Sunday, 7 July 2019

Pulptastic!


Or

Captain Flash and Timmy the Dog's Misguided Polar Expedition to Belgium

The account below (which follows three perilous adventures during the above expedition, played out with much mayhem and laughter at Wargames Illustrated's 7TV Day IV: Pulptastic! Event, using the new 7TV2 Pulp rules) is taken directly from the journal of the leader of that expedition. No apology is made for any reference or use of language that may, in our more enlightened circumstances, seem inappropriate.

The Flash Expedition
The Cast:

Captain "Flash" Flashheart, (Intrepid Adventurer, Star), who due to a series of preposterous events, is now hopelessly lost somewhere on the way to Belgium via the south pole;
Timmy the Dog, (Lesser Animal Companion, Extra), loyal husky and Flash's best friend;
Allan Quartermain, (Big Game Hunter, Co-Star), who is hoping to find evidence of the existence of, and shoot, strange beasts such as abominable snowmen, dinosaurs, giant lobsters, or the mythical arctic apetopus of legend, or penguins;
Dr Dakanalis, a medical doctor (Extra);
An Officer of the SS Unsinkable II (Army Officer, Extra), leader of the shore party protecting the explorers; and
Three Marines (Army Privates, Extras) from the SS Unsinkable II, who are prepared for icy arctic temperatures, and therefore frequently extremely hot.

Chapter One: Darkest Africa

A great game against Mike Marshall's Mobius cast, made exceptional by the combination of the scenario objectives and the randomly selected Doomsday Device peril card.

From the Journal of Captain Flash

It is some weeks since the unanticipated disaster that befell the SS Unsinkable II and despite having now dried everything out, our polar expedition has been particularly challenging since we determined to continue on foot. Despite thorough planning we were not best prepared for making our way to the south pole, and Belgium beyond, via deepest Africa. As the jungles of the Belgian Congo became increasingly impenetrable we were soon forced to abandon the dog sleds and skis and continue with the barest essentials: basic supplies, a few cans of Timmy's favourite brand of pemmican, a bottle of sun cream, a small cocktail cabinet and, of course, the pianola that Quartermain so likes to play in the evenings. On the way, we came across some friendly natives who, despite not knowing the way to the real Belgium (which reminds me, I must have a word soon with Quartermain about his geography knowledge) advised us that some distance ahead there was a temple which contained something very valuable and evidently worth adventuring for, and apparently some foreign Johnny by the name of Doctor Mobius was already leading his own expedition there. So of course being British we couldn't let the Germans get there first and rapidly made haste in that direction. 

Advancing through the ruined city in the jungle
With faithful Timmy at my side, we fought our way through dense vegetation covering what appeared to be the remains of some ancient ruined city. There ahead of us was the temple. By Jove, I thought, we've beaten the Krauts to it! We could see various shiny glowing things lying around, and set out to take them as quickly as possible, despite the strange electrical humming emanating from each one of them. I picked one of them up without hesitation.

The Army advance, with Quartermain behind
On the right, Quartermain aimed for another such treasure and tried to work out how to pick it up, while the troops protected his flank.

Germans
Then, in the distance we saw the Germans. They were a strange-looking bunch. On one side, Doctor Mobius, unmistakable because of his evil mastermind looks and shock of white typical-mad-scientist hair, accompanied by a strange-looking and unfamiliar dog (German breed, no doubt) and a rather shabby-looking butler, who was totally ineffective, and we found out later was called Jarvis. Beside them, a rather butch German girl wearing an unusual armour/underwear combination, and a hunchback with bad teeth who went by the name of Igor and smelt of sauerkraut. Altogether rather terrifying. Out of shot, on the opposite side, a doctor and some sort of mechanical German were coming for us the long way round.

And sneaking about on the far right, in a rather fetching red body suit, a stunning young filly with particularly impressive equipment. Well, I thought, lucky for you, young lady, that I'm on the other side of the river, otherwise who knows what might have happened! Well, I do! Woof!

Woof!
Anyway. She let off a couple of shots at our brave boys and one of them dropped dead (no stamina, these young privates, you know). And then Maria (that was the name of the rather butch girl) was in hand to hand with the Army officer.

[deep voice] "Ja, mein name ist Maria"
We advanced, and Timmy, being a brave and rather clever dog, leapt up to the top of a wall where another of these glowing things was, and tried to make off with it. Tricky though that is for a dog (no hands to pick them up with, you understand). Well, in a jiffy the German dog (possibly some kind of dachshund, I think) popped up there too and there was a bit of a scrap, in which Timmy (despite being not particularly partial to bratwurst) took a big bite out of the hund.

