at Home and On Campaign

at Home and On Campaign

15 December 2015

The 3rd Annual "Princess Sophie's Holiday Ball", Girls to the Rescue!

Governor Generals Mansion,
Travis Point, New Cypress

Two Days Before the Ball
Maj Guiscard
"Governor, we have intercepted communications that there is a plot to assassinate you on the night of the ball. I suggest we cancel."

Governor General
"Good God man! After both the wife and the Princess have bought their dresses?!!!???
Can you imagine life in this house if I cancelled the Ball now?"

"I see your point Governor."

Gov Gen
"Damn straight! A bullet would be preferable. The party is on!
Smithers, more whiskey"

News Reporter
"This is KPRZ News Reporter Dominique Sockza, outside the Governor-General's Mansion covering the event of the year, Princess Sophie's Holiday Ball. 

Most of the young ladies who received one of the few highly coveted invites to this very exclusive evening are already inside. This is not the event to arrive fashionably late. As you can see heiresses Lydie and Kydie Laborde are arriving in their very stylish, brand new Hawker Tucano Aircar.
...and just moments ago , the Telebrainian delegation arrived. Even more surprisingly, the Ambassador himself was leading the way.
Never appearing at public events, the Telebrainians are notoriously reclusive. This little bit of diplomacy has to be the work of the Governess. Her charm and grace are the only things that could overcome the Gov-Gen's obviou..........well, let's just say it's lucky that we have his wife and daughter.

Security is tight, and everything looks under control for everyone to have a great time."

Inside the Mansion, in a hidden alcove, Princes Sophie meets with her friends.

Princess Sophie
"Everything is out of control.
There is an assassin somewhere among the guests."

Lydie Laborde
"We are NOT going to let that fly."

"Absolutely! The game's afoot!
If we let the security agents do this, they will cause a scene and ruin the Ball.
WE have to find this assassin."

The ladies spread out and begin to look for clues as the Governor-General and the Governess circulate among the guests.

The girls search the: 
Lounge, Hall, Study, Library, Billiards Room, Dining Room, Ball Room, and Conservatory (wink, wink)
They finally make the crucial breakthrough just before the famous actress, Miss Scarlett pulls out a Revolver in the Hall! quietly whisks her away, and Les Bons Temps Rouler!"

Here are the young ladies who attended "Princess Sophie's Annual Holiday Ball" (I know, I didn't get an invite either.)
It was an absurdly cute evening. They played a straight up game of Clue (Cluedo, for the non-'Muricans :) ). The only adjustment I made, was that I set the stage as a cooperative effort.  They had to unmask the assassin working against the clock, and the limited communication (and limited cooperation) was because they needed to maintain their cover and not give away to the bad guy / girl that they were looking for them.

...and afterward, much like the storyline, the young ladies just continued on and played with the table in their own way.
At the end of the evening, after the cupcakes (there must always be cupcakes) each one of the girls got to keep the miniature they used in the game.

It was a great night, and several of the girls want to come back over soon and play a game where "they get to blow stuff up" (OUTSTANDING!)

The Girls ; Old Glory miniatures, Civil War Civilian set 
The Hawker Tucano Aircar: Antenociti's Workshop, this re-release has a new name for Infinity, but I like the old Hawker Tucano designation
The Telebrainian Ambassador is a Bomshell Mini, Counterblast Edo Prime Leader and his bodyguards are Telebrainians from Ramshackle Games
The tea lights were an impulse buy off of Amazon. I don't remember the details.

If there was anything else I can elaborate about, just let me know.

Thanks for looking!

19 November 2015

The Invitation

Laborde Household 
Lac Du Roi, New Cypress
(Home of Alden J. "Doc" Laborde VII, CEO of ODECO and family)

Gracianne Laborde (daughter of Alden & Lydie Laborde)
"Maman, Maman, it is here!"

Lydie Laborde
"Calmez-vous, mon petit, what is so important?"
Gracianne Laborde
"Don't tease me, Maman. The invitation to this year's Princess Ball!"

"Don't you remember the scandal last year?...."
"I hope this year is just as exciting! I cannot wait!"
Last year, my daughter and I played a game of Pulp Alley based on a giant Christmas Ball. It was a big hit with her (and it got some traction on this internets thing :) ).

So this year, Princess Sophie has invited the girls of the neighborhood, and we are having a Princess Holiday Ball Murder Mystery  / Party!

