Tuesday, 14 April 2020

Ghostbusters: Spooks in the Library


A typical library-dwelling Type VI Free-Roaming Vapor creeps up on an unsuspecting Ghostbuester
"Can you hear me?"
This is the report of a game of 7TV2 played - because of the Coronavirus situation - as a solo game. 7TV2 isn't designed for solo play, so this was a bit of an experiment (but please do take a look at Kieran Mulholland's excellent solo scenario rules which you can get hold of free from the Crooked Dice web site - these are well worth a go). I'm grateful to other members of the 7TV2 Facebook group for thoughts on how solo 7TV2 might work, and have shamelessly appropriated some of their ideas.
"Mr Venkmann, are you listening?"
Playing solo is reliant on having a mechanism for the opposition - in this case the mysterious paranormal forces opposing our heroes the Ghostbusters - that ensures that they behave in an appropriate yet not entirely predictable manner. The mechanisms devised for this particular game are outlined in the Special Rules described below.
Peter Venkmann jolts abruptly back to the real world. The girl on the other end of the line had such a great voice. It wasn't his fault he'd gotten distracted, and carried away with thoughts about what the rest of her might be like. He was only human, after all.
"Yes, er... Miss...?" he stumbles.
"Are you sure there isn't anyone else there I can speak to? You seem very preoccupied," she continues.
"Ahem!" he coughs, waving Spengler and Stantz away from the phone. "Absolutely not. I have your full attention. Please continue. "
THE CASTS

The Ghostbusters:
The four Ghostbusters [Co-Stars, 6 points each]
Timmy's sister [Scared Bystander, 1 point]

TOTAL 25 points

The Ghosts:
The Spirit of the Book [Star, modified The Bell Witch, 10 points]
2-6 Class VI Full-Roaming Vapors (Spooks) [modified Ectons, 4 points each]
Possessed Little Timmy [Extra, 1 point]

TOTAL 19-35 points

Cards for the above created using Jorge Robles' magnificent 7TV Studios Casting Agency website. pdfs of the cards downloadable here.

The cards
"Well, there's not much more to say," she concludes. "As I explained before, my brother Timmy was in the library again today, but this time it was different.  I couldn't distract him away from his reading, and when I tried... Well..."
"I understand," Venkmann says, his attention distracted again, "So maybe you and I can meet up tonight, say 8pm, to discuss it all? I know a really cosy restaurant with private booths where you and I can get to know each other..."
Egon Spengler, who is straining to hear the conversation, pulls the receiver away from Venkmann while Ray Stanz squeezes between, pushing Venkmann away from the phone.
"What was he reading?" Spengler asks, concerned.
"So there is someone else there," she replies. "Well, of all the..."
"I apologise for my hormonally overactive colleague," he states, frankly. "Please answer the question."
"I don't know," she complains.  "It's the same book Timmy's been reading since Thursday nearly two weeks ago. As I said, I went to get him because it's his birthday and we were going to have a special party, but he didn't respond. And then that strange man, dressed like an old monk, told me to go away. And then I saw the ghosts. I called the police, but they didn't want to know, so I called you."
"How old is your brother?" Spengler continues.
"What? 13. He's 13 today. What has that to do with anything?"
Spengler and Stantz, despite fighting off Venkmann, lock eyes. "Auspicious," they both simultaneously declare. Venkmann stops fighting.
"It matters a great deal, Ma'am," Spengler continues. "Your brother is 13 today. It's Friday 13th. He's in the occult section on the 13th floor of the library on 13th Street and he's been reading a strange book for 13 days. I don't think that's just coincidence. Wait there, we'll meet you in 13 minutes..."
 SYNOPSIS

The Ghostbusters have been called by a frantic young woman who has explained that her (much) younger brother has been reading something inappropriate in the library. He's actually got hold of a copy of the Necronomicon from which he has summoned an ancient evil that true to form has started the process of summoning a much greater evil to the City. It's a familiar situation to the Ghostbusters, but one that requires prompt action. Little Timmy is under the control of the Spirit of the Book, helplessly chanting and conjuring up creatures. So far the Type VI Full-Roaming Vapors he's summoned are more of a nuisance than anything else, but give him enough time and it can only get worse - much worse. Only the Ghostbusters can save New York. Again.

