All posts by Corey Burger

Hordes of Zulus!

Zulus sir, thousands of them!

Well, dozens at least. We have recently decided to start down the Zulu War path, but haven’t made it very far down that path. In fact, I think we made it about 1/4 across the table today, our first Zulu Wars game.

As my Warlord Games figures have not yet shown up, we were quite light on the troops. I borrowed the 4th Coy of the 14th Fernwood, Malcolm ran his 3rd Coy, Bruce had a wagon train, and Dale another unit of infantry and a gatling gun. We pretty much all died.

I got to lead the whole day, an “honour” for which my slain commander, Captain Bromhead, scored our first Victoria’s Cross. At first, the Zulus were just a hazy sight in the distance (made hazier by Bromhead having lost an eye in the Indian Mutiny of 1857).

Zulus in the distance
Zulus in the distance

However, the Zulus very rapidly became not-so-hazy. Very distinct as a matter of fact. They were kind enough to remain at a distance, allowing me to very sportingly shoot them. (Later arrivals weren’t nearly so accommodating. Hence the VC.)

Zulus in the rough
Zulus in the rough

Bored at being out of action, our gatling gun decided to go and discover some Zulus via running to our extreme left flank. Shortly Zulus were discovered, and sent packing. The Horns of the Buffalo card meant that “sent packing” actually meant “gone to get their friends.” Amusing result on the right flank was a herd of cattle. Horn of the cattle more like.

Battle is joined
Battle is joined

The left flank went from “Gee, I don’t think they should be all the way over there” to “Oh crap, we are overrun” in very short order. Colonel Spiffer, shiny white uniform and all, quickly found himself surrounded. Being a hero, he was able to extricate himself. Our gatling gun, on the other hand… Let’s just say that rumours of the Zulus using a gatling gun a month later are totally untrue. Slanderous treason, in fact.

(Nearly) surrounded
(Nearly) surrounded

All this action to flank quickly evolved into action across the entire front as Zulus, hot off their success against our gatling gun, attempted a front assault. Flesh was pressed, personal details (and bodily fluids) were exchanged, and everybody got screwed in the deal.

Completely engaged
Completely engaged

In due course this wave of Zulus was sent packing, but the next wave sent both my brave 4th of the 14th, and Dale’s scurrying for the rear. Which leaves only the 3rd to hold the line. I think the next two pictures tell the story.

Near the end now
Near the end now
The end now
The end now

And so ends our first action of the Zulu War. We can only hope that better painted troops will fare better (although that is likely to hold true for the Zulus as well).

Our rules are based very loosely off of Triumph and Tragedy (from the superlative Lead Adventure forums) with a great deal of rules changed. First and foremost, we ran our Zulus as AI-controlled with dice to determine action. There are many on the fly changes to the modifiers, as we sought to get the right “feel”. We also changed from i-go-you-go to alternating half-way through, again to test rules.

We also experimented where the overall commander, in this case Malcolm, handed out two order cards (from the standard T&T deck) to each player at the start of each turn. This led to a lot of jockeying for a specific card, especially as our situation became more desperate.

Figures are mostly Warlord Games, with some Empress, Wargames Factory and Essex. Terrain is a mixture of mine and Malcolm’s.

Pony up!

Everybody has played Cowboys and Indians before, but not many have experienced the insanity that is Pony Wars, a game designed deliberately to emulate the Western TV shows of the 20th century (now give the rules were written in the 20th century, this isn’t surprising). The miniatures (and the rules) were courtesy of one of the long-standing members of our gaming club, Dale, who like most other long-term gamers has all kinds of interesting things collecting dust. Joining in the fun were a few other regulars as well as Josh, a random walk-in we immediately made Colonel (that we couldn’t agree on who should be in charge made this decision much easier).

The table was laid out in a fairly basic pattern, with the US Cavalry fort at one end, two passes in the middle, plus a town, three homesteads, a mining encampment, and an Indian village. Unlike most adversarial games, all the players are nominally on one side: US Cavalry commanders of some rank or another.  The Indians and all the civilians controlled through card-driven events and dicing on tables for reactions. In fact, the game was very table-heavy, as is common for games of the ear (1980’s)

I rarely take pictures of the whole table, so here is one taken by another player:

Late in the game, looking down the table (Photo credit: Malcolm McCallum)

Given our inability to agree on a commander, our inability to agree on an overall strategy meant that we ended up streaming out of the fort without specific orders. David, who had US Indian-ally Dando with him, decided to head off to the far corner of the board to bravely burn out the Indian village, held by old men, women, and children. Malcolm headed off to hold the passes with his artillery and scouts, and the rest of us buggered off to do our own thing. Given the rules told us to head out in single file (it looks better), the looked something like this:

Exiting the fort
Exiting the fort

The game, like all good stories, has a few chapters in which our heroes get their asses handed to them. Ours included Dando, after heroically deciding not to burn down the Indian village right now, getting slaughtered in one-to-one combat with the Indian chief, Big Eagle, despite Dando have ridiculously good odds. Karma, not yet imported to America, was still a bitch. I got half of my cavalry troopers, on detached duty, chopped up by Indians, moments after telling my fellow commanders I risked defeat in detail. Ah details, never liked them.

