Joining the Nightwatch to fight endless skeletons

Our group tried out Patrick Todoroff’s Nightwatch today, a coop fantasy/horror monster hunting skirmish game he published a few years ago. We play a lot of cooperative games, mostly Sellswords & Spellslingers and the new scifi variant I’m working on, so we’re always keen to try something new.

Our First Game

We decided to play the intro scenario set as laid out in the book, which was the big bad or Atrocity, as a necromancer, so lots and lots of skeletons for us. Good thing all three of us have lots of skeletons already. Brian choose a ranged fighter, Sean a melee fighter and myself an alchemist. As we were an odd set (in more ways than one), we ended up with Sean getting a d10 minion to balance the pact Brian and I shared (apparently we ran up a gambling debt together).

The first mission is an escort one – get Derek across the table. Here we bumped into the first challenge, as we couldn’t see exactly what stats Derek was supposed to have. We ended up playing him as having a single free move and nothing else – this did make it an 8 turn game (another challenge, it wasn’t clear to us what the term limit was – it is implied to be 7 turns elsewhere).

Nightwatch begins very quietly. There isn’t a single foe on the table in the first Pact turn. We moved as much as we could given we had to wait for Derek, so that meant the Darkness got lots of turn to spawn. The early turns were fairly easy – we shot or used explosive grenades on foes and got rid of them quite easily.

Brian’s ranged fighter faces off against a bow-wielding skeleton over the graveyard

By turn 3 or 4, it was quite different. The Darkness was now spawning many more skeletons than we could handle in a turn, so out came the smoke grenades. These work wonderfully – any foe inside them moves in a random direction, but this also ended up being a place where some more explanation in the rules would have been nice. it wasn’t clear to us what happened with foes outside the smoke – would they move through it, then randomly once they were in it? And if they moved randomly out of the smoke, would they change direction once out of it to move towards the PCs?

Then the end was coming – one way or the other. Two of us got wounded and that meant we lost our d10 action. Thankfully a pair more smoke bombs and then some flashpowder to get my alchemist free followed by the last explosive grenado my alchemist had.

The end. The PCs and Derek are up in the top corner, about to escape while the hordes close in. Another smoke bomb can be seen in the upper right.

Closing thoughts

Overall, we quite liked the game. It played well and fairly quickly – 2 hours for a game including time to build characters and understand the rules. The core of game is the alternating turns between the PCs (the Pact) and the foes (the Darkness). The second major mechanic is around activations – both PCs and the foes activate worked well too – the PCs get three activation dice (d6, d8 and d10) and use them for their actions looking for successes with a 4+. This gives you some options about what you choose to do.

We rather liked the wounding system – it wasn’t everything to nothing, PCs lose their best actions as they get wounded, all the way down to 3 wounds where they can only move, and then dead at 4 wounds. This meant that PCs degrade naturally, although we never had a PC with more than a single wound.

Sean quite liked the fighting system and how the shield bash and other abilities worked, although we forgot about our guild abilities quite often. The abstract different melee/ranged weapons combinations was an interesting way to cover off many types of weapons without naming them all.

The rulebook is well written, but needed another pass to reorganize and clean up bits. We found ourselves flipping through many pieces to find rules, including some basic stuff like Free Move can be used for reload, which isn’t listed on the quick reference. The author did mention that this was basically a home-brewed system expanded into a commercial product, and as someone who is putting the final touches on a beta for playtesting for a ruleset, I know just how hard this can be.

Sellswords has a nice flow chart for foe action that would be good to incorporate, although the wording around how foes act is quite nice – gives players a flavour for how they are supposed to act, not just as mindless creatures.

We’re definitely going to play at least a few more times, likely through the intro scenario. And I’d definitely recommend others try it out, it does play quickly and well.

You can get Nightwatch on DrivethruRPG for $9.

Links of Interest, 4 January 2024

First Links of Interest of 2024!

Messing about with photo-etch (PE) parts? A bender seems like a useful thing, and happily there’s a Youtube build of a home-made PE parts bender from fairly common parts.

