Monday, 17 November 2014

Battle Report: The Flames of Justice!

Introduction

Last year, I reported on a game of Song of Blades and Heroes that was fought between my Witch Hunters and their deadly opponents, the Witches' coven.  This year, I intended to fight another such game on or near to Halloween.  Well, things didn't quite work out that way (especially with my wife's current eye problem).  We did manage to play the game, but it was a week late.  I'm now reporting it over a week after it was played, so this is at least a fortnight after I would have liked.  Still, better late than never, right?

The Scenario

One of the 3 witches in the coven has been captured by the forces of law and order.  She will be burnt to death at the stake - unless her sisters can rescue her, of course!


Forces

  • Both sides have the same number of points to spend on appropriate warbands.  We used 350 points each, though lower or higher should also work.
  • The witches have one extra witch for free.  She's currently chained to a stake in the centre of the board and cannot take any actions or be attacked unless she is released from her bonds.  Note that she could be burnt to death before this, though (see special rules, below).  If she is freed then this witch can be used in the same way as any other figure in the witches' warband.
  • The witch-hunters set up first; they may start with 1 figure in contact with the pyre.  All other models must be placed at least medium from it.
  • The witches set up second.  Their models may be placed anywhere desired, but at least 15" from the stake and pyre.
  • The witches take the first move.

Victory Conditions

  • If the witches free their sister and move her off the board then the witches win.
  • If the captive witch is freed, but cannot move off the board (due to being killed, perhaps?) then the game is a draw.
  • Otherwise (i.e. the captive is never rescued), the witch-hunters win.

Special Rules


  • To free the captive witch, another witch must be adjacent to the pyre and must devote 3 activation successes to breaking the chains.  These successes can be all in the same round or split across several rounds.
  • Either the witch-hunter general or the magistrate may attempt to light the pyre.  To do this, they must be adjacent to it and score 2 successful actions.  That will result in a single fire marker being added to the pyre.
  • A witch may use magic to extinguish a burning pyre.  If successful (i.e. within the range allowed by the number of successes rolled) then all fire markers are removed from the pyre.
  • If the pyre is alight at the beginning of the witch-hunter band's turn then it attacks the captive witch with a combat value (C) equal to the number of fire markers.  Recoil and Knocked Down results are ignored; only kill or gruesome kill have any effect.  After resolving this "attack" against the bound witch, the fire may spread.  Roll a d6: on a 5 or 6, add another fire marker to the pyre.

Our Game

In our game, I played the witches and my sons commanded the witch-hunters.  I spread my forces so as to approach from all sides (possibly a mistake?).  Black Agnes and 3 ghouls would creep down an alley on the southern edge of the town.  2 hell-hounds would approach along the road to the north-east, whilst Agatha flew over the wall to the north west.  My band was completed by a ghost which roamed the woods to the north; hopefully it would terrify the soldiers near the pyre and allow one of the witches to get close enough to release the chained Meg.

Things don't always go to plan, sadly.  For 2 complete rounds, I threw nothing but '1's for activation, which meant that the witches and their allies stood frozen to the spot in a mire of uncertainty.  During that time, one of the musketeers on sentry duty happened to look down the alley.  Seeing shadows at the far end, he called out "Halt!  Who goes there?  Identify yourselves!".  Not receiving a satisfactory answer, this likely lad then opened fire.  The musket ball hit one of the ghouls and knocked the evil creature to the ground.

The local magistrate was just around the corner.  He reacted instantly to the gunshot by calling on several nearby musketeers to form a firing line and move forwards ("First rank, fire!  Reload!  Second rank, advance and present!  Fire! ...").  Black Agnes and the ghouls fell back in disarray before the ferocity of this attack, completely unable to advance.

Hearing the commotion, the witchfinder-general applied flint to steel and tried to light the pyre.  Even though he fumbled his first attempt, he was successful at the second try - and still the witches' warband hadn't made a single successful activation roll.  This was not working the way I had hoped!

The Assault

Finally, the witches had some successes, albeit minor.  Black Agnes abandoned her ghoul pack and flew away from the line of musketeers.  Opposite her, Agatha approached the hedge, wondering whether to fly over it and attempt a rescue on her own - but there were soldiers everywhere!  To the north, one of the hell-hounds wandered along the road slowly.  Although this caused consternation amongst the nearest musketeers, the animal seemed to be in no great hurry.  Meanwhile, the ghost continued to haunt the same spot as before, moaning quietly without moving.

