Showing posts with label Weird Wars. Show all posts
Showing posts with label Weird Wars. Show all posts

Thursday, May 31, 2012

Dust Warfare: First Games & Review

This weekend I had a chance to try out Dust Warfare from Fantasy Flight Games.

Fantasy Flight make a lot of games I love, but this is (I believe) their first try at a true miniatures wargame.
Of course, it doesn't hurt that they had Andy Chambers on the project.  So that's a lot of good breeding stock, so I had high hopes for this game going in.

I picked up some of the minis before -same ones used in Dust Tactics- a Sherman walker, which I converted for my VSF Quar, and late last summer I couldn't resist the newer German 'Heinrich/Herman' Light Walker, which I got 3 of for my Frau Totenkinder Weird WWII force, along with many infantry and the Gorillas for my Belgian Liberation Army.  On quick review, I found these minis a great value for their price.  The walkers I mentioned are my favorites, I seem to be in the minority of liking the Sherman walker (at left in the picture above) better than the Luther German walker (at right in the picture above): the turret is quirky and cool and far more practical than the side arm mounts. My only complaint is that the infantry are soft plastic, so things like long thin gun barrels can bend.  And I'm not crazy about the bases, but they can easily be rebased, which I did.

Despite picking up many of the miniatures I had not played the game until this past weekend.
I had no interest in Dust Tactics, not liking the look of the game tiles, not wanting to play a weird war version of D&D Minis.
So I can not make any comparison between the two game systems.

Overview:

The game currently has two playable factions: German & American, with the third, Soviets, being released now.  Armies are selected within a points value system, with first choosing a command squad from a list of options, which will determine the type of army you have, which then gives you further options for your squad type choices.  In other words, you have some flexibility for what you can field, but not free rein, your choices are limited: you won't have all vehicles, and some troop types will never see action together.

The game is divided into phases:

First determine initiative by rolling a die for each unit you currently have, so the more you have, the more you will likely be able to activate in the command phase, but the less likely you will go first, since initiative is given to the player who rolls the fewest successes.This has a nice balancing effect.

Once initiative and number of command phase activations are determined, the player with initiative can activate as many units as they had successful rolls for plus one.  These actions are limited to just 1 action per unit activated, and they have to be within 12" of the commander, unless the squad has a hero, or if the command squad has a radio, then 1 activation can be further than 12" away.  Radios are very good to have.

A unit that activates in the command squad gets an activation counter, which means in the orders phase they will only be able to do one action, not two.

Then the 2nd player does their command phase, then on to order phase for the first player.

In the order phase, any unit can act as you wish, they don't need to be within the commander's range.
A unit has 2 actions.  Possible actions are move and combat.  If you double move, you move twice, if you double fire, then any initial shots that miss can be re-rolled.  Unlike a lot of games, there is no distinction between combat by gun or by knife (or other hitting weapon) only the range of the weapon.

All dice in the game are the special Dust dice, where 2 sides of the d6 are success and 4 are miss.
Some characters or effects change the chance of success by causing the success to be reversed: miss is good instead of hit.

The Clever Bits:

Since a unit can only have 2 actions, it becomes advantageous for you to waste your opponent's actions. The easiest way to do this is to suppress them.  If a unit is hit (even if no wound is taken) it gets a suppression token. A unit can only put one suppression token on an enemy unit no matter how many hits they inflict, but a second unit can place a 2nd, third unit another, etc.  Before a unit activates they roll a die for each suppression token they have, it takes a hit to clear it, so only a 1/3 chance to do so.  If they have any suppression on them they lose 1 action, only leaving them with one remaining action, and if they acted in the command phase, then that activation token uses up an action as well, so they'd sit and do nothing if they don't clear their suppression.  Too much suppression will cause an automatic route. At the end of the turn, all units remove activation tokens and 1 suppression.