North Star are an awesome miniatures company who do all sorts of cool stuff, and among them is their North Star Magazine which is completely free and stuffed with awesomely well photographed painting articles by Kev Dallimore, an amazing and awesomely experienced pro painter.

In the tutorials line, Handiwork Games out of the UK have a nice pair of articles on making a simple terrain plinth for miniature photography. Part One is here, and Part Two goes into flocking and detailing.

Finally, for fun and for some period colour in our coastal naval games, this short British Pathe clip from 1943 on the RN’s Motor Torpedo Boats, also embedded below.

MTB in 1943 courtesy of British Pathe footage. Their channel has a bunch of clips like this, well worth looking up!

The Workbench at the End of the Year (Dec 31 2023)

A quick look at the workbench right at the ragged end of the year! After not really painting anything for most of the second half of 2023 I rediscovered painting energy in November and have been plowing through a whole bunch of stuff.

The workbench at the end of 2023. Click for larger.

The anklyosaur person is from Fenris Games and is massive – that’s a 60mm base and they hang over every edge. The baggage ogre and little robot are Reaper, as are most of the random humans over on the back left. The sea serpent and big frog are Footsore Miniatures.

Overhead closeup of the current entertainment. Click for larger.

I’ve shown off some WIP photos of the anklyo-person over on BlueSky but they were early, no weapons mounted and painting not quite finished. I’ve got a whole bunch of WIP photos of this figure and will also be taking some good closeups after I finish painting and basing, because I’m really, really pleased with how they’re turning out!

The baggage ogre is just a fun figure, much more interesting than yet another horse and wagon if you need a baggage element for a fantasy game!

Rear view of the anklyo and ogre. Really, really pleased with how the shell of the anklyo turned out! Click for larger.

Hope everyone had good holiday season, and an excellent 2024 as we roll into the New Year!

Adventuring in a dungeon in Sellswords & Spellslingers

Sellswords & Spellslingers is a fantastic co-op fantasy skirmish game, but it does have one small challenge – it works well for games that take place outside or in large areas, but not so well for a classic dungeon crawl, where bits of the dungeon are revealed as the players explore. So I thought I would set out to design some basic rules for this.

What’s the challenge?

Sellswords biggest challenge comes with how it spawns the foe – continuously and in great volume. This means that if players are in a small space, that is going to get really deadly, really quickly.

Creating a dungeon that gets discovered as you go

Sellwords usually works where you lay the whole board out in the beginning, so I had to create a way to have the dungeon, some foes and a few lost adventurers show up. I used a standard deck of cards and split it up – you’ll see the cards in the shots below. We tried two different versions – the first with 10 terrain pieces + 10 foe cards and then a second version with 6 of each. The second worked much better

So how does it play?

Just as deadly as regular Sellswords. Our second game we took 7 PCs into in, found 2 lost adventurers and still finished the game with nobody alive.

It began quite well. Up until the photo below, we had killed most of the skeletons that had popped up, we’d recovered the lost friendly Goblin (metal figure furthest up the picture) and we’d discovered another lost adventurer (a friendly gnoll), but we has Out of Action behind a pillar in a far room.

Beginning of the game
Near the beginning, as we have got out of the initial corridor and are headed into the linked rooms on the upper left

And then it all started to go downhill. One little group of skeletons – one horde and one ambush, did for 3 characters – two dead outright.

Middle of the game
Right when it all started to go wrong. Sean’s witch leader is down, his archer already dead and my mousling archer about to go down.

After the massive death in the upper left room, death was soon to follow us into the next rooms. Quickly enough my first mousling archer and one of Brian’s were downed. All that remained were two. We did discover the NPC merchant, but he only watched as the skeletons slaughtered us.

And then there were two – Brian’s witch finder and my last mousling – Robin the Good.

And a few turns later, it was all over. Brian’s witch finder was able to revive the friendly Gnoll – Fur Face – but he quickly fell to an ambushing skeleton.

All down, just a short distance from the end.

What’s Next?

Not sure, I’ve got some rules, but I also know that the author Sellswords & Spellslingers has been working on some dungeon crawling, so likely going to wait for that.

As for my hell terrain, it will soon be much more colourful, but that’s a post for another time.

