Sunday, 29 October 2023

Dead by Lead! What do we think?

 Yesterday, blogger Pooch and I played a new game! Well, we played cowboys, which we have done many times, but with a new ruleset - Dead by Lead from Electi Studios. 

Why a new game? Well, we broke Legends of the Old West many moons ago and then we got stuck into Dead Mans Hand and I definitely ruined that with a horde of Mexican Peons so since then, the cowboys have been in a box. 

In a nutshell?

Dead by Lead is, thematically, very much of it's type. Lawmen and outlaws robbing banks, jailbreaking and having shootouts at the Okie Dokie Corral. However, it has some clever design features in it's very clean and simple rules that mean playing warbands of Native Americans fit easily alongside Banditos or soldiers or anything else you can imagine. List building comes with character customisation for being both awesome and terrible and crews can be anything from 1 to 12 models. Yep. One. And that one man can still be shot in the head and killed instantly. 

There's a small variety of models like Scouts, Drifters and Leaders. They have Iron and Brawl stats for shooting and fighting respectively, Grit covers off how many wounds they can take and Luck gives them the opportunity to have the bullet whip their hats off and miss! The game tracks ammo and wound locations and both matter but it's light enough that the admin can be done with the included character sheet and a few spare dice.

The game uses D12s for shooting, fighting and lucking and a deck of cards for figuring out how hard you are to hit. It's an interesting addition to the mechanic that provides a level of more controlled randomness and allows for a much simpler combat mechanic. The defender draws a card and the attacker rolls a D12 + stat +/- other variables and if they equal or beat the card, they deal damage. In cover? Draw two, take the best. In serious cover? Draw three. Draw the same cards? Add them together. It's very, very cool. 

The rules include half a dozen scenarios, including Wild West staples like a jailbreak and a train robbery and a campaign system to carry your fighters between games. Dead by Lead is available on Wargames Vault. 

How did the game go?

 Great! Pooch bought four soldiers variously armed and I bought three Banditos and two Peons. All our characters had some flaws (and this is where we learned 'Fast and scrawny' and 'Drunkard' are both quite back breaking flaws!) and we opted to not play a scenario but just turned up in town to have a scrap. We each bought a longarm - Pooch's was a dimwit (so always went last) and mine was big and slow (so had better stats but moved way too slowly to be helpful.)

The game flowed really easily and while we looked up every rule once (mostly from the 'I think I read something that says we should do a thing' in our pre-game reading) the mechanics are so simple that once we'd played through a couple of fights and shoots, it wasn't especially difficult.

 

 We learned quite early that close combat is deadly (and that cavalry sabres don't do anything unless you're on a horse) and that getting into optimal range for fanning means your fan is likely to go badly but it's SO satisfying. In a spectacular example of how the 'fanning' rules work, this tableau played out over the whole game.

 Pooch's soldier and my drunken bandito fanned their sixguns at each other over a three or four turns and managed to do a single wound each. In the end, the soldier ran around the water wagon and battered the Mexican into submission! In the end, the gameboard came out like this:


The bandito leader was gunned down in the street by the army captain, before his big, slow gunner shot the captain in the head and was in turn felled by the dimwit who finally made it to somewhere sensible. 

Things I liked

 Mechanics

The cards for spinning up a defence stat is a really neat mechanic. Interestingly, we observed after the game that the odds of pulling a 10 were pretty good. Something around 40% which means shooting things dead is genuinely quite difficult. Given most of the time the best shooting bonus we ever got was +3 it was tough to reliably hit. Our long-arm fighters spent most of the game taking potshots and doing nothing. Pooch pointed out that in this game a sixgun costs more than most of the men carrying them (which doesn't feel wrong!) and so shooting being hard to hit, but fairly brutal when you did, is very much in keeping with the vibe.

Customisations

After the game, Pooch and I mucked around with the customisations to see if we could make The Man with No Name, Angel Eyes and Tuco (ie. Good, Bad and Ugly) and we definitely could. So I have that list sitting there waiting for our next game. Good is an amazing shot, Bad is all around savage and Ugly is tough as nails. It definitely fits!

Bloggers Tank and Scotty both mused on things they could build including the Cartwrights from Bonanza and we mucked around with creating a truly epic Clint Eastwood as well and a single gunslinger could definitely be made to work. Django (the original, the Takeshi Miike Japanese one and the Tarantino one) would all be great inspirations for crews.

All this also adds a flavour to the game that helps - I used a model carrying a sixgun and a bottle of hooch so he could hardly not be a drunkard!

