tag:blogger.com,1999:blog-57831188743830899692024-03-13T12:46:32.920+00:00Kingsleypark's Wargaming MenagerieA blether about all things wargaming related whether it be playing with toy soldiers or pushing bits of cardboard around a boardkingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.comBlogger139125tag:blogger.com,1999:blog-5783118874383089969.post-72808279904478505612020-07-02T07:26:00.001+01:002020-07-05T14:45:09.304+01:00Rediscovering The Joy of Six (And while I'm at it painting some 6mm armies for fun and charity!)<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-5TOTDkas5XI/Xv0aoAuyq5I/AAAAAAAABY0/phdlKAtNmWoBsK4QIgb4Lr_SB3bjXAQEQCLcBGAsYHQ/s1600/Matlund%2527s%2BFoot%2B1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://1.bp.blogspot.com/-5TOTDkas5XI/Xv0aoAuyq5I/AAAAAAAABY0/phdlKAtNmWoBsK4QIgb4Lr_SB3bjXAQEQCLcBGAsYHQ/s320/Matlund%2527s%2BFoot%2B1.jpg" width="320" /></a></div>
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If you have been involved in the wargaming hobby in the UK over the last 10 years or so, and particularly in the miniatures side of the hobby, the chances are you will have heard of the Wargames Show entitled "The Joy of Six".</div>
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The show, usually held in early July, is the brainchild of Peter Berry of <a href="https://www.baccus6mm.com/Home/" target="_blank">Baccus 6mm</a>, a figure manufacturer specialising in, funnily enough, 6mm tall figures. In fact if it hadn't been for the dreaded C word the show would have been held this coming week-end.</div>
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Originally a show case for Baccus it quickly grew in size and now other manufacturers of 6mm or 1/300th scale or micro scale take part with a variety of display and participation games being run by likeminded aficiandoes. </div>
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One of those aficiandoes of the 6mm figure is a chap called Per Broden, originally from Sweden but who has been living in the UK for many years now. Per has acquired a reputation for putting on some spectacular games with 6mm figures, most recently his display game on the Battle of Poltava which was the key battle in determining the outcome of The Great Northern War between Sweden and Russia in the early 18th Century (Sweden lost that battle and the War which just goes to show that Per doesn't hold a grudge). </div>
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That is some table!</div>
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Per has appeared on a number of Podcasts in recent years, including <a href="http://www.meeplesandminiatures.co.uk/" target="_blank">Meeples and Miniature</a>s, <a href="https://battlegames.co.uk/battlechat-podcasts/" target="_blank">Henry Hyde's Battlechat </a>and <a href="https://godsownscale6mm.podbean.com/" target="_blank">Gods Own Scale</a> to name a few, and is clearly a man very passionate about the 6mm figure and works very hard to promote the scale. </div>
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It has to said that there is a definite bias against the 6mm figure amongst certain wargaming types who tend to look down their noses at the small but perfectly formed miniatures in preference to the larger scales. And I suspect that if Peter Berry got paid a pound every time he has heard someone saying "I can't paint those - they are too bloody small" he'd probably be a very rich man.</div>
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With the lockdown caused by the C word cancelling wargaming shows all around the country there has been much chatter on the interweb about what wargamers could do to keep their hobby interest going and online gaming using zoom calls and the like has certainly helped many people keep their wargaming sanity through the crisis. </div>
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Many have started online painting clubs where they will meet up on the video portal of their choice and blether away whilst sitting at their respective painting tables painting their lead and plastic piles. I haven't tried that myself yet - I really should try and get the THAGGers (that's "The Honourable Arbroath Gamer's Guild" for those of you new to these ramblings) organised for such a project.</div>
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Per was due to have put on his game of the Battle of Fraustadt from 1706 at Joy of Six this year but with it being cancelled, he started applying his mind towards doing something whereby he could continue to spread the word about the joys of playing games with 6mm figures and also do a wee bit for a good cause. So he has come up with the idea of asking wargamers to help paint up a number of 6mm units to put together 2 "Imagination" Armies - The Kingdom Of Denswe and The Tsardom of Siarus, which Per and his son would then fight a campaign with, record the progress of the Campaign on Per's Blog <a href="https://rollaone.com/" target="_blank">Roll A One</a> Then at the end of the Campaign Per will auction off the 2 armies to raise funds for the Combat Stress Charity.</div>
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So Per duly put the call out on Twitter looking for volunteers and I am pleased to say that I managed to get my name on the list and was advised by Per that it would be my task to paint Matlund's Foot Regiment for the Army of the Kingdom of Denswe. </div>
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Peter Berry had kindly agreed to provide everyone with their respective units free of charge and my unit of 24 foot figures duly appeared at the end of last week. All I had to do was get them painted and post them off to Per and he would then base them up to join their fellow comrades in arms.</div>
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Now I have painted 6mm figures before but it was a long long time ago. In fact, when I started getting into the hobby in the late 1970's I do recall sending off for a pack of Napolenic British Highlanders from <a href="https://www.heroicsandros.co.uk/" target="_blank">Heroics and Ros</a> </div>
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I did actually put paint on some of them but alas the results have not survived to this day </div>
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<a href="https://1.bp.blogspot.com/-PJLZW3vkhsI/Xv0kmGBMElI/AAAAAAAABZM/ayFDqQ6h-t0QCZYTmvQI003to7l5uzvEQCLcBGAsYHQ/s1600/281.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://1.bp.blogspot.com/-PJLZW3vkhsI/Xv0kmGBMElI/AAAAAAAABZM/ayFDqQ6h-t0QCZYTmvQI003to7l5uzvEQCLcBGAsYHQ/s320/281.JPG" width="320" /></a></div>
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The remaining figures from that very first pack of 6mm figures - still in their natural bare metal colour.</div>
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Then in the early 90's when gaming at Kirriemuir Wargames Club, there was a lengthy period of time where we played a lot of 6mm Napoleonic games. When the Kirrie members decided on this course of action I didn't have any painted Napoleonic Armies so for the first time I sent off an order to a painting service (whose name now escapes me) and they were very good at churning out in quick time a couple of corps of British Napoleonics made by <a href="http://irregularminiatures.co.uk/" target="_blank">Irregular Miniatures</a> and many nights were thereafter spent trying to get that crashing volley off against the dreaded Froggies.</div>
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With the inevitable power creep starting to occur and my dastardly opponents ordering more figures I decided that I would have to join the arms race and ordered some Heroics figures to bulk out my forces. These though, I painted myself.</div>
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Now I would like to say that I quickly painted up some Heavy Dragoons, some Light Dragoons and a couple of Battalions of Fusiliers - I did paint them - I just can't remember how long it took me to paint them.....</div>
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1st Battalion Welsh Fusiliers (honestly)</div>
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But that must have been at least 25 years ago.</div>
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And I haven't painted a 6mm figure since. I've painted 10mm, 15mm, 20mm, 25mm, 28mm and larger during that period but had never gone back to the 6mm figures.</div>
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But over the last few years with Per doing the rounds on the Podcasts and also Peter Berry doing his bit for the 6mm figure I had started to get very interested in looking again at the scale. The trick, so they said, when painting these size of figures was to paint the unit, not the man. And certainly when you look at a unit of 6mm figures on a wargames table, it really looks the part and with a large collection a battle can really start to look like a real battle. </div>
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Having also listened a lot to Henry Hyde's podcasts I quite liked the idea of doing a couple of Imagination forces and thought this would be the ideal size of figures to build up a couple of manageable forces.</div>
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So it was with all the best intentions of the world to start a new project that I picked up from Baccus at the 2019 Claymore Show in Edinburgh, the starter set for the Wars of the Spanish Succession.</div>
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I got the figures home, spent a number of days looking at the sculpts, thinking about how I was going to base them and then....</div>
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I put them back in their box.</div>
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And that's where they stayed. </div>
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But when Per announced his initiative, I thought this was the ideal chance to give painting 6mm figures another go whilst doing so for a good cause and hopefully get the creative painting juices flowing again to start on my own figures.</div>
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Per had sent all the painters a list of the units being prepared for both armies and with a colour guide for the uniforms and trim. For The Kingdom of Denswe he was suggesting that the coat should be blue and in the case of Matlund's Foot the trim was to be yellow. Whilst waiting for the figures to be posted out Per put up on his blog a number of helpful painting guides showing his techniques in painting each of the different troop types and I would recommend you go have a look at <a href="https://rollaone.com/2020/06/09/painting-guide-no-1-6mm-horse-and-gods-own-scale-podcast/" target="_blank">these</a> as they certainly helped me -</div>
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<a href="https://1.bp.blogspot.com/-_tG4gkhLyB8/Xv0sNH4-DyI/AAAAAAAABZo/KVY7Jg_85t030RGNoHOFtuNzFzRfHBtdQCLcBGAsYHQ/s1600/283.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://1.bp.blogspot.com/-_tG4gkhLyB8/Xv0sNH4-DyI/AAAAAAAABZo/KVY7Jg_85t030RGNoHOFtuNzFzRfHBtdQCLcBGAsYHQ/s320/283.JPG" width="320" /></a></div>
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Undercoat applied and a black wash applied</div>
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My choice of paint for the Coat Colour</div>
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Coats done and the fleshy bits added</div>
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My choice of paint for the Trim. I was a bit worried about this as that paint pot has seen a lot of winters</div>
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Adding the cuffs. Later I added some trim to the bottom of the coat and also painted the Drummer's coat yellow using the "reverse colour" scheme that was used in a number of infantry regiments.</div>
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Adding some brown for the belts, muskets and pike shafts.</div>
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White applied to the trousers or stockings and silver for the metal areas.</div>
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Starting to look like a real unit!</div>
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Adding the trim to the hats</div>
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A final wash with Winsor & Newton Nutbrown Ink</div>
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It took about 3 painting sessions to do the unit. I'm sure I could have painted them a lot quicker than that but I wanted to take my time. Also the advice mentioned above "Paint the Unit, Not the Man" really did help me keep my focus on what I was trying to do with the figures and so I resisted the temptation to try and coax out every last detail on the figures (and for such small sculpts there is a lot of detail on them). And Per's painting guides were so helpful in establishing a routine to painting the miniatures</div>
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I will send them off to Per and he is going to base them and the other units up so that he can get all the basing consistent. I'm really looking forward to seeing pictures of the completed armies. Some of the other painters have posted up some pictures of what they have done and they look amazing - I only hope Matlund's Foot can live up in their company!</div>
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So has it persuaded me to get my Spanish Succession box off the shelf?</div>
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You bet it has!!</div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com9tag:blogger.com,1999:blog-5783118874383089969.post-809283743600021912019-04-14T23:28:00.001+01:002019-04-14T23:28:36.709+01:00Mortal Gods - First Playthrough<div class="separator" style="clear: both; text-align: center;">
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So my mate, Alan, has been waiting with fevered anticipation for this to arrive and so when the postie delivered Mortal Gods (originally by a company called "War Banner" but who have now had to change their name to "Dark Peak Games" and then to "Footsore Miniatures and Games" due to having received cease and desist letters from GW and Peak Games - see the announcement <a href="https://footsoreminiatures.co.uk/pages/changes-to-company-name" target="_blank">here</a>) to him a couple of weeks ago he has been been busy as the proverbial painting up the core set figures. And Alan being Alan, had also got the Spartan and Athenian boxed sets as well as a number of "extra" models so he has gone pretty well all in on the game!</div>
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So when I went up to his house last week he had a couple of warbands pretty well all painted and ready to go</div>
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All set up and ready for action</div>
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Each player creates a Warband with each individual warrior, group of warriors and hero costing a number of points with 300 points being suggested for a reasonable sized game. Each Warband (or "Lochos" to give it it's proper title) is led by a "Lochagos". At least half of the warband's points must be spent on rank and file troops (called "Companions") and for every 125 points spent on the warband, the Lochos can include an additional hero.</div>
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The Athenian Lochagos - Andronikos the Defender</div>
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Different types of warrior are represented - from your skirmishing troops to your classic Hoplite Warrior and each unit will be classed as either Light, Medium or Heavy representing the armour that those warriors wore.</div>
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Each part of the warband will have a stat card showing the various attributes that you need to use throughout the game - movement, attack value, "active" defense value, resistance, courage and activations. Some units may also have "gifts" bestowed on from the Gods - special abilities that can perhaps boost movement or combat or courage.</div>
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Stat Card for an Athenian "Peripoloi" unit. </div>
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The Brave Defenders of Democracy - the Athenians</div>
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The Tyrannical Spartans </div>
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The system is activation based. Rank and file units will normally only have 1 activation they can do per game turn with heroes having 2 or more. At the start of a game turn each unit is allocated a token per activation it can do (in the core set you get white pebbles for rank and file and black pebbles for heroes) and these are put in a draw bag and then the player draws a pebble from the bag. If it's white pebble then they can take an action with one of their rank and file units and if it is a black pebble they can take an action with one of their heroes. In the game that we played each of heroes had a special ability whereby they could use their activation to order another of their units within 6" of them, even if that unit had already activated that turn - effectively giving the unit a "free action" - this can come in very handy!</div>
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With an activation a unit can either move (Light troops can move up to 8 inches, Medium troops up to 7 inches and Heavy troops up to 6 inches), carry out a charge attack whereby the unit can move it's normal movement plus D6 inches - beware, however, if you roll a "1" on the D6 then your unit is deemed to have "stumbled" and won't then charge! Missile troops can carry out a ranged attack. If a unit has the "form up" gift then it can join up with 2 other similar stands of figures to form a phalanx.(this didn't come up in our game so I don't know what the benefits of forming a phalanx are except to assume that it will be pretty hard in combat! - I'll investigate this in more detail the next time we play!).</div>
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Combat involves rolling some custom dice - these are emblazoned with swords, double swords, shield or a "Pegasus" symbol. When attacking, a unit rolls the number of dice as shown on their stat card plus any other bonus dice that they may qualify for through their gifts or some other event. Every sword symbol rolled counts as a success and if a Pegasus symbol is rolled then this may also count as a success if the attack stat on the card has a blue Pegasus symbol next to it. </div>
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That's a lot of swords!!!</div>