Another clever bit is the scenario generator. Before the game each player rolls dice for their units, adding up their hits. This gives points for modifying the game set up.  There are several themes such as deployment, objectives, and conditions. If you don't like the default, you can add a point in to change it, the opponent could leave it there or add a point to change it to the next in line, and this continues until all points are spent.

On to Our Games:

In our first game I played Germans, while my friend played Americans.  We used the painted minis I had when possible, otherwise we used the fresh new minis he'd just bought for our trying out the game.
We used 150 pt forces, possibly not in legal builds, since we took the 300 pt armies he'd written up and divided it in half as even as possible, since we decided 300 was too large for a test game. I had a command squad, a grenadier squad, a small squad of 3 heavy lasers, a sniper team and a medium & light walker.  The Americans had a command squad with flamers, an infantry squad, sniper, jump pack troops with rocket firsts and a medium walker. The game was for straight up damage.
His sniper got the best of mine.  and he also managed to take out my light walker. I did take out his infantry squad.

One thing I found interesting is that armor saves are based on the squad, not the individual.  A typical infantry squad has an armor value of 2. This means they can roll 2 dice when the unit is hit, and any success on the dice prevent a wound.  So if the squad of 5 are hit by 5 shots, at most their armor will save 2 of them, and only if they are very lucky. In a lot of games, like 40k, a single infantryman can make an armor save against every shot that hits him, but not so here.  Your luck has a predetermined limit.  This makes cover very important.  Light cover will let you ignore one hit, and heavy cover two hits.  Note you will still take suppression.  You can also 'hit the dirt' to add one to your cover, but only to a max of hard cover, so it's no help doing it in hard cover.  Hitting the dirt will also add an action token and its own suppression token, so if you haven't already activated that turn, the chances that you will are pretty slim.

I kept trying to crack the Medium Walker, but with armor 4 and in Light Cover, it didn't happen.

The real star of the game was the unit of American jump pack troops.  These were amazing.  I had no answer for them. They move 12" and have a close combat range of 3", so if they have two actions available, they can fly from 15" away and do combat.  They hit on misses instead of hits (so 2/3 of the time) have a lot of dice, and since they are armor 3, even machine guns get only 1 die against them, no better than a rifle.

Game 2.

A couple days later, after digesting the rules, giving them a good think we tried the game again, this time with around 175 pts and trying to make the armies more balanced.  We felt the Rocket pack troops were too good against the German list, so we added Gorillas for the Germans, replaced the heavy laser troops with standard laser troops and the hero Lara (only to later realize that wasn't legal) and the Americans added the hero of the rocket troops and the rocket troops with machine guns (which we soon discovered was a balance mistake).

Unfortunately I had forgot my Gorillas, they are packed with the Belgian army, and I substituted 3 of my big fairy tale manifestations from the Frau Totenkinder army to sub in for gorillas:

The snipers did a sniper duel, which mine lost.
The enemy walkers exchanged shots, and the American got 6 hits out of 6 dice!  The light cover I had took 1, I made 1 save on my 4 dice (for armor 4), leaving 4 wounds left and the vehicle was destroyed. A very lucky shot for the yank.  

I soon discovered my panzer grenadiers were not scratching the walker, and the rocket machine gunners took them out. The 3 gorillas were facing 6 rocket troops with a hero.

No, this wasn't going to work.  It was a fast game.

We tried it again, this time switching sides.  I was now convinced the American rocket troops are over powered.  Unless truly balanced with something equally powerful, so we added Gorilla's hero who gives them the charge ability -can attack after move without needing an action- and comes with 6 wounds for himself -where the american hero has 4.  I played the two American rocket squads at either end of my deployment, so they couldn't help each other against the gorillas.  My friend said he'd seen on forums that there is a lot of talk that the gorillas and zombies are too powerful, but hadn't noticed anything about the rocket troops.  While it is true that gorillas might be easier to use since they can charge, not needing 2 actions to move and attack, and can never be suppressed- so they are easier to use than rocket troops, rocket troops can move further and some have machine guns, letting them do damage from afar, and they hit on misses, so twice as often as gorillas. I don't see it: rocket troops just seem better.
The gorillas charged me and on a slightly less than average roll I put a couple wounds on my hero.
In return the rocket troops soon slaughtered the gorillas.

