Friday, 12 November 2010

New Stuff

Two months? Crikey that flew by. Have some new linkage.

Rob at fourcoloursupers has knocked up a couple of cars here. Rob is an occasional attendee at Stourbridge to play A Very British Civil War with some of the club members and is interested in A&A2. We haven't actually spoken yet (the AVBCW group isn't one I'm normally involved with on Friday nights) but I have offered a game via a mutual friend.

Jim has another A&A car project on the go based around a non-transforming Transformer police car (no doubt the nephew could tell me exactly which Transformer this is).

And reference to a game of A&A at Fall-In but sadly no pics nor a lot of info really. A bit of a tease that!

Wednesday, 4 August 2010

Car Record Sheets

Right then, vehicle record sheets are like buses. Post-apocalyptic dieselpunk buses with mohawked passengers, pig iron armour plates and looted machine guns, but buses none the less. You wait ages for one and then two turn up at once.

Firstly, Trevor Swallow sent me this great PDF in A4/Letter size.

Trevor's gaming group blog is

Lance Tryon's approach is a little bit different - intended for Letter size print, the car record sheet is to be folded in half and placed in a clear card sleeve, much like the approach you may have seen Warmachine/Hordes player approach. Lance's PDF has all the cars from his deviantart gallery as well as a blank example for you to fill in.

The original .odt file for Open Office is also available but it is a bit big at just under 5MB zipped.

These are both truly great contributions to the A&A2 scene - please download them and enjoy.

Tuesday, 27 July 2010

Lanse Tryon's Cars

Lanse Tryon sent me a link to his Deviantart page with pics of his converted cars. Now these are radically different to the usual cars that are built for the game which start with a conventional HW/Matchbox car and add guns and armour and general grebbling from the bits box.

These have been built up using parts from Reaper's CAV game which is a sort of Battletech with nicer figures (IMO). The end result is very different as you can see. I assume that the size of the cars is roughly in the just-sub-3" range of the usual toys we use.

A thread about the cars on Reaper's own forums can be found here.

Thursday, 13 May 2010

A&A2 in Minnesota and Canada

Been more than a bit quiet on the A&A2 front over the past month or so. Well, that's me being quiet anyway, others have not been so remiss.

Matt Helmen in Minnesota emailed me ages ago with a link to his report of a very pretty-looking game he ran over on Lead Adventure - excellent looking cars and terrain that puts mine to shame. There are more pictures in his gallery here. Cracking stuff.

Also emailing me and neglected up until this point is Glen Jupp of Hamilton Road Gaming Group who sent pics of another game in Canada. The blue plastic is water and everytime a car travels through it, it Loses Control. That's real Iron Man Axles and Alloys for you!

Thanks to both Matt and Glenn for the reports and pics, apologies for not posting them earlier, just the old hassle of Getting Around To It!

Thursday, 1 April 2010

Mattblackgod's Vehicles

Some great post-apoc cars scaled to 28mm miniatures over at Mattblackgod's page. The fate of this 1937 Mercedes W125 Grand Prix car made me cry a little bit inside though... :)

Monday, 29 March 2010

WMMS Car Stats

Here are the vehicle stats for the cars we used a week last Sunday at WMMS at Wolverhampton. Note that the MAX of 20 for the Heavy Vehicles will become 18 in future in line with my plan to make a greater difference between speeds of vehicles in different classes.

Heavy Vehicle. MAX 20 ACC 4 DEC 4 TURN 2
Hit Points 18 (3 Lines of 6)
Equipment - Grenade Launcher (Medium Weapon, Front Arc), Mine Dropper (3 loads), Nitro System (2 loads), Armoured Cockpit

Blood God
Heavy Vehicle. MAX 20 ACC 4 DEC 4 TURN 2
Hit Points 18 (3 Lines of 6)
Equipment - Turreted Autocannon (Medium Weapon, Front, Side and Rear Arcs), Heavy Ramplates