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Before any attack dice are rolled, the defending unit will need to declare if it is "actively defending". If that unit has not yet taken an activation for the turn then it can choose to actively defend (and thus use up it's activation for the turn) thus allowing it to roll the number of defense dice shown on it's stat card. If it chooses not to actively defend - thus hoping to keep it's activation to do something else then it will need to make a courage check - the unit will roll a number of dice as shown on the Courage Stat on it's card. If it rolls a sword symbol - it passes. (I will need to check this time next time I see the rules as it didn't seem very onerous a check - that is until my Lochagos did a courage check and just managed to roll 1 sword on 4 dice!). If the check is passed then the unit will roll defense dice equivalent to it's armour rating, 2 for Heavy troops, 1 for Medium troops and none for Lights!</div>
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For every Shield symbol rolled (and if allowed by the Defense Stat - Pegasus Symbols) will cancel one of the successes. If there are still 1 or more successes remaining then the attacker will roll a number of dice equivalent to the uncancelled successes and again each sword symbol will this time score a wound on the defending unit (as marked by the red dice in the Peripoloi picture above). Once a model takes wounds equal to it's resistance value it is removed from play. If damage is scored then the defending unit will be forced to retreat 1 or 2 inches back depending on how much damage is scored. If no successes are scored then the attacking unit will retire an inch.</div>
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If a stat symbol has a "Red Pegasus" symbol next to it then that will cause a penalty to the particular unit when using that stat if a Pegasus symbol is rolled. Again note the Red Pegasus symbol next to the defence stat on the Peripoloi card.</div>
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In addition to all of the activation peebles placed in the bag are placed 3 red "Omen" pebbles. If one of these peebles is drawn then the top card is drawn from the "Omen"deck of 30 cards which is shuffled at the start of the game. This card may bring a boon or curse to the unit or it may be an event that affects one side or the other or perhaps the whole battlefield. Some may only last for that turn, others may stay in force for the rest of the game. Who knows what the Gods will bestow upon the combatants!!</div>
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When the 3rd red Omen pebble is drawn the turn ends and all of the activation pebbles returned to the bag and a new turn starts.</div>
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The game is scenario driven with a dozen suggested scenarios given in the Rules - setting out the objectives, length of the game and any other special rules. The recommended play area is a 3' x 3' table although in our game we just played down the length of Alan's table and it seemed to work out fine.</div>
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Note the cool measuring stick!</div>
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So being our first try out we just went for a simple attrition scenario - that is - kill as many of the other guys as you can and the player with the highest number of victory points scored wins!</div>
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The Athenians deployed ready for battle!!</div>
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The Spartans line up nervously at the other side of the battlefield wondering where Gerard Butler has disappeared off too!!</div>
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The Spartans advance</div>
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The Athenians stride out to meet them. Unfortunately the turn ended before I could get my last 2 warriors (the 2 guys at the back) to activate.</div>
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Andronikos the Defender urges his men forward!</div>
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First Contact - The Athenian Marines (I can't remember what Greek name they have!) are assaulted by the Spartan Krypteia - top dogs in the Spartan Army apparently!</div>
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The Marine take some wounds but not enough to remove a model. They do a strategic withdrawal.</div>
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The Spartan Krypteia being so distracted by the Marines fail to see the danger on their flank as Andronikos charges in (no flanking rules in this game as far as I could see anyway)</div>
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As seen from the Spartan side</div>
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Having already removed one model from the Krypteia, Andronikos gets another activation and charges in scoring 8 successes!!</div>
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The Krypteia only cancel 2 of those successes so Andronikas rolls for wounds and scores 6 wounds!! Dead Spartans!!</div>
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The Athenian Archers open fire on the lone Spartan Hoplite who dies when the sky is filled with arrows.</div>
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The opposing Hoplites clash shields! </div>
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Then the Spartan Lochagos decides, eventually, to get in on the act</div>
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And is forced to retire!!</div>
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3 units against 1?? That's hardly fair. Now the Spartan light troops get involved.</div>
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The Athenian Hoplite counter attack on the Spartan Light troops results in 2 models being removed. Another Spartan Hoplite Warrior decides he needs to help out his comrades.</div>
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The Spartan light troops - egged on by the Spartan second in Command (the Promachos) face up against the Athenian light troops.</div>
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Andronikos arrives to take some pressure off the Athenian Hoplites and crashes in to the Spartans</div>
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The Spartan Hoplites routed! The Athenian Hoplites hanging on, down to their last model (who had one wound left!)</div>
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The battlefield at the end of the final turn (turn 6).</div>
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I'll not embarrass Alan and announce the score but let's just say that the Gods were definitely smiling on the Athenians who gave their Spartan foes a damned good thrashing.</div>
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So a good fun game to begin with. Definitely a few points that we missed (critical hits being one of them) so hopefully in our next game we can tidy up on those points and if Alan keeps painting at the speed he has been doing then we might even see enough troops being available to form Phalanxes so it will be interesting to see what that brings to the battlefield.</div>
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<br />kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com4tag:blogger.com,1999:blog-5783118874383089969.post-60674374225438228562019-04-08T14:03:00.000+01:002019-04-08T14:03:15.157+01:00Warhammer Underworlds - The Waaaghrio Brothers Come Out to Play<div class="separator" style="clear: both; text-align: center;">
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Roo, in true wargamer style, has been jumping from project to project recently. Having started painting up some 28mm Fins for Bolt Action, he then started chopping up Space Marines (although not to play 40K - I'm not sure what rules system he had in mind for that). Then he started swapping out the bendy axe from a pre-painted D & D Gnoll and replaced it with a much more sturdy weapon and latterly he decided to finish painting up the figures for his Orc/ Orruk Warband for Warhammer Underworlds. For some reason he decided to paint them up using the colours of the Marios Bros so Gurzag, seen above, is in blue and red in homage to Mario himself.</div>
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Bonekutta is in the colours of Luigi</div>
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Hakka wearing yellow as does Wario</div>
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And Basha in the colors of Waluigi.</div>
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Of course, having such a fancy colour scheme is all very well but until they had been proved in battle, the Waaaghrio Bros may as well stay in the box.</div>
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So it was that they took to the table to play their first game of Warhammer Underworlds, taking on the servant of Khorne himself, Magore Redhand</div>
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Magore Redhand - ready to claim Skulls for Khorne</div>
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Zharkus The Bloodsighted</div>
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Ghartok Flayskull (don't you just love the names GW give their models?!)</div>
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Riptooth</div>
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Disclaimer - Roo did not build the decks for the Waaaghrio Bros - he just used the decks that I had previously built for my Orc/ Orruk Warband. He asked me to state this before you read any further.</div>
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So having won the roll-off for board placement, I decided to place the boards slightly offset (but still keeping 3 full hexes in no-man's land) and then having placed the objective tokens and drawn our objective and power cards, we then deployed our warbands.</div>
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However, despite having deployed my warband first I still managed to lose the roll-off to see who would take the first activation. Gurzag/Mario decided to launch himself headlong into an attack against Ghartok.</div>
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Gurzag/ Mario shouts obscenities at Ghartok.</div>
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And promptly misses. Ghartok has a reaction attack with his Gorefist but given that the way to inspire a member of the Waaaghrios is to cause them damage, I held back the attack. However, Gurzag/ Mario didn't hang about and playing "Brutal but Kunnin'" Gurzag/ Mario then ran away 3 hexes......</div>
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Ghartok is left bemused at the sight of Gurzag/ Mario making a "tactical" retreat.</div>
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However, Ghartok was not to be denied and in my first activation, declared a charge against Gurzag/ Mario with Ghartok.</div>
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Ghartok shows Gurzag/ Mario some combat skill causing 2 wounds.</div>
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As "reaction" I then played the "Twist the Knife" power card which caused an extra wound to Gurzag, so 3 wounds inflicted in total - a half dead Gurzag/ Mario. With the attack being a success I was able to inspire Ghartok. However, taking damage also meant that Gurxag/ Mario also inspired.</div>
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Now being a friendly, non-competitive game we don't abide by the Banned and Restricted card list that GW have published for Warhammer Underworlds which you can find <a href="https://www.warhammer-community.com/2018/11/14/warhammer-underworlds-news-bans-restrictions-and-a-new-deck-buildergw-homepage-post-1/" target="_blank">here</a> (mainly due to the fact that I've never had enough time to go through my built up decks and check them for such cards). So when I played "Great Concussion" there was no gnashing of teeth from Roo or howls of "Foul Play" but I used this to push everyone away 1 hex from the designated hex primarily to avoid the possibility of Ghartok being tag teamed by one of the other Waaaghrio Bros and counting Gurzag/ Mario as support. However, it did also mean that my other warriors were just that further bit away. And as it turned it out it didn't stop Ghartok being charged in turn by Bonekutta/ Luigi and Hakka/ Wario although thankfully neither of them did any damage to Ghartok.</div>
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Bonekutta/ Luigi finding out that his axe is too heavy and promptly missing Ghartok.</div>
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Scene at end of Round 1. Ghartok is shouting for help as the Waaaghrios gang up on him.</div>
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I did manage to score a glory point with Ploymaster having played 3 ploy cards in the first round whilst Roo scored a glory point for having 3 of his models declare a charge. With my glory I upgraded Magore with "Trophy Hunter" which would give him an extra glory point if he took out an enemy fighter</div>
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The next few activations saw Riptooth and Magore both charge without any success although Riptooth's charge did result in Gurzag/ Mario being pushed back.</div>
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Not sure why Bonekutta/ Luigi and Hakka/ Wario are looking away from the action. Probably too embarrassed to watch the pathetic dice rolling display by both sides.</div>
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The end of the second round saw me score glory for Sudden Advance and Master of War so the score at this point was 3 v 1 and we entered the final round.</div>
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Magore activated first and with his attack took out Bonekutta/ Luigi scoring 3 glory points in total for having Trophy Hunter and also I had drawn Show of Strength which gave me an extra glory. In desperation Roo played Shardgale inflicting a wound on everyone and finally taking out Ghartok as a result but also killing Basha/ Waluigi.</div>
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Sensing ultimate Glory and Honour, Magore then charged Gurzag/ Mario and missed. Hakka/ Wario did decide to turn round and charged Zharkus, killing him and scoring another glory but at the end of the final round it was a sorry looking battlefield -</div>
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But with the objectives that I scored in the final round I ended up with 10 glory and Roo scored 3 in total.</div>
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So a sorry first outing for the Waaaghrios - the dice didn't really do anyone any favours and although Magore did have that one success both leaders were otherwise pretty bad at hitting anything.</div>
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Roo, of course, claimed it was because of the decks that he had to play with and that next time he will play with decks of his own creation. Now that sounds like a challenge.......!</div>
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<a href="https://4.bp.blogspot.com/-zlKSrqFbZxA/XKtEnqutPLI/AAAAAAAABMs/nhMtVWqc5443rNkA68NoNuHmD8XRb1MrgCLcBGAs/s1600/IMG_4243.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://4.bp.blogspot.com/-zlKSrqFbZxA/XKtEnqutPLI/AAAAAAAABMs/nhMtVWqc5443rNkA68NoNuHmD8XRb1MrgCLcBGAs/s320/IMG_4243.JPG" width="320" /></a></div>
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Gratuitous shot of the 3d terrain that I made using some Azyrite Ruins and a mdf hex base</div>
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<br />kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com3tag:blogger.com,1999:blog-5783118874383089969.post-80102828389258012482019-04-01T00:13:00.001+01:002019-04-01T00:13:58.649+01:00"Red Alert - Space Fleet Warfare" - Rules Review and First Playthrough<div class="separator" style="clear: both; text-align: center;">
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I do like Space Ships.</div>
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And I have always liked games involving Space Ships.</div>
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Being more of a Trekkie than a Star Wars fan I cut my gaming teeth on the likes of <a href="https://www.boardgamegeek.com/boardgame/29663/star-fleet-battles-captains-edition-basic-set" target="_blank">Star Fleet Battles</a><a href="http://www.starfleetgames.com/starfleetbattles.shtml" target="_blank"> </a>and <a href="https://www.boardgamegeek.com/boardgame/36/federation-empire" target="_blank">Federation and Empire</a> and also <a href="https://www.boardgamegeek.com/boardgame/3040/star-trek-starship-tactical-combat-simulator" target="_blank">Star Trek: Starship Tactical Combat Simulator</a></div>
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I had <a href="https://www.boardgamegeek.com/boardgame/3967/battlefleet-gothic" target="_blank">Battlefleet Gothic</a> and for miniatures I played <a href="https://www.boardgamegeek.com/boardgame/3893/full-thrust" target="_blank">Full Thrust</a> and <a href="https://www.boardgamegeek.com/boardgame/26493/space-dreadnought-3000" target="_blank">Space Dreadnought 3000</a> and despite what I said at the end of my blog post <a href="https://kingsleypark64.blogspot.com/2015/05/hello-anybody-there-hmmm-i-guess-it-has.html" target="_blank">here</a> I did end up investing quite heavily in <a href="https://www.boardgamegeek.com/boardgame/103885/star-wars-x-wing-miniatures-game" target="_blank">X-Wing</a> (unlike the <a href="https://www.boardgamegeek.com/boardgame/155689/dungeons-dragons-attack-wing" target="_blank">Dungeons and Dragons Attack Wing</a> which is what I had thought I would end up doing).</div>
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I am also a fan of the <a href="https://www.boardgamegeek.com/boardgame/14105/commands-colors-ancients" target="_blank">Commands & Colors</a> series of games with Ancients and <a href="https://www.boardgamegeek.com/boardgame/62222/commands-colors-napoleonics" target="_blank">Napoleonics</a> sitting on the shelves and the app versions of <a href="https://www.boardgamegeek.com/boardgame/173105/great-war" target="_blank">The Great War</a> and <a href="https://www.boardgamegeek.com/boardgame/146439/battlelore-second-edition" target="_blank">Battlelore</a> for my iPad and <a href="https://www.boardgamegeek.com/boardgame/10630/memoir-44" target="_blank">Memoir '44</a> on my laptop.</div>
