Wednesday, 12 October 2016

Birthday Game Day



We had a day-long session at the club in celebration of the birthdays of two of the grognardiest members. The cake says 60 on it, but there seems to be some disagreement over their actual ages.

Sharp Practice was the flavour of the week. It's pretty new at the club, but like buses, three games happened to turn up at once. Two of them went Napoleonic, while the third went with the American Civil War. I brought my Aliens on the Front Line game.

After some great food and a stupid amount of cake, we had a half-time interlude of some sort of parlour game where everyone got eaten by werewolves.

In the afternoon I found myself inadvertently in charge of some Roman legions in a game of To The Strongest. There was also some Kings of War, a game of AK-47, and there was the boardgame RoboRally.

All in all a fun, game-filled day at the club. I haven't really been going to the club that long, but I've been made very welcome there. It's a nice friendly club who are welcoming to new members.


























Sunday, 9 October 2016

Aliens on the Front Line 2



Played a convention-y game of Aliens on the Front Line. There were four groups of survivors starting from each corner of the board, and I played a shed load of aliens. The idea was to take one of the 6 seats left on the helicopter, before it escaped after an hour of in-game time. The players got to choose the quality of their force, with an appropriate number of figures, 6 Elites, 8 Veterans, 10 Trained, and 12 Militia. As it happened, everyone chose veterans, except the most successful group, 10 trained police officers.

I was expecting it to be a bit of a massacre with very few survivors making it through, so I gave the aliens only 1 set of activation tokens, even though they were effectively fighting 4 games simultaneously. I randomised who the aliens attacked based on how much noise and aggravation the survivors were causing.

Turns out, we probably got the balance about right, with the survivors being successful enough that they had to turn on each other as they got near the helicopter. And just enough survivors making it to the helicopter to fill all the seats, with one bloke hanging from the skids.

The survivors also managed to down two flying saucers, even though they were usually damaging them on a d4 vs a d8.


















Saturday, 1 October 2016

Aliens on the Front Line



Decided to make some flying saucers to sci-fi up my Living on the Front Line game. They came out well enough and should work for any silly alien saucery type game. I also painted a couple of bands of aliens. These models come from the board game Martians! There's obviously some sort of issue on their planet between orange aliens and blue aliens. Orange aliens walk like that, but blue aliens walk that that, probably. I also expanded an old 7TV cast into a Men in Black type army.

I've played a couple of games and it actually works quite well. I made a few extra rules for the aliens and gave the MiB a special gadget for bringing down flying saucers. Now, I just need to get a load of black Range Rovers for them. The factions should also work just fine against any legit LotFL faction.






 Aliens, Trained
Quality
Shoot
Defend
Morale
Initiative
Trained
d8
d6
d8
7

Hivemind (Can activate 3 infantry per turn)
Lt, Md, Hvy Blaster
Lt, Md Disruptor
Weapon
0-8
8-16
16-24
24-36
36-48
R/S
Wound
Pen.
Dam.
Area
Lt B
+1
-
-1


3
d6
(d4)
d4

Md B
-
-
-1
-2

3
d8
(d4)
d4

Hvy B
-
-
-
-1

2
d8
(d4)
d4

Lt D

-
-
-1
-2

d10
d8
d8
2”
Md D


-
-
-1

d10
d10
d10
3”

Ship (Lt or Md Disruptor)
Speed
Traction
Target
OR
Crew
Armour
12
Flying
d8
-
1
d8

Damage
Ship Damage
1-2
3-5
6-8
9-12

Hit
Disabled
KO
Destroyed
Flying Checks are morale vs d8, Wound Checks are on a d8
Hit: Make a Flying Check or move 2d6 in a random direction and lose this turn
Disabled: If flying make a Flying Check. On fail, Destroyed. On success, crash land (2d6 random) and make a wound check
KO: If landed, check for wounds. If flying, as Disabled.
Destroyed: As rules, crash land within 2d6 in a random direction, everyone within 4” of that point rolls for wounds on a d12.






Elite, MiB
Quality
Shoot
Defend
Morale
Initiative
Elite
d10
d10
d12
9

Weapon
0-8
8-16
16-24
24-36
36-48
Rapid
Wound
Pen.
Dam.
Area
Gadget
-
-
-


-
d6
d6
d8
2”