Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Thursday, November 2, 2017

Review: Toys R Us "True Heroes" Pirates (and Skeletons) Set



 Yo-Ho-Ho and a Barrel of Bones!

The True Heroes Pirate set is unusual in several ways. It plays on a theme that has been around for a few years: Pirates versus Skeletons. The first of these were in plastic tubes imported from China about 3 years ago. The True Heroes version set has a bit more.

Opening the set, I came across 41 figures: 20 Pirates and 21 Skeletons. These are all new figures and differ from the Hing Fat figures and recasts of Marx and Ideal figures. Both the Pirates and skeletons in this set are in the 45 - 50mm size range, most being about 50mm. There are six different pirate poses and five different skeletons. The pose animation is pretty good as is detail. I think they would look great painted.
Egyptian-style Skeletons!

The skeletons could be used in Fantasy games. They can also be converted to other poses with relative ease. An average hobbyist could build quite an army with these bony fellow. Simple conversions might yield anything from standard bearers to command figures.
Swordsman and axeman - Shades of Harryhausen!

I was informed that the skeletons were originally offered by a company called Toyway in a large playset. The original set had one more footman - an archer - and a mounted figure on skeletal horse. (Of course, it would not take much to convert an archer from the five figures in the Toys R Us set.)
A rather large morningstar.

The accessories stood out. There were rowboats - one large and two small. Also included was a snap-together platform, possibly meant as a dock. Platform dock? Barrels, boxes and sacks were included, as were treasure chests and some very small cannons. As for scenery, there were a couple of plastic rocks and two Palm Tree pairs.
Good assortment of hard plastic accessories: boxes, barrels, bags & treasure chests

Some of the pirates looked more like Vikings.
Axe-wielding Pirate or Viking?

The True Heroes pirates would blend well with the Hing Fat and recast Ideal pirates. They would be rather short compared to the recasts Marx pirates. There are only six poses, but they are definitely different. One man has a hammer and a short sword, for instance. Another is wielding a hatchet.
Charge!

This is a nice little set that can boost your Pirate and Fantasy armies as well as provide interesting accessories. The small rowboats and cannons are a but small for 50mm figures, but might serve smaller scale figures. The palm trees look good, and the boxes, barrels, sacks and treasure chests are the kind of things that fit many gaming scenarios. A nice set for $9.99
Pirate carrying hammer and Pirate captain.

What with all the unusual sets of figures out there, one could put together a game where Skeletons face Zombies or Pirates square off with Fantasy characters.
Small cannon with skeleton for perspective on size.


2 small rowboats

I large rowboat

2 Palm tree pairs

2 barrels

2 sacks

2 boxes

2 treasure chests

2 stones

4 small cannon


20 pirates:

3 pirates with hammer and dagger

5 pirate axemen

3 pirates with sword and pistol

3 pirate captains

3 pirates shooting muskets

3 pirates walking with musket


21 skeletons

6 mace wiedlers

4 axe swingers

3 scimitar wavers

3 swordsmen

4 spearmen

*****


Tuesday, October 31, 2017

Review: Toys R Us “True Heroes” Mythical Warriors


A can of weird!

I have been trying to develop sets of Sword & Sorcery and Fantasy Rules for OMOK and Shambattle. These genre have been supported mainly by metal figure makers. I wanted to find an affordable alternative.

Audrey and I were in Toys R Us to pick up some toys for another occasion. I decided to see if they had any Army Men type figures. Though the Medieval and Modern troops were figures I had sen elsewhere, the Mythical Heroes and Pirates sets were intriguing. Not bad at $9.99 a can. I surmised that these might provide affordable figures.

The Mythical Heroes set comes with a stone bridge, stone dais, pillars, fake rocks, 2 sandbag bunkers, 10 little candles and a red dragon. There are also 42 figures.

The accessories have a sort of medieval feel to them and would work with figures from 28mm to 54mm size. The figures themselves run from around 48 to 54mm in size, 50mm being average. I would guess the inspiration was a mix of Conan the Barbarian and Lord of the Rings. There were seven poses: a Conan / Schwarzenegger type swordsman, two sorceresses, woman with two swords, Orque / Goblin with axe, an Archer and what might be a Dwarf. He looked like the Dwarf in Lord of the Rings, but has a Thor-type hammer. I think the figures are put in randomly, as there was no consistency in their numbers.

