Showing posts with label Books. Show all posts
Showing posts with label Books. Show all posts

Friday, 14 October 2022

Reinforcements Have Arrived!

Last weekend I ordered these two items from Miniaturicum in Germany, and they arrived during today's game.

Ten of the the Revenants are destined to become 'Skeleton Guard' for Warlords of Erehwon (they wear some kind of ancient armour) - among other purposes along the way.

I already washed the sprues and started cleaning up the first five, so that I can get a minimum sized unit ready for use as soon as possible, although I shall probably not get them done in time for Wednesday

'Oathbreakers' is necessary for using Undead forces in Oathmark, and I haven't completely given up on that game, although I find that it plays a bit too slowly for massed battles.

I look forward to reading the rules and get an impression of how the Undead work in the game, and maybe try out a smaller solo game to get a hands-on experience.

Tuesday, 21 April 2020

Hello, There!

Another hiatus coming to an end. Actually, I have been slowly restarting the furnaces of the hobby room over the latest couple of months, ordering some rulebooks, and printing some stuff for the table (more about that in later posts).

My latest acquisition is the fantasy battle game Oathmark, published by Osprey in collaboration with North Star Military Figures.

When first I learned that McCullough was the author of Oathmark, I was somewhat disappointed. McCullough is, as many will be aware of, the author of Frostgrave and Rangers of the Shadow Deep, and I am absolutely no fan of the very random combat system sported by both of them, so it was with no high expectations I followed the news stream from North Star regarding Oathmark.

The combat system in Oathmark, though, is very different from the opposed d20 random mayhem that is Frostgrave and RotSD. Oathmark uses d10s, and when attacking/fighting an enemy unit, the target number to hit is variable, depending on your unit's Fight value, the Defence value of the enemy, and some modifiers, the most important one being extra full ranks - simulating the impetus of a large body of men.

I am yet to play a test game, but I have a relatively good gut feeling about this set of rules. It is relatively simple, maybe even simpler than God of Battles, while still giving that 'old school' feeling from Chainmail, AD&D Battlesystem, and early versions of Warhammer.

The 'world' of Oathmark is relatively 'low' fantasy - a bit like a Dark Ages setting with fantastic races and some monsters. Magic is present, and all races have access to battle mages and some artefacts, but emphasis seems to be on rank-and-file.

The game currently has only four races: Humans, Elves, Dwarves, and Orcs/Goblins. There are no restrictions on army composition - actually, the built in campaign system is designed to make each player's 'kingdom' a motley conglomerate of any or all races.

As this may seem strange at first glance, think of Tolkien's Middle-Earth, and the various armies fighting for dominance of good and evil. Saruman's force of Half-orcs, evil Men, and Dunlendings. Mordor's armies composed of Orcs, and Men from the east and south (even Dwarves reportedly fought for Sauron at some point, I think). The Last Alliance of Elves and Men.

I, for one, am going to use my Middle-Earth forces for this game - although I am also eagerly awaiting the supplement Oathbreakers, reportedly bringing rules for Undead to the Oathmark world late autumn (although it may be delayed, due to all this pandemic business).


Friday, 10 May 2019

SAGA 2nd Edition and Age of Magic

I ordered these two from North Star on May 1th, and they arrived here on May 8th!

I have been wanting to play some SAGA Fantasy for quite a while, but I have not been able to convince anybody of playing A Fantastic SAGA with me, although I think that fan-powered project is quite remarkable.

I have also been holding off buying 2nd Edition as I like 1st Ed. a lot, and I have almost everything for it, but with Age of Magic coming out, I had to take the plunge...

I have been reading a lot since Wednesday, and that is the reason why I have not yet started painting the Rohan Royal Guards, and also did not yet find the time to assemble the Renedra Saxon Tents.

I have no firm grasp of the rules, yet, but Age of Magic seems to bring back strongly flavoured Battleboards, which has been a thing complained about missing from 2nd Edition.

Tomorrow, the weather should be dry and sunny, and I shall probably have to spend some time in the garden, but I hope to also start rebasing some Skeletons I dug out of a box in the garage attic yesterday.



Saturday, 28 July 2018

Outremer: Faith and Blood Arrived!

This also arrived while I was on vacation.

