Friday, February 23, 2024

Horizon Wars: Midnight Dark

Horizon Wars: Midnight Dark is a miniature agnostic skirmish ruleset that can be used for any small scale miniatures. The setting is near to far future and although there is a written history Mr Robey Jenkins said that people are free to come up with your own background and the reason why there is conflict. I really liked the original Horizon Wars rules and also the licensed Hardwar rules made by Strato Minis. Here was the review I did for the first edition of Horizon Wars.


    So using any miniature you want is one of the big draws for me. People who have been playing miniatures for a while probably have some small scale miniatures for a game that doesn't get played very much anymore. Games like Games Workshop 40k Epic or Battlefleet Gothic, Spartan Games' Dystopian Wars/Firestorm Armada/Planetfall, Gear Kreig/Heavy Gear, Dropzone Commander, Battletech, All Quiet on the Martian Front, Wizards collectable Axis and Allies minis...the list goes on. Even Lego! The Horizon Wars: Midnight Dark rules works well from 2mm up to 15mm. There are also three small scale miniatures coming out from three big companies: GW Legion Imperialis, Mantic Epic Warpath, and Warcradle Dystopian Wars. In the pictures below are a few that I have in that scale and some that are space combat based.

    I've primarily used my old Wizkids Mechwarrior plastic miniatures to use with the Horizon Wars system. They are a perfect scale, around 12mm, and provide variety. I also bought a lot of them on clearance from several online warehouse stores about 15 years ago. Repainting them is also easy to do. Some examples of my United Faction are Infantry, Vehicles/Special Units, and Mechs/Aircraft. Most of the different units I have painted for my United faction are shown in the picture below.


There are still only four stats for each unit: Agility (A), Defense (D), Firepower (F), and Movement (M). You can still react to enemy model actions, which is one of the highlights of this game for me as it adds to tactical decision-making both for the initiator and the potential reactor. 

Weapons still have unlimited range and still used d12s. Range is measured, agility stat added, and cover level added to get the target number. Attacker rolls d12s equal their Firepower stat, target rolls dice equal to their Defense stat and removes attacker's dice for each one that matches, attacker combines remaining as they wish to equal or exceed the target number, and every group of dice that equal or exceed is a hit. Target allocates hits to their stats as they see fit as damage and the same hits are allocated to fatigue, reducing that unit's effectiveness. There is more, like taking a recover action to reduce damage (not fatigue), but you get the basics.

This new edition of the game also cleans up parts of the original rules and adds some interesting changes:
    -New fatigue mechanic linked to damage taken, order tokens that cannot be placed, and units getting exhausted. 
    -Reduced the amount of critical results when rolling a 12 result to only one. 
    -Upgrades have been expanded and updated.
    -Air units, missions, and solo play rules have been updated.
    -New leadership, hero, defense, utility, and mech pilot upgrades.
    -New unit quality upgrades (green, untested, veteran, elite).
    -More, more, more!

    Another great thing about the game is cost. Once you get the rulebook you can start with cardstock paper chits, dollar store toys and blocks, used toys, or whatever you have around. Then you can pick up miniatures cheaply as you go to replace or expand your army. 

I recommend getting this new edition and trying out Horizon Wars: Midnight Dark. It is available from Wargames Vault here.

Sunday, February 11, 2024

Hollow Waifs

Hollow Waifs are distance dealing models that can help the Amalgam faction. When Leviticus is killed he can come back by replacing a Hollow Waif model anywhere on the board. 

Primed black. Model on right's dress painted Skorne Red, drybrushed Khador Red Base, and lightly drybrushed mix Khador Red Base and TTCombat Phantom Ivory. Black parts of each model painted Thamar Black and drybrushed Coal Black.


Boots painted TTCombat Laser Cut Brown and drybrushed Hairbended Brown. Skin painted Khardic Fles, drybrushed Midlund Flesh, and lightly drybrushed Ryn Flesh. 

Base made with Basius Steampunk plate. Painted dollarstore black. Bricks painted Skorne Red, drybrushed Khador Red Base. Metal parts painted Pig Iron and drybrushed Quicksilver. Entire model and base washed with GW Agrax Earthshade. Outer rim painted Mouldy Ochre and name written with Prismacolour black.

