Dystopian Wars Faction Playtest: Mercenary Company (CdZ vs RC, 1000pts)

Last week I finally got in a solid playtest game for the Canons de Zibeline (Jack-O-Lantern Company) Mercenary Company.  To find this homebrew faction’s current force guide and rules, please scroll down to the NEXT post on this blog.

My good friend Seb was generous enough to sport the opposing side, using 1000 points of my Russian Coalition naval ships.  I commanded a flotilla of 1000 points of mercenaries, using the most up-to-date rules (again, see below for these).  We played a straight battle, with the prime objective being to see how the updated Mercs did against an official fleet.  Terrain was sparing.

This is less of a battle report and more of a photo gallery.  I’ve included some notes about the force’s performance at the end of the post.  Sorry upfront about the glare on the ocean board – these photos were just quick in-the-thick-of-rolling-dice shots.


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Turn 1

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We used this fake die as the turn counter.

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Turn one primarily saw maneuvering across the board, but there were some casualties.  Here is an early look at the “scrapyard:”

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Turn 2

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Watch out for that tectonic plate action in the middle of the ocean!

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This game ended up with a truly surprising number of ramming actions.  By the middle of turn 2, the center of the board was full of models from both sides.  The undeniable King of the Ram in this game was the Suvorov cruiser.  CdZPlaytestMay15 - 16 CdZPlaytestMay15 - 17

Here’s a truly amazing roll I had.  I believe this was from the corvettes firing on the RC gunships – and they scored a good number of hits!  I like to memorialize the little victories I get.

CdZPlaytestMay15 - 19 CdZPlaytestMay15 - 20Turn 3

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 CdZPlaytestMay15 - 18

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The entire battle might have hinged on this single boarding action, between the two flagships.  The CdZ Leviathan failed to even damage the indefatigable Borodino, and was subsequently destroyed.   CdZPlaytestMay15 - 24 CdZPlaytestMay15 - 25 CdZPlaytestMay15 - 26 CdZPlaytestMay15 - 27 CdZPlaytestMay - 23CdZPlaytestMay15 - 28 Turn 4

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Not much action for the few remaining CdZ forces on the table this turn…

Turn 5

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“Give ’em both barrels, Johnny.”

CdZPlaytestMay15 - 33 Turn 6

CdZPlaytestMay15 - 34The lone survivor!  These poor souls made it all the way to Turn 6, and even won the activation to go first.

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Alas, they did not survive the battle.

After Action

 Here is the scrapyard at the end of the battle:CdZPlaytestMay15 - 36 CdZPlaytestMay15 - 37

It was a bloody match!  There were lots of disorder checks throughout the entire game.

Overall, I was very satisfied with the performance of the CdZ in this game.  Although by the final turn the Russian victory was fairly lopsided, I think the mercs really held their own, especially in the beginning of the game.  Up until the failed flagship boarding action I think the game could have gone either way.  Some poor dice rolls and a few tactical errors on my end and the Russians won a resounding victory.

There were three major errors that I made in the mid and late game that had a major impact on the CdZ defeat.

-First, I forgot to use the Commodore’s ability to give all vessels the “Long Range Assault” MAR for a turn – and had I used it that turn, things might have gone very differently…Without it, several of my squadrons were just out of range of boarding.  Oops.

-Second, in the mid game I went right with a squadron of pocket cruisers when I should have gone left, and I targeted the enemy battleship when I should have shot up the nearby frigate squadron.  This was just tactical myopia on my part; after this particular activation, the Borodino was unscathed and the pocket cruisers in a poor position for the following turn. Oops…

-Third, flush with confidence after the corvettes rolled so incredibly against the gunship squadron, I ran them directly towards the Borodino and shot, boarded, and rammed over 2 turns with everything they had.  The result: all the corvettes were destroyed, and I don’t think the Borodino was even hit critically.  Instead, I should have kept my corvettes moving in the backfield, where their speed and 360° firing arc would make them real pests for the Russian Coalition mediums.  Oops!