Back in the alley, the firing line of musketeers continued to gun down the ghouls enthusiastically.  As far as I was concerned, this was now a sideshow; the ghouls were as good as dead already and I had no intention of wasting any activation rolls on them!

In desperation, Black Agnes flew forwards towards the pyre.  She had barely cleared the building when she was spotted; a musketeer turned round from facing the approaching hell-hound and fired hurriedly at her.  The shot hit her broomstick and as it staggered in mid flight the witch clipped the ground and fell off [Darn it!  These musketeers are just too flipping lucky today!]

Seeing the witch prone in the dirt, first Brother Matthew (the mad monk) and then Sir Jasper (the magistrate) charged up and tried to finish her off.  In desperation, she somehow fought them both off and even managed to regain her feet...

...only for the musketeer to reload, take careful aim and shoot her in the back!

In revenge, the hell-hounds sauntered up the lane and tore apart one of the musketeers.  The nearest soldier ran for his life, which was probably the smartest thing he could do when faced with the 2 huge, vicious animals.

The second musketeer, whose shot had killed the witch, was so elated with his success that he never even looked over his shoulder.  Presumably he thought that the hot breath and low rumbling sound was one of his friends coming over to congratulate him?  Anyway, he barely felt a thing as his head was ripped off - and at least there were no other soldiers nearby to see this second gruesome death!

Meanwhile, back at the pyre, the fire burnt sullenly, resisting all attempts to spread it further.  Despite the general lack of flames, the captive Meg was surrounded by thick smoke and started to choke.  Within a couple of turns, she succumbed and fell away, lifeless [how unlucky was that!  The witch was C2, the fire was only C1 at this stage and she needed to be doubled to perish.  Predictably, I threw the necessary '1' (for a total combat score of 3) at the same time that the opposition threw a '5' or a '6' (for a total of 6 or 7 - I forget which)].

In a truly suicidal attempt at revenge, Agatha flew over the hedge to the north of the pyre.  She had barely landed her broomstick when the witchfinder-general strode up to he and fired both pistols at short range.  The poor old woman didn't have a chance and was killed on the spot!

This just left the ghost and the 2 hell-hounds.  The ghost finally looked up from its misery and decided to act [I think I'd failed every single activation attempt for this model up to that point in the game!].  It dodged the witchfinder-general and charged at one of the soldiers.  The poor lad cried out "Mummy!", turned and fled - never to be seen again.

Before the ghost could repeat this success, however, Brother Matthew came rushing towards it.  This was bread-and-butter to him [he ain't afraid of no ghost!] and the poor spirit was summarily banished from the world.

By rights, the hell-hounds should have fled at this point because they are animals and the last non-animal member of their warband had perished.  However we didn't remember this at the time and played on.
The continued play didn't really change the result in any way, though: the first hell-hound was surrounded and it was then only a matter of time before the beast perished.  Although it took a couple of soldiers with it, eventually Brother Matthew delivered the coup-de-grace with his jawbone-of-ox-on-a-stick.  I called it a day and the second hell-hound slunk off, the only survivor of a truly doomed rescue attempt!

Conclusion

What a disaster for the witches (but oh, were my sons chortling with glee at having beaten their dad)!  In hindsight, I think there were several issues that really messed up my day:
  • I don't normally like to blame the dice for my losses, but I was barely able to move any models at all for the first half of the game.  Thereafter, my attacks went in piecemeal as only a small part of my band was activated in any given turn.  Truly the witches must have been in despair before setting off on this suicide mission; their troops were so dispirited!
  • Perhaps I should only have taken 1 witch, or dropped the ghost?  I wanted to have 2 chances to rescue the captive, but these models are quite expensive and this meant that I couldn't afford much in the way of other figures to shield them or to act as a diversion.  Hmm.
  • My deployment was really poor.  Since I was outnumbered considerably, attacking from all sides was just stupid!  It meant that there were always troopers waiting and ready for each of my forces, without the defenders having to spend any activations to move them there.  Next time I'll come steaming in from a single direction, in a big group with the witches protected in the middle...

