The Martians have invaded, time to return the favor!

The Martians have invaded, time to return the favor!

Saturday, November 17, 2007

Sir Harry Joins Lost World Expedition

The world famous Big Game hunter
Sir Harry has signed on to Sir Paul's
return expedition to the Lost Valley.
The expedition will be seeking to
take the great white Plesiosaur that
cost Sir Paul his leg on his first trip
into the valley some years ago.

His Grace Duke Donald has agreed to both finance
and accompany the expedition and has secured the
services of the gun boat HMS Scylla along with
other military support.

The expedition will be fitting out over the next few
months with the expectation of getting underway
by spring.




Elecrtic Gun

Thursday, November 15, 2007

She Needs A Name











As you know gentlemen, I've acquired a fine paddle
wheeled river steamer.What she requires now is a
name worthy of her. I'd like to hear your suggestions!



Wednesday, November 14, 2007

Lost World TV Series

Based on Sir Arthur Conan Doyle's classic tale
of adventure, The Lost World brings the astounding
exploits of a band of adventurers to life. Determined
to prove the existence of The Lost World, dashing
adventurer and scholar Professor Edward Challenger
mounts a British expedition team consisting of a
mismatched group of enthusiasts, all with less than
selfless reasons for making the journey. Traveling
through the uncharted Amazon jungle to this
prehistoric plateau, the group encounters incredible
adventures: tribal headhunters, vicious ape men
,

giant crocodiles, and terrifying dinosaurs!

http://www.lostworldtv.net/



Tuesday, November 13, 2007

Martian Empires

I just saw this over on TMP!

We are very pleased to announce the
publication of Oozlum Games' first ruleset
in the form of Martian Empires – a set of
fast-play big battles rules for
Victorian Science Fiction games.

Martian Empires is in full colour throughout,
runs to 52 pages excluding covers, and
includes full rules,army lists and five
introductory scenarios. The rules are
priced at £15.00 GBP.

The rules have been developed over the last three years,
and there is a thriving forum dedicated to Martian Empires
here.Black Hat Miniatures launched a comprehensive range
of Martian warriors and space-faring Victorian British soldiers
in November 2004. This range now includes over 50 packs
and vehicles, and is still growing. Oozlum Games, the publishers
of Martian Empires, is a joint venture between Black Hat Miniatures
and Fighting 15s. Martian Empires is the first in a series of rules
that we will be publishing over the next few years based on the
Huzzah! system. Martian Empires is now available to purchase
through the Black Hat Miniatures shop at blackhat.co.uk.



http://blackhat.co.uk/catalog/product_info.php?products_id=1375

Martian Empires is available in the U.S.A. through
Scale Creep Miniatures.

I have now added the item to my online shop and will have
an order in to Mike later this week. You may pre-order the
book now to ensure you get yours hot off the presses so to
speak!

http://www.scalecreep.com/catalog/product_info.php?products_id=13350

Mark Severin
Owner, ScaleCreep.com

Monday, November 12, 2007

Victoria's Boys in Red

A new page by James Womack,

being a " Journal of Adventures in
Victorian Science Fiction Wargaming"
Well worth our support chaps!

http://vbir.blogspot.com/

Sunday, November 11, 2007

And Still More Fun With Blazing Skies


The first 25 years of flight saw many advances in the design and construction of aircraft. Beginning with the frail pre-war contraptions of crackpot inventors, the science of aeronautics had progressed to unheard of heights. As is usual with mankind, war provided the impetus to this progression. We show many of these advancements in the following pages.







Saturday, November 10, 2007

British 15mm Units






"An Old Soldier's Prayer"


I have fought when others feared to serve.
I have gone where others failed to go.
I've lost friends in war and strife,
Who valued Duty more than love of life.

I have shared the comradeship of pain.
I have searched the lands for men that we have lost.
I have sons who served this land of liberty,
Who would fight to see that other stricken lands are free.