Without these three mistakes, I think the end result would have been much closer (but maybe still a Russian win).  Seb, of course, did a solid job plowing into my forces and unleashing all those range band 1 and 2 guns the RC boast.  Still, lessons learned for the next battle!

Notes on the CdZ Rules Update

After this game I actually feel really pleased with the condition of the Jack-O-Lantern Company.  I really like that as a force some of their primary advantages are large squadron sizes (frigates are 2-5 and corvettes 3-6!) and more activations than your opponent.  To me, that fits with the mercenary/pirate operation – small ships, swarm tactics, boarding, no generators.  I really liked how the combat escorts functioned – as the guns of the flagship, essentially – and the pocket cruisers took more than their share of damage throughout the game.  I also loved lining up the super destroyers in a line astern formation to shell out hefty, hefty pain (at least, that is, until they got beaten up by many, many Russian naval rifles).

That said, there are some things I think that could be changed after this playtest to make the rules even stronger.

-First off, the Canons de Zibeline flagship – Le Leviathan – is a little too weak, especially as a boarding vessel and the only large of the fleet.  I think it is both not durable enough and not strong enough at assaulting.  The main changes I think I want to implement in order to remedy these shortcomings are adding the Experienced Engineers MAR and upgrading the crew type to Elite – it is the flagship of the entire flotilla, after all!  I am also considering adding 1 to the IR, the Security Posts (1) MAR, and/or 1 point to the AP.  With any of these changes – or all of them – I think it makes sense to bump the price up to 125 points for the ship.

-Another change I am considering is small but fluffy: reducing the cost of SAW Ace upgrades to 5 points (instead of 10).  I think a merc outfit would garner the interest of a lot of professional pilots, yeah?  This change may not even add up to anything, but would equally be unlikely to make the faction overpowered.  However, I could see it giving the CdZ a slight advantage when using dive bombers against enemy capitals – which would probably be a welcome boost in a force lacking in significant firepower.

-I am also working on rules to represent scout blimps, to give the CdZ some basic aerial presence.  But more on these another time!

I will also say that I think in the long run, Apollo class support carriers from Operational Assets will be a natural inclusion in the CdZ force, but I do not think I want to incorporate them directly into the force guide – I’d rather force the player to take them from the Operational Assets guide.

As always, I am interested in feedback and ideas for this force!  I am very glad to have them mostly painted and ready to play on the table.  Discussions about the force guide and fleet rules are ongoing on both ManBattleStations.com and the Spartan Games forum.

Thanks to Seb for the bloody nose he gave the CdZ, and for the time and thoughts on the rules so far!

Dystopian Wars: Two Battles’ Pictures, including special scenario

This last Saturday I had Seb and Andy over for a day full of Dystopian Wars gaming.  Andy’s a pretty accomplished gamer – we calculated that he’s played approximately 50 games of DW since its release – and Seb and I were counting on him to take us through the changes in the 2.0 rules system.  To that end, we did a quick 2 turns of FSA vs Royal Australians – both Andy’s fleets, which he has not used in a while or at all – and got to see a good number of the major 2.0 changes (e.g., how linking works now with the “rounding up” set-up).  Andy’s Australians in particular looked great on my ocean gaming table.  IMG_4067 IMG_4066

We stopped after two turns because I had created a scenario that I really wanted to gamesmaster for the other two.  I rearranged the terrain and then gave each commander their secret mission briefing:

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These briefings also included suggested fleet lists I had made using my Russian Coalition forces and Andy’s Prussian navy.  They were, however, allowed to create new lists up to 800 points in value.  The Grand Coalition and Imperial Bond sides had differing objectives, as underlined in the briefing letters above.  However, unbeknownst to either player, there was a third briefing letter…


