod to make it look hunched over like the Unseen. so simple even I could pull it off. :) Close up below.

IS Standard BA. Just arrived yesterday ( by FedEx at almost 8 P.M.!). This point will probably be C*, maybe 1st MM.

Marauder. Unseen plastic from the 90's. Just sitting on the palette. He was there for comparison to the MAD-4S mod.

Orion. 1st Marik Militia. The classic FWL mech. He's the "command mech" of the lance. Dual-cockpit if using advanced rules.

Vindicator. House Ma-Tsu Kai. I having fun coming up with the paint scheme for this one and the Raven. House Ma-Tsu Kai's colors are "Liao green with ivory and gold highlights." I painted the left arm and leg on this one ivory and his left fist is gold.

Raven. House Ma-Tsu Kai. The beak top is in ivory, the underside is gold. Both legs are ivory with some gold highlighting. Some other trim in gold.

Cataphract. House Ma-Tsu Kai. Assembled and based, ready to prime.

The plastic unseens. All painted back in the 1990's. I'm presently getting the mold lines off that I can see through the paint. Then they'll get stripped and painted for their new lances.

Warhammer. House Ma-Tsu Kai. A Liao "Hot Hammer" of course!

Archer. 1st Marik Militia.

Battlemaster. Unsure. He could end up as Ma-Tsu Kai or 1st Marik Militia. I'm also considering him as the base for my 3rd Davion Guards lance. Of course, I have 3 "Reseen" Battlemasters sitting in my box so I have plenty to assign. :) I want my Unseen BM to "pop" however, so it will most likely be assigned to a favorite unit.

Once I finish them up in a week or two, I'll have a House Ma-Tsu Kai lance, a lone Death Commando, a 1st Marik Militia Assault/Fire lance, and the start of my Comstar C3i Level II (2nd Army).

Oh, and, as promised, a closeup of the MAD-4S mod. Thanks again to Siberian Troll on the classic Battletech Forum for figuring this one out and posting it. I love the hunched over look of the mod. It apes the original Unseen Maruader II posture, and the low angle makes it look more threatening and aggressive, almost like a chained pit bull straining to jump. :)

And here's the link for Siberian Troll's mod post: http://bg.battletech.com/forums/index.php/topic,12991.0.html]http://bg.battletech.com/forums/index.php/topic,12991.0.html