More on Old Skool Skirmish today.
Diehard miniatures join the ranks I’ll be using for my personal games. Some great models in their growing range. I particularly like the Eru-kin (above), though there are plenty of other gems lurking in the mix. The Eru-kin will do nicely as models for my Toad Lords retinue. Speaking of the Toad Lords, I’ve been working on the background for the SF version of OSS, and it’s broadly done now. That means I can work out which models I can use in each retinue – always a help when sorting out what needs to go on eBay 🙂
In fact, you can use whatever models you want in OSS. It’s not married to any specific manufacturer. Just pick whatever miniatures take your fancy, define some appropriate stats and equipment based on what the model looks like and is carrying, and off you go. At least, that’s the idea. And it almost works…
As I’m still sorting out some working space to actually do any practical modelling, I’ve been limited to planning what to make for OSS. Mostly I’ve been thinking about scenery.
For a while now, I’ve been pondering about the slightly unsatisfactory nature of most gaming battlefields. By “unsatisfactory”, I mean that they look like games rather than real environments. What I want, I think, is a battlefield that looks like people actually live and work there. It’s a place in a real/fictional world in which there happens to be a fight, rather than a battlefield that’s been set up for this battle. This fits the sort of scenario common in OSS, where fights break out between different retinues in an ad hoc fashion rather than along any sort of front line trench equivalent: dastardly assassinations, outrages at the marketplace, duels of honour, protection rackets gone wrong, interplanetary incidents, and so on. All sorts.
Add to this the fact that I’ve decided to start from scratch with OSS, and build everything afresh. That’s much more exciting than simply reusing the same stuff I’ve fought all sorts of games over. Let’s have a new environment for a new game.
Having scribbled a bunch of notes while I was travelling about, I realised that I needed to organise myself properly. I came up with way too many ideas I liked to fit into a single battlefield, and decided to break them down into themes. That worked out really well, and allowed me to find a thematically appropriate slot for each of my ideas. Some bits turn up more than once, and it may be that some bits of scenery can be used in a number of different themes. To start with though, I’m assuming each themed set of scenery will be discrete and separate.
What makes this a vaguely plausible project is that an OSS board is tiny – only 2 foot square. This suits the small retinues and the intimate (and decisive) nature of the fights. It also means you need to make fewer bits of scenery to fill the table. All good 🙂
So what’s my first theme? Tricky choice. After some deliberation, I’ve decide to start with a Plaza. This should be a relatively simple build, though even here I can hide a lot of visual interest. Hopefully, being simple, I can get it done faster than some of the other options.
What do I mean by Plaza? Here, Im thinking of the sort of urban space between buildings, where town planners have created a sort of concrete park – a space for the megacorporation’s salarymen to sit and decompress for 10 minutes between meetings, while they eat their pre-packed sashimi, Soma, or Soylent Green. Somewhere that adds a bit of greenery to a concrete and glass environment, though in a very controlled way. In other words, a broadly flat area with interesting stuff in it to fight around – but with a reason for it to be like that.
These pics are a few of the best ones I’ve found online and should give you the general idea of what I’m after. None of them are exactly right, so I’ll be picking bits from here and there and stirring them in a pot to come up with something new.












On first play, it felt like there were three broad stages to the game. The first when you’re exploring the maps, when you’re more interested in grabbing stuff than fighting; the second when you’re filling up the land and starting to squeeze each other for resources; and the end game when there was quite a bit of carnage.

Bent sword.
Backfills behind the loincloth and under the arm. Entirely normal for metal models, and presumably a thing of the past if you sculpt specifically for UniCast.
It was
My aim is to avoid figures that remind me of other games I know well (because that’s distracting), so I probably won’t be using Necromunda figures, for example. That’s just me though, and the rules will allow you to include whatever you like.
This has gone live on the
To start with at least, MM will effectively be a project log for the Old School Skirmish game I’ve been working on. I’ve got some ideas for articles, and I’m sure more will come. For now though, just know it’s coming, starting next Monday.







How?
One thing which differs between these LOAD figures and the previous UniCast models I’ve seen is the level of detail on the bases. I’ve picked an extreme example here, but many of the models have tufts of grass modelled on. And I don’t mean a texture on the base, I mean blades of grass sticking up. You can see these on the “demon” and the “foot knight” above. The tree-thing model above has stuff sticking out in every direction, and is still a single piece.
Brueckenkopf suggests that the very flexibility of the moulds that allows for such insane undercuts in the first place, may also allow for more slippage, and that is a very good point. Only time will tell. However, so far, I’m just not seeing it.
Feeling a bit jet-lagged this morning after a marathon train journey back from the con. Very happy with going though – I’d not miss it. My head’s still buzzing with all the stuff I saw, all the people I spoke to, and all the new games I played, rummaged through, bought, and planned myself (worked out the bones of 3 new dice games on the way home). Lots of cool stuff and interesting ideas.