This letter, addressed to the leader of a combined Covenant-Mercenary naval force, was originally for a third player who couldn’t make the event.  Instead, the gamesmaster would take over the third faction.  The scenario called for their 400 points of Covenant and Jack-O-Lantern Company forces to come in from the side board edge of on Turn 3.  This aspect of the scenario was kept in secret until the time of their entrance arrived…

Here are some shots of the table and the two forces arrayed before deployment:

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All SAWs went down as Dive bombers (with no aces) by player discretion.  Deployment ended up as follows:

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Responding to each other’s placements, both commanders concentrated their forces on the northern half of the table.  It was sure to be a bloody battle…

First Turn

The Russian Coalition won initiative, and began by dive bombing the central fortress.  Prussian corvettes immediately pulled up alongside and unleashed search and rescue teams into the damaged structure.


The battle lines moved directly at one another.  The Prussian Emperor-class, sailing past derelict tankers, fired a fierce salvo at the Russian cruiser squadron, but failed to crack that heavy ablative armor.



That would soon change, however.  As medium squadrons on both sides activated and unleashed their might, the fight quickly became marked by fire, smoke, and blood.

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Second Turn IMG_4085

Passing disorder checks left and right, the two fleets continued to close on each other.  Lethal electrical broadsides from the Donnerfaust support cruisers wracked the Russian Tambovs, although not before they savaged the Königsburg battlecruiser.  Frigates clashed in a brutal tug-of-war of boarding actions as they duked it out between and amidst the burning wreckage of the White Navy’s mediums.


Vessel after vessel was left derelict, while others began to drift beneath the blue waves of the Pacific.  Meanwhile, the mighty Borodino drifted slowly towards the action, slowly but surely destroying the fortress on its way.  It even had the benefit of Sturginium Overload for two turns in a row!


This is where the game stood at the end of Turn 2:


By this point, with only the Emperor-class battleship on the Prussian side left to activate, both the Imperial Bond and the Grand Coalition admirals had successfully completed both of their objectives – and the third force had not even been revealed!  It was also growing late, and all three of us were pretty exhausted.  We decided to call the game at the end of Turn 2.



As we packed up the fleets and terrain, the two admirals and the gamesmaster discussed the scenario.  As it had been played, all objectives were completed by the Bond and Coalition forces, but they were wounded and bleeding.  Essentially the game would devolve into a slugging match between the two battleships – both completely unscarred at the beginning of Turn 3 – and a race to see who could re-arm and re-use their dive bombers the fastest would ensue.  By the time the third force entered, it would have been almost equal in points to the remaining Russian and Prussian forces combined.  Despite that, both battleships being at full strength would make the mercenaries and Covenanters hard pressed to destroy both and escape off-board.  Even so, it was certainly possible that all three sides would have completed all their objectives before Turn 4.

In hindsight, I think the following changes to the scenario would be warranted:

• The third force enters the board on Turn 2

• The third force reduced to 300-350 points, or the two main fleets increased to 900-1000 points each

• The fortress both harder to board and harder to destroy

• No tiny fliers, or only fighter squadrons allowed

• Consider deployment requirements (e.g., deployment must commence in size order, from large to small)

• Spell out additional, post-objectives victory conditions (probably by victory points)

I did love the secret mission briefings, though.  They were a simple but fun alteration to the game.

DZC Battle Report and DW Playtest Game (Pictures)


Seb and I got together and rehashed our DZC match up from last weekend, Scourge vs Resistance.  We did not end up with access to much terrain however…. so we made some out of Lego.  It worked ok!  It was a small game, using the same armies as the weekend before (700 points, level 2 commanders).  We chose not to use cards in this game.  