"Woof!" ... "Vuff!"
The humming got suddenly louder and there was an almighty explosion of force from each of the glowing objects, which stunned many of those who were too close to them. The dogs fell over. The robot fell over. The red bombshell fell over. Quartermain fell over. Being used to enormous explosions, of course, I remained totally unaffected and approached the mad German scientist.

Confronting the master villain
"So, Doctor Mobius, we meet for the first time!" I announced, with some panache. And there was another explosion, which I of course ignored, as the robot fell over again. Timmy, this time, managed to stay on his feet, and leapt bravely at the defenceless stunned German dog which he unceremoniously dispatched.

Maria on the attack
Quartermain (who had by now put down the pianola) managed to stay standing too, and rushed to replace the captain (who had been beaten off by Maria's impressive right hook), while one of the privates (and the red bombshell) fell over again.

"Ich vant a hug!"
Not Quartermain's best decision, it turned out. Maria duly grabbed him and the private and gave them a big (typically German) hug. The kind of hug that crushes your ribs so much it makes you forget that you are allowed to make rolls to try and escape on subsequent turns.

The robot stands up
The robot stood up again and Doctor Mobius sneered at me. "Not sure I like what you've done to your hair," I quipped, cracking my whip for effect. And then, when I was distracted by the robot falling over again, he just ran away, grabbed one of the shiny things, and headed off home. No sport at all, these Germans!

Off the table we go
Timmy (lacking opposable thumbs, unable to pick up his own shiny thing) gave chase to the fleeing Doctor while the robot, who had got up again, followed. At this time my attention was on Igor (who had apparently already died but came back because nobody seemed to have noticed), who had come in range of my whip. One crack and he was tied up and far too close to me than any man should be. I assume that he was a man, anyway. The smell of sauerkraut was the biggest giveaway. Too slowly, the robot began to chase after Timmy, and I bravely retired with my own shiny thing and a smelly hunchback in tow to safety.

All was nearly over, now, but the enemy had one trick up their sleeve. In an attempt to deny us the satisfaction of having captured one of their number (in what has to be described as typically German spoilsport attitude) Igor activated one of his deadly exploding teeth, which fizzed a bit but had no appreciable effect. Probably gone off, maybe because of all that sauerkraut.

And so we held the enemy off, in a glorious British draw.

Chapter Two: At The Mountains of Madness

Another really fun game, this time on some exceptional terrain, an Antarctic base containing a dark Cthulhoid secret, constructed by Sam, who was seeking a polar-themed cast to face off against, hence the match-up. The single objective set for the scenario was to get three cast members, one of whom must be a star or co-star, into the control room. And... Action!

10/10 for attention to detail, Sam
From the Journal of Captain Flash

I don't know if anyone can truly appreciate how good it feels for a polar explorer to finally get out of deepest Africa and arrive in the Antarctic. Few can understand how much those oilskins chafe in the tropics. My privates know what I mean (and not just the three in the army!)

The Germans have arrived

A wider shot showing the whole table setup
Anyway, imagine my horror when we arrive in this underground polar bunker to find we're only just ahead of another bunch of Germans. Lord knows I can't help it if I'm attractive, but you'd think they would learn. So we find ourselves underground in some tunnels.

True to trope, the party decides to split up
Quartermain and the Army (who still haven't been able to tell me what they had to do to get away from the butch German woman) head off in one direction and do some exploring.

"Mr Quartermain, can you see anything down there?"
Timmy, the Doctor and I go off in the other direction, to find one of the Germans coming down the main stairs ahead of us. It's a woman with two pets: a large, very old and singularly indescribable Thing, and a horrific, small, non-Euclidean penguin. Terrifying.

"What's that, Timmy? You can smell Germans up ahead?"
She's got the jump on us and while she heads with her penguin towards the control room she leaves the Thing hiding in the shadows behind. And a few more Germans make their way down the stairs.

The Germans ignore us completely
Well, enough of this! I think, and take a pot shot at one of them, who duly falls over dead.

"That should get their attention!"
At about this time Quartermain does something useful for a change. Somehow he's found his way into the control room while nobody was looking, and he lurks there behind the door.

The cunning Mr Quartermain gets to the control room first
Timmy the dog bravely approaches the Thing, and then very quickly comes back towards me for a bit of rough and tumble. "What's up, old boy?" I ask, but I can tell by the strange red glow in his eyes and the saliva dripping from his jaws and the way he is trying to bite my head off that he has a bit of a problem.