Sunday, 9 November 2014

Dreadball: the Pink Ladies

Introduction

Another week has gone by without a post.  It seems increasingly difficult to keep to any kind of schedule, though the immediate reason will pass in due course (my wife has a problem with one eye that has necessitated 4 out-patient hospital visits in the last 2 weeks.  Since she cannot drive at present, that means I have to ferry her to and fro; the travel time and the waiting-around-the-hospital time is really cutting into my hobby hours.  So be it; I promised "for better or for worse" and after all, this isn't remotely the worst that could happen :-) ).

Whatever the cause, I find myself without much time for tonight's article.  I have spent some effort preparing for my overdue "tee shirt decals" article - but that's still not ready yet so please be patient.  Instead, here are some pictures of my 3rd Dreadball team: the "Pink Ladies"

The Pink Ladies

Here's the entire team of the Pink Ladies in one shot.  The team are, of course, built from the official Void Sirens models, but I didn't like the name so much.  I kept the colour scheme pretty much intact, though!

I was having some trouble with the camera  and the flash would sometimes fire and sometimes not.  So if you see some variation in the brightness of the pictures, it's because I'm not going to go back an re-take the photographs!

The Guard

The Pink Ladies have just a single player in the Guard position.  She's quite solidly built and more heavily armoured than the others.  This was quite an awkward model to build; she came in 4 parts, if I remember correctly.

The Jacks


I think that the "official" pictures of the Void Sirens (and other teams too, I suppose) on the Mantic website and in the rule books might be of larger scale "master figures".  There are some very minor differences in the sculpting that I think I've noticed between my versions and those in the books.  Additionally, I don't see how it's possible to paint a 28mm figure to the standard shown on the website!  I suppose it's just about possible that they have a very talented painter to do the job; if so then I am completely envious of that level of ability.

The Strikers


Strikers are the specialised ball handlers in Dreadball.  As such, they wear the lightest armour and are fast and nimble.

The Star Player

Finally (and somewhat unusually for my current rosters), the Pink Ladies have an MVP or "star" player.  Her name is "Wildcard" and she seems to be quite a common model (I got mine as a free offer with some other purchase).  Wildcard's in-game special abilities kick in when her team is losing, thus making her quite an interesting equaliser.

The figure has a somewhat awkward pose, I think - though it makes more sense if she's fending off an opponent whilst preparing to throw the ball.  Anyway, I'm not sure that I'd want to wear platform boots whilst playing a sport...

Monday, 3 November 2014

SAGA: Macbeth's Revenge

Introduction

I spent all of yesterday visiting my friend Steve; both of us brought our younger son to the gaming session as well.  The two boys have the same first name, which caused occasional confusion.  However, we played a lot of games.

There was a game of Dreadball between the 2 children, where the humans got an early lead of 4 points and held onto it through the game.  This was mainly because the opposing goblins were very unlucky with their shots at goal and missed every single time (and they had multiple chances!).  In the final rush, one goblin was sprinting down the sideline, deep in enemy territory and quite unopposed, when a random event caused the ball to shatter and fall apart in his hands.  Such was typical of their luck.  However, some honour was salvaged when one of their Orc guards killed an opposing human - the first fatality we've seen in our games of Dreadball.

We played a couple of games of Race for the Galaxy, which is a brilliant card game of empire building amongst the stars.  I won one and my son won one; it takes a little while to get into this game and the hosts were still finding it a bit difficult to come up with coherent strategies, I think.  That's not intended as any mark of disrespect to them and I'm sure they'll be better prepared next time...

The big game of the day was SAGA, though...

SAGA: The Confrontation

Thurstan of Northumbria had led his men north to meet with King Macbeth of the Scots.  They were supposed to discuss mutual security - in other words, both leaders wanted the other side to stop raiding them whilst still continuing surreptitiously to steal cattle in return.  The peace conference didn't go well, insults were traded and then the leaders drew their weapons.  Nobody could be sure who broke the peace first, of course...

In the tan corner: Macbeth and his Scots
The Scots warband consisted of:
  • Macbeth (Hero of the Viking Age)
  • 1 x 8 thanes on foot
  • 1 x 4 thanes, mounted
  • 2 x 8 warriors

In the green corner: Thurstan's Northumbrians (Anglo Danes)
This was the first time that I had used my Anglo-Danish warband.  I took the following:
  • Thurstan (generic warlord, great axe)
  • 1 x 6 huscarls (great axe)
  • 1 x 6 huscarls (spear), with a banner
  • 2 x 8 warriors
  • 1 x 12 levies (sling)

We played the Challenge scenario.  In this, each warlord can take 12 hits (instead of the normal 1 + resilience).  The aim of the game is simple: you have 7 turns to slay the enemy warlord!  All other casualties are irrelevant, at least for determining victory.