So I'm stumped.  Most range in this game is 16". The rockets can avoid most threats, can repossition, and hit hard when able.  Armor 3 is amazing, and if they land in or behind cover they should survive the few dice enemy units can throw at them.  The obvious equal counters to them don't seem to be very effective.
I think these troops must be very under-costed.

It will take more game play to know if the big weird stuff (rocket troops, gorillas and zombies) are too powerful compared to basic troops.  They don't cost much more than regular units.  It is possible to get platoons of nearly all gorillas, zombies & rocket troops. If they are as good as they appear to be I fear that games would succumb to an arms race where it's just these troop types for the most part. I hope that isn't the case. At worst though, it seems like a great and balanced game if not using these troop types. I think it would be a very fun game with armor 2 infantry and light & medium walkers.

I saw some other games of this being played over the weekend, including some of the heavy 6 legged walkers.  I don't think I'm a big fan of those- I don't care for how they look and I think they are just too big: their footprint is massive, reminding me too much of super heavy tanks and titans in 40k: fine for a really big battlefield game, but looking too big for a 4x6 table. But that's just a personal reaction.

I will look forward to trying the game out more in the future.  At this point I can't say for sure if the armor 3 infantry are too powerful, but I can say I have some concerns.  If it is unbalanced then this wouldn't be a game I'd play for tournaments or random pick up games, but if it turns out the forces are not unbalanced and not requiring one to compete in an arms race or not have a chance in battle, then I'd be happy to.  If such imbalance exists then it is still a great game that can have those elements balanced or limited or removed by a group of like-minded gamers. I think the mechanics are very solid and the game is enjoyable.

Enjoy!

Saturday, February 25, 2012

A Weird World War II Battle: Germans defend against the Soviet-US invasion.

Last night we had a game to test out the final version of the rules we'll be using. Since only four of us were able to show up we decided to have a 2 vs 2 battle, of Germans vrs an alliance of Soviets & Americans.

The German side was:

Totenkinder's Ahnenerbe: Small command squad, 2 Ahnenerbe squads (2 LMGs each) and 1 soldat squad of rifles.  3 Panzer I, a Panzer III and two Panzer IV walkers.  They also had the Gingerbread Man and Wulf in ambush.

German Counter Strike force: 3 infantry squads in half tracks, 3 motorcycles, a Pz38T, a Panzer IV walker, and two Panzer III in ambush, one with a howitzer.  No supers.

The Soviets had a serious horde of poorly trained & equipped infantry.  A T28, two BT7s and two walkers with 4 anti aircraft guns.  Note: I didn't realize they were anti-aircraft guns at the time. More on this later.
He also had The Soviet Bear, a super character.

The American force looked very small, but had mortar artillery, a couple snipers, camo'd anti-tank gun, and a squad of specialist in walker-suits: expensive and deadly.

The Germans were defending:
and from the other view:

The soviet starting position: That's a lot of troops!  I hope we brought enough ammunition.
The soviet bear:

The Americans:

We're using card activation now, which I like for the randomness of it, and not knowing when or if you'll be able to activate.  Others like it a lot less.  We'll be trying a modification of it next time, where every unit will have a chance to activate, but must roll to see if they do when their random time comes up. 

The German Counter Strike force opted for a very active defense: deciding if he defeats the Americans that will mean any defense is complete. 

Oddball, an American tanker in the heaviest walker suit:

The American artillery fell only once, to no effect, the rest of the battle, the radio operators Marge & Madge sat gossiping on the line. They're going to get a stern talking to from Rosie the Riveter you can be sure. 

