Sunday, November 6, 2016

More Boat Stuff

I recently read somewhere about making a type of decal using clear packing tape. The process is to laser print your image, apply a piece of clear packing tape over it then soak the whole lot in water. When you rub away the wet paper, the ink remains on the tape and you can use it much like you would a transfer.

 I liked this idea but when I built the riverboat, there was a seam between the two pieces of wood I used to make the superstructure that I want to cover up.  I very quickly drew some hatches and portholes in GIMP and added some rust streaks because why not? The printed sheet was mounted on card with spray adhesive and the individual sides cut out.

Printed mounted and about to be cut.
With the pieces cut out, I still applied the packing as a protective layer and trimmed.

Cut taped, trimmed and resized
I found that I had mis-measured the length of the forward cabin, so I had to do a little recutting to extend two of the panels. If needed, the vertical join will be concealed by a length of drinking straw painted up as some sort of pipe - the corners will need a bit of prettying up too.

Here's the finished product:

Waiting for the for'rd port side panel

Aft deck house.


For'rd panel cut and installed.

Overall I am very pleased with the effect. With a bit more time and effort at the design stage, there is potential to add a lot more detail.  Now to build up those gunwales.....
 

Sunday, October 16, 2016

Mechanical Men Revisited

Last weekend I ran a couple of test games using the rules from my last post. The basic scenario used a company in line against a single medium mechanical man - mech from here on in. The mech was armed with a gatling ranged 24"/48" and the riflemen were armed with breech loaders later magazine rifles.  the games started with the mech just moving into maximum Gatling range (48") The mechs orders were:
If you fired last turn, move forward 9" otherwise, if you are over half range fire with 3 dice or if you are at half range or less fire with 5 dice. 
 Using the standard Soldier's Companion initiative and turn sequence, this created some unusual situations.  In the most basic case, the mech would slowly move forward firing most often in the defensive phase 3. The defensive fire phase ensured that the Gatling could fire every turn there was no movement. Even at 3 dice the sheer number of shots had an effect on the company and in one or two trials it broke before it got a shot off. When the mech did get within rifle range, the sheer number of shots put out by the company ensured there was at least one golden BB to assure its destruction. Changing to magazine rifles only sped up the process a bit.  Oddly the best tactic for the defending company was to advance as quickly as possible into range and overwhelm the mech with fire power - not really the result I was looking for.

Simple probability means that two volleys from breech loaders will pretty much guarantee a kill even with 6+ to hit and a natural 6 to fail the save.

Next up, I am going to try a standard defensive bonus of +4 for mechanical men but use hitpoints for the four types of mech:

Small: 1
Flying: 2
Medium: 3
Large: 5

We'll see if this feels any better. We'll also put the company behind some cover.