Thursday, April 27, 2023

Fistful of Lead Fantasy: "Ambush!"

 It's been a while since my last game, so I decided to get myself organized to play something; I was showing my Oldhammer Orcs off on Discord the other day, and that got me inspired to use them for a Fantasy skirmish. I picked out the Archmage Lutholio to oppose them and a scenario from the second volume of the Fistful of Lead fantasy trilogy and away we went!

The set-up for this scenario is that Archmage Lutholio and his retinue have been hunting the orc warboss Thrashemall Bonegrinder through the dusty hills; when they pause at a bubbling spring to refill their waterskins, Bonegrinder's mob sprung out at them from ambush. Notably, Bonegrinder himself was held in reserve.

 

ARCHMAGE LUTHOLIO'S RETINUE (Group Trait: Fearless)


  • Archmage Lutholio (Leader; Spellcaster, Cunning, Impervious), armed with a Sword and Staff 
  • Captain Arnulf von Grenzstadt (Sergeant; Brute, Determined), armed with a Sword, Shield and Heavy Armor
  • Hans (Regular; Cunning), armed with a Sword, Shield and Light Armor
  • Franz (Regular; Thundering Charge), armed with a Sword, Shield and Light Armor 
  • Halfling Scouts (Rabble; Deadeye, Small, Slippery), armed with Bows

 

BONEGRINDER'S MOB (Group Trait: Bloodthirsty)

 


  • Warboss Thrashemall Bonegrinder (Leader; Veteran, Inspiring, Fearsome Appearance), armed with a Sword, Shield, Heavy Armor and riding a Warboar
  • Wyrdboy Oldgit Finkem (Sergeant; Spellcaster, Cunning), armed with a Sword and Staff
  • Bogloaf Gunderstank (Regular; Ferocious) armed with a Two-Handed Axe and Light Armor
  • Zagrot Scabknees (Regular; Solid as a Rock) armed with a Sword, Shield and Light Armor
  • Foamin Mad Arsegit (Regular; Flurry of Blows) armed with a Club, Shield and Light Armor
  • Goblin Rabble (Rabble; Ranger, Small, Slippery) armed with Bows 

Activating first, Lutholio threw a fireball at the goblin rabble, incinerating one of the little blighters and sending the other two scurrying for cover. Not to be outdone, Oldgit Finkem waved his staff and summoned heavy clouds, bathing the battlefield in darkness. Zagrot Scabknees leapt out of cover to attack Hans, while the first turn saw everyone else more or less moving into position.  One of the surviving goblins fired a shot at Lutholio, putting a Shock token on the wizard.


 

Turn two is where things started to get interesting. Lutholio tried to recover from Shock and rolled a "1," meaning he routed off the battlefield entirely. Not only did this not bode well for the rest of his retinue, but it also meant that the orcs couldn't get the victory points for killing him. 


 

Zagrot found himself fighting Hans and Franz, and getting wounded. Bogloaf rushed Captain Arnulf, which didn't go well for him; the Captain immediately Shook Bogloaf, then activated and attacked again, wounding the orc. Oldgit Finkem kept his spell of darkness going for a second round, keeping ranged attacks limited. Foamin Mad Arsegit charged the Captain as well, with no better results than Bogloaf had. 




At the beginning of Turn 3, Thrashemall charged onto the battlefield, immediately trampling one of the halflings into paste. Captain Arnulf stepped over Foamin Mad's carcass and finished off Bogloaf Gunderstank. Oldgit Finkem, allowing the darkness spell to dissipate, cast "Lightning Bolt" on Captain Arnulf, frying him instantly. Zagrot, down and getting kicked repeatedly by Hans and Franz, managed to crawl away and route off the table. 



 

The next few rounds are a little samey-samey; Hans and Thrashemall stay locked in combat for a bit, while Hans darts off to challenge Oldgit; the remaining halflings squabble with the remaining goblins. I will say that Hans really held his own against the orc warboss for a lot longer than I expected he would, and managed to score a few hits of his own before being gutted and stomped into the ground. 