All On His Own

I won the dice roll to start deploying first, which meant that I had to place Thurstan in the centre of the table.  Macbeth ended up slightly nearer his own lines.  This wasn't a disaster for the Anglo Danes, but then the Scots finished deploying first (they had fewer units) and so would move first in turn 1.  Thurstan was feeling quite isolated as the Scots thanes all advanced on him.

Indeed, Macbeth felt brave enough to have a lunge at the stout Northumbrian.  Blows were exchanged and a few cuts taken by each side.  However, Thurstan won that encounter, causing Macbeth to step backwards into the safety of his lines of bodyguards.  (From a tactical point of view, I would have been delighted to lose a wound or two in exchange for being able to retreat towards my own troops.  But Thurstan just wasn't prepared to give an inch...).

With a roar of anger, the Northumbrians advanced to assist their beleaguered leader.  All, that is, apart from one group of warriors behind a hill who hadn't realised that the battle had started (or maybe they were just shirking where no-one could see them - I don't know for sure).

Now the battle got going in earnest!  The Anglo Danes had loaded their battle board with a die on the Intimidate ability, which could be used to cancel an enemy's dice used for activation.  I was hoping to use this to prevent Thurstan from being attacked by the Scots.  Instead, Macbeth used his automatic leader's activation (determination), we obey and side-by-side to take his large units of thanes into combat with my smaller unit of huscarls.  "Come on, lads!  With me!", he called as they cut down 5 of the 6 Northumbrians.  At least 1 of my men survived, so I'd still get a SAGA dice for the unit!

Simultaneously, the Scots cavalry advanced menacingly towards my slingers.  I used Intimidate on them, but they came on anyway (by using a second activation die).  At least the slingers managed to shoot down one of the horsemen.

Then, the cavalry charged!  They were fatigued by this time and only managed to cut down 2 of the Northumbrian slingers.  As these withdrew, the Scots horsemen were horrified to see that the levies had been masking a group of Huscarls.  They in turn charged from the trees into the tired and dispirited horsemen and slaughtered them all without loss (that's the second time I've seen my Scots cavalry models used in a game; they performed dismally in the first game as well!).

Near the centre of the battle, Northumbrian warriors attacked the fatigued Scots thanes, whilst Thurstan and Macbeth glowered at each other and caught their breath.  The Northumbrians may have though that they'd caught their enemies at a disadvantage, but the Scots weren't fazed and repulsed the attacking warriors bloodily!

Now that Thurstan was unsupported again, Macbeth ordered his remaining 2 thanes to attack.  The Scots were rolling well and had plenty of choices with their SAGA dice, but they now discovered a particularly vicious combination.  By activating Hold the Ground and Counterattack together, they could generate an extra 11 attack dice for a single melee!

The pair of thanes between them inflicted another 8 hits on Thurstan, taking him up to a total of 10 of his 12 wounds!  Ouch!  The battered and bloodied warlord did manage to slay one of his attackers, but this was small comfort.

To add insult to the injury, Scots warriors slaughtered most of the nearby Northumbrian warriors, once again leaving Thurstan exposed and unsupported.  One of the Northumbrian warriors did survive and was sent scuttling for the hills, so at least I didn't lose a SAGA dice for the massacre.  Oh, well...

To and Fro

I took some small comfort by using my remaining Huscarls to steamroller the last remaining Thane; he never stood much of a chance.  At the same time, a lucky set of SAGA dice allowed me to use Trapped to fatigue all the remaining Scots and then Exhaustion to cause 2 of the Scots warriors to fall by the wayside.  But it wasn't enough...

Macbeth personally led his reserve warriors in a retaliatory attack on the huscarls.  Although both sides took some losses, the Northumbrians came off worse and retreated.

Another clash saw more losses on both sides, but the Scots were held at bay, for now.  Maybe, just maybe the Northumbrians would have enough time to rouse their last fresh unit of warriors from the other side of the hill and save the day with them?  At least it looks as if the last huscarl is blowing his horn with all his might in an attempt to summon aid to his lord!

However even at this late stage in the game and despite having lost 2 entire units, the canny Macbeth was still rolling 6 SAGA dice every turn (due to his special "Hero of the Viking Age" ability).  He managed a particularly handy set of stags and ducks in turn 6 and loaded up the battle board as seen above, (plus a couple of activations, if I remember correctly).

