Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Sunday, August 17, 2014

Late birthday gift to myself

Broke down and bought these for myself.  





I've had Fantasy Flight Games' "X-Wing" for about two years now.  I've not really played it ... just haven't had time.  Our old game group (mostly guys I work with) really haven't gotten together in a year or so ... so, no games.  So far I've got the starter set (one X-wing and two TIE fighters) and the Millennium Falcon expansion pack (got it mostly just for the miniature).  At $15 bux a piece, the miniatures had kind of hit a price limit for me.  They're good, really good miniatures but $15 is a bit much for me.  Now I've found a dealer selling them for $10 each and free shipping on orders so I'm giving myself the go ahead to start building my fleet and get this game rolling.




These will be the start of my X-Wing game miniatures collection which I plan on adding to each paycheck as well as making some custom capital ships / freighters / support craft through kitbashing.  The Tantive IV is one of my favorite ships in all of sci-fi shipdom.  My 8 year old mind fell in love with that hammerhead shape and those eleven blazing engines as soon as I saw it on the silver screen way back in 1977 and ever since then I've been looking for a good sized replica of this classic ship.  About two years ago I broke down and bought the $300 27 inch long Rand Cooper Tantive IV (currently saving up for his $500 38 inch long Imperial Star Destroyer) but haven't put it together yet.  Here's a Tantive IV in much smaller scale (still large) and it's prepainted and assembled so right out of the box it's a display unit.  I'll probably only have one Tantive IV in my collection but I've got up to three Rebel transports ear-marked for the collection and this will be my first one.  The local hobby shop wanted $50 for the Transport and $90 for the Tantive IV which, again, was a bit much in my book (and for my wallet).  I spend some pretty money pretty fast sometimes but even I'm prone to waiting until the price falls or shopping around for the best price.  I like to support my local shops but going online I saved about $40 on these two items (the Transport was $40 and the Tantive IV was $60).  That savings gives me enough money to either add four fighters to my collection or another Rebel Transport (and I've found an online shop that I'm going to give a lot of business to in the months to come).

So, that's the update.  Happy late birthday to me and it was a pretty good birthday with me buying myself the '89 Dodge Daytona Shelby back in June and now, two months later, these two sets of expansion miniatures.

Wednesday, January 01, 2014

TSR's "GAMMA WORLD" - Post Apocalypse Role Playing Game


Growing up in the 1970's was an interesting time ... it was fun mixed with gloom.  The ever present spectre of America and Russia nuking each other back into the Stone Age was a fear that was driven home constantly.  Disaster movies, end of the world movies and a host of other media came at us like a tidal wave but instead of scaring me half to death it only fascinated me.  As I grew up, the post apocalypse scenario became the stuff of day dreams for me, not nightmares.  Somewhere during that time I started to become a loner ... movies like Charlton Heston's "The Omega Man" weren't scary to me ... they were a dream come true if they had been reality and I'd been "The Omega Man."

My early desire for science fiction began with the much celebrated "Planet of the Apes" franchise ... I was a kid and lived through seeing all of the movies on TV, followed by watching the TV series and the animated series.  That was the first of my taste of post apocalypse sci-fi and I craved more.  The more I got a taste of it, the more post apocalyptic science fiction really took hold of my imagination.  Books like "Damnation Alley", "War of the Worlds" and "The Time Machine" only fueled my love of a devastated future and the brave struggles that would be needed to overcome the folly of man.

It was late 1977 when science fiction really just came out of nowhere and seized my imagination.  I was 8 years old, "Star Wars" didn't make it to Hattiesburg, MS until the Fall of 1977 but I finally got to see, on the big screen, what everyone else was raving about.  After months of being teased by pictures and articles in magazines and the occasional rare commercial for that movie, "Star Wars" finally arrived like a tidal wave and it lit a fire in my brain, an out of control science fiction fire that continues to burn hot and bright even today.  

