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Arts & Crafts / Re: Bison's Tales of Hobby Crafting
« Last post by Doctor Quest on Yesterday at 02:14:14 PM »
My wife is an early childhood education consultant. She found this post and I thought it was appropriate for the thread. It is the process and the relationships that are important, not the end result. Let your kids have FUN for God's sake.

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AARs / Re: Wastland Warriors - Zulus and Undead Meet in the Woods
« Last post by Steelie on Yesterday at 01:47:07 PM »
Looks like a good time was had by all   :bigthumb:
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AARs / Re: Wastland Warriors - Zulus and Undead Meet in the Woods
« Last post by Bison on Yesterday at 01:03:52 PM »
The game plays out fast. I think we played this battle in about 90 minutes. However, we used the restroom 10 times, got snacks twice, dealt with a head injury from an over-excited response to a dice roll, and having a cup of tea with a younger daughter during a very elaborate tea party. For a normal group of adults, it plays in about 45 minutes

Anyway, as you can see, we field any old miniatures and the rules support the eclectic groups superbly. We have also just done medieval knights, fought orcs, goblins, skeletons, and other fantasy classes fighters, wizard, and the like.

I will be doing a solo campaign using the fantasy rules and the random dungeon card deck in the near future.
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AARs / Re: Wastland Warriors - Zulus and Undead Meet in the Woods
« Last post by Bison on Yesterday at 12:56:43 PM »
Ax and his undead begin with the most aggressive maneuvers to attack. The Graptors make a flanking move to the right and climb to the top of the hill and its protective trees. Spear moves to setup for long-range support while Ax himself begins a flanking movement toward the ruins.

After several turns of movement trying to gain a position of advantage, the first major scrum of the game is undertaken. The Zulus choose to remain in a massed formation. The Graptors emerged from the woods and charged down the hills in a full frontal assault on the Zulus.


The odds seemed to favor the Graptors but the dice can be cruel at times. The Zulu’s repelled the assault and defeated all 3 of the Graptors but at a heavy cost. Valdez fell in battle.

Meanwhile Ax continued his movement through the ruins and pillaging as he went. However, his greed allowed the Zulus to reform, cross the river, and charge in for the attack.

This was a closer than it should have been combat. Ax could not hit with his ax but the Zulu attacks could not get pass his heavy armor. After several turns locked in combat, Ax slew 1 Zulu but was burdened by 2 stunned markers (-2 to attack rolls in close combat).

Ax was still in position to win. On the attack, rolling a D12 with a -2 modifier he simply needed to roll higher than the wound Zulu warrior with a D10 and a -1 modifier for wounds. Unfortunately, fate was not on Ax’s side today. He rolled a 1 on the attack, failed his armor save, and the Zulu rolled a 10 on the wound roll. He was immediately removed from the game and sent off to lick his wounds.

The final showdown was at hand. Both sides were down to a single warrior. Spear versus a wound Zulu warrior. Neither side wanted to back down and so the card continued to be dealt. Spear missed on 2 opportunities to remove the Zulu warrior from play with is bow. He rolled a D12 and had a +1 aim modifier, a +1 dead-eye modifier, and a +1 because the Zulu has the Large trait. Seriously, the die can be a cruel mistress some days and Spear could not hit the side of the great pyramid of Giza.

And so Spear finds himself locked into hand-to-hand combat with a giant Zulu. This is bad. Very, very bad for Spear. He only rolls a D8 in close combat but there is hope as the Zulu is wounded. However, the Zulu got the jump on Spear playing a Jack of Spades which gave him a +1 to close combat rolls. The Zulu struck down Spear and won the field for Valdez’ Zulu warriors.

The Zulu was able to scavenge 1 area and found a strange helmet that perfectly fit the head of a wolf…strange indeed…but next time The Wolf (he was taken out by a Graptor in the initial scrum) will dawn a strange helmet into the future. The helmet will provide him a +1 to armor save rolls.

And so the battle ended with the Zulus holding the fields and the band of Ax the mutant sent of to regroup and heal from their wounds.
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AARs / Re: Wastland Warriors - Zulus and Undead Meet in the Woods
« Last post by Bison on Yesterday at 12:53:43 PM »
The battlefield is a hilly forest with a river running through it. Forests, ruins, and the scrub lands are difficult terrain providing light cover at the cost of reduced movement. The river while fordable also reduces movement by ½ to cross. There are 3 sand bars that provide normal movement across the rivers. The fork in the river is impassible terrain. The scavenge points are the gems located in each of the major terrain features in the four corners.

The Zulus are the attacker and staged in the forest prepared to attack. (We decided you cannot scavenge in the starting quadrant)…The turn order is determined by playing cards. Each player receives 1 card per miniature on the field. Order of play goes K, Q, J, 10, etc…Aces are wild. If 2 of the same type card, i.e. 8’s are played then suit determines order. Spade, diamond, heart, and finally diamonds. Each model has equipment, traits, and because we are playing Wasteland Warriors possibly a mutation. They provide modifiers or rules qualifications. The rulings are easy to understand and are explained in the rulebook generally in a sentence or three. For example, dead-eye trait gives a model a +1 on shoot rolls or tooth and claw mutation gives a +1 on close combat rolls.