Detail and animation of the figures was pretty good. I am sure that an average painter could get great results with these figures.
Sorceress and Female Sword Fighter

At the price, a person could build up a couple of armies large enough for Shambattle for a lot less than he would spend on metal castings. The real shortcoming of the set is the number of poses. Those with a talent for converting  figures might be able to extend that count. The other problem is that all of the figures are cast in the same color. They would have to be painted to indicate two different armies.
Archer and Sorceress

Figures could also be used as is or converted as larger characters for 25mm and 28mm Fantasy gaming. The Goblin / Orque and Dwarf would be easy to convert into Ogres and Trolls. Here is an easy and cheap way to expand the big monster contingent of your fantasy forces.
Thor-Hammer Wielder and Conan-type Swordsman

A nice set for the money! The True Heroes Mythical Heroes set is an affordable Fantasy / Sword & Sorcery resource.
Goblin / Orque and Plinth / Headstone


What came in the set:

Bridge

Dais

2 pillars

5 rocks

1 plinth

2 bunkers

1 dragon

10 Candles


42 Figures:

6 Thor types

6 standing sorceresses

4 sorceresses waving wand

5 swordswomen

7 archers

3 Conan type swordsmen

11 orques / goblins / Pennsylvanians


You can get a free copy of our skirmish game, OMOK, and other games on this page - just scroll down: http://www.thortrains.net/milihistriot/downloads.html

Saturday, October 21, 2017

Ogres and Giants on the Cheap

Fantasy fans: here is a quick fix to make affordable Ogres to face 25mm to 32mm scale figures. Tim Mee made a set of cave men that came in four poses. One had an axe, one was throwing a stone, one had a two-handed club, and a very odd one had a one handed club. The odd one looks like a cross between the Hulk and Conan the Barbarian. Some conversions are as simple as altering the weapons and a cool paint job. others do a little sculpting to alter the heads and some details. They look cool. Hey, you know what they charge for metal figures from reaper, Warhammer and such. Using the Tim Mee cavemen, you can have a whole squad of Ogres on the cheap.

Here is one example that I found on the Internet:  http://cheapfantasyminis.blogspot.com/2016/03/my-giant-ego.html

Tim Mee Cave Men


BTW - a few years ago, there were bags of recast Marx cavemen for sale. They also had a few poses which could easily be converted to various monsters. Again, a lot cheaper than fancy metal castings.

Sunday, April 23, 2017

OMOK Fantasy Supplement

People have asked if I might make a fantasy supplement for OMOK (One Man, One Knight). As this is a man-to-man skirmish game, too many fantastic elements would make it another thing entirely. I am familiar with some fantasy games, though I am not a fantasy gamer  myself. I still have my old copy of Gary Gygaz’s Chainmail” with its fantasy supplement, and Fantasy Games Unlimited’s Royal Armies of the Hyborian Age. A couple of versions of the Wargames Research group’s ancient rules from the early 70s also have a fantasy supplement. Granted that the supplements for all three were meant for mass battles.

On the other extreme were the old Metagaming Rules called Melee, Wizard and their advanced versions. They started as simple man-to-man combat games and evolved into a full Fantasy series. OMOK is a game for a squad-sized unit, ideally of 10 to 15 men. The Metagaming Rules offer a few ideas, but have their limits for OMOK.

The addition of magick is another problem, because it can change the whole game from a squad-sized battle to a magical contest. For a skirmish, the only spell lthat might be useful is to hide troops such as imps and halflings.

Listed below are some ideas I had. Nothing is written in stone. This is mostly a game of combat. Perhaps in the future I will be able to come up with a genuine fantasy supplement that keeps the spirit of OMOK without becoming another piece of nerdware.


OMOK Fantasy Supplement

These are my notes:

As this is a skirmish game, the focus will be on small units of 8 to 20 figures per side. The reason for the disparity with OMOK’s 10 to 15 figures is a matter of the size of fantastic critters. For a balanced game, one might need fewer large characters such as Ogres and more small ones like Halflings and Goblins. This is a combat game on a very small man-to-man scale. There is little room for magickal elements and for larger, more dangerous critters such as dragons, tree-men and thurses.
In our fantasy world, the species of sentient beings are split according in two. Subspecies of one type are humans, dwarves and halflings. Subspecies of the other are ogres, trolls, goblins, imps and orques. Elves are of a different order entirely.


Ogres / Trolls : larger beings of a savage nature. Ogres tend to be hard to control. Trolls are a bit less unruly, and may have a magickal element to them.

Dvaergs, Dwarves: small, strong people who are skilled miners and smiths. They prefer to live underground. Whie they have the strength of man-sized beings, they are not as fast.

Goblins: Think of the green version of dwarves. Goblins tend to dislike bright sunlight. They prefer woods and the shade of towns.