Science fiction had me by the soul and I was hooked and one of the greatest outlets for my imagination in my single digit years was science fiction role playing games and out of those sci-fi role playing games I think that TSR was the main provider of my entertainment for the most years.  From third grade to ninth grade, 1977 to 1983, I was a devout game player.

My first introduction to role playing games was TSR's classic "Dungeons and Dragons", the basic edition boxed set which my best friend bought and we played in the Fall of 1977, probably around the time that "Star Wars" hit the silver screen locally.




This was the first time that I'd ever played a role playing game before and even though my interest was piqued in role playing games that same interest let me know real quick that fantasy (i.e. elves, dwarves, dragons, magic, etc.) just wasn't where my heart lay.  

Everyone back then was playing D&D, from elementary kids to college students but my heart just wasn't into fantasy or sorcery.  A lot of people my age were big into Tolkien but the closest I ever got to Tolkien was the Rankin / Bass animated musical "The Hobbit" and even that couldn't turn my interest in fantasy.  Even Ralph Bakshi's animated "The Lord of the Rings" didn't grab me so while other kids were trying to come to grips with Tolkien's works, the "D&D" craze and then "Star Wars" I was lucky in one respect ... my heart was set on science fiction.

Of this I was sure.

Science fiction.

Just science fiction and TSR answered the desire for both science fiction and role playing with their 1978 post apocalyptic opus ... "Gamma World".


I first saw "Gamma World" advertised in "Boy's Life" magazine, yes, the Boy Scout magazine but then like I said, role playing games, especially "D&D" were really gaining in popularity during this time.  I mean, when Sears put a "D&D" boxed set in their Wishbook catalog and when "Gamma World" (with the illustration shown above) appears on "Boy's Life" then you were dealing with a game, nay, a phenomenon that would make history in its wake.

"Gamma World."

Science fiction role playing set in a post apocalyptic far future.

 

Robots and mutated animals and Mark V blasters!  Oh my!

"Gamma World" was the product of James M. Ward and Gary Jaquet and was a boxed set, like the "D&D" basic set.  I bought my first edition "Gamma World" boxed set at "Bookland" in the Cloverleaf Mall.  It cost me $10, was shrink wrapped, and displayed proudly in a cardboard display stand near the front of the store.  I rode my 10 speed bike home from the Mall with my pocket ten dollars lighter and the "Gamma World" boxed set in my backpack.

For your money you got a nicely illustrated cardboard box (bookshelf type edition) with a colored front and a black and white back.  Early editions had no rear illustration or description of the game / box contents so a simple sheet was put with the box and then shrink wrapped to the outside / back box bottom.

 

Inside the box was a nicely illustated black and white (two color) 57 page rulebook ...

  

 A map of the devastated North American continent ...




I never drew on my map ... I guess I didn't want to ruin it.  Instead, I would put hex paper over an area, trace the outline of any major areas and then fill in the hex paper with the details.  I also guess that is why my original first edition GW map is still pristine even today.

The boxed set came with dice like I'd never seen before.  Mind you, like I said before, my "games" were limited to the offerings from the likes of Milton Bradley and Parker Brothers.  These new games, where you had to use your imagination and you had to make your own maps (game boards) and there were dice in the shape of stuff you learned in math class ... all of this was new and cool and awesome!

"Gamma World" came with six polyhedron dice; a four sided die (d4), a six sided die (d6), an eight sided die (d8), a ten sided die (d10), a twelve sided die (d12) and a twenty sided die (d20).  The dice were different than any dice I'd ever owned as a kid before.

The dice were molded in white plastic, at least the dice that came with my game were.

The game also came with an unbranded, paper wrapped white crayon.  I had no idea what the crayon was for ...  A friend once told me the crayon was for marking on the map but that didn't make sense.  Another friend said it was for coloring in the numbers on the dice so they would be easier to read ... that didn't make much sense either since it was a white crayon and the dice were white.  To this day I still don't know what the damn white crayon was for ...  I just took a Pilot Razorpoint ink pen and used that to fill in the numbers on the dice.  That lasted for a few weeks of constant play and then you had to highlight the numbers again.


