Showing posts with label Pulp. Show all posts
Showing posts with label Pulp. Show all posts

30 September 2026

A Little Painting

 I finished up a group of 10 Bombshell Minis old-school pulp models this week. They're "Buck Rogers" style jet pack troopers, picked up on a whim.


A fun addition to the collection and hopefully I can get a Pulp game together one of these day to feature all the sci-fi models I have!


28 March 2026

Lizards II

 I finished up the second lot of Wargames Atlantic Lizardmen this morning. This group is armed with some very 19th century-style firearms and should make for a neat Sci-Fi or Pulp force. Other than the weapons, I did everything the same as I did with the previous 12 spear-armed Lizzies. Cheerful and colorful for sure!

 


 
 

Wayne, Mark and I are supposed to be getting together for a game of Shakedown tomorrow, my modern What A Cowboy customization. Looking forward to that for sure and I'll of course get some pictures for the blog. Be well!

05 March 2026

I Am Lizard, Hear Me Hiss

 I picked up a box of Wargames Atlantic 28mm Lizardmen a week or so ago for a "change of pace" painting project. I figured they'd be fine multi-purpose model for Pulp or Fantasy gaming. Like all other WGA plastic kits I've worked with, the sprues are generous and the models are brilliant. With 24 models in the kit, I decided to equip 12 as melee troops and will do 12 others with low-tech firearms. I poached shields from some Oathmark Goblins for this first group of fighters.



Gloriously colorful! I went with the Chameleon-style heads and picked up some inexpensive static grass flowers on Amazon to really make them pop. I really like the finished look. The next 12 are in the assembly queue now and should make an appearance here soon.

Ziggy and I are supposed to play Dystopian Wars on Saturday. It's been close to a year since we had those toys out. I'll of course post an AAR; Dystopian Wars is one of the OGs (Original Games) on this blog and has been a constant presence here since early 2012.

24 November 2025

More New Completed Painting

 I finished up a handful of other models that have been hanging out on my painting table for months, halfway done. Some Brigade Games Pulp minis:


And a Reaper Bones witch of sorts and a fox familiar that come with another model but was easy to finish up.

 
I'll post Sunday's games recaps later today or tomorrow.


01 July 2024

Pulpy - Scenario Testing

 A couple of weekends ago I put my Pulp skirmish game on the table for the first time since March when we played it at Skirmish game con. It was a scenario test run to check objectives, terrain, etc. The testing went well and my playtesters, Ziggy and the Bride both enjoyed the game itself. I'm hoping to take Pulpy up to Southern Front in Raleigh in September and this is the scenario I've put together. Without going too deep into specifics, a few pictures.




I've decided on one fairly significant dice mechanic change to the rules to speed up play. One of those flashes of brilliance while I was doing something else. It helps me stay true to my preferred gaming tenet of ONE DICE ROLL = ONE RESULT. I'm pretty excited about that. I do need to set up a small game of Pulpy! to confirm that it works as expected but I'm pretty confident. Until next time, be well!


09 January 2024

Pulpy! - Home Brew Play Test

I've decided to host a game down in Jacksonville at Skirmish Game Con the weekend of March 1st. I've been wanting to host a light pulp-style game for a few years now and of course there were many struggles to cope with. Struggles such as which rules, formulating an enjoyable scenario, creating interesting characters and motivations... that sort of thing.

So, since last Fall's con up in Raleigh, I've started checking boxes and I think I have a working solution. I have a good scenario for six players, characters and a game! The hard part was crafting a game mechanic suitable for a convention. One of my convention game pet peeves is the rules-heavy game that the players don't understand completely. Only the GM has a book and he has to constantly refer to it. It sucks and detracts from the experience. My design goal was simple - the game had to be able to be explainable, in its totality, within five minutes. Move, shoot, melee, other things. No books to rifle through, no rules situations to look up. I've hit my goal and dadgummit, it's a fine game. My wife gifted me with a few hours of her time on Saturday evening for a thorough play test and we put Pulpy! through its paces.

My other goals for the play test were to work out terrain, setup areas, play balance, travel distances, etc. I got my answers well enough to not be embarrassed come March.