Friday, February 9, 2024

Rusty Alice

 Rusty Alice is a solid henchman for Leviticus: ranged, melee, and a damage dealing aura for models that get too close.

Primed black. Pants and shirt Trollblood Base, drybrushed Underbely Blue, and lightly drybrushed mix of Underbelly Blue and Matt White. Jacket and hair painted Thamar Black and drybrushed Coal Black. Skin painted Khardic Flesh, drybrushed Midlund Flesh, and lightly drybrushed Ryn Flesh.


Boots and leather bits painted TTCombat Lasercut Brown and drybrushed TTCombat Hairbender Brown. Vest and boot ribbons painted Sanguine Highlight. Buttons and shiny doodads painted TTCombat Platinum Star Metal. Gun and armour painted TTCombat Folded Steel and highlighted with TTCombat Supernova Chrome.


Base made with Basius Steampunk plate. Painted dollarstore black. Rough painted Gun Corps Brown, drybrushed Rucksack Tan, and lightly drybrushed mix of Rucksack Tan and TTCombat Phantom Ivory. Metal parts painted Pig Iron and hughlighted Quicksilver. Entire model and base washed with GW Agrax Earthshade. Outer rim painted Mouldy Ochre and name written with Prismacolour black.

Wednesday, February 7, 2024

Leviticus

 Leviticus is the Amalgam master in the Outcast faction. His gang's ability to unmake enemy models nearby and his personal ability to come back into play inn place of a Hollow Waif makes his playstyle different than others in the Malifaux miniature skirmish game.

Primed black. Trenchcoat was basecoated Trollblood Base, drybrushed Underbelly Blue, and lightly drybrushed a mix of Underbelly Blue and Armypainter Matt White. Pants painted Thamar Black and drybrushed Coal Black. Hair painted Bastion Grey then drybrushed mix of Underbelly Blue and Trollblood Highlight. Left Arm metal bits painted Blighted Gold and highlighted Solid Gold. Skin painted Khardic Flesh, drybrushed Midlund Flesh, and lightly drybrushed Ryn Flesh.

Straps painted with TTCombat Lasercut Brown, drybrushed TTCombat Hairbender Brown, and highlighted Signora Brown. Steel looking items painted TTCombat Folded Steel and highlighted Supernova Chrome then a touch of TTCombat Platinum Star Metal on some parts. Blood packs on the back painted TTCombat Viscera Red and touched up with TTCombat Sports Car Red. 

Base made with Basius Steampunk plate. Painted dollarstore black. Rough painted Gun Corps Brown, drybrushed Rucksack Tan, and lightly drybrushed mix of Rucksack Tan and TTCombat Phantom Ivory. Metal parts painted Pig Iron and hughlighted Quicksilver. Entire model and base washed with GW Agrax Earthshade. Outer rim painted Mouldy Ochre and name written with Prismacolour black.

This is the first painted model finished this year but I started it a year and a half ago and took it out once in a while. One of my resolutions is to paint more and not get too caught up in perfection. I just want to get more painted models on the table that look good at arms length.

Wednesday, January 3, 2024

A Look Back at 2023 and Ahead to 2024

 Well I have been busy this year but not with painting models and terrain. Recently retired, I hoped that I would have more time and opportunity for playing games of all sorts. Unfortunately there were many things that needed to be done and things that popped up that needed doing. Fun was still had as the following will show.

A total of 51 boardgames were played, just under one boardgame a week. Something I always want to play more of. In order from most to least played are: Heat (9), Death May Die (6), Marvel Champions 3player (5), Crib (3), Dominion (3), Axis and Allies (2), Beyond the Black Tower (2), Carcassonne (2), Cascadia (2), Command and Colors: Ancients (2), Masters of the Universe (2), Kingdomino (2), Wingspan (2), Carcassonne 20th Anniversary edition, Carcassonne: Hunters and Gatherers, Eastern Empires, Red Storm Rising, Settlers of Catan, Splendor, Terraforming Mars, Thunder Road Vengeance, and Twilight Struggle.

Not many solo boardgames were played, only five, another thing I wish to change based on the amount of them I have that can be played solo. Cascadia (2), Heat, Marvel Champions (2).