Twin Mustang
Heavy Vehicle. MAX 20 ACC 4 DEC 4 TURN 2
Hit Points 18 (3 Lines of 6)
Equipment - Turreted Autocannon (Medium Weapon, Front, Side and Rear Arcs), Heavy Ramplates

Purple Haze
Medium Vehicle. MAX 22 ACC 5 DEC 5 TURN 2
Hit Points 15 (3 Lines of 5)
Equipment - Medium Laser (Medium Weapon, Front Arc), Ramplates, Oil Dropper (3 Loads)

Ms. Virginia Dentata
Medium Vehicle. MAX 22 ACC 5 DEC 5 TURN 2
Hit Points 15 (3 Lines of 5)
Equipment - Minigun (Medium Weapon, Front Arc), 2 Light Lasers (Light Weapon, Front Arc)


Medium Vehicle. MAX 22 ACC 5 DEC 5 TURN 2
Hit Points 15 (3 Lines of 5)
Equipment - Turreted Machine Gun (Light Weapon, Front, Side and Rear Arcs), Machine Gun (Rear Arc), Mine Dropper (3 loads)

Monday, 22 March 2010

Inspirational Terrain Board

Over at Gailbraithe's Black Primer Paint blog.

Follow the posts backwards to get the full log of the build.

I've been tempted in the past to at least think about a scrapyard terrain set for A&A but never got around to it. Mainly because it struck me as taking a lot of painting so I Like Gailbraithe's approach of lots of red oxide primer. It looks nice and stylised and nicely frames his models. Good stuff. I may take his ideas over to my 40k Combat Patrol collection.

New Links To PDFs

Typical. No sooner do I tell TMP about the games on Sunday, then it appears that Mediafire trashed the original uploads. Re-upped and available from the links on the right for your viewing pleasure.

Sunday, 21 March 2010

Vroom Vroom Bang Bang (x10)

A miraculous thing has come to pass - I have been to a wargames show, played in or GM'd 6 or 7 games of A&A2 (I lose count) which makes for 9 or 10 over the weekend and am not currently sick of the whole gaming hobby and am not therefore thinking of taking up other hobbies such as golf, strangling small animals and masturbation (when Coop quotes Monty Python on the Internet, you don't get the old usenet cliches such as Holy Grail and Life of Brian). Traditionally if I spend more than a couple of hours at a show/con I end up bitterly hating anything with dice and tape measures for about two days afterwards.

Also, not once did I accidentally say words along the lines of "I wrote Axis and Allies" to a confused and baffled bystander during the whole weekend. This must be a first.

The game went down well, although these days at UK shows, nobody really goes to play a game (it being a shopping trip) so most people who played were friends via club or Waylands Forge.

Again, rules keep mutating slightly. To whit;

- Taking d6 damage for landing at 18" or over is ridiculously excessive. This is now d3 instead. I've no idea why the original d6 was written in I must have not being paying attention or something.

- We didn't bother allowing faster drivers to delay their move until later in the turn. Just seemed like too much hassle with novice players but I'll keep it in the rules for playing at Stourbridge.

- We allowed shooting at any point during the turn, with moves being temporarily "frozen" to allow shooting to occur. Anybody who wanted to shoot at this point had the benefit of it all being simultaneous. This seemed to flow well, if anybody wasn't paying attention and missed their opportunity, well tough tit your driver should have been looking where he was going not fiddling with the radio.

- D6+D3 on the Loss of Control table is dumb and unworkable. Throw two dice but one is halved? Daft, so amended to D6+2 instead.

I handed out car sheets that were drawn on A4 paper and laminated. The car sheet doesn't even take up half the sheet so I drew a line under the stats and marked it "Write Your Speeds Here". I handed out a load of dry-erase markers so that I could wipe the sheets clean between games. Serendipitously the markers I used had chunky tips so the players had to write in a large hand. This was handy as I meant that even with mucky contact lenses and the effects of a liquid lunch I could read them from the other end of the table so that ordering the movement order was dead easy and worked well without having to keep asking people what they had written down.