I started taking shots on one of my Panzer Striders from Oddball, and since he had such good cover behind a house and assistance from a well entrenched anti-tank gun, my walkers went deeper into the forest and the other out of the ruins, behind the forest to get a better position against the Soviet horde. He'd disabled my main gun shown below, but the next action I'd repaired it and moved to take better cover:


The Soviet T28 and the Strike Force walker exchanged shots across the wide field until the T28 got the worst of it and released a column of smoke: X  <- right below this x is T28 wreckage. Nice shooting Karl!
Unfortunately the next action saw this walker destroyed by a lucky shot from one of the BT7s. 

On my flank, as the soviet infantry advanced I gunned them down: The Panzer I's were ideal for this, though I did lose one to fire from the BT7s: i kept trying to shoot them down with my Panzer Striders, but they made a lot of lucky armor saves, so it took some time.  One BT7 was taken out by a panzerfaust.  


When some of the soviets reached the bridge, Wulf charged them, killed half and the rest ran, only to be gunned down my my troops.  


To take out the soviet walkers in a breath of fire, Gingerbread man flew off only to discover those walkers didn't just have 4 machine guns, they had four anti-aircraft machine guns! So Gingerbread Man got shot out of the sky before having a chance to wreck havoc. Well, that's how the cookie crumbles.  (Sorry, I had to). 



He did have Regeneration, so the Bear ran up to snack on the sweet left over food, as bears will do, preventing the regeneration from working.  A bad turn, since those walkers would soon shoot up Wulf, leaving him on one wound. But his work done, and all soviets clear of a threatening position, and his rival, the Soviet Bear, far away back in the woods, Wulf decided it'd be better to retreat to the woods, lick his wounds, and wait for the next threat.  We're defending after all.  My troops defending the bridge got cut down, but the rest of my troops were well protected from them. If they came out further to get a better shot my walkers could pop them: the Soviets were pretty well held off.  

On the other flank, the German advance stalled out.  The motorcycles were destroyed and he was left with just two elements with anti-tank weapons to face the 3 remaining yank armored pieces. Hard to say how that would have gone down after the last turn: if he'd been able to give as good as he got before being eliminated then the Americans wouldn't have much hope of reaching the ruined keep in strength to take it from what I could bring to bear on them, but if the Germans failed to damage the Americans at all it could have been very different.  As it was, the last turn came up and the defense was complete. 

A good game.  It will be interesting to try out the modified activation system.  Also, this is a great simulation of an arms race.  Now that I see the Soviets have anti-aircraft guns and what they can do, I have to get my scientists to make some similar ones for my army.  I'm also going to need some artillery, but with operators who don't gossip as much as Americans do.  I also have some vehicle ideas for the Belgian Liberation Army to get them to a competitive size of these other armies, without breaking my theme, so I'm excited about that too. 

Wednesday, February 15, 2012

Herr Hans Hossenfeffer & Schildkröte: Specialists of the Ahnenerbe

Frau Totenkinder has an unknown quantity of minions at her disposal: some once human, some crafted from thoughts and feelings of those who hear their tales.  One of the newest to appear in the war is Herr Hans Hossenfeffer.  Hans, to be blunt, is a rabbit.  Not since the days of medieval knights questing for the holy grail have the hearts of men quaked in fear at the mention of a rabbit as they do now.  Totenkinder has other animals, and near-animals at her disposal, so some may wonder what use a mere rabbit is when she has the likes of Wulf and Baby Bear under her direction.

Hans Hossenfeffer is incredibly fast.  Striking out across the battlefield in a brown blurr, he flanks unsuspecting enemy and unleashes a torrent in mad glee.  Those few who have seen him and lived are surprised to find a turtle near him.  That no matter how far afield he goes, a turtle is often close behind, or as improbably as it may seem, just ahead of his position, though none ever see the turtle moving in anything more than a slow motion.  Nothing much is known about this reptile, and he is simply known as "Schildkröte". Often taking cover behind the invulnerable shell, Hans opens fire in the name of his master.