Of the computer games I have, nine were played and all of them were Terraforming Mars (2 multiplayer and 7 solo). I really like this game and it handles the math so you don't forget anything.

For miniature games, thirty-two were played including a new one; Marvel Crisis Protocol (MCP). I will be posting more about that game in 2024, including painted miniatures. In order of most to least played are: Marvel Crisis Protocol; Avengers (7) and Cabal (3), Malifaux; Outcasts (9; Arik, Hannah Lovelace, Jack Daw (2), Parker Burroughs, Scion of the Void (2), Tara, Von Schill); Heroscape (7), Battletech: Alpha Strike (4); Dystopian Wars (4); Guildball: Morticians (3); Gaslands (2); Star Wats Legion (2); and Car Wars: Convoy Adventure.

For painting miniatures I did abysmally with 25-40mm scale (Guildball Gaffer and new and old Iron Man for MCP), but did well for other scales with 48 10mm scale (Planetfall Relthoza), 6mm scale (Battletech; 41 Federated Suns and 24 Patchwork Guild Mercenary company). Zero terrain painted was also unfortunate. Definitely want to paint more next year (Terrain, MCP, Battletech, Relthoza, Malifaux, Star Wars Legion). 

For physical games, three were played and they were all boules while my wife and I were camping.

Sadly, life happens and roleplaying games suffered. Sickness and requirements meant that many sessions had to be cancelled because of lack of players. Therefore only twelve sessions occurred. ten of them were for the Savage Worlds: Thrilling Tales setting and was great fun. Two sessions were with the Pendragon starter box and were run by myself. I also played through the solo adventure in the box to get more acquainted with the rules.

For gaming books read, there was the following read: The End: Dogs of War RPG supplement, Conspire RPG, Microscope RPG, Marvel Multiverse RPG, Pendragon RPG starter box, and Shab-al-Hiri roach RPG.

In summation I would like to play more games, and paint models, but with myself starting school for two semesters this year time will tell.

Wednesday, December 13, 2023

Microscope RPG

 The Microscope roleplaying game, as it says on the frount, is a fractal game of epic histories. Over several sessions, different characters of different times and places take part in a shared universe and setting, The group are the ones that create this history. Things can be created or destroyed and sessions can take place anywhere along the timeline as long as what was played out in the games before remain true. As sessions continue the whys and wherefores of what led to events already played and how they affect the overall history are revealed. 

It all starts with the big picture in a single sentence, like "Mankind leaves a sick Earth to travel to the stars". It should be something that can be told over many sessions at multiple points of history. It then needs a beginning period point and end period point for the big picture. Using the previous example they could be "Mankind makes new life among the stars" to "Humanity stagnates isolated and alone". Players then agree if these periods are light or dark but sometimes they are self explanatory like the example. Then each player adds one ingredient and bans one ingredients to the overall story palette. During the telling of the entire history you can use an added ingredient but never a banned ingredient. These ingredients, added or banned, give some focus to the story and sometimes never come up in play. Each player then adds a period anywhere in the timeline (light or dark) and an event under a previously made period. This is the setup for the history.

For each game session one player is picked to be the lens, and it should rotate amongst the group. They declare the focus of the session and creates a new period, new event, or scene. The next player does the same until it comes back to the lens who creates another new period, new event, or scene under an event. 

The player who created a scene starts with a specific question, like "Is the Alliance willing to sacrifice the colony on Sigma VII to beat the invaders even though the colonists will be slaughtered?", "Why does the teacher lie to their students about who founded the colony?", or "Why is the captain secretly planning to blow up their ship, with everyone onboard, in the middle of the Victory Day celebration of the very war they were decorated for fighting in?". The players then add characters, some of which are played by the players and some by anyone. With this the scene is roleplayed. Once done, the person to the side of the player who declared the scene gives a legacy that will be added to the event.

Although each session can have interpersonal conflict but everyone is there to make a story. The results of the decisions should provide a fascinating look at what the group commonly creates. It also gives powerful abilities for each player to change the direction of the history while encouraging the other players to also change it. Even if something happens that not everyone likes, it can be temporary when it is their turn to choose a time in the history to explore. There is even the option to drill down to certain shorter histories within the larger one. 