Gameplay for GW was heavily based off of the "D&D" game mechanics with stuff like hit points, six attributes ranging from 3 to 18, saving throws, armor class and hit dice.  Combat took the weapon class of whatever you were using, cross referenced that to the armor class of your target and gave you a number to roll equal to or higher in order to succeed in combat.  I liked this because it made it hard for someone with a wooden spear to hurt someone in power armor, all of which just made sense.

"Gamma World" took place on Earth.  A century after a final, cataclysmic global war almost wiped all of life on Earth out the survivors, mutants, humans, animals and plants, all vie for dominion.  Knocked literally almost back to the Stone Age, rites of passage for tribals include journeys or pilgrimages to the ancient ruins where the tribals would face all sorts of dangers ... malfunctioning robots, complex security systems, killer plants, mutants, mutated animals, and even radiation.  If you made it back alive with an artifact or some other proof that you'd been to the ruins ... if ... then you became a member of the tribe.

If you were lucky enough to find an artifact then you had to spend time to figure out how to use that artifact.  Artifacts came in three levels of complexity ... something like a grenade was simple, figuring out how a control panel in an automated factory that built robots was very complex.  Sometimes you figured it out, sometimes you broke it trying to figure it out and sometimes you hurt or killed yourself (or someone else) trying to figure it out.  Figuring an artifact out required time spent and die rolls to be made.  The charts shown below became a familar page to reference to in the rule book.


"Gamma World" grabbed my imagination ... if I was going to role play some character in a primative background that would be swinging a sword and fighting for their life then I'd rather be doing it in a sci-fi post apocalypse seting than in some dungeon.  I preferred mental mutations to magic, any day and robots and carniverous plants to elves and dwarves.


Our GW games were drawn out on sheets of notebook paper clipped into Mead 3 ring binders, our campaigns were sketched out in spiral bound notebooks and our maps were sketched out on sheets of graph paper and hex paper.  Several of our characters were long term characters used over a period of years ... one was a Sleeth that had a sawed off double barrel shotgun.  This character was active so long that when Lou Zochi introduced his 30 sided die that the Sleeth character got to use that to roll to-hit instead of a 20 sided die.  The double barrel sawed off shotgun, as I care to remember, was a favorite weapon of our impressionable youth no doubt brought on by our recent viewing of Mel Gibson's titular character in the movie "Mad Max."

Other fond memories I have of this game include finding a Pure Strain Human in suspended animation in a fallout shelter and reviving them.  That PSH helped our characters understand all the technology that we'd later find.  We also found a non-functioning android in the same shelter and the PSH programmed it to aid us as well ... kind of like "The Questor Tapes".

The first edition of "Gamma World" was the best ... each subsequent edition not only added more useless and needless things to the original edition but each new addition also watered down the vast, rich story included in the original edition and even sometimes made a parody of it.  Over the years less attention of the game was paid to the struggle and more emphasis was spent on who could design the whackiest mutant creature of all.  GW went from being something that was interesting and fun to being something that was a caricature of itself.  The first edition GW game had the richest history, the best equipment, the best monsters, mutations, and robots.  Other editions gutted the rich context of the first generation, all trying to outdo it ... and none succeeded.  

None.  

I own just about every edition of GW that's been made but it's still the first edition that I hold in high regard, the later editions not so much if at all.

So many hours of my youth were spent thumbing through the GW rule book, inventing new artifacts and weapons, drawing out characters and equipment.   I haven't played GW in a long, long time.  The last time I played GW was probably 8th grade, make it 1983 or so.  I miss it in the way that you miss things that have passed into memory and GW still holds a special place in my study, the original boxed set that I bought all those many years ago sits on the shelf next to my "D&D" basic set.

I guess, in a way, my boxed sets of old TSR RPGs have become artifacts in and of their selves.  Ironic ... but maybe fitting as well.