We made sure to spread the terrain around, placing objectives in two large structures and three medium in a fairly symmetrical pattern.  Seb’s FAT mat added a lot to the game once again, and is a good material for moving miniatures around.  This battle may have been a precursor to a reconquest campaign on the strategic world of Olympus Prime…

Olympus Prime: Factory World

Olympus Prime is the Cradle World richest in natural resources.  Prior to the Scourge invasion, it was expected to surpass Earth in space/naval construction.  Since the launch of the Reconquest, the Olympus system has been home to the fiercest fleet actions as both the UCM and the Scourge bring in more and more naval assets.  On the surface of the planet, no sizable UCM force has been able to land, but reports of PHR activity have been confirmed.  Contact with human resistance forces planetside has also been recorded, although little information has made its way to UCM command…

The Olympian Resistance

For the past century and a half, the Scourge have been busy exploiting the Olympus system’s immense mineral wealth.  When the EAA command structure collapsed during the initial invasion, Olympus prime was host to underground depots and storage facilities for the multitudinous EAA vehicles being produced on the factory planet.  Buried under the earth, these depots were largely untouched during the rapid defeat of the EAA military at the hands of the Scourge.  Weatherized and sealed, these complex, powerful military machines survived the drastic upheaval on the surface.

By the time of the first wave of the UCM’s Reconquest, Olympus Prime’s surviving human population was split into various tribes, warbands, and resistance societies across the planet’s surface cities, underground storage networks, and mountainous mines.  Although surviving the predations of the increasingly complacent Scourge, these resistance groups were not capable of truly defeating the Enemy in any substantial way.  However, this did not stop the most violent or martial of groups from trying.

The Triumvirate of Latver – really a petty autocracy led by the feared/loved “Viktor” – is one such military- (and revenge-) minded resistance force.  Displaying a strong preference for the preserved EAA weaponry over more easily maintained weaponized civilian vehicles, the “Triumvirate” has established a sizable military presence in the Latverean Depression – an area between Olympus Prime’s second city and a major EAA storage depot.  Perhaps emboldened by the discovery of the United Colonies of Mankind, Viktor seems to be escalating the assaults on any and all Scourge in the area near the Latverean Depression.  How (s)he would react to contact with the UCM, PHR, or Shaltari – potential enemies and potential allies all – is unknown.

One piece of intel about Viktor: (s)he seems to have a mild obsession with fresh coats of hand-painted camouflage.  This indulgence is possible undoubtedly because of the large stores of old EAA tri-tone passive-stealth countermeasure applique left in the thousands of gallons in Olympus’ storage depots.

The Previous Battle

In the last battle, a Triumvirate recon-in-force clashed with a similarly sized Scourge force, both expending significant ammunition before exiting the field.  This battle was fought in a relatively intact sector of the city, but ended without a clear victor.  Still, for the Triumvirate’s forces such battle experience is important for Viktor’s plans.





Locate and Exfiltrate the Objectives

In a nearby city sector, several square blocks of ruined industrial park surrounding an old monument, whispers of valuable electronic components abound.  Furthermore, Triumvirate scouts discovered a couple of dens of human survivors.  Not one to broker compromise, Viktor sent an identical recon-in-force to locate and retrieve all these objectives.  Unsurprisingly, a significant Scourge presence was also closing in.


In Deployment, the Scourge won the roll off and chose to deploy second.  First on the board were the Jackson Park Express, rolling up to a large objective-holding building near the table edge.  The squad of 20 Resistance Fighters kept driving down the board, intending to head to a second objective, while the smaller squad of 10 went directly to the large black factory.  


While the Scourge rushed to a large, cavernous rock formation to search for prey, the Triumvirate recon group’s command element was dropped in by Lifthawk.  Lines of fire for its powerful munitions included possibly Scourge air defense artillery and electronic component workshops (“Viktor requires no compromises!”).

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In a surprise move, the Scourge deployed a large number of the hated Prowlers on the western edge of the board.  Reacting swiftly, the Triumvirate Gun Wagons moved in onboard their Kraken hovercraft.  Dismounting with earnest, their veteran crews blew apart half of the Prowlers immediately.  While every true child of the Resistance loves destroying Prowlers, this did leave the rest of the force without much air defense.