I took many pictures of the layout so I can refer back to them later. A lovely beach with some jungles and a hillside secret laboratory.

Automata and Drones out to greet the infiltrators!

Some action in the sand and around a ruined building.

Heroes ascending the hillside.

A showdown in the hideout!

The play test was very successful. It revealed some weaknesses that were easily addressed. I tweaked force composition and will re-arrange the start positions of some of the forces so they're able to get into some action more quickly. So nice to get the Steampunk minis out for some Steampulp. I'm slotted for 9am Saturday morning, March 2nd. Very exciting.  https://skirmishgamecon.com

29 October 2023

Steampulp? Sure, I Suppose

 I finished up the Malifaux models I included in the previous post. They painted up more quickly than I was expecting. I didn't go gangbusters with the highlighting and all that. Just colors and inks. Rough and ready, looking for some table time.




And a reverse of the lot

I can't explain the blue base edges; it just sort of happened. 

I did test out a new set of skirmish rules I've been working on Saturday evening with my wife. The intention of the rules is "group friendly" and "very little explanation needed." The test went well. We used my 15mm toys - it was an X-Files episode again.



18 October 2023

Gaming and Painting and Coughing

 I've been under the weather the last few days. I've been hard at work watching Mythbusters and assembling miniatures while coughing, snotting and aching. Feeling much better today, though the congestion will be with me a while I suspect.

Zig and I pulled out X-Wing on Saturday. It had been a while for both of us. We used the updated "2.5" rules by Atomic Mass Games. Some minor changes but nothing game-changing.

I put my Galactic Republic Jedi + Clones out there, including young Anakin, Obi Wan and Yoda. How's that for a triple-crown?  Ziggy's Separatists had difficulty finding the fire button and it ended up as a pretty one-sided affair. Either way, it was nice to play the game again.

I finished up some oddball miniatures I had on the table. Some cultists, a vampire, a sweet truck, a creepy guy in a big hat and a piece of steampunk machinery. 



Fun stuff to paint for sure. The machinery objective is from the out of production Spartan Games Dystopian Legions game. It's been on my paint table's "back lot" since March 2016. Holy shit, that's longer than my father's been deceased!

And here's a quick pic of the eleven Malifaux miniatures I assembled over the last two days.
Fairly vanilla "guys and girls with guns" in very dynamic Malifaux poses that I hope to put to use in a pulp game that's been bouncing around inside my noggin for a few weeks. Wyrd makes some fabulous models. Holy crap they're good. 



19 September 2023

Southern Front 2023 Recap

 It was another fine September game convention in North Carolina at Southern Front 2023 over the weekend. I got to play in five fine games with lots of great folks. No sour-pusses or poor sports this go-around. I drove up with Mark early on Friday morning, in time for the first of the early afternoon games. Their game sign-up system is decidedly old-school and it's worth getting there early to get a spot at the tables you really want.

First up on the agenda was Battlegroup Northag. This was my first experience with the Battlegroup system which has gotten quite popular in the last couple of years. It was easy enough to fumble through with some guidance by a good GM (thanks Bruce!) and a knowledgeable BG player at the table. The other seven players were all complete novices with BG.

The scenario was set in 1984 and we Soviets were pushing hard and fast westward through Germany. We needed to capture a bridge and cross the river. The thin NATO line was tasked with slowing us down. Here our advance recon elements have entered the battlefield. BRDMs, T-62s, BMP. We had a gaming rookie on our side who was given command of the recon teams.

Soviet commander Mike (the red shirt made the selection easy), recon commander Craig, GM Bruce and British mechanized infantry commander Mark.

The tide of green tanks pushes forward while the NATO players plot their response.

The first of my units arrives... heh heh heh. An AT-6 reaches out and breaks an Abrams. Those blasted things are a real pain!

Jailbreak! The second company of tanks and my motorized infantry arrive, streaming up the road to the bridge.

The mess at the end. NATO forces fall back as my BTRs close in on the bridge. Demolition charges reduce the bridge to rubble, but trap a handful of American and British troops! A fun time for all. 

