Category Archives: 28mm

Simple Fog of War in Boom! Zap!


My plan was to debut the playtest game of Boom! Zap! (my pulp SF reworking of the old Rules with No Name engine) at camp this year, but there was such a clamor to run Frostgrave for another day and Big Danged Boats for another day that it kicked Friday’s game right off the schedule. Too bad, I had invested a ton of time and $$ purchasing and building hallway terrain from Gamecraft, and it looks fantastic (although I really need to work on a paint scheme for reuse). With that said it is very durable and I can use it for next year’s camp so it’s nothing wasted.

I love this stuff– it’s the Science Fiction Spaceship Corridor line from Game Craft, who makes a lot of laser cut wood gaming accessories. It’s durable, goes together with wood glue, and pretty much idiot proof. After you assemble it, it fits together nicely:

The idea behind this stuff is to use it for corridor and setting for a couple of games, one being BOOM! ZAP! (pulp SF) and the other SPY RUN (retro 50s, 60s and 70s spy game) both are 28mm skirmish level and both interact with the terrain (hallways) in a very specific way. One element I’ve been wanting to try is limited perspective based on terrain. Bear with me, this may sound complicated at first, but I think it will pay off in entertainment value.

I’m trying to prevent the God’s eye view benefit from playing factions interacting with each other in enclosed terrain (an outpost). YET! we are in a universe where things like recon probes, motion detectors and the like exist. So groups moving around should have some limited intel about other groups moving around. So prior to contact I create blip tokens similar to those used in the game SPACE HULK.

Each blip reads as a group of people or moving mass (like robots) in the complex or terrain. They enter the complex through three possible entrances (two airlocks, one underground shuttle). Initially, before they are revealed by moving into proximity with each other, all groups move as blips. As they move through the complex, they can, if they have the right equipment, send a probe droid ahead to recon for them for a certain amount of distance. The probe can (under an operator’s direction) move around corners and report back what it sees. It could be empty and likely will be:

empty hallway
Empty Hallway

Or maybe not!

In either case, the Referee takes a picture with his cell phone. He then displays it to the faction reconning the hallway.

Whoops, it is truly empty? What are THOSE?

Eventually as groups move closer together the blips resolve into groups and the hidden system isn’t needed. I just think this might be a fun addition to a skirmish game set in a world with a high tech level. background.

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New Viking Looter Cards


I’m going to run VIKING LOOTERS (the old Viking Raiding game by JIm Birdseye) at game camp next week.  Much of the game’s action is handled through the cards.  The file that I received from Brian Whitaker was great but not formatted for standard business card sized cards– I kept losing alignment during printing.  So to remedy this I recently reformatted the card deck to use a standard business card template originating from Avery.  This is their “Graduation announcement” template which should fit most business cards blanks, including 5571.  I’m very pleased with how these came out.  If you have a use for this kind of game, here are the rules and the cards (the important part).  Cards are in PDF and Word.  Rules are in Word.

Microsoft Word link
Adobe PDF link

Rules

(the last sheet is blank in both PDF and Word so you can write some of your own)

I think the end result is worth the effort.

This is a fun time and plays well with younger folks.   The rules aren’t much, maybe a page and a half at most.  The big laughs come with how you handle it as a referee. Enjoy!

S-177 On the Seas of Tekumel, AAR


This is a general After Action Report (AAR) of a game from the recent HISTORICON 2015 show last weekend called On the Seas of Tekumel.

On the Seas of Tekumel. GM: Steve Braun. Fantasy. 28mm. Rules: Homebrew/Savage Tales. Tekumel is home to many non-human races and the high seas are a great place for them to meet up a settle their differences! See what happens when the insect-like Hluss bring their ancient Lightning Bringers to fight ships made of wood and iron. Join in the fun as the frog-like Hlutgru storm aboard your vessel.

Background: The Tekumel universe was created by Professor MAR Barker, back in the 1970s and possibly as early as the 1940s  (I’m not a Barker scholar, though I know a few).  VERY broadly speaking, Tekumel is a planet that has been colonized by many alien races — the humans who become the “Tsolyani” and the other alien races who have also shown up: Hlǘss, Ssú, Hokún, Mihálli, Nyaggá, Urunén, Vléshga.  Many of these are distinctly non-human in flavor, sporting six legs or radically different physiology, and certainly different philosophies.  At some point in the distant past of high science, a “Bad Thing” happened and Tekumel, its moons and other surrounding planets were transported to a pocket dimension.  As a result, there is no more contact with any of the alien’s home planets, and no more advanced technology, although many artifacts are here and there on the landscape.  Professor Barker took this setting and with the help of Gary Gygax back in the 1970s, created one of the world’s first roleplaying games, THE EMPIRE OF THE PETAL THRONE, back in the 70s.  I owned a copy, which was much thumbed through but rarely played.  D&D was always easier to grasp (although far less elegant) and my gaming buds liked their RPGs like they like their coffee, dark, bitter and easy to grasp.  Empire of the Petal throne has enjoyed a long lasting niche popularity over the years and has gone on to be republished and expanded upon by the fanbase.   There have been five novels, by Barker (I believe), I only have read two of them and found them very interesting, if a little dry.

The Seas of Tekumel is a a brainchild of Steve Braun, whom I believe is a teacher in Maryland, and without a doubt a fan of Barker’s work. He adapted material present in the Petal Throne series (there’s a lot more to it now, contributed by subsequent generations) to a simple, fast playing game mechanic about naval warfare on the ship to ship level. To paraphrase one of his comments– if you are a diehard naval gamer that stresses over armor thickness and gun calibers, this is likely not the system for you. Units of movement are single small ships for the various racial types on Tekumel, all of them roughly 15mm in scale and of galley or large war canoe vintage. The simple sailing rules of movement preclude full speed straight on movement into the wind (which makes sense). Players play a single ship and its crew, which all have a secret goal to attend to.

The playing area was a standard 5 x 8 smaller playing surface– aquatic with small volcanic islands represented on them.. most with alien vegetation and some with structures. Dotted here and there were “opportunities” to loot sites for artifacts from the past.

I was assigned the H’luss, the native species of Tekumel, which are a sort of large six limbed insectoid race. They are depicted as being xenophobic in the extreme and rather hateful of the alien usurpers (which is how they view all the other races). Of all the races on the board, I was the one with a submersible, which looked like this:


The H’Luss Submersible, which I captained.

I had had this faction the last time I played and it was a lot of fun to play them. Unliek everyone else on the board I didn’t move normally== I plotted movement on a piece of paper and showed it to the GM to give him an idea of where my submersible was. Last year, I played it to the hilt and it made for some hilarious moments:


Picture from Historicon 2016 game

We had a much denser playing field than last year, it would seem.  I misread my goal entirely and as it had something in their about this being OUR water (being natives) I thought I had to look for a well!  Nope, he meant “Go steal alien tech and kill them all”.. so I wasted some time on non-existant subtlety, I admit it.

I made up for it by trying to reprise the old “surface and swamp the ship” trick which worked last year.  A large Tsolyani Frigate was parked on the same island as the Hlutgu, who were my victims last year.  I tried to surface under the (now empty) ship and drag it away, leaving the Tsolyani stranded.  It partially worked!

The Xenophic H’luss take the human frigate for a Missouri boat ride

Unfortunately a Tsolyani frigate is substantially heavier than the Hlut Go canoe and I ended up submerging quickly or it would destroy the boat. Mission accomplished, though, they humans were dispatched without a shot fired.

Out on the rest of the seas of Tekumel, the ships were fighting a hard scrum.  I surrendered any idea of taking the Humans frigate for myself, and indicated to the (giant lizardmen, forgot their name) that they could have it, even if they get more points from it. The smaller group of pirates with canoes were all swamped or died fighting. The various other ships got into a traffic jam in the center. The (big lizards) and (giant artificially made people) then got into it right above me, so I swam under them and came up behind them. I had to get some tech.  See that red McGuffin on the back of his boat?  That was part of a multi-piece “something” that it turned out I had to go look for.  Might as well start at the beginning.

I surfaced next to their stern and brought MY ancient artifact on deck to fire at them.  The results were.. unusual.   The weapon of the ancients fired, then blew up, making the back of the enemy craft (and his replacement captain) into plasma.  Oddly it didn’t do much to my boat, beyond killing one of the lower ranked H’luss crew.

And that was about that for the game.  It felt short but it was about 4 hours.  I didn’t get the chunk of artifact, but I did prevent my enemies from claiming it.  I had wasted a little too much time trying to achieve a wrong goal early on to acquire it it.  Victory was determined mathematically, based on things accomplished.  I narrowly beat out the guy who took the empty human frigate as prize, because the GM was being nice about me attaining my goals.  So the stunning victory of the H’lussi on the high seas underscores our basic philosophy: GET THE HELL OFF OF OUR PLANET, ALIEN SWINE

If memory serves, I think the HAWKS (Hartford Weekly Kriegspielers) had an entire “Tekumel track” at last Historicon, and this was just one of those games.  I may be hallucinating.  I know I played in this game, and had a great time with it– the rules were simple, the setting was exotic and the game told a story.  Well deserved bravo zulus to Steve Braun for putting on this game, I really enjoyed it.

Here is a slideshow of every picture I took for the Tekumel game

 

Pulp Science Fiction Miniatures 2/2


And here’s some more of the same series.