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So when <a href="http://theplasticsoldiercompany.co.uk/" target="_blank">PSC Games</a> (the board game side of The Plastic Soldier Company Ltd) announced last year that they were to do a Kickstarter to produce a Starship game by Richard Borg based on the Commands & Colors mechanics and called <a href="https://www.boardgamegeek.com/boardgame/250467/red-alert-space-fleet-warfare" target="_blank">Red Alert</a> then it was a bit of a no-brainer as far as I was concerned.</div>
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And give PSC their due. When the Kickstarter finished, they were estimating delivery of the game for March 2019 and as announced in my post <a href="https://kingsleypark64.blogspot.com/2019/03/unboxing-red-alert-from-psc-games-uk.html" target="_blank">here</a> the game duly arrived on time.</div>
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If you have played any of the Command & Colors games then the mechanics of Red Alert will be familiar to you. The scenario will determine which player will go first and the game is an IGO-UGO system.</div>
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Each player has a hand of "Command Cards" with which to order their units. The board is split in to 3 sectors, left, centre and right. One card is played each turn and this will determine which sector of the board will be activated or which category of unit is activated with the maximum number of units that can be activated either stated on the card or limited by the players "Command Rating". </div>
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The units in this game are split into 3 classes, Capital, Strike and Fighter with each class also sub-divided into standard or heavy units (with 3 models representing a standard unit and 4 units representing a heavy unit). Any units activated can move up to a set number of hexes for the particular type of ship, for example, fighters will normally move up to 4 hexes whereas your flagship will only move 1 hex. Terrain can play a part in the game in the form of Asteroid fields and Planets, slowing a unit's movement and in the case of an Asteroid Field possibly causing damage to the unit.</div>
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Activated units once moved can then engage in combat, either ranged or close quarters, although it should be noted that a unit does not need to move to engage in combat. The unit simply has to be activated that turn.</div>
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Also available to the players is a deck of "Combat Cards" which can be played during combat to gain a tactical advantage. However, the play of these cards cost a number of "Star Tokens". At the start of each scenario the player will have a specified number of these tokens which are depleted as the combat cards are played. To replenish these tokens the player has the option of taking 1 or 2 tokens at the end of their turn (if the player wishes to draw a new combat card at the end of their turn then they only draw 1 token or they can forfeit the drawing of a combat card and draw 2 tokens instead). Also, during a combat roll the player will receive a star token for every star symbol rolled on the dice.</div>
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When units enter into a combat (ranged or close quarters) the attacking player will roll the designated number of dice for the attacking unit and for every class symbol of the defending unit type rolled (purple squares for Capital, Blue triangle for Strike and Green circle for Fighter) or if a Blast symbol is rolled then a model from the defending unit is removed. However, heavier ships will be able to ignore some hits inflicted by smaller classes, for example, Capital ships ignore the first two blasts symbols rolled by an attacking Fighter unit and Fighters will ignore the first blast symbol rolled against it by an attacking Capital ship.</div>
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Once all the models in a unit are removed then the victor will receive that unit's counter which will be worth a number victory points and the winning of the scenario are determined either by the number of victory points accrued or enemy units destroyed.</div>
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If the attacking player rolls a "Red Alert" symbol on the dice then, similar to the "Flag" symbol in Ancients, the defending unit may have to retire 2 hexes. If a hit is rolled in the same roll then the unit must retire (unless it is adjacent to it's Flagship unit). If no hit is rolled then the unit can choose whether to retire. If 2 Red Alerts are rolled then the defending unit will have to retire. Units can retire through hexes occupied by enemy units (it is space after all) but at the risk of taking more damage from a free roll for the enemy unit. A Red Alert token is placed with the unit and whilst it remains with the unit it cannot move forward and if it engages with an enemy unit it loses an attack dice. Star tokens require to be spent to remove such a token.</div>
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If the defending unit doesn't retire then, if it is a close quarters combat and if the player has 2 star tokens available, then they can "battle back" and roll to try and score hits on the attacking unit and again if star tokens available may play a combat card to support that combat.</div>
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There are 10 scenarios provided in the core game and other scenarios are provided in the "Escalation Packs" that are available separately. These scenarios will either list the ships available to a Player or the Players may require to draw a random "Task Force" card which will determine the ships available to them.</div>
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And so it was the day after the unboxing, Roo and I set up the first scenario "Uneasy Truce" with Roo taking command of the Rebel Confederation fleet and I took the helm of the lawful rulers of the Galaxy, the Commonwealth.</div>
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The upholders of law and order in the Galaxy, the Commonwealth Fleet.</div>
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Looking to overthrow the oppressive yoke of tyranny, the Confederation fleet.</div>
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The Counter in the hex is the unit counter which contains all the info you need about the unit, it's class, movement, range and number of attack dice to roll. </div>
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To win the scenario, a player had to obtain 13 victory points. Roo took the first turn and immediately went on the offensive by playing "Move, Combat, Move"</div>
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On the Confederation left flank, the two Confederation fighter squadrons gang up on the Commonwealth fighters.</div>
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And the fighters engage on the Confederation right flank.</div>
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First Roll of the game......</div>
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A Blast Symbol, a Red Alert and a miss on the fighters. One fighter model removed and the Red Alert forces a retreat.</div>
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On my turn I play the outflanked card and moved my big ships to swat the annoying Confederation fighters out of space.</div>
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Commonwealth Left Flank - the Cruisers open fire on the marauding Confederation Fighters</div>
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And on the right flank some damage is scored.</div>
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Roo then ordered an advance across all sectors -</div>
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And played a sneaky Combat Card to remove all but 1 of my Combat Cards from my hand -</div>
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Note in the top left of the card, the 2 "Star token" cost to play this card.</div>
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Confederation Battleships with their Destroyer Escort move into range of the Commonwealth forces.</div>
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Confederation Fighters fire once more in their Commonwealth counterparts. Ouch! Scratch one Fighter Squadron</div>
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The Red Alert token - all that is left of the Commonwealth Fighters.</div>
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After 3 turns, the fighter squadrons of each fleet had taken a bit of a pummeling but the Commonwealth have also lost a Cruiser Squadron.</div>
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The opposing Battleship squadrons look to get Space dominance over the other but in the ensuing salvoes, accurate Commonwealth fire reduced the Confederation heavies to space dust (that was one thing we did forget about - when a capital ship squadron is destroyed it is replaced by a space debris token which makes that hex impassable terrain).</div>
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The Confederation have total control over their Left sector but are heavily outnumbered in the Centre and Right Sectors.</div>
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The Commonwealth Flagship senses victory - if that Confederate Cruiser squadron can be taken out it would give the Commonwealth enough victory points for the win.</div>
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14 Victory points to the Commonwealth. Victory is theirs!!</div>
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The game only took about an hour to play which wasn't too bad for our first attempt so we quickly set up the mat for the second scenario "Declaration of War"</div>
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The sneaky Confederation using the cover of the Planet to protect their fleet.</div>
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Once again Roo, went first. This time the winner would be the first to 18 victory points or by destroying 8 enemy units.</div>
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Roo sent his fighters in to harass the Commonwealth forces -</div>
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The battered Commonwealth fighter squadron sent packing to the rear. Worse, however, was to come -</div>
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The Confederation fighters swoop on to the Commonwealth Cruisers.</div>
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3 hits! One Cruiser squadron vapourised!.</div>
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On the Commonwealth Left Sector the Destroyers move to engage.</div>
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Then the Commonwealth Fighters get their own opportunity to do a hit and run on the Confederation and claim some badly needed Start Tokens.</div>
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On the Confederation Left Sector, the battleship squadron senses an easy kill on the fighter squadrons. However, this took them within striking Range of one of the Commonwealth battleship squadrons and by playing the "Echelon Right" Command Card, the battleships moved in to position and opened fire.</div>
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The Confederation Battleship squadron is no more - 6 victory points to the Commonwealth.</div>
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I started to sense that the battle was starting to swing my way. I had a good set of Command and Combat cards in my hand and when I played Counter-Attack</div>
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My Destroyer Squadron moved into point blank range of the Confederation Battleships. A Combat Card gave them an extra combat dice and they opened fire.</div>
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2 hits scored and if it hadn't been for the fact that the Battleship can ignore 1 blast symbol where the attacking ship is a Strike class unit (as was the case with the Destroyer unit) it would have been another Confederation Battleship squadron destroyed.</div>
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The damaged Confederation Battleship squadron skulks in the rear whilst the Commonwealth Battleships move up to challenge control of the Planet </div>
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The Confederation forces greatly reduced seek cover once again behind the planet</div>
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By this stage of the game, both sets of Fighters had been taken out of action with only those fighters that provided CAP support for the Flagship remaining.</div>
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By now, the Commonwealth Battleships had revealed their new secret weapon</div>
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The Cloaking Device (obtained by play of a Combat Card) reduces the number of attack dice the enemy can roll against the unit to 1, regardless of range.</div>
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The Confederation Battleship squadron returns to the line and in their salvo score another hit on the Commonwealth battleships. </div>
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<span style="text-align: center;">However, in my turn, I am able to activate my Battleship Squadron and opening fire on the battleship squadron- </span></div>
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Two hits destroys the Confederation battleship squadron and with it gave me the 18 victory points required for victory.</div>
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So an enjoyable night's gaming with a new game but one familiar to us both having played Commands and Colors before. </div>
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The play of the Command Cards are key to the game - if you don't have the right cards in hand then this can really thwart your plans. I have read some reviews of Commands and Colors games where this is regarded as a weakness of the game system, but I would regard it more akin to "friction" in the game (a'la Too Fat Lardies design philosophy) in that you are not always able to do everything that you would want to do in a turn.</div>
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The Combat Cards add unexpected twists and flavour to the play and can help get crucial extra dice into a combat. The Combat procedures is itself simple to pick up and effective (and sometimes brutal as shown in the case of my cruiser squadron who were blown apart in one die roll) Again, some people have said about Commands and Colors Ancient, (where the combat system is similar) that the fact that a unit does not lose attack strength despite the casualties taken is not realistic (as far as there can be any realism in such games). I, personally, haven't got a problem with it.The number of models left in the unit is certainly a helpful reminder as to it's status and by maintaining the same attack dice regardless of whether there is 3 models or 1 model in the unit it is an easy way to remember how many dice to roll.</div>
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Although we missed a couple of things (Capital Ship Debris being one of them) and not pursing with Destroyers squadrons (this would have required star tokens and for the destroyer to have just engaged in a close quarters combat), I think we both picked up the rules pretty quickly.</div>
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There was one combat card which made us stop and think about it's meaning - "First Strike" which allowed the Defender to strike first in a combat. It wasn't clear from the card if this would have required to spend Star Tokens to carry out, as it's effectively a "battle back" but where the defender has preempted the strike and struck first. We treated the card to mean that it did require the defender to have star tokens (2) to be able strike first but other than that the cards were pretty clear and unambiguous.</div>
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The models, as mentioned in my previous post, are functional enough. I am debating whether to paint them as they look as of they will take paint well enough. With the Kickstarter came some extras of the Core Set ships so I might experiment with some of those. Some of the models are slightly out of line but nothing a dip in to hot water wouldn't sort out.</div>
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So yes, very pleased with the game and I'm pretty sure that Roo and I will be playing the next scenario pretty soon.</div>
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<br />kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com6tag:blogger.com,1999:blog-5783118874383089969.post-33226250713737291542019-03-26T00:51:00.000+00:002019-03-26T00:58:18.159+00:00Unboxing Red Alert from PSC Games UK<div class="separator" style="clear: both; text-align: center;">
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Ok, I don't have fancy tech to do one of those video unboxings that are all rage on You Tube so if you can bear with me the following pics show the contents of the new game from PSC Games UK - Red Alert.<br />
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As the front of the box discloses this is a game designed by Richard Borg, the man behind the Commands & Colors (to give it it's American spelling) series of games and this is his latest creation with Space Ships. Yippee!!<br />
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This is a big heavy box!<br />
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As can be seen from the bottom of the box there is a fair amount of kit in it.</div>
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Off with the box lid and what's inside?</div>
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A 44 page rule book.</div>
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The rule book is in full colour, fully illustrated with 32 pages of rules and the remaining pages being some fluff and 10 scenarios to play through. Not had a complete read through it yet but it seems well laid out, full explanation of the various tokens used in the game, terrain effects, unit organisation etc.</div>
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2 double sided unit summary sheets</div>
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These summary sheets set out the points values of the ship type, number of models in a squadron, movement details, range, combat dice to roll and so on.</div>
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2 Victory Point stands</div>
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The Victory Point stand is simply an area for a player to place the unit markers of the foes that he has destroyed during the game. Collect enough enemy unit markers will win you the scenario.</div>
