Showing posts with label gaslands. Show all posts
Showing posts with label gaslands. Show all posts

Monday, 20 August 2018

Gaslands Treasure Hunt

I played a game of Gaslands with Catherine this afternoon. I wanted to try out not only sponsors and perks but also the audience votes mechanism as well.

Catherine chose a Rutherford team - all missiles and rockets. I chose a team sponsored by the Warden - prison vehicles rigged for spectacular explosions.

It was also a chance for me to try out some terrain I'm working on made from precut balsa blocks, which I thought looked rather nice as concrete blocks arranged into walls. I need to base and paint them, but in principle they looked OK. I've modelled some as markers for gates and the start and finish lines for races; they have slots which allow billboards to be placed in them. For other types of games these could be used for advertising hoardings, so I made some adverts to go in them.

We played the Zombie bash scenario, which involves driving around 'collecting' zombies. In fact the 'zombies' are static, so could be represented by anything; bags of money, terrified pedestrians or whatever takes your fancy. I just used black counters. twenty of them.

I started off well, but on both turns one and two Catherine destroyed two of my three vehicles. My flamethrower car died on the starting line, whilst my ute managed one turn of movement before it to was blown to pieces. The cause? Heat-seeking missiles and some incredible damage rolls.

This left me with just a bike, against Catherine's two cars. However I was moving fast enough that her missiles couldn't catch me, and being nippier than her cars was able to match her in terms of collected tokens.

There was little direct combat. Catherine cleared up one side of the board and I kept well away from her. I did manage a high-speed run past her missile-car at one point, and lobbed a couple of Molotov cocktails at it, but they both missed. At one point I wiped out, and took a missile strike whilst I was motionless, but against the odds I survived. On my last hit though.

Catherine's cars drove slowly and carefully around, hoovering up victory points.

Honours were about even when I wiped out again. By this point Catherine had no missiles left, but she saw a chance to ram the bike.

I didn't stand a chance, and lost my third and final vehicle. However like all my vehicles it was rigged to put on a spectacular fireworks display when it went up. It exploded, damaging Catherine's car. I'd used audience votes earlier to put hazards on it, and the collision and explosion added more, causing it to wipe out and flip, taking more damage. The flip caused it to hit a wall. She ended up with only a couple of hull points left.

However by losing the like I lost a lot of my hard-won haul of counters. Although I would e able t use audience votes to respawn one of my vehicles on the next turn, Catherine was in a position to pick up a few more before then, and was almost certainly set to win. So I conceded the game to her.

We learned a few lessons about vehicle design from this game, and it was fun to use a bike for the first time; they're fragile but very mobile.

Sunday, 19 August 2018

Really Useful Engine

A couple of years ago I saw some concept art for Fury Road which featured a vehicle that was basically a massive trans-continental diesel locomotive on road wheels. I loved the idea, but felt that for gaming purposes something more modest was required. I hunted around for suitable models (both commercial and 3D printable), and at some stage realised that some kind of model from a Thomas The Tank-Engine line would be a good starting point. From there it was a simple step; why not simply Mad Maxify an actual Thomas?

So I did. I found this model by 'agepbiz', which suited my needs perfectly since it was made up of numerous individual pieces. Rather than print off a single model and have to chop bits off, I could simply print the parts I needed. I rescaled it so it was more in keeping with the cars I use, and off I went.

This is the finished result.

After I printed the locomotive I wasn't quite sure where to go with it. I had various ideas floating around in my head, but I wasn't sure how to implement them. I found some monster-truck wheels and printed those, and then worked out how I wanted to fit them, but after that I stalled somewhat.

My first thought was that I wanted to add in a big diesel engine and exhausts, but my wife convinced me to keep it as a steam-engine. In the end I sketched out this:

The end result wasn't the same, but it was a good starting point.

I experimented with a few different figures for the crew, but last year I'd printed off some goblins (Dutchmogul designs, naturally) and decided to make use of them. They have a suitable wasteland mutant look I was going for. I ended up being inspired by the new weapons for Gaslands in Time Extended 2, specifically the harpoon, and based the armament around them. All of the weapons are scratchbuilt; that harpoon is the inside of a biro, for instance.

I used Blu-Tak to try different crew and weapon configurations until I settled on one I liked, and that gave me an indication of how much deck-space I'd have to fill up with assorted bits and pieces.

By the way, the deck and other metal-plating is made from the waste rafts (supports) from the 3D printing process.

One thing I'd 3D-printed a while ago was a frog in a uniform coat armed with a sword. In keeping with the wasteland mutant theme, he converted very nicely to a Fat Controller.

I considered making the whole thing rusty and grungy, with just a hint of the underlying Thomas paint-scheme, but went for the original look in the end. I found that Thomas's bright, cheery blue and red worked well surrounded by the scrap-metal decking and improvised armaments. I themed the buzz-saws to match, though. They're bits from a dollar-shop excavator, paired with some steampunk jewellery cogs, by the way.

A shot of the harpoon, The chain is a piece of jewellery as well. 

This shot shows how big it is compared to a car. I Machinas it would be the very largest vehicle size. In Gaslands it will be classed as a Heavy Truck (a new vehicle class coming in Time Extended 3).