Discovery: Brother Vinni and Ganesha 28mm retro Science Fiction stuff


file under #smallwars

I recently made an interesting discovery.  I like my science fiction with a tinge of science fantasy, specifically of the pulp visual nature, prevalent in American culture from about the 40s to the 70s historically.  So I’ve been slowly pursuing a project you can see on the bottom right, under the heading “Science Fiction Bar Fight along the lines of the Draco Tavern” (Classic Niven Reference for the win).  I’ve posted on my retro SF efforts in the past on here.  Given the long winter of being homeless (see the post about the tree), I’ve had time to paint and have stuff painted.  My collection has grown dramatically.  Alas, as the Wargame Supply Dump has gone out of business I have jumped in and attempted to buy as much of his line as I can before it vanishes.

A lot of the current offerings in 28mm don’t have the exact right “fantastic feel” to them.. just a tinge of silliness and whimsy, like Buck Rogers and Flash Gordon. Like fins and bright colors and big oversized ray guns and and goggles and leather helmets and such. I’m always looking for figures like this– I’ve been buying and painting GAFDOZ for years and recently made the aforementioned binge buy of WSD before it folded tents. The problem is where do you go from here? That’s what this post is about. Will it be possible to find more 28mm figures with the proper wacky pulp retro look and feel? Well, yes, but I’ll have to go about it judiciously.

One element of the amorphous “pulp SF universe” that I feel is is important is robots. I mean the big rounded edged clanky guys you used to see in the old serials. I found some candidates that make perfect sense in this setting.

I discovered Brother Vinni, a 28mm figure manufacturer who specializes in resin cast Science Fiction, Fantasy and Historical figures.  I believe? the manufacturer is from Russia.  I really like Brother’ Vinni’s small SF Line, particularly the “Nuclear Sandlot” category.  The humanoid figures tend to be more slender than the figures I have to compare them to– mostly in the GAFDOZ range, which are “beefy”.  However, robots don’t have to be in any specific scale, even androids.  One assumes there will be a variance.
The Nuclear Sandlot robots appear to be sculpted with an eye towards the FALLOUT computer game. If you’ve played it, you’ll see what I’m talking about. I picked up the Flying Bot  figure which looks like the robot major domo figure from the game. It’s easy to put together.  You’ll have to do some standard prep actions before painting– soak in water overnight, and be sure to drill the hole out a little.  The figure doesn’t come with a stand, per se, but does come with a transparent peg to mount on a stand of your choice.

Here is my version, after cleaning, drilling and mounting on a MDF circular base. Good choice, actually– this model can get a little top heavy and you’ll want something heavier to keep it upright.  I ended up painting the robot a gun metal color overall, with some bronze highlights, a bronze colored security weapon and bright red lenses on the security camera arms and main ray gun face.  I gave it a sort of thinned out black ink to give it a little grime and depth, and a couple of coats of medium shiny sealer– I’m giving all the pulp stuff a shiny coat because it seems to fit the subject.

I also picked  up two Observer Bots which also seem to be inspired by FallOut.  I plan to make these part of the game– any character with a comunications rig sculpted on it can use an observer bot to see down a hallway.  These tiny little floating soccer balls have a perfect look for pulp

Same approach to cleaning, drilling and mounting.  The observer bot has a little whip antenna that has to be attached, be careful, this will get away from you.  The hole for the stand up flight pole was totally filled in with resin so I had to drill it out carefully.  The model has holes in it for some sort of whisker antennas (four of them) but these were not included.  I suppose someone could heat up a piece of sprue to stretch out and make them from scratch, but I didn’t see the point of it.  That’s my only complaint about Brother Vinnie’s kits.. don’t advertise an element of a model in the assembled pictures that isn’t provided in the final product!

Last robot I got is ALSO inspired by FallOut, I think.  It matches one of the standard robot types found in the game, and Uncle Vinnie just calls this “Robot“.

This was probably the easiest figure to clean up, assemble and paint. The overall aesthetic is kind of like a pint-sized Robbie the robot character from Forbidden Planet.  He’s going to make a decent robot butler or some other kind of servant.   I also mounted him on MDF, painted an overall gun metal with bronze highlights, and gave him a little grime (thinned black ink) and a semi-gloss coat like the robots above.  “Robot” fits in well with the pulp figures I already have, being somewhat tiny but then again, who says robots have to be huge hulking figures to be useful?  Nobody, that’s who.

Now, on to some figures that I loved, loved, loved in the adverts, but the reality was kind of a mixed bag.  At least you have the bottom line up front.  On to Ganesha Games 28mm Science Fiction line, being manufactured and distributed Alternative Armies.   I was very intrigued by the latest releases that were recently trumpeted on the Alternative Armies website about Lord Phalag and his companions, Psi-Knights and Combot combat robots.   Lord Phalag is a Baron Harkonnen looking chap in a floating chair, looking very corrupt and dissolute, and slightly evil. He has an enforcer brute companion named Graul Granite who reminds me of the Thing from Fantastic Four, and some female alien type modeled to look like she has some form of psychic power or whatnot named Skarra.


(Image: Alternative Armies)

I was in as soon as I saw the floating chair. Now that’s a great sculpt. Very decadent looking.

Also of note were a gang of Psy-Knights waving about some sort of light energy beam sword weapons. Hmm. Wonder who these guys are supposed to be? You can take your guess:

Image: Alternative Armies

Well, I had to have those guys, too. I was pleased that Alternative Armies will through in a “Combot” robot with each purchase from this line and got one of those, too.

Now, here’s the rub. These are beautiful sculpts.. very pulpy, nice detail. I want to build and paint these. This is what showed up at my door.

No instructions. No bases. Nothing. Just kind of a jumble of parts. The feet aren’t even attached to a slot to go on a slotta style base. Nothing. The figure of Lord Phalag is my favorite, but I’m going to have to figure out how to put this thing together. Worse, I’m going to have to figure out the flying base too.. I know there are companies that sell these, but apparently Ganesha is not one of those. So how do I base them? (BTW, the website DOES say “sold without bases”.. and it’s my fault for jumping on this without reading, I admit that up front, but I wanted this thing to work.. and thus enthusiasm overcame common sense).

Well, it’s going to take a lot of work to make these figures work. I suppose I’ll have to find some slotta bases (I don’t have any). The figures are cast without anything at all on their feet so I expect I’ll have to drill and pin to make the figures stable on a base of any kind. The Chair figure of Lord Phalag is the big disappointment. I’ll have to buy a flying base of some kind (no idea what will work, they don’t say and they don’t sell one) and the resin part is pretty smooth. There’s some metal bits to finish out the figure but the resin is so smooth something tells me I’ll be drilling and pinning there as well. I’ll make it work but it won’t be a fast process.

In summary, it’s a mixed bag. I like the sculpts and detailing of everything I’ve purchased lately, but the Brother Vinnie models came together significantly more easily than the Ganesha Games stuff will. Everything seems to fit well with other pulp figures I already have, so I’m pleased, but grumpy about all the work I’ll have to do for the Ganesha stuff.

Small Wars: Vikings and Frostgrave


Since I’ve been somewhat hampered in my hobby pursuits by having my house almost destroyed, all my study packed up and the walls demolished, I haven’t had ready access to things that I traditionally spend the Winter on, like painting up miniatures for gaming projects.  I’ll live, of course, but I have a need to bump up my forces on a few nearer term projects, such as running a gaming camp this Summer.  Fortunately, my friend John Montrie, being retired, has been around to provide a brush for hire, and he’s helped bump up my forces when I’ve had to exchange money for time for the past few years.  And thank the Deity for that, too– I don’t think I could have gotten Big Danged Boats or Frostgrave off the ground without his timely assistance.  As he’s off to China for a few months I thought I’d pop up to Rockville and visit, eat some Mexican food and pick up some troops I had him working on.  Needless to say, I’m pretty pleased with the results, or I wouldn’t be posting about it!  At Fall IN I had picked up another pack of Frostgrave Soldiers (the standard 28mm semi-medieval Soldiers, 22 figures, plastic, Northstar Games).  I also picked up some newer Frostgrave specialty figures– the Lich and Apprentice, The Crowmaster & Javileneer, and the Elementalist II & Apprentice.  All in pewter, 28mm, Northstar Games.

First off, the Goons.  These are the troops that make up the retainers and followers of the wizard figures in Frostgrave:

I gave John very little guidance.. if he has a fault at all, it’s that he tends to use the same four basic primary colors (red, green, blue, yellow) as uniform highlights. I don’t mind that so much, it allows me to cluster the henchmen in handy groups.  Still, I wanted something different so I asked John to focus on darker colors and purples.  He delivered!

Here are the new major characters in pewter:

Crowmaster and Javelineer

I understand what the Javelineer does.. he tosses Javelins.  What the Crow Master does I’ll have to read up on.  Maybe the Crow flies around like another set of eyes and spies on people.

Beast Crafter and Apprentice

This looks somewhat obvious- the Beast Crafter is some form of shapeshifter that can transform himself  into animal shape.

Elementalist II and Apprentice

This is the second form of the “Elementalist” Wizard from Northstar.  I think I might like the older figures better.. more dynamic.  Eh, what the heck, they’ll make good thieves.

Lich and Apprentice

I don’t know what a Lich is in Frostgrave terms.. I always thought it was the animated dead body of a powerful wizard– and usually appears as a skeleton in wizard regalia.  This looks more like Elric of Melnibone all tarted up or something.. no matter, it’s a cool figure.

That brings me up to 44 Soldiers from two packs, 22 cultists.  With the Dark Ages Vikings and Saxon figures I have painted up for SAGA and Battle Troll, I have something on the order of 120 figures I could use for “Goons” for Frostgrave warbands.  I’m still going to get the barbarian pack(s) and I’ll probably add some variety figures in there too (like a couple of all female warbands, a dwarf warband, a Chinese Warband, and an elven warband), but I have enough soldiers and wizard figures to comfortably run games of 10 players or more– maybe even a dozen.

