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Showing posts from July, 2025

Protect and Survive

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  So, first full game of Protect and Survive. The Response Team are sent to a local farm important to the food supply for their community.  They arrive just as the farmers have exited the farmhouse after seeing armed men heading towards them. Turn 1 was a bit of positioning and no Adversaries could yet be clearly seen.  Oddly most of the movement actually seemed to be away from the farmhouse, but the farmers were clearly rattled, so our team headed on. Turn 2 and the first of the adversaries start to appear from behind the farmhouse and the barn.  One plucky farmer hits one of them with his crook and runs off, the rest either scatter or are frozen with fear. Turn 3 and blood starts to spill, with four of the team firing and dropping bad guys to the floor, though Derek’s gun jams straight away. Both of the bad guys get up and fire back, and the one by the barn gets a clean shot at Earl and he’s down! He even has the presence of mind to scuttle into cover behind the ba...

Automatons

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  Next up as Adversaries for Call Security! are two sprues worth of the new Stargrave Automatons, looking very menacing.  Meanwhile, playtesting has moved on from Space to Post Apocalypse.  Our heroes are a Response Team outfitted from a stash of military gear they found.  The Bystanders in this mission are farmers who provide the community with some much needed fresh food, so definitely worth protecting from whatever is coming down the table at them. Playtesting in another setting should let me iron out any final wrinkles in the combat mechanics.  Working out how to explain the deployment of all the various things on the table proved more challenging than in a Space Station, so need to toy with that a bit, but on the whole it seems to hang together. I’m happy that I’ve made the second game feel different from the first despite all the mechanics for the actual battles being the same.  Every game is of course stand alone but I hope people will appreciate bei...

More adversaries

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    Continuing on with the various Stargrave figures for Call Security!  Above are the Mercenary I and Mercenary II bodies with alternative heads from the Troopers, to represent an alien military unit. Below are another five Crew bodies, this time with melee weapons, and the two metal Psionic characters because I needed one for a special character and they are both great figures. The game itself is close to finished, publishing on August 1st is the current plan. I don’t need any further playtesting of that one, but the second game is almost ready for someone to start kicking the tires, so if anyone is interested, ping me an email (details here -  https://horrendousgaming.blogspot.com/p/horrendous-gamings-solo-tabletop.html ). As Post apocalyptic covers a variety of settings I should note that the inspiration here is more aligned with the idea of humans struggling to rebuild some measure of civilization against the horrors the apocalypse has brought. When I think post...

It’s real!

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  Table setup for a game of Call Security.  All Adversaries start as Markers. This Incident has some Bystanders.  The Security Team rolled one Officer starting at a different Entry Point, and a roll of 10 had one Officer who just happened to be in the right place already. Violet Flash - Turn 1 Word came in that some new type of ‘recreational’ drug is turning people violent In the Crew Quarters.  We arrived at the scene an immediately spotted a guy waving a pistol around. These slug thrower weapons breach our security checks much too easily. The character was waving it around and there were innocent civilians around so we opened up on him.  It took all four of us to bring him down!  Then another appeared out of nowhere!  Meanwhile the bystanders started towards a number of us, demanding we “do something!”, while a couple just hit the deck. Turn 2 We opened up on the second guy but I swear we hit him at least three times and he was still standing.  ...

More Sci-Fi

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  There is now a complete draft of the Call Security! game, and in the rules there are Bystanders that serve to block line of sight while moving randomly.  So here’s another  set of figures created from Stargrave sprues.  The bodies are Scavengers, the heads and arms are random as I wanted all aliens and no weapons, so I picked what took my fancy off all the sprues. The pastel colours should also help visually during a game. I’ve also gone through the scatter I got from Headbunny, well the little stuff anyway. The game calls for markers until the badguys are actually spotted, and I’m hoping to encourage people to just knock stuff up, so these are just 25mm round bases with a simple paint job. Meanwhile I’ve continued creating the floor tiles I’m using for the space station and should have a good spread for most of the 10 sectors that battles will take place in by the end of the week. I’m dithering over walls and doors.