Timmy, dominated by the Thing, attacks Flash, to no effect
Nothing a traditional British clout around the ears can't fix, though.

Confrontation in the control room
In the control room, Quartermain is approached by the German woman, who gives him the look. But Quartermain's not going to fall for her German charms. Partly because he's British, but mainly because in the evenings he just prefers playing the pianola. And then without any warning he is attacked by a small penguin with its devastating "peck/fall over" attack. And of course he falls over.

"I can tell you're a lady who likes it rough!"
I, in the meantime, with Timmy back on side, approach the Thing and whip it into submission. I've had plenty of practice at this sort of thing at Madame Frisky's in Paris and despite the size, age and general indescribability of the Thing I could tell she knew a good time too.

Quartermain fails to stand up.
Timmy ran past to give Quartermain a hand (a paw, at least). He'd tried to stand up again but the penguin had pecked him again and over he went, while back in the stair room I shot a couple of Germans to relieve the boredom.

"Let's see if you can knock over a real man!"
As Quartermain stood up and was pecked down again, and Timmy took up a defensive position in the control room, I calmly approached down the corridor, subdued Thing alongside, to face off this new German filly who was giving Quartermain such penguin trouble. I heard the Army officer bag another German behind me; didn't realise I'd missed one of them.

You know I probably ought to advise Quartermain that he might be better able to stand on the icy floor if he wasn't carrying that pianola.

Quartermain stood up and was again pecked down by the penguin as, swiftly deploying my weapon, I dispatched the girl without the least difficulty. Which left me one small step from entering the control room to claim victory....

Victory is but one small step away...
The screen goes black. After a short pause, some fateful letters in white capitals appear:

WE APOLOGISE FOR THE FAULT IN TRANSMISSION. NORMAL SERVICE WILL RESUME AS SOON AS POSSIBLE. IN THE MEANTIME, HERE IS SOME RATHER INANE BUT IN OUR OPINION INOFFENSIVE MUSIC.

When the TV returns, the six-o'clock news has started. Apparently a German is doing very well in the tennis. There is no mention of how the TV show ended (but we all know it was because of that fateful Cliffhanger Card...)

Chapter Three: Belgium

After a long story of increasingly unlikely and unexplained events, Flash's expedition find themselves  approaching the Museum of Natural History in Brussels, Belgium, equipped with explosives with which to destroy a doomsday device under the protection of Matt Spooner's mob of Chicago gangsters. It all makes sense, honest.

From the Journal of Captain Flash

At last, we have arrived in Belgium, and I have revealed the secret mission behind all of our adventuring to the men. I admit it did surprise them a little, especially when I explained that the doomsday weapon is an oversized triceratops. I knew they wouldn't understand.

Le musee
Anyway, with British resolve, they all got on with their jobs as usual. This time, Quartermain was a lot better prepared after being convinced to leave the pianola in Antarctica. We'd learned from some local natives that the manholes in the cobbled street outside the building led to the underground chambers where the doomsday weapon had ben assembled, so managed to avoid all the trouble of using our appalling French to attempt to buy tickets to get into the museum.

With absolutely no idea where the tunnels beneath the manholes would lead us, the Army unit took the one on the right and Timmy, Quartermain, the Doctor and I took the one on the left.

In the chambers beneath the museum
The army appeared suddenly and duly opened fire on two surprised gangsters who were dispatched with unusual efficiency. 

Team Flash arrives, under enemy fire
We arrived in a more open area to find ourselves being shot at, and one of the cheeky blighters winged me. I backed off to one side so the Doctor could fix me up while Timmy shot off like a dog and dispatched the gangster while Quartermain, who hadn't fallen over yet, turned and shot the other one at point blank range with his elephant gun. They're going to need to redecorate.

With unexpected military precision, the Army chaps burst into the adjacent chamber where the mob boss and one of his men were sitting at a large and rather flimsy looking table. "What the? Whos are yous boys?" the mob boss spluttered between chews of his cigar, as the three privates each in turn rolled a grenade across the table toward their enemy (who, I must point out, for a pleasant change turned out not to be German). 

It is incredible how much protection a flimsy wooden table can provide in these situations. We had to steal the scene and (saving some money by using stock footage) chuck in another three grenades to dispatch both of them in the end.

A remarkably durable table
The action was so fast there wasn't time to take enough photographs. But the last four mobsters grouped themselves close together at the end of the corridor to stop our final advance towards the triceratops.

As the Army moved into the corridor, the gangsters realised that they had positioned three of their number close enough together to be hit by one grenade. Sometimes it is more satisfying to be wrong. One of the gangsters managed to get away as a single grenade exploded, leaving two defenders present.