Six Girls in Princess Attire playing a miniatures game!
Oh, yes, there will be pictures. 


15 November 2015

The Recall

Klaendarii Base
Ophelian Imperial Subsector Capital
 Imperial Royal Courier Servitor 763-2w2
“Greetings Sub-Ambassador Sulla Tigh, I bear a message from the office of Grand Admiral Soelatte. Imperial Prime is in chaos.  There are some reports that indicate that The Most Holy God Emperor of the Ophelian Empire has passed. Whether this is true, or rather some plot by heretical disloyal factions is unclear. But it is a fact that the Ophelian Imperium is facing its greatest crisis since the founding. The Grand Admiral is issuing an emergency recall of the capital naval units across the entire frontier and of the units in this Sub-Sector specifically. These units will depart immediately and rendezvous on his banner. God save the Emperor."

Sub-Ambassador Sulla Tigh
"The 4th and 7th Battleship Squadrons are not currently provisioned for such a long journey and I am not even sure the Relentless would even make it."
Imperial Servitor
"Their orders have already been issued through the Naval chain of command.  You are being informed as courtesy simply requires. They will depart within 24 hours.  Couriers will be sent ahead for provisions to be ready at designated waypoints. These are the orders of the Grand Admiral."

Eighteen hours later, the ancient battlewagons ponderously separate from Klaendarii Base.
Sub-Ambassador Sulla Tigh
"That tears it. There is not a single Imperial capital vessel in all of the Sub-Sector.
Emperor save us all.
Prepare my ship. We have some very bad news to deliver to some very good friends."
So first, the episode credits:
Yes, the back wall of the Sub-Ambassador's audience chamber is the old paper terrain Space Marine landing pad from GW, from when they used to do cool atmospheric stuff like that.

The Imperial Base, Klaendarii is the old micro machine Bespin cloud city (it gets a whole lot of use as THE generic starbase for my games/blogposts.)  The 2 largest Imperial BB's are Republic Star Destroyers from the Star Wars minis game, but all the other ships are from Brigade Models. That crazy, sexy, cool, star field is the latest purchase approved by the Kingdom of Colores Procurement Department (i.e. the lovely Governess) from Deep Cut Studios. (Wow, it makes the minis pop!)

As far as our storyline goes, the Imperial Fleet has been keeping the peace in Sector Six for a millennia. For the first time in known history, the locals control their own destiny.
 ...and someone has made sure that the Colores fleet is halfway across the Sector in the Molling system. It's not a coincidence.

The Chinese curse is in full effect for the residents of Sector Six,
"May you live in interesting times"

Thanks for looking!

11 November 2015

The Molling Incident, Ep. VIII: Finale

Reich Base “Fuhrer’s Glory”, Interior North Continent, Molling
Karmesin Sturmtruppen Wulf
“That sure is a lot of Honschu, Kommander…”
Kommander Schacklow
“Good. We will kill many of them and many of their cursed Colores allies before today is through.
…and (the Kommander smiles) they will discover it was for nothing.
Is the evac ship ready?”

KS Wulf
“Yes Kommander, it can leave at a moment’s notice.”

Kmdr Schacklow
“Excellent. When I give the word, we break for the ship.  Anyone who is late gets left behind with the Automs and fights to the death, understood?”

KS Wulf
“Clearly Kommander”

The alliance (Honschu and Kingdom of Colores) war party has reached the jump off points for their assault on the Reich’s Base.  From experience in past encounters (see the “Haussen Campaign”) this Base protects a large civilian settlement hidden below. Once the base is breached the Reich will surrender.

Alliance Forces
3 Bands of Honschu Warriors led by Targeethilar (20 each)
1 Pack of Honschu Dogs (5)
2 Bands of Carnosaur Riders (3 each, with Sgt. Mannesmann joining them)
2 Platoons of Eight Ball Commandoes led by Lt. Philo
3 Platoons of Battlesuits (Armored as Light Tanks)
1 Platoon of Cochran’s Independent Jump Company
1 Section of 1/141st Artillery (Lt. Mortars)
1 Battery of Spaceborne Fire Support (KCS Elizabeth)

Alliance Objectives
1. Neutralize the Anti-Space Battery to allow fire support from the KCS Fleet
2. Capture the Reich’s Base and access to the Enclave below

Reich Defenders
3 Platoons of Infantry Automs (Elements of the 456th Autom Division)
2 Platoons of Heavy Automs (Immobile, Elements of the 456th Autom Division)
1 Anti-Space Battery (Immobile)
1 Platoon Karmesin Sturmtruppen (Elements of 52nd SS Regiment)
Kommander Schacklow

Reich Objectives
1. Hold the Base
2. Evac the human defenders via the Evac shuttle (Karmesin and Kmdr Schacklow)

The Battle
Honschu are descended from predatory avians.  They move silently, and unlike our human ancestors, their charge is not accompanied by a malicious battle cry.  By contrast, there is a collective silence as if the whole jungle is holding its breath. …and then they surge like the tide.