Firstly, the Scots warriors used reach to take out the last Northumbrian huscarl.  The bodyguard didn't even get a chance to strike back as he was pinned down by their long spears.
Then, with a bloodcurdling yell, Macbeth himself charged at Thurstan.  The wily Scotsman used the same combination of Hold the ground and Counterattack to boost his attack to 16 dice.  Even though Thurstan braced himself for defence, this was only going to end one way...

These are the dice from part way through the combat between the leaders; 1 dice for each hit, with a 5 or 6 needed to save it.  Macbeth took only 1 hit and even managed to save it.  Thurstan took so many hits that I'm not even going to bother counting them!
Surrounded by his enemies, Thurstan fell on top of the bodies of his loyal household troops as Macbeth hacked and hacked at him.  The confrontation was quite decisive and it was a dark day for the Northumbrians.  After all, Macbeth is famous, but who has ever heard of Thurstan before?

Conclusion

As the Anglo Danes, I never really felt that I got going in this battle.  My troops were fed piecemeal into a mincing machine, all in the vain attempt to protect a warlord who was too proud to retreat even a few steps!  For the first half of the game, I just about held my own, but I suffered badly once the Scots got more used to their battleboard.

We've not used any Heroes of the Viking Age before; I think that having Macbeth really helped the Scots towards the end.  In any other game, they would have slowed down as units were destroyed and caused the loss of SAGA dice.  Not this warlord; he just kept on coming, with 6 dice giving him plenty of options!

Incidentally, the Anglo Danes had most of their units left at the end of the game; they lost only one!  However that hides the fact that 2 units were reduced to 1 figure each, the slingers (whilst numerous) were somewhat useless and the final unit of warriors never really got moving and were too far off to affect anything.  Lazy, cowardly dogs!

Thursday, 30 October 2014

Zomtober 2014: The Leftovers

Introduction

As I'm sure you're all aware by now, I've been posting a series of model "duels" for Zomtober 2014.  Each duel consisted of one zombie and one survivor, often with matching elements on the bases to tie the pair together.  However, I've also used my enthusiasm for the month's challenge to finish off some other models that were lying around on my workbench.  Here are some of the figures that just didn't fit into a duel, perhaps because I didn't have a matching opponent or perhaps because I just couldn't see the story behind any such confrontation.

Zombie and Survivors

There's a single zombie here, plus 4 survivors of various types.  From the left, they're by Studio Miniatures, Wargames Factory (men), Hasslefree, Wargames Factory (women), Wargames Factory (men).  All of them are pretty much "out of the box"; there's very little conversion work on these models.

The first and the last figures are recent builds; they're on resin bases by Escenorama.  Note that the zombie isn't alone: there's an arm reaching out of the displaced manhole cover beneath him.  It's not clear whether this belongs to one more zombie, or whether the sewers are full of them!

What's my name?

 My last model for tonight is not completed, but I have a reason for showing him anyway.  He's a somewhat overweight survivor who is dressed for the beach with shorts, a tee shirt and flip-flops.  However even if he doesn't have much else going for him, this man is wielding a solid oar in both hands.  I don't think the zombies will find him an easy target!

I still need to paint his belt; I think all other details have been done, but I could have missed something.  Also, I need to give this chap a name.  So here's the deal: what should I call him?  Please make as many suggestions as you like and I'll choose the one I like best.  I'd prefer either a first name or a nickname rather than a surname (and nothing too obvious, such as Juan, please!)  You have until Sunday next!

Sunday, 26 October 2014

Zomtober 2014 - Week 4

<== Week 3 is this way

Introduction

It's the 4th and final week of Zomtober 2014, so I'm going to present another in my series of "duels" between a single survivor and a single zombie.  Rather than just launching into the models, here's a little background:

Iggy was a small, drab man who was not very successful in life.  He always felt that this was because everyone and everything had been unfair to him since the day he was born.  He'd had a hard time at school and until recently his boss had bullied him at work.  But since the plague had broken out, he'd not seen anyone else, including any of his detested colleagues.  The shops were shut, buses weren't running and even the phone lines were dead.

For once, there was no-one nearby to tell Iggy what to do or to tell him what was "appropriate".  He could please himself - and what he wanted to do most was to burn things!  There was nothing wrong with the world that couldn't be put right with some fire.  All the misery, all the sickness in the city would be cleansed by the purifying, noble flames.  He'd just have some fun to start with: a can of petrol and some bottles would do nicely...