 

Hans made short work of Oldgit Finkem once he managed to close into melee with the orc spellcaster, and the remaining halflings finish off the goblins before one of them routed from shock and the other got run down by Thrashemall. At the end it came down to Hans versus Thrashemall, and when the dust settled, Thrashemall was fleeing the battlefield as fast as his pig could carry him. 


In the final tally of victory points (counting each group of Rabble as only 1 point), the Wizard's Retinue scored 10 VP, while the orcs scored 3. But with Lutholio fleeing the table at the first sign of actual danger and leaving his men to die in his absence, we'll see how long it is until the Tower of the Archmage is under new management.

Sunday, April 9, 2023

Guard House (Sarissa Precision)

 I received a couple of MDF kits from Sarissa Precision in 2021 as part of the Brush Wielders Union Secret Santa program that year; I built one, a helipad, pretty early in 2022. This week I've built the next one in order of perceived complexity of the kit - a dandy little guard house from Sarissa's WWII range, which I'll be using in modern-set games of Fistful of Lead or Perilous Tales.


 
 
I built and painted the kit in sub-assemblies before completing the assembly and putting some final touches on it. The slots on the roof have been filed to make it easier to pop the roof on and off so that I can easily use the interior as a playable space. I'll be picking up some printable acetate sheets to fill in the windows, and I've ordered an assortment of furnishings to let this building serve multiple purposes - meth lab, hostage storage, or just the leasing office for a scummy trailer park. All in all I think you can expect to see this little piece in a lot of AARs going forward.



Sunday, April 2, 2023

GI Joe: Operation Pop Goes The Weasel

 Episode Setup: An experimental Cobra aircraft has been shot down. The pilot - that back-shooting low down snake in the grass code-named Wild Weasel - ejected with the full records of the aircraft's instrumentation data, landing in an isolated, mountain valley containing the ruins of a village destroyed by a forest fire 20 years ago, as well as a more recently abandoned miner's cabin. A GI Joe team led by Warrant Officer Flint has arrived to take Wild Weasel into custody along with the information he's carrying. Cobra arms dealer Destro has likewise arrived with a Cobra team to retrieve Wild Weasel and his precious cargo. Both teams need to locate the wily pilot first. 

 


GI JOE (Team Trait: Cool-Headed)

  • Flint (Leader; Sixth Sense, Steady, Encouraging), armed with a Shotgun
  • Snake Eyes (Specialist; Brawler, Flurry of Blows), armed with a SMG and Katana
  • Lady Jaye (Regular; Dodge), armed with a Pistol and Exposive Javelins
  • Spirit (Regular; Eagle-Eyed), armed with an Automatic Rifle
  • Lifeline (Regular; Medic), armed with a Pistol and carrying a Medi-Pack

 


COBRA (Team Trait: Tactical)

  • Destro (Leader; Tactician, 9 Lives, Cunning), armed with a Pistol
  • The Baroness (Specialist; Smart, Dodge), armed with a Pistol
  • Storm Shadow (Specialist; Swordsman, Street Fighter), armed with two Katanas
  • Scar-Face (Regular; Slippery) armed with a Pistol
  • Cobra Troopers (Grunt Group; Tough as Nails) armed with Automatic Rifles

 


Both teams immediately began to fan out - Flint and Lady Jaye heading for the old miner's cabin, Destro, the Baroness and Scar-Face moving towards the burned village, Spirit and Lifeline heading towards the forest. Snake Eyes, Storm Shadow and the Cobra Troopers heading towards the bridge. Before long, the two ninjas met, blades clashing. 

Flint quickly realized that Wild Weasel hadn't chosen the cabin as his hideout, and Destro, to his frustration, could not find him in the ruined village. A nameless Cobra Trooper fired a round at Lady Jaye, sending her diving for cover, and she returned fire with an explosive javelin. 


"What is a port-a-potty even doing out here?"

Spirit and Lifeline quickly discovered that Wild Weasel was hiding in the forest; the Cobra pilot sprung up, shooting Spirit (a Wound) and Lifelife (Shock). As Lifeline tended to Spirit's injury, Wild Weasel made a run for it.