I took a few photos, but to be honest in-game photography (more like in-game lomography with my poor shutter skills) isn't my bag as for some reason I always seem to end up with pictures of tables leading the eye up to men's crotches. In future I may insist upon higher tables or simply play on the floor. I can cope with photographing feet. Anyway, here's a few...

The Post-Apocalypse-Pre-Post-Apocalypse game. We shifted the scenic items around during the day to keep things fresh. The grey painted polystyrene packaging offcuts concrete ruins, building shells and mesas were Solid Obstacles. The hills were there to block LOS and provide ramps for Dukes of Hazzard style jumping action. In fact while we're mentioning the Dukes of Hazzard let's have a Dukes-themed picture in the interests of keeping A&A2 players warm on cold nights.

That's better.

And the scrub is just scrub to make it look good. Moved out of the way of cars as needed. Less messy than lichen.

Toys! Note, "The Blood God", brand-new car conversion based upon a Matchbox "Jungle Crawler" with a Stan Johansen gun turret atop it. This was such a last-minute job that I played with this car on Friday in an unpainted state, a state of affairs for which I risk serious censure and blackballing from the Stourbridge club. I promise it was only the once and will never, ever, happen again.

Hot in-game action, whereby Ms. Virginia Dentata dives for cover from the turreted Blood God by aiming for the ruined slum building (we were in Wolverhampton after all...). Purple Haze is immobile having been ambushed by a large lump of candy floss.

Twin Mustang and Purple Haze on tea break in front of more of the lazy wargamers sci-fi terrain standby. (And it wasn't cheap either - I had to buy a brand new LCD television and a new electric radiator to get my hands on it).

The lovely Ms. Dentata from a low angle (always her best...). Probably the most popular car on the day, showing that once again flashy colours always score over intricate and painstakingly modelled toys grumble grumble moan whinging like a Brummie...

"The Blood God" complete with not-a-pubic-hair-honest length of stringy glue between front wheel and body...

Anarch drives around more polystyrene in quite possibly the dullest photograph taken all day.


Something odd and memorable happens in nearly every gaming session of A&A I've ever played, going all the way back to 2001 and the first version of the game. Tom Jr. managed today's oddity by driving over a mine field (not advised) and taking 2d6 damage. This hurt. What hurt more than that was that the random scatter sent him into the other mine field which also detonated giving him another 2d6 damage. This was survived (just) but again induced random scatter which sent him into a solid lump of polystyrene concrete. Game Over Player One. Thanks for making us all laugh like drains, it is much appreciated.

I also managed to top myself by sailing into a textbook ram at 26" speed with both NOS charges blazing away in a Heavy weight car and still managed to lose it. Insult was added to injury when I bounced back 6" along the route I'd travelled along. On the face of it this is complete nonsense because the "Out of Control" scatter result doesn't care about relative directions. The thing is though, that it's So Bad It's Good. Sometimes it seems OK, sometimes it seems nonsense and on some occasions it seems to have the most wicked sense of humour imaginable. Sometimes it's so nonsensical that it's funnier to let it get on with it and do what it wants. It knows. It just knows when to take the piss to the amusement of all present.


Games this weekend were ridiculously quick. I was in a three-player game that lasted three turns. Another player was out on the second turn having had mines dropped about a half inch in front of him and not allowing him to turn and miss them. Once upon a time we used to play games with 8 or more players and insist upon a twelve or fifteen turn limit (fuel was the usual excuse) to avoid the game petering out.

So what's going on?

I ran three or four player games on a 6' x 6' table. I don't think that the table was too small as we have played with more numbers than that on an 8' x 8' table and the extra 2' would seem to be cancelled out by the extra players.

I think the mistake I made was to allow players to come onto the table at any speed. This creates two schools of thought as regards a sensible and Fabian approach to the all-important first turn.

The Real Gamer - "I don't have a bloody clue what I'm doing, so lets look at my car sheet. Hmmm, maximum speed 22 inches, lets say ummmm.... 16 inches."