A shot from above shows off the decks very nicely.

I made some smoke which can be fitted during games for extra bling. The funnel is hollow and the smoke is glued to a small piece of cocktail stick and simply slots in.

So here he is - the Really Useful Engine.

Here's the original assembled 3D prints, minus the roof. It was only whilst I was painting it that I realised that I'd put the rear buffer section on upside down. But you can't see it on the finished model.

And here he is with the plating added. 

I'm looking forward to giving him his first proper outing now.

Thursday, 16 August 2018

Coming Soon

I haven't been updating this blog for the past few days because I've been rather busy. My alter ego has a hectic couple of months coming up, with a ball, a trip across NSW for the annual Priscilla festival, the impending Frocktober charity event and finally a burlesque performance to be learned and rehearsed for September, so she's been occupying some of my time and attention.

I have, however, been devoting myself to some Gaslands. I'm not getting chance to play, but I have been working on some new vehicle builds. I have four cars undercoated and ready to paint, as well as some terrain pieces, but they have taken a back-seat to a bigger project. I'm hoping I will be able to break the back of this one over the weekend, but here's a sneaky, crypic preview of my largest vehicle build to date.

I've quite enjoyed putting this together so far, so I'm hoping that I can finish it with the same level of enthusiasm.

Friday, 10 August 2018

Gaslands Again

I volunteered to run Gaslands at the Gong Garage Gamers last night, and ended up with five players, three of whom had never played it before and a couple of whom hadn't read the rules. But despite the novices I wanted to try a 'full' game as much as possible, so I constructed six teams of two cars each using the sponsors and perks. This gave everyone a choice.

So we ended up with ten cars on the starting grid, in a figure-of-eight race. There were a mix of types, including a buggy and a couple of pick-ups, and a range of weaponry and team-styles.

Needless to say, the start was chaos, with vehicles bumping and bashing right from the start. Actual weaponry doesn't activate until the first gate has been passed, so there was no shooting.

Things started to spread out, but it was still chaotic. However some cars were approaching the first gate. In the centre the pink Woman King was rammed head-on by the big Bulls On Parade. Both vehicles took so much damage that they limped around on their last hit for a few moves before wrecking. Woman King managed to pass the first gate even, before a minor collision finished it off.

This was the last photo I got. In the background you can see the wrecked Woman King. But the key feature is Caesar's Back In Black who passed through the first gate, activated its guns, then turned and charged headlong into the pack with weapons blazing. The car in front of him was armed with a flamethrower and highly explosive. And the one next to him was equipped with and experimental (and also highly explosive) nuclear reactor.  A disaster was in the offing.

In fact the flamethrower survived the crash. As did Back In Black, but he fell to a passing shot from the spiky buggy Please Don't Touch that you can see on the left. And exploded. Amazingly the two volatile cars survived that as well.

Also in the background you can see my speedster, Perfect Day. And for him it was. I'd survived some gunnery from Caesar as I passed through the gate, but once through I was clear to start running the course. The carnage behind me left the first gate littered with wrecks, making it tricky to navigate, so I soon built up an unassailable lead.

I had a hairy moment when the flamethrower armed The Anarchist got on my tail, flipped and exploded, but I avoided serious damage from the ensuing spectacular fireball.

Gate 1 pretty much saw the demise of six of the ten vehicles. Caesar and Jason lost both of theirs, but Gary and John had to leave, so handed their survivors over. Jason made a bold attempt to catch my speedster with the nuclear-engined Stationary Traveller, but misjudged his template choice at the final moment and failed to line up the ram attack that would have ended my dreams of victory. He had to resort to gunfire instead, but my driver deftly evaded damage to cross the finish line for the win. Only three of the original ten vehicles survived the race.

This game was chaotic, but people picked up the mechanisms pretty quickly and seemed to enjoy themselves. The carnage at or before Gate 1 means that we didn't get much in the way of shooting; most vehicles capable of doing it crashed not long after getting the opportunity. To be fair my designs were pretty random, based on what I had to hand and with little regard to any specific team tactics. Hopefully as more people get the rules and design their own vehicles and teams we'll see some more cautious and considered play.

Having played races in all of the games so far it would be interesting to try some of the other scenarios, as these allow for different styles of play. They also rely more on the Audience Votes system, which we haven't tried so far.

Monday, 30 July 2018

Wacky Raceland

Having now got four vehicles inspired by a certain Hanna-Barbera cartoon I decided to have a go at a wacky race using Gaslands this evening. Each vehicle was a 'team' in its own right, and I assigned each one to a sponsor, allowing me to try out perks.

From left to right:

The Anthill Mob (Slime) - Car, Forward HMG, Double-Barrelled, Road Warrior, Pinball
Dick Dastardly (The Warden) - Car, Terrifying Lunatic, Madman
Peter Perfect (Idris) - Performance Car, Nitro, Overload, Idris Nitro Perks
Penelope Pitstop (Miyazaki) - Car, Front Ram, Virtuoso, Evade, Powerslide

And here they are on the starting line. The Anthill Mob took pole position.