Viking Looters

Another project I’d like to start running this summer is the venerable VIKING LOOTERS game.  This is a venerable convention game designed by the great Jim Birdseye years ago.  The scenario couldn’t be more simple – you are a Viking and need to get back to the boat first with the most loot (represented by pennies spraypainted gold). Your movement rate is based on the amount of loot you carry. All players start at the same distance from the boat. The fun comes in that each player is dealt several cards. Each card represents an event, usually bad for someone, usually the Viking himself.  The cards cause an opponent to drop pennies, fight battles, become pursued or otherwise delayed from returning to the boat. A turn consists of each player deciding whether or not to play a card on an opponent, or passing (not playing a card). Once all cards in a turn are played (face down on the table), the GM reveals them in an order that makes sense.

Yes, the “screw the opponent” factor is high.  I know I have plenty of fighting Vikings on board– about 44 of them.  However, I don’t yet have enough of regular people doing regular things– like the Saxon villagers, herdsmen, wenches, old women, and various random characters you meet in the game.  I’m still working on the villagers, but found a pack of Old Glory “Revenge” line Viking looters in smaller 28mm.  These are Vikings doing what  you associate with being vikings– raiding, drinking and taking stuff.

Most of these were crafted to have open palms for adding “stuff” to them.. like chickens, weapons, gold and jewelry, etc.

You can see there are some villagers in there– I also have some clergy. I am getting some sheepherders done and I still need some wenches and stock animals. Pretty much standard Dark ages figures.

I plan to run this game at camp.  As you already know, I have a great Viking Ship I built from a kit that I can use for a prop.  Scenery is pretty minimal.  I’ll add in a swamp that surrounds the ship except on the River side, with just one plank leading up to the boat and a big ship guard trying to rob you as you come on board– you can’t make it TOO easy!

Anyway, I love Frostgrave and always wanted to get Viking Looters off the ground, so that’s going to be my new project for the year.

Frostgrave Sunday!


We had a short window last Sunday to get in a game of Frostgrave at the Comics and Gaming Store in Fairfax, VA. We were contemplating doing a published scenario, but didn’t have the right figures for it. So we did a free form Frostgrave game, my ad hoc level 4 Chronomancer versus level 5 (not sure.. maybe a Witch)?

I wanted to make the playing field dense. In Frostgrave, it’s far too easy to nail someone from the far side of the table, if there are no intervening terrain pieces to modify the shot (usually arrows). Also, the backstory of Frostgrave is Felstad (which the city this is supposed to be) is described as a dense urban environment, with narrow streets and all sorts of nooks and crannies.

We alternated putting out treasures, as per the rules.  There were four pieces that were relatively close– A, B, C, and D (see above).  E was a “lure” set in the “Orb of Power” which was a spell amplifier of sorts.  I figured I could score A, B and C from my entry point, even with Archers in the far area of the square.  I added a lot of standing terrain bits to break up line of sight.  When I play Subir, I can be certain of a few things; He’ll focus on spells that teleport, telekinesis, leap, or jump away from competitor gangs– or he’ll take option 2 and select spells that block me, like Walls.  One thing that he’ll always do is put a couple of archers up on a second level, where he can enjoy line of sight and pepper away as an annoyance.   He was true to his patterns– this was a night of Leap, Telekinesis, Teleportation and Archers set up high.

Subir’s fantasy sniper team.

I split into two teams, one lead by the Chronomancer and one by his Assistant.  My Chronomancer and his team hit the tower to retrieve Treasure B (above), and easily nailed C, but D was going to be hard to get to unopposed and E almost impossible.  There was also a treasure in the fountain behind the tower (not shown) that I’ll circle around to.

This is the Orb of Power, which is a Games Workshop Numinous Occulum model, repurposed (I have one too).  If the wizard stands in the Orb, he can cast spells with big pluses– think of it as a magic battery pack.  It was closer to Subir’s starting point than mine (point E in the photo above), so I didn’t really think I would get a treasure there, nor could I make use of the Orb.

My two groups moved close to each other and supported each other. Subir was much more spread out. I think he had the better idea.  Being a level 3 guy, I had some good hirelings.. A Man at Arms, two Archers, two Thugs, One Infantryman, one Thief.  A good mix of muscle and smash and grab.

The apprentice easily converged on Treasure C while the Chronomancer took Treasure A in the tower.  There’s another one in the fountain in the background.

he wanted to show off.

Or course, Subir would try a little razzle dazzle.  He telekinesed the treasure from the Orb of Power dome, and then LEAPed this thug (position A) to the second floor balcony where treasure D was.  He got to the treasure first, before my Infantryman could stop him (position B), crowed a little, and LEAPed out.

My Chronomancer basically did what Wizards do in this game.. got under cover, got up high, and got behind an Archer who provided cover.  My accompanying Thug moved the treasure to the map’s edge, as did the extra thug near Treasure C.

We did run the game with a rule I like to use– whenever you pick up a treasure, you roll on the Random Monster table.  This didn’t create a lot of distractions.. well, mostly, until…

No, it’s not Cthulhu. I don’t have a worm figure, and that’s what Subir rolled. Bad luck for him!

As Subir and his gang cowered behind some rubble, I tried something silly. I had placed a WIZARD EYE on the flat side of the wall, near that balcony Treasure D was on. I had STEAL HEALTH which works “In Line of Sight” to a target. So by extending Line of Sight, My Chronomancer was able to steal health from the Worm itself, from across the board. I even had to sacrifice a couple of hit points, to make a spell roll work, and immediately got it back from the demon! Now that’s a hoot! My attempt to intercept treasure D on the way off the board, which caused me to lose my Man at Arms, sadly, pincushioned with arrows.

Well, sadly, an urgent call from home cut our game shorter than I would like, or I would have nailed the treasure in the fountain, too. As happens a lot with Frostgrave, the game tied up 3 treasures to 3 treasures. I don’t collect warbands like Subir does so I didn’t roll for the treasures. I did lose a guy to an Archer attack, but that’s life, warbands are kind of expendable.

A great time, I only wish we could have played longer.

28mm Greek Galleys? Deal me in!


I’ve always been partial to galley warfare games, but usually at a drastically different (smaller) scale than what I usually play in.  What has come down to us about the naval warfare of the Ancient World is at best somewhat fragmentary.  There are some excellent books on the subject, including The Battle of Salamis by Barry Straus and Naval Warfare under Oars by by William Rodgers.  The thing is, we have a generalized idea of how these ships fought, and what they looked like from pictures and pottery shards.  We know these big battles like Actium and Salamis were fought in history.. but it’s hard to conceive in the minds eye of literally HUNDREDS of galley ships smashing into each other in a single engagement.  That’s why I’ve always played with galleys (when I have) in smaller scale like 1:1200 with an odd detour into 15mm sometimes.   The battles are just too huge to grasp what a single ship fighting another single ship action would be like.  The “Galley Period” for want of a better name for this period of naval science, lasted a long time and witnessed much innovation.  The swift, streamlined galleys of Salamis (481 BC)  bore only a superficial resemblance to the giant behemoths that fought in later periods.. slow moving ten banked monsters were at both sides at Actium (31 BC), for instance.  Yet both are “galley engagements”.   Much like how a 19th century 74 Gun Ship of the Line was a complex  instrument to navigate and fight, involving many concurrent, complex tasks, so must have the operations of a Greek Galley in 481 BC have been equally complex, with many concurrent actions transpiring to bring a ship to battle.  The Steersmen had to guide the ship into a path to ram.  The Rowers have to act in unison to increase the ship’s speed to make the ram a success.  The Overseer has to keep the pace and relay the Officer’s intentions to the rowers.  The Officer has pick his targets and deploy Marines and Archers.  The Archers are firing away at the enemy ship as they close.  The Marines are queuing up to  leap across the gap between ships and engage in brutal hand to hand combat.  All of this will only happen if the weather conditions are absolutely perfect; even a moderate swell could dampen martial ardor on galleys, which swamped easily.

So, as you can guess, there’s a lot going on in each of those tiny ship models we so casually assign number factors to, or damage points and ‘crew factors’.  Traditionally, we tend to ignore this level of action in favor of a more grand tactical view of ancient combat. … but.. .what if?  What if we had a scale where we could actually SEE some of this beehive of activity?  Would that make a great game, or a tedious one?  I suspect it depends on how much of the action you generalize.  In any event, the mechanics of any theoretical ship-to-ship galley warfare game would be a whole lot easier to envision in a larger scale, and as of today, that’s possible.  I noticed shared post on the Naval Warfare group on Facebook:






(image copyrights: Ironheart Artisans)

As you can see, this is a laser-cut nautical galley model in 28mm, not unlike my recent Maori war canoe purchase, only an order of magnitude more complex. The designer is Alex Landing, whom I exchanged a few pleasantries with on FB. His company is IRONHEART ARTISANS and as of today (9/30/16) the galley isn’t on their website but soon shall be. I was quoted a retail of 62 dollars each. Now that may seem a trifle steep but I don’t think so.. this is a complex model with a ton of parts. It will require careful assembly. The benefit is that the finished model will certainly A) look fantastic and B) provide enough room to model a ship to ship engagement in 28mm. I could easily envision a game design that models aspects of galley warfare that we rarely add to games, such as rower fatique, deck to deck battles, turning and navigating, oar sheering, and other fun period naval problems. I’m kind of excited about the idea of such a game, and now I might be able to make it happen. The figures wouldn’t be too hard to get– 28mm Greek peltasts and slingers for the Marines, plus Archers. The down side is that it will require a huge amount of playing area for relatively few players– can you imagine a six player game in this scale?