Kmdr Schacklow
“Hold the automs, wait until they are closer…”
The Reich’s firing line explodes …
The Honschu capture the Anti-Space Battery and clear the way for the KCS Elizabeth to lay fire on the Reich’s Base
The firefight is furious, and while the Reich’s attention is to the front, Cochran’s Rangers drop in behind
The Karmesin and Schacklow are totally surprised and take several casualties as they break for the Evac shuttle.
Kmdr Schacklow
“Curse you…curse you all!! You are nothing before the Reich, you do not even know what is coming!!!”
…and they barely make it out before the end.

Lt. Philo
“Major Guiscard, we are below the base, but the enclave is empty.  It looks like it was evacuated awhile ago.”
“Sir? Why would they even defend this place?”

Maj. Guiscard
“I guess…they wanted us here…so we wouldn’t be somewhere else”

So that brings an end to the Molling Incident.  A minor Victory for the Alliance.
1. The ships from Odeco Drilling have been rescued
2. The Nazi’s have been driven from Molling
3. A new Faction has been added to the Alliance (The Three United Tribes of Honschu)

1. Kommander Schacklow and his Karmesin Guard have escaped
2. There was only an evacuated enclave, so this was diversion?

Thanks for looking!
Until Next Time…

25 October 2015

The Molling Incident, Ep. VII: The War Party

At 0600, the Honschu wardogs sniffed aggressively at the bits of Nazi uniforms in the hand of Kanni-Lok. He looked affectionately at his charges and spoke softly:
"Now, my children, check the path. As always, you are our eyes. Make sure none of the enemies of the Honschu are lying in wait. Go!"
Hoschu dogs do not bark, the most lethal predators run silent.  The pack broke swiftly into the jungle and disappeared like sharks through water.

Shortly after, the Allies' polyglot assault column began its march south to the attack positions.
With the main body are elements of:
Kingdom of Colores "Eight Ball" Team
Warriors from the "Three United Tribes" of Honschu (... their dogs & Carnosaur riders)
Merill's Marauders Battlesuit Company (Mercenary)
Colores 1/141st Artillery (Mortars)
...and Cochran's Independent Ranger Jump Company (Mercenary)

Waiting at the other end...

Kommander Schacklow and his Karmesin Soldiers with elements of the 166th Heavy Autom Regt and the 422nd Autom Infantry Regt. are preparing to defend the entrance to the enclave.
I have persistently been remiss in identifying the miniatures on my blog. Hopefully, this is the start of fixing that.

For the Alliance the figures are:
Games Workshop Kroot, Kroot Hounds, & Knarlocs
Crossover Minis Minions
Bombshell / Counterblast Drones
Cochran's Rangers are Sedition Wars humans, with Puppet's War Jump Packs

For the Reich:
Kommander Schacklow is a Reaper mini from their Chronoscope range
The Karmesin Soldiers are Games Workshop Imperial Guard with some OOP Chaos Apce Marine head swaps.  I have despaired of building any more of these guys, but I think Anvil Industries makes a helmet close enough that I may be able to build out a total force. (Woot!)

The Heavy Automs are Star Wars prepaints, the Telosian Tank Droids (I love these models!)
The Infantry Automs are Copplestone Future Wars Robots

I would like to welcome our 2 new readers:
Katsuhiko JiNNai and
Gordon Richard

Thanks for looking,

Next Up: Base Assault!

22 October 2015

New Guises for the Heroes 3, Sophie

Ambassador / Agent Sophie v2.0
For her official duties, Amb. Sophie’s attire is almost unchanged (on left). However, as the covert aspect of her role has grown, additional training and equipment has altered her “mission” load out radically. She wears a hardshell suit with an integral jump pack and an extensively augmented underlayer that is suitable for even airless environments. 