A massive triceratops
With a clear path to the oversized dinosaur (and my goodness it was a big one) Timmy and I rushed through to place the charges. 

I'd just like at this point to note that it really is a wonder of American/Belgian ingenuity that they got the triceratops in this small room. It clearly does not fit through the door and unless there is a way to lift the museum off I doubt if you could get it in through the roof. it is a good job these rooms have such high ceilings. Which means that either (1) it was hatched here - which seems extremely unlikely as there's no way that much triceratops food could be brought into a museum without some Belgian detective or reporter suspecting something unusual was going on or (2) it's an animatronic triceratops built by someone who doesn't appreciate scale plans. This seems more believable, but I wonder at how effective such a doomsday weapon it would be, really. Being that it is stuck in a room under a museum in Belgium. 

Anyway, back to the adventure. 

"It's just you and me now, Floyd. And a giant triceratops."
We were very lucky - although the gangsters were axed, with a roll of a six the action continued into the Finale. Sprayed with machine-gun bullets (which all seemed to hit me rather than Timmy), we duly set our charges off and the room was filled with exploding dinosaur bits. Hurrah!

End Credits

Massive appreciation and thanks to Wayne for organising and to Wargames Foundry for hosting the day, which I understand was the largest 7TV event ever. Thanks also to the Edge Hill team who came along to watch, advise and enjoy the games, and of course Karl without whom this game would not exist at all; and of course also to all the players - quite honestly the friendliest and best bunch of gamers I have ever had the joy to be part of. So much fun.

Tuesday, 18 June 2019

Luke Warm in the Desert


With 7TV Day 4: Pulptastic! coming up in two weeks' time, and Al and I signed up, and all ready to go*, it was probably about time Al played his first ever game of 7TV2. OK, neither of us have the 7TV2 Pulp rules yet, but that doesn't matter, does it?** So we hurriedly cobbled together some figures and terrain and remembered to take at least some pictures as we played using the main set of rules. Here's what happened…

*I'm all ready to go except for sorting out my cast, who are all still unpainted in a plastic bag.
**Well, it might.

Luke Warm in the Desert: The Pilot

On the back of substantial quantities of cold beer and even more substantial quantities of money from sales of what is probably the best cooking lager in the world, the spin-off, made-for-TV series based on the popular film Ice Cold in Alex has at last become reality. The show, which follows the journey of the crew of a military ambulance, will involve many well-known guest stars playing popular roles in a multitude of bizarre, hazardous and increasingly unlikely adventures on the way to the pub in Cairo.

This is the narrative of the pilot episode of that series.

Of course, as this is the pilot, some corners have been cut and, in accordance with established precedent of arguably the three greatest TV shows ever (and of course you know I am talking about Airwolf, Happy Days, and The Munsters), cast members and props will be sure to change for the actual series. But for the moment, here they are:

Katy's Crew

Brigader Mills: hip-flask-at-the-ready-leader - Dependable Deputy, Co-Star
Alex Quayle: inappropriately dressed bruiser - Strongarm, Co Star
Velma Jones: bespectacled schoolgirl archaeologist - Investigative Academic, Co Star
Dr Sims: Sylvia, not Joan - Doctor, Extra
Sgt Maj Andrews: Harry, not Julie - Technician, Extra
Corporal Benton: Army Corporal, Extra
Privates Smith & Jones: Army Privates, Extras
And featuring superstar “UNIT Landrover” as Katy the Ambulance! - Vehicle, Ambulance

The Cult of Blofeld, Science Division

Ernie Blofeld: cat-wielding supervillain - Evil Mastermind, Star
Doc Brown: maniacal bulgy-eyed inventor - Mad Scientist, Co-Star
Mustapha Pistol: Cultist Leader - Extra
5 x Unnamed Pistol-Armed Cultists: Cultists, Extras
Cameraman

The Plot

Katy and her intrepid crew have teamed up with plucky schoolgirl archaeologist Velma Jones and some expendable army-types. In a formulaic plot known in the industry as The Steal, Velma needs the help of Katy's crew to keep an ancient Egyptian nerve agent found during a local archaeological dig out of the hands of Doc Brown, who for reasons that remain unclear throughout the episode is working for the evil Mr Blofelt and his dastardly cultists (science division).

And... Action!
At the edge of an urban area somewhere in the Western Desert, the cultists advance on our unsuspecting heroes.

Inside the ambulance, Dr Sims and the Technician discuss Ancient History while they look after the canopic jar containing the ancient Egyptian nerve gas. It is an unusual task, but one that is accepted with typically plucky British resolve. And nobody has died yet, which is good for morale. 