Elves: lithe beings renowned for archery. These are smaller than men and wear light or no armor.

Halflings: like Hobbits, very small people who are good at hiding. Halflings fare poorly in close combat against larger beings. However, they can throw stones with the impact and accuracy of a short bow.

Imps: think of green halflings. who hate bright sunlight. Imps do not have the halfling stone-throwing ability. They are good archers and get a +1 when shooting at enemies who are smaller than man-sized.

Orques: man-sized beings, strong but not bright. Hard to command because they tend to act on their whims.


I imagine ogres as being big and nasty. They operate in twos and threes, motivated mostly by instinct and emotion. These are not logical beings. Ogres will attack the nearest enemy unit provided they have an advantage. They are smart enough to know when to avoid a fight. When overwhelmed, they will rout and run through anyone in their path.
When fighting ogres, the Rule of 3 becomes the rule of 4 for man-sized combatants and the Rule of 5 for halflings, goblins and elves.

Dvaergs work well on hills and in woods. They are strictly hand-to-hand fighters. As such, they get +1 when defending a hill or woods. They move slower than humans, deduct 1 from their movement in towns, on open ground and on roads.

Goblins do well on hills and in woods. They do not like direct sunlight. If they are in the open for more than three turns and are not engaged in combat with an enemy unit, they roll a die for control. 1, 2 and 3 means they move to the nearest shade: woods, a town or a hill. An officer with the goblins adds 1 to that roll. Of course, this does not apply on an overcast day. Unlike dvaergs, goblins can have archers and slingers firing the short bow.


Elves are like nature spirits. The are lithe and agile. Archery is their milieu. They move quickly and shoot well. Elvers are especially mobile in their own element. On the other end, they are less capable of sustaining damage in close combat. they fight man-sized opponents at -1. Against men, the Rule of 3 becomes a rule of 4.

Halflings are not usually involved in combat. For them to be present on a battlefield, there must be a special reason, such as having their homes in the line of combat. These small people move slow and are at a -2 in close combat. However, they throw stones as if firing a short bow. Halflings can hide easily, so they could launch an ambush and be a nuisance to regular units. Against men, , the Rule of 3 becomes a Rule of 5

Imps are nuisance critters attached to part of the landscape. They are more prone to mischief than actual fighting. Imps will harass anyone on either side who enters their land feature. They fight man-sized beings at -2 and cannot use missile weapons. Against men, , the Rule of 3 becomes a Rule of 5

Elves can also be nuisance creatures. They might be attached to a wood, pond, swamp or hill. Any unit passing through an elven place has to get safe passage. You need a 4, 5 or 6 to get past the elves unscathed.  An elven unit can add 1 to the die roll.  1, 2 and 3 means you have to fight the elves until you get beyond their place.

Officers with the unruly and the unpredictable nature of some species, an officer is essential.  He is there to ensure obedience through inspired leadership or fear. When guiding ogres, orques and goblins, it helps to have a leader who is bigger and meaner than they are. A troll is a suitable officer for orques and ogres. A ferocious human can handle orques to a point.


****

Years ago, I was an avid reader of the stories of Conan the Barbarian by Robert E. Howard, and additions by L. Sprague DeCamp and others. I was already familiar with Norse and German folkore as well as some of the Irish folktales along the same lines. The Conan stories had a more realistic feel than  Tolkein’s stories. Fanatsy & Science Fiction was a great magazine then, and often included a couple of high-end fantasy tales. One of the most entertaining books I had read was ‘Three Hearts and Three Lions” by Poul Anderson. For instance, the book’s telling of a run-in with a troll is some of the best fantasy I have read. Also, the lead character is a Dane who thinks and acts very much like a modern Scandinavian. Seeing a 20th Century Northman encounter a medieval fantasy realm is itself a funny thing.

There are many fantasy figures out there and they exceed the quality of what was available in the 1970s. Back then, I painted up a batch just for the fun of it. And it was fun. A cyclops in a leopard skin, some lizardly fellows, a werewolf, trolls and the like were a departure from historical figures. A person could easily make several fantasy units for OMOK.

I may continue with the project, or I may let it lie for a while. That remains to be seen. I am still working on a Sci-fi supplement to OMOG and a Samurai supplement to OMOK.