Her new weaponry was adopted after attending a circus on T’Gai and watching a Rhodian martial arts demonstration. She was drawn to the acrobatic and elegant  Rhodian kata of “Spinning Blades”, and immediately hired one of the demonstrators to train her. Presently, she wields a unique pair of scythes. The scythes have a powered cutting edge, and can be thrown, “piloted”, and retrieved from a distance. They are also used defensively to deflect projectiles. Already formidable as a diplomat, “Agent” Sophie is a ferocious combatant.

For the third figure, she is the beloved (read: absurdly spoiled) daughter of the Governor-General, and has obtained a new dress for this year's Holiday Ball (big obvious hint as to what's coming on the blog).

On an ending note, Amb. Sophie vociferously rejects any notion that she has been "spoiled". Upon reading a draft of this post, she emphatically responded:
"Really? because if I was spoiled, I'd have a Unicorn by now."

19 October 2015

New Guises for the Heroes 2, William

Master Builder William
An eclectic engineering genius. Master Builder William eschews the spotlight, but he is quietly one of the most prolific architects in the Kingdom of Colores.  Almost every major structure, from shipyards, to powerplants, defense installations and even the Governor-General’s Mansion at Travis Point have his design fingerprints on them.

I present my oldest. He doesn't really game, but, for a high functioning autistic kid, he has a vivid imagination. Currently, we share my gameroom. When I use it, the room is called, "the battle room". When he's in there, it's called the "Thompson Cat Construction Workshop" and it is filled with giant imaginary construction equipment for his company's endless massive projects. 
I have my imaginary world and he has his. Side by side. :)

16 October 2015

New Minis for the Kids...'er, I mean, New Guises for the Heroes!, Part 1, Robert

So I have 3 kids, and they all needed new figures to portray their alter-egos on the tabletop. (The precipitating tragedy is detailed in the previous post.) All 3 helped choose their miniatures, but any and all painting shortcomings are mine. First one up is my son Robert...

Commander Robert v2.0
Following his return from adventures on the Far Spinward rim of Sector Six, Commander Robert’s appearance and abilities have significantly changed.

From their time and experience together, Commander Robert and his dog, Apache now work so symbiotically that they behave as a single unit. He has discarded his heavy armor, relying instead on Apache’s preternatural senses and his own agility to dodge attacks. He can never be ambushed, and never counts as being attacked from behind.

The Cmdr is equipped with a .45, loaded with enhanced ammunition, carried on his hip. For close combat, he has acquired a fire ax and modified it with a molecular blade. (He became inspired after a nearly fatal encounter with an enemy in power armor.) It is a brutal cutting tool.

He has an easy demeanor, and he encourages a loose approach to personal equipment. Members of his team vary widely in appearance (as per his Ninja sidekick seen above). He has a talent for choosing very disparate individuals and melding their abilities into a cohesive team.
Next Up, Master Constructor William

07 September 2015

The Molling Incident, Ep. VI(c): Victory and Tragedy

I cannot believe it has been a month since my last post. I have been away on a business trip that took me to Calgary, Edmonton, Seoul, Kuala Lumpur, and Singapore.  It was amazing and (mostly) fantastic. But first, the battle report...
Led by Eight Ball Command, the alliance has dropped advance commando teams on Molling to pave the way for an full invasion.  The drop was scattered, and various units have been struggling to assemble.

The last drop group making for the rally point is in a running battle with Reich's forces. They are attempting to escape off the northern map edge and the safety of the Alliance perimeter. The creek is fordable, but counts as difficult terrain.
The Battle
Briefly, it came down to if the Alliance troops could push through the western break in the jungle before the Reich could throw enough units in their way.
First, in the path was a single unit of Reich Automs...
...and next was a Heavy Autom (Tank)
...the Reich's problem was that their units kept getting fed in piecemeal and they could never establish a solid defensive line.

By successfully assembling most of the advance drop troops, the Alliance holds a large advantage for the main invasion. The Alliance fleet is ready to jump....
Stay Tuned!
I titled this post "Victory and Tragedy" for a reason.  Victory because of the battle report above, and tragedy because of something that happened on my business trip. If you have been following my blog for awhile, you might remember when Sho3box/cheetor and I did a cross-blog story. I sent him miniatures of "Agent Sophie" and some companions, and in return he sent me a band of adventurers.  If you didn't already know, "Agent Sophie" is a miniature for my daughter, and we got a big kick out of sending her mini all the way to Ireland. It was great.