Outside, the Brigadier lights another cigarette while admiring Alex's bracers, make-up, and shiny jockstrap. In a brief moment, the background music goes suddenly silent as their eyes make contact.

"Don't be alarmed by the size," Alex concedes, "You're not the only one here with an enormous hip flask."
The Brigadier smiles, somewhat relieved.
"A pint of semi-skimmed. I keep one under my bowler hat too," Alex continues, "But that's soya. I think I might be developing an intolerance."

Is that a clue I see?
On the far side of the buildings, Velma, followed by Corporal Benton and his comedy duo platoon, is enthusiastically searching for clues.

"Keep alert, men," Benton warns, "This is exactly the sort of place you're likely to find the kind of unsavoury Johnnies who have all sorts of strange ideas about what they might get up to with schoolgirl archaeologists."
Smith and Jones exchange knowing glances. That was exactly what they were trying hard not to think about.

The Cult of Blofeld (Science Division) advance
Ahead of them, through the heat haze, they see a group of just such unsavoury Johnnies approaching. Six of them wear red cultist robes, which the props department might have considered a little out of place in the desert had they paid enough attention. The two standing behind were different, though. The crazy haired one carrying the strange-shaped gun was dressed in a white boiler suit and red sneakers, while the fat bald man with the monocle in the khaki suit appeared to be armed with an exceptionally furry white cat.

"Mwahaha!" Blofeld says, "Now we have them in our clutches!"
Doc Brown's eyebrows dance up and down as he grimaces his best smile, wondering why Blofeld's conversations usually end in exclamation marks.
"Great Scott, you're right!" He overenthusiastically responds, realising that he does it himself too. "That means the nerve gas will be in our hands soon, and then I can finish my involvement with your unnecessarily complicated, unlikely and decidedly mad world domination plot at last and get on with fixing the fault in my flux capacitor!"

Taking the initiative, Brigadier Mills is about to do something when suddenly the set lighting cuts out as the power fails. As a result, he completely forgets what he was going to do, and doesn't do it.

The Brigadier notes Alex's impressive jockstrap
But with the unexpected change of lighting, out of the corner of his eye (the one with mascara), Alex spots something unusual about the oil drums nearby. Two are normal oil drums, but the third seems to actually be some sort of ancient pot. It is obviously an important clue. Wondering why he hadn't noticed it before, he sidles over to the pot and picks it up. The cultists, who lack such sophisticated acting talent, advance slowly, draw their pistols and open fire ineffectually.

Aware of possible danger, the uncredited paramedic slams Katy in reverse gear and moves back to the cover of the nearest building. Inside, the Doctor and Technician's conversation moves on to Current Affairs.

Meeting the threat, and understanding the limits of their acting skill, the cultists open fire again. Alex, in the open, finds himself caught in a hail of bullets. Wounded, he retreats swiftly back carrying the pot, while the Brigadier moves to a defensive position behind the cover of some convenient cardboard boxes disguised as wooden crates.

Yes, it's definitely a clue
Meanwhile, on the other side of the buildings, Velma comes across what she thinks is a clue, which she is examining closely with a magnifying glass.

"There's some writing down here at the bottom of the wall," she announces to everyone in general and no-one in particular, and bends down to take a closer look. "It's a good job I can read ancient Egyptian hieroglyphs."

Corporal Benton approaches to take a closer look at the writing, while Smith and Jones try as hard as they can not to take a closer look at anything at all.

"It's written in blood!" Velma cries. "The last words of a dying man!"
"What does it say?" asks Corporal Benton, putting aside for the time being the thought that a dying man might write his last words on a wall with his own blood in ancient Egyptian hieroglyphs.
"It reads: RGH-MDNG-HPHV-NFTM-TRT-CL-D," Velma reads. "Bear in mind that the ancient Egyptians didn't have any vowels or punctuation, and hieroglyphs are largely phonetic anyway."

Corporal Benson looks confused. He isn't at all sure about the meaning of the word 'phonetic' and certainly wouldn't have chanced using it in polite company. As Smith and Jones continue to avert their eyes, Velma smugly continues.
"In English, Corporal, that translates as: 'Aaargh!!! I'm dying!! I hope I have enough time to write a clod'."
Benson gives her an odd stare.
"Well, it's something like that."

As the gunfight in the open continues, the Brigadier takes careful aim and bags the shortest, and unluckiest of the cultists who was standing in the middle of the street waving his pistol about pointlessly.
"Jolly good shot," said Alex as he passes by, swiftly retreating to cover, carrying the pot.