I have seen the weak forsake humanity.
I have heard the traitors praise our enemy.
I've seen challenged men become even bolder,
I've seen the Duty, Honor, Sacrifice of the Soldier.

Now I understand the meaning of our lives,
The loss of comrades not so very long ago.
So to you who have answered duties siren call,
May God bless you my son, may God bless you all

Tuesday, November 6, 2007

British River Craft










Just got these two beauties in from Tim at
Minipaintr Military Miniatures (ebay store)
A great guy to do business with always
reasonable and super fast on the shipping!


http://stores.ebay.com/Minipaintr-Military-Miniatures

H.M.S. Falcon

The purpose of this site is to present information
about the Royal Navy river gunboats that patrolled
China from the end of the 19th century through
World War II.




http://www.hmsfalcon.com/index.htm

A Hotter Sun Scenario

Zanzibari Slavers vs. Masai Villagers

By Edward Harvey at the Heliograph Colonial Gaming Magazine

http://www.theheliograph.com/index.html


“Burn it!” shouted the health officer, and within seconds torches were produced from within the throng gathered about the thatched cottages. The old games keeper at the back of the crowd hastily shouldered his firearm and stepped backwards, treading as he did so on the foot of a late-comer behind him. “Boody ‘ell!” shouted the man, caressing his foot and glaring at the games keeper as he retreated past. The old man was oblivious to his scorn, however, his mind awash with disconcerting memories of a day thirty years previous…when his lordship was still without title and was idle with sport…set under a much hotter sun.

Background

This scenario is intended for use with the “In the Heart of Africa” wargame rules 1st edition published by HLBS and is intended to simulate an attack on a Masai village led by Zanzibari slavers. In the recent past Zanzibari slaving expeditions have been preyed upon by the Masai in question and in an effort to eliminate this threat the slavers have organized an attack on their village, recruiting to their cause a neighboring tribe victimized by Masai cattle raids.

It was a common practice among the Masai for the young unmarried men to live some distance apart from the main village, and the Zanzibari hope to capitalize on this arrangement and defeat the younger warriors before the rest of the tribe can arrive to assist them. Unbeknownst to the Zanzibari, however, the Masai have been entertaining a young British heir and his hunting expedition who have little reservation about showing their gratitude to their hosts by training their sporting guns on the slavers!

Forces Involved

1) The Zanzibari (Point Cost)

1 Leader (swordsman) with 3 attendants (14)

1 Standard Bearer (50)

1 Unit of Swordsmen with 8 men (112)

4 Units of Askari with 8 men each (256)

Points Total (432)

This scenario involves the use of two separate tabletops or playing surfaces as described below under the section “The Battlefield.” The Zanzibari units begin play on the eastern, northern, or southern edges of table 2. All the units do not have to begin on the same table edge.

2) The Native Tribesman (Allies to the Zanzibari) (Point Cost)

1 Leader (spearman) with 3 attendants (3)

2 Units of Spearmen with 16 men each (96)

1 Unit of Archers with 8 men (32)

Points Total (131)

The native tribesman setup is identical to that of the Zanzibari.

3) The Main Masai Force (Point Cost)

1 Leader with 3 attendants (9)

4 Units of Warriors with 7 men each (252)

Points Total (261)

These units begin play within the main Masai village.

4) The Hunting Party (Point Cost)

1 Unit consisting of 3 White Men and 2 Gun Bearers (160)

1 Unit of Masai Warriors with 4 men (36)

Points Total (196)

At the beginning of the game the British heir and his hunting party are not present but are assumed to be scouring the country east of the battle for lions. They are accompanied by a small number of young Masai who possess intimate knowledge of the local lion population and are serving the party as guides. As an act of initiation into the warrior class young Masai would traditionally hunt lions armed only with shield and spear. It is their expert knowledge of lions in the village’s vicinity that first led the British hunters to solicite their aid. Beginning on turn 5 the gamemaster (GM) should begin secretly dicing for the arrival of the hunting party.

