Saturday, 17 March 2018

Barn Craft Fair

Here is the LBWS table and demo from the Barn's craft fair, today.

Sunday, 21 January 2018

Barn HotT 2017

Last week we held our annual Hordes of the Things tournament, Barn HotT in Bristol at the club

 We had 12 competitors including 8 from outside the club. Less than recent years as several of our regular competitors couldn’t make it.
 Teutonic Knights v Hyborian Barbarians
The format was 4 games with 24 point armies on 40mm frontage, which means generally 15mm figures. As none of the games dragged on to the time limit we had a fifth round.

 The armies included Life of Brian, Desert Meerkats, Hyborian Barbarians, Nomads, Abyssinions, Puffins, Teutonic Knights, Frogs of War, Fishmen, Dwarves and two King Arthur armies.

 Pete’s Life of Brian army was victorious. Here we see a hermit with his juniper bush about to destroy some Beasts.
 Puffins v Frogs of War
 Meerkats, sons of the derert

Here we see Armand (3rd), Pete (1st) and Colin (2nd) with their prizes. 

Sunday, 17 December 2017


Last week we played Gaslands, recently published by Osprey, for the first time, a post-apocalyptic game involving armed cars and bikes.  We used converted matchbox type vehicles  which are in roughly 20mm scale and bikers from The Scene’s Wasteland Warriors range, from Kev’s collection.

Vehicles are typically armed with guns fixed to the vehicle with narrow fire arcs, other options include caltrops and petrol bombs.

It uses cars with guns in roughly 20mm scale like Devils Run, which we looked at in March, and Games Workshop's old Dark Future. However unlike those games it isn't confined to chasing along a linear road but is more like Car Wars, but is faster paced and more intuitive.

There are templates for different manoeuvres, some are only available in certain gears. At different speeds there may be more or less risk. The template determines where the vehicle ends up, which could be one of three places depending whether the car spins, drifts or remains on course.

Each time a vehicle moves dice are rolled and Shift results are used to manage the various risks and to change gear. You can pick up hazards, and get rid of them using shift results, and if you get too many you lose control and bad things happen.

Vehicles can change gears, if you aren’t using up all your Shift results keeping control, Vehicles act once in each phase for their current gear and below, so a car in third gear acts in three phases of the turn. This had one odd result that the crew of a vehicle in 4th gear were able to shoot their personal weapons 4 times as often as their target was in 1st gear.

We have various collections of such figures from GW’s Dark Future and more recently Devil’s Run (which we looked at in March), so we can now get some more use out to them.

Friday, 15 December 2017

Xmas Schedule

Here are the LBWS meetings over the festive period:

Sunday, 17th December - A free meeting with some festive goodies.

Sunday, 24th December - No meeting.

Thursday, 28th December - A free meeting, may start a little earlier, details TBC. Carole has kindly offered to run a multi player WW2 game.

Sunday, 31st December - No meeting.

Tuesday, 7 November 2017

Monday, 2 October 2017

Sword and Spear Fantasy: Part 2

At the Colours show at Newbury I got myself a copy of the Sword and Spear Fantasy rules. After giving my first impressions from playing the game a few weeks ago I’ve now had a proper read and can add a few more observations. As I mentioned on my previous post I enjoyed playing the game. The rule book is full colour throughout and aesthetically pleasing, illustrated with pictures of troops in varying scales from 28mm down to 6 or 10mm. They will work fine for any scale, it is the footprint of the unit that matters.
The core of the rules are based on the historical version which I’ve played before. There are fantasy elements added at various stages such as new unit types (monsters, swarms etc), different stratagems, magic, flying and the undead.
Combat is resolved by rolling a small number of dice, the unit’s Strength value plus bonuses. Impetus is an important concept which I won’t get into in detail, but it allows advantages when a unit is fulfilling its battlefield role correctly and is lost when it is placed at a tactical disadvantage. Combat (and Shooting) is resolve by rolling dice, choosing the highest four and comparing them with the enemy’s top four, resulting in kills or forcing discipline tests (failure resulting in a kill). This is modified by attributes such as armour and powerful attacks. This is another point where both players are constantly involved and making choices which is a good thing.

Commanders make units more easy to activate and can rally units, recovering hits. Heroes are present but are a distinct unit type

Army lists are produced with a spreadsheet available online. There are sample army lists for a variety of fantasy armies, often with several different ways to represent a unit according to how you view it. So dwarf warriors might have the Shieldwall rule, or be Armoured or Heavily Armoured depending on which you think is most appropriate. Units can be designed from scratch, choosing unit type (heavy foot, beasts etc), discipline, strength, protection, missile attacks, a melee trait and up to three other traits, and automatically generates the points value. This is very handy. You can have exactly the unit you want. You have to go online to find all this as the formula or sample lists aren’t in the book.
Magic users come in three power levels and get magic points each turn to spend on spells. Spells cast at higher levels are more costly and effective and range also increases the points required. There are a small number of spells: attack, rally/heal, boost, protect, and specific rules for magical attacks on characters. I’d prefer a bit more granularity but I understand the author’s reasoning. One of the Stratagems available is summoning, which is essentially anther spell, I’d have liked a few more of these.
Stratagems include various bonuses to the army such as flank marches, improved scouting and equipping missile troops with stakes. There are also some fantasy items added to the list. This allows you to give further character to the army by giving Wood Elves abilities such as Woodsman, Scouting or Ambush.

 I like these rules and I plan to use them with 15mm armies on 80mm frontage. I might also use 6mm figures on 60mm frontage which I started years ago and never finished.