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<a href="https://2.bp.blogspot.com/-k0aqCl6ePnY/XJlp-5UbXmI/AAAAAAAAA-o/I5rucD9DmdQ9bxNszxyz3nQ0Ic_nue5gwCLcBGAs/s1600/IMG_4013.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://2.bp.blogspot.com/-k0aqCl6ePnY/XJlp-5UbXmI/AAAAAAAAA-o/I5rucD9DmdQ9bxNszxyz3nQ0Ic_nue5gwCLcBGAs/s320/IMG_4013.JPG" width="320" /></a></div>
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There are 8 punchboards with terrain hex counters, unit markers, tokens and other game markers.</div>
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The punchboards are made of heavy card stock so should be quite durable and stand up to a lot of play. </div>
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Baggies of stands and pegs for the models</div>
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Custom Dice!!!!</div>
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If you have played Commands and Colors before then you will know how these work.</div>
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The Space Ships!!</div>
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Two different fleets are included in the game, 46 models for each fleet, consisting of Capital ships (Flagship and Battleships), Strike Ships (Cruisers and Destroyers) and Fighters. </div>
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When the game was first launched on Kickstarter PSC had originally planned to use the same ship design for each fleet on the basis that the game would be based around a civil war in a Space Empire. However, after getting feedback from the Kickstarter backers, PSC changed their plans and have included 2 different fleet designs.</div>
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The Ships are moulded in hard plastic so should take paint reasonable well.</div>
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Two sealed decks of cards, containing the Command Cards, Combat Cards and the Task Force cards.</div>
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The Command Cards will be familiar to C & C players, these are the cards that you use to order your units during the game. The Combat Cards play a similar function to the tactic cards that have been used in The Great War game that PSC also produce, given tactical advantages in any combat they are played in. The Task Force cards are effectively pre-constructed fleet lists that the players can use rather than designing their own forces. Some of the scenarios tell the players to pick a task force card at random thus giving a bit of variety to replaying that scenario.</div>
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The Command Cards ( 60 cards in total)</div>
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The Combat Cards (50 cards in total)</div>
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The Task Force Cards (12 in total)</div>
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The cards are reasonable cards stock - on a par with Magic The Gathering Cards if you are familiar with them. I intend to sleeve them though as they will get shuffled quite a lot.</div>
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Cards fit in a standard CCG protective sleeve.</div>
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The Star Mat!!</div>
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This is a big mat! 53" x 40" (that's 134cm x 101cm for the metric users out there). The hexes are 4" (10cm) wide. The mat is made of, I think, a polyester material? A bit creased when it came out of the box. I've tweeted PSC to ask if it is safe to iron it as I would want to get rid of those creases.</div>
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The 2 Flagship models (There are 1 each of these).</div>
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The 2 Cruisers Models (There are 12 each of these)</div>
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The 2 Destroyer Models (there are 12 each of these)</div>
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The 2 Battleship models (there 6 each of these)</div>
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The 2 Fighter Models (there are 15 each of these)</div>
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Size comparison between a fighter model and a battleship</div>
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Of the 2 styles of ships I definitely prefer the green models. Their design is a bit more angular and the detail a bit crisper. As mentioned above they should take paint pretty well. Whether I will paint them - time will tell!! Although I can foresee taking a spray can to them and then applying a dry brush to bring out the details.</div>
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Fighter on it's stand</div>
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Battleship on it's stand</div>
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Cruiser on it's stand</div>
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The stands are a push fit into the model. Once in they seem fairly secure so I don't think they would need to be glued in place.</div>
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Once everything out of the box you are left with a 3 compartment cardboard insert. I will need to see if it all fits back into this once the models are all built up.</div>
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So there you have it. A lot of stuff in the box. I like most of what I have seen although hopefully it will be possible to get the creases out of the Star Mat and I'm not 100% sold on the models in the Red Fleet.</div>
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Depending on availability of Roo I would be hoping to get this to the table soon and try out the introductory scenarios so hopefully will let you know how we get on.</div>
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<br />kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com10tag:blogger.com,1999:blog-5783118874383089969.post-87551191573491093082019-03-24T16:23:00.001+00:002019-03-24T23:14:18.380+00:00Rangers of Shadowdeep - Rules Review and First Playthrough<div class="separator" style="clear: both; text-align: center;">
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So there has been a lot of chatter on the world wide web about these rules, being the latest creation from the man behind the Frostgrave rules, Joe McCullough, and having listened to his interview with Henry Hyde in his <a href="https://www.patreon.com/posts/battlechat-12-22905374" target="_blank">Battlechat</a> and the Meeples Guys talking about it in <a href="https://meeples.wordpress.com/2019/02/28/meeples-miniatures-episode-262-rangers-of-shadow-deep/" target="_blank">Episode 262</a> it sounded like the sort of game that the THAGGers would be interested in.</div>
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So a quick visit to <a href="https://www.drivethrurpg.com/product/257695/Rangers-of-Shadow-Deep-A-Tabletop-Adventure-Game?src=hottest" target="_blank">Drivethru RPG</a> and ordering the hardback book with the pdf file option the tome arrived about a week later. After a quick read through the THAGGers agreed that we would role up a Ranger character and have a bash at the introductory Mission in the book - "The Missing".</div>
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Rangers is what you would call a "RPG lite" rules system, the player creates a Ranger who has a initial stat line consisting of movement, fight, shoot, armour, will and health. There are also a list of Heroic Abilities and spells that the Ranger can select and a list of inherent skills. By allocating build points between the stat line, abilities/ spells and skills this is what makes each Ranger different as it is up to the Player to decide where to spend the 10 build points that each starting character has available.</div>
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By completing scenarios and missions the Ranger will accumulate experience which can then be spent when the Ranger reaches a new level allowing them, depending on the level that has been reached, to increase a stat, or acquire a new ability/ spell and so on.</div>
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A Ranger never likes to venture out alone so depending on the number of Players taking part, each Ranger can recruit a number of Companions to their cause and the rules have a list of the different types of Companion that can be hired. Again, if the Ranger has Build Points available these can be used to increase the number of recruitment points that can be spent to recruit Companions.</div>
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Reg the Ranger and his devoted Companion, Burdie</div>
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The game turn consists of 4 phases, the Ranger Phase, the Creature Phase, the Companion Phase and the Event Phase. During the Ranger Phase, the Ranger with the highest will stat activates first and has up to 2 actions available, one action can be any action the figure could perform, for example, movement, fight, shoot and if a second action is taken then it has to be a move action, although the character can decide in which order to take the actions, so they can, for example, move and then shoot, or shoot and then move. Also, any of the Ranger's Companions that start the turn within 3" of the Ranger can activate as well.</div>
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If a figure moves into base contact with an enemy then they have to spend an action to fight the enemy. Combat is based on a d20 roll, the character and the enemy each roll a d20 and add their fight stat for close combat. There may be additional factors added to the roll depending on supporting characters, cover, magic weapons and so on. The combatant that rolls the highest score then deducts the opponent's armour value from their score and if the difference is a 1 or more then that is the amount of damage that the opponent suffers. When health is reduced to 0 then if it is a creature it is treated as being killed and the model is removed. If it is a character, then whilst the model is still removed from the table at the end of the scenario a d20 roll is made on a table to determine if the character has actually survived the encounter or if they taken some form of permanent damage or if indeed they had been killed in the scenario.</div>
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The clever mechanic in the rules takes place in the Creature Phase. The creatures are not controlled by a player but rather a simple flowchart determines how the baddies will react during their turn. I found this was a really simple but effective method of controlling the bad guys and certainly during our games there were no quibbles raised on how this operated. Basically if a baddie can see a character it will move towards it and try and engage them in combat. If it has a missile weapon it will shoot at the character., and if the creature doesn't have anyone in line of sight it will move towards the "target point" as described in the scenario rules or move in a randomly determined direction.</div>
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In the Companion Phase, the Ranger's companions will activate and perform the same type of actions as a Ranger can (if they had not activated during the Ranger Phase). </div>
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Finally, there is an Event Phase. In the scenario instructions you will be told to create an event deck built up of a certain number of playing cards and one of these cards may be drawn every turn or alternate turns, depending on what the instructions say. A chart is consulted and depending on what card is drawn the result is implemented. </div>
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Then you start a new turn. </div>
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Each scenario will last a set number of turns at the end of which the Rangers who have not died during the scenario receive experience calculated by the number of creatures killed and scenario objectives achieved. This is a co-operative games so all of the Rangers will receive the same number of experience points regardless of who actually did the killing or found the clues and so on and as mentioned above the experience earned can be used to increase the Rangers's attributes. Even Companions can improve their attributes by earning "Progression Points" although this is at a much slower rate than the Rangers (can't have the minions becoming better than the boss!!).</div>
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So having rolled up our characters, Roo, Neil, Stevo and myself started the first scenario of the first mission - "The Deserted Village".</div>
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The Ranger, Aventine, has gone missing in the Shadow Deep. Our party's job was to find him or take news back to the King as to what became of him......</div>
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The Heroes arrive in the centre of the village when suddenly they see the horrific sight of corpses rising from the ground.</div>
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The Dead Arise!!</div>
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Reg's Bow twanged as he looked to fell one of the foul creatures -</div>
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Looks like it is going to be one of those games.</div>
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The scenario instructions called for "clue" tokens to located around the table </div>
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Burdie spots a clue (token courtesy of file download from <a href="https://www.boardgamegeek.com/filepage/172706/rosd-game-token-sheet-1-2" target="_blank">RCNavratil</a> on Boardgame geek)</div>
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In the meantime Neil's Ranger, Wolfrick, and his hound, Tyr-</div>
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discover a body - </div>
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<span style="text-align: justify;">A roll on the clue table reveals that the body is that of the Ranger, Aventine. Taking the fallen Ranger's sword, Wolfrick swears to return it to the King (although he does get to use if for the rest of the Mission giving him a +1 to his combat rolls).</span></div>
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On the other side of the village, Stevo's Ranger, JimLad, was assaulted on 2 sides by zombies. The end of the turn and the event card was drawn -</div>
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And JimLad was left frozen in terror! He would not be able to activate next turn. </div>
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(Editorial note - as Stevo hadn't bothered to bring a painted figure along to the game - his is the unpainted Empire figure with a bow in the second picture above - we decided that this was a poor show on his part so his figure was substituted with one of my D & D prepaints)</div>
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<span style="text-align: justify;">Roo's Ranger, The Great Garbanzo (yes it is a goblin - there was nothing in the rules that we could see that stopped Roo from taking a Goblin as a Ranger) with his Squig Companion Ketchops, rushed towards one of the buildings where he thought he could hear a voice.</span></div>
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Reg, having failed to take down a zombie with his bow, moves in to combat with the foul creature, confident that his years of training would lead to a swift dispatch of the foe....</div>
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Oh bugger! </div>
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With Reg's armour being 11, the Zombie mangles him for 3 health points.</div>
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Ketchops, leaves his master and rushes to JimLad's aid -</div>
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Nom Nom Nom goes the Squig! Squelch goes the Zombie</div>
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Garbanzo's instincts prove right and entering the building he encounters the Village Elder Carl -</div>
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Saved by a Goblin! Well beggars can't be choosers.....</div>
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Having eventually dispatched the Zombie with Burdie's assistance, Reg hears a squeak from the building behind him -</div>
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This time Reg takes 8 points of damage!!! Back to Sword Fighting Academy for you Reg (if you survive)</div>
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Again, Burdie swoops in to rescue the hapless Ranger!</div>
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Garbanzo clashes with another Zombie with Ketchops rushing to his master's aid.</div>
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The play of an event card at the end of each turn, meant that Zombies kept popping up -</div>
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And Garbanzo wasn't always getting the rolls his way</div>
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Roo insisted I put this picture in though!</div>
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Carl gives thanks for his salvation.</div>
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As dawn broke, the attack on the Rangers ceased and they paused to patch up their wounds and take stock. </div>
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Wolfrick's hound had fallen in the combat but fortunately was not killed although he did suffer a crushed paw which would give -1 to his movement allowance. Although Reg had failed to identify a set of strange tracks, JimLad was able to determine that the villagers had been attacked by poisonous spiders, the venom of which had led to some of the poor unfortunate souls being turned into Zombies. Carl was also able to tell the party that he believed some of the village folk had been dragged away by the fearsome spiders. The Party knew they would have to seek out the Spiders' nest and destroy it before the foul spawn could spread their evil any further. </div>
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So a quick reset of the table - this time only using a 2 1/2 ft x 2 1/2 ft layout as opposed to a 3ft x 3ft for the first scenario - Joe who uses 2 1/2 ft x 2 1/2 ft mats???!!!!</div>
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"The Infected Trees"!</div>
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The hapless Reg is attacked by a Spider. Fortunately, he has learnt his lesson from the debacle in the village and slays the arachnid</div>