Seizing on the overplayed hand, the Scourge brought in their main battle tanks to threaten the gun wagons.  Although backing up and causing more damage from their anti-aircraft guns, eventually the Gun Wagons were entirely wrecked.  The Kraken, however, would survive the entire battle.

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The M9 Hannibals deployed near the Alexander, while the Scourge ADA moved into the central square – prime real estate for their anti-aircraft weapons, but (luckily for the Resistance) blocked on one side by a large building.

In the second turn, the small Resistance squad got incredibly lucky, located the human survivors, and escaped off the board in their Jackson.  One victory point for the Resistance.  The larger squad raced toward the other large building, hoping to get their fighters inside and capable of threatening Scourge vehicles with their tube launchers.  


Before they could dismount, however, the Scourge Reapers swept around out of the square and dangerously close to the Jacksons and Alexander – but just out of range of the nearby Lifthawks.  In reaction, the Alexander unleashed the Maelstrom grenade launcher and destroyed two of the enemy ADA (although one survived the grenades, chain guns, and main gun assault).  Although caught in the large blast, the Maelstrom grenades did no damage to the Jackson Halftracks.



(During turns two and three,) On the other side of the large building the Hunter MBTs swept in and, alongside their transport, destroyed the Gun Wagons and damaged the Kraken.  However, their attack was blunted by the Lifthawks, Kraken, Gun Wagons (before they were completely melted), and only the Scourge commander survived.  A Lifthawk even managed to take out a Prowler with its nose-mounted heavy machine guns!



On turn 4, some drastic transport movement bunched the Scourge transports on the eastern side of the board, while their commander escaped the firing lanes of the Resistance armor.


A lone Prowler also survived, despite the pilot of the Kraken trying for turn after turn to smack it down with the 90mm cannon (on the final try, the Prowler was hit – but the Kraken rolled a ‘1’ to damage).


Resistance fighters streamed out of the Jacksons (which then scooted out of the way) and into the central large buildings.  They would then use their tube launchers to take out the Scourge commander (not before he killed four of them with falling masonry, however!).  Meanwhile, though, the Scourge infantry finally found their own objective and made it off the board.  One victory point to the Scourge.  Poor humans!




DropzoneLego24At this point, we called the game.  A lot of destruction had been caused – mostly against the Scourge, I admit – but no battlegroups had been totally removed, and each side had only one objective recovered.  Furthermore, neither side was in a position to go after any other objectives or even really damage the other side before the end of Turn 6.  


It was a fun, fast, and furious game.  I look forward to trying higher points levels!  I need another Lifthawk for sure, but I also feel some calling from the new Salakhan miniature…

After the Dropzone Commander game, we flipped the board over and played a full turn of Dystopian Wars (my first using the 2.0 ruleset!).  We ran out of time to continue, but it was clear in that first term that my Merc faction (the Jack-o-Lantern company / Canon de Zibilene) was overcosted.  We were played at 710 points per side, and the Russians bested the mercs in every way – number of ships, size of ships, range band 4 firepower… I’ll need to look at the points values again, and get more playtesting in!

DWJoLsRCtest1 DWJoLsRCtest2 DWJoLsRCtest3Still, it was fun to use the ocean board again, and roll a lot of dice.

Summer Painting Progress: Dystopian Russian, Firestorm Armada Alliance


More progress to report: six Russian Coalition frigates for Dystopian Wars, a Sorylian defense monitor for Firestorm: Armada, and a Syndicate battlecruiser also for my FS:A fleet.  Here are a few quick pictures.


The Sorylian defense monitor was a conversion using spare parts from the new Sorylian cruiser box, after building four heavy cruisers.  I am pretty happy with it – it is similar in size and aesthetic to my old Skyhammers, but noticeably different in several obvious ways.  I think it makes a good proxy for a fourth Skyhammer, allowing me to field a full squadron of Skyhammer cruisers, a full squadron of Kopis heavy cruisers, and a full squadron of Terran Sentinel cruisers simultaneously.  What a glorious game that would be!