I am really looking forward to reading these rules, as they have character level development, just like traditional RPGs - but first I shall have to read Chosen Men to get some motivation for painting my... Chosen Men (Sharpe's Rifles).


More for the Nappies Collection

Well home from our vacation trip to Normandy and Brittany (and a short stop in Paris), I found a parcel from Osprey.


I now know what to spend the last days of the summer holidays on...

Friday, 25 November 2016

Osprey Wargames: IHMN - Sleeping Dragon, Rising Sun


I also got the second supplement for In Her Majesty's Name, mostly for the sake of completeness, as I have no plans for expanding my still not very advanced Africa IHMN project into India and the Far East.

I shall be reading it when I have finished reading Broken Legions - but it does not have priority over other diversions, so it may be a while, before I have anything to say about it...

Thursday, 24 November 2016

Osprey Wargames: Poseidon's Warriors

Another ruleset I got from Osprey; I am not sure that I am going to play it, but I might if I like the way it sounds.

I have always felt that ancient naval battles could be a quite entertaining passtime, and as I wanted free shipping, I had to find a third book to purchase along with Broken Legions and Sleeping Dragon, Rising Sun.


Osprey Wargames: Broken Legions

I got this recently, very delayed, as the first parcel from Osprey seems to have disappeared.

Never the less, here it is, and I look forward to read it.


Tuesday, 24 May 2016

Osprey: Knight Hospitaller

I got the last missing part of my lates Osprey order yesterday.

I have had time only for a quick flip-through, but it is looking good!

I am wondering, though, if it is possible to find models with the long-sleved monkish robe for representing the early times of the order (I think the Templars wore a similar garb in white early on).

Well, my medieval projects are on hold at the moment, while I strive to get some stuff ready for Blood Eagle, so not an issue I have to address right now, anyway...

Tuesday, 17 May 2016

Osprey: The Knights of Christ

I also got this - and although one of the earlier Osprey publications, it does contain some information I find useful.

I hope to get my hands on titles dedicated to the Teutonic Knights, and to the Knights Hospitalier, too, but until then, this will serve my purposes for reference (I have the volume dedicated to the Knights Templar).

Well, not much more to say about the matter - I am not going to construct Orders Militant forces right now (although I may start making some test warbands for Blood Eagle when - or if - I get my Vikings done).

Osprey: Of Gods and Mortals

This arrived in the mail today, was sent (according to Osprey) about 20 days ago.

Well, now it is here, and I shall be reading it over the next couple of evenings.

I intend to use it as a bridge between Blood Eagle and SAGA/Dragon Rampant, as I have been told that the units in OGAM are quite small, and thus I can easily expand a BE warband into a couple of OGAM units, which can then again be combined for a DR unit. Clever, innit? ;o)

Monday, 9 November 2015

USUTHU! - Another Project Born...

'Zulu!' and 'Zulu Dawn' have long been my favourite films depicting redcoat action in the Age of Imperialism, and I have felt the itch to get some action going on the South African plains (and as any native Africans can easily be pressed into service for Pulp games, this is actually a no-brainer).

I have now set out to scratch that itch, first getting these books from Osprey:

(In Her Majesty's Name rulebook should be in the mail any day soon)
Heroes, Villains and Fiends contain rules for using Zulu in IHMN, so I expect to start making a Company or two of Zulus (unmarried and married springs to mind), and one of Brits, then perhaps expand by making Pulp Alley leagues of some of the other native peoples available (like Ngoni, Matabele, Pygmies, Azande, and perhaps some 'fantasy' cannibals and other imaginative Africans).

At first, I thought about doing Colonials in 1/72 plastics as I already have some Esci Zulus and British infantry for the Zulu War (1879), but there seems to be a limited supply of figures for this period; although a lot of sets have been made over time (notably from HaT), only a few seem available at the present.

So, I end up - as usual - collecting and painting 28 mm sized stuff, and as I remembered to have a box of these, I dug it out and have begun prepping a few redcoats.:



The models are not great, but I got the box as a freebie when ordering WGF's Republican (Caesarian) Romans, so no harm done in getting them a lick of paint so they can be brutally slaughtered by the natives of many a distant corner of the Empire.