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Wolfrick, having rescued Carl's twin brother, Frank, from a spider cocoon, moves to intercept some spiders</div>
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Reg and Burdie tag team another spider. Unfortunately the cocoon contained only the remains of an unfortunate villager.</div>
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Wolfrick, equipped with Aventine's magic sword about to dispatch another spider</div>
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JimLad and Hound Dog, gang up against another poor spider with Ketchops waiting to bite, if JimLad misses.</div>
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Garbanzo sets fire to one of the spider nest trees</div>
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Whilst JimLad gets caught up in a web!</div>
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Although the scenario lasted 10 turns, it was played through very quickly. Even with the discovery of another spider nest tree at the end of the 9th turn didn't prevent the party quickly setting fire to it and vanquishing the spider foes.</div>
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With the spider den in flames, the Party returned back to the King in his capital, Tallis, their exploits gaining them enough experience to go up a level and increase some of their skills.</div>
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Thoughts on the game?</div>
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We all enjoyed it! </div>
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The rules were simple but not simplistic and the use of build points allows the players to give their Rangers enough of a different character from the others. The AI system worked very well and was easy to determine what the baddies would do from turn to turn. Having played Frostgrave (admittedly sometime ago) it wasn't too difficult to get used to the combat system mechanic and after the first couple of turns the only reason to look at the rule book was to check the scenario instructions and consult the event table.</div>
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The two introductory scenarios played completely differently, with the first one the better of the 2. We all thought that the second one, despite it's length, didn't prove much of a challenge. We did feel that the fact that you only drew an event card at the end of each odd numbered turn reduced the tension a bit although it did see JimLad getting caught up in a web for a turn.</div>
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The fact that the experience gained from a mission is available to all encourages the co-operative nature of the game which was just as well from Reg's point of view given he couldn't hit a thing in the first scenario. The scenarios we played didn't really call upon the Rangers to make too many skill rolls but again that looks like it will change as we progress through the scenarios.</div>
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I kept forgetting about the Heroic Abilities that the Ranger has - although they are useable only once in a scenario, if I had maybe remembered about my Deadly Shot ability Reg might not have had to worry about getting into combat given his poor swordwork. </div>
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The Rule book contains 3 missions , the one that we played through, "The Beacon Tower" and "The Descent into Darkness" and also "The Burning Light" Campaign. The difficulty level does seem to rack up somewhat in these so it will be interesting to see how the Party fares in these. </div>
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Already the player community that has formed has started to produce their own missions and campaigns which are available on <a href="https://www.boardgamegeek.com/boardgame/264476/rangers-shadow-deep/files" target="_blank">Boardgamegeek</a> or on the Rangers <a href="https://www.facebook.com/groups/199819667485240/?ref=bookmarks" target="_blank">Facebook group</a> (it's a closed group so you do have to apply to join) . The rules also contain a bestiary for all of the baddies that you are likely to encounter and the campaign supplements that Joe has released <a href="https://www.drivethrurpg.com/product/261465/Rangers-of-Shadow-Deep-Blood-Moon?src=hottest_filtered" target="_blank">Blood Moon</a> and <a href="https://www.drivethrurpg.com/product/270195/Rangers-of-Shadow-Deep-Temple-of-Madness?src=hottest_filtered" target="_blank">Temple of Madness</a> provide more beasties and more Companions choices.</div>
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Any criticisms? Not really. The rule book does state that most of the scenarios will be played out on a 2 1/2 ft x 2 1/2 ft table which seemed an odd size choice given game mats are usually available in 2 ft x 2 ft or 3 ft x 3 ft but that really is a minor gripe. And the game will only cope with a maximum of 4 players but again that is not really a criticism.</div>
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So the THAGGers will be playing it again and next time we will see if Reg has learnt how to swing a sword properly................</div>
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<br />kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com5tag:blogger.com,1999:blog-5783118874383089969.post-28512171609905432582019-03-15T21:56:00.002+00:002019-03-16T07:52:14.353+00:00Guest Presenter on Meeples & Miniatures Podcast episode 263<div class="separator" style="clear: both; text-align: center;">
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The Meeples & Miniatures Podcast is the UK's longest running podcast about tabletop gaming.</div>
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Starting way back in 2007, the podcast has now reached it's 263rd episode. As a patreon supporter of the podcast I put my name in to the hat to be a guest presenter and lo and behold my name was picked and so for episode 263 I joined show hosts Neil Shuck and Mike Hobbs for a 3 hour blether about tabletop gaming and in particular, I give a brief overview of the Warhammer Underworlds games, Shadespire and Nightvault.</div>
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So make yourself a brew, grab a packet of biscuits and sit yourself down for a listen.</div>
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You can find the podcast on iTunes or by clicking on the following link: -</div>
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<a href="https://meeples.wordpress.com/2019/03/15/meeples-miniatures-episode-263-warhammer-underworlds/" target="_blank">Meeples & Miniatures Podcast Episode 263</a>kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com4tag:blogger.com,1999:blog-5783118874383089969.post-4108187816866927922019-03-14T22:55:00.003+00:002019-03-14T22:55:58.193+00:00Bolt Action - Somewhere in the Western Desert<div class="separator" style="clear: both; text-align: center;">
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The scene was set for another run through of the Bolt Action rules for Roo's benefit. An 8th Army v D.A.K clash (sticking to my preference to fight with historically comparable armies) we were playing this time the "Surrounded" scenario from the main rule book (number 11). </div>
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As the 8th Army player I decided to be the defender which required half of my available units to be set up in the centre of the table, in this case they would deploy in the village and try and hold their positions until relieved.</div>
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I must really iron out the creases in that mat</div>
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It was only after deploying the units in the village that I realised that I had already made a number of mistakes. Firstly, in this scenario the attacker gets to try and call in a preparatory bombardment, something that the Brits have an advantage in that they get to roll twice on the table and pick the best result. Secondly I realised that I didn't have a MMG team in my list so that had to be removed and replaced with the light mortar team. Finally, Roo, as the attacker would have to launch his first wave of troops from his table edge. I had misread the scenario special rule which said that after the attackers' first turn any other unit can come in from any table edge (provided an enemy unit had not come in from that table edge that turn). Accordingly I had set up my 6lb anti tank gun facing my table edge thinking Roo would be sneaky and try and come on that edge with his Panzer III, but no Roo had read the rule properly and so the Panzer III was duly deployed on his table edge on the opposite side of the village from where the AT gun was deployed.</div>
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Roo called in his preparatory bombardment and scored pins on every unit in the village.</div>
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Battle then commenced, with the aforementioned Panzer III coming on to the battlefield and with a hail of machine gun fire killed one member of the light mortar team.</div>
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However, the early appearance of the Panzer meant that when I decided to bring on my M3 Lee tank there was only one place for it to go -</div>
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However, my point blank range shot, on the rear of the Panzer with both my main gun and the turret gun were spectacularly unsuccessful.</div>
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And of course, having brought my tank on it was an easy choose for where Roo would deploy his anti- tank rifle team, with inevitable results: -</div>
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Didn't even get a chance to roll to see if the tank was vunerable to fire - a straight up kill by the AT rifle team - boo!!</div>
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At least the artillery strike brought in by the British Artillery Observer had some succes scoring several pins and taking out the German Mortar team -</div>
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The gallant defenders of the village bravely repelling the forces of tyranny!</div>
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Despite the randomness of the dice draw and the scenario rule that let you deploy reserves from any table edge both Roo and I failed to grasp the reality that deploying too close to a corner would lead to trouble as shown by the Lee v AT rifle situation above and then in the other corner of the battlefield, Roo having brought his AT gun on from one table edge near the corner, I brought on my CO and an Infantry section from the perpendicular table edge -</div>
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The scene just before the AT gun crew were mown down by the point blank fire of the Desert Rats.</div>
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Meanwhile, I had brought my AT rifle team on to the battlefield in the hope of doing the same to Panzer as Roo's AT rifle team had done to the Lee. However, in a very unsporting fashion, Roo decided to face the AT rifle team head on with his Panzer -</div>
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Unfortunately the shrubbery was inadequate at providing cover to the AT rifle team who were quickly dispatched by the Panzer.</div>
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Back in the centre of the battlefield a fierce firefight was developing between one of the Desert Rats infantry sections in the village and the bulk of the D.A.K Infantry who were taking cover in the shallow gully -</div>
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A FUBAR result forced one of the German squads to run back to the table edge -</div>
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Not to be outdone, my sniper team which had now entered the battlefield, instead of trying to target the D.A.K AT rifle team, FUBAR'd and ending up taking out the remaining member of the Desert Rats light mortar team in a "friendly fire" incident -</div>
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With game time running out the Desert Rats decide to concentrate their fire from the Western side of the village.</div>
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After several attempts to bring it on from reserve, the Puma armoured car finally made it's appearance -</div>
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A combination of poor dice rolling by Roo and good saving throws by me, meant the infantry section were not destroyed so that in the next turn they took the battle to the enemy -</div>
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4 hits scored on the Puma, a roll for damage and scratch one Puma</div>
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However, this shouldn't really have happened as I had forgotten and Roo didn't know that the Puma has the "Recce" special rule and as such could have evaded away from the assaulting infantry. Ah weel, we'll remember the next time.</div>
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The Panzer looking for it's sniper team pray. In fact it might as well have let him be as the only thing the sniper team hit all night was his own mortar team!</div>
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The Panzer finally breaches the village defences -</div>
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But it was not enough to secure a victory.</div>
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Scene at the end of the battle.</div>
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As both sides had lost 4 units each giving 4 VP's each, under the scenario rules the game was declared a draw (although with the faux pas over the "Recce" rule Roo, technically would only have lost 3 units, but victory was only claimed if you had scored 2 or more VP's than the opponent so it didn't make a big difference in the end.</div>
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So another enjoyable game. Roo is cracking on painting up his Finns. I'm debating whether to borrow Kev's Russian forces to go up against them or to go down the slippery slope of getting my own. He may be a wee while getting the Finns painted so I have a bit of time to decide on that one!!</div>
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<br />kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com8tag:blogger.com,1999:blog-5783118874383089969.post-35878291735173238122019-03-11T01:23:00.001+00:002019-03-11T01:23:25.038+00:00Bolt Action - Roo's first try out of the rules<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-yk0PRQ4EJ0Y/XIWSh_ZjABI/AAAAAAAAAtM/WB8tu6HzXM4msk3GMJ3QXrGYHGgkNzHwQCLcBGAs/s1600/bolt%2Baction.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="156" data-original-width="233" src="https://3.bp.blogspot.com/-yk0PRQ4EJ0Y/XIWSh_ZjABI/AAAAAAAAAtM/WB8tu6HzXM4msk3GMJ3QXrGYHGgkNzHwQCLcBGAs/s1600/bolt%2Baction.jpg" /></a></div>
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So Roo was keen to play more miniature games, as well as more hex and counter games, in fact, just keen to play MORE games and that's fine by me.</div>
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<a href="https://store.warlordgames.com/collections/bolt-action" target="_blank">Bolt Action</a>, as most of you probably know, is a set of rules for recreating WW2 battles. Written by Alessio Cavatore who has many rule sets and board games to his credit and published by Warlord Games and Osprey Publishing, it is now in it's second edition, which was released in 2016. The rules have also spawned a number of army list books and campaign supplements -</div>
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Currently it is the WW2 rule set of choice for the THAGGers (although some of us in the past have played <a href="https://www.rapid-fire-uk.com/" target="_blank">Rapid Fire</a> when we were still going up to the Kirriemuir Wargames Club) and, if you read the previous <a href="http://kingsleypark64.blogspot.com/" target="_blank">blog post</a> we have played What A Tanker, but that is just for playing with tanks. We also started playing BA in 20mm but, as is usually the case, Kev persuaded us to all paint up 28mm forces in order to take part in a tournament that was being run by the <a href="https://www.facebook.com/DWARFclub/" target="_blank">Dunfermline Wargames and Roleplaying Fellowship</a> (or D.W.A.R.F for short) back in November 2016, and so we have stuck with that scale since. </div>
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The rules are based on a unit order system involving pulling dice out of a bag and the player whose dice has been selected then allocating one of 6 different orders (advance, move, fire, ambush, rally and Down) to a unit of their choice. Combat is based on a d6 with various modifiers being applied and, if a hit is scored, the quality of troop will determine what score on a d6 is required to score a casualty (veterans take a casualty on a "5" or "6" - inexperienced units take a casualty on a "3", "4", "5" or "6". Units that have taken fire suffer pins and each pin that a unit has will deduct 1 from any morale roll that the unit has to make, with again the quality of troop type determining how likely the unit will pass on a 2d6 roll (veteran units require a "10" or under, inexperienced units need an "8" or under). It's a "bucket of dice" type of game and there is nothing wrong with that in my opinion. Combat can be fast and brutal if you are rolling well and you can have the frustration of not being able to do anything whilst your opponent's order dice all get pulled out of the bag before yours. </div>
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BA, being a points system type of game, does lend itself to a tournament style type of game, where non-historical match ups can be played out on the table - there is nothing new in that. Tournament Gamers are well used to facing all sorts of non-traditional opponents from the early days of <a href="http://www.wrg.me.uk/WRG.net/index.html" target="_blank">WRG</a> rules when the Early Libyan Army could face off against a 100 Years War English Army and certainly in the aforementioned tournament in Dunfermline, my Late War British Army fought a Japanese Force, a Russian force and a Russian Black Sea Naval Marine force. My preference, however, is to try and play games with historical opponents and so it was for my first couple of games with Roo we stuck to that approach with our first game being a clash somewhere in Normandy between the British and Germans.</div>