The Real Man Axles and Alloys 2 Gamer - "I don't have a bloody clue what I'm doing, so lets look at my car sheet. Hmmm, maximum speed 22 inches, no problem, 22 inches it is. Oh and both nitros at once for a 2d6 inches bonus."

Mark U. pointed out that this is massively speeding up the early phases of the game and giving an undue advantage to the Heavy vehicles as then their slow top end and slower acceleration doesn't matter. It was letting them get in for ram kills very easily and early doors. On reflection I think I'm going to do the following;

1 - Amend the Max for the three classes. Heavies are now 18", Mediums stay at 22", Lights get faster still at 26".

2 - Cars enter the arena at 6". This should cut out kills that occur just too early (such as the aforementioned Turn 2 mine kill) and give the lighter, faster cars the chance to maneouvre around the heavier, more cumbersome cars.

Both these changes will end up in the next draft of the rulebook.

Another post-game discussion was held about Hit Points. Mark felt that five per line for Mediums and six per line for Heavies isn't enough. I think it is, and it's my name on the rulebook. I prefer a Malevolent Dictator type approach to this rule discussion malarkey. Anyway I have to concede that he may have a point when it comes to gaming outside of the "quickly in and out" nature of con/show gaming.

The potential is there to agree a bonus to hit points dependent upon what sort of game you want. So that the standard game is for con/shows and for people who want a result, well yesterday ideally, so we can pack up and go home early or perhaps people with undiagnosed ADHD. This is 3x4 for Lights, 3x5 for Mediums, 3x6 for Heavies.

But you can tweak this upwards by adding saying 1 to 3 circles per line for everybody. (Not just yourself as that would be morally somewhat dubious). This would give a longer game for, say, a club night. Alternatively you could really go for it and add 4 or 5 extra circles per game if you want a game of of drawn out maneouvring and nibbling little bits off the other players.

This likewise will end up as an optional rule added to the next rulebook draft.

Personally, for my games, I will stick with the default values. This is for speed and also because I love the look of shellshock on someone's face when they've just been comprehensively smacked in the gob and it's only turn two. That's what the game's all about isn't it? :)

Saturday, 20 March 2010

Twin Beetle

Blog reader Artbraune scanned this for me from National Geographic Kids. Cheers!

Now, where have my diecast Beetles gone?

Ready for Tomorrow

Finally, everything is sorted for A&A2's first public showing at the West Midland Military Show in Wolverhampton (used to be the Alumwell show just up the road at Walsall but moved venue a couple of years ago). Just waiting for the laminator to warm up to laminate the car sheets and handouts for the players.

I've added a sixth car to the roster which I haven't got around to photographing yet, mainly because the paint is still wet! I've also knocked up the remains of some concrete mega-structure, destroyed in the apocalypse, ready for the players to drive into. Grey-painted polystyrene packaging? Well, it might be... :)

DaveO, vonMike and myself played three games of it yesterday, again did a few tweaks and amendments to the rules, no doubt this time tomorrow there will be even more.

Tuesday, 16 March 2010

I Hate Deadlines...

Frantically painting and gluing and flocking at the moment to get everything sorted for Sunday when DaveO and I run A&A2 at the West Midlands Military Show. Life has been ridiculously busy lately to the point where the real car is disgracefully filthy because I honestly haven't been able to fit in a hour of daylight to throw a sponge over it. Will be glad after Sunday when I can kick back without feeling a bit guilty about it. Running dangerously close to the old "had enough, burnt out" state that I slipped into with gaming about 5 or 6 years ago.

Anyroad, two more cars to show you!

Firstly, the Pursuit Interceptor of Sanctioned Operative Ms. Virginia Dentata...

An old Matchbox AMX Pro Stocker from the 1970s with Stan Johansen bits added to it. After the slight disappointment of the Pontiac I went for bright colours this time that wouldn't vanish under all the weathering, hence the sky blue and yellow "splinter" camo. Because of the awesome 70's road racing shape of the car I felt it suited the idea of being the workhorse of a Dark Future Sanctioned Op and kept that in mind.