Snake Eyes put Storm Shadow down with a wound, leaping over him to engage with other Cobras; the Baroness shot Flint square in the chest, putting him Out of Action. As Snake Eyes closed with the Baroness, Storm Shadow rose to his feet and gave chase. Snake Eyes put another Wound on him, and was then in turn shot in the back by the Baroness. Managing to shake off his Wound, Snake Eyes entered melee with the Baroness, but weakened by blood loss, got pushed back as the Cobra intelligence agent made her escape.



 

Scar-Face, seizing the opportunity, gunned Snake Eyes down. 

Spirit tried to shoot the fleeing Wild Weasel, putting a Shock token on him, and got shot at in turn by Destro, taking another Wound. Lifeline performed first aid on Spirit again, and Spirit shot at Destro now - again, only putting a Shock token on him. 

At this point, deciding that escaping with Wild Weasel and his satchel of data was worth more to Cobra than finishing off the Joes, the Cobra team retreated off the board; down two Troopers, but considering that a worthwhile trade off for having taken Flint and Snake Eyes out of commission for the time being.

Wednesday, March 8, 2023

Perilous Tales: Bride of the Gator Ghoul!

 I got the table cleared off last night and set up for another game of Perilous Tales - this time using the "Swamp Fiend" as my villain, a wonderfully nebulous descriptor that I opted to fill with a Reaper Bones Gator-Man carrying an enormous bone-bladed axe. The locale was once again Hangman's Swamp, and my heroes were once again Cappy Boyd's Expatriate Mercenaries from Pulp Figures. 

 

Our Heroes:

  • Cappy Boyd (Leader), with Eagle-Eyed and Tough
  • Sgt. Piney (Teammate), with Hair Trigger
  • "Boomer" Murphy (Teammate), with Demolitions Expert
  • Zeb Walton (Teammate), with Medic
  • Pvt. Junior Jones (Teammate), with Marksman

Our Objectives:

  • Disrupt the Ritual
  • Rescue the Prisoner
  • Plant the Explosives

 The story so far: Socialite and heiress Margo Plumme-Duffe has been kidnapped, muddy bootprints leading from her hotel room into the sinister, venomous reaches of Hangman's Swamp. The Gator Ghoul, a terrifying half-man half-alligator, plans to enact a ritual that will transform her into his scaly bride. It's up to Cappy Boyd and his mercenary commandos to disrupt the ritual, rescue Margo, and plant enough explosives in Hangman's Swamp to make the USS Maine look like a champagne cork. 

The commandos start slowly, moving forward in a group and keeping Eyes Peeled against any potential threats; Cappy used his Eagle-Eyed skill to scope out the nearest threat marker, which was a "1" - the Gator Ghoul himself! Cappy moved forward to the swamp altar to begin the 3-round process of disrupting the ritual. Zeb and Boomer began working their way towards the cabin, while Piney moved up towards some ruins in the northwest corner of the board. 

Unfortunately, Piney got a little too close to a threat marker, and got attacked by one of the Gator Ghoul's alligators!

Having Eyes Peeled let Piney put a bullet in the alligator as it attacked, for 1 Wound.

The villain phase sent everything straight to hell on the second turn - a total of FOUR threat markers moved within 6" of the heroes and spawned their threats - two more alligators and the Gator Ghoul erupted from the swamp! The peril "Utterly Horrible" also activated, forcing Piney to make a Horror Check.

The overall Threat Level of the game was still low enough, and there were enough hidden threat markers, that the alligators and Gator Ghoul used the "Lurker" AI to govern their actions, which saved my bacon a bit. Junior Jones took Cappy's place messing with the altar, while Cappy raced to the cabin to rescue Margo.

Here, Cappy encountered the crazed Cap'n Stubbs, fallen under the Gator Ghoul's sway and responsible for kidnapping Margo. Cappy's appeals to Stubbs' humanity failed, forcing the commando leader to resort to a jaw-shattering haymaker. Piney and Boomer managed to lay down explosives on the ruins and the old tree, respectively, and Zeb managed to finish disrupting the ritual while Junior fought off another alligator. 