  • The Ghostbusters must stop the ritual before Great Cthulhu appears. They gain bonus victory points for saving innocent bystanders.

  • The Ghosts must delay the Ghostbusters long enough to let Great Cthulhu loose in Manhattan.

SET-UP

The game takes place on a 3x3 table depicting the 13th floor of the public library on 13th Street, which other than the lift and a couple of small rooms is an open area filled with bookshelves. In one corner is the lift, while opposite is a small open area with a reading desk at which little Timmy is sitting chanting from the Necronomicon. In order to break the ritual and save the day, Timmy needs to be reduced to 0 health at which point he will pass out. Timmy counts as a member of the Ghosts cast for the purposes of generating plot points but can do nothing other than read the ritual, and cannot be activated.

The Ghosts begin the game in defined start positions as described below. The Ghostbusters begin the game in the lift.

The 13th floor of the public library on 13th Street: Starting positions
And from a different camera angle
SPECIAL RULES

Gadgets:
Only the Ghostbusters cast has gadgets.

Countdown Deck:
There are 3 cards in each Act. As with the Rules for Solo Play, only the Ghostbusters turn Countdown cards, and they may not chose to turn over two. Neither side can Steal the Scene.

Objectives:
There are various different objectives for the Ghostbusters to claim:
  • Bystanders - when a member of the Ghostbusters cast comes into base contact with a Bystander they are automatically claimed as an objective and the Ghostbusters immediately receive 1 plot point. The Bysnader model remains on the table. From this point on, whenever the Bystander model moves, it will move by the most direct path possible towards the lift, but will not move within 6" of any model in the Ghost cast. When the Bystander model enters the lift, it has escaped, and the Ghostbusters cast gain another 2 plot points.
  • Symmetrically Stacked Books - when this special objective is claimed using a Special Action the Ghostbusters cast gain 1d6 plot points.
  • Ectoplasmic Slime - these are not objectives, but can be removed by spending a special action when in contact, and this is rewarded with one plot point (see Ectoplasmic Slime below).

Deployment:
The Ghost cast models are initially placed as follows:
  • Little Timmy is at the table reading from the Necronomicon
  • The Spirit of the Book begins the game adjacent to Little Timmy
  • Two Spooks are present at the beginning of the game and are placed randomly within the library. To determine their starting positions, divide the table into 36 x 6" squares, and determine the square in which to place each Spook by rolling two dice. The Spooks cannot begin the game in the lift.
  • Place five innocent bystanders (librarians, readers) randomly within the library in exactly the same way as the Spooks, except they can be placed in the lift if you're really lucky with that roll.
  • Place one special objective (a pile of symmetrically-stacked books) randomly in the library.
  • Roll 1d6 and place that many piles of ectoplasmic slime randomly around the library.
Roll for initiative as normal

Plot Points:
In a variation from the Rules for Solo Play, in this game the Ghost cast does generate plot points at the start of their turn. Additionally, they gain one further plot point for every three piles (rounded up) of ectoplasmic slime that is deposited around the library.
During their turn, the Ghosts spend plot points for the reasons listed below only, and in the order of priority set out:
  • The Spirit will spend * to use its Star Quality Horrific Visions whenever more than 3 opposing models are within 4".
  • Remove up to one status from Little Timmy;
  • Remove up to one status from the Spirit of the Book;
  • Remove up to one status from each Spook;
  • Models of the Ghost cast with the Invulnerable Special Effect will always use this if there are sufficient plot points available. They never spend plot points to add extra dice to this roll;
  • If at the end of their turn the Ghost cast has at least 8 plot points, they spend 8 plot points to summon one additional Spook, which appears in a random location (determined as during deployment). After (including the Spooks that start the game on table) a sixth Spook has been summoned, the Ghost cast will instead attempt (at the same cost in plot points) to summon Great Cthulhu.
  • Finally, Timmy can spend excess plot points left at the end of the turn when summoning Great Cthulhu (see below).

Ectoplasmic Slime:
One pile of slime is generated on each occasion that:
  • A Spook moves through a wall or bookcase;
  • A Spook flees from combat but cannot move through an external wall of the library;
  • The Spirit teleports back to little Timmy;
  • A Spook successfully strikes anyone in combat.
The Ghostbusters gain one plot point every time they spend a special action to claim a pile of ectoplasmic slime, which removes that pile of slime from the game.
Note that in this scenario, the Spooks do not use their Ghost Special Effect. Generating Slime as described above offsets this disadvantage and is easier to apply in solo play.