The end of the first turn. Despite a good start, the Anthill Mob were quickly outpaced by the other racers.

It was Dick dastardly who broke away from the first gate, putting a few bullet-holes in Penelope Pitstop's car as he did so. To add insult to injury, the Anthill Mob rear-ended her as well, leaving them both wiped out. Peter Perfect was next to pass the first gate.

As Dick Dastardly passed the second gate, Penelope Pitstop and Peter Perfect were on his tail.

Unfortunately Peter Perfect pushed his pursuit too far and flipped over the stream, ending up facing the wrong way.

Penelope Pitstop used a series of spins and powerslides to pass the second gate. Meanwhile the Anthill Mob were having a terrible time of it. They passed the first gate, they almost immediately spun out again. By the time they recovered they were well out of it, but they did spin up to the second gate and lay down a hail of fire into Penelope Pitstop, leaving her vehicle on its last hit.

Elsewhere Dick Dastardly was heading for the finish. There was only one thing could stop him ...

Peter Perfect fired up his nitro-booster, and smashed into the side of Dick Dastardly's car. He was seriously damaged, but it wasn't enough to slow him down. Peter Perfect flipped and wiped out. Again.

Dick Dastardly crossed the line for an easy win.

I played out the race to the finish. Penelope Pitstop passed through the third gate and finished off Peter Perfect with handguns in passing to take second place. And the Anthill Mob? They ran into a rock outcrop. I ended the game at that point.

I got to use all of the perks, and they do add a certain something to the game. Dick Dastardly's combo was especially effective early on, allowing him to put hazards on his opponents in the early stages and give him an edge in the race for the first gate. Penelope Pitstop's Miyazaki perks were particularly useful as well; rerolling the skid dice for free allowed her to pick up slides and spins when she needed them, and the powerslide ability was excellent for covering ground quickly on bends. With hindsight the best strategy for the Anthill Mob was to turn around an try to intercept Dick Dastardly, rather than doggedly run the course, but I didn't think of that until afterwards.

Still, all in all it was a fun game, although I did nearly lose track of who had activated at a couple of points.

More From The Garage

Apologies for all of the car-related posts recently, but I am rather enjoying converting vehicles and then playing with them at the moment. Anyway, here's two more I put together over the weekend. Once again their inspiration should be fairly obvious.

The driver in the second and gunner in the first are from the weapons and crew pack produced by Ramshackle Games.

Sunday, 29 July 2018

Sunday Drivers

Catherine and I gave Gaslands a go this morning, partially so she could learn the game, partially so I could try out one of my new vehicles and partially to see if the game will fit on our dining table.

The answer to the final question is, yes. Just.

We played with about 50 cans (points) each, with a ute and a car apiece. The cars were identical - armour and an HMG. Catherine had Mr Apollo, whilst I had Georgia Lee. Catherine's ute, Bulls On Parade had a ram on all facings (the excavator strapped to the back) whilst mine The Marvellous Engine Of Resistance had a front-ram, armour and a rear-facing HMG.

The track was a simple oval.

We scattered from the start-line in order to avoid collisions at too early a stage, but I couldn't resist piling on the speed when Bulls On Parade presented its side to me. The collision thoroughly smashed Catherine's vehicle, but left us both running, as neither of us had amassed much in the way of hazard tokens at this stage.

The cars accelerated and headed towards the first gate together. Meanwhile Bulls On Parade tried to make a run for it, but I spun The Marvellous Engine Of Resistance around and rammed it again, reducing it to its last damage point.

As Georgia Lee passed the first gate its guns activated, and a short burst wrecked Bulls On Parade.

Catherine boldly rammed The Marvellous Engine Of Resistance with Mr Apollo, accelerating to full speed to do it. She made the first of a series of blinding damage rolls and reduced my ute to its last hit, whilst taking surprisingly little damage back. Both vehicles wiped out, leaving them well behind in the race.

Georgia Lee looked to have an easy ride, and I easily took her through the second gate. But approaching the third saw me go out of control crossing the ditch, and the resulting flip piled me headlong into a rock outcrop. This stopped me cold, and reduced me to a couple of points of damage. By the time I got moving again, Catherine had brought up Mr Apollo, and she used a well-timed spin to bring her gun to bear and roll another ridiculous load of damage, destroying Georgia Lee.

I was working The Marvellous Engine Of Resistance through the gates, and slowly catching up by some reckless driving. But Catherine pushed Mr Apollo to its limits in her race for the finish line. This was the beginning of her spectacular finish; a straight run followed by a spin at the end ...

... followed by accelerating to top speed. You can see The Marvellous Engine Of Resistance coming in from the right, as I tried to cut the corner and beat Catherine to the line.

But she was too quick for me; a car can travel one speed higher than a ute, and she used that extra phase to cross the line before I could catch her.

Catherine really enjoyed the game, quickly picking up how to manage the templates and the handling dice, and using skids and slides to her advantage. The fact that she rolled well above the average whenever she inflicted damage helped as well. My ute is primarily equipped for ramming, but by the end of the game I was so low on hits I couldn't risk doing it even if I had the chance.

I think we'll be playing this again, maybe with some more exotic weaponry and a few perks.

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