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Also, being a point based system, there can be a tendency for players to try and pick the "killer" list with units being selected, not so much because they fought together in a typical force of the time, but because it will generate the maximum number of order dice and firepower. My force picks are very much determined by what available figures I have, and, where I think there is a reasonable explanation for a unit being in the list so, for example, my Late War British List includes a couple of British Paratroop sections with my justification being that in Normandy there where occasions that the Paras fought together with the normal infantry units.</div>
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So the table was set for our first game (actually it was the same table that we used for our What A Tanker game - we hadn't bothered re-setting it). A quick roll on the scenario selector table confirmed we were going to play the "Key Positions" scenario - each player would place a number of objective points on the table and the player holding the most number of objectives at the end of the game would be declared the winner. The resulting rolls determined that there would be 6 objective points and once placed we rolled off to see which table edge we would each start on.</div>
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We each could decide to keep up to half of our units in reserve. I, however, decided to bring all my units on to the table, Roo elected to keep his MMG team, mortar team, half track and a squad of infantry in reserve.</div>
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British Paras taking fire from the dreaded Panzer IV-F2</div>
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One of the rules that caused a lot of debate and discussion when the 2nd Edition was released is the "Tiger Fear" rule. If a German Tank with this special rule is on the battlefield then any time an enemy unit wishes to take an order that is not a fire order directed at that particular tank then they have to take a morale test to carry out that order and suffer a -1 penalty in addition to any other modifiers that unit currently has. The Panzer IV-F2 benefits from such a rule and as soon as it appeared on the table it became priority target No.1 for the Brits. My Cromwell tank rushed on to the battlefield -</div>
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Fired and missed!</div>
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Positions at the end of Turn 1</div>
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The Brits have claimed 1 objective, another is located in the wooden building.</div>
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Only infantry units can claim objectives so the Cromwell can't claim that objective on the road</div>
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However, a stroke of good luck for the British when the Panzer, having taken 1 pin, tested to see if it would carry out it's next order -</div>
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FUBAR!!!</div>
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Fortunately for Roo, the Panzer did not shoot up it's nearest friendly unit, but instead went in to reverse. However, it was still on the battlefield and still able to cause Tiger Fear <span style="text-align: center;">with the result that a unit of Paras and an Infantry Section both failed their morale check (along with the Second Lieutenant) -</span></div>
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However, the Cromwell tank commander was not going to be denied his kill and with the Panzer in his sights he opened fire -</div>
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No more Tiger Fear!!</div>
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On the right flank, one British Infantry section moved in to the wooden building and claimed the objective there, while the other units advanced across the road -</div>
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The British Forward Artillery Observer picks his spot for the artillery barrage, meanwhile a German Infantry Section has entered the building and claimed the objective there.</div>
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The German Mortar Team moves in to the vine groves to claim the objective there.</div>
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Whilst on the German Right flank, the MMG team ignores the distressing sight of the wrecked Panzer to take up position and rain a hail of bullets on any Brits trying to claim that objective.</div>
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The German Mortar Team having being disabled by accurate British Sniper fire is quickly replaced by the half track and accompanying Infantry Section</div>
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The Infantry manage to debus from the half track just in time as a well aimed shot from the British 6lb anti tank gun resulted in this -</div>
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However, the German Infantry extract their revenge on the British Infantry sheltering (unsuccessfully) behind the wall.</div>
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A sight to cause fear in any foe - advancing British Paratroopers</div>
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In the meantime, the Cromwell, instead of opening fire on the MMG team decides to try and overrun them -</div>
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The MMG team evade the overrun and the Cromwell is left staring at the burning wreck of the Panzer IV. The MMG team continue to score casualties on the Paratroopers advancing a cross the field -</div>
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Keeping their heads down to avoid the German MMG fire</div>
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The British now hold 4 of the objectives as the battle enters it's end game</div>
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The Germans in the building continue to hold the objective despite the continual fire of the British Vickers team and some HE from the 6lb gun</div>
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Paras getting ready to assault one of the German held objectives</div>
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Although the game went in to a 7th turn the Germans were unable to capture a 3rd objective so the Brits held on to win the game 4 objectives to 2.</div>
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So Roo proclaimed that despite losing, he enjoyed the game and the rules. He had already started to build figures for a Finnish Army (which is all very well but I don't have any Soviets!) so will be hoping at some point to bring them to the table</div>
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So next up will a battle report on an 8th Army v D.A.K match up but that'll have to wait for another day as it's late here and I'm zzzzzzzzzzzzz..........</div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com2tag:blogger.com,1999:blog-5783118874383089969.post-827151633199922702019-03-07T08:00:00.000+00:002019-03-07T13:43:15.731+00:00What a Tanker!!<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: "verdana" , sans-serif;">So with Mrs kingsleypark and youngest daughter away to see some arty farty play at Dundee Rep, Roo and I had time on our hands to get some extra gaming in. </span></div>
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<span style="font-family: "verdana" , sans-serif;">We had been looking at the rules for the old Avalon Hill Hex and Counter game, <a href="https://www.boardgamegeek.com/boardgame/2808/russian-campaign" target="_blank">"The Russian Campaign"</a> and although the rules only amount to 6 pages it still looked a bit of a time sink to play the game so we decided we would come back to that at a later date.</span></div>
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<span style="font-family: "verdana" , sans-serif;">He wanted to try something new so I suggested we play <a href="https://toofatlardies.co.uk/product-category/what-a-tanker/" target="_blank">"What a Tanker!"</a> by TooFat Lardies.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Now I had played WaT a couple of times with the THAGGers, the last time being a Tiger I (me) taking on a seemingly never ending stream of Shermans (the Tiger won 6-0, if I remember rightly -</span></div>
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<span style="font-family: "verdana" , sans-serif;">Does it bring back memories Gary and Neil??</span></div>
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<span style="font-family: "verdana" , sans-serif;">Strangely enough, I've never been able to persuade the THAGGers to bring it back to the table. However, after a quick peruse of the rules Roo declared himself up for the challenge. He had wanted to use my 20mm T-34's but I got some nice shiny 28mm Panzer IV's and Shermans last year and they had not yet been blooded so being the host of the game I got to decide and so the 28mm version it was.</span></div>
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<span style="font-family: "verdana" , sans-serif;">A roll on the scenario table decided we were going to play the "Fat Boy" scenario and with Roo taking the Panzers and me the Shermans the scene was set somewhere in Normandy......</span></div>
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<span style="font-family: "verdana" , sans-serif;">For those of you have never played WaT, the rules are, in my opinion, very straightforward,</span></div>
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<span style="font-family: "verdana" , sans-serif;">You roll 6 dice ("the command dice") and the results will determine what you can do for that turn. </span></div>
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<span style="font-family: "verdana" , sans-serif;">"1" allows you to move up to 2d6 forwards;</span></div>
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<span style="font-family: "verdana" , sans-serif;">"2" allows you to try and acquire a target;</span></div>
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<span style="font-family: "verdana" , sans-serif;">"3" allows you to aim at a target;</span></div>
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<span style="font-family: "verdana" , sans-serif;">"4" allows you to shoot at at target;</span></div>
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<span style="font-family: "verdana" , sans-serif;">"5" allows you to reload;and </span></div>
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<span style="font-family: "verdana" , sans-serif;">"6" is a wild die allowing you to change it to any of the above results or hold it over to the next turn to add +1 to your initiative roll. Alternatively, if your tank has suffered temporary damage and you have lost a command die then the wild die can restore that missing die to the pool.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Therein lies the marmite aspect of the game - sometimes your rolls will produce a result that doesn't allow you to do anything for that turn thus leaving you at the mercy of your opponent who might then roll all the results they need to get behind you and shoot you up the proverbial. Some people take bad to that aspect - "I should be able to do something!" they cry but I think it is actually quite a clever mechanism, the trade mark "friction" element that the Lardies are known for including in their games.</span></div>
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<span style="font-family: "verdana" , sans-serif;">The number of obstacles that lie between you and your opponent will make it more difficult for you to acquire your target (in essence each obstacle between you and your opponent requires a "2" on the command dice. No maximum range but if the target is more than 48 inches away you require a "7" or more to hit as opposed to a "6" and again each obstacle will increase the to hit score required. </span></div>
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<span style="font-family: "verdana" , sans-serif;">If a hit is scored then the attacking vehicle rolls a number of dice equal to it's strike factor (eg a Sherman rolls 6 strike dice, a Panzer IVF2 rolls 7). If the defending tank is "unbuttoned, that is the tank commander has got his head outside the turret, then an extra strike dice is added.</span></div>
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<span style="font-family: "verdana" , sans-serif;">If hitting a target from the front a hit is scored on a "5", a critical on a "6", flank hits are on a "4" and criticals on a "5" or a "6" and when firing at the rear a "3" scores a hit and criticals scored on a "4", "5" or "6". The defending tank then gets to roll their defence dice (Shermans have 6 and Panzer IVF2's only have 5) and each score of a 5 or a 6 cancels one of the scoring attack dice.</span></div>
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<span style="font-family: "verdana" , sans-serif;">If the defending player rolls more successes than there are hits then there is no effect. If the scores are tied then the defending tank will retreat directly backwards on a roll of 1-5 and on a "6" the defending tank will temporarily lose a command die. If the attacker rolls 1 or 2 more successes more than the defender then if the damage is deemed to temporary and the defender will lose that number of command dice and if the damage is deemed to permanent (where the attacker has scored more critical hits than normal hits) then bad things happen to the defending tanks usually in the form of reduced movement or firing ability. </span></div>
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<span style="font-family: "verdana" , sans-serif;">If the attacker rolls 3 or more successes than the defender then the latter goes "boom", although there is a chance the crew will escape again depending on whether the attacker scored more critical hits than normal hits.</span></div>
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<span style="font-family: "verdana" , sans-serif;">So it was that Jeremy Carruthers in his Sherman "Pip Pip" and Peter Pentacle in "Mavis" faced up to the dreaded Hun.</span></div>
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<span style="font-family: "verdana" , sans-serif;">The first couple of turns were a bit cagey, with either not enough move or acquisition dice being rolled but finally Peter and "Mavis" got their chance to shoot at Baron Von Lemurstein needing a "7" to hit -</span></div>
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<span style="font-family: "verdana" , sans-serif;">A hit! Now to roll the strike dice -</span></div>
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<span style="font-family: "verdana" , sans-serif;">3 Criticals!! What will Jerry roll???</span></div>
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<span style="font-family: "verdana" , sans-serif;">No saves!!!</span></div>
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<span style="font-family: "verdana" , sans-serif;">Scratch one Panzer!!!</span></div>
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<span style="font-family: "verdana" , sans-serif;">The hunt was on for Mr Gruber in the other J</span><span style="font-family: "verdana" , sans-serif;">erry Panzer lurking in the corner of the battlefield. Jeremy and "Pip Pip" were dawdling but Peter was a tanker possessed and soon got Jerry in his sights and on the flank. Another successful hit roll and the strike dice were rolled -</span></div>
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<span style="font-family: "verdana" , sans-serif;">Another 3 hits! What will Jerry do??</span></div>
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<span style="font-family: "verdana" , sans-serif;">Epic fail - no saves!!</span></div>
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<span style="font-family: "verdana" , sans-serif;">Kaboom!!!</span></div>
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<span style="font-family: "verdana" , sans-serif;">Game over!! We could only have played 30 mins or so, if that. Which is why WaT is an ideal club or show game, it really does move very quickly and whilst the crap command dice rolls can be frustrating I really think that just adds to the flavour as you watch helplessly as your opponent scoots past you whilst your driver has stalled the engine, or your gunner has taken his eye off the action and lost sight of the enemy who soon has you in his sights.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Being the sporting chap that I am and given the game had ended so quickly, we set up again, this time using the "Long Ball" set up.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Hero of the first game, Peter Pentacle, suddenly realises that despite it being the full length of the table, there is only one obstacle between him and Jerry Tank Commander. Surely he can't do it again can he?? Yes he can!!</span></div>
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<span style="font-family: "verdana" , sans-serif;">3 hits!!</span></div>
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<span style="font-family: "verdana" , sans-serif;">Jerry Tank Commander fails to save!!</span></div>
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<span style="font-family: "verdana" , sans-serif;">Another flaming wreck!!</span></div>
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<span style="font-family: "verdana" , sans-serif;">Jeremy decides it was time he got in to the action.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Jeremy opens fire!</span></div>
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<span style="font-family: "verdana" , sans-serif;">2 hits!! Mr Gruber (who had bailed out of his tank in the previous game) saves 1 hit so the damage is temporary and loses 1 command die as a result</span></div>
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<span style="font-family: "verdana" , sans-serif;">Meanwhile Peter and Mavis move in for the kill</span></div>
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<span style="font-family: "verdana" , sans-serif;">However, Mr Gruber fires back at Jeremy, who in the excitement of the chase had decided to stay unbuttoned, thus giving Mr Gruber an extra strike dice </span></div>
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<span style="font-family: "verdana" , sans-serif;">Oh dear! No saves for Jeremy!</span></div>
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<span style="font-family: "verdana" , sans-serif;">A sad sight</span></div>
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<span style="font-family: "verdana" , sans-serif;">Peter and Mr Gruber size each other up</span></div>