The probability of their arriving per turn is as follows:

Turn

Number on a d6 needed
for the party to arrive

5

1

6

1-2

7

1-3

8

1-4

9

1-5

10

arrive automatically

They begin play at one of the trail heads found on table 2’s north, east, and southern edges. Additionally the player controlling the hunting party will also command three small groups of Masai warriors who begin play at the beginning of the game within the unmarried men’s encampment:

The Unmarried (Junior) Masai Warriors (Point Cost)

3 Units of Warriors with 5 men each (135)

This player is also responsible for controlling 3 baggage elements (representing cattle). Each playing surface should be divided up into 4 quadrants (for a total of 8 quadrants) and the location of each element should be diced for randomly at the beginning of the game using a d8.

The Masai players should place their units first (including the baggage elements) followed by the Native Tribesmen and then the Zanzibari. The Masai players should not know at which table their enemies are to appear until they have first placed their units.

Objectives

The Zanzibari objectives are to occupy both the unmarried men’s camp and the main village proper with at least one unit for two entire turns (it only counts as occupying the objectives if no defending figures are inside them at any time during that turn). Additionally, the Zanzibari player must eliminate in its entirety the hunting party (excluding the Masai guides), as their survival and subsequent account of the slaver’s actions would create significant political troubles for Zanzibar’s government. Note that failure to do so results in an automatic defeat for the Zanzibari player, even if he has occupied one or both of the aforementioned ground objectives. The Zanzibari player has 12 turns to accomplish his goals at which time the game is considered ended.

The native tribesman allied to the Zanzibari also achieve a victory if both ground objectives are occupied by either Zanzibari or native units. Unlike the Zanzibari, however, their victory is not erased by the survival of members of the hunting party. Additionally, the native player may also secure a win by capturing at least 2 baggage elements by turn 10. The Zanzibari player should not know in precise terms the victory conditions of their allied native player; the GM should warn him just prior to the battle though that his allies seem as intent on the reacquisition of cattle as they do on the destruction of the Masai. Native efforts to capture cattle (which gives them an “out” should the fight for the camp and village go badly) may, of course, lead to disagreement between the Zanzibari and native players. In this case the GM should not attempt to arbitrate! The native tribesman are present voluntarily, after all, and if their player can withstand the scorn heaped on him by the Zanzibari player then so will the lead casting that represents him on the table.

The Masai players win by avoidance of their enemy’s victory conditions. Note that it is possible for both the Zanzibari and Masai players to lose if the Zanzibari are complete in their occupation and destruction of the Masai camp and village but fail to eliminate the hunting party. It is also possible for the Masai to achieve a victory over the Zanzibari (by preventing occupation of the village) but lose to Zanzibari’s native allies (through the theft of cattle).

The Battlefield

In order to simulate the dis-coordinate efforts of the Masai in the main village and the unmarried men’s camp, two playing surfaces are required for this scenario. One playing surface should measure approximately 5 feet x 3 feet and for the purposes of this scenario will be identified as table 1. The main Masai village surrounded by a thorny enclosure is located on the westernmost edge of this table. The other playing surface should measure 5 feet x 5 feet and is designated table 2. The unmarried men’s camp is situated squarely in its center. Note that it was a Masai practice to deliberately leave these camps without defenses in order to cultivate vigilance and wartime readiness in the junior warriors and it therefore lacks an enclosure.

Table 1 is considered to be contiguous to and lie directly west of table 2. In practice, these tables (or playing surfaces) can be physically adjacent to one another if separated by a curtain or blind; they may alternatively be set up in separate gaming rooms.