Things I didn't like

Nothing really.  It's a neat game and we'll definitely be playing some more and exploring what we can make it do. Being able to roll out the Good, the Bad and the Ugly will be genuinely fun.

Overall? 

Really pleased. Dead by Lead looks like it has loads of depth, plenty of customisation options and a ruleset that's super simple. The included campaign system has the most savage post-game injury tables I've ever seen (death is a very very real possibility!) and the kind of fun income earning shenanigans that older gamers might remember from GWs first incarnation of Necromunda. If Cowboys are your thing, I'd definitely recommend it.

Next Time

Back to the brushes.  I'm trying to get back into painting my 15mm Renaissance Spanish.

Sunday, 22 October 2023

Squeezed in some painting...

 It's a long weekend of chores and housework at the Casa de McZ this weekend so in between assembling furniture, tip runs and the other mundanities of modern life, I've managed a couple of things off the list. First off, I painted the Dark Troopers:


I know it doesn't look like it. :) There's not a lot to work with TBH and while I've put in a decent swathe of edge highlights and put colour in the two places it can reasonably go, they're mostly just black. But I'll take them out for a run with Moff Gideon some time soon!

They still need the water effects putting on but figured I'd get them done first and then they can be dispatched to the linen cupboard for drying.

A bunch of the locals are playing an ADLG comp this weekend that I couldn't get to but it did inspire me to dig this out of the to-do pile...

 

I got one Minoan chariot from Museum as a test and sweet jeebus it's a great model so this will be going on the 2024 to-do list...

Next Time

More? It's club day so I'll try and get in a game report for a change.  

Saturday, 21 October 2023

Pooch's September update

Well.... September disappeared... and so did three weeks of October..... oops!

But at least I did manage to get some painting in!

1. Paint a platoon for Flames of War

The painting progress continues for my Late War US army, this time finishing up...

A Stuart Cavalry Patrol

And.....

LVT-4s to transport some Infantry!

Next up? I probably should finish up the infantry platoon that goes into those LVTs, but I think it'll be back to the desert, as I add some more things to my Early/Mid DAK army.

2. Add something to armies I have already painted

Not one but two big stompy robots in this category today!

Stompy Robot 1 is a Hulkbuster Robot for the Marvel Crisis Protocol game

Metallic Red is a bad colour to photograph....

Still a bad colour, even from the back!

And second is a Dire Wolf Scout titan for Adeptus Titanicus- affectionately known as a "derp chicken"!

So derpy. So cool..

3. Finish up a piece of terrain
The pieces of terrain for this month are to help me get back onto the Wild West bandwagon. The cattle were from 3d Breed, and were printed by the awesome Potbelly miniatures. 

Moo.

4. Play a game a month, that was different to the last month

The reason I painted up those specific Flames of War models was to play a game of Late War Flames of War! I used my wintery US tanks in a couple of really enjoyable games- too enjoyable to remember to take many photos!

So many Sherman hulls!
Not sure what October's game will be!

5. Paint a Hundred Years War French Army for ADLG

Paint one base for ADLG

This month's base is a little bit of a cop out- I'd actually gotten to the last week of September feeling very smug that I had painted everything I needed for September.

Turns out I hadn't, so I quickly worked up this base of Handgunners, who will be used as Elite Crossbow in my Hundred Years War army.

Not much more to say other than that they are done!

Paint one Knight for ADLG

This month's knight is my second General:


And I have so many more knights to go, it's going to be a very cavalry filled finish to the year I think!

Paint up an army of 15mm Celts

A small month this month for the Celts, with three medium sword bases done.

This is the 7th, 8th and 9th Medium Sword base....

Aiming to finish the Celt army off in October!


Pooch

Sunday, 15 October 2023

Rinse and repeat

 Haven't felt much like painting this week so dug in a bit and finished up Morgwaeth's Blade Coven:

Or at least as finished as they're going to be for now. I'm pretty happy with how the hair came out given I decided not to buy a $9 pot of contrast paint to do it. I will have to go back and do a bit more work on the Melusa's tail as I tried the studio scheme but it didn't come out well and I didn't love it. So I threw another highlight on and will look at some snake markings and have another go. I've painted a Diamondback before and I liked that.

I did play a GREAT game of Flames of War yesterday but I'm not going to rabbit on about that. At least not here and not now! 

Next Time

I've been tidying my storage boxes and finding more unfinished projects so will be finishing some projects, that's for sure. Might even be more Underworlds...


Sunday, 8 October 2023

Not Flames of War for a change...!

Painting time appears to be in short supply at the mo. Some of that has been a lot of 1:1 scale work around the Casa McZ and some of it was my finally giving in and downloading Baldurs Gate 3. Look, mistakes were made. I know that. 