Another Coastal Module

I’ve finally finished another module for my 1/1200 scale coastal naval terrain. This is another 12″ long by 4″ deep piece with part of a reasonable size town on it, and has been sitting around for two years or possibly a bit longer, so it’s nice to get it finished and out of the way!

New coast module from one end, looking into the industrial part of town toward the church. Click for larger.

The buildings are all from Brigade Models’ Small Scale Scenics line, as always, and the boats and vehicles are 3d prints from Shapeways.

The other end, looking into the harbour & bridge and down the main street. The breakwater is a bit of sprue from plastic figures, which got me that nice round end and curve. Click for larger.

The construction is my standard setup, written about previously (see other related posts at the bottom or my naval scenery summary post) with a base of 1mm styrene sheet, a mix of materials for the basic ground forms, and a lot of different flocks for ground cover.

The one thing I might still add is some more of the marvelous Shapeways vehicles here and there…

I don’t have any immediate plans for more coastal modules… but I do have a lot more buildings and vehicles to put to use, and I was thinking that a coastal gun battery would be an interesting addition – the British coastal batteries seem to have had a pretty quiet war, mostly engaging aircraft, but the Allies reported regular engagements with German batteries especially along the occupied French coast… so maybe a half-length 6″ module with a bit of a headland, some gun pits, and a couple bunkers? We shall see…

Dead Animal Bits, A Kickstarter

Conversion bits for strange projects can be hard to come by, even these days when high quality plastic figures make kitbashing and bits-finding easier. One of the staples of a certain flavour of folk horror, though, is folks with antlers, either on their helms or straight up growing out of their heads, and nobody has done horns, antlers, and such… yet.

Enter Pete The Wargamer, who has partnered up with Wargames Atlantic to do Dead Animal Bits: Plastic Wargaming Bits as a Kickstarter. As of writing this it’s got about 16 days left to run and is over 2/3rds funded, which is promising for full funding!

Some of the planned bits. Image ganked from the Kickstarter page and cropped.

His campaign video is also over on YouTube and is nicely done, and one sprue will give you enough related bits to do whole units up similarly, which is always nice.

The Dead Animal Bits intro video

I’ve backed for a pouch of bits, 3 full sprues, and I’m really hoping to see this funded and produced so I can get inspired to get back to my weird folk horror 17th C stuff sometime in the new year!

So, if antlers and horns and bones and teeth and feathers and other gribbly conversion bits are an interest, have a look before December 18 2023 and consider backing Dead Animal Bits.

Not a paid endorsement or anything, just one of those chance finds via social media that slots very, very neatly into some of my specialized wargaming interests!

Links of Interest, November 23 2023

In the course of adding masts and other details to ships earlier this year, I collected some useful links on various WW2 ships, and leaned hard on the work of some of the amazingly talented ship modellers out there.

T2 Tanker display model; The Model Shipwright large-scale T2 tanker original plans; really nice display model of a small WW1-era freighter

The Historic Naval Ships Association’s collection of WW2 recognition and target ID manuals (not PDF, unfortunately, but nicely HTML’ized) is worth a look, as is the rest of their huge online library – check out the grey menu down the right hand side for all sorts of mostly-WW2 manuals, publications, and plans.

Meanwhile over on the gloriously named Last Stand on Zombie Island, a really cool article on how navies made smoke (deliberately). Lots of other cool WW1 to WW2 naval stuff over there too, well worth a look.

I know I’ve linked to Boom & Zoom Graphics before, but their basic guide to the paint schemes and markings of common WW2 aircraft is nice and clear and worth bookmarking.

Twenty Five Years of This Nonsense!

Sometime in November 1998 I sat down in one of Camosun College’s computer labs, signed up for a Geocities account, and created my first wargaming website.

Since then, in one form or another, I’ve had a continual wargaming web presence ever since!

I routinely game with folks younger than my website, which is… kind of weird to think about.

It’s been quiet around here lately, I’m gaming regularly but hardly doing any painting or building, busy with other stuff, but here’s to many more years of this nonsense!