I really like the concept of this game and can make for fantastic opportunities for great stories that will be told well into the future. Although I have not played it yet I like it and recommend it.

Sunday, December 3, 2023

Conspire RPG

 Conspire is a hidden role storytelling game about conspiracies. Players together create a setting for the scene, create a conflict, add roles that can be played (including their faction), shuffle the roles to the players, add three goals to those rolls, shuffle the roles again, and then randomly give them to the players. Sounds chaotic?  It is supposed to be in order to create great improvisational roleplaying. 

Players also get three influence tokens which can be spent to create a truth about the universe. This is done so they can achieve their goals. They can also publicly or privately debate or make deals about the conflict and how to resolve it. The interesting thing is...someone knows everything about your role and faction and another person knows your goals. Rarely is the person who creates the role and goals the same person who plays them. That means that the extra element of a conspiracy, someone knows something, is present and will use that information against you for their own goals.

Once the conflict is resolved, through narration and votes, people revel their roles and get one point for each goal achieved. Players then discuss the the next round and either creates a new unconnected conflict, revisits the conflict, or make a new scene based on the previous conflicts results.

Genre is varied as it can be historical, fantasy, sci-fi, or surreal conspiracies that are the focus of the conflict. Could the Moon landings happen or could people make some money faking them? A secret dinosaur war of 1812? Kids discovering a dead body and wondering what to do? The conflicts are limitless. It is also a great way to have a break between roleplaying campaigns.

An inventive system and one I would like to play at some point. It would make a great one-shot gaming convention game too.

Thursday, November 30, 2023

Savage Worlds - Thrilling Tales

 Savage Worlds is a roleplaying game ruleset made by Pinnacle Entertainment Group. I played it once before in 2016 and also before that with its predecessor ruleset with the Deadlands setting. The Savage Worlds rules are generic and can be applied to many different settings. There is the aforementioned Deadlands (Evil reckoners have used magic to create monsters in different timelines in the 1800's and used for other time periods), Rippers (Victorian steampunk and magic), Space Opera, Fantasy, Superheroes, Pirates, Flash Gordon, Horror, Sci-Fi, Space 1889 (Victorian Colonists on Mars), and more. And that is just what Pinnacle produces for setting books

There are also many other genres designed to be used with the Savage Worlds ruleset by other publishers. But first the rules.

Players have various statistics at certain dice levels; low is a d4, then d6, d8, d10 and generally the highest is a d12. Skills are the same. When players make their characters they choose to increase what they want as well as take edges and hinderances. When something is happening that does not have a guaranteed chance of succeeding, the players roll a die of the same kind as a statistic or skill plus a d6, the wild card die, because all characters (and some villains') are wild cards. If either die comes up as the highest of that die (a 4 on a d4 or 6 on a d6, etc) they roll it again and add it to the first highest result. Many rerolls can occur and keep on adding to the total. A 1 is a bust and cannot be rerolled. Once the total is determined it is compared to the difficulty number (4 is average difficulty) or an opposing roll. A card deck is used for determining initiative with jokers giving bonuses as well as the ability to act first. All Wild Cards get bennies (poker chips or some kind of physical marker) which can give rerolls or to get rid of hinderances. More bennies can be earned through great role playing or crafty storytelling on the things they do. There is some more rules but that is about it.

The setting that was used by our game director was a setting called Thrilling Tales (made for both Savage Worlds, d20 Modern, and Fate rulesets). Think of the adventure pulp and cliffhanger serials of the 1930's and 40's. The heroes are more heroic, with quick healing and an extra benny, and the villains' more villainous. Players also get a bonus if they explain a statistically improbable but riveting action for a hero that they are doing. It is a great opportunity to be over the top with lots of emotion and the campaign was a great experience. I added to it with synopsis of the nights adventure for reminding folks of the next game session, which the game director would read out before each session to set the mood. Here is an example to give you an example of the setting and a session of our game:

As told in a 1930's radio announcer voice:

"When last we saw our heroes, they were in a diner across from the evil Eddie Boyd's office looking for a good way in when toughs of Eddie came in to teach the heroes a lesson. After telling them their ticket is officially punched, the gargantuan gorillas goons went outside and got out their steel bananas! Tommy guns! With the Blue Brain suddenly disappearing, it was up to Harry's "Electrostatic Carbon Ray Gun" TM and Arnie's "Twin Fists of Justice" TM to stop their assault. With the goons done, their guns were collected and Harry and Arnie left to regroup. Remember kids, only villains use guns irresponsibly.