............................................................................................................................

So the Tortoise & the Hare are painted now... here they are in color:
(click for larger pictures)

I probably have too many of the weird-super characters for this force now, but they're just so fun to paint and develop their backgrounds.. can't resist. 

Monday, February 13, 2012

Another Fable Agent for Totenkinder: work in progress

Been awhile since I've had an update for the Weird World War II gaming: holiday slow down, etc for gaming and with an apparent scale back in army size we're expecting, I find I have more than I need for the campaign, so nothing new on the building front.  But I did order a mini late last year with a vague notion in mind for Frau Totenkinder's force.

A minor supernatural character: Hans Hossenfeffer. Lightning speed and a terror with a machine gun.
I ordered the 'Rambit' mini from Ammon Miniatures.  First thing I noticed is this must be designed as a display piece. It is expected to connect to the base by the belt of ammo! a delicate resin string... even in gently washing it this piece broke: no way it would stand up to gaming conditions. I had thought about adding a turtle character for the 'Tortoise and the Hare" duo, but seeing the problem of the rabbit's connection to the base, i decided they'd be best as a single-based duo:


Bit hard to tell in the photo (and since the ammon studio paint job had the ammo an almost-red I didn't even realize until the mini arrived) but the ammo is actually carrots.  an unexpected treat. With careful drilling, I sunk some thin brass rod into his foot:should be sturdier than the resin ammo.



Enjoy the film!

Tuesday, December 20, 2011

Weird World War II Battle: one of last tests

On Friday we rolled up our starting territories for the campaign, which will start in January, and had a big 3 player per side battle.

Polish, American & Russian on one side against 2 Germans and Belgians on the other (one guy borrowed my BLA to jump in and play).

There was a lot of wetland areas, so I dubbed the battlefield to be in Belarus.

We had to stop before a real conclusion could be made- discussion of how to handle summoned creatures slowed it down, but it was a good game.  The allies had more vehicles, our side had more supers- but they didn't get a chance to close, so the fact the battle seemed pretty even means we were getting pretty lucky I think.  It's hard when guns have good ranges and no one wants to cross open no-man's land: supers have a tough time getting to where they need to be. The Americans solved that problem with a henchman squad of jump-pack troops armed with a bazooka team.. scary stuff! But Frau Totenkinder summoned some zombies close enough to charge them and eventually the spooked Americans retreated back to their end of the field.

Here's some pictures:
The Polish army with their mud-golem tanks.

Part of Frau Totenkinder's Ahnenerbe force.  Here you can see the new Panzer I  tanks most recently finished that I haven't had time to photo yet.  They're very cheap tanks and without an anti-tank gun, but they're good against infantry, and I made some amazing lucky armor saves with them, which was quite fun. My forces were on the corner, facing off against the Polish army.

A Stalking Panzer IV crests the hill to fire at the largest Polish tank,...

Success! Nice shooting.


One Panzer I down, but the other survived the next 3 hits it took! Which is about 3 more than you'd expect.


Knowing the German tendency to run through Belgians, the men & monkeys of the BLA decided to move behind the center player's tanks, but the bottleneck slowed the advance.



Friday, December 16, 2011

Agents of the Ahnenerbe: Red & Wulf

One of Frau Totenkinder's oldest extensions, possibly back to the stone age, is Wolf.
A force born of mankind's fear of the natural world around them, Wolf, sometimes known as Big Bad Wolf, and now identified simply as code name Wulf, is the most dangerous of Frau Totenkinder's minions.

Some may mistake him for a werewolf, but such underestimation will only hasten their demise.

His howl can freeze men in their tracks.  His breath can blow a tempest, sending debris blasting out like a gigantic shotgun, and he is unimaginably fast and strong.