I shall be basing them on 20mm washers, and go for a 'ready' or 'avancing' pose for as many as possible, as I really do not  like the sculpt of the firing right arm/hand - and I am primarily going to use these for skirmishing, so it only seems right to use poses better suited for open formations.

For the Zulus, I am almost set on getting the Empress/Warlord Zulu Starter Army, which should keep me occupied for several gaming seasons.

Just need to get that November paycheck...

Monday, 20 July 2015

Frostgrave Arrived!

Ulolkish/Duregar and I bought a level 5 and a level 1 Frostgrave Nickstarter deal, and because of  my family vacation in Italy, I asked North Star to delay sending the stuff.

It arrived today, and I am already reading through the rules, hoping to be able to start making a warband later this week.

I have a Skeleton Horde unit to finish for God of Battles, before I delve into the frozen city, but it is well underways, so I should finish it before Friday - if nothing goes awry, that is!

I am slowly getting back into 'normal mode' after having spent 15 days away from home and country, and getting accustomed to the somewhat unstable Danish summer after experiencing almost tropical conditions on our way through Europe, and although I miss the hot days of Italy, the somewhat cooler weather here IS more forgiving to the hobbyist, so I can actaully get something done, instead of just siesta-ing the day away.



Tuesday, 23 December 2014

SAGA: The Crescent and the Cross

Got this in the mail today.

Initially, I am going to use the rules for Crusaders and Saracens (or Moors) for Gondor vs Haradrim. I already have some Gondor infantry units ready from my GoB army, and I shall have to paint up some cavalry units to represent mounted knights (and possibly serjeants and squires, haven't had time to read the rules/army lists, yet).

That being said, I don't think I'm going to be able to resist the urge to use the Milites Christi rules and make a small Knights Templar army.

Saturday, 7 June 2014

God of Battles - and a Freebie!

I received this from Wargames Foundry today:

I played my first game of GoB15 at Attic Attack I, an allthough I plan to play the game with 28mm LotR minis, I also feel a strong desire to get some 15mm fantasy minis and join the growing GoB15 community here in Denmark.

I also received the strappin' fella below, and he is as of now destined to fulfil a role in my PSZ Warhammer setting.

Now it's about time I get my first batch of Mantic zeds off the painting table, so I can get the next going.


Thursday, 15 May 2014

Chivalry, Part 6: Crossed Lances Foot Melée and Archery.

The second (and currently last) book in the Crossed Lances series deals with dismounted fighting, and archery, thus letting squires, gamekeepers, or other retainers grab a bow and participate actively in the tourney.

The Foot Melée.

This a different cup of tea than the previous tome; the language used is pretty clear and straight forward, and only the 'foul' result on the combat result table, for some reasom marked as minus results, seem a little weird (you won't actually bestow hit points back on your victim when making a foul hit, will you?) It seems the fouls beign 'minus' has carried over from the jousting table, where you count points scored instead of damage done, to both the Grand and Foot Melée - which again brings me back to the really poor editing done on these rules.

  • The game uses a set of movement tiles similar to those used in the Grand Melée. I like that!
  • It would seem that the authors have given up on the '1 Turn = 3 moves', and simply allow the combattants to play 1, 2, or 3 movement tiles per turn. I like that!
  • The game introduces rolling an extra 'critical hit' die. I like that!
  • As mentioned under the Grand Melée, In the Foot Melée one dice is attack, and one is defence (in effect, your sword and your shield). The rules state, that in order for your combat result to count on the table, you have to beat your opponent's defense with your attack. I like that!
    However, the example, fully in the style one has come to expect from these authors, shows Attack 5/Defense 5 vs Attack 4/Defense 3, and BOTH generating a result on the combat result table, although Attack 4 clearly does nor beat Defense 5!!
  • The game uses the cards in the same way as the other two contests. I don't like that! I think the damage done should be a result of the combat dice roll +/- any modifiers.
  • The game introduces hit points for shield and helmet, and the possibility of either to be destroyed (and replaced) or get lost (and picked up or replaced). I like this very much, and clearly, it belongs in the Grand Melée, too. However, the rules state that the lost item 'scatters' 1d6, and in a direction decided by a d12, and there is no clue as to HOW the d12 shows the direction. Now, I can make a template, or use my good old watch, but, again, remember that I paid £20 (plus postage) for these rules.
There sure is some good ideas in the Foot Melée rules, but as the authors cling to the same system as in the previous two contests, they are, sadly enough, poorly used.