Tuesday, December 31, 2013

TSR's "Attack Force" Minigame

I've recently covered TSR's Minigame "Revolt on Antares", one of TSR's chances at dipping into the microgame / pocket game market first realized by Austin, TX based company "Metagaming".  I'll make a personal confession here ... for me, games in my life, in my wee years (1969 to 1977) consisted of card games like "Go Fish" and "War" as well as stuff like Milton Bradley's offerings.  Most of my "games" were the mass market, childhood staples ... fun kids stuff like Parker Brothers "The Six Million Dollar Man".
 

Finding "OGRE", my first Microgame from Metagaming in 1977 not only turned my world upside down (gaming wise) but it blew my mind.  This is easy to do for a 7 year old avid sci-fi quasi nerd ... here was a game that picqued my imagination and it fit in my pocket (or my 3 ring binder when I snuck it to school).  Small format, with only a few illustrations and a dump truck load of imagination.

For years Metagaming had the monopoly on "microgames" but the blood was in the water and other big fish began circling the cloudy waters ... big fish like SPI and TSR.  TSR's entries were limited but bore TSR's high quality (at least to me).  Sometimes manufacturers have a "tell", a certain "feel" to their games and TSR's minigames generally had that TSR "feel" to them.  As a kid I was drawn to this "feel", at least for two of TSR's offerings; "Revolt on Antares" and ... "Attack Force".



Designed by David James Ritchie, the main two things that can be said about TSR's 1982 offering "Attack Force" is that not only is it part of a family of "copy-cat" games that tried to cash in on the amazing runaway financial success of "Star Wars" but it is amazing to me why George Lucas didn't sue the ever living hell out of TSR for this game.  

In the time following the release of "Star Wars" on the silver screen, George Lucas was a sue happy zealot, going after the likes of Ideal for their "Star Force" line of action figures (which predated "Star Wars" and bore a remarkable resemblence to C3PO and R2D2 long before there actually was a C3PO or R2D2) and going after "Battlestar Galactica" because, you know, if you were to watch "Star Wars" and watch "Battlestar Galactica" the similarities really just jump out at you ... not.

"Attack Force" is, in a few short words, the final epic starfighter battle of 1977's super sucessful "Star Wars" played out on paper with die cut counters and a pair of six sided dice to determine the outcome.  If you have any doubt to that, the catch phrase on the front of the game, "Starfighters stalk planet killer" should remove all doubt but if there are any further doubts, let me try to remove that as well.  Just read the back of the instruction manual ...



Game play revolves around four flights of star fighters, divided into two types; Falcon and Eagle (which could be X-wing and Y-wing).  Four flights of Arcturan starfighters, four different colors of flights, facing a round, planet killing Nova Ship which not only has surface mounted launch bays for Imperial fighters but also a vast network of surface mounted defence turrets.  The defense turrets, which consist of lasers, blasters and pom-poms, can move along a track type of network giving the Nova Ship not only a variable defense but one that can be modified or arranged according to the desires of the Nova Ship player.  Each type of surface battery has a different type (or volume) of firepower giving each a unique strategy in setting up the defense as well as playing the game.


Imperial fighters come in two varieties; standard and custom.  The standard Imperial fighters are called "Cobras" while the custom fighter is a super fighter owned by the Imperial hero Vaj Korsen, evil tyrant of the Empire of the First Born.  The similarities between the Nova Ship and the Death Star, as well as Vaj Korsen and Darth Vader, right down to each having their own "next gen" starfighter.

Even as a 12 year old kid, the name "Vaj" caused more than a few pre-pubescent giggles and laughs at our games.

As for the weak point, the Achille's Heel of the Nova Ship, there are several exhaust ports which the Arcturan starfighters must attack in order to destroy the Nova Ship.  Only an attack against the correct exhaust port will set up a chain reaction that will destroy the Death Star ... sorry, the Nova Ship.  The actual exhaust port is randomly placed each game making each game different from that point of view.  I wonder if the exhaust port was only two meters wide ... the only thing missing from this game was a trench run.

Playing this game was a lot of fun back then.  The game itself was simple and didn't take a lot of time to set up or play (one of the great things about the small format games) but the real attractiveness of the game was the counters ... 