Next up is the silliness that is the Twin Mustang. Not quite finished yet, looking at the photos suggests that I should throw some Badab Black wash on the grille detailing. I had intended to paint the car in "banger racing" style with paint splashed over everything (lights, front wheels etc.) but in 20mm scale this just looks like I was bone idle with the painting.

Possibly should have made the right-hand side armour more interesting - reinforcing plates or struts or similar. Still, I live and learn and I think I can redo this, but not until after WMMS.

Fronts of the cars don't look as "pastel" in real life. A bit of Badab Black should sort that out.

I think both will do. At the end of the day (the sun goes down etc.) they are for members of the public to play with so perhaps shouldn't have too much time spent upon them.

Thursday, 4 March 2010

Game on at Jim's Wargames Workbench

Haven't done very much with A&A2 over the past fortnight or so (but must get arse in gear over the coming weekend as it will mark the arrival of a fortnight deadline until the WMMS show where we are supposed to be running the game). Other games were diverting my attention in a sort of Its-late-Thursday-and-I-need-to-paint-n-number-of-figures-for-Friday-evening way. I think we've all been there.

Accordingly I missed this AAR and photo session on Jim's Wargames Workbench...

...which was very remiss of me so consider this un-missed as of right now.

Sunday, 21 February 2010

A&A in Ontario

Glenn Jupp has emailed me to tell of a few games of A&A2 in Hamilton, Ontario (a place I'm almost certain I've been through on a coach in the midst of a four-day drinking bender on a school orchestra trip to the US and Canada back in my youth). Glenn is setting up a league with his own rules and is working on rules for motorbikes and pedestrians.

This gives him the honour of putting the first ever A&A2 photos out on the intertubes. I like the Trabant. :)

A&A Pontiac

I found time to sit down over a busy weekend and paint up the Pontiac. And now it's done my feelings on it are spectacularly...

It fails for me for two reasons - firstly I tried to do an understated car which frankly isn't really my style at all and secondly the bronze colour which looked really good when slapped onto the car's virgin flanks just didn't work well when drybrushed up. The bronze, the small areas of rusty metal, the sand base and the light earthy toned drybrushing just sort of blends into one big monochrome mass. Looking back at the photo of the primered stage I wish I'd kept the black as the basic colour. For what it's worth here it is anyway.

Oh well, it will do I suppose even if it doesn't even appear to pass the "three colours" rule. It's a long time since I've had a complete painting disaster so perhaps I was due one. :)

(I suppose I ought to drybrush that missed bit on the front wheel as well!)

Sunday, 14 February 2010

Three Works-In-Progress

Some spy shots from the New Tipton Skunkyards. Very, very, very black because these have just been primered with GW Chaos Black spraypaint before the real painting starts.

Exhibit #1

1970s-era Matchbox Pontiac Firebird equipped with some Stan Johansen Miniatures bits. One of three cars that I've recently bought off eBay because I had them when I was a boy and wanted to do A&A versions of them.

With the Pontiac, I absolutely love the brutal nose and exposed rocker covers on this car so have not gone for the usual post-apoc armour plates everywhere in order not to obscure it's shape and everything that I liked about the original. It just has a small turret on the roof and a rearwards facing light weapon (MG or Light Laser I suppose). The rear window armour is also from the Stan Johansen packs and the other armour on the rear is just card - the backing card from diecast blister packs is ideal for this and is, in fact, what I use. The armour will be rusty metal, no idea what colour the car will be yet.

Exhibit #2

This is another 70's Matchbox and another of the cars I had as a child, an AMX Pro Stocker. I've never been able to find out anything about the real car but I assume it was an oval racer in the States. My original AMX got dragged out of storage and repainted orange when Dark Future came out (so was almost certainly the first car I ever converted for this kind of nonsense) but is of course now lost to history.

The AMX was another favourite shape so has been left pretty much as-is, just with a Stan Johansen Gatling gun and two light weapons on the roof. The rear window armour is the same piece as fitted to the Pontiac. I envisage this car as a Sanctioned Op's pursuit Interceptor.