Review: Frostgrave Cultists, by Northstar Miniatures


FROSTGRAVE CULTISTS Warband box
Plastic soldiers, 28mm scale, sold as sprues that are assembled into a variety of poses
URL: http://www.northstarfigures.com/prod.php?prod=7731
Created for the game FROSTGRAVE (Osprey Publishing) but can be used for a variety of skirmish games in the 28mm scale. Not really a good addition to historical army, the fantasy theme is very pronounced.

I picked up a box of Frostgrave “Cultist” figures at the recent Cold Wars convention. This is a big box of assemble it yourself plastic figures– and I mean big, you can make 20 figures with this box. The intent of the plastic soldiers is to quickly give a Frostgrave player suitably Winter-themed troops to rapidly bulk up warbands. I’ll stress up front they aren’t required to play the game– you can play Frostgrave with anything that seems to fit the scale and setting. I got them because they looked pretty good (I love pointy headed cultist heads), they are in scale, and there’s a lot of them.

The Box Cover. Click to enlarge.

Details: There are 4 sprues with 5 body variations on them (I think). Essentially a mixture of cloth, leather armor, maybe some studded leather. There are many head variants in this box, most of them with pointy hats, helmets or hoods. Only two bare headed head variants per sprue, I used those sparingly. There is also a few weapon variants sculpted to represent skull heads and skeletal arms. Decent variations for possible weapons– a two handed knobbed club, a bow, a crossbow (two handed), several variations of hand weapons, mostly a Kopesh, a small sword, various daggers, a couple of target style shields, a spear etc. There are some hand-only variations and nice extra bits (like quivers, pouches, sheathed knives etc) to add to the figures to increase variation. Sculpting is excellent here– very detailed and weird looking cultists with a variety that really sells it. The best part of this set is just how well the two-handed weapon sculpts fit on every body type provided, every time, with minimal glue. The plastic type is hard gray styrene, you will need a Testor’s style glue to construct them. Every body provided comes with a matching styrene circular base.

And here’s my first batch of cultists. I actually did make 20, one of them broke and was drying after a repair job. Click to enlarge

I only have them primed up at the moment but they will take a coat of paint nicely. I’m very pleased with my first “war band” purchase from North Star. I would give this a 4 out of 5, for a few minor nits about weapons choices (I would have liked to have a longsword carried by a human arm, and larger shields so we could indicate Men at Arms types, but that really IS minor).

If you purchase these, and North Star’s other warbands, they should mix very well with the regular soldier types and the follow-on skeletons. Don’t throw away the sprues whatever you do. I had to fix some broken weapons pretty quickly– be sure to use a storage system with some padding as the swords can be a little fragile. Scale wise they mix perfectly with 28mm pewter from the same company, but would also work with Warhammer Fantasy (although they might be a tad chunky in comparison), Reaper miniatures, even older pre-painted monsters from the D&D Miniature and Pathfinder miniatures lines, although the latter may lack detail in comparison.

I’m glad I bought these cultists, they will be very handy going forward with Frostgrave games.

Small Wars: Frostgrave, what’s it all about


Today’s SMALL WARS post is about FROSTGRAVE, the new-ish fantasy skirmish game set in the frost shrouded city that gives the game its name. Frostgrave is a game of magic, combat, looting and exploration that combines a little old and a little new with a strong fantasy narrative element that fosters both a connected campaign game and good storytelling.


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Amidst the frozen ruins of an ancient city, wizards battle in the hopes of discovering the treasures of a fallen empire. In this fantasy skirmish wargame, each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. The wizard’s apprentice will usually accompany his master, and more than a dozen other henchman types are available for hire, from lowly thugs to heavily armoured knights and stealthy thieves. Wizards can expand their magical knowledge by unlocking ancient secrets and may learn up to 80 different spells. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting them into an ongoing campaign that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless adventures that can be found amidst the ruins of the Frozen City. [Osprey Publishing]

[editorial note— I use the phrase “blue line” here to represent most of Osprey Publishing’s recent output of low-cost, introductory miniature game rules on a myriad of subjects, both historical and fantastical, because of their distinctive use of the color blue on the cover.  Osprey does not use this term as far as I know]

frostgraveFrostgrave came out from Osprey Publishing earlier this year (2015), with the usual minimal fanfare I associate with an Osprey wargame release– I knew nothing about this game, then suddenly it was on the Osprey publisher table at wargame conventions, on Amazon, and there was some online buzz associated with it, about as much as any other “blue series” Osprey wargame– one more among the horde of releases, in my opinion.  Don’t get me wrong, I LOVE the blue line series of rules, and I’m happy that Osprey is stepping up to the plate and supporting the natural marriage of great historical art and somewhat okay wargame rules at a very affordable price.  I especially like the Kindle releases of said rules, for various reasons.  I do think the flood of releases tends to create a “cult of the new” effect, when Osprey Publishing might be better employed releasing fewer rulebooks a year and doing the legwork associated with new entertainment products– building some social media buzz, energizing a fan base, recruiting some GMs to run high-profile demo games, etc.  For all I know, this is being done, somewhere, I just haven’t seen much of it in the historical miniatures community.  A quick look at the Preliminary Events List (PEL) at a recent Historical theme miniatures convention (Fall-IN! 2015) showed few, if any, games being run from Osprey publishing previous line of blue line rules.  That’s including In Her Majesty’s Name, a blue line game release that came out with lots of fanfare, two expansion books and a series of excellent 28mm figures from Northstar Miniatures.   In Her Majesty’s Name has only been out since the middle of 2014, and already, well, nada… and it’s a great little game, too!

One game I did start to notice being run at conventions (including Fall-IN!) was Frostgrave, released in the first half of 2015, was not following the “blue line pattern”.  First of all, it’s not a thin paperback, not that there is anything wrong with that.  The print edition is a large format hardcover, with extensive and vibrant illustration throughout.  It’s also 96 pages, which is quite a bit more extensive then the smaller paperbacks.  That’s not all fluff and superfluous stuff, either, but lots and lots of supporting material for the game, including campaign options, but we’ll get to that shortly.

To characterize Frostgrave by a certain type, it’s a points-based, fantasy themed skirmish game set in a consistent universe, namely of various parties investigating the ruins of an ancient city of Frostgrave.  If that sounds familiar to gamers with longer memories, yes, this has been done before as a game– namely Mordheim, by Games Workshop.   Mordheim used a very similar framework for a fantasy skirmish game back in 1999, where small bands of adventurers explored another ancient city for the same motivations– treasure and glory.  Mordheim was a big hit back in its day and (in my recollection) a pretty good small skirmish set– I have seen it adapted to many other settings besides fantasy, including a WW2 game I played in.  One of the selling points of Mordheim was the continuous campaign concept, which is also a feature of Frostgrave, and I suspect will contribute to Frostgrave having a longer shelf life.

Wizards, Schools, Spells and Warbands

The primary focus of Frostgrave is the individual Wizard character.  These are not the wimpy magic users of old D&D.   These are tough, hard-bitten specialists that live lives of adventure, plundering ruins, stealing loot, and they are not shy about reaching for some iron when the magic runs low.  Wizards study at ten schools of magic.  Schools of magic form complex relationships with each other– some being aligned, some being opposed, and some neutral.  This effects spells selection,and in a greater sense, how the game will play out tactically.

Chronomancy
Elementalism
Enchantment
Illusionist
Necromancy
Sigilism
Soothsaying
Summoning
Thaumaturge
Witchery
Table 1: Schools of Wizardy

Each school has a list of spells associated with it (See table 2) and he or she must choose EIGHT of them to start. Three must come from the Wizard’s OWN school of magic, one must come from each of the three ALIGNED schools of magic, and the last two must be from any of the five NEUTRAL schools of magic.  Each description of a school has a small table outlining alliances, neutral schools and opposing schools to make it clear.

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Table 2: Spell list per School

All of these spells have their strengths and weaknesses.  I think this is one of the detail areas that really lends a certain color to Frostgrave games.  Most of these spells are firmly within the “flavor” of their School and caster-type.  Illusionists rely on perception spells, such as Monstrous Form and Beauty.  Elementalists are kind of like magic style Green Lanterns, summoning big Elemental hammers and bolts and shields.  Chronomancy spells localize “something” and allow it to pass through time– causing decay, crumbling, and petrification, but also speeding someone up really well.  If you are at all versed in fantasy style roleplaying games, you know about all you need to know about the background to Frostgrave’s magic and wizardry.  There’s nothing particularly new about it to any avid fantasy geek.

The Wizard’s existence is summed up as a collection of statistics (called a stat line) describing how he performs.. none of that is particularly new to a roleplaying fan– Move, Fight, Shoot, Armour, Will and Health.  The higher the number, the better.  I’m from the “people move a certain way, swing a sword a certain way, fire shooty things in a certain way, defend in a certain way and run away when they don’t want to hang out any more” school of design.  In other words, all the actions defined by the “stat line” are, and should be, generic.  There just isn’t a need for that much detail there.  Frostgrave gets high marks from me for making all this stuff as simple as possible.