This is NOT a complete game, though. The rules use the Lord/Personality cards, so far only found in the first volume, which makes selling the rules separately for £20 a complete rip-off in my book. The games component section contains some additional Lord/Personality (Champion) cards for use with the campaign rules, and you might use those instead, but they are all marked with a rather high bonus, and the differences won't be the same as when using the intended cards.

As with the previously reviewed rules, I'll have to change this into the game I want to playm, but I'll use much more elements from this section than from the other two.

Archery

In these rules, for the first time, the authors let the use of cards influence the dice roll, which, directly affects the result. It's a no-brainer, really, but this is the first time the cards make any real sense.

I won't write a lot about this section, as I think I'll have to try it out before forming an opinion; they actually look playable right out of the book:

You roll a d12 to determine which section of the target is hit, 2d6, then refer to the archery table to see which part of which 'ring' is hit, an extra 'critical' d6 to take the arrow further in or out on the target, and add or deduct the bonus/penalty of your archer card and skill card.

I do think, though, that I would like to give the player a bit more control over the skill cards, maybe allowing a 'hand' of cards to be used, and maybe the option to affect the performance of other participants (the idea came to me when thinking about the foot melée rules), but I'll have to tinker and try...

CONCLUSION:

Crossed Lances should never have been published in its current form (save, perhaps, the archery rules). The 2 tomes are not worth the paper they are printed on, and £20 for either is a rip-off not even GW would dare. They need a re-write, and some heavy editing and updating of the tables, and the second volume should contain the Lord/Personality cards to make it self-contained and not requiring an additional purchase to use properly.

Just about a month ago, the authors stated that the price of the rules was right, priced accordingly to other products, and that they would never consider lowering the price, nor offer a discount for a combined purchased - in their delusions of grandeur seemingly confident that they had a premium(!) product to offer. Just recently they made the 2 books available for £30, thus discounting 25%, so the huge public interest they claim when promoting this polished turd may not be as massive after all.

Here's a link to another review of the first tome:
http://colgar6.blogspot.dk/2014/04/crossed-lances-review.html

And I think that it speaks for itself that a vendor selling the game + scenery for it doesn't want to lend his name to an appraisal of the rules (he does give another explanation for it, but...):
http://wargamesbuildings.co.uk/Hobby-Pages/Crossed-Lances-Medieval-Jousting-Hobby-Page/Crossed-Lances-Rules-Review-Jousting

Saturday, 3 May 2014

Chivalry, Part 2.5: Heraldy for Chivalry!

I bought this online from an antiquarian, and received it today:

It's an old OOP book that I remembered having studied when I ran a D&D campaign about 25 years ago, and I'm going to use it as a source of inspiration for emblazoning the arms of my Feudal knights.

I have another package sent as a letter at the local post shop, but I cannot get it until Monday, as they cannot hand out 'letters' over the weekend (but parcels are OK..?!). Don't ask. It's complicated. Bureaucracy at its finest...

Wednesday, 22 January 2014

Strange Aeons Collection Expanded!


 
Got Morbid Adventures and Shocking Tales of Madness and Mayhem Issue No. 3 Arrived in the post yesterday, along with my T-Shirt, Submerged Deep One, and Membership Card for the Cult of the Black Goat (#84 - we are a small, exclusive club, still).

Rules for Psychic Powers/Skills, and Necronomicon Spells, and a bunch of new Quest Scenarios to choose from. Just in time we got the old Treshold team back to work - they are now up for Psychic Latency Screening to see if any of them might posess extraordinary talents.

Human Lurkers may be tested too, and Rogue Treshold Characters and Agents may even buy Psychic Powers and Skills, just like ordinary upgrades!

I think we may now have another good reason to play some more games of SA (and for me to get those cults for Vuk painted).

Back to the Strange Aeons AAR - I hope to continue it tomorrow, but work, combined with the Handball European Championship (Denmark plays semi-final Friday), really puts some limits to my hobby activities atm. Finals on Sunday, and conditions will return to normal thereafter, I reckon.

Thursday, 10 October 2013

More Ospreys

I recently received these from Amazon. I'm getting ready for the inevitable WWI Painting Club at the LAF.