Exhibit #3

Right then, this will take some explaining. :)

Back the A&A1 days I had a model consisting of one Ford Mustang mounted on top of another one. Why? Well, it all came about from flipping through an book on Second World War fighter aircraft and discovering the F-82 Twin Mustang...

...which was two P-51 Mustang fuselages mounted together. The obvious punning potential occured to me so I built the "Twin Mustang", two 60s-era Mustangs mounted up with a top one and a bottom one. Silly pun, made a few people laugh and helped point out that A&A was ever so slightly not serious.

Anyway we have a new Ford Mustang now, and I thought we needed a new "Twin Mustang". So here it is. :)

This will be filthied-up in true post-apoc style. On of the huge armour plates (yep, backing card again) will have the slogan "TWIN MUSTANG" on, the other will have "F-82" on it. Be interesting to see how many people around the shows twig the reason behind it. Oh, and for the record, I envisage this one as being piloted from the top 'stang with all the running gear being in the bottom 'stang. Has to be a Heavy Vehicle in A&A terms.

Friday, 12 February 2010

Death Race 2008

As a rule I don't like remakes of films. I especially don't like remakes of films that I love. If Brad Pitt ever gets his Bullit remake project off the floor he's a dead man. Simple as. That's why I hadn't watched 2008's Death Race before, but seeing it in Tescos for a couple of quid and having restarted the A&A project I felt morally obliged to do so, if only to stop the inevitable questions of "have you seen..." and the inevitable accusations that "you took this idea from...".

As it turns out it's far enough removed from the original cult film Death Race 2000 so that it's not really a remake nor a "re-imagining" - it stands on it's own feet as a different film. Whether it's any good or not or whether it's independence from it's sire works in it's favour is a different matter.

Death Race 2000 worked, and worked well, because it knew that it's central premise was so nasty that it would only work when exaggerated to ridiculous levels and played for the blackest of black laughs. It's so stupidly OTT with it's comic strip characters that the satire (a play on the Roman "bread and circuses" idea distracting the populace from what a mess that everything is in) works well. It was a stroke of genius creating a film that had a premise that nobody had seen before, and hiding a biting satire within what was basically a Grindhouse movie that was actually a lot, lot cleverer than it wanted to admit to.

Death Race 2008 (not it's title but it's what we will call it) doesn't have any of this. It's a typical dumb action movie with stereotype characters. I'm not a fan of dumb action movies so I won't comment how good or bad it is as an action movie. This is A&A - we are only interested in the cars with guns on them.

2000 set up the background of a bankrupt US (now renamed the United Provinces) distracted from the bitter reality of day-to-day life by a coast-to-coast version of a Roman gladiatorial battle. 2008 has the US prison system handed over to private contractors, turning their inmates into money spinners by showing the Death Race, a guns-with-cars race in which lifers attempt to win their freedom by winning five three-race tournaments.

Film-wise, 2008 scores in that it's driving and stunts are real. There are no false CGI crashes, all cars that appear crashed are crashed even down to the hugely impressive crash of "The Dreadnought", a huge fluids tanker crash. Fans of all the great car chase films like Bullit, French Connection, Ronin etc. will appreciate it for that.

However 2008 falls flat in that, bizarrely for it's theme, it's actually too realistic. As the producer and director point out in the assorted features on the disc, we have reality television and we have the bandwidth to stream television programming via the Internet thereby ducking a lot of regulation issues as to what gets shown on TV. The Death Race is broadcast not by state-sponsored television but on a Pay-Per-View Internet stream so rather than 2000's event being spoon-fed to a supine populace, 2008's is actually watched by people who now choose to cough up the money to do it. This changes the whole feel of what is going on - now it becomes a snuff film for the morbidly curious, rather than an distracting tool of social control. The characters are all prison-movie stereotypes so that, in the world of Hollywood at least, 2008 comes across as plausible and accordingly the satire suffers. It's far less exaggerated than something like Brasseye which satirised by showing the ridiculous state of it's subject matter taken to it's logical, if ludicrous, outcome.