Wulf is accompanied by Red, the most recent human soul grafted to his expression by Frau Totenkinder.

Now an ally of the Wolf, she aids him with covering fire and as an energy pool.
Their symbiotic nature is only fully comprehended by Totenkinder of course, but the soldiers of the Ahnenerbe give her a wide berth of fear and respect.

On to the pictures...

Red:
Armed with a compact Light Machine Gun, she's much to be feared in her own right. 

Wulf:
Click for larger image.


The duo:

Monday, October 24, 2011

Letting Loose the Lynx: Panzer II's completed for Frau Tottenkinder

The Panzer II Luchs tanks, 'Lynx' are finished.



I really like the look of these light tanks.  I think they'd even make nice 'city breaker' tanks for 15mm scale!

I got a chance to play them and the Stalking Tiger on Friday... and just like in elementary school, where when a kid has brand new shoes everyone steps on the shoes to get them dirty chanting 'new shoes!' my vehicles got smashed.  Tiger Walker: first shot of the game it got popped by a sherman. Then the first Lynx also was destroyed before it got to do anything.  The 2nd fired at the offending sherman, but with both tanks having moved, reduced the chance to hit so much it wasn't surprising it went foul, then it too was destroyed.  Yikes. Not a good first night for the Ahnenerbe Armor!  -Forgot to bring my camera, so no battle pictures I'm afraid.

Baby bear did get some revenge though-managed to get to the sherman and two-paw throw it onto a hill, reducing it to rubble and squishing a couple enemy in the process.  I'll take what victories I can get.



I don't want to bury the contest...
The contest has started!  Ends Oct 27th.  Go  HERE  for the announcement and the link to enter.

I'll just be waiting till it's time to pick the winner. 

Saturday, October 22, 2011

Mmmm.. Hirn... Death is no excuse to shirk your duty!

Some fast & dirty troops to bolster the ranks of the Ahnenerbe.

Same troops, but divided into more manageable sums for pictures:
&

Painted for speed... they are just zombies after all, but I'm pleased with the effect.

31 Zombies in all.  For the basis of them I used the German Zombies from Studio Miniatures, sold through Brigade Games. 30 zombies for $33.50...hard to go wrong. The set is very simple though, with only 2 poses and those are 1 piece: legs, torso & head connected.  The set has 3 sets of arms for every 2 models, with an extra head (must cut the head off of one to use it) and a soft cap to add to a head without helmet. 

With some removal of portions of limbs, cut heads off to change their angle, etc, you can get a decent amount of variety.  To increase this, I added a sprinkling of heads & some torsos from the Mantic zombie set.. and a couple officer heads from the plastic Germans from Warlord Games. 

Death is not an excuse: you fight until Frau Totenkinder says you can stop. 


I don't want to bury the contest...
The contest has started!  Ends Oct 27th.  Go  HERE  for the announcement and the link to enter.

I'll just be waiting till it's time to pick the winner. 




Friday, October 21, 2011

Stalking Tiger: Totenkinder's WWWII Walker

This model is probably half or more of what motivated me to start the Frau Tottenkinder project.
Dust Tactics really hit it out of the park with this one in my opinion.  Has to be my favorite walker I've seen.
So of course I had to have one in this army.

The Stalking Tiger:

I went for subtle highlights for this one. After the dirt & grease the highlights get a bit lost, but they're there.
I suspect it'd look a lot different if they weren't there, despite I'm not really seeing them as much now.



It comes with alternate weapons.  Actually, I plan to run it as above, with a heavy machine guns and a cannon, to mimic what a tank would be equipped with, though it is intended to be used with either a cannon & energy supply or 2 AA machine guns as below.  But I like the look of mixing the two weapons. 



Still more to come. 



I don't want to bury the contest...
And the contest has started!  Ends Oct 27th.  Go  HERE  for the announcement and the link to enter.

I'll just be waiting till it's time to pick the winner. 


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