They then met a contact through detective Lt Dave Ringo, who was none other than Felix March...Eddie's head accountant! He explained where the two account books were and was suddenly shot through an open window! Fortunately the accountant had brains and a bullet proof vest! The heroes then went to Eddie's Hellfire club to get one set of books and at night would pay Eddie Boyd's office a visit to get the other one in a potted plant.

The heroes quietly made their way up Boyd's fire escape and peeked inside an office window. They tried to quietly lift the window but too much noise was made! Harry activated his "Incredible Electrostatic Light Bender Belt" rendering him invisible. The brave Arnie then made a lot of noise to draw the toughs alerted to the noise up to the roof. Both Harry and Arnie took care of the toughs and retrieved the second book. The case could now come to trial with the evidence and Felix the accountant!

The heroes got some bad news from detective Lt Dave Ringo though...they were told to lay off Eddie Boyd! Digging further they learned of something heinous and vile...Johnny Malchek, a more talented goon for Eddie Boyd, had kidnapped the detective's doe-eyed daughter, Darla, from her Catholic school to stop the investigation by the good detective! How low can this evil go! The heroes persisted in their efforts to convince the detective they could help him get his daughter back so Johnny and Eddie can finally get the striped pajamas they deserve. Being successful, the detective told them the name of the location of his daughter's school.

Starting with staff of the school, they began to gather a better picture of events and of the kidnappers themselves as they traced their route to the Bronx in a Black phantom luxury car. The heroes old foe, Johnny Malcheck, was involved with three other toughs and one had a newsboy cap and certain scars. They also traced the car to an address. The heroes are now on their way to rescue the girl. When will the Blue Brain reappear? Why will Darla trust the heroes? Who will they meet once they get there? What villainous schemes will the Murder Club concoct next? Where will this mystery take you, the viewer, as you grip your seat in suspense? See Savage Worlds' Thrilling Tales Part 3 in a fine movie theater near you!"

This is a game system and setting I would play again. I also backed the recent Kickstarter for the new edition of the Savage Worlds rules. Although there will be only small tweaks I am already an edition behind.

Tuesday, October 24, 2023

Battletech - Patchwork Mercenary Guild - Federated Suns Pattern

 The plan is to have, with the Patchwork Guild mercenary faction for Battletech, mechs using a paint scheme that I will be using for each of the five house factions. This will represent mechs that have been captured or traded that belongs to each of those factions, further amplifying the fact that they are a combination of many across the human sphere. Also the mechs chosen for each of the five House patterns, will be the most common types of mechs used by those factions. 

With that in mind, here are the Federated Suns scheme mechs from frount to back, left to right: Centurion, Hatchetman, Blackjack, Enforcer, Blackjack from the late 80's plastic box set, Victor, and Nightsky.


The arms and legs use the modified Federated Suns paintjob I have used before, here and here. The torso and heads were painted the same way I painted the Elite Unseen of the patchwork guild using all the colours with black gaps. It turned out looking like a modern era painting which although not planned that way I like the look of them. They should be quite distinctive on the tabletop.



The Free Worlds League will be the next batch once I finish some Marvel Crisis Protocol and Malifaux models.

Sunday, October 22, 2023

Battletech - Patchwork Mercenary Guild - The Elite Unseen

The Mercenary group, the Patchwork Guild and their elites, the Unseen, were mentioned in two previous posts, here and here, when I had only painted a few. They are a made up Battletech group and not part of Battletech cannon. They are mostly from the Great Houses in the Inner Sphere, Periphery groups, Mercenary companies, and Clan warriors who had become disillusioned with their factions. They take contracts that do not target innocents and and fight with honour. Even though the are picky about their contracts the Patchwork Guild never seems to lack spare parts. When in public they wear patchwork jumpsuits and black full head masks with mirrored frounts, as some are wanted by their original factions. This mirrored visors are mimicked for on their mechs plus the Unseen have entirely black cockpits.