Summoning Great Cthulhu:
This requires the Spook cast to spend 8 plot points and for Little Timmy to make a successful Mind roll. Each time Little Timmy attempts this roll, if they are available, he spends an additional 1d6 plot points to improve his roll. On a success, Great Cthulhu arrives, the Library and a large area of New York are destroyed, and the Ghostbusters cast loses the game.

Movement:
Movement by the Spook cast does not cost Plot Points.
  • Little Timmy never moves, and never attacks.
  • The Spirit of the Book does not voluntarily move. It will, however, always attack the closest visible opposing model within range of Little Timmy. If within fight range, it will use its Terrible Scythe, otherwise it will use its Baleful Gaze. If for any reason the Spirit is moved out of contact with Little Timmy's model at the start of its next turn it will instantly teleport back to its position adjacent to Little Timmy. If this happens, the Spirit may make no further action this turn.
  • Spooks move towards the closest Ghostbuster, ending in fight range whenever possible. When a Spook ends its movement outside fight range but within 6" of an opposing model, it makes a free Scare attack. When a Spook receives any status or suffers any wound, if not prevented (if hit by a neutron lance it is prevented) it will then immediately flee backward 6", passing through shelves or internal walls if necessary. Spooks cannot, however, pass through the external walls of the library. If a Spook passes through a wall or shelf its move ends immediately and if it does not already have the Weakened status, it gains that status, and leaves Ectoplasmic Slime behind (see above). Spooks may not otherwise pass through shelves or walls.
At the end of every turn by each side, remining Bystanders that have not been claimed as objectives by the Ghostbusters move 6" away from the nearest Ghost model. Those that have been claimed as objectives move 6" towards the lift.

VICTORY POINTS

Victory points are assigned to the Ghostbusters cast as follows:

+1 point for each bystander that make it to the lift and escape
+3 points if the Spirit of the Book is removed from the game
+1 point for each Spook removed from the game
-3 points for each member of the Ghostbuster cast removed from the game
-2 points for each bystander removed from the game (that did not escape by the lift)
-80 points if Great Cthulhu is summoned

If the final score at the end of the game is positive, the Ghostbusters can claim the win. If the score is negative, they have lost. If the final score is lower than -50 points New York can be considered taken over by Great Cthulhu, and everybody loses.

AND… ACTION!

The action is best told in a series of photos of the game, so here are a few.

Our heroes cautiously exit the lift
Symmetrically stacked books can mean only one thing

No human being would stack books in this way
Paranormal forces attack as the Ghostbusters are distracted
"Don't cross the streams!"
Ghosts just keep appearing, as if from nowhere
But our heroes continue tpo rescue bystanders trapped in the haunted library
"Get away, you nasty ghost!"

One last spook to get past

Finally, Little Timmy can be seen; and he's in dire need of rescue
What happened in the end? Well, I played the game several times to make sure the balance was about right. The final version that you read here was the closest, and went down to the wire before the Ghostbusters saved the day (with minor casualties). Please do play it yourself if you can and let me know how you get on!

THE MAKING OF…

For those who are interested, the library is made mostly from cardboard boxes. The floor is made from nine cork tiles, while bookshelves are card blocks onto which I have attached images of books on shelves. The Spooks are rubber finger monsters that cost about 50p each and have been painted an varnished a lot to make them a bit firmer, with rather shapeless ghost-like bodies built up below with Milliput. The slime and the book pile are also scratch-built. The Spirit is from CP Models, the sister from Foundry, and all other figures are from the truly excellent Crooked Dice, home of all things 7TV2.

Too late, he realised there was a very large ghist behind him...


Some Spies (and Other Guys)


It's continuing to be a productive time on the painting table. At last I've managed to get round to tackling some of the oversize pile of lead I have accrued over the years for 7TV2, and about time. What better place to start than with a selection of spy-fi miniatures.

Flamboyant Agents
Two flamboyant, 60's/70's-style agents with big hair, flares and bow ties, from Lucid Eye. The martini glass and the paisley shirt are far from perfect, but they'll do.

Pandora King and Hugo Solomon of Dept X
Pandora King (dressed as Emma Peel) and Hugo Solomon (channelling Jason King). Lovely figures as always from Crooked  Dice.