From a drama point of view it also falls flat in that the whole event is more fixed than professional wrestling - it's blatantly obvious that the audience wants a final between just the two favourites and every other driver will be killed by the organisers in order to arrange this.

Years ago, back on the Road Rage V8 forums Chris Johnston made the point that background to games like A&A have no cinematic or literary progenitor - they are an entirely artificial game construct, very much like the D&D-style "dungeons and PC party" setup doesn't really hark back to anything in it's source material. Some people will point at The Road Warrior but while that has the post-apoc aesthetic down to a tee that film isn't about guns. From memory I think Humongous has a few, carefully hoarded bullets in his gun case and the shotgun shells given to Max (which he sends the feral child out onto the bonnet of the semi to retrieve) are duff anyway. Chris's very good point was that the automotive combat genre had mutated into cars-with-guns because it is easier to create a game of shooting than it is ramming.

It's strange but the whole genre of cars-with-guns really comes from Car Wars and the post-apoc-cars-with-guns is just a fan creation as Car Wars's aesthetic was all shiny plastic/ceramic armour and electric engines. Death Race is therefore the film of the game of the film as it uses cars-with-guns that haven't really turned up in film before. It's a purely game background but via gaming and computer gaming and a wholly inaccurate picture of The Road Warrior this sort of thing has become common currency.

It's therefore worth watching Death Race 2008, not for any merits it has, but purely because it's possibly the first time that the whole cars-with-guns thing has broken out of the gaming/videogaming sector.

TL;DR - Dumb, cliched action film, but cars with guns.

Thursday, 11 February 2010

New Draft and a Playsheet!

Only one rule correction in this draft, it's mainly a matter of tidying up the English and trying to be consistent in usage of terms (for example using Vehicle everywhere other than the mix of "Vehicle" and "Car" it was before).

I've also done something that I really should have done straight away and that is to produce a one-sided A4 playsheet. Last time we tested the rules out I was flipping between pages and the lack of a playsheet really stood out.

Feb 11th Version here
Playsheet here

Sunday, 7 February 2010

West Midlands Military Show

DaveO and myself will be running participation games of Axles and Alloys II at the West Midlands Military Show in Wolverhampton on Sunday 21st March. This will be the first public appearance of A&AII and we're hoping to revive the old tradition of the Stourbridge club's participation games around the Midlands show circuit.

Tuesday, 2 February 2010

Stan Johansen Miniatures Accessories Sets

My order from Stan Johansen Miniatures arrived from sunny Florida today complete with a few extra bits chucked in because they are nice people like that.

Straight out of the bags and a couple of very quick and dirty photographs.

RW008 Accessories Set 1 ($8). The cars included for scale are Matchbox, a "Trevor" and a Corvette ZR1 in the usual scale. Lots of guns, armour plates, turrets and a few other bits and pieces including two mantlets.

RW009 Accessories Set 2 ($8). This set has a few gunners. The two gunners firing pistols are presumably passengers, but could double as drivers. Shame the gun arms are a bit over long though. There's a really good large turret with cast-in gunner and some of the other guns are designed to be fired by the gunners - they are cast with long stalks to be trimmed to size. Some really nice rockets too.

All good stuff, and should keep me in conversion bits for a while yet

Post-Apoc Mystery Machine

Spotted on trawl around intertubes...

Monday, 1 February 2010

New Draft!

There is now a new, improved draft of the A&A2 playtest rules

There's a very important correction in these of a mistake I never noticed in any of the earlier drafts and it's a biggie - Turns are up to 45 degrees, not fixed at 45 degrees.

Other that that I've added Napalm and Smokescreens, the Badlands Ambush scenario and a couple of optional rules to emulate the Jason Statham "Death Race" film that I watched on DVD yesterday.

I've also laid the rulebook out in what I hope is a better format than before - Dropped Weapons and Jumping Things have been shifted to their own chapters in order to leave the Movement section looking a lot cleaner and easier to digest (hopefully) and I've split Firing and Damage into two sections. I was getting concerned that all the extra and optional and recommended rules were making things a bit dense and unreadable.