For your convenience, here is a link to the OMOK medieval skirmish game rules:  http://www.thortrains.net/armymen/OMOKnights.pdf

Friday, January 1, 2016

Science Fiction: Subterranean Warfare

Currently, there are people who have some expertise in rescuing trapped miners. What of people whose specialty is subterranean warfare? We see an inking of it in Starship Troopers, where the Bug "Brains" had to be hunted underground. The other bugs were ferocious defenders. A computer game from the 1990s called "Descent" involved a special vehicle to go underground and clear hostile elements from a mining complex. Space- Above and Beyond had an episode that was based on combat in a subterranean Chig or AI complex. Vietnam had its "tunnel rats" who went in to Vietcong tunnels to flush them out. Siege Warfare often devolved into a game of mine sand countermines. culminating in underground tunneling in World War I. Considering the likelihood of combat in mines or against a subterranean-dwelling species, it stands to reason that future space armies might have special troops for the purpose.

I would imagine such troops would have advanced version of things like seismographs and ground penetrating radar. They would also need sophisticated equipment to detect gasses and places where air is too thin or humidity is to thick to breathe. Such conditions exist in Earthly cave systems. One cave with deadly heat and humidity had giant quartz crystals. Explorers must bring air and wear special suits to enter. Certainly, we may find cavern-dwelling aliens who thrive in that kind of environment. Indeed, some may thrive in any one or more underground environments that would kill a human. These same aliens may very well have a bad reaction to our air. I am reminded of the volcanic tubes in the Western Pacific that spout toxic fumes and great heat. Various crustaceans and other sea life have adapted to breathing it and thrive in that environment. Take then away from it and place them in normal seawater and they die and crumble rapidly. Certainly, there may be alien species living underground who evolved in a toxic (to us) environment or adapted to it. Going into their realm would be like entering the chemical warfare battlefield.

Other aliens may have taken to the underground to avoid harmful radiation or toxins on the surface. A cosmic accident, extreme series of solar flares or other misadventure might be the cause of their planet’s surface turning inhospitable. There was a very hokey movie titled "The Mole Men" that had a surviving Sumerian people who had adapted to living deep underground. The original Superman series had its own mole men in one episode. Horror movies dealt with things like CHUD (Cannibalistic Humanoid Underground Dweller) that were humans who had devolved underground. There are also urban legends of bums living in abandoned sewers and forgotten subways tunnels who devolved into something creepy. Imagine a civilization where part of the populace was forced to take refuge underground to escape persecution or as a result of losing a war. There may very well be a war between underground and surface societies.

What with archetypes and mythology, the underworld has always figured in the science fiction, horror and fantasy genres. The popular Dungeons and Dragons nerdware originally based itself on a subterranean adventure. Now there are millions of nerds playing it. Movies have dealt with underground themes, from radioactively-altered giant ants in "Them" to the Martians concealed in their underground lair in the 1953 movies "Invaders from Mars". There is a primal aspect to the subterranean monster genre. We shall leave further discourse on that to adherents of Dr. Jung’s work on archetypes.

We may find anything from hostile aliens, giant monsters or worse on our journey to other worlds. It stands to reason that special units may be needed to handle them. I wonder if they will be an elite force of individuals with a penchant for spelunking. On the other hand, underground combat duty might be a place for commanders to send their misfits and troublemakers. An unofficial punishment duty and convenient place for commanders to dump undesirables is as old as armies themselves. The U.S. Air Force used to send troublemakers to a stint at Thule, Greenland. Maybe a subterranean unit will be composed of a handful of elite specialists and a rank-and-file of the dregs of the army. Then again, it may be an all-elite unit or a group of misfits with few qualifications and little additional training.

No doubt some specialized heavy equipment, weapons and vehicles will be in order. I think of the long line of vehicles railroads use to replace ties and fix roadbed. Imagine a similar device to place roof supports in caves so as to prevent collapse. There would likely be various troops carriers, drills, robots and drones for underground warfare. Some would be altered mining equipment of its time and some may be entirely original. I see crawling, slithering, rolling and small flying drones and robots playing a large role. As the rules of warfare may not apply to alien combat, I would imagine scientists would develop heavier-than-atmosphere gases to use against underground dwellers. We can be certain that despite technological advances, gas warfare will be as messy at it was in the trenches of World War I.

There may even be weapons to cause vibrations, like localized earthquakes, to collapse tunnels and caves at a safe distance from the operators.

One thing is certain: the Bugs of Starship Troopers are not the last work in sci-fi underground warfare. There will be more to come so long as popular fiction feeds off common archetypes.

(This is another part of the thought experiments inspired by science fiction. It is not an answer, but a starting point for further thought. Hopefully the article will inspire writers, toy soldier collectors and battle gamers who enjoy the science fiction genre.)