(New) Holmes and Watson
I'd forgotten I had these figures. I'm also pretty sure I didn't do Watson justice here and failed to paint his hair the right colour. Again, excellent figures, sadly no longer available, from Crooked Dice.

Gambit and Purdey from The New Avengers
My attempt at some conversion work - Gambit is a Hasslefree body with a Crooked Dice minion head - from which I hacked away the moustache. I fear I hacked a bit hard; for a time I thought he was going to look like a burns victim, but I think I just about got away with it.

Purdey is a Crooked Dice body with a Hasslefree head. Others have done this before, so how could I resist? Purdey never wore a catsuit like this in the series, but Emma Peel in teh Avengers did have something very similar (in addition to the blue cat suit Pandara is wearing above). So why not?

Men from the KGB
Four Copplestone KGB agents. Nice figures with lots of cartoony detail that stands out really well when painted.

Minions
These are four Crooked Dice female minions that for some reason I didn't paint when I did the others a few years ago. No idea why. They're painted to match their companions.

Various female agents
Charlie's Angels, perhaps? Figures from Crooked Dice except for the one on the far left from Lucid Eye. Very pleased with the way the skin tones came out on all of these. 

Nik-Nak, Blofeld and a dog
Finally, three more odd Crooked Dice figures. The trickiest thing about Nik Nak was drilling a hole in his foot to take a wire to attach the clear base. This is the second Blofeld model I own, and I think he looks better in the white suit here. I've no idea why the dog was in the same batch as these but there's always a place for a dog in a game of 7TV2.

Next on the painting table: police!

Wednesday, 1 April 2020

Congo!

It's not often I will post twice on this blog within a week but the last two weeks have been astonishingly productive as far as my painting is concerned. After completing my Romans/Britons (shown here in the previous post) I moved swiftly on to the second half of the figures I have amassed for Congo. For some reason I don't think I posted on this blog about the first half - no idea why - but too late now to correct that omission. 

This second batch are figures from North Star (comprising a box of Forest Tribes figures and another box of White Men) and Foundry (mostly Zanzibaris). While I bought North Star's box sets, I chose to buy separate packs from Foundry for the Zanzibaris, as that seemed to make the best selection of different figure options for the troops types I didn't already own. With these, I can now field all four factions and all of the different troop types available, including multiple units of the same type for several options - notably Zanzibaris and Young Warriors. There are one or two things I still lack - a Flag Bearer, for example, but I'm not planning on buying more figures for this game any time soon!

All figures have been based on 25mm repair washers so that I can store them in Really Useful Boxes lined with self-adhesive magnetic sheet, which is conveniently sold to exactly the right size for this by Magnetic Bases. 

White men
These lovely figures from North Star add some variety to the various explorer types. I'm not sure what the chap withut any trousers is up to but I assume either he's been woken up suddenly or it's a particularly hot day to go hunting.

Soldiers
One of the reasons it made sense to buy the box set was that I'm never going to need more than four soldiers, and these chaps look great. I trimmed off their bayonets (my personal preference).

Bearers
Another four bearers are going to be useful when I field White Men against Zanzibaris. These North Star figures are a little less bulky than the Foundry ones but are lovely castings.


Trained Askaris
It's become clear when playing the game that it is difficult to distinguish between Askaris and Trained Askaris if they aren't clearly different. Adding eight Foundry Askaris and painting them in bright uniforms is the answer. These chaps could also be used as Bodyguards in the African Kingdoms faction. As with the soldiers, I trimmed their bayonets off before painting.

Cannibals
One of the reasons to buy the North Star Forest Tribes box is that there are five of these chaps, and excellent figures they are. The weapons are scratch-built using short lengths of brass rod and a ball of Milliput. Yes, the mace heads are a little oversize, and therefore a bit cartoony, but I like them that way.

Sacred Warriors
Six of the figures in the North Star box have ceremonial masks and in my opinion that makes them perfect for use as Sacred Warriors. I chose to give them Foundry shields so that they will better match the units to which they are assigned. I bought several packs of separate shields from Foundry and then settled on only using two main types - lozenge-shaped shields which I take to be covered in cow hide, and the large oval wicker shields which I have previously used for Young Warriors, Married Warriors and Fanatics. The designs I painted on them are unique for each of the Sacred Warriors.

