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Showing posts with the label One Hour Skirmish Wargames

Wakandan reacquisition squad for Pulp Alley

Mort convinced me to do Pulp Alley, based round an East African/Saharan theme. I wanted to do something different. I could have done Hausa or Tuaregs, but I wanted a complete force that would be ready to roll. So, a brief search round, and I found and painted these. So, these are my Wakandan reacquisition squad.Tasked with travelling the world and recovering ancient artifacts plundered by oppressors. Led by Princess Ch'lanreah, her faithful bodyguard Bhi Nadduruzi, with three wardogs, Adazeh Tumbebo, S'yoma Usukla and N'Bube Meraba They look like a trade delegation, but pack a punch (hopefully) Ready to go for Wednesday

One Hour Wargame: Sci-Fi: Mandalorians & Clones vs Tau & Kroot with drones.

Mort and I gathered at Leighton Buzzard Wargames Club, got out or One Hour Wargame rules, set out our terrain and counted out our forces and talked through a few extra rules. All Mandalorians and Clones all count as 'tough' due to high quality armour. Mandalorians have pistols and jetpacks (count as 'mounted)', one is a 'bruiser' (as he has a Beskar blade). Clones are armed with rifles and one LMG. Sabine Wren is armed with the 'Darksabre' (no chance of recovery if knocked down), and rated as 'sharpshooter', 'leader' and 'bruiser'. Ursa Wren is also a 'leader'. Tau get two cards to hit when shooting as theyy are all ace shots, but if hit must draw two cards and choose the lowest as they are not that tough. Kroot are both 'bruisers' and 'toughs'. Droids cannot fight in melee. Mort's leaders had SMGs and grenades. Most of the rest of his troops are rifle armed with two LMGs. Mort chose a scenario, three...

Liberate the temple! A remote fantasy adventure.

Last week's game, it was my turn, I had figures sitting round that have not been used yet, so I thought well, let's do something different!  The game was run with a modified 1 Hour Wargames card driven set up for activation and combat (all good guys had to activate at least once card draw, as they were working cooperatively (we hoped). Aces low, face cards worth 11, 12, 13 repectiely, maximum of two draws each before the enemy could then activate, so it was possible for one player to get away with a lot of action before the fourth got their turn. Also, Jokers normally end go, but if they are drawn when a character is attacking/using their abilities, several events could happen). All room sizes were randomly generated (rooms were d12 x d6+1 with d4 doors unless a special room) and monsters were randomly generated on a card pull (some sending me off into speacialist tables I had written, such as undead, goblins, monsters).  Mark, Ralph and Clive joined us remotely from Shropshir...