In either case, the Masai forces issuing from the village should not be able to view events transpiring on table 2 until at least one of their units is within 16 inches of the eastern edge of their table. Likewise, the junior Masai warriors should not be able to view events transpiring on table 1 until they too have at least one unit within 16 inches of their western table edge. The GM is allowed to offer the player commanding the main Masai force clues as to events occurring on table 2 before he is actually allowed to view said table (for example the GM may tell him he hears heavy gunfire or sees a column of smoke issuing from the junior warrior’s camp if it is occupied). The Zanzibari and allied tribal players may view both tables freely at any time (it is assumed they have scouts who have infiltrated the approaches to the main village and are observing the movements of the Masai assembling there).

The Hunting Parties Camp

Though not marked on the map, there is considered to be several tents pitched next to the unmarried men’s camp. These belong to the hunting party and should be placed on the table when the Zanzibari/native allied troops move within 16 inches of the camp. These tents will offer to the Zanzibari the first indication that their mission is more complicated than they had first anticipated. If the Zanzibari occupy the camp for at least one turn then the GM should read to them the following description:

“A quick inventory of the camp reveals a veritable armory--full of rifles and munitions though several gun cases are conspicuously empty. Several large game trophies in various stages of taxidermic preparation are also present. The tents appear unoccupied with one exception…”

Asleep and entirely oblivious to the fighting without is one of the British heir’s servants who has been laid low by fever (he is the unfortunate games keeper described in the prelude to this scenario incidentally). He is full of pluck but in his weakened state may reveal information regarding the hunting party if subjected to torture. Torture can only be performed by a Zanzibari figure and one roll with a d8 on the torture table is allowed per turn. Add a +1 to the roll if the torturer is the Zanzibari leader.

Number
Rolled

Result

1

In the confusion the prisoner escapes, killing his captor in the process.

2

In the confusion the prisoner escapes.

3

The prisoner lies convincingly about the hunting party’s makeup and location. The GM should matter-of-factly tell the Zanzibari player that there are 6 hunters and point out to him an incorrect trail along which they are to appear. The GM should obviously ascertain from the Masai player which trail he actually intends the party to appear at beforehand.

4

The prisoner divulges no information.

5

The prisoner divulges no information but appears to be weakening. Add +1 to the next dice roll attempt.

6

The prisoner lapses into unconsciousness. He may be reinterrogated next turn. Add +2 to the next dice roll attempt.

7-8

The prisoner reveals the correct number of hunters in the party and along which trail they are to appear. No mention is made of the Masai accompanying them.

Once the Zanzibari player becomes aware of the hunting parties existence (either through successful interrogation of the servant or by the actual appearance of said party), then the GM should inform him of his additional victory condition, i.e. the elimination of the hunters and their gun bearers.

If the Zanzibari and their native allies succeed in eliminating all the Masai units from table 2 and there are no Masai units within 16 inches of the eastern edge of table 1, then they may detach one of their units to occupy the unmarried men’s camp in preparation for ambushing the hunting party (refer to the ambush section in the rules). This can only be done if the hunting party has not yet arrived on the table. Note that units hidden behind table 2’s escarpment can also ambush the party if it’s approaching from the lower ground to the east. The Zanzibari/native ally players should obviously confer with the GM regarding the disposition of these hidden units.

Hope you enjoy the scenario. Before running a game the GM will probably need to read through it a couple of times with careful attention given to what the players know and when. As a reminder, though, the Zanzibari player has no knowledge of the hunting party at the game’s outset and only a suspicion regarding his native ally’s optional victory conditions.

Monday, November 5, 2007

Amber Waves of Grain


Latest Battle Report from
Damned Human Race

The random scenario result was
British reinforcing an outpost
which was guarding a grain producing
region (economic place) and the
Zulu were to patrol over a similar area.
British outpost built on some old homestead
ruins in the Lashindah Valley - bread basket
of the colonial frontier



http://www.damnedhumanrace.com/dhr/battle037.htm

Sunday, November 4, 2007

Insidious Machines!


Her Majesty's Secret Service has made the
following discoveries.Although there is no
direct evidence to link these machines to
Dr Phineas W. Steel. The advanced designs
shown in these photographs lead most of
our researchers to that conclusion. Further
investigations will be made.