Chief and Witchdoctor
The fat chief and his crouching witch-doctor are very nice figures that were a pleasure to paint.

Scouts
A second unit of scouts is always going to be useful.

Bundiukis
I'm not clear what distinguishes Bundukis from Ruga-Ruga, but another unit of natives with muskets is always going to be handy.

Hunters
Four very actively-posed archers. 

Young Warriors
More Young Warriors
And more Young Warriors
Three more units of Young Warriors will be very handy. I actually didn't quite have enough to make three units, so two figures are are extras constructed from a small sprue of Warlord Zulus that came free with a copy of Wargames Illustrated. You can spot them by their incredubly buff torsos and slightly contorted poses.

Zanzibari Characters
These fellows are supposed to be (left to right) the Merchant, Slaver, Emir and Brute, though they can doubtlessly double up as others as required.  The whip the Slaver is using is made from a piece of wire (guitar string). Using some green stuff I've tried to give the Brute an eye patch to make him look particularly sinister.

Baluchi Swordsmen
Lovely, lovely figures. These Zanzibari swordsmen look like they really mean it.

Baluchi Jezail Musketmen
Four men with extremely large weapons. Having bought packs of loose Zanzibaris there are actually a couple of other figures with oversize muskets as well; I chose the longest ones for use in this unit.

Three units of Zanzibaris
And another two
Five units, each of five Zanzibaris, meant that there were no left over figures at all, though on reflection I'm not quite sure how that happened. These are the mainstay of any Zanzibari force, and I'm very pleased with the way they have turned out.  

Totems
I'm not a fan of the totems in the Foundry Congo Accessories pack. These alternatives are cocktail sticks topped with 28mm skulls from Black Cat Miniatures, and I think look very acceptable.

Huts
Oh yes and I made some huts too!

Tarzan and friends
And finally, no self-respecting fictional African jungle would be complete without the Lord of the Apes and his family. I suspect I'll be using the Jane figure in 7TV2 Pulp games as well, and possibly the angry chimp as well.

Tuesday, 31 March 2020

Saga: Romans and Britons

What with all the bad things about this coronavirus situation we all find ourselves in, there are a few upsides. One of these is that because I am working from home, not having to commute - hardly going outside at all, in fact - I have a lot more time available to work through my painting mountain. Inevitaby, perhaps, there is a long way to go, but I am making steady progress, and I'll hopefully be posting a bit more regularly here in the weeks ahead as a result.

Here, then, are figures for Romans and Britons for Saga: Age of Invasions. The figures are generally intechangeable between both armies. These have all been sitting around half-completed for several months so it's about time I got them finished. The foot were completed first, and it's only over the last week that I have finished off the mounted. The spears on all figures are made from brass rod.

British Hearthguard

Four more Hearthguard
These foot hearthguard are for use with Britons. West Wind figures. Shield designs are hand painted.


British Warriors or Late Roman Warriors/Levy
Eight more warriors
And more
And yet more
These 32 foot are suitable for use as four units of 8 Warriors for Romans or Britons, or as Roman Levy. If deployed as Levy there are enough to field three units, allowing for a Ballista to replace figures as specified in the rules. All are West Wind figures, and very nice they are too. Sheld designs are LBMS transfers.


The ballista and crew are Gripping Beast figures. The shield deign is hand painted.

Mounted Britons
My mounted troops for this army are a mish-mash of different manufacturers and they don't all match perfectly well as a result. The first (and my least favourite) are four Warlord Games figures (above). These are intended for use as Britons. Shield designs are hand painted.

More mounted Britons
Conversely, these four I like a lot; however, unfortunately I can't remember who the manufacturer is! They're slightly smaller than the others, but are lovely castings. I replaced the spear hands with sword hands from some plastic figures on the central two above so that they matched better as a unit.

Roman mounted Hearthguard
And more
And some more
The Roman mounted Hearthguard are all Curtey's Miniatures, and are painted in relatively uniform colours to match, with shields done with LBMS transfers. These are quite excellent figures and painted up beautifully,

Command
These three are command figures that can be used for either army. The central model is Curtey's Miniatures, but I can't remember where the other two came from. Shield designs are hand painted so as to match the Roman Hearthguard.

Looking forward to being able to play with these but it might be some time before that happens. For the time being, it's back to the painting table for me...