Warbands are another critical element to this game.  Wizards may have spells at the ready but it’s suicide to enter the ruins of Frostgrave alone.  A smart wizard recruits some cannon fodder erm, hirelings to accompany them into the ruins.  The wizard gets 500 gold crowns (GC) to hire muscle on a points/cost basis.  A must-have is an Apprentice Wizard for 200 GC.  He (or she) is a little insurance for long campaign games where the boss wizard might perish from wounds.  The Apprentice can rise up and take the boss’s place, and hire another apprentice!  There is a wide range of potential hirelings from the rulebook that can bulk up the wizard’s followers into a proper warband (see table 3).  In addition, the FRPG savvy Frostgrave player can probably add anything that seems to fit into this table, as long as it has a workable stat line associated with it.

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Table 3: Warband Hirelings (from the Frostgrave rulebook)

This is another area that adds color and customization to the game.  I could easily see slinking into Frostgrave, my Wizard being followed by his hireling thief, assassin, and infantrymen.

What do we do with all this stuff?

So you have some miniatures painted, and warbands assembled and some decent terrain put together?  What next?  You actually get into the mechanics of playing the game.  Don’t worry, they’re very easy to pick up.

  1. Initiative
  2. Action Phases in this order:
    1. Wizard
    2. Apprentice
    3. Soldier
    4. Creature

That’s pretty much the bulk of the game sequence.  Action Phases allow each active agent to perform two actions– moving, shooting, casting a spell, etc.  Combat is pretty simple skirmish stuff.  If you have played a skirmish miniatures wargame of ANY kind, including historical, all of this is fairly familiar to you.  Movement hampered or boosted by terrain, objects as cover, melee when bases come into contact, etc etc.  As I’ve alluded to above, I favor a KISS principle for running miniature skirmish games and Frostgrave is all about simplicity.  I’m not criticizing, here.  I think the familiarity that many experienced players will bring to this game is a big strength.  Frostgrave is like comfort food.. meatloaf rather than Pâté, to be sure, but it’s still a tasty meal.   There are some chrome elements of the game– critical hits and the like, and casting spells is a process that can be heavily modified by the tactical situation, but all of this is rather well defined and easy to understand.

Victory (kind of), or the long game

“Winning” is an open ended concept with Frostgrave.  You can score points by gathering treasure, but the real winner is the guy with troops (and most importantly, a living Wizard) who live to loot another day.  Frostgrave plays very well as a one-off 2-3 hour long skirmish game in a fantasy setting, but I think the game really shows its true colors when you start playing campaigns, which the rulebook concerns itself with from chapter 3 onward. There’s a certain satisfaction watching your characters grow with experience.  I haven’t seen that since.. since.. Mordheim, actually!   I have yet to play anything but a couple of quick skirmish games, myself, but the game left me wanting to continue my character from game to game.  If you want a good workable campaign system for fantasy combat, this is the game for you.

In Summary

I think Osprey Publishing has developed a great little game in Frostgrave.  There’s nothing extremely innovative about the game itself– if I could sum it up in a sentence, I’d say that Osprey has taken the fast melee sequence out of a D&D dungeon crawl and called it a skirmish game.  Before I get grief for that statement, understand that I think that’s a great thing.  Many people don’t have the time for long drawn out roleplaying sessions where they build the game narrative through repetitive trips to town to buy things, research things, interact with the local tavern and government.  Frostgrave assumes this is taking place off screen and focuses on the bare-knuckle brawl once the action starts.  I like this approach a lot– it’s about as RPG as I can get at my age and level of commitment.  The game is very well supported by Osprey and supporting material is already being published.  I just picked up Thaw of the Lich Lord and I believe other publications are about to drop or are scheduled for early 2016.   Northstar Figures, whom Osprey partnered with for the In Her Majesty’s Name game (and expansions), is producing quality 28mm figures to represent the primary wizard types, with apprentices, war band soldiers and some summoned creatures.  These are in the popular 28mm scale and can be easily supplemented with standard FRPG miniatures or GW Fantasy figures.

 Northstar Figures Frostgrave miniatures

I have a few of Northstar Figures wizard packs and will be painting them up shortly and blogging about the project, like one does.

In FROSTGRAVE, Osprey Publishing has found a system with legs that plays fast, can be taught quickly to novices, and is big and colorful with a wide-open fantasy milieu.  It’s already being played at conventions and I suspect it will grow in popularity as long as Osprey keeps supporting it.  Osprey should probably develop an outrider-style program for GMs who want to run Frostgrave at cons, as I could easily see this game gaining some traction in the upcoming year.  Well done, Osprey.

 

 

Future Tank v. 1.06 draft available for review


Click me for an Epub!

Now I’m still not 100% satisfied by any stretch, but I think I have a good start on Future Tank here.  If you’d like to take a look, a draft copy is available here as an EPUB file (only).  Please get back to me with suggestions.

Things to remember.. the audience for this will be youngsters, probably the oldest will be 15.  It looks like I’ll be handling all the umpire chores, and we might have as many as 17 kids this year.  It is more near future than far future in setting– that’s the kind of stuff I know about.  The literary style may be a little uneven, as I started with Jim Wallman’s Tank Duel and quickly went off on a tangent.  I hope you enjoy tinkering with it.

THIS IS A DRAFT.  I AM NOT DISTRIBUTING THE FINAL YET

What does the Foundry look like?


If you’re involved in historical wargaming at all you probably know who or what the Foundry is.. formerly Wargames Foundry, formerly Guernsey Foundry.  If you’re a Yank like me, you’ve probably got no idea what their headquarter is like.  I know I didn’t before a friend of Bryan Ansell, the founder of Foundry, published this video on Youtube:

Small Wars: Saxon 28mm Warband from Gripping Beast (SAGA)


My Saxon War band
un-packaging!

Recently received was a 28mm Saxon Warband for the SAGA project. I won this on Ebay so I’m not sure what the MRP is on this thing, but since I won it from Architects of War’s Ebay store, I’m guessing its’ pretty close to 70 USD. That’s not at all bad for providing value.

At 2.12 a figure, that’s not bad for metal.

You get 33 figures:

  • 1 Warlord wearing chainmail, wielding shield and hand weapon (loose, to be added.. it will be a sword)
  • 4 Hearthguards, also armored at the Warlord level, with shields and mail and helmets. Less animated
  • 16 Warriors.. representing guys that have stood in a shield wall in SAGA terms, but don’t have more armor than a shield and maybe a helmet. All wielding spears.
  • 12 Levy.. these are the reluctant untrained chaps that are here out of feudal obligation. No armor, but they do have spears.

Quality is quite good. Not much of that lumpy bit of metal that makes a figure hard to stand up. No unbalanced figures. Mold lines were very clean. They were all quite sturdy, well sculpted without HUGE amounts of detail. That fits. Historically they wore wool cloaks and tunics, breeches and shoes equivalent to moccasins, maybe a big heavy belt in the middle with some pouches and knives.

The Warlord (left) and his 4 Hearthguard. Chainmail, shield, helmet, and wielding hand weapons. You can also see the spears that come with this pack.

Above you can see the Warlord and his Hearthguard. Click to enlarge.

Here are my dozen reluctant levy fighters. No shields, spears, and in need of enthusiasm.

Here’s my 12 Levy troops.. looking anxiously to their Warlord for some leadership.  Click to enlarge.

A stalwart band of Warriors who have seen the elephant at least one time and are ready to step up to the shield wall. Spears and Shields. One or two wearing a small helmet.

The 16 Warrior figures are the fellows who have stood in the shield wall and know what to expect. They will be the bulk of this Saxon Warband. Click to enlarge.

You get lots of stuff with a warband pack from Gripping Beast. In my case, lots and lots of loose, cast spears, some hand weapons, and their special flat green bases. I might have to buy some more, I don’t have enough for everyone.

Gripping Beast Saxons (Warlord, left, and two Warriors, right) compared to plastic Viking figures I’m using for SAGA.

Lastly, I thought I’d show you have the Gripping Beasts Saxons stack up against other figures I already have based and painted. In the picture above I have a Saxon Warlord facing a Viking Warlord, with two warrior types on either side squaring off. As you can see, they have a similar height, although GB figures are a tad taller foot to crown. You can solve that by using different base types. GB bases are very sturdy, but flat. (Click to enlarge photo)

Summary: I’m quite happy with my Gripping Beast SAGA Warband. This is everything I need to have someone to square off against the Vikings with. The warband is deficient in Archers, so I may make some changes there somewhere. Overall I’m glad I bought this warband and would recommend it enthusiastically. Great value!

Retro: The Great Amish Rake Fight Games, 2002-2003


Another in a series of visits down memory lane to the world of Retro gaming.

The subject of this post was a game that many have referenced in public over the years but few actually saw.  That’s because it was only played twice in public and once for practice at Bob Giglio’ s house.   Namely: the Great Amish Rake Fight.  This is a semi-legendary game (if I do say so, myself) that gets bandied about now and then with a “remember when” twinkle in everybody’s eye.  My name is associated with it, to be sure, as I was one of the two people who ran it and one of the small group of dedicated ninnies who built it and contributed to it– and I think I’m as good of a reference as any.

Your Humble Narrator, suited up as referee at the first running of the Great Amish Rake Fight Game (Cold Wars 2002).  The very real beard is visual proof of the lengths I used to go to for a sight gag.  I actually shaved it off at this con!

Please note: Bob Giglio, co-GM of ARF, has kindly provided some material, corrections and most importantly PHOTOGRAPHS of the 2002 event.  Photographs provided by Bob, and where direct quotes apply, they are cited.