The counters for the Imperial Cobra starfighters, the Arcturan Eagle and Falcon starfighters were easy to use with TSR's other (then) contemporary science fiction offering "Star Frontiers" and its spaceship supplement "Knight Hawks".

Like I said, it amazes me that George Lucas never sued the hell out of TSR for such a blatant "Star Wars" ripoff as this game was.  Once an inexpensive offering from TSR, "Attack Force" is the second and last minigame offering from TSR that I bought and it still remains a guilty pleasure to play every few years.

Saturday, December 28, 2013

TSR Minigame – “Revolt on Antares”



Being a particularly smart but wholly unchallenged kid growing up left me to fill in the gaps and one of those gaps that entertained my spinning mind was wargaming.  There came a golden age of gaming and that age was the late 1970’s and the early 1980’s. Bookshelf games like Avalon Hill’s “Tactics II” and SPI’s “Invasion America” were the large format games, full of heavy stock folding maps, exhaustively numbered yet scantily illustrated rules and a metric ton of die-cut counters.  Those games dominated the early to mid 1970’s but gave way to the likes of TSR's role playing games in the late '70's and early '80's.  Mid-level games were the boxed sets, with individual scenarios or game modules, richly illustrated and making use of multiple polyhedron dice.  The mid-level games mostly belonged to the RPG role playing games genre like TSR’s “Dungeons and Dragons” and other such ilk.  Below that were the small scale format games made extremely popular in the late 1970’s with Austin, TX's own Metagaming’s line of “Microgames”.


Microgames were big sellers … at $2.95 each, a microgame came with an attractively illustrated and compact rule book about the size of a quick reference guide, a fold out map limited to a handful of colors (at best) and a single sheet of counters that you had to cut out yourself (the more fancy games had die-cut counters that you just punched out from the “sprue”).  These games often used a six sided die to determine game results though very few of these games actually included the dice and if they did they were incredibly small, the size that you could fit on a fingernail with plenty of space to spare.  All of this tiny gaming goodness came to you in either a simple plastic closure bag or a “Ziploc” type bag.  Later offerings from Steve Jackson Games actually came in plastic clamshell boxes but no Metagaming offerings were ever offered in these types of cases.

Some of the more successful small format games were, of course, “OGRE”, “GEV”, “Car Wars” and the various “Car Wars” supplements like “Sunday Drivers” and “Truck Stop”.  Metagaming made a name for itself and the “microgame” early on so it was no wonder that a gaming giant like TSR would see the microgame format (and market) as something that they could enter and hopefully make a profit in.  One of the first TSR offerings in the newly cointed “minigame” market (because “microgame” was, I think, was an actual copyrighted term) was “Revolt on Antares” hereafter referred to, for brevity’s sake, simply as “ROA.”

 
“ROA” remains one of my favorite small format game offerings from that time.

I picked up my copy of “ROA” in Bookland at Cloverleaf Mall back in 1981 late one Friday afternoon after school.  It was a quick purchase, I knew exactly what I wanted and exactly where it was, about a third of the way inside the store in its own special standup cardboard TSR display rack.  I was headed on a Boy Scout hike to one of the military parks, Vicksburg or Shiloh, I can’t remember.  It was going to be cold, wet and an overnight trip.  Being in the Boy Scouts, we played a lot of D&D and Gamma World … two favorites which usually were taken on overnight trips or week long camping trips to Camp Tiak.  Microgames were another popular thing to pack among the wargaming scouts and stuff like “Melee”, “Wizard”, “OGRE” and “GEV” were often played late at night in the hallways of the National Guard armories where we spent the night in our sleeping bags.  Flashlights, notebooks and the sounds of pencils on paper and dice rolling were common for hours, accompanied by the low playing cassette tapes of Rush “Tom Sawyer”, the Gap Band’s “You dropped a bomb on me”, and AC-DC’s “Dirty deeds done dirt cheap” on our “boom boxes”, all before lights out was called by the Scoutmaster.