There's no cover page on this one - I can't work out how to stop OpenOffice from applying headers and footers to every single page in the document which rather borked the cover. If you want a cover, cannibalise your old copy of the previous draft. :)

Axles and Alloys Cars From the Blogosphere

Found on blogger/blogspot

Sunday, 31 January 2010

Badlands Ambush


(A scenario that will probably get added to the draft rulebook and pretty much a rewrite of a setup that we use a lot for aerial wargames.)

For two sides. One side jumps the other. Dice for attacker/defender, high dice is attacker.

Attacker secretly nominates one or two entry points, corners or midway points of table edges.

Defender starts in centre of table having nominated a direction of travel. Defenders vehicles are travelling at 10". If a road is available, it can be laid out to match the direction of the defenders travel with other terrain features re-arranged to accommodate it but this is purely visual and has no game effect.

Attacker vehicles then enter within 6" of either of their entry points, but if two entry points were selected then each entry point must be used by at least one vehicle. Attacker vehicles start travelling at 15".

Any vehicle that exits the table edge (more than half of it's base off-table) counts as lost. Each vehicle immobilised or destroyed scores 1 point for the opposition, regards of cause of that loss. In the result of a draw, the Defender side wins as the Attackers had the burden of attack and the speed advantage in the first game turn.

Tuesday, 26 January 2010

Tarmac Basing

Two shots from Boardgamegeek of cars I based up for the 5th edition of Car Wars. To distinguish these from the post-apoc style I was making for A&A v1 I went for the fictional Hot Wheels models (assuming that a time 50 years into the future would see cars that don't exist today) and, for a corporate-sponsored arena, kept them clean so essentially they only got a little bit of paint detailing in order to mark out brake lights and the like.

The reason I'm posting them is because they illustrate the wet-and-dry basing technique described in the A&A II draft rulebook. Artboard rectangles 3" x 1.5" were cut and painted grey then a piece of grey wet-and-dry paper was glued to one side. This was cut slightly oversize so that the edges were not flush with the base sides or overhanging which would have seen them start lifting and fraying very quickly.

These were then drybrushed with the same grey as was used on the artboard. It's worth using an old brush for this - it's possibly the most destructive form of drybrushing you can do.

The white lines you see on some bases were done by laying down two strips of masking tape and dampbrushing an off-white along them, leaving the paint "bitty" and not completely filling the exposed areas. I then removed the tape and the resulting incomplete line looks just like a white line that has been exposed to weather and is starting to get worn away. Can be done with yellow as well. Very quick and easy and very effective. You can probably see this best on the first pic on the red car with the exposed wheels as the shape of the car exposes more of the base. Click for a full-size.

(Obviously the die-cast car is glued onto the base after all this has been done not before!)

The flame-effect car with the red trim on the wheels has some embossed card brickwork on it to represent a cobbled square or the line of bricks on the track at Indianapolis. Just a piece of the embossed card cut undersized and glued to the base, but I didn't really like the effect so only did a couple like this.

White Dwarf 102 Cover

I'm sure that when Les Edwards painted this piece of Dark Future artwork back in about 1988 the intentions were all good and the worried-looking bald Renegade driver was supposed to look like a shaven-headed outlaw gang member...

...but every time I see it now I can't help but wonder what ex-Coronation Street actor John Savident is doing being chased by the Interceptor.

(I had to go the Daily Hatemail website to get that pic - suffice to say the keyboard and mouse were thoroughly disinfected with Dettol afterwards.)

Which then, of course, makes me wonder if Savident is trying to get away sharpish before somebody stabs him in the neck again. That's kind of the way my mind works.

Russian Post-Apoc Camaro

Found here with plenty more pics -

Monday, 25 January 2010

Axles and Alloys II - Playtest

The first public beta playtest release is up! Get it here or click the pic. The file is a PDF and is only 322Kb long.

All feedback gratefully received!