A quick dinner of wings and beer, then on to the Friday night game - the Battle of Palo Alto. The Mexican-American War, 1846. I was nominated as the Mexican commander since I was wearing the largest hat. As the GM was describing the situation, it was looking pretty bad for us. We had numbers, but poor quality and bad artillery. This would require a solid combination of good fortune and bluster. The setup was gorgeous... 28mm minis roughly 30 years old. The GM had put this scenario on many times over the years.
 
Yankees

Mexicans

The American mission was to advance down the road and cast the defender aside. The Mexicans simply needed to resist and stop them.

Our enemies :)  They were all great gamers and fun to play with.
The Americans weren't advancing as expected, so we forced the issue and pushed the wings forward. Cavalry on both flanks was very aggressive and quickly threatened both American edges.

There's out right flank cavalry all the way over on the American edge of the table!
Now that's doing it. The cavalry battle erupts five, six feet from our table edge. There's no defense like a good offense! Those two units ended up wiping each other out and the American infantry have spun around! What's that about "never interrupt your enemy while he's making a mistake?"

I encouraged the left flank cavalry commander to be as aggressive as he wanted. He advanced his lancers through the chaparral and was now a real threat to the static American right.

With the cavalry ready to pounce, we thought it was as good a time as any to push the infantry forward as well! We would use the pond as an anchor and form lines on each side.

A turn or two later and the battle is met! Our cavalry and infantry smash into the Americans in the center and left flank.

And a similar scene plays out on the right. Although cannister shot temporarily slows down one battalion, it was in vain.

At the end of the evening, both sides had suffered significant casualties but most importantly, the southward advance of the United States Army had been halted. The game had been tremendous fun and for all. Although the American players completely failed to even attempt their objective, their dice rolls were shockingly poor to boot. They were good sports about it though. Off to bed, more games in the morning!

Saturday morning... time for some late 1930's pulp gaming!

The game was a follow-up to last year's installment featuring Flash Gordon, Ming the Merciless, The Cyclone Rangers, Nazis and my favorite, Ian Gamble, Entrepreneur. In this year's adventure, many groups had detected some strange Tachyon emissions from a forest in Bavaria. These groups all convened on the source of the strange signals to investigate, of course for their own purposes.

Here's Ian Gamble's airship, entering play. The Arctic Explorers have had a terrible time and wrecked their plane trying to land. Poor things! 

Ming had been experimenting with a trans-dimensional portal and appeared to my right with a troupe of flying monkeys! This of course wouldn't do at all. Ian's "privateering ways" were often at odds with Ming.

In no time there was some turbulence forced my airship down into the marshy area by the river. The law-dogs of the Cyclone Rangers were just to the right. Best to avoid those tin stars.
At this point, Ian and Co. caught sight of Ming and his minions. The portal they'd come through was like a big glowing bullseye. It wasn't long before the energy cannon on my ship was firing away at the portal. Meanwhile, my crew disembarked and moved through the muck to close on Ming. This could be a fine opportunity to do the galaxy a favor!
After a quick parley with the Ranger's captain, we agreed to leave each other be in the interest of dealing with Ming. The Rangers opened fire on the monkeys while Gamble's crew laid down a hail of energy blasts at the bearded one. Ming was knocked down, heavily wounded! 

The monkeys were enraged and stormed towards us, but the forces of righteousness (the Rangers) and self-interestness (Ian's crew) got the better of the monsters. The next order of business was to hustle over to Ming and capture him.

But before that could happen, the mountain we'd all descended upon was revealed to be cloaked in illusion. The top opened up and out sprang soldiers in the most unusual black and white garb. Yet it wasn't garb, these beings were actually from a dimension of colorlessness! They were the Black and Whites!

A massive airship ascended from the mountain hideaway. Some of the other groups that were exploring the area had found their way into the complex and began fighting the belligerent monochrome soldiers.

The airship was making its getaway! Ming managed to drag himself to the portal before my crew could get to him. The scoundrel!

As a parting gift, I finally managed to blast the portal with my ship's cannon and closed it. At least that would keep Ming away for a while. My plan of trapping him on Earth without his allies had failed, but we got the better of him that day! Now of course there's the matter of these new Black and Whites... what are they after and who are they working with?

Another fine, chaotic pulp game by Bruce. Looking forward to the next for sure.