Velma stands up, pondering the meaning of the clue, while Smith and Jones exchange relieved glances and Corporal Benton takes in the situation. None of the enemy are near them, but the cultists will certainly soon be in shooting range if they continue to press their advance on the retreating ambulance.
"I've got it!" Velma announces. "It's simple. It's not 'clod', it's 'clue: D'. The hieroglyph for D is a hand. And, see, the middle finger is forming an unusual upward-pointing gesture, directing us towards the top of the opposite building. There must be something on the roof!"

Taking advantage of the lack of nearby opposition, Velma takes out her archaeologist's whip, while Smith and Jones begin exchanging worried glances again. With a skilled crack, at the exact moment that both Privates wince, the tip of the whip coils around a small hook at the top of the wall and, with the whip providing a makeshift grappling hook, in one swift movement Velma swings herself up onto the roof of the adjacent building.

"I was right!" Velma excitedly cries, examining the body she's found. It's a man dressed in Egyptian clothing, a knife buried in his stomach, his own blood smeared on the index finger of his right hand. The body of the man who had written the clue on the wall in ancient Egyptian hieroglyphs in his own blood.
"How very mysterious", Velma thinks.

But Velma is not aware she is being watched. One of the cultists, knife at the ready, is lurking against the wall on the opposite side of the street waiting for the moment to pounce.

Everyone laughs when someone falls over
As the nearest of the cultists slips over a banana skin someone left on set, and Alex retreats further, to an even safer position, confusion suddenly breaks out. The director, who doesn't seem to appreciate the difference between a man with white hair in a white jump suit and a man wearing a bowler hat in white underwear, makes them inexplicably exchange positions. This leaves the unfortunate Alex surrounded by angry cultists, and the Brigadier with Doc Brown pointing an experimental gun at his back. Confusion is swiftly followed by gunfire, which even a large handful of plot points cannot withstand. Alex is duly mowed down and the Brigadier swiftly and unceremoniously follows. In the ambulance. the conversation moves on to Politics.

Doctor vs. Ambulance showdown
With an apparent absence of opposition, the overconfident cultists advance, exposing them to the field of fire of Corporal Benton's undersized platoon. Doc Brown, ahead of them, advances toward the ambulance and opens fire. Experimental bullets (some incendiary) bounce harmlessly off the armour of the vehicle, while inside, the Doctor and Technician move their discussion on to Religion.

At this point, for no better reason than getting a couple of quick extra plot points, the director takes the opportunity to add a brief romantic interlude to the picture.
"Oh Joan"
"Call me Sylvia"
"Oh Sylvia"
"Oh Sergeant-Major"
"Oh uncredited Paramedic"

With plot points scarce, the firefight continues to little effect, as it often does in TV shows when they have time to kill. An extremely lucky cultist shot wounds the Corporal. Other bullets bounce off ambulances and through cultists.

"Mwahaha!" Blofeld gloats, stroking his cat. "All is (mostly) going to plan!"
The cultist leader and a particularly short cultist standing next to him nod and laugh in flattering agreement.
"Don't I know you?" Blofeld asks.
"Er, me? Yes, sir," the short cultist responds. "I was shot earlier but the director sent me back on again."
"Ah, yes. Unlimited minions. Of course, that explains it!" Blofeld strokes the cat again.

And that is the precise moment Blofeld senses that something is not quite right. He stares at the cat. Big. White. Fur. Pink eyes. Strange ticking. Something isn't quite right. This isn't the right cat. Somehow it must have been exchanged for one of Doc Brown's experimental cats, possibly earlier when the power failed.

The cat explodes, instantly disposing of the short cultist (again).

Blofeld considers he may have had a lucky escape
Stealing the scene, the army presses their advantage, accompanied by a suitable special effects sequence.

"Oh no," says Blofeld, as the remains of the cat that he is holding catch fire.

But through the blood and flames Blofeld sees his moment. Pulling the starter cord of his jetpack he flies to some nearby trees at the side of the set, where he knows there was a small fire extinguisher for use in just such emergencies, and in moments the flames are extinguished.

Sensing an opportunity to appear in the credits, the uncredited paramedic slams Katy into forward gear for the first time in the episode and accelerates to the Corporal's aid, completely failing to heal his wound. Inside, there is a soft thud as two people fall from one of the beds, though there doesn't seem to be any more conversation. And the inevitable explosion happens.

Smith (or Jones) explodes, while Jones (or Smith) is left unscathed, and Katy's armour proves as strong as ever. Inside, beyond the condensation on the windows, the Doctor and the Technician barely notice.