And then the Threat Level hit "7" and all the villains switched to the "Aggressive" AI. 


Piney was caught between two alligators, Junior succumbed to a third, while the Gator Ghoul and one of his pets made short work of Boomer before moving on to Zeb.

Untying Margo, Cappy planted the last bundle of dynamite in the cabin and urged her to make a run for it. The Gator Ghoul's plans were thwarted for now, and surely nothing could have survived the series of explosions that rocked the swamp...

THE END?


Tallying up my victory points...

  • +3 for rescuing Margo
  • +3 for setting three explosive markers
  • +3 for disrupting the ritual
  • +1 for my leader surviving

For a total score of 10, "a truly heroic performance!"

I had a really good time with this round of Perilous Tales, though I notice that 1) I forgot to apply Cappy's Toughness to the wounds he took from Cap'n Stubbs, and 2) I realize as I'm writing this that I gave Cappy the exact same traits that I gave Left LaRue in the last game. In fact, a lot of my traits carried over from the heroes of last game to this game. Using the Eyes Peeled action (letting any hero with Eyes Peeled fire off a shot at an activated threat marker) extra liberally has definitely boosted my success rate, but I want to make sure next game I give some other traits a go.

Sunday, February 12, 2023

Perilous Tales: The Werewolf of Rat River

I attended my first gaming convention since February 2020 this weekend - a return to my beloved Running GAGG, hosted annually by the students and alumni of the Geneseo Area Gaming Group at SUNY Geneseo. Attending college at Geneseo and joining the gaming club literally the first week of my freshman year was a formative experience for me, and made me the tabletop gamer I am today, and Running GAGG is to me the single best gaming con out there. I've missed it only twice since 2005, and while I wasn't in a position to run or play games this year, it was really good seeing friends I hadn't seen in person in three years being able to donate copies of RPG books I'd worked on for the charity auction meant a lot to me. 

Feeling energized by the experience, when I got home I set up another game of Perilous Tales for myself - set in an Arctic Camp Site, with Werewolves as the antagonists. With that settled, it was a simple matter to get out some Pulp Figures' Canadian adventurers and get going!



Our heroes:

  • Lefty LaRue (Leader), with Tough and Eagle-Eyed
  • Quinn the Eskimo (Teammate), with Hair-Trigger
  • Frenchie Sinclair (Teammate), with Medic
  • Sgt. Burke of the RCMP (Teammate), with Marksman
  • Sasha the Sled-Dog (Teammate), with Brute

Our objectives:

  • Kill the Master
  • Hunt the Fiends
  • Call for Rescue

So our stalwart heroes needed to get in, kill the master werewolf, kill at least three of its minions, and activate the radio in the cabin to call for rescue.  

Our heroes began moving up the board cautiously, keeping close together and using Eyes Peeled actions in case a threat marker triggered; Lefty used his Eagle-Eyed trait to start scouting threat markers. It wasn't long, however, before they started activating threat markers, with Quinn being attacked by a wolf.

 

 

 And Sasha finding herself snout to snout with a Young Werewolf!

At this point the party somewhat broke cohesion, and Sgt. Burke made a dash for the cabin to activate the radio, though activating one of the environmental perils in the process - no one was getting into the cabin without risking a case of frostbite!

Sasha managed to take down the Young Werewolf herself, though was wounded in the process and getting Marked - if she rolled a misfortune on a skill check at any point later in the game, she'd turn into a Young Werewolf herself. Frenchie healed her injuries, but the taint of lycanthropy wasn't coming off that easily.

Quinn and Lefty take down a number of wolves that spawn near the bridge, and advance to check out the furthest threat marker; at a glance (using the Eagle-Eyed trait), I thought it was a "1," which would have been the Master Werewolf. When Quinn activated it, I realized it was a "7," and he was caught in a snow-drift. 


Sgt. Burke activated the radio, calling for help, which spawned two more wolves placed randomly - and one of them was in the cabin with him!