The Great Amish Rake Fight game, or ARF, as it has been referenced from 2003 onward, has its origins in an email conversation held  between Del Stover, Bob Giglio, and other members of the HMGS Marketing Outreach program.  If I’m recalling things correctly, someone, I think it was Del, mentioned that there wasn’t any historical battle sites local to Lancaster PA’s HOST facility that he could properly leverage to get a historical crowd to come running to see.  Or something like that.  In my own wise-assed way, I interjected, saying words to the effect of “nonsense.. I have been making Amish Military units for the great Amish Rake Fight game, haven’t you heard of that?”  Big laughs all around.   I had pulled the name from an old USENET group from the dawn of the Internet that had (at the time) very little to do with gaming.

The thing is, I actually had been slowly building militarized Amish units (squad sized), for a game that I ran a lot of back in the day, THE RULES WITH NO NAME.  This is an excellent Western skirmish rules set that used to be free for the download, but has since become a commercial product, so I won’t provide a download link.  My idea (then) was to create an “Amish versus Outlaws” game, where some bad guys were riding into town with the intention of looting it blind, and the normally pacifistic Amish were driven to extremis to protect themselves.  My thoughts where give the Amish player some form of hero figure plus 1-4 scut troops of various abilities to follow him around and engage with the Outlaws.  The Hero figure could either be a young Amish fighter armed with a rake, or a churn, or a buggy whip, axe, shovel, anything handy.  Or he might be an Elder, whose job is to “Shame” the outlaw with an effect akin to stunning him.  I had some great buildings that would have worked in a Western setting, and I was working on some ideas for Amish secret weapons to counter the technological advantage the outlaws had (guns).  That was about where this game was when I mentioned it in the meeting.  Bob Giglio loved the idea.  I mentioned some of my ideas, he immediately ran with it and we started collaborating on the spot.  There was a lot of polite tittering from those we mentioned the concept to and repeated “yeah, rights”, which only firmed our resolve to make the game happen.    Over the next few months, Bob and I, joined by Neil Brennan and Chris Johnson, worked on the figures, the terrain and the rules.   I already had about 40 Amish painted up.  Bob added some special figures he had done (and painted much better than my meager efforts).    Terrain was simple, a ground cloth covering a 6 x 10 area with a road (representing Route 30) and some ERTL farm buildings and other structures to represent a portion of the Amish town.

28mm AMISH FIGURES (It’s easier than you think)

The Amish figures proved to be easier to pull off than I had imagined.  I started with a big bag of Old Glory’s 25mm Western range, namely the WAGON TRAIN SETTLERS.  There are some very useful conversion figures inside– men with small carbines and buggy whips and such.   I recall Joel Gregory had cast some useful farm implements (butter churns, shovels, etc., but ironically no rakes).  He graciously donated to the project and I replaced rifles for shovels, etc.  I also used the many female figures in the bag, as well.  One showed a severe woman stirring something in a bucket on the ground with a long pole.  I dubbed that figure “Vat Women”, and painted them up with a severed head in the bucket, as if she was rendering it down for something.  Honestly, I can’t recall what she did in game terms other than look cool.

WP 17: Old glory Wagon Train Settlers

Old Glory’s WG-17 bag of figures was (and is) a hell of a bargain; even after the price has gone up I believe I managed to convert the entire bag of 30 figures into either useful Amish Line troops, weapons crews or something very decorative and Amish looking.  Conversion notes– I bent the hat brims to something resembling flat.  Where the hat had a rounded crown I filed it flat.  I painted the hat straw colored with a narrow black ring around it.  Shirts were uniformly pale blue denim.  Pants black or blue.  Coats Black.  I removed all rifles and added farming implements.  I left the buggy whip in the buggy whip figure’s hands– that’s one implement an Amish man WOULD have..  Women’s dresses were grey, black or blue.  Very easy to pull off.   All figures were mounted on pennies.

To this, I added single Dixon Old West Range figures from the “Mexican peon” range and Stagecoach and Townsfolk ranges.  I bought a lot of WG76, WG77, and WG78, as all of these are using in-scale farming implements as part of the original sculpt.  Conversion was not as easy as the OG Settlers– I had to file and flatten the sombreros, file down the sandals a little to so the toes aren’t as pronounced and paint the formerly bare feet as boots.   I did add a few macabre touches, like drilling the off hand of one of the peons and adding a head modeled as if it were recently severed and being held by him.  A little hard core for Amish, but hey, the whole POINT of this game is parody, so why not.

Just a few candidates for conversion from Dixon miniatures Old West line:

WG 76

(remove rifle)
WG 79

WG 92

Bob Giglio contributed several figures from Westwind’s Gothic Horror Range, none of which I can find pictures of at this stage.  They were mostly the Bohemian Villagers or something like that.  They looked like Amish people.. kinda.. if you squint a little.  The Amish never went in for the lacy shirt look, but they did have agricultural tools.  Bob also provided some Boers from the Old Glory Boer range that definitely fit, though it was hard to find Boers without guns.   Great wagons.

Courtesy of the Bob Giglio Collection. This picture depicts the Amish figs post-conversion. Most of these are converted Old Glory Settlers except these: the Amish male waving a machete is an ex-Mexican Peon, as is the Amish directly to the right of the Meek standing at the end of the bridge.  Partially obscured is a Westwind figure to the left. Yes, the Amish had standards, see below. CLICK PICTURE to enlarge

Amish Flags used as Unit Standards

Transport

Civilian automobiles were a mix of  diecast modern vehicles that were kinda, sorta in 1:64 scale (nominal for 25mm).   We had several State Police cars, using the Pennsylvania State Police logo.  We also had a police copter.   There were several cars parked as props in front of the large barn where the game starts off; in addition there were some construction equipment that I picked up from a toy set that seemed sized right.  The big surprise was the ubiquitous Amish buggies.    If you’re a scratch builder and have gamed in the 19th century, then you probably know of the pencil sharpener covered wagons.  There’s also one modeled along the lines of a Amish buggy.  I thought this was a dubious choice, but you know, once Bob had painted up a mess of these, they really looked great and roughly in scale, if somewhat smallish.

Voila, Cheap Amish Buggies, available in bulk at any sleazy souvenir stand in Amish Land

I made the ubiquitous little orange triangle signs for the back of each buggy and even tried to make “Scythes” to make them killer buggies, but the latter looked terrible, so we gave up on that idea.

 Terrain

Terrain was pretty easy.  I was collecting a lot of ERTL farmville sets back in those days, which are nominally scaled for 1:64.  I had two big barns, and we had diverse smaller buildings from craft store holiday sets and such that worked in that scale, as well as one scratchbuilt Amish Stripper palace that offered “Lapp Dances”.  Yeah, parody can be fairly broad at times.   Bob built us a good looking Route 30 for one end of the map, and Bob also built some streams, roads and hills to break up the terrain a little– and he did it effortlessly.  It was a real pleasure to collaborate with Bob in this way.  We’d discuss the problem of terrain and ZIP! he’d go to some part of his basement, find the right thing, or build it from scratch, no muss, no fuss.

Bob adds:
(with the exception of the barns) The terrain was all done by me, including the first ever Lapp’s with the sign that said “We have Lap Dances”, well before MBA had created one. 😉

See the map:

The Great Amish Rake Fight games, terrain

Courtesy of the Bob Giglio Collection.  Here’s a shot of Amish in action near the Amish Market. Some of the local thugs are approaching on the lower right. You can see one of the painted pencil sharpener buggies and some of the Christmas Village buildings we used for structures. CLICK TO ENLARGE.

From the Bob Giglio Collection. The Route 30 terrain, built by Bob. Plus some of the signs I made and the diecast cars.

From the Bob Giglio Collection. More fun on Route 30

From the Bob Giglio Collection. The Roadhouse, with a custom billboard. State motorcycle cops on the right.

Here’s some Road Signs I made up using a color printer, a laminating machiine and some wooden bits

Rules

Rules… What can I say?  Bob G. and I are two very different GMs.  Bob is a very procedure oriented GM, who likes the details, and likes to have this resolved before the game starts, preferably by playtesting.  He is not adverse to using a published set of rules.  I’m more of a “GM for effect” kind of GM, and have been known to make something up for the sheer dramatic hell of it on the spot.  Once or twice.  With that said, ARF was going to be a game where the mechanics really weren’t THAT important.  I knew that going in to the project.  Most of the fun was going to be had with the theme and the setting and the way we were riffing on a non-violent race of people being secretly capable of violence and possessing weapons of mass destruction.   I mean, with that premise, who cares how far someone moves and someone shoots, as long as they do it consistently?  I pushed for THE RULES WITH NO NAME early on, but didn’t really care if Bob was pushing for something else, so we went with THE BOOTLEGGERS, a gangster rule set Bob was very familiar with and had run huge games at HMGS events in the past with.  Being a game that could handle fire and movement and relatively modern weaponry, I was game.  We had to modify it a bunch for the Amish secret weapons.  Oh?  What were those?

The Amish Secret Weapons

 If there was something (besides the figures and terrain) that really “made” ARF .. ARF, it was the secret weapons.  These were a collection of Amish inspired weaponry that had a definitive impact on the game, but could be codified using the Bootleggers rules.  To be honest, I forget a lot of them, but the rule was they had to be goofy, there had to be a model representing the item, and it had to be modified “Amish stuff”.. e.g. Agricultural implements.  There’s not a lot of pictures of this event, but the ones I remember are:

The Pie Flinger: This was a device (taken from an Ertl farm toy) that was manned by the female Amish figures.  The presumption was that it fired a hot sticky pie into the onrushing hordes of progress, automatic style.

The Poopn’flinger:  I can’t remember what the backstory was on this thing, but it featured an outhouse-catapult kind of arrangement.  So it would “Fire” poop..