This particular trip, be it Vicksburg or Shiloh, I picked up TSR’s “ROA”.  It cost me $9.99 (which was three times what an average “Microgame” cost then) but it was worth it.  “ROA” was, perhaps, the greatest and best of the TSR small format offerings.  It came in a blisterpack that was unfortunately disposable and included a richly illustrated rule book, two standard sized six sided dice, a die-cut counter sheet and a lavishly colored map (so different than the simple two and three color Metagaming offerings at the time).  The counters were richly illustrated as well, very detailed as opposed to the typical symbols of infantry and armor given in the more traditional wargames.


“ROA” told the story of political intrigue and war on the planet Imirrhos, ninth planet in the Antares star system so technically the game should have been called “Revolt on Imirrhos” rather than “Revolt on Antares” since no revolt was actually occurring on the surface of the star.  Imirrhos was a planet divided between seven powerful houses or kingdoms, each house had its own individual leader each with a special power and their own army.  Whether the powers that each leader had were some kind of mutant power or due to some kind of technology advantage it wasn’t really clear though some of the powers did seem to be more mutations (long range telepathy) than anything that could be explained away with science (like the ability to teleport units or cast unpredictable lightning).  


And, speaking of science … each house had in their possession a single ancient artifact, a bit of super advanced, barely (if at all) understood science from a long dead race that had inhabited Imirrhos long before humans ever colonized it.  Artifacts included the Devastator (a super bomb, single use only), a force field generator, an energy drainer, a dimensional plane, two types of powerful self-propelled artillery and even a mysterious UFO that was by itself the match of an entire airjet squadron.  These artifacts offered each house an additional power or benefit in addition to the power that the leader already had and since artifact possession changed at the start of each game, no house had the same artifact every game session.

House forces consisted of five types of combat units; laser tanks, hovercraft, jump troops, power infantry and airjet squadrons.  Not all houses had all types of units.  The map was a “peeled fruit skin” type of map where units could exit off the left or right (reentering directly on the opposite side that they exited) but could not exit off the top or bottom of the map (not very realistic but …).  A single starport existed in Terran or neutral controlled territory.

 

Combat was simple … each counter had two stats; combat strength and movement allowance.  Combat was resolved by adding up all the combat strength of all the units engaged in the battle and rolling a single die for each player, adding that to the sum of the combat strength.  The winner of the die roll got to subtract the difference of the two die rolls from the combat strength of the defender, eliminating units directly.

There were three other factions involved in the seething turmoil on Imirrhos; the Terran Empire (which in its weakened state had allowed the turmoil to ferment on Imirrhos), the natives of Imirrhos itself (spear carrying, floppy eared, elephant footed, low-tech bipedal tribals under a charismatic leader named “Mirrhos” (which was the planet name minus the “I” in front of it) and a mysterious alien race known as the “Silakka” that was waiting to invade.  If that wasn’t enough, players could attempt to recruit intergalactic mercenaries, powerful individuals each with a unique ability, to fight for their houses.  These mercenaries ranged from an intergalactic assassin to a chubby free trader, several jump troop, power infantry, laser tank and hovercraft group leaders, a pair of hot shot airjet squadron leaders and even an android of mysterious alien origin that could travel through dimensions.  One of the more interesting mercenaries was “Dr. Death” who could raise the recent dead to fight again, ala zombie fashion.

Overall, the game played well and offered a variety of background story to enrich the science fiction that supported the game.  “ROA” wasn’t a particularly deep game and the simplification of its rules set and subsequent game play made it just that much more attractive.  “ROA” isn’t meant to be “Battle of the Bulge”, it’s meant to be an easy to learn, easy to play fun little game with little or no paperwork or record keeping.  A lot of the game is dependent on the roll of the die and many situations are resolved through die rolls.  My own copy of “ROH” is well worn from untold gaming sessions though I haven’t played “ROA” in over 30 years now.  Maybe it’s time to pull out “ROA” and teach my oldest daughter how to play.