At long last, the Master Werewolf revealed itself - and in so doing, bumped the Threat Level to 9! At 10, it's game over. The heroes had one activation phase to beat the Master Werewolf. Fortunately Lefty and Frenchie had their Eyes Peeled, and put a few bullets into the Master Werewolf the instant it appeared.

Sasha lunged for the werewolf's throat, biting and then dancing out of the way of its savage claws, leaving room for Frenchie and Lefty to fire everything they had into the hulking brute - and managed to put the beast down! Between the three of them they managed to put 13 wounds on the werewolf, more than its maximum health of 12. The werewolf's death brought the Threat Level down from 9 to 7.

A few more wolves popped up after this, tangling with Quinn and Sgt. Burke. While Burke managed to escape the wolf, he did succumb to frostbite trying to leave the area; the only casualty suffered by the heroes this game.



So tallying up my victory points:

  • +3 for killing the Master Werewolf
  • +3 for killing at least three Minions
  • +3 for at least three heroes still alive when rescue arrives following the radio call
  • +1 for the Leader surviving

For a score of 10, "a truly heroic performance!"

Saturday, February 4, 2023

Perilous Tales: Blast the Blasphemous Bog!

Last night I returned to Planet Smasher Games' Perilous Tales after far too long a hiatus; seeing Mr. Martin taking the game for a spin and having some filmed games show up in my YouTube recommendations again got me inspired to give it another whirl. 

This time around, General "Cappy" Boyd and his mercenaries delved deep into the sinister swamp, haunted by the spectre of - VOODOO! Their objectives were to 1) Retrieve the MacGuffin, 2) Kill the Master, and 3) Set the Explosives. So they had to get across into the villain's side of the table, search the terrain pieces for the MacGuffin, plant explosives on three of the terrain pieces (so the cabin, the hangman's tree, and the standing stones) and kill Murder Legendre, the Voodoo Master.


It ended up not going that well for Cappy and his boys - although some of that is due to mistakes on my part as I refamiliarized myself with the rules. I goofed on the first Threat Check of the game, rolling more dice (and thus getting more successes) than I should have, escalating the threat level faster than should have occurred and hampering the heroes with a series of horror checks that they shouldn't have had to make. 

The way things panned out with villain deployment didn't help either - a pair of lingering environmental threats popped up right in front of the cabin and the standing stones, causing anyone who approached to either risk falling down, or being hit by a Skill 3 attack, respectively. The third environmental horror was also right up front, hitting one of the heroes with a devastating Skill 7 attack right before a zombie shambled into him. 

Once the villains started being revealed things started to get real messy. Murder Legendre appears with a giggling, animated voodoo doll that prances around terrorizing heroes (and being incredibly difficult to kill) while Murder holds back in the shadows, and the villains just kept rolling absurdly well while the heroes just didn't. As long as Murder held back near an unrevealed threat marker, zombies kept popping up to threaten heroes, and these zombies were attacking with Skill 5 versus the heroes' Skill 2. Hero after hero went down under the pounding fists and gnawing teeth of the walking dead, though one did run into Murder's assistant - who immediately clubbed him down with a human femur!

The game ended with Cappy trying to plant the dynamite at the standing stones but having two zombies spawn directly in front of him while Murder Legendre watched and chuckled. It didn't go well for Cappy.


I may re-run this one again later this weekend and see if I have better luck with a different arrangement of threat tokens.

Saturday, January 21, 2023

Improving my Solitude


 So I've been in a bit of an odd space mentally in regards my hobbies lately, and it's got me doing some soul searching. I posted a condensed version of this on Instagram earlier, but I want to use this space to flesh it out a bit more. 

Two weeks ago in my monthly session with my therapist, I told her I felt profoundly lonely; that I felt torn between two competing drives: on the one hand, I miss in person gaming. I'm not sure how I feel about returning to running and playing games at my FLGS (more on that later), and I am playing in a semi-regular D&D campaign with some friends face to face, though it's now been over two months since I've been able to meet with them. On the other hand, I have the well-being of my spouse, who is immunocompromised, to take into account; every trip out is a calculated risk and I feel hard-pressed to justify spending a couple hours at the game store where, lets face it, even at the best of times some of my fellow patrons struggle with the concept of personal space. One of my favorite stories to tell is the time in 2019 I was running a game in store, and someone standing behind my chair adjusted the straps on the backpack so that it was resting on my shoulders instead of theirs. Very much a "what the hell" moment at the time, but very illustrative of my point. 

