Monday, October 27, 2014

Monopolis playtest

Saturday night, I brought out my work-in-progress Monopolis scenario for Ogre for a trial run.  I'm grateful that Joe hosted the game; his game table was big enough to hold the large hex mat, with a little room left over.  My thanks to the two other playtesters as well, Marc and the second Joe.
Here's the city on the eve of battle, with rubble borrowed from the host:
I still have lots of unpainted infantry, as you can see from this image of the attackers coming on to the board.  I do have all my forest terrain finished.
Since I don't yet have markers to indicate minefields, I used pennies. And I still have some city terrain to complete, which is why there are unadorned gray discs among those with buildings attached.
My smoke markers (for indicating damaged terrain) need painting as well, and I need to finish my rubble terrain, which right now is painted black and brown but doesn't have rubble glued onto it.
As for the game itself, it was two on two, with one player on each side who had never played Ogre before.  They both picked up the game quickly, and were soon moving and shooting like old pros.  The other player had a couple of games under his belt, and I was the fourth player.  We played for over four hours before calling the game, with the attackers making their way into the city, but with the defenders still holding a lot of territory with a nearly intact Ogre.
I learned some valuable lessons thanks to this playtest: Instead of starting the attackers at one end of the map, I need to allow them to set up closer to the city--otherwise it takes too long for the forces to come into contact, and time is a factor in convention games (not to mention I don't want to bore the players for the first several turns).  I also plan to cut the forces in half; it takes too long for everyone to decide what they're gonna do and then get it done if they are in charge of more than two dozen units at a time.

Saturday, October 25, 2014

Monopolis preview

Yeah, it's been a while since I've blogged.  Just busy with life and all that.  Some gaming news: I'm halfway done assembling my city for my game convention Ogre scenario, and I thought I would share this sneak peak.  You can see the downtown skyscrapers and industrial areas, including power plants, sewage treatment, and a large prison complex.

Saturday, October 11, 2014

I'm back! (What do you mean, you didn't notice I was gone?)

Sorry about the lack of posts; my laptop was mostly dead for the past month.  I haven't done much gaming, or even worked on game stuff lately, because of travel and for various other reasons, but I'm still a gamer at heart. 

I did get a chance to play some OGRE every now and then, but I still haven't been able to keep the eponymous cybertank from destroying the command post.  I hope to report some progress soon.

I do want to mention that the Slumbering Ursine Dunes adventure kickstarter (which is a part of the Hill Cantons campaign) has just a few days left.  It's fully funded and well into the project's stretch goals.  Go check it out and pledge while it's still open.

Tuesday, September 16, 2014

Get a piece of the Dunes

The Kickstarter for Slumbering Ursine Dunes has gone live.  This is a wilderness adventure with a couple of dungeon sites that adventures in the Hill Cantons trekked through on several occasions.  Now it's being offered for sale.

So if you're interested in old-school adventures, go check it out.  I've already pledged, I encourage you to do the same.

Monday, September 15, 2014

Trees for Ogre

To complement my forest tiles I'm making for the big-hex Ogre game I'm putting together (which seems to be taking a long time), I assembled a number of trees.  I'll place them on or around the forest hexes, giving an overall impression of a wooded area.
I made these from diorama accessories purchased at Hobby Lobby.  I got two different colors of trees; I would have used more if they'd had them.  But the trees didn't come with stands, so I needed to find something I could stick them in.
Instead of expensive air-drying clay, I found this stuff in the clearance section.  It's a little soft, but it served its purpose in providing a stand in which to stick the "trunks" of the miniature trees.  And the color meant that it wouldn't be too obvious if the flocking was thin in places.
Since the stands were still a little narrow, making it easy to knock over the trees, I glued these assemblages to pennies, then flocked the entire base, as seen in the first photo.  As you can see, they scale well with Ogre minis. And they look good on the forest tiles, too.  I may actually complete this project!

Tuesday, September 2, 2014

Forests for Ogre

I'm working on some forest overlays for my large-hex battle map, which will see an Ogre battle with miniatures later this fall.  Here you see them with some PanEuropean heavy tanks for scale.  I will use these to indicate forest hexes, and I made them modular so if a forest hex is destroyed by spillover fire (or intentionally), I can remove that terrain and replace it with a rubble hex (which I need to get started on as well).  Who else is building terrain?