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AARs / Re: Wastland Warriors - Zulus and Undead Meet in the Woods
« Last post by Bison on Yesterday at 12:52:07 PM »
The warbands…
Giant Zulu warriors led by Valdez and his trusty wolf…The Wolf…


Valdez has a Boomer Wand of Stunning. He can stun any target out 1D10+3 and within his wand’s blast radius. The Wolf is a mutant animal. He can regenerate his wounds and has a furious bite! The warriors are large and have nerves of steel which allows them to ignore the first stun of the game.
Ax’s Undead Warband


Ax is a giant hairy massive monster who wields a powerful two-handed ax. His skeleton lieutenant is known simply as Spear. Spear is a deadly dead-eye archer who gets to roll a D12 to range attack with a +1 bonus for his psychic dead-eye ability to find and locate his targets. The warriors are evil creatures with bone blades known as Graptors. Fearsome creatures which can only be attacked in close combat if your opponent first rolls a 5+ on a D10.
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AARs / Wastland Warriors - Zulus and Undead Meet in the Woods
« Last post by Bison on Yesterday at 12:50:59 PM »
The setting for our campaign world is taken directly from one of my favorite cartoons growing up.

The year: 1994. From out of space comes a runaway planet, hurtling between the Earth and the Moon, unleashing cosmic destruction! Man's civilization is cast in ruin!

Two thousand years later, Earth is reborn...

A strange new world rises from the old: a world of savagery, super science, and sorcery…


The quest to grow in power and influence in this strange new world is bringing bands of sorcerers, mutants, animals, robots, and even plants into alliances. Today a tribe of giant Zulu warriors led by the warrior Valdez met the powerful mutant Ax along with his skeleton horrors on the field of battle.

The goal is simple. There are rumors of ancient technological relics hidden in the ruins and their surrounding forests and scrublands. Both sides seeking advantage in this cruel world go in search of the lost treasures…

We are playing Fistful of Lead with Wasteland Warriors expansion rules. The warbands are each comprised of 5 post-apocalyptic warriors. The commanders of the forces are my 7-year-old boys. I will get to field my warband in the next scrum.

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Arts & Crafts / Re: Bison's Tales of Hobby Crafting
« Last post by Bison on Yesterday at 11:37:42 AM »
Thats some good advice I needed to hear. My son out of no where the other day mentioned painted miniatures I have out on display and he wants to do that. Now I need to dust off my hobby stuff and find some figs for him and me to learn on but most of all give up control over it going perfectly  :)

Indeed, brother. Just let him paint and try to remember the most important part you already know. His vision of awesome will definitely be different than yours. Let go and let the paint flow! Find some cheap minis or even just the green army-like guys and let him paint them if needed. It'll pay off in the end with a gaming partner for life. Also, I am serious check out Fistful of Lead core rules to play lightly structured games. Trust me he'll pick it up fast will a little bit of help. Check out my AAR I will post later on today. You can even do it with whatever you have painted now and some random objects around the house for terrain pieces.
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Arts & Crafts / Re: Bison's Tales of Hobby Crafting
« Last post by thecommandtent on Yesterday at 11:13:00 AM »
Awesome to get to do that with the kids. They did a great job assembling!

Kids are pretty amazing if you give them a chance to do things on their own with a little supervision and help when necessary. And in the end, it's the only way anyone learns is to actually do it.

I am a huge advocate of getting kids into gaming and specifically miniatures wargaming. Maybe they end up not liking it but from my experience, most do like it. They just have to be allowed to touch things and probably break them. It's a piece of plastic not the end of the world if a spear or gun breaks off.

Thats some good advice I needed to hear. My son out of no where the other day mentioned painted miniatures I have out on display and he wants to do that. Now I need to dust off my hobby stuff and find some figs for him and me to learn on but most of all give up control over it going perfectly  :)
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Arts & Crafts / Re: Bison's Tales of Hobby Crafting
« Last post by Bison on Yesterday at 08:48:43 AM »
Are you using home rules for the figs or just painting and collecting

Fistful of Lead. It’s a quick, rules light skirmish game with 5-8 figures a side. The base game plays generically across multiple historic eras but has expansions and rule sets for nearly any setting. The core rules are mostly the same across genres and the traits and the like can be mixed between rulebooks as desired.

It’s worth a look especially if you have an eclectic collection or do not want to build and paint huge armies. I have played my medieval figs as I build out my Lions Rampant armies. So it’s a nice way to play as you build. It does have rules for larger unit battles called Big Battles. It’s a lot of fun. It’s available on wargame vault or print. I have a number of rules in pdf but it drives me crazy. So we play the base, fantasy, and wasteland warriors rules now. I plan on getting the sci-fi and horse and musket rules eventually.

https://wiley-games.myshopify.com/

Paper rules available in the UK here: https://oshiromodels.wixsite.com/oshiromodelswebshop/rules