 

After Dando's blunder, civilians pay the price
After Dando's blunder, civilians pay the price

Other hilarious moments included me failing to bring the wagon train under control (this required a dice roll, which I naturally failed many times) right up until the wagon train ,having crossed the entire board, spotted the Indians. They took a few potshots then freaked out and circled the wagons. Dando’s blunder also lead to the only civilians we lost getting massacred by Big Eagle, which sets us up for our climatic battle for the town.

Oh, there you are! My cavalry "discovers" the Indians
Oh, there you are! My cavalry "discovers" the Indians

With fresh US Cavalry that entered the board near the town, headed most of the board to the fort then turned around and headed back to the town, I managed to stream my troopers right into Big Eagle, fresh off his scalping of our brave settlers (evil land-stealers to the Indians). You can shoot yourself dry in this game in an awful hurry, which I proceeded to do. I then discovered I had retreated to the saloon. Needless to say, that was it for my troopers. They were “conserving ammo” in case more Indians arrived. None did, and other brave soldiers drove off Big Eagle, so we called the game at that point with no Indians on the table and turns before any would arrive.

"Defending" the saloon
"Defending" the Saloon

All in all, it was a blast. The 15mm figures of Dale were beautifully painted, and his town was amazing. Playing with what amounted to AI-controlled enemies allowed us to see what our upcoming Zulu Wars game might be like, and added a nice level of aggravation for their players (Damn civilians, stop running around and get to the fort). The best part of the story-driven aspect was that it allowed all the players to feel involved, even when you could spend several turns do nothing but moving around. For those visual types, I have a few more pictures in my flickr set of the game.

Photos from the Amulet of Fire game at Dak’Kon

I have finally got the pictures from the Amulet of Fire game at Dak’Kon. This is the second time the game has been run (the first was GottaCon in February, the third will be this weekend at Trumpeter Salute) and the last time we will likely run .45 Adventures 1st edition. The con itself was great and I have also posted some images from the Savage Worlds Tournament in another flickr set.

The three players, British, Red Russian, and White Russian
The three players, British, Red Russian, and White Russian

Continue reading Photos from the Amulet of Fire game at Dak’Kon

1920’s Egypt in colour

A woman sits with her fruits for sale. Photo Credit: Gervais Courtellemont and W. Robert Moore for National Geographic
A woman sits with her fruits for sale. Photo Credit: Gervais Courtellemont and W. Robert Moore for National Geographic

Egypt, much in the news today as it was in the 1920s when these pictures were taken, is the focus of this photo collection: Egypt in the 1920’s in colour (from How to be a Retronaut). in 1919 a major revolution had occurred, which led to a unilateral declaration of Egyptian independence in 1922 by the British government, which in turn led to the successive revolutions of 1952 and 2011. Actions begetting actions. Despite that, the Egypt of these pictures appears little changed by the millenia of history that have washed over it.

Once you are done, I suggest you see SatNav c. 1930 and the wonderfully-human Australian criminals of the 1920s. Lastly, have a wander through their entire 20s and 30s sections for glimpses at a past gone.

Sci-fi Signage

Note: These signs are Brian’s work from the old Warbard. One day they may be recreated in Inkscape and SVG — Corey

This zip file contains two very detailed, 1200dpi images in Adobe Photoshop PSD format, with lots of varied industrial & safety signs to decorate your industrial scenery and buildings.

Each image is roughly 3×3 inches. Print onto standard paper – or the lightest paper your printer can handle – and cut out and glue onto your scenery. A few of these on a nice piece of industrial machinery or factory wall really make a piece ‘pop’ – after all, real industrial sites tend to be plastered with signs, notices and warnings. (The actual images are MUCH more detailed than the little sample image here!)

As usual, these are free to download, print or modify for personal use.

Update, 8 Aug 2020: I’ve just confirmed that these old (from sometime in 2001!) PSD files can be opened just fine in the current version of GIMP. Not bad for files nearly twenty years old!

Where is the Orbiter stuff?

The Orbiter meshes for the Percival Lovell and space stations were for a very old version of Orbiter and are not currently supported. Check out the Orbiter Hanger, Orbiter Forum, and main Orbiter page for more information about the latest in Orbiter.

As both Brian and I run Ubuntu these days, it is unlikely that any new development for Orbiter will happen, at least until Orbiter is finally Open Sourced and ported to OpenGL and Linux.