Sunday, 14 April 2019

Raise the Flag

After the productivity highs of last week I've dived to the unproductive lows of this week. This was mostly caused by starting on-call duties at work which involved a 15 hour stint starting just after midnight on Saturday which wiped out what is normally my most productive day.
I did manage to complete a couple of bits starting with a flag pole to hang my spare Blood & Plunder flags on and some dice holders also for B&P.


As is common with many modern games B&P uses a number of status markers for units, two of which are numeric stats, fatigue & reload markers. In order to keep these tidy I bought a pack of dice holders from Warbases, stuck them on bases and then used the same ready mix basing as the rest of the terrain. The Flag pole is an old paint brush which I stuck into some off-cut pieces of blue foam.


I'm still waiting on the cheap dice from eBay to arrive to complete the setup.


Another part of the B&P force I started this week is a longboat, very handy for getting about with a small force and also capable of mounted a little gun up front, I hadn't noticed that the gun wasn't included in the box even though the pictures show one.



I also took delivery of the second ship needed to stage a naval fight, the rather nifty Tartana which sports a lateen rig (that's triangular sails for us land lubbers). She's a little larger than the Bark with a couple more of the anti-crew swivel guns but should be an even match.


I need to work out how to do separate sails again with this need rig setup as the straw method (still waiting on the correct size straws for the bark) won't work on this ship.

Example from the manufacturer

I have a feeling that red sails are going to look really rather nice on this ship but also want to be able to use a more traditional color as well.



Last onto the blocks are the first of the infantry for the Spanish Militia faction. These are the locally recruited Milicianos Indios.


These chaps come with several special rules that make them hard to shoot once in cover and also able to skirmish through rough terrain very well, so should be hard to catch.


B&P uses separate stats for ranged and melee attacks & saves with the first number being the number needed (on a d10) to hit and the second to save when hit.



So we can see these guys are pretty even at shooting and saving when being shot but much happier dishing out the hits than taking them in melee. Resolve is a test of the units morale so again they would seem to be sitting in the middle of the pack when it comes to hanging around.


2 comments:

  1. The Ghost Archipelago Crewmen look quite good value but lack any firearms.

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    Replies
    1. Most of the forces don't include large numbers of sailors unless you are concentrating on ships with guns.

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