2020-02-27

Blood & Plunder - Bark & Piragua

Painting has happened (to the absolute surprise of noone). And this time, it's more ships (well, a ship and a half, really, and not a very big ship at that) for Blood & Plunder. Yes, plural. Because they're both too small for a decent blogpost each by themselves.


First up, the Bark. A tiny fishing ship, runabout, coastal trader and general ship-shaped thing, that were never-the-less quite popular among the buccaneers in the Spanish Main (as well as the Spanish Guarda Costa), possibly because they were easy to get hold of.


Maybe not plenty of space, but enough for a trusted crew (one kind of harbour rat or another, be they english, dutch och spanish) and some trade goods (legally obtained or otherwise).


Neither is she the most heavily armed, but once again, enough. A few cannons and swivels, enough to keep heads down as you approach. More cannons is not always better, because if you sink the enemy ship, then it gets much harder to plunder it (remember Maxim 1: Pillage, then Burn).


And there she is, Lydia as she's tentatively named (although I haven't bothered to get her a nameplate). All in all, she's a very cute ship, and just enough to teach one the basics of sailing (at least in Blood & Plunder).

Of course, all the masts can be taken down, and the flag replaced, for ease of transport and change of allegiance. And all armaments are mounted with magnets, for reasonably safe play and ease of removal (even if it will probably be rare to change all that much, since she doesn't have many options... but still, if I have a system, then I have a system).


If the Bark is small, then the Piragua is tiny. Only slightly larger than the Longboat and Canoas, this boat mostly compensates by girth, allowing for a decent amount of crew. Interrestingly enough, a Piragua can technically be towed as a ship's boat by a Bark, despite being almost as large. Ah, rules conundrums and literal reading, aint it wonderful.

 
She's got very few guns mounted, but that can be compensated by muskets. She's small, she's fast, and can carry both a decent boarding party and some fellows who keeps enemy heads down. Is it any surprise that this was also a favored ship by the buccaneers?


Once again, the sails can be dismounted for ease of travel. Although here, they're likely to be left of, because the magnets I used aren't quite strong enough (and/or aren't getting enough contact due to the layers of paint), and the rigging is non-existent, leaving them somewhat wobbly and too prone to randomly falling down for the average game. Still, it's nice to have while it's waiting its turn on a bookshelf.

And of course, the swivel guns are only attached by magnets, and can trivially be removed (especially useful if the Piragua is to be used by Native forces).


Still, she looks splendid and fast even when slimmed down. And one can appreciate the fact that Piraguas weren't as much built as carved directly from a large tree, with only some timber enhancements.


All in all, not a bad start for a buccaneer fleet. Now I just need to get a chance to field them in action, and see how they work in game... They both seem brittle, and perhaps not the most agile, but they're cheap, so one can fill them up with good troops. I'm really tempted to try the Piragua with a small unit of Sailors, and a medium-to-large unit of Boucaniers. Although perhaps those would be better in the Bark, with some gunners, and then a boarding party of some kind in the Piragua... as can be seen, ideas are multiplying.

/Fool Out, there's more sails on the horizon

2020-02-08

Blood & Plunder Painting Showcase - French Reinforcements

I keep churning through my painting queue. This time, it's some French sailors for Blood & Plunder. I already have a decent french force, but one can always have more options.


As is my habit, it is a not-too-small batch of 21, with a mix of different units (and a significant proportion of reinforcements for existing units)


First up, one new and one repainted commander. On the left, Laurens de Graff (allowing for a slightly more dutch playstyle with the french, i.e. more sailing and more cannons). On the right, a repainted special gift commander from the first kickstarter, since he had gotten a few scratches where the metal shone through.


There were a few full units painted as well. Specifically, Engagés (using the Sailor Musketeer figures). A cheap unit with decent musketry can always be useful.


And what's better than one cheap shooty unit? Why, two, of course. These Engagés will be 20 points each, and hopefully require just a tad more effort to remove than they're worth. But mostly, they'll allow more options for the other units in whatever force they find themselves.


Talking about other units, two Flibustiers. The right one is another repaint (once again, plenty of wear and tear made some metal shine through), while the left one will serve as a Character when such is needed, most likely a Grizzled Veteran or an Officer. I don't quite remember where I got him, but he's originally a Forlorn Hope, which I didn't really have a need for. But he's got all the guns for a Flibustier, and will stand out nicely, so...


Two men doesn't make much of a unit, but combine with the other 7, and it's much better. The two new ones fits in quite nicely.


Similarly, the Marins got a few reinforcements, with some grenades (/firebombs/smokebombs) and plenty of blunderbusses... and a female sailor (my last from the last kickstarter) to serve as character when this unit needs one. Nominally, she can be Anne Dieu-le-Veut (wife of Laurens de Graff, above), if they're both on the table.


Of course, 4 Blunderbusses, one man with grenades and a character rarely makes a legal unit. But combine with the 6 older Marins in unit "light blue II", and it is one heck of a sledgehammer. One I should perhaps write up a separate article about (especially if led by that old terror, L'Ollonais). Do tell if such a thing would be of interest?


And finally, I can't leave the other Marin unit ("light blue I") without. In general, my sailor units tends toward 8 men strong with grenades. I'm going to ignore any grenades not actually bought for the games, and assume these sailors are instead carrying extra reloads for the pistols, some loot, or maybe a rum ration instead... always nice to have the options.

/Fool Out, this queue aint going to reduce itself.