Bob adds:
The Poop-a-Flinga was the creation of Chris Johnson’s fertile(?) mind. It was an outhouse with a large Y-branch in front of it (for the slingshot base) with two long rubber bands stretching into the door of the outhouse, from which the “projectile” would be fired. I think it was on wheels or something, so it could pivot accordingly, to “acquire” a target. Very creative, to say the least — good show Chris!

Der Super Kow:  This was a cow (also manned by a female figure) that was fed a mash of beans and oats.  If an enemy gets within a certain distance, the crew bonks der Kow on the nose, and lights a fire near the tale.. KA BOOM!  Natural flame thrower.  Pretty much a one shot weapon.

The Harrower of Death: This was the weapon of the Mennonites in Black, an allied faction working with the Amish.   It was somewhat verboten in terms of Amish-tech, as it had a steam engine.  The model was another useful pencil sharpener model familiar to VSF/Steampunk miniatures enthusiasts:

This had a big harrower from ERTL’s “Farm Country” set attached fore and aft, the idea being it would drive into crowds and rip them apart. Yeah, pretty bloody for such a peaceable people.

Bob adds:

Also remember, one of the “abilities” we gave the Amish, with a nod to “Children of the Corn”, was that they could go into any cornfield and take a turn to “teleport” to any other cornfield on the board (with a chance of a mishap, naturally).

Last, and by far not the least:

The Amish Cow-ta-pault:  This was, simply put, a giant medieval catapult that fired a live, irate cow into oncoming vehicles.  The cowtapult stole the show, as we will see later on.

Force Composition:

The Amish were divided into roughly 6 groups of ten skirmishers each with a “special” .. either an Amish Self-Immolator (Amish Guy with  a giant fertilizer bomb) or a Meek (remember the “elder” figure that could freeze enemies with a “Shaming?”  That’s a Meek).   The individual female figures mostly were used as Weapon Crews on the secret weapons.   Oh, yeah.. we had a John Book character (From WITNESS).  He was like an Amish Super-fighter.

What about “the Bad Guys”?

Hey, it you have half a brain you’re probably figuring out we were pretty subjectively sympathetic to the Amish in this game design.  YET, we had to have an opposition of sorts– one that was consistent and logical and with 21st century technology, meaning small arms, police weapons, maybe a SWAT team here  and there.  As far as I can recall there was a hodgepodge of groups on the “Forces of Progress” side:

A Gang of Gamer types, from a nearby historical miniatures gaming convention going on that weekend (ARF shamelessly breached the Fourth Wall all game long).  Melee weapons at best.. I think all they did was drive up to the fight and get their butts kicked.

A Board of Development e.g., the BoD (with cunningly altered names) from said convention, who want to buy up Amish-land and build a giant, NEW convention center for holding gaming conventions in, right on that spot, so they are here to check up on their investment. I think some of them had saps and pistols.

Two gangs of Biker Thugs, 10 each, approaching from the direction of Route 30.  Armed with melee weapons and pistols.

Some Union Goons that are being paid off by the Board of Directors to persuade the local Amish to get out of the way of the construction equipment.  Melee weapons and some pistols.

A Grader and a Bulldozer to destroy Amish Buildings.. which is how the “Bad Guys” counted victory points

Local Pennsylvania Cops, armed with shotguns and pistols.  They arrive very late.

A SWAT Team for air dropping into the melee from the chopper (only it never happened, as I will narrate presently)

Scenario

So, we got to this point where we had all this keen stuff.. and couldn’t explain why people would be fighting with one another.  Hmmm….  I was going with the Secret Weapons being the driver.. that some tourists had taken pictures of the secret weapons project in a barn and an altercation had taken place, and mayhem ensued from there.  The thinly disguised HMGS BoD was thrown in by Bob and Neil, which I thought was funny, albeit perhaps a tad overdone for reasons that had more to do with HMGS politics at that time then good natured ribbing, but once we were playing most of that was forgotten.   Anyway, it turned out to be a good plot driver, since the BoD is now there to oversee the demolition and laying the foundations for their new convention center (some issues never go away, eh?) while the Amish just want to defend their age-old way of life.. classic cinematic moralizing, I loved it.    It made it pretty easy to target the bad guys and to define a “victory condition” of sorts– The Amish start with all buildings intact and so many VPs.. if the bad guys demolish a building, VPs go down, etc etc etc.  Such things didn’t matter much to me, then and now.  I was awarding victory based on a sense of style, myself.

PEL Listing 2002 Game

2002 Title: AMISH RAKE FIGHT (ARF) – The Battle of Lancaster!
Hosts: Brother Robert Giglio & Brother Walter O’Hara (NOVAG)
Prize: RLBPS (Bob Bowling) – Prizes TBA, but overall winner gets a Shoo-Fly-Pie (No substitutions!)
Scale/Period: 25mm Skirmish (man-to-man) / Modern (i.e., 2001 to everyone but, the Amish, it’s 1842 for them!)Rules: “Hold Still, Brother, While I Must Smite Thee” (adapted Bootlegger rules by Steve Barber Models – Modified)
Time & Game Length: Sat. Noon, 4 hrs
8 Players
Special Requirements: Adults only; must be willing to live with the idea that someone, somewhere, for some reason in our overly PC culture, may be offended by this event! Intoxicating beverages will facilitate admission to game!!
Game Description:The local Brothers of the Staw Hats & Highwater Pants have had enough of taunts, slights, and insults, and are walking amok! Armed to the teeth with all sorts of farming implements, join them in their righteous fight against local youths, yahoos, and tourists. So grab your rake and come on down for another reminder that “War is Heck”. This will be a war between the Lancastrians and the Yorkists (US style) – “Thee be careful amongst deem English!” [PC Advisory: It’s a game, stupid! A very politically incorrect game! Deal with it!] Line up and grab your rakes, pards, it will be (I promise you) an event not to be missed.
Theme music: Weird Al Yankovic’s LIVING IN AN AMISH PARADISE.

PLAYING THE ACTUAL GAME, COLD WARS 2002 and 2003

Most of my recollections are of 2002.  I’m pretty sure in 2003, the bad guys won.  If memory serves we ran this Friday night.  We had a full crew, though could have made room for 1-2 more. I remember we were located in the Distelfink ballroom at the Lancaster Host, location of Cold Wars 2002.    We were right up front next to the front doors, and I showed up wearing an Amish Hat and beard, and a Hawaiian shirt.  Bob G. wasn’t into the costume thing and showed up in classic Hawaiian.  I bought a shoo-fly pie to award to the winner.    Bob explained the rules to players not familiar with the Bootleggers rules, and we started.  It went pretty smoothly.

Almost immediately I was tapped on the elbow.  It was Del Stover, at that point working in outreach and ‘marketing’ for HMGS East (as we were known in that bygone era).   Del was escorting a reporter from the local newspaper around, he said, and he was wondering if I would take OFF my Amish hat.  “To the devil with you!” I started to say, and then he said “I”m begging you.”  Well, dammit.  If you put it that way.. I’d been “Meeked”.  ARF Player John Camarano, however, had no such compunctions and happily put on the hat until the reporter left.   On a humorous note, the reporter was looking at the PEL and spied “The Amish Rake Fight” was set to run that night, while she was there.  “What’s that??” She asked.  “Oh, nothing, nothing…” squeaked Del, not wishing to create an incident that would create fear and loathing for HMGS in the local Amish community.   “Here, let me take you to this fine Napoleonics game…”  “NO.. I want to see the Amish Rake Fight, that sounds CUTE!” said the reporter.  So not only did they show up, they featured us in their article rather prominently, much to Del’s consternation (at the time.. he has since said he should not have worried so much).  Quote “Hell, *I* should have worn the damned hat!”  That was then, this is now.. it’s funny how people take things.  Almost everyone walking by laughed uproariously at this concept, but  I well remember the look of shock and horror from one historically-leaning GM that wasn’t a fan of “silly” games.. he must have been driven bonkers at the prospect of an Amish Skirmish game!  Seems funny now.

As mentioned already, the game scenario was fairly complex with many factions. Essentially, some tourists have stumbled on a dark secret of the Amish and were taking pictures. The Elders objected, a scuffle ensued, and to the amazement of the onlookers, the Amish grabbed farming implements and proceed to open up a can of whup-ass on the tourists. Only one got away to raise the hue and cry at the local biker bar– Zinks Route 30 Tavern. Big Paul and his surly crew thought they’d have a little fun and “get some payback” so his group of bikers lurched into motion under the guidance of John Camarano (our esteemed NOVAG presidente).

Meanwhile, a group of nefarious “corporate board members” were on 
their way with some “Union Enforcers” to “break up this mess.. 

YHN taking the lead as GM; this was before the notorious hat incident.  Bob G. is in the right rear corner of this photo.  To my right are the lead Amish Players, John Camarano and Cleo Hanlon


The little Amish Roadside market was a scene of carnage and  destruction… the board barrelled down the road in their trucks,  intent on pushing their weight around. A “meek”, a class of Amish ‘fighter’ that does not physically attack but has a ‘fleeting sense of shame’ effect that makes the opposing player drop his weapons and apologize (which we make the player do, publicly and loudly) stepped out into the road, but was callously ridden down by Ricky Retardo the driver.

From the Bob Giglio Collection. Bob resolves a fine point of game mechanics with some Amish players

As in the playtest, this caused the  ultimate demise of the truck, which lost control after encountering an Amish Self-immolater (a sort of “suicide bomber” equipped with a fertilizer bomb) crashed into the market.