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<span style="font-family: "verdana" , sans-serif;">OH OH! Mr Gruber moves in for the kill.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Peter shoots first but his fire is ineffectual. Still he had rolled 3 "1"'s on the command dice. Slam the gear into reverse and let's get out of here! Oh! Only 5 inches back. Mr Gruber shoots, hits and then rolls (again Peter has got his head out of the turret).</span></div>
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<span style="font-family: "verdana" , sans-serif;">3 criticals and a normal hit! Not looking good for Peter</span></div>
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<span style="font-family: "verdana" , sans-serif;">Who can only roll 1 save. Boom goes Peter and Mavis!</span></div>
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<span style="font-family: "verdana" , sans-serif;">Revenge is sweet for Mr Gruber!</span></div>
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<span style="font-family: "verdana" , sans-serif;">So honours even on the night with 1 game each. </span></div>
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<span style="font-family: "verdana" , sans-serif;">The rules do provide a campaign ladder whereby you can play a series of games, gaining kill rings for each enemy tank destroyed, becoming an ace at 5 kills and thus gaining a tanker card which gives a bonus during the game and, if you have the models to do it, can see your tanker graduate to more powerful tanks.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Although as can be seen from Peter's example above, a tanker's success story can often be cut short too soon...........</span></div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com3tag:blogger.com,1999:blog-5783118874383089969.post-56876087306968524592019-03-02T23:24:00.000+00:002019-03-02T23:24:03.666+00:00Gaslands - Petrol Heads and Zombies<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-635ZDbGO_-w/XHr3USkf6kI/AAAAAAAAAdU/urIe_2UhS6sKWIEnwpykrTpvCnkRTIp4gCLcBGAs/s1600/gaslands.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="223" src="https://4.bp.blogspot.com/-635ZDbGO_-w/XHr3USkf6kI/AAAAAAAAAdU/urIe_2UhS6sKWIEnwpykrTpvCnkRTIp4gCLcBGAs/s1600/gaslands.jpg" /></a></div>
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For our 2017 Christmas game the members of THAGG (that's the The Honourable Arbroath Gamers Guild) decided to play Gaslands which had not long been released by Osprey as part of their Blue Book Wargames series. </div>
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Children's toy boxes were duly looted and spare bits boxes raided to create a selection of wacky and weird over the top vehicles.</div>
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<a href="https://2.bp.blogspot.com/-zFX0O5bMj1w/XHr68Nla0ZI/AAAAAAAAAdg/PMC8Z4lpO7cLkPW5wehs8bwgNELfI5x1wCLcBGAs/s1600/IMG_2483.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://2.bp.blogspot.com/-zFX0O5bMj1w/XHr68Nla0ZI/AAAAAAAAAdg/PMC8Z4lpO7cLkPW5wehs8bwgNELfI5x1wCLcBGAs/s320/IMG_2483.JPG" width="320" /></a></div>
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The kingsleypark meat wagon</div>
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<a href="https://2.bp.blogspot.com/-8Bwkfz8R1pc/XHr7KpB6uZI/AAAAAAAAAdk/m_E0pR5E-KcWf-mcS9I0COtHPXpyByqpgCLcBGAs/s1600/IMG_0128.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="540" data-original-width="960" height="180" src="https://2.bp.blogspot.com/-8Bwkfz8R1pc/XHr7KpB6uZI/AAAAAAAAAdk/m_E0pR5E-KcWf-mcS9I0COtHPXpyByqpgCLcBGAs/s320/IMG_0128.JPG" width="320" /></a></div>
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The Arena</div>
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Much mayhem ensued, if I remember rightly I don't think I made it past the first corner and if memory serves me right, I think Gary the Shark won, although Roo seems to remember that everyone's cars ended up wrecked. Anyway we all agreed it would be good fun and that we would have to play again soon.</div>
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Best laid plans and all that.......</div>
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So dawns 2019, and with the THAGG long running D & D campaign finally finishing and Kev and Paul more inclined to spend their Wednesday nights playing some online game rather than taking part in the pure art of tabletop gaming, the committed THAGGers decided it was time to dust down the motors and so it was that the Cabin was set up last Wednesday for the Zombie Bash.</div>
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<a href="https://2.bp.blogspot.com/-MQR6TFeTaDg/XHr86vbDA9I/AAAAAAAAAd0/8_8Bry251OowMvS2CmdEbe_QaGoBQwHEgCLcBGAs/s1600/IMG_3710.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://2.bp.blogspot.com/-MQR6TFeTaDg/XHr86vbDA9I/AAAAAAAAAd0/8_8Bry251OowMvS2CmdEbe_QaGoBQwHEgCLcBGAs/s320/IMG_3710.JPG" width="320" /></a></div>
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Neil's recently acquired track mat</div>
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<a href="https://1.bp.blogspot.com/-b6vErBs-f_I/XHr9O_8H1GI/AAAAAAAAAd8/Ua74l-tjnwADYgwucxOMJ06sIFgMkLigQCLcBGAs/s1600/Gaslands1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="720" data-original-width="960" height="240" src="https://1.bp.blogspot.com/-b6vErBs-f_I/XHr9O_8H1GI/AAAAAAAAAd8/Ua74l-tjnwADYgwucxOMJ06sIFgMkLigQCLcBGAs/s320/Gaslands1.jpg" width="320" /></a></div>
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The Protagonists - from left to right- The kingsleypark meat wagon, the Stevomobile, the Roo Bug, Neil's Rammin' Time and the Gary the Sharkmobile.</div>
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The secnario objective was pretty simple. The track was infested with Zombies and the players had to drive their vehicles skillfully and "collect" as many zombies as they could. Once the last Zombie had been "collected" the player with the most Zombies was declared the winner. If a vehicle was wrecked then it would spill 5 of their zombies and we agreed that the player could re-enter the track once with a new vehicle and carry on in the game.</div>
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<a href="https://1.bp.blogspot.com/-upY1-j3gaIY/XHr-xEi2h_I/AAAAAAAAAeI/_V81dkftUbcJDSpm-cDnITaNSbfgHe8iACLcBGAs/s1600/IMG_3711.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://1.bp.blogspot.com/-upY1-j3gaIY/XHr-xEi2h_I/AAAAAAAAAeI/_V81dkftUbcJDSpm-cDnITaNSbfgHe8iACLcBGAs/s320/IMG_3711.JPG" width="320" /></a></div>
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The gates were built by Gary using the sprue frames from his Shadespire figures. </div>
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They looked really good!</div>
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We had agreed a 30 can build limit. The meat wagon counted as a pick up truck so that gave me 3 build slots so I kitted out the meat wagon with a turreted rocket launcher and a rear firing machine gun and gave my crew grenades and handguns. The turret rocket launcher seemed like a good idea at the time but it's a 3 shot weapon and then you are out of ammo for the rest of the game so perhaps not the wisest choice.</div>
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<a href="https://1.bp.blogspot.com/-AEue0SabjSQ/XHr__FezOUI/AAAAAAAAAec/PZDhEHi_Ev0i78ZDSjn2vl2v2gX1azr-wCLcBGAs/s1600/IMG_3715.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://1.bp.blogspot.com/-AEue0SabjSQ/XHr__FezOUI/AAAAAAAAAec/PZDhEHi_Ev0i78ZDSjn2vl2v2gX1azr-wCLcBGAs/s320/IMG_3715.JPG" width="320" /></a></div>
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Under starters orders</div>
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<a href="https://3.bp.blogspot.com/-3avkYhVLts4/XHsBCvPI9qI/AAAAAAAAAeo/C8LAN8RV6BMxvDgWZaHCxfqJn9Ch0q3UACLcBGAs/s1600/IMG_3716.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://3.bp.blogspot.com/-3avkYhVLts4/XHsBCvPI9qI/AAAAAAAAAeo/C8LAN8RV6BMxvDgWZaHCxfqJn9Ch0q3UACLcBGAs/s320/IMG_3716.JPG" width="320" /></a></div>
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Unfortunately for me, Roo won the initiative for the first turn so got to move first. He claimed he was trying to collect as many Zombies as he could with his first move, but to me it looked like he was lining up for a shot at the meat wagon.</div>
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<a href="https://2.bp.blogspot.com/-jKtr6QEGRJ4/XHsBZUXp1II/AAAAAAAAAew/2Pz1oebOHEcFTS0hxnxJeTHCz_OYf0lUACLcBGAs/s1600/IMG_3717.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://2.bp.blogspot.com/-jKtr6QEGRJ4/XHsBZUXp1II/AAAAAAAAAew/2Pz1oebOHEcFTS0hxnxJeTHCz_OYf0lUACLcBGAs/s320/IMG_3717.JPG" width="240" /></a></div>
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And so it proved. The gatling gun on the Roo Bug opened up with a typical result -</div>
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Ouch 4 damage points! Still I would get to shoot him back in my turn with my fearsome rocket launcher -</div>
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Hmm - that will be one possible hit then (The "4" - the Eye of Sauron count as "1"'s).</div>
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Then as I tried to get away from the Roo Bug, the Sharkmobile hove into view. </div>
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C'mon guys - you are supposed to be collecting Zombies! Leave the meat wagon alone!</div>
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Meanwhile, on the other side of the track, the Stevomobile was driving sedately up the road and adhering to the Highway Code.</div>
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The Rammin' Time weaving it's way between the Zombies. You are supposed to collect them Neil!!</div>
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Mind you I was being equally unsuccessful at managing to collect any Zombies but at least I had the Roo Bug, in the arc of my rear machine gun.</div>
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The Stevomobile slams on the brakes to avoid hitting the poor, defenseless Zombie. </div>
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Stevo - the scenario is called Zombie Bash for a reason!!</div>
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In the meantime the Sharkmobile lines up a tasty shot on the Stevomobile.</div>
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In this game "6's" count as criticals and cause 2 points of damage. </div>
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Stevo didn't save any of the hits and with his accumulated hazard tokens now totaling 6, he needed some "shifts" on his next roll of the skid dice to try and get rid of them before the "wipeout" stage of his turn.</div>
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So no hazard token being removed with that roll.</div>
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So Stevo had to make the first wipeout roll of the game. He had two hull points left and if he failed his flip roll he would take 2 points of damage. Stevo failed the roll and so, as is customary on these occasions -</div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/p13yZAjhU0M/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/p13yZAjhU0M?feature=player_embedded" width="320"></iframe><br />
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And with the amount of ammo that Stevo still had in his car, instead of just becoming a wreck, he became a puff of smoke</div>
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The Zombies spill out away from the remains of the Stevomobile.</div>
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Neil, seeing this as an easy opportunity to scoop up 5 Zombies, picked up the template that he thought would put him on top of the Zombies</div>
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Eh not quite!</div>
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So despite taking a lot of punishment in the first few turns the meat wagon was not the first one to crash out. However, it was only a matter of time -</div>
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<a href="https://4.bp.blogspot.com/-WqrwCM1eFeE/XHsLp9wLZyI/AAAAAAAAAgs/WVq1K6S0XMM_fzYg2fRfEmxi_ozRVYGEgCLcBGAs/s1600/IMG_3735.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://4.bp.blogspot.com/-WqrwCM1eFeE/XHsLp9wLZyI/AAAAAAAAAgs/WVq1K6S0XMM_fzYg2fRfEmxi_ozRVYGEgCLcBGAs/s320/IMG_3735.JPG" width="240" /></a></div>
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Oh bother!</div>
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The Roo Bug cruises past the remains of the meat wagon looking for Zombies</div>
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Having hitting the crash barrier it was only a matter of time before Neil's Rammin' Time ending up looking like this -</div>
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Next up it was the Roo Bug -</div>
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By this time myself, Stevo and Neil had brought on our new vehicles. Gary was scooping up the Zombies but inevitably he too ended up as a crash test dummy -</div>
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There were still loads of Zombies left on the track when time ran out on us and we called it a night. Neil and Gary were tied on 9 Zombies each, with rest of us someway behind (there were 50 Zombies in total on the track to begin with!) so perhaps next time we maybe need to focus more on the win condition than trying to blow each other up - nah! Where's the fun in that!</div>
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But let's not leave it another 14 months before we play again lads, okay????</div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com15tag:blogger.com,1999:blog-5783118874383089969.post-68617897545370185602019-02-24T20:48:00.003+00:002019-03-03T09:11:46.171+00:00A Return to Squad Leader<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: "verdana" , sans-serif;">One day a long, long, long time ago in a wee flat many miles away from Kingsleypark Manor, (Dundee's Hilltown to be exact) I should have been up to my ears with law books studying for my degree exams. But instead, I had been invited by Robert an on/off member of the Dundee University Wargames and Role Playing society to play a game that I had read about many times but had never yet seen in real life - <a href="https://www.boardgamegeek.com/boardgame/1035/squad-leader" target="_blank">"Squad Leader - The Game of Infantry Combat in WW2"</a>. </span></div>
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<span style="font-family: "verdana" , sans-serif;">Robert brought out of his cupboard the orange and black box, with the sinister looking SS officer on the cover and on opening the box there were dozens of plastic baggies filled with 100's of counters, a fairly meaty looking rule book and 4 geomorphic hex boards.</span></div>
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<span style="font-family: "verdana" , sans-serif;">One of the real innovations of Squad Leader was the "programmed instructions" layout of the rulebook. You only needed to read a certain number of rules to play the first scenario and once you were familiar with those you would read the next rules section in order to play the second scenario and so on. </span></div>
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<span style="font-family: "verdana" , sans-serif;">The base game was subsequently expanded with the release of the <a href="https://www.boardgamegeek.com/boardgameexpansion/2587/cross-iron" target="_blank">Cross of Iron</a>, <a href="https://www.boardgamegeek.com/boardgameexpansion/3609/crescendo-doom" target="_blank">Crescendo of Doom</a> and <a href="https://www.boardgamegeek.com/boardgameexpansion/5293/gi-anvil-victory" target="_blank">G.I. Anvil of Victory</a> modules and as it happened Robert had all those modules too.</span></div>
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<a href="https://4.bp.blogspot.com/-YaBhEj_KKB4/XHK9t6tzUmI/AAAAAAAAAZg/wUl3elONpj4v52p0iVbQjO_M93iZQXcCACLcBGAs/s1600/squad%2Bleader%2Bshelf.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://4.bp.blogspot.com/-YaBhEj_KKB4/XHK9t6tzUmI/AAAAAAAAAZg/wUl3elONpj4v52p0iVbQjO_M93iZQXcCACLcBGAs/s320/squad%2Bleader%2Bshelf.jpg" width="240" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">No, this is not a picture of the inside of Robert's cupboard but a picture of the Squad Leader shelf in the Cabin.</span></div>
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<span style="font-family: "verdana" , sans-serif;">So we set to it and played through the first few scenarios and being the impatient gamers that we were, we were soon jumping through the scenarios introducing tanks, flame-throwers, cavalry and even a scenario where German motor-cycle side car riders were trying to capture the Dutch Royal Family (scenario 26 "Assault on a Queen" from the Crescendo of Doom module, if you are interested). Needless to say, I didn't get any studying done that day and so I was hooked and set about getting my own copies (which as you can see above, I managed to do).</span></div>
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<span style="font-family: "verdana" , sans-serif;">Problem was, after finishing Uni the availability of opponents dried up and so for a few years the boxes stayed in the bottom of my cupboard. A move back to Brechin (my original home town) and I did get some games in against my bro but even those games stopped after a while so it must be over 25 years since I last played. </span><br />
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<span style="font-family: "verdana" , sans-serif;">G.I. Anvil of Victory was the last of the Squad Leader modules to be released. The fabled Pacific War supplement never appeared (although The Wargamer magazine (issue 30) did publish <a href="https://www.boardgamegeek.com/boardgameexpansion/9447/blood-sand-pacific-variant-squad-leader" target="_blank">"Blood & Sand"</a> which provided maps and scenarios for some Pacific Battles). Instead, Avalon Hill released <a href="https://www.boardgamegeek.com/boardgame/586/front" target="_blank">"Up Front - The Squad Leader Card Game"</a>, a game that I had, played once and sold it and the Banzai expansion module a few years back for much gold. </span><br />
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<span style="font-family: "verdana" , sans-serif;">And then Avalon Hill released <a href="https://www.boardgamegeek.com/boardgame/243/advanced-squad-leader" target="_blank">"Advanced Squad Leader"</a>. ASL, as it's known, effectively ended any further Squad Leader modules being released and has gone to become a hugely popular, game though with very detailed, micro managed rules. It is now a game series which according to Boardgamegeek now has 428 expansions! I have played a couple of scenarios from the <a href="https://www.boardgamegeek.com/boardgame/9823/advanced-squad-leader-starter-kit-1" target="_blank">ASL Starter Kit 1</a> but I found the whole thing too intimidating to invest in.</span></div>
