Showing posts with label pulp. Show all posts
Showing posts with label pulp. Show all posts

Tuesday, December 08, 2009

Dixon's Long Range Desert Group

Whilst browsing Dixon's website for a couple of special figures for my Legends of the Old West posse, I couldn't help myself and looked at their 28mm World War II figures where I discovered these chaps:



I'm going to have to seriously consider these for a little painting project sometime next year. If we ever get back into Pulp gaming, these will go down a treat.

Friday, April 03, 2009

New Pulp Releases!

Artizan Designs have just released six new Thrilling Tales characters, three are British Bobbies from the inter-war period, and three are British mercenary types from the same time. They look good enough to be added to my wish list!

Wargames Factory have posted a picture of two of their hard plastic Zombies, painted by Neldoreth. Nice.

Saturday, March 14, 2009

Undercoating Burton

Private Burton gets the undercoat treatment.

Wednesday, March 04, 2009

Zombie Mob!

Now that my lovely wife has purchased everything on my wish list for my recent birthday, it’s probably time to update my list. I can’t think of a better way to kick off my new wish list than to put these two Zombie Mobs right at the top!

Monday, March 02, 2009

Size Comparison

The Good Guys

The Bad Guys

Happy Birthday

It was my Birthday on the 28th, and today my slightly late present came. My wife took note of my wish list and ordered me some pulp goodness from Artizan Designs. Now I have three Sturm Battalion Germans, Kentucky Davies (Indiana Jones), Private Burton and the lovely Agent Lake.

Unpacking pics below, better figure shots and comparison shots with my other pulp figures later in the week.

Thursday, February 19, 2009

Zombie Dogs!

These beauties would put Aaron's little detective dog to shame....

Mississinewa Miniatures have released a pack of 28mm Zombie Dog miniatures! I wonder if there are any legit rules for zombie dogs in Pulp?

Wednesday, September 19, 2007

It’s a Conspiracy!

Last nights game, the second in a series of a 3 game Pulp Campaign, saw me penalised from the start because I’d ‘lost my rifle’ in the first game. It was once again a set up that would have favoured a SMG rather than the rifle I was packing. Some how, in my conspirators mind, I knew that Stu had secretly realised that my main weapon of destruction was going to be a rifle and had so written a campaign that rendered my killing abilities to naught.

But luck was on my side, as my ‘penalty’ turned into an advantage, and saw me march off the board to victory in turn four, having done nothing but wait one turn, and walk for 3 turns.

The temptation for some vengeance killing was strong, but my desire to actually win one of these games kept me focussed, and off the board I marched.

Game won, advantage me.

Um, nope.

Stu in his absolute wisdom wants to ‘tweak’ the scenario (it was a good scenario, but does need some ‘tweaking’) and have us all re-play it again next fortnight.

Not that I really mind, because with some tweaking it will make a really good, and possibly hilarious Pulp scenario. It’s just that my conspirators mind is trying to tell me that it’s all just a big plan to keep me from ever winning a game…

Tuesday, April 17, 2007

28mm Pulp German

Finally painted the last of my pulp Germans... though I gave him camo and a stony grass base so he won't fit with the others!

Wednesday, December 13, 2006

.45 Pulp Campaign


The .45 Pulp Campaign that we had been playing over the last couple of months came to a grand finale last night, with all three teams somehow making it to the tomb.

Stu had once again set up a great scenario that saw a staggered entry into the tomb, well almost. All three heroes became bottlenecked at the door, as the Brit seemed unable to open it with his own strength, and required the help of his friends.

Of course, once in, the two ‘allied’ heroes ran off to the left whilst the stealthy German took a right, and then a left down a dark corridor full of traps, that his keen sense of survival managed to overcome, making him the first into the tombs chamber.

It was only when the pesky allied adventurers saw that the nasty Nazi might get away with all the plunder did they shamelessly attack the Hero of the Fatherland. Of course this proved to be an ill-fated move.

When the final two allied adventures made it to the door, and when I say adventurers, I say it with a pinch of salt as one of them was a mere dog, they were soon joined by the Grade 2 German who was promptly set upon, and thus had no alternative but to fight back. In the ensuing struggle however, he dropped his grenade that exploded, killing the American dog and British adventure, and seriously wounding the German.

The British ‘Hero’ in the meantime had uncovered the first of three pieces of valuable artefact, and the Americans went on to uncover the next two in the inner chamber, but in the process unwittingly awoke the Zombie King.

But because the Yanks weren’t able to pick up any treasure, the Zombie King went after the stupid Brit ‘Hero’ who was holding the only piece of loot. This sufficiently scarred the pom that he began by throwing his dice into his freshly delivered cup of steaming hot coffee and bring the game to a temporary halt whilst everyone else cracked up laughing.

The Germans had a plan however, and shot out one of the few remaining lanterns and waited till The Yankie ‘Hero’ had dispatched of both the Zombie and that pesky, racist Brit, then with the clueless Yank being easy to see (as any man holding a lantern in a dark tomb is) he would also be easy to shoot.

But alas, as soon as the Zombie King had been sent back to the grave, the tomb started to cave in, putting everyone’s lives in danger. The Yank typically sent his lady friend to battle the Nazis while he made his escape, and the Nazis made light work of her, stealing her loot and rendering her incapable of fighting.

But with the dastardly American hero out of the Tomb, and my men needing to feel their way out in the dark, we called it a night.

Overall the game was great. It had action aplenty, surprises, and plenty of laughs. The .45 Pulp systems once again proved to be very entertaining.

If there were any tweaks to be suggested, they would be thus:
There would be as many entrances as there were teams, so that there would be no bottlenecks at the main entrance, but as soon as the Zombie King was killed, all but one entrance would cave in instantly.

Who was and who wasn’t holding a lantern needs to be more visually apparent, as my number two fellow – I discovered when I got home and looked at the score sheet – never put his down, and miraculously was still holding his lantern after the grenade exploded and thus could have shot the Daniel’s man from a distance.

But hey, these things can only ever be called after playing the scenario, and as it was, the campaign as a whole, and every different scenario was fun to play, and that in the end is all that matters.

Grown men having fun with very little toys.
 

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