After lunch it was back to dicing and toy soldiers... some All Quiet on the Martian Front. I threw in for the Earthling defenders because, well, that's more fun right? 

Each side had three generals. I led the left flank detachment. A scout 'pod advanced quickly on our position but all that speed detracted from its weapon accuracy and vey little damage was caused among my Texas National Guard.

Things turned to shit for the Martians early. Our weapons fire was accurate and deadly. I took out one of the assault tripods quickly. A similar scene played out along the Martian front line.

The wider view

The other two 'pods I was responsible for were on me in no time, causing havoc.

And when life gives you hell, give it back. That's two for me!

But boy, howdy. That last 'pod was something else. It was quickly dubbed "Godzilla" and damn. It wiped out my best unit, the Mk 3 Steamers. 

But for the Martians, it was too little, too late. We'd taken them below half-strength and even though they received three more 'pods as reinforcements, we knocked out two of those! We'd scratched nine out of twelve tripods. What an amazing win for the Texans. 
In all honesty, this was another game of crazy dice, much like the Palo Alto game. The Earthling players' dice were straight fire while the Martian dice were trash. It was very much a 1980's action movie replete with incompetent bad guys and infallible good guys.

More wings and beer, then PIRATES!

The last game of the night was in a similar vein to the pulp game earlier. Multiple factions each with different agenda but of course in a Caribbean 1600's stetting with some wackiness added in. 

The basic setup was this... a Spanish gold-laden ship had been heavily damaged and was unable to continue its voyage back to Spain. Spanish crews were charged with moving loot from it to another smaller vessel. Meanwhile, local pirates had arrived intent on scoring the gold. Also in the area were bands of headhunters and cannibals. Don't ask. I didn't put it together. There was also the truculent Spanish teenage daughter of the Governor, Lupe. The Governor was at his wit's end with her and she was to be sent back to Spain aboard that ship. A group of natives, unimpressed with the Governor wanted to kidnap Lupe to get revenge on the Governor. As you can tell, a lot going on.

The rule of inertia meant I was in charge of getting Lupe on that boat. I was sitting closest and didn't want to move.

It's a short trip... how hard can this be?

Two pirates were in attendance!

Huzzah! One of the pirate leaders was infatuated with Lupe and had more than Spanish gold on his mind. 

It wasn't long before the headhunters and cannibals descended on an unlucky band of pirates!

And the would-be-kidnappers were hot on my heels! You might be able to see that at this point I'm trying to convince Lupe to get aboard the ship. She was a fickle piece of work and didn't really want to go.

So now I was stuck trying to get this pain in the ass onto the ship with two outriggers loaded with angry Indians wiring arrows and trying to board my boat! Captain Montoya leapt across to the outrigger to duel the native Captain. It was the only way.

Montoya managed to clear the outrigger with some assistance from his Lieutenant and a soldier. One of the Indians was knocked into the bay, bleeding. Sharks incoming! On the deck of the ship, the blue-clad pirate Captain Fancypants made his presence known. He could hear Lupe's braying from the far railing.

"Get the wench on that ship!" barked Lieutenant Ordonez. Gordo obliged, and Lupe practically launched herself aboard into Fancypants' arms! Gordo's clumsy hands had gotten a bit too liberal while shoving the girl.

Lupe, fickle as she was, slapped Fancypants and told him to unhand her. She leaned over to Gordo and yelled "I love you!" Ordonez looked at Gordo and said "You better start climbing boy, she's not coming back down here."

Gordo and Ordonez both hurried up the ropes. Ordonez could slap some sense into the crew. Fancypants was getting out of hand and needed to be put in his place.

And with that, the pirate said "Well it's been fun, fellas. I must be going" and vaulted to a longboat below.

That was it! We'd gotten gold and the girl onto the ship. The Spanish players had all achieved their goals. It hadn't been easy and Lord knows, it was a bloody affair. 

We had been using this island as the graveyard. The dead outnumbered the living at the end of the day.
 
Prizes were given to the victors. Gah, it's got that nutbag Lupe on the bottle!

A tremendous weekend of gaming. Five terrific games, good players, great GMs. I'm ready to do it all over again. Be well and good gaming!

Recent Gaming + Travel

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