So, for my extended business trip, I had the bright idea of packing not only "Agent Sophie", but miniatures of her siblings, "Commander Robert", and the brilliant physicist, "Dr. William" and taking pictures of them at each stop on my trip.  Basically, "Flat Stanley" using miniatures. 

It was all going just fine, until apparently a Malaysian customs agent decided that he deserved the figures more than me.  Yes, my checked luggage was inspected by Malaysian customs, and the small figure case never made it to Singapore. I am still very angry. There is no recourse here.  The monetary amount is not significant, and my initial inquires with the relevant bureaucracy were met with the standard blank stare of infinite indifference that governmental bureaucracy is so famous for. It was clear my rage and fury could be just as equally productive channeled into pounding the sands of the Sahara for the rest of eternity.

What now?  Well first, I refused to let it ruin the trip.  Although I hold no great love for Kuala Lumpur, my next (and last) stop in Singapore was the best, both professionally and for my own time. Next, my kids and I have decided to use this as an opportunity to pick new figures and animate their tabletop visions of themselves with even "cooler" (their words) stuff.

Lastly, my daughter came up with a GIGANTIC cross-blog idea for this Christmas that we will be revealing to all of you very soon. She always carries a "make lemonade from lemons" attitude and she never ceases to warm my heart.

I think my next post will be the unveiling of the new minis...

Thanks for reading!

08 August 2015

The Molling Incident, Ep. VI(b): Ride of the CARNOSAURS

So for this Episode, we'll start with the "behind the scenes" stuff first.  
My son and I played Scenario 15, "Fortified Defense" from One Hour Wargames by Neil Thomas. Unlike the last scenario, "FD" is full of tactical choices. In addition to having to capture 2 objectives, the attacker can choose to essentially hit reset and start his force over from the baseline anytime during the game.

My son played 8 Ball Command and the Kingdom of Colores allies again. I played the Space Nazis. Rules were our homegrown, card driven set, Battle Hardened 2399.
During the orbital drop (LINK), most of the "Merrill's Marauders" battlesuit company landed to the west of the rally point.  Cpt. Merrill rounded up his suits and a platoon from 8 Ball with Anti-Tank support.  They were met by some Honschu carnosaur riders and they began the march to the rally point.

The column was intercepted by a small unit of Reich's infantry.  The Reich force was swept aside and fell back to a copse of the native gargantuan trees where they dug in to await reinforcements.  Rather than leave an enemy force behind him, Cpt. Merrill decided to press the attack.


The Reich is dug in at the top of the trees to the south. Cpt Merrill is leading the first echelon to the attack. Following behind is a second, identical echelon that can be committed to the attack if needed.

Order of Battle
Kingdom of Colores
2 Battle Suits (Light Tanks)
2 Squads 8 Ball Infantry
1 Squad Carnosaur
1 AT Gun 23rd Cav

Fourth Reich
On the Objectives:
2 Infantry Squads with Heavy Weapons (Dug In and Hidden)

1 Heavy Autom (Tank)
1 Command Squad (Infantry)
1 Human Infantry Squad
1 Autom Squad (Powered Infantry)

The Battle
The KC Battlesuits opened fire on the enemy near the objective, while the Carnosaurs began moving through the trees on the right flank.

On the left flank, the 8 Ball infantry moved rapidly to the 1st objective, but took heavy casualties while they were exposed in the open from the heavy Autom.
They moved into some dead ground and spent the next few minutes regrouping.

Meanwhile, the Carnosaurs continued to pick their way unobserved on the right

Cpt Merrill and the 2nd Battlesuit exchanged fire with the heavy Autom in the center. Cpt. Merril's shields flared from hits and pushed to their maximum.
... and the last thing seen by the Nazi's occupying Objective 2
The final push came from the 8 Ball infantry on Objective 1...
...after taking 50% casualties, the Nazi's were run off the top.

The KC forces won a decisive victory. They took both objectives, and didn't even have to engage the second echelon.  There is one more group moving to the rally point, 
Hello Readers,
This scenario was unexpectedly one sided. All the dice rolls went my son's way.  His troops just rolled over everything. But the Carnosaur charge was outstandingly cinematic.  They moved through the trees, hiding from fire and unleashing a "max roll" assault right into the far objective.  Even though I was on the receiving end, it did look cool.

 Next up, for the final scenario from One-Hour Wargames, is Scenario 13: Escape.

The winner of 2 out of 3 of these scenario's will have the advantage in the climactic "big battle" to tie up the campaign.

Thanks for looking!