The Spur class battlecruiser, pictured above, was painted using at least 9 layers of different washes and glazes.  I had mixed feelings about the results – I was going for a deep purple, but it came out dark and rusty looking.  However, the spray finish frosted on the edges of the model in a very interesting, aerodynamic way that I was surprisingly pleased with – it reduced the darkness of the model and gave it a cool sailing-through-the-void feel.  None of the pictures show this well; the frosting can be seen in the first three pictures of the post, while the fourth shows the ship before the finish was applied.  I rationalize the Spur is the private warship of a wealthy Terran senator, out touring the front lines.  The orange and turquoise marks on the top bow are campaign marks that tie it to the Sorylian and Terran fleet assets in the area.


These RC Novgorod frigates differ from my previous ones by not having brass or tin piping on some details, otherwise the scheme is the same.  I can now field four full squadrons of four frigates in Dystopian Wars!  I guess I should buy the 2.0 rulebook soon…

An update also came in today from an unexpected quarter, Waaagh! Og’Thall:



You can find more about Waaagh! Og’Thall, my Sorylian and Terran alliance fleet, and my Russian Coalition forces in old entries, using the drop down menu to the right – or by clicking on the terms at the end of this post.

Summer Painting Project: Embark

Summer is historically a time when I get a lot of hobby work done.  I finally gave in late last night and assembled (as in, got-out, not put-together) nearly everything I have primed and ready to be painted.  My plan: slap some paint on everything, then finish them.  Should be easy!  Here are some pictures of the assembled masses….


First up – the Dystopian Wars section.  I have a set of Uncharted Seas walls/towers which I think can be used for a variety of purposes and games systems.  Besides the walls we have Canadian ground forces, a few Russian Coalition frigates (love ’em!), and the majority of my Independent Mercenary Company.  Some of the small tanks have some basic colors on them already from a long time ago.


The next section is more varied.  We’ve got Firestorm: Armada.  We’ve got Warhammer Fantasy.  We’ve got…. Warzone Resurrection?  …Afterlife?  Thank you Kickstarter for these one-offs!


Everything together.  It is both imposing and not too bad.  Spartan stuff always paints up fast…



These Knights of the Realm have been waiting to be painted for a long time.  Behind them: mounted yeomen and a mounted prophetess.


Close up of the Dominion of Canada forces.



Close up of the Independent Mercenary Company units.


So, all told, this is what I’ve got on my painting station:


+ 4 stone Towers with cannon

+ 4 stone Walls with cannon

Dominion of Canada:

+ 6 Wolfe class Medium Tanks

+ 6 Archer class Flak Tanks

+ 21 Terrier class Small Tank bases (whew)

Mercenary Company:

+ 6 pocket cruisers

+ 3 super destroyers

+ 2 assault escorts

Russian Coalition:

+ 6 Novogorod class Frigates (yeah, baby!)


+ 1 Sentinel class Terran Cruiser

+ 1 Sorylian System Defense Monitor (custom build – counts-as Skyhammer)

+ 1 Spur class Battlecruiser (Terran Senator checking on the frontline?)

+ 4 Kopis class Sorylian Heavy Cruisers


+ 4 Bretonnian Knights of the Realm

+ 4 Bretonnian Mounted Yeoman

+ 1 Bretonnian Mounted Prophetess

+ 3 Bretonnian Men-at-Arms


+ Warzone: Resurrection Imperial Doomtrooper

+ Afterlife Unity Council Trooper (this one’s for you, Juan!)


Now that I write it all out, it does seem like an awful lot to paint…

DW: Russian Coalition vs. Republique de France

Played an amicable – and close fought – game with Ruckdog yesterday at Atlantis Games in Norfolk.  Ruckdog ended up winning by only 25 victory points!  Lots of carnage on both sides.  I am posting my pictures here, but a full battle report will be posted on the ManBattleStations.com blog.

See Ruckdog’s battle report here.