These feelings have been compounded by an increasing difficulty I've had in even getting a virtual table together for a role-playing one-shot over the past four or five months. These two people want to play, but won't play at the same table as each other (even virtually), this person wants a game but can't (or won't) find space in their schedule where they can meet me halfway, that person has a history of canceling an hour before game when they've known for three weeks they can't make it on the date scheduled, and I've had a half-dozen people practically begging me for games but as soon as I ask them "what days and times work for you" I get ghosted. I've bent and twisted myself in knots trying to accommodate people for months and it feels like no one will meet me half way, and I'm tired of feeling taken advantage off. I think the straw that broke the camel's back was a player I've run for, on and off, for five or six years now, who told me they'd double-booked themselves for a date and time I'd finally managed to pull together a game on, and that they'd decided they were more excited for the other game. Just tell me you can't make it, because this was just salt in a wound. 

As far as my miniature painting/wargaming hobby goes, I spent last weekend cleaning and organizing my hobby space. My wife and I live in a one bedroom apartment and so I stake out the back half of our dining room table as a painting space, I've got a shelving unit next to the table with terrain, battlemats, and project boxes on it, and a large storage tote in the bedroom closet that's something of an unofficial "Graveyard of Dead Projects." I cleaned things up, condensed things (all my unpainted orcs and goblins for Warhammer are in one box now instead of two, etc.), pulled boxes out to pass along to wargamers who will appreciate them, and in so doing I've made myself a lot more introspective about my hobby.

These are my shelves post-cleanup. Not perfect, but leagues better than they were.
 

Going forward, I want to be a lot more thoughtful about what I bring into the apartment; I want to make sure my wife has her craft space secured and that I'm not overflowing into it, and I don't want to be shoveling money into projects that I may never actually start, let alone finish. I want to get away from the sense of FOMO I get with miniature kickstarters as well. 

And that leads me into wargaming. I bought the Stargrave rulebook about three weeks ago, because my friend Tom tipped me off that there would potentially be some Stargrave campaigning going on at our FLGS. I haven't been a regular at my game store since they've re-opened to general gaming; and I asked on the store's Discord server about how busy the store tended to be on Thursday nights (which is wargaming night), explaining that with my wife's illness, if the store was likely to be crowded I probably wouldn't be able to attend. The response from the store's social media person (not the owner) rubbed me the wrong way; they told me not to use the crowdedness of the store to judge personal safety and it came across, to me, very condescending and read like "well just don't come in if you think there's any risk." My therapist, reading this person's response, instead interpreted it as "well you'll never mitigate all risk, so just come in." 

I replied to this person that no, the presence or absence of a crowd isn't our sole metric for assessing risk, but it is one of the factors we take into account. Still, I'm having difficulty shaking the nettled feeling I got from the interaction. Maybe it's how the pandemic changed me, maybe it's how it changed the business, but I've felt less welcome when I've gone in for books or paints since 2021 and this feels like a continuation of that trend. And it's made me stop and ask myself, "Do I really want to go in on Thursday nights after work to play Stargrave?"

And finding an answer to that question has gotten...messy. I've had a lot more bad experiences playing wargames in the various gaming stores around Rochester than I've had good ones, unfortunately. Between unabashed cheating, people bringing crowd-sourced tournament lists to "friendly" games, bellicose people who are looking for someone to take their frustrations out on and people who get belligerent at the thought of playing with any victory condition other than "table the opponent"...do I want to keep subjecting myself to that?