 So I decided to devote some time to painting and with a bunch of new people playing Warhammer Underworlds at the club I thought it was time to have another punt at painting one of the three Underworlds warbands still sitting in the required to do pile.  So here's where I got up to with a solid day's effort on Morgwaeth's Blade Coven: 

 


 There's still a bunch of detail work I haven't done, the hair is a long way from done, I think I need to lighten the skin tone up some more, the bases still need doing and the tail of the Melusa needs the coloured scale pattern (and her arrow quiver is a mess) but otherwise they've come a long way in a day. I'll aim to polish these off over the next week, assuming Baldur's Gate doesn't do exactly what I thought it would and suck up hours of time! 

Next Time

Some games with the nerds. I'll see if I can get the Blade Coven done this week and give them a run! 

Sunday, 1 October 2023

Roll 5s. Then it's an easy game for babies.

So due to an administrative error somewhere along the way, the event I was scheduled to attend has had to be postponed. Blogger Scotty offered to host the nerds for a couple of the games we were planning to play. 

In my first, I played Blogger Pel and his Hero T34/85 company in Covering Force.

I leaned heavily on the left hand objective but figured I'd leave my StuGs out wide and if Pel aggressively redeployed they, and the Ostwinds, might have made a cheeky grab for it. As it was, he shifted his infantry towards my shove but left some T34/85s and his ISU122s comfortably holding it!

The middle turns of the game were largely dominated by Pel's redeployment of his infantry and my infantry's steadfast refusal to move at all, especially not to remove the minefield I needed to remove to get the Jagdtigers able to push forward. I got Pel's T34s on my left flank but was struggling to figure out how this was going to work and what I could get onto the objective.

Suddenly, in turn six-ish, the whole game blew wide open. With a shot at taking the far objective in the offing in my StuGs raced forward into the T34/85s flanks:

The Jagdtigers chipped in the first two T34s and the StuGs promptly missed. GAH! Chris' ISU 122s hit back and destroyed a StuG but the realisation that I was going to be unlikely to remove them (and risking breaking if they got killed), I swung my efforts back to the left flank. 

I also sent the Jagdpanthers forward about the same time, inadvertantly preventing an easy ambush in my flanks to try and knock out the T34 CO (unsuccessfully, I might add) but it did let me finish off the SU76s that were also there. Pel finally popped his ambush (you can see it in the cornfield at the top of the picture below) and the CO who wouldn't fricking die knocked two of them out over a couple of turns. I passed one last stand but didn't get the second one I needed!

 In the end, it came down to my trying to work out how to break Pel in the last turn. I had to kill two T3/85s and one stand of infantry to at least make him take a bunch of tests. I got one T34, failed on the infantry alltogether, giving Pel the win in what was a very good and very close game. In the end, for an army that I expected to have very little go-forward, she did okay. If I hadn't spend several turns pinned behind a minefield, I might have been able to push the Jagdtigers up instead of the Jagdpanthers and had a better result. Lessons learned!

I had a second game of Counterattack (not a mission I wanted to play, TBH) against Blogger McBeth and his Soviet Forward Detachment in which I took precisely this photo before the first turn:

This was one of those games where things just landed, especially things that shouldn't. McBeth removed my StuGs with a cunning ambush in his first turn. I got some blitzes and moves off and the Jagdtigers and Jagdpanthers removed the ambushing platoon in response. 7 shots on 5s shouldn't yield that result. It is one of the things I have noticed with the AT 17 amd 18 shots on the Jagds - when you hit, it's just all over. It's weirdly quite satisfying. 

Anyway, McBeth's reserves arrived in turns one and two as well and rolled up to the centre of the table to stop me shoving my Panzersturm through his Strelkovy.  The centre got really congested and then the game got silly. I pushed my Jagdtigers a touch too far ahead and the remant T34s and Strelkovy snuck round their flanks. Things hit and I made SO MANY saves. And then withdrew my Jagds in good order. McBeths IS2s and my Jagdpanthers got in a scrap and it was another one of those, I roll 5s and everything goes bad. 4 shots on 5s shouldn't get 3 hits and destroy 2 IS2s. The conclusion, in the end was that on my turn 4, my 250 Recce arrived from reserve and the 20mms just went to town. Their first round of shooting removed two of McBeth's .50 cal quad halftracks holding the objective and their second and third rounds removed the BA64s contesting the objective, despite the BAs PTRD armament winning me the game. It was patently absurd.

Next Time

Some workbenchery I shouldn't wonder. I've got a lot of primed and partially started things on the desk at the mo...