Six-Player Dystopian Wars

Played some Dystopian Wars in Richmond’s FTW Games today, with some new as well as some familiar faces.  The highlight of the battle: my Russian Borodino Battleship sinking the Black Wolf…


Dystopian Wars at the Williamsburg Muster

This weekend was the Williamsburg Muster, a historical wargaming conference held in Williamsburg, Virginia.  I met up with Mad Dr. B and The Ruckdog and got two games in.



The first game was a 1000 point match between my Russian Coalition fleet and the Mad Doc’s Empire of the Blazing Sun. This ended up running like a demo game for interested conference attendees on Friday night, and we only got about two and a half turns finished before we closed down at midnight.  It was a good refresher, though – the Russian Battleship (Borodino Class) took a hellacious amount of punishment but went down in Turn 2, but the rest of my fleet was unscathed to that point.  I gained more respect for cruisers, and on Friday suffered a loss of respect for destroyers.  All the Rostov class models seem to do is sink.  It was a fun game and ended with a mass boarding action against the Japanese war gyro.  Although the Russian Coalition eked out a victory when we called the game early, I think it might have ended up differently had we played several more turns….

(I only took one picture of the first game.  It’s above.)

The second game was a large four player battle.  We split into two teams – Russian Coalition and Republique de France versus a large air and naval Empire of the Blazing Sun combined fleet – that were each 1600 points.  It was a pretty large game, but I was impressed how easily the Dystopian Wars rules worked with four players.  I definitely want to play more large multiplayer games in the future!  The Russian-French alliance was very powerful, and ended up sweeping the field.  The Borodino Battleship once again took an absurd amount of punishment without going under the waves, shielding the longer-ranged French vessels behind its ablatively armored hull.  The Tambov class gunships really proved themselves in this game, rolling 26 hits against the Japanese battleship in a single round of shooting.  We called it after three full turns.  The game ended with a dramatic multi-activation boarding action between a Scout Gyro and Russian frigates, ending, naturally, with a series of Russian prizes.  Again, a very fun game, but the Russian-French alliance might have been a little overpowered.  And perhaps we were also lucky!

Great fun, and I look forward to the next time!


Dystopian Wars: First Three Games!

This weekend I played my first three games of Dystopian Wars, thanks to MadDrB and Ruckdog on ManBattlestations.com.  Immediately before the first game on Saturday, I finished the last of my Russian Coalition fleet – the final eight frigates and three cruisers.  Lots of pictures follow.


The whole fleet – packed up in a shoebox.  The freshly painted cruisers are featured in the bottom left, frigates in the center.


The first game on Saturday was a small, 400-point recon system using the DW adapted X-Cam rules.  The main thing I learned from this game?  Frigates have a use!

A few shots of the entire, finished fleet.


We played that first game at The Game Vault, and hey – look at that, my favorite 40k novel, in poster form!


The second game on (Sunday’s first) was another small, 400-point recon game.  The objective in this one was for Ruckdog’s forces to reach his home base.  Important lesson from this game: don’t forget about Sturginium Boost on the Tambov Gunships!


The second mission was an 800 point “assassination” mission.  The above two shots are pictures of the fleet I chose.  Lots of frigates.  Lots of ablative armor.


The attacking French.

The scoreboard.  The final black tallies are actually in the opposite boxes – in the final game, I scored 726 victory points while Ruckdog scored 725.  No clear victor!

All in all, a good weekend of gaming, a good advance in the campaign system, and best of all – learning the game!  Also, I was happy to get to used a fully painted fleet on a ocean board I made myself.







Russian Coalition Borodino Battleship: Dystopian Wars Fleet Progress

Last night I finished the Borodino Battleship from my Russian Coalition naval starter set, as well as two Novgorod Frigates (or Veliky Escorts).  I continued with the same scheme, although I gave more attention than usual to the battleship.  I even used some red glaze on it to add some detail.


Only 8 escorts, 3 cruisers and 1 Olympic-class troopship left to go for my basic Russian Coalition fleet!