As a side note, the counters for “ROH” also lent their selves well to another TSR offering, “Star Frontiers” and the later “Knight Hawks” expansion.  Many of the celebrities of “ROH” eventually found their selves in the “Star Frontiers” game settings.  In fact, both “ROH” and TSR’s other minigame offering of note, “Attack Force”, (which I’ll discuss soon) had counters that were often cross-borrowed for our “Star Frontiers” games, especially the starfighter counters in the “Attack Force” game. 

Good memories.

Tuesday, June 18, 2013

Happy birthday to me!

Happy birthday to me and because the wife is off at camp with my oldest daughter and my youngest daughter is staying with my parents I'm all alone on my birthday and that means that I'm going to celebrate it by myself.  I'm going to be good to myself so I'm buying myself some nice presents.  

Three to be exact.  Three presents of one of my favorite movie spaceships of all time, the Millennium Falcon.  I saw these books a while ago, the Haynes manual at a Books A Million and the 3D manual at my daughter's book fair at school.  The miniature was a new arrival at the local hobby shop so I spent the $30 to get it mainly because, well, it's the Millennium Falcon and it's about the size of your palm and never before could you get a miniature this good looking and this detailed so, yeah, if I never play the game at least I have a conversation / display piece for my desk.

The Haynes manual goes into a lot of detail and includes various models the the YT-1300 freighter including my favorite (and hope to one day scratchbuild) the "Ooota Goota" from the old West End Games "Tramp Freighters" game book.



My favorite rethinking of the YT-1300 series freighter.  If I had a YT-1300, this would be the one that I would have.  There's a guy on the FFG forum that converts MFs to the Oota Goota variant.  I may buy one from him.


If you love the Falcon you need to get this book.  It's full of reference, information, pictures and history of this iconic ship all put together not so much as an owner's manual but more of a guided tour of the ship.






The second book I bought for myself was the 3D guide to the Falcon.  It's done in layers so each flip of the page takes another layer of the Falcon away showing more and more detail.  It was kind of marketed as a kid's book and I found this at my daughter's school book fair but it was so neat that I had to get it.

And finally here's the Fantasy Flight Games X-Wing game miniature of the Falcon itself.  A little pricey at $30 it was worth every penny.  The attention to detail is amazing and even the gun barrels on the upper and lower turret are individually molded (and probably fragile as hell).  That's attention to detail!





So, all in all, happy birthday to me!




Wednesday, July 04, 2012

Ready for the dip!

Got off my lazy butt, dug out my old Heritage Galacta 25mm figures which haven't seen the light of day in nearly three decades and decided to strip them and repaint them.  I've got a metal tub and some heavy duty paint stripper standing by so before they get dipped and scrubbed I thought I'd post my "loose" collection.  I've got a few unopened blister packs that I'm going to add when I can but for now this should be enough to get a game or two going with my family and friends.

Some sci-fi cops on their future Segway.  Yes, even in the future law enforcement will have to put up with having to deal with the stupidity generated by well meaning people who have good intentions but haven't served a single day behind a badge and therefore don't know jack crap about what it takes to either be a police officer or get the job done.  There's a third officer that I found after I took this picture and speaking of the picture, I think the one on the left is saying "YOU ride the Segway!" and the other one is saying "Negative.  I've got some parking tickets to write over by that doughnut shop."


Next we have the evil Empire ... three Sorcerer Knights (with energy sabers) in the back, four Stormtrooper Officers with lazer pistols and energy sabers and finally eight Stormtroopers with lazer rifles.  All are wearing body armor.


The Octopoids, some of my favorite pieces in the game, appear next to slither into the chemical soup.  From rear to front we have four Octopoid Squad Leaders, six Octopoid Grenadiers (with grenades, grenade bandoliers, and big ass blast cannon), and up front a single Octopoid Trooper (with lazer repeater).  How did I get so many Grenadiers and just one single Trooper?  Weird.


Three Imperial Heavy Power Armor Troops.  There's so much metal in these three pieces that I swear if you dropped these on your foot you'd be looking at X-rays and a cast in your future.

Three Imperial Stormtroopers in power armor ... I think.