The Duel

I don't think that Iggy is looking where he's going properly.  He's in his own dream world and hasn't noticed the zombie that's right beside him.  Also, Iggy might have found it easier to use a backpack or something to hold all his kit, as he seems to have too much in his hands: he's dropping things.

The zombie is a straightforward Studio Miniatures plastic zombie, though I've used one of my tee shirt decals to decorate him.  I made a bit of a mess of this one: the coloured background was hard to match with paint for the rest of the shirt.  Also paint seeped under the decal, blurring the white lettering.  I had to twist the zombies left leg a bit to get him to stand straddling the kerb (i.e. with one foot on a higher surface than the other), but I think this looks all right.

Iggy is made from the body and arm of a Studio Miniatures plastic zombie.  The other arm (holding the Molotov cocktail) comes from a Wargames Factory survivor kit.  The slightly over-sized head is from a Gripping Beast Dark Age warrior.  The jerry-can is a metal casting from some vehicle accessories sprue, possibly from the old VOID range.

Like many of my recent figures, both of these models make use of resin bases from Escenorama.  I've mentioned before that the heights of these are a bit uneven and that can be seen easily here.  Iggy's base has been shortened with a razor saw by perhaps 1.5mm .  However, the zombie's base was merely sanded smooth - I built him some time earlier in the month before I decided that some of these bases were really too tall for my liking.

Conclusion

I've enjoyed greatly making these models for Zomtober 2014.  Without the spur of this joint enterprise and the encouragement from all the other participants and from the spectators, I doubt that I'd have built any of the figures I've shown over the last 4 weeks.  Indeed, I've also completed several further survivors and zombies that haven't been so suitable for a "duel".  So, in theory I should have more space on my workbench as these models (some of which have been sitting there, partly built, for a long time!) are moved off it.  In practice, of course, that bench space has already been filled (and more) by other projects.  Ah, well!

So, who will win this duel?  Well, I cannot see Iggy coming out of it alive!.  Either he finds his matches or lighter in a hurry or he doesn't.  If it's the former then I suspect that both Iggy and the zombie will be burnt to a crisp - not because he desires it, but simply because fire really isn't a good close range weapon!  If Iggy doesn't find his matches then the zombie won't have any difficulty in killing him, though if there's a struggle and the can is spilt then the zed might find that fuel-soaked flesh doesn't taste very good.

Thursday, 23 October 2014

Mid-week oddments

Introduction

Once again, it's mid-week and I'm in danger of missing my deadline for a blog update.  That's becoming a regular failing these days, though I'm really not sure why it's more of a problem now than it used to be.

I had been planning to write something about the making of my decals for tee shirts (as displayed on some of my recent models), but today has been a bit of a mess.  I had to fetch my wife from the eye clinic at the local hospital after an emergency appointment for another painful bout of iritis.  This involved leaving my job early, so I'll have to make up a couple of hours by working late sometime soon.  At least we didn't need to worry about collecting my daughter from school - she's off with chickenpox this week!  It's just as well that her granny was able to assist us - thanks, mum!

Right, enough of that.  I haven't got much time and so this posting will just be a display of some recently-completed models.  Not zombies or survivors though, since I'm saving them for my Sunday Zomtober post.

Knights

Here are a couple of 28mm knights from Black Tree Design.  They're probably destined to become part of the Sheriff of Nottingham's forces in my occasional Robin Hood games, though I might just about be able to use them as Crusaders if I were to start such a force for Cross and Crescent (the latest set in the SAGA stable of rules).  Very tempting, though technically their armour is slightly too late, I think.

Old West Bystander

This gentleman is the last (I think!) of a set of bystanders that I've painted up for my Old West setting.  He'll be used as a well-off civilian in games of The Rules with No Name or similar.  Of course, he could equally be used in pretty much any later-19th century urban game.

Nazi Agent

Finally, Herr Stengel is a sinister Nazi agent from Artizan Design's "Thrilling Tales" range.  I've got only a few such "pulp" figures, but a recent purchase of the Pulp Alley rules has made me want to paint up and use this small collection.  Here's a start, at least...

Finally

Got to go.  The daughter is in bed, my wife has returned downstairs from having a shower and there's a cup of tea waiting for me.  Oh, am I tired...