What should I work on next?

13 September 2017

Millennium Con XX Prep, Part 2: Quadcycle Stats

   I think I have decided upon the minions of Otto Maton to be the fourth faction in my convention game, just because I like these guys so much. I will probably take the gentlemen of the Sapphire Club as well, in case I need to squeeze in a fifth player.

   And I think they need a vehicle. I happen to have one already painted and good to go - the nefarious All Terrain Quadruple Wheeled Lightly Armoured Autocycle (Machine Gun), more commonly called the "Quadcycle" or even simply "Quaddie." 

You've seen this before, no?

So, I need to stat it up for In Her Majesty's Name. Probably best to treat it as a walker, I think, as far as the rules for hit allocation are concerned. This is what I am thinking:

Pluck: 5+ (2 pts)
FV: +1 (1 pt)
SV: +3 (4 pts)
Speed: 9" (2 pts) - based on Bestiary from HVF
Armour: 10 (4 pts)
Weapon: Machine gun (26 pts)
Equipment: Steam Dynamo (10 pts)
Equipment: Lined Coat (Steersman, AV 8) (1 pt)
Equipment: Pistol (Steersman) (3 pts)
Equipment: Breath Preserver (Steersman) (2 pts)

Note: Can not enter Difficult Terrain

What says the collected wisdom?

11 September 2017

IHMN at MIllenniumCon XX in Round Rock, TX

   I will be running a game at this year's MillenniumCon XX, held in Round Rock, Texas, the second weekend of November. I'm running a game of In Her Majesty's Name, my current favorite skirmish VSF rules. Here's the basic story:

  After weeks of exploration in the desert, the Tomb of the Lost Pharaoh was found. Unfortunately, the myths about the Regalia of Osiris being hidden there were just that: myths. Even worse, your rivals followed you and one of those fools triggered the Lost Pharaoh's Curse. Now, a storm of flesh-eating scarabs pursues you across the arid wastes. Your only hope is to be the first to reach the safety of the coastal town of Al Maja, where you can board a ship and escape the doom which follows close behind you!

  I plan to have four Adventuring Companies in this game:
  • Lord Curr's Company, 
  • the Society of Thule,
  • the Servants of Ra (naturally), 
  • and either the Sapphire Club or Otto Maton.

   I also have the figures for a werewolf company, or a Scotland Yard company, but they don't seem right for an adventure in the North African desert. My other mad scientist company, belonging to Professor Vardu, isn't ready yet either, and I don't think they'd fit in very well anyway.

   The scenario is pretty simple: 9.1.7: Death at Your Heels, with the following modifications:
  • Table size: 4' x 6', with coastline along the long edge.
  • Two boats, not one, each having a jetty 18" from the table edge
  • Must convince captain to sail*

*Convince the Captain to sail: any figure with a Leadership characteristic can attempt to get the Captain to cast off, but only if there are no enemy figures on the boat. To make an attempt, roll a die in the figure's Movement phase. Add the Leadership characteristic and the total number of figures on the boat. Modify the roll by +1 if the scarabs are past the center of the table; add +2 if they are within 12" of the boat. A total of 8+ indicates the ship leaves, stranding anyone not aboard. The ship will automatically leave when the scarabs would reach it.

   For terrain, I don't have much, all of a sudden. Dammit, Harvey! I have a Cigar Box Battle Mat desert mat, and a few desert palms. That's about it for 28mm compatible desert terrain. I just ordered a number of Plastcraft Colored Desert houses to build a small village along the coast. I think I am going to embellish this with the addition of a few fishing nets hanging to dry, easy enough to make a simple frame and net. I do have some of the sand colored cobblestone roads and some older dirt roads to put out, as well.

   So, any ideas for improvements? Especially terrain. I was hoping to put some sort of ruined wall up on the desert side.