The Rebels are represented with a Nausican Swordsman ("alien Jedi"), two Rebel Leader Swordsmen ("Jedi in body armor"), two huge Saurians, three Rebel Adventurers, six Female Assault Leaders (two girls for every Adventurer ... would make a great recruitment slogan) and the lonely Lesser Sauroid Adventurer.


The Robot faction weighs in with two Warbots, two smaller Security Bots and a Jammer Bot which is probably one of the worst casts and most useless figure in the game (short of the android which I didn't even bother to break out of storage).  Just for fun I put the Jammer Bot on top of the Warbot and it looked a lot scarier ... kind of like a cross between The Terminator and Mayor MacCheese.

The Planetary Strikers round out the bath  schedule with three Striker Officers and three Planetary Strikers.  I need at least three more Planetary Strikers to have three teams ... future purchase but since I tend to play with the more mainstream classic characters I'd rather just buy some more Imperial Stormtroopers instead.  Nothing like a game where a handful of Rebels are facing almost endless waves of Imperials. 

Update - I just pulled out my five (5!!!) unopened blister packs of figures, collected over the last twenty-five years from rare hobby shop finds in my travels across this once great nation.  I almost hate to open these up, it's like vandalizing a part of history ...


Heritage USA "ALIEN ADVENTURERS" 25mm scale Product # 2004 -  Original price stamped at $3.95 - includes (clockwise from top) Nausican Swordsman (with bent energy saber due to years of being slammed against the other figures in the pack), Greater Saurian, Squogg ("Squirrel Dog" - figure not used in MY games) and Lesser Saurian (with his back turned to us ... in fact, they've all got their backs turned to us ... stuck up figures).

Heritage USA "ROBOTS AND ANDROIDS" 25mm scale Product # 2007 -  Original price stamped at $3.95 - this pack contains from top to bottom Security Robot, Warbot, Android and Jammerbot.  The title is kind of misleading since there is only one android and it looks like a cross between C3PO and Maria from "Metropolis".  I don't use the Androids in my games ... if I do, I'm going to paint it up in space cop colors and stick it with the police as a supervisor or maybe some kind of traffic bot.

 Heritage USA "PLANETARY POLICE WITH GRAV SCOOTER" 25mm scale Product # 2008 -  Original price stamped at $3.95 - this pack contains three Planetary Police Officers and one Grav Scooter.  I'm still wondering how to fit these guys into my games ... they just seem out of place so maybe I'll just cobble up a 25mm diorama with them in it instead.  In fact, I don't think that I'm the only one who thinks this way as evidenced by the fact that this particular blister pack was taken off the rack and put back so many times that the store owners had to reinforce the punch hole with four staples just to keep it on the rack.



Heritage USA "ALIEN OCTOPOIDS" 25mm scale Product # 2011 -  No original price stamp but originally sold at $4.49 and marked down to $2.25 - this pack contains a Squad Leader, three Grenadiers and a Trooper so the ratio of Grenadiers to Troopers seems to be about 3 to 1.  No wonder I have so many Grenadiers and so few troopers.  I need more Octopoid Troopers!




Heritage USA "PLANETARY STRIKERS IN LIGHT ARMOR" 25mm scale Product # 2007 -  Original price stamped at $3.95 - this pack contains one Planetary Striker Officer and three Planetary Strikers ... all in Light Armor which translates into "Badass blister helmet EVA suits".

I remember when my local hobby shop had racks of these blister packs of figures hanging up but that was easily 30 years ago.  Good memories of good times.  Looks like I've got a lot of painting ahead of me ...

Saturday, May 12, 2012

Heritage USA’s “Paint ‘N’ Play” sets

The late 1970’s really hold some great memories for me in regards to toys and hobbies and just generally having a hell of a good time as a child.  That was a time of “Star Wars”, dirt bikes, Dungeons and Dragons, the Terran Trade Authority handbooks, skateboards that were half the size of skateboards today and … Heritage USA’s "Dungeon Dwellers" series and "Galacta" series “Paint ‘n’ Play” sets.


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