Kropserkel Prop Culture Conceptual Design

Conceptual Design * Engineering * Fabrication * Execution

ARTIFACTS OF The 3rd MILLENNIUM

An online workshop gallery of some of the world's
most elaborate costumes and props.This site
demonstrates examples of our creative efforts to
enhance, distort, and conceal the human form in
and for all media. Our 10 year showcase includes
original Kropserkel creations and painstakingly
accurate reproductions of objects and characters
from popular media.

http://www.kropserkel.com/main.htm

Saturday, November 3, 2007

Pirates of Venus


http://www.piratesofvenusmovie.com/index.html

Love Forbidden. Life Unending. Danger Eternal.

Plot: After the carnage of World War 1, flying Ace Carson Napier
had given up on life and the "civilized" world. At the lowest point in
his life, Carson's fortune changes as he inherits the expansive estate
of his lost Grandfather.Fate leads him to decide if he should risk his
life and follow his Grandfather to a distant world aboard an aged craft
built by the old Man. A beautiful alien princess in need of his help
gives him a new purpose in life within the dense jungles of Venus.

Pirates of Venus is book one of the five book "Venus" series written
by Edgar Rice Burroughs and is presented with the same flair for
adventure, excitement and imagination as of his best seller
"Tarzan."

Having seen this over at "Yours in a White Wine Sauce! " and
never having had the time to read the book. I decided to look
it up and was lucky enough to find it on line!

http://gutenberg.net.au/ebooks03/0300211h.html

I do hope that this film is made and is not a DUD!

British Quadambulator!



Perusing the magnificent pages of "Yours in a White Wine Sauce! "
I came across one of my friend Tas's creations of truly monumental proportions! I ordered two 15mm Mk IV WWI British tanks strait away! However, looking at this beastie a
second time, I may need to up size to two 1/72nd scale tanks!






British Quadambulator!
The latest creation from the Royal Armouries....
http://pauljamesog.blogspot.com/2006/03/british-quadambulator.html


is the HMLS MAJESTIC, a Land Battleship of hitherto unimagined proportions!

This mechanical marvel boasts 4 independant track systems, each driven by its own cross-connectable boiler for increased redundancy and sustainability in battle.


She boasts multiple light batteries, including a rear facing anti-personnel weapon to cover the blind arc and two mounts with extended elevation for use against flying targets. The primary battery is a massive seige weapon capable of breeching any known fortification....

and of course she comes with the gyrostablised drinks cabinet as a standard fitting!

Modelling Notes: 2 reversed WW1 British Mk IV tanks (from Irregular's 6mm range) with bits added from the spares box, including some BFG turrets and aerial. Flag by Brigade Models


And yes this is a world breaking 4 funnel class Land Ironclad - so the challenge is on!


"Chin-Chin! Do carry on with with your mud-pies!"
Don M said...

Tas can I post this over on my blog,with an acceptance as it were of a gauntlet being thrown....I just bought two 15mm Mk VI WWI tanks.....)



Tas said...

Most certainly Don, the gauntlet is indeed thrown - I look forward to seeing your lead and plastic retort :-)

Don M said...

As soon as the arrive from the UK care of Irregular Miniatures I'm
strait too it!

Thursday, November 1, 2007

Danton Burroughs Family Archive


Through the years our Tarzana offices of Edgar Rice Burroughs,
Inc. have had countless requests for photographs, artwork, letters,
articles and research items for documentaries, movies, book
projects, magazine features, fan publications, etc. We have done
our best to satisfy these requests. While looking for specific items
I often unearth unexpected treasures that I set aside for future
consideration. Now, with the amazing popularity of the Internet
that reaches an instant worldwide audience, I feel that the time is
right to share some of this rare Burroughs family material --
memorabilia that has been lovingly collected and protected across
a span of five generations.
~ Danton