Back To Gaslands

We played a lot of Gaslands in 2020/2021 when COVID restrictions meant we couldn’t game in person, because Gaslands is fairly simple to organize over webcam, and we kind of burned out on it.

Then we took Gaslands to Trumpeter Salute 2023 back in April, because it’s also really easy to set up pickup games for, and our pair of great chaotic games re-ignited our interest!

I’ve cranked through a trio of new cars since Salute, and then moved onto a new set of three cars. Two of the first set had been partially converted back in 2020/2021 and then neglected (and apparently I took no photos of them…) and the ’34 Ford hotrod was a new purchase while we were in Vancouver for Trumpeter.

The second trio of cars include another sports car all spiked up, a rally car up-armoured, and a Jaguar D-type converted into a monster truck. The Jag was the most complex conversion I’ve done for Gaslands yet, and started with a set of 3d printed monster truck wheels.

The basecoats are coming along nicely. The Jag is starting as British Racing Green, the spiked sports car is a gloriously weird yellow/green that Reaper calls Dungeon Slime, and the rocket rally car seems to have gotten trans pride colours, because why the hell not? Lots of weathering to do still, of course!

These three done will give me eight or so cars, a buggy, and three bikes for Gaslands just in my own collection. I have ideas for a heavy truck conversion starting with mashing together two big American 60s/70s Yank tanks, but I think I’ll switch gears slightly after this trio is done.

Photos from Trumpeter Salute 2023

Brian and I (plus friends) attended Trumpeter Salute 2023 last weekend. No, not the UK one, the smaller one in Vancouver, Canada. We all had a great deal of fun, our first major miniatures convention since 2019 – after Bottos Con, which is primarily a board game convention, in Nov of last year.

Brian already wrote up a post as well, but no photos yet there.

Under Alien Suns (working title) – Coop scifi rules under heavy development

Friday afternoon in the first slot I ran another public beta test of my under development coop scifi skirmish ruleset, Under Alien Suns (the working title). It was a great deal of fun, autonomous vehicles got used as weapons, and there were many laughs. Also lots of great feedback.

Players were fighting in New Antares – against a mixed enemy – zombies from the former townsfolk & Halite Confederation soldiers

Vikings vs Saxons – Aftermath of the Raid

There were a pair of linked games both using Ravensfeast (a free online ruleset)- one of a Viking raid and then a 2nd of the Vikings attempted to get their stolen booty home. I missed the first game, but caught the second one. Also a chance to try out my new camera – a Canon RP with my older 60mm macro lens!

It ended up being a minor Viking victory, as they got the major loot (the laden donkey) off the table, and took down both my lord and the local bishop with his

Gaslands pickup game – Death Race!

As we were late getting back to the main hall after dinner on Saturday, we ended up running the first of a pair of pickup Gaslands games. This death race ended up with the leaders taking each other out and the person in last place at the start claiming victory.

But the most glorious moment was the double jump – jump, slide, spin, jump again. Amazing to watch

Operation Sea Lion – Bolt Action

Sunday is one big slot, but we ended up having time to play a pair of games. First up, a four-table Operation Sea Lion, the start of a larger Bolt Action Campaign. On our table, it is a very minor German victory, as we cheeseweasled some troops off at the end.

It all started badly, however, as the Brits took out 1/3 of our force on turn 1 and we failed our prepatory bombardment roll. But our crowning glory was storming the ruined house held only by Dad’s Army types, who inflicted huge casualties, but we did more.

One last Gaslands game – Flag Tag

We had one last Gaslands game – Flag Tag. Team red vs the other colours, which also happened to be the younger players, including a friend’s son, against the older players (Brian, Martin and Tony).

All in all, twas fun but you never get enough photos. I did also have a participatory art project this year – I asked players to graffiti my buildings for my scifi terrain. Photos of those shortly and thanks to all that participated, I got some great stuff.

Til next year!

Update! Martin has uploaded his photos to flickr he played many of the same games as Brian and I and even has shots of Brian’s boat game – something apparently Brian himself failed to get

Martin’s Flickr Album

Trumpeter Salute 2023

Wargaming & Such (formerly Brian's Wargaming Pages)