With the news fast approaching and the episode rapidly drawing to a close, the final drama takes place. As Velma leaves the building she is pounced on by the waiting cultist, who waves his knife at her. She duly hits him on the head with her bag and walks off.

And so, with their cast axed at the last possible opportunity, the credits roll as the ambulance drives up to her and the doors open enabling the last of the crew to escape.

"Curses!" shouts a bruised, soot-blackened, water-soaked Blofeld holding a piece of burnt fur. "Foiled again!"

Saga: Age of Magic - The Challenge (5)

5. End of Week 5

It's four weeks since the last update and unfortunately travel for work and a holiday have meant that I have made very little progress. It's also taking me a lot longer than I expected to assemble some of the figures that I bought, and towards the end of last week progress slowed down substantially as I spent an inordinately long time assembling plastic skeletons - and I still have more to do. So as yet, I haven't taken quite the focussed approach on individual armies that I anticipated last time. The scatter-gun approach, for the time being, continues.

Here's the little I have done since last time.

Great Kingdoms

The pegasus from Fireforge is an excellent model with lots of detail and a joy to put together. I decided to construct it as an unbarded version to better match the hearthguard in  my Eastern Princes army. The rider, however, doesn't sit perfectly in position and so I have used a fair amount of green stuff to fill gaps. I replaced the shield provided with a spare Gripping Beast teardrop shield, again to better match the Eastern Princes army I will be using as Great Kingdoms.

I don't like the stand provided with the model, so at the moment it doesn't have one. I will scratch-build one in due course.

Pegasus, temporarily grounded
Lords of the Wild

Well, the lizardmen are still waiting in the queue. They're lovely figures though and I can see these are not going to take long to put together.

Lovely sprue
The lizardman Warlord is a North Star snake man. I cut off his base, drilling and pinning him instead to a stone attached to a 40mm round base with Milliput. I've also removed his weapon anddrilled a hole in his hand ready to accept a new spear which I plan to make from 1mm brass rod.

The Lizardman Warlord
The Horde

No progress, but there's been a lot of thinking about the chariot!

The Undead Legions

This is where the bulk of my efforts have been concentrated - and that said, I have surprisingly little to show for it. As I said above, it's been a week of constructing corpses.

Let's start with the new mounted Black Knight. He's a combination of components from boxes of Kings of War Revenants and Fireforge Templars, and still needs to be made good with some green stuff. I'm uncertain about his head and might replace this if I can come up with something more undead-looking, but for the moment he will do. He's based on a 40mm round MDF base, with added height and weight from a 2p piece.

The Black Knight - for the moment, actually grey
I also constructed four mounted hearthguard. These are Kings of War Revenants, with heads from Kings of War Zombies and capes, helmets and shields from Fireforge Templars. I'm not wholly saisfied with them, in particular the capes which I might remove and replace with green stuff. Their hands are drilled ready to accept new lances which I will make from 1mm brass rod, and I yet need to add green stuff to tidy them up and fill gaps. I've based them on 50mm x 20mm retangular MDF bases with height and a little weight from two 1p pieces added to each base.

Undead knights
The skeleton warriors are a right fiddle to put together. I don't know why Warlord Games chose to do this - there seems very little sense in the feet being separate from from legs, for example. Partly because of this and partly because of the enthusiasm of my super glue to stick my fingers together rather than model parts, I've only done eight warriors with bow and eight with spears so far. I'm pleased with the way they look, though.

based each one on a 25mm repair washer to give weight, and raised them slightly by using small pieces of plastic (at first), then matchstick (easier, later) to allow room to add base texture in due course.

Skeleton showing raised feet
I particularly like the look of the bowmen.

Skeletons with bows
Skeletons with(out) spears
I have yet to add the spears, which I will scratch-build, to these. Their shields seem a bit on the large size, but I think they will be fine when they're painted.

Masters of the Underearth

No progress!

Hopefully work will settle down a bit over the weeks ahead and I will make progress. However, I have an urgent task looming this month as I am going to a games day in early July and need some figures for it. Watch this space...

Thursday, 9 May 2019

Saga: Age of Magic - The Challenge (4)

4. End of Week 2

The most significant thing that's happened this week is that all the figures I ordered have arrived, most of them in a big box yesterday morning. Because of that I haven't had time to get round to them yet, but at least everything has arrived. I have to say how impressed I am with the speed of West Wind's order turnaround, though, and Warmonger weren't far behind them either. But most of all I am pleased to say that I have kept on track this week and not run out of enthusiasm yet.

