Tuesday, September 22, 2020

Hussar Problem Solved

I mentioned that while I was up at the Wargames Holiday Centre I was hoping to make a few purchases. Well,I did indeed, and here are a few pics of some of them. Mike has been selling off quite a few units this year in order to "slim down" the collection (for example, having nearly 180 x 36 man French btns seemed a bit OTT), and I hoped to buy a few units I'd always really liked. High on the list were these 2 regts of Austrian Hussars, 1 of 36 men and another of 48 (Wish they were both 48's).
One of the problems I've always had with the Austrian army is the hussar uniform. Now I know they invented the things, but I've always thought the Austrian hussar uniform looked more at home in Billy Smart's Circus than on a battlefield. All that purulent bright green, stupid red trousers, and yellow plumes...Give them some long, floppy shoes rather than hussar boots and they would have looked better.
Subsequently I've never had any great desire to paint any. So from years ago when I first saw these rather more subdued paint jobs they always appealed. They are all wearing overalls and the green is (a more realistic) darker shade.  Despite this they are still suitably gaudy enough for hussars, with their red shabraques with yellow piping and either bright or dark blue dolmans.
They are (naturally) the Elite miniatures castings, painted and converted by Doug Mason. All the sabres are pins soldered into the hand and are very tough. Even after many years of service up in Scarborough I only had to replace 3 swords out of 84. Doug has done plenty of bends and twists to these figures. There are only 4 basic figures here, officer, trumpeter and 2 trooper figures, and he really has imparted an incredible sense of movement to the models which really look the part of hussars at full tilt

I just did a minimal amount of work on the bases to blend them with my standard basing. Just an oilwash and highlight then some grass clumps added. I also gave them a quick new coat of gloss. I had contemplated giving them a matt coat, but they look infinitely better in their original gloss glory. I'm developing a bit of a theory about gloss V matt: Gloss varnish isn't terribly fashionable these days which is actually a bit wierd. There is no debate about it bringing out the colour and establishing a visual contrast between the figure and its base, this is simply optical fact. Nonetheless, a lot of folk "prefer" matt these days. Anyway, my theory is, that gloss varnish makes well painted figures look even better and badly painted figures look even worse, while matt varnish just dulls everything down to a more median uniformity (no pun inteneded). So for Mr Average painter (like me, and most of you) we think our stuff looks better when we matt varnish it, because gloss just shows up all the cock-ups, while matt is more....forgiving.
Anyway, thats my theory.

These figures were painted by someone who really knew what he was doing, and it shows up even better in the flesh than through the lens of my rather inadequate camera.

These weren't the only figures I bought from Mike, there are more (I just kept peeling off the tenners until he said stop) but the rest will have to wait for another time.



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Monday, September 21, 2020

Do We Need Another Hero?

As an avid player of Legendary, I wasn't all that interested when Fantasy Flight Games announced that they would be publishing Marvel Champions, the latest in their line of Living Card Games that include has included Call of Cthulhu and Lord of the Rings. As it is I feel like I've barely scratched the surface of the available content for Legendary, so why would I need more than one Marvel super hero card game? And besides, I really don't have time for another game where you have to build decks.

However, as I started to find out more about the game, I got more interested. It looked like the structure would be similar to FFG's Lord of the Rings: the Card Game, but refined and streamlined, and the deck building could be reduced to simply choosing a hero and what the game calls an "aspect," a theme such as aggression, protection, leadership, or justice. I was intrigued enough to give it a try.


The game's similarities to Lord of the Rings are very apparent, with the focus on narrative and the primary player decision being whether to spend your turn fighting adversaries or progressing the story (in this case, thwarting the main villain's evil scheme). It's cooperative, with each player taking on the role of a hero and teaming up to foil one of a variety of villains whose actions are controlled by the game. The cards are divided into allies & support cards that stay in play and events that have a one-time effect, and there's even one card, Nick Fury, that is clearly a direct translation of the Gandalf card from Lord of the Rings

Despite the similarities, however, Marvel Champions has enough unique elements to make it more than a simple re-skin. The game uses an ingenious system to reflect the classic "secret identity" trope: your deck is built around a single character with a double-sided card: hero on one side, and civilian identity on the other. Many cards will only work with one side or the other, with attacks and other proactive actions associated with the hero side, and recovery and support actions with the civilian side. The way the villains behave also depends on which identity is active -- if you're in heroic mode they'll attack you, but if you're hiding out in your civvies they'll work on progressing their evil scheme, which if completed will cause the heroes to lose the game.


In addition to the main villain and his assorted thugs, each hero brings their own set of cards representing their arch-enemy and personal obligations, which may be shuffled into the villain deck at various points during the game, which really adds to the sense of story.

So how is it different from Legendary? Well, apart from being a somewhat different style of game (Legendary is a deck building game where players build a deck during the game, while in Marvel Champions players begin the game with a deck representing their chosen hero), the sense of story is more developed and personalized in Marvel Champions. In Legendary, players choose five heroes at the start of the game, and then spend the game buying cards associated with those heroes, looking for useful combinations of cards but not necessarily focusing on a single character -- the sense is that the players are unseen tacticians guiding the action. In Marvel Champions, you are playing as a particular character such as Spider-Man or Captain Marvel, using their unique allies and abilities to foil the villain. I enjoy both games for different reasons, and don't see a reason to choose one or the other.

Rating: 5 (out of 5) a unique and compelling game that plays well right out of the box but also supports a level of expansion and customization that should keep most collectible card game players happy.