The elite Unseen will be made up of mechs where, in the real world history of Battletech's original maker FASA, went through legal troubles. Before Battletech was printed, FASA paid money to a company that claimed it had exclusive rights to the mech images outside of Japan on behalf of the original Japanese anime the mechs came from. In the mid-90's FASA was sued by Harmony Gold, who owned the Macross Saga rights in the USA, because of the use of several mech images that Harmony Gold owned the rights to. FASA lost the legal battle initially and all the mech images used from any Japanese Anime were severely altered going forward. The originals of these mechs were called "The Unseen" because of this. After several decades Topps, the current holders of the Battletech license, won the rights to use the original images. Since I played Battletech when the original images were used, I wanted to make a mercenary company as a nod to these original mechs. A good article on SarnaNet goes into more detail.

Until the Battletech Mercenaries kickstarter is delivered, I have for "The Unseen" mechs: four light (Valkyrie, Wasp, Stinger, and Locust), 4 medium (Wolverine, Shadowhawk, Griffin, and Phoenix Hawk), six heavy (Thunderbolt, Warhammer, Marauder, Crusader, Rifleman, and Archer), and three assault (Longbow, Marauder 2, and Battlemaster).


The four lights.

Four mediums.

Three of the heavies.


The other three heavies.


Three assault.

Primed black and heavily drybrushed either Khador Red Base, Khador red Highlight, Cygnar Yellow, Iosian Green, Cygnar Blue Highlight, Murderous Magenta, or Beaten Purple. They were then drybrushed a mix of the primary colour and Menoth White Highlight or TTCombat Ivory. Patches of the other primary colours were then applied in patches over the mech. Cold Steel was applied on metal parts. Model washed with GW Nuln Oil. Sulfur Yellow for missiles, Khador Red Base for lasers, and Thamar Black for projectile weapon barrels. PPCs painted Meridis Blue and TTCombat White.  For jump jets, the same previous colours were used except Arcane Blue was used asa middle colour. Thamar Black applied to head area with Cryx Bane Base drybrushed on, then Cryx Bane Highlight lightly drybrushed on, and Army Painter Gloss used on cockpit window. Base painted cheap black then GW Technical Armageddon Dunes used on base. Lichen was then glued to the base. Army Painter Matt White applied on frount and back base arcs, and finally paint pen was used to write the name of the mech.

Monday, October 9, 2023

Federated Suns Assault Mechs and Modified Paint Scheme

 Here are my nine assault mechs for the Federated Suns faction, at least until the Battletech: Mercenaries kickstarter is delivered. By row, from back left, back to frount: Marauder 2, Atlas, Nightstar, Cyclops, Awesome, Stalker, Battlemaster, Victor, Longbow.


Battlemaster is a solid 85 ton mech. Not fancy but solid. The Victor is an 80 ton jumping mech that is a versatile short and mid range striker for close support of other mechs. The Longbow is an 85 ton long range monster that can take the hits.


The Cyclops is an old common 90 ton mech that was designed as a headquarters for large conflict zones. It is weak in armament and armour which meant many variants over the eras. The old 90 ton Awesome is a long and medium range mech feared for its three PPCs, delivering devastating attacks that can be kept up consistently. It is common for all factions and eras, but is more common in the Free Worlds League. The Stalker is an old 85 ton mech used by all factions. It provides excellent damage across all ranges but does not have enough heat sinks to fire everything at once, without gaining  a lot of internal heat.


The Marauder 2 is a 100 ton improvement on the 75 ton Marauder. It was designed by the Wolf's Dragoons mercenary company during the Late Succession War (Lostech) era but was available for most factions from the Civil War era onwards. The Atlas is an old mech at 100 tons and is a feared opponent on the battlefield. It is common through all eras from the Early Succession War onwards and all factions. The Nighstar, at 95 tons, is common in the Federated Suns and Lyran Commonwealth. It has been produced since the Clan Invasion era and its advanced technology is effective at all ranges but best at long.

Their paint scheme is a combination of my original here and additions here.

Horizon Wars: Midnight Dark

Horizon Wars: Midnight Dark is a miniature agnostic skirmish ruleset that can be used for any small scale miniatures. The setting is near t...

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