That all means that as of now I am in the position of being able to finish any of the armies, and I suspect because of that I will be concentrating my efforts over the weeks ahead on specific faction to get some of them finished rather than taking the current scatter gun approach to all and sundry. We shall see.

Anyway, here's the progress so far:

Great Kingdoms

The pegasus from Fireforge has arrived and even without assembling it I can see it is a lovely figure. I hadn't appreciated it was resin when I bought it, but this just means it has really clear detail, and will need an especially good wash before priming. The model comes with optional horse barding, which is a great feature. To make a better match with the Eastern Princes army I'm going to use for my Great Kingdoms, I will use a non-barded version, and replace the shield to match those of that army's hearthguard.

Pegasus parts
I've assembled the sacred ground monument and added milliput to make the cross more substantial. The steps have been textured with chinchilla dust to make them look more like stone.

The monument
Lords of the Wild

The snake-men have arrived but are still in their boxes for now. The only progress has been on the titan for the Rise of the Spirits ability.

I added more filler and small stones to the base go give a better impression of roots bursting up through the ground, and a bit more fine detail, sealed in with a coat of PVA glue. More fine detail to be added next when it's all dry.

The PVA dries...
The Horde

A few days after the arrival of my West Wind order, the few figures I ordered from Warmonger (Foundry) turned up very promptly as well. These are lovely figures, and meant that I could get on with the war chariot early this week.

The first step, after cleaning up the figures, was to attach the boars to an appropriately sized base. I've used a 75mm round base, the same size as for my monsters.

The boars on their base, undercoated
I filled the voids in the chariot wheels with milliput, and attached the wheels to an axle made from a kebab stick, which was fitted to the bottom of the chariot body. I had to adjust the chariot pole to make it a little longer to better fit with the boars. I built a yoke out of more bits of kebab stick and milliput and then let all the parts fully dry.

Chariot components
While this was drying, I modified the chariot crew. The driver's right hand, from which I had already cut his weapon, was drilled to fit a whip which I made out of thin brass wire bent to shape and fitted to his hand with a tiny bit of green stuff. I removed as much of his left forearm as I needed (most of this will be invisible when he is inside the chariot) and added a new left forearm with an open hand, taken from the bit box. The hand had to be enlarged a little bit with green stuff so as not to look totally out of proportion. The intention was that this hand be holding the reins when the chariot is finally assembled.
  
The warrior in the chariot is a splendid orc figure from Warmonger. I trimmed his base to fit the chariot and cut off most of the cleaver held in his left hand, as there wouldn't be room for it in the chariot, and this would be largely hidden from view when he is fixed in place.

I fitted the two crew into the chariot body, making good around their bases with green stuff. I attached a pair of matching shields to each side of the chariot body, and a smaller one to the front, more for decoration than anything else. Because the chariot model is equipped with javelins, I took three spare spears and made a quiver for them out of green stuff, which I attached to the outer rear of one side of the chariot body.

Chariot side view, showing the driver with his whip

A view from the other side, showing the javelin case

And from the front. Note the driver's enlarged left hand
I added a skull design out of milliput to one relatively flat side of the Sacrificial Stone which is this faction's Sacred Ground.

Skull design, not quite straight, but that gives it a bit of personality
The Undead Legions

The skeletons and the mounted hearthguard have arrived and are in their boxes ready for assembly. Having assembled one very fiddly figure I can already see that this is likely to be the most time consuming part of putting this army together. 

Other than that, the only progress is that the crypt now has a base (though no texture yet).

The crypt
Masters of the Underearth

I am very impressed with West Wind whose figures arrived within days of ordering. These dwarf crossbowmen are a little on the chunky side, and needed a bit of flash cleaning off, but they are very expressive  and I do like them. They are sold in packs of 10 so, needing 12, I bought a command pack to go with them - thinking that these would be specific command figures for the crossbowmen - which sadly they weren't. However, I was able to convert one of them to suit the unit better, adding a crossbow from the Frostgrave Warriors set and (though this figure is a bit of a midget in the unit) found one odd old dwarf figure with a crossbow to make up the numbers.

Spot the midget
A few days later the single dwarf ordered from Warmonger also arrived, making one of the two destruction teams, but I needed another one. So I took one of the West Wind command team figures (the standard bearer), cut off his weapon and standard and re-equipped him with a couple of scratch-built and highly unlikely looking double-barrelled pistols made from plastic tube, green stuff and plastic card. To distinguish the destruction teams from the other figures, I put them on 30mm bases.

Destruction team #1: Warmonger 

Destruction team #2: converted West Wind