Courtesy of the Bob Giglio Collection. Route 30 minutes before the sacrifice of an Amish Self-Immolater. You can just make him out to the right of the grey wagon in the center, holding the barrel. A fuel truck was inbound, and the explosion would crater Route 30.  You can see a mixture of Amish and modern vehicles in this shot. CLICK TO ENLARGE.

While the occupants sat there, stunned, the Amish descended on them with scythes, rakes,  clubs and buggy whips. It wasn’t pretty.

The Amish Battlefield. The Big Barn, with the Amish rolling out secret weapons, and the terrified tourists in the front lot running. Click HERE for a larger view

Meanwhile, back up at the main barn, the battle had indeed been joined. Big Paul and his goons made a foot sortie across the bridge, and got stopped by a meek (BTW, John Camarano did a magnificient job of grovelling when he failed his morale check). The third, and smallest, Amish faction was in the process of doing a human “Frogger” game while running across Route 30. The last buggy got “clipped” by a speeding car but emerged only shaken. Unfortunately, one of the two Amish Self-immolaters got ridden down at that moment, by a fuel 
truck of all things. The ensuing blast caused a crater in Route 30,  stopping traffic in both directions. A group of ‘gamers’ from a local gaming convention, just back from eating at a local all-you-can-eat, were attracted to the noise and pursued the third group of Amish. 

Cleo Hanlon, NOVAG newsletter editor and later HMGS Newsletter editor, and best Amish player. She spectacularly took out a State police chopper with a cow flung from a cowtapault.

Cleo Hanlon (one of our newsletter editors from NOVAG– she had  bought a bonnet to play the game with, which I thought to be a superb touch) wheeled out the giant Cowtapault. She was defending the big barn area. Her first launch hit a tree. Her second smacked into the side of one of the approaching vehicles. Another bounced in the lane. Her LAST shot, though, hit the side of a Pennsylvania State Trooper police helicopter, forcing it to make an emergency landing.  Our howls of glee could be heard from one end of the Distlefink to 
the other.

From the Bob Giglio Collection. Action Mid Game. This shows the entire battlefield with all buildings. The BoD have arrived upper left.  CLICK TO ENLARGE.

Brother Dave ran the last attack group, which contained the Harrower  of Death and the Mennonite in Black. He engaged the Union enforcers at the base of the hill in an unequal contest, but held his own. Coincidentally, he was also running John Book, who manfully rammed the oncoming pickup with a “borrowed” corvette, took some wounds, and  wisely beat feet out of the melee.

From the Bob Giglio Collection. Dave Bullis (L), Amish Player, Brian and Kathy Higbee. (R) Not sure what side Brian played.

In the end, it was decided to give the victory to the Amish, who had successfully defended their lands and way of life (for a while). It  was no contest, we awarded the shoofly to Cleo. Best Yorkist player:  John Camarano, who displayed childlike glee with the windup monster truck the goons were running.

From the Bob Giglio Collection. Close to endgame, 2002. Here come the State Cops, run by Dewey. Just prior to the Cowtapault Coup.

From the Bob Giglio Collection. This was Endgame 2002. I’m on the left helping Sister Cleo set up her cowtapault, Bob helps the State Cop player on the right.

PEL Listing, 2003 Game

2003  Game Title: ARF2 (AMISH RAKE FIGHT) – The Wrath of Lapp!Game Hosts/GMs: Brother Robert Giglio, Brother Walter O’Hara, and Brother Cornelius Brennan (NOVAG)Sponsor/Prize: RLBPS (Bob Bowling) – Prizes TBA, but overall winner gets a Shoo-Fly-Pie (No substitutions!)Game Description:It’s back…by very popular demand…ARF! When the smoke finally cleared from last spring, the Lancaster Valley stood safe from greedy, unscrupulous developers. Now a new threat looms, as the Lancaster tourism craze hits a new low, and the truce the local Brothers of the Staw Hats and Highwater Pants signed with the Board of Development (BoD) isn’t worth the cow patty it was written on. So grab your rake and come on down for another reminder that ‘War is Heck,’ just “thee be careful amongst deem English!”[PC Advisory: It’s a game, stupid! A very politically incorrect game! Deal with it! Special Requirements: Adults only – must be willing to live with the idea that someone, somewhere, for some reason in our overly PC culture, may be offended by this event. Recommended – players with Amish clothing – to facilitate enjoyment of game!] Theme music: Weird Al Yankovic’s LIVING IN AN AMISH PARADISE.Scale: 25mm Skirmish (man-to-man)

Rules: “O Brother, Hold Still While I Must Smite Thee” (Home Rules modified from – Bootlegger Rules by Steve Barber Models)

Period: Modern (i.e., 2003 to everyone but, the Amish, it’s 1842 for them!)

Players: 8

Game Time & Length: Saturday Noon, 4 hrs

For Cold Wars 03, we wanted to create a sequel of sorts, where the Amish marched on the host and we had a giant altercation in the Host Lobby between gamers, golfers and Amish people.  It didn’t work out.  We could have made the terrain easily enough but there just aren’t that many golfing and gamer figures out there, and it would have been difficult to kit-bash this.  So we ran the basic game described again one more time, with different players.  In this game, the bad guys (spearheaded by Tim Mullen if memory serves) were VERY aggressive and managed to destroy three Amish Buildings, which made them the clear winners.   I never took any pictures of this game, either.

Bob recollects:

We also had players in costume for that one. If you recall, two guys dressed in overalls, straw hats, and barefoot, etc., came down the stairs and we just laughed, as they were two of our players. Also, and most importantly, the 2003 game saw an Amish family come by, look at the game (and have a long chat with Neil Brennan), and smiled very, Very wide (and wickedly), as they “got it”, and laughed at the “fun” aspect of it. That for me, was priceless!

I remember those guys!  They were brothers from the Central PA area and they really knew the Amish lifestyle.  I haven’t seen them in ten years.   They used to be convention regulars.

The never run 2004 game

Our concept for this was that the Amish were going to “take the war” to the Board of Development (at the Lancaster Host of course), so the next day they show up, and wail on first a pack of golfers, and then on the big gang of golfers, goons and gamers at the hotel.  I was a bit daunted by the idea of terrain for this, but in retrospect, I think we could have managed a hotel lobby and a big of golf course easily enough.  The figures for golfers and gamers would have been a challenge.

Bob recalls:

Since I did the bulk of the terrain for these, and since the idea was to have the Amish “assault the Lancaster Host” during the time one of the conventions was being run, I would have had to have a decent model of part of the Host in 28mm. Not to mention all the gamer figs, golf carts, etc.

Now, unknownest to you, I found the gamer figs at one of the GenCons/Origins I attended. They were all from the Knights of the Dinner Table range in miniature. This range was perfect, and had gamers in all body types, from pointy nosed to very wide bellies, and even in a wheelchair. Just what I needed and priceless! However, they were very expensive (about $3 USD or more per figure). I also found a golfcart that fit perfectly, but never went back for more (I think these were in the toy section of WalMart, Target or Toys R Us way back).

To this I can add the fact that I had also found pencil sharpener golf carts that were a bit large, but would have fit as background objects.   I still see the problem of golfers and gamer miniatures being a limiting factor.   Since we didn’t want to just reprise 02 and 03 for a third year in a row, the game ran out of steam until such time as we have a new story to tell.

Conclusion:

So that is my Great Amish Rake Fight narrative.  In retrospect, this was one of my best games, ever, even if it only ran a couple of times– why?  Because it kind of took the mindset that “history games have to be serious” and blew a big, noisy raspberry at it.  In fact, the folks at the Society of Daisy presented us with a medal for our efforts at adding a little levity into wargaming.  This was “The Daisy Medal”, which I am a proud recipient of.    I wish I had more photographs of this game, I really do.  I was quite pleased with it,  but as usual for those days was more busy running things then trying to create a giant ARF archive– so a lot of data has been lost.  The only web-gallery that had pictures went belly up years ago, and now all I can extract from the wayback machine are the three big pictures you see here.   If any gamer out there ever took pictures of these two games, please consider sharing them with me.  I’ll give you credit. As for other artifacts, I had the rule changes to Bootleggers riding in my email account for a long time but I can’t find it any more .   Shrug!  it’s the journey, not the destination.

Epilog:

Many years later, maybe 2009 or so, I was wandering the Exhibitor’s Hall at a HMGS convention, when I bumped into Howard Whitehouse.  We exchanged pleasantries and noticed that the the exhibitor vending a Seven Years War miniatures line right in front of us surely looked … Amish!  I made a pointed observation (to Howard) that it’s puzzling how a non-violent people would play with so-called “war toys”.  “Excuse me,” a voice drawled next to my elbow, “But I’ve never heard of metal figures hurting anybody!”  It turned out to be the Amish figure manufacturer… and he WAS Amish, not Mennonite, from a relaxed order that allowed for him to go out amongst us English.  Howard blithely mentioned ARF in passing and my association with it to the guy.  He blinked, swiveled and asked: “You’re Walt O’Hara, then?  You put on the Amish Rake Fight?” “Y-y-yes.. but let me point out, it was fairly sympathetic to the Amish, actually, and I…” He cut me off.  “We’ve heard of YOU.. we thought it was HILARIOUS!!!” he clapped my back and gave me his email address(!) to send pictures and a write up to.  That was a funny encounter.  The ONE GROUP I thought wouldn’t EVER find out about the Amish Rake Fight would be the Amish themselves.  But they have ears everywhere…. everywhere….

You be careful among them English!

.(2016 Update: Bob provided a bunch of supplemental material to this post, which can be viewed HERE.)