Don't get me wrong, I've had a couple really good games at local stores, and games with my friend Tom are always a pleasure, even when he has tabled me. But it's hard not to be wary of gaming with randos. The other thing I'm wary of with gaming at the store is getting caught up in chasing the Next Big Shiny Thing. Right now Stargrave is popular; I don't want to rush to paint a whole bestiary and terrain and this that and the other thing (all of which takes up space - see my earlier point) only for interest to disappear entirely in three months as the community moves on to the next game that catches people's interest. I busted my hump trying to get people at the store to play Frostgrave a couple years back, followed by a similarly failed attempt to interest anyone in Fistful of Lead. 

The only way I'm going to ensure that the local community is going to stay invested in a game long enough for me to be able to afford buy-in and paint everything I need to paint is if I jump back on the Games Workshop wagon; and even then, it's an arms race to stay "competitive" since none of these people play Warhammer 40K or Age of Sigmar as anything but an aggressive, competitive game, always preparing for the next tournament. I danced the Age of Sigmar dance a few years ago, spent a couple hundred bucks and after a few painful months realized I was having a miserable time. I don't want to get back on that wagon, and I'm pretty sure my wife would bounce me off all four walls of our apartment if I tried. She loves me, she supports my wargaming, but she's got no love for Games Workshop either. She also saw how despondent I came home after my last game of Age of Sigmar and how I put my AoS army in the closet and didn't touch it for months afterwards. She won't let me do that to myself again. 

That also takes me to my Oldhammer Orc and Goblin army. I dusted it off last month and started adding to it with plans to take it to Da Boyz GT this year but - why? When I stop and think about it, I almost question my sanity. I've never heard anything about Warhammer tournaments that make them sound like experiences I want - timed games of cutthroat competitiveness and army lists tailored towards victory at all costs is the precise opposite of the leisurely art of kriegspiel that I want to involve myself in. I think I saw the photos of 2022's event and went "I have the miniatures to participate in that!" and jumped in with both feet without thinking. The more I think about it (especially in the light of my wife's illness) the less desire I feel to participate.


I've been playing solo games through the pandemic, and last week, while my wife was in the hospital for a round of treatment, I put Donald Featherstone's 1973 book "Solo Wargaming" on my Kindle and read it while sitting next to her. I came away so much more energized and inspired than I'd been in weeks, eager to resume solo play with a host of new (to me) ideas to make my games more interesting for me such as chance cards, ways of randomizing deployment, etc. I was immediately excited at the prospect of a solo campaign, complete with a map of the area, tracking wins and losses, and letting individual toy soldiers develop histories, personalities, accolades. 

I decided I wanted to go with 6mm scale for ease of storage and gentleness on my wallet; it helped I'd invested in some 6mm scifi terrain a couple months back for use with Wiley Games' "Battlesuit Alpha." A sci-fi campaign set on some imagined world in an imagined future with hover tanks and laser cannons (and maybe a few giant stompy mech suits) sounds very appealing to me. I've got a core idea I've been kicking around for the past few days of what the conflict is and who the belligerents are in it, and I ordered some figures and vehicles (from Microworld Games, since the cyber attack on the Royal Mail puts UK manufacturers beyond my grasp for the moment) to start getting a feel for 6mm scale. I'm anticipating using "Battlesuit Alpha" for tank battles and "Bigger Battles" for more strictly infantry battles. 

Which circles me back to where I started this post; maybe it's not that I'm lonely, per se. Maybe I just need to improve the quality of my solitude. It's important for me not to lose sight of the fact that first and foremost I should be enjoying myself - that this is a hobby, a respite from the day to day, and if it's stressing me out or making me unhappy, I am doing it wrong. Making sure it's a creative outlet that inspires and encourages me, a pleasant place my mind can drift during the drudgery of the work day, I think that will do much more for my mental and emotional well-being then just gaming for the sake of gaming. One of my big takeaways from Age of Sigmar was that not playing games was better than playing games I wasn't enjoying, and I don't want to backtrack on that. 

So this has been a long post, and it's been a lot of kind of just organizing the thoughts that have been swirling through my head for the past two weeks. Call this a journaling exercise maybe. I hope it hasn't come across as too bitter or aggressive; I think I've just not let myself realize how trampled I've been feeling.