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<span style="font-family: "verdana" , sans-serif;">No. 2 son, Roo (not his birth name but that's what he likes to call himself) had been looking at my games shelf during the holidays last year and was making noises about trying some of those "hex and counter" games. We managed to get a game of Arnhem played (my very first hex and counter game as told about <a href="https://kingsleypark64.blogspot.com/2011/03/arnhem-bridge-too-far.html" target="_blank">here</a> (which lead me to buy another copy of the game for Roo to keep for himself) but between one thing and another we didn't get another hex and counter game played. </span><span style="font-family: "verdana" , sans-serif;">Until last week.....</span><br />
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<span style="font-family: "verdana" , sans-serif;">Having looked at the Squad Leader rule book and being unencumbered with rehearsals and the like, Roo announced that he would really like to give the game a go. So it was, that we set up the pieces for the first scenario - "The Guards Counterattack".</span><br />
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<a href="https://1.bp.blogspot.com/-ea2whNQ0J6Y/XHLGNKhILXI/AAAAAAAAAaY/P-aMAMGbF6ghGkanaB3YoDOhA9uX7zZvACLcBGAs/s1600/IMG_E3678.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="239" src="https://1.bp.blogspot.com/-ea2whNQ0J6Y/XHLGNKhILXI/AAAAAAAAAaY/P-aMAMGbF6ghGkanaB3YoDOhA9uX7zZvACLcBGAs/s320/IMG_E3678.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">The objective of the scenario was for the Soviets (Roo) to capture 2 or more of the stone buildings initially occupied by the Germans (me) OR have a favourable 3:1 ratio of unbroken squads at the end of the scenario, which was to last 5 turns.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Roo wasted no time in opening fire with the 3 stacks of squads situated in the building in the top left corner of the board -</span></div>
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<a href="https://2.bp.blogspot.com/-UPxeoRBfzkk/XHLHjzj0gkI/AAAAAAAAAak/kMzaju0DWBY-5wSICfa0Yor-t3tyWu4FACLcBGAs/s1600/IMG_E3679.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://2.bp.blogspot.com/-UPxeoRBfzkk/XHLHjzj0gkI/AAAAAAAAAak/kMzaju0DWBY-5wSICfa0Yor-t3tyWu4FACLcBGAs/s320/IMG_E3679.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">Ouch!</span></div>
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<span style="font-family: "verdana" , sans-serif;">Whilst primarily an "IGO-UGO" system there is opportunity for defensive fire to take place during the opponent's turn. It is also pretty devastating being caught out in the open so when Roo attempted to move Colonel Berki and his 3 squads into hex E5 with the intention of forcing the Germans to retreat out of that building he hadn't realised he was in the line of fire of the German stack located in the large stone building in the middle of the board and with admittedly a very good roll on my part, the inevitable happened -</span></div>
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<a href="https://1.bp.blogspot.com/-ckvHEPCxUgM/XHLJGzWg5VI/AAAAAAAAAaw/flW8PUOKY8QATVpCfJ0wKv8qGv179wlRwCLcBGAs/s1600/IMG_3680.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://1.bp.blogspot.com/-ckvHEPCxUgM/XHLJGzWg5VI/AAAAAAAAAaw/flW8PUOKY8QATVpCfJ0wKv8qGv179wlRwCLcBGAs/s320/IMG_3680.JPG" width="240" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">The late Colonel Berki </span></div>
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<span style="font-family: "verdana" , sans-serif;">The German turn saw the broken squads rally and in their "Prep Fire" phase cause more casualties to the Soviets so that at the end of the first turn the board looked like this -</span></div>
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<a href="https://4.bp.blogspot.com/-kPK_HFKzJz8/XHLJ89Yh4nI/AAAAAAAAAa4/WHGlYCADpbIm-cq3uo-55s-mywXhfBsYwCLcBGAs/s1600/IMG_E3681.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://4.bp.blogspot.com/-kPK_HFKzJz8/XHLJ89Yh4nI/AAAAAAAAAa4/WHGlYCADpbIm-cq3uo-55s-mywXhfBsYwCLcBGAs/s320/IMG_E3681.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif; text-align: justify;">The red counter are Soviet Squads which have gone "Berserk" as a result of rolling a "2" when testing morale. This means that they ignore all further morale checks but have to move towards the nearest enemy unit to engage them in close combat.</span></div>
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<a href="https://1.bp.blogspot.com/-5QLc3ZucPPc/XHLKJDWD-SI/AAAAAAAAAa8/1vRxTeWFVWwGHvusfludjtna2RW5wcwLACLcBGAs/s1600/IMG_3682.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://1.bp.blogspot.com/-5QLc3ZucPPc/XHLKJDWD-SI/AAAAAAAAAa8/1vRxTeWFVWwGHvusfludjtna2RW5wcwLACLcBGAs/s320/IMG_3682.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">The casualty count at the start of turn 2</span></div>
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<span style="font-family: "verdana" , sans-serif;">The Soviets pushed on to try and take the German held building on the left hand side of the board. Moving in to an adjacent hex to enemy units is always risky even with the benefit of cover but it didn't help the German cause when this happened -</span></div>
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<a href="https://1.bp.blogspot.com/-7H_Bw_BZoy8/XHLL116oc0I/AAAAAAAAAbM/okV1Oxbk608z65CMl2OfiboPaKS6s73fwCLcBGAs/s1600/IMG_3683.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://1.bp.blogspot.com/-7H_Bw_BZoy8/XHLL116oc0I/AAAAAAAAAbM/okV1Oxbk608z65CMl2OfiboPaKS6s73fwCLcBGAs/s320/IMG_3683.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">The dreaded "box cars" result meaning that the 2 light machine guns in Sergeant Kelso's stack suffered a breakdown - not helpful when facing a possible close combat</span></div>
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<a href="https://2.bp.blogspot.com/-ExjOGXLWrho/XHLM1uaFxZI/AAAAAAAAAbU/ZqnVkIp_eu4fQPvqh_q4mhnIj-AY7LdMQCLcBGAs/s1600/IMG_E3684.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://2.bp.blogspot.com/-ExjOGXLWrho/XHLM1uaFxZI/AAAAAAAAAbU/ZqnVkIp_eu4fQPvqh_q4mhnIj-AY7LdMQCLcBGAs/s320/IMG_E3684.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif; text-align: justify;">Scene at the end of Turn 2 -</span></div>
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<span style="font-family: "verdana" , sans-serif;">Turn 3 saw the Soviets assault Sergeant Kelso's hex but the combat was inconclusive and saw the two sides locked in combat. In the defensive fire phase the Germans saw matters swing to their advantage when the 2 stacks in the bottom right of the board opened fire on the Soviet squads in the building before them -</span></div>
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<a href="https://1.bp.blogspot.com/-maW-i8us2lo/XHLN8LHmrkI/AAAAAAAAAbg/Ur68YnlvZIAztwfFffeLCNfxiPqH0Lm3QCLcBGAs/s1600/IMG_E3686.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://1.bp.blogspot.com/-maW-i8us2lo/XHLN8LHmrkI/AAAAAAAAAbg/Ur68YnlvZIAztwfFffeLCNfxiPqH0Lm3QCLcBGAs/s320/IMG_E3686.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">"Snake Eyes!" A welcome sight when you are the firing player.</span></div>
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<span style="font-family: "verdana" , sans-serif;">The close combat in Sergeant Kelso's hex saw the 2 sides annihilating each other (close combat is very bloody if the rolls come off) so at the end of turn 3 the board looked like this -</span></div>
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<a href="https://3.bp.blogspot.com/-KgLp9KtBVcg/XHLOhK-uzZI/AAAAAAAAAbo/vpXWZmodXREjJ6pWlkz99bHM_DMBOklSQCLcBGAs/s1600/IMG_E3687.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="239" src="https://3.bp.blogspot.com/-KgLp9KtBVcg/XHLOhK-uzZI/AAAAAAAAAbo/vpXWZmodXREjJ6pWlkz99bHM_DMBOklSQCLcBGAs/s320/IMG_E3687.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">Sergeant Kelso has fallen but now the Germans have advanced and are occupying one of the Soviet buildings, not good news for the Soviets!</span></div>
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<a href="https://1.bp.blogspot.com/-orTh9m8FlZw/XHLPMsVzi2I/AAAAAAAAAb0/1i4GrHfWBBwX-Ln2spcOhIMiIVNDo0hlQCLcBGAs/s1600/IMG_3688.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://1.bp.blogspot.com/-orTh9m8FlZw/XHLPMsVzi2I/AAAAAAAAAb0/1i4GrHfWBBwX-Ln2spcOhIMiIVNDo0hlQCLcBGAs/s320/IMG_3688.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">The Casualty tally at the end of German turn 3</span></div>
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<span style="font-family: "verdana" , sans-serif;">As the name of the game implies, Squad Leaders are key. If a squad breaks as a result of a failed morale check then only a Squad Leader can bring them back. At the start of turn 4, the Soviets only had one squad leader left and with a number of broken squads on the board, Roo felt he had to get that leader, </span><span style="font-family: "verdana" , sans-serif;">Lieutenant Dubovich,</span><span style="font-family: "verdana" , sans-serif;"> to help those squads but again having to move into the open had predictable results and Lieutenant Dubovich, fell in a hail of bullets. With no way of bringing their broken squads back, victory was slipping away from the Soviets.</span></div>
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<a href="https://2.bp.blogspot.com/-1v7N5eBEhos/XHLQqzWfyCI/AAAAAAAAAcA/YXEBAf___aIiXG42ml03lFjyx5N6pco2wCLcBGAs/s1600/IMG_E3689.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://2.bp.blogspot.com/-1v7N5eBEhos/XHLQqzWfyCI/AAAAAAAAAcA/YXEBAf___aIiXG42ml03lFjyx5N6pco2wCLcBGAs/s320/IMG_E3689.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">End of German Turn 4. The Soviets are running out of unbroken squads although they did have some success in capturing a German Heavy Machine Gun.</span></div>
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<a href="https://3.bp.blogspot.com/-nx3ea0zAze4/XHLRJ8_B-iI/AAAAAAAAAcI/oNIUmqN2gWI8PgQlIG7AjwjJP5qHqJJBgCLcBGAs/s1600/IMG_3690.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://3.bp.blogspot.com/-nx3ea0zAze4/XHLRJ8_B-iI/AAAAAAAAAcI/oNIUmqN2gWI8PgQlIG7AjwjJP5qHqJJBgCLcBGAs/s320/IMG_3690.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">Casualty list at the start of Turn 5</span></div>
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<span style="font-family: "verdana" , sans-serif;">With no hope of being able to achieve the victory condition, Roo took some comfort in trying to inflict some more casualties on the Germans and another German squad was KIA'd but it was too little, too late.</span></div>
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<a href="https://3.bp.blogspot.com/-v-GUX77As90/XHLTXQBcEeI/AAAAAAAAAcU/oc2rMK8u_JkoK0Kc7a25HsnKg1zL8YILgCLcBGAs/s1600/IMG_E3691.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://3.bp.blogspot.com/-v-GUX77As90/XHLTXQBcEeI/AAAAAAAAAcU/oc2rMK8u_JkoK0Kc7a25HsnKg1zL8YILgCLcBGAs/s320/IMG_E3691.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">The board at the end of the game.</span></div>
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<a href="https://2.bp.blogspot.com/-MG9yNu1ya-Q/XHLTks0IjZI/AAAAAAAAAcY/XaCqYmoLozEhVNJONWRHa5ggKIpN9tTUACLcBGAs/s1600/IMG_3692.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://2.bp.blogspot.com/-MG9yNu1ya-Q/XHLTks0IjZI/AAAAAAAAAcY/XaCqYmoLozEhVNJONWRHa5ggKIpN9tTUACLcBGAs/s320/IMG_3692.JPG" width="240" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">The casualty list.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Combat in Squad Leader can be extremely brutal. Cover is key and you have to protect your squad leaders otherwise your force will be eroded away too quickly as your squads fail their morale tests and can't recover. That may be one of the weaknesses of the game in that so much depends on the squad leader. I don't know if the rules in the later modules do anything about that - we'll have to keep playing to find out!!</span></div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com8tag:blogger.com,1999:blog-5783118874383089969.post-90863229240404887092019-02-17T03:00:00.000+00:002019-02-17T03:00:38.846+00:00Char B1 BIS by Warlord Games<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: "verdana" , sans-serif;">Sometime ago, in a moment of impulse, I picked up a sizeable Early World War 2 German force in 28mm. Now in fairness to me, it wasn't quite an impulse buy as I knew <a href="https://toofatlardies.co.uk/" target="_blank">TOOFAT Lardies</a> were releasing their Blitzkreig 1940 supplement for their Chain of Command rules so to me it made sense to pick the Jerries up.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Until it then dawned on me that I didn't have any opposition for them.</span></div>
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<span style="font-family: "verdana" , sans-serif;">So the Jerries have stayed in their carry case since their arrival, waiting for a worthy foe. However, hope was on the horizon as Christmas was coming up and a good selection of wargaming goodies can usually be expected to be delivered, so no better time than to decide on what army to ask Santa to bring.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Now those of you have read any of my previous ramblings will have surmised that my preferred go to army are the Brits, having forces, in 10mm, 20mm and 28mm, so you may have thought that I would have gone for a BEF force. Certainly that was my initial thought but, as usual, fate intervened and it was about this time that <a href="https://store.warlordgames.com/" target="_blank">Warlord Games</a> released their Battle of France for campaign supplement for Bolt Action and also released some new figures for their French forces along with a couple of army deals</span></div>
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<span style="font-family: "verdana" , sans-serif;">So a quick note to Santa up the chimney (you all do that don't you?) and on the big day a whiff of garlic could be perceived coming from under the Christmas Tree...</span></div>
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<span style="font-family: "verdana" , sans-serif;">So where to start? Well with the tank of course!</span></div>
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<span style="font-family: "verdana" , sans-serif;">The Char B1-Bis had entered service with the French Army around 1936, replacing the Char B1, of which only a handful had been built. The newer model had increased armour and a more powerful engine. The hull of the tank was formed of cast sections, bolted together. The driver sat in the left of the hull and to his right was the fixed traverse 75mm cannon, which the driver operated. The turret was armed with a 47mm cannon and a 7.5mm machine gun. Another 7.5mm machine gun was located in the hull. The tank had a crew of 4 with a loader, wireless operator and commander in addition to the driver. The design, however, did suffer from a common flaw in French Tank design of the time in that it had a one man turret meaning the commander had to not only command the tank but load and fire the turret weaponry as well. </span></div>
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<span style="font-family: "verdana" , sans-serif;">The B1-Bis was heavily armoured and when the invasion of France began, the tank could withstand fire from most of the German anti-tank weaponry of the time, with the exception of the 88mm flak gun, which the Germans also used in the anti-tank role. However, the tank was slow and the German Blitzkrieg tactics did expose this lack of manoeuvrability. It did impress the Germans enough, however, that after the surrender of the French forces the Germans made use of an number of the remaining B1-Bis, with some being converted into flamethrowers, the B1-Bis (Flamm). But I wasn't interested in such turncoat conversions, I needed the tank to support the brave infanterie resist the Boche.</span></div>
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<span style="font-family: "verdana" , sans-serif;">So what's in the box?</span></div>
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<span style="font-family: "verdana" , sans-serif;">An instruction booklet,</span><span style="font-family: "verdana" , sans-serif;"> two plastic frames of parts, a decal sheet, some data cards for Bolt Action rules and some damage markers (are they trying to tell me something?).</span></div>
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<span style="font-family: "verdana" , sans-serif;">Some helpful advice</span></div>
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<span style="font-family: "verdana" , sans-serif;">First up, the track assembly. Now I'm a lazy model maker but I'm also an impatient model maker as well and unless I take time to check the parts over and do a dry run then disaster has been known to happen when I find out I've stuck the wrong bits together. So it was helpful to see little helpful things like -</span></div>
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<span style="font-family: "verdana" , sans-serif;">The hole in the sprocket wheel is shaped so that the inserted peg can only fit one way.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Helpful inserts for the track pieces to connect in to.</span></div>
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<span style="font-family: "verdana" , sans-serif;">Track piece with the corresponding connector pegs</span></div>
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<span style="font-family: "verdana" , sans-serif;">The completed track assemblies.</span></div>
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<span style="font-family: "verdana" , sans-serif;">On to the next page!</span></div>
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<span style="font-family: "verdana" , sans-serif;">As I was building the French version, there were only a couple of drill holes I need to make on the hull. The main gun assembly went together pretty easily.</span></div>
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<a href="https://imageshack.com/i/pmuv3Bdnj" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="600" height="320" src="https://imageshack.com/i/pmuv3Bdnj" width="240" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">Now to join the track assemblies to the hull. Again some helpful little connectors to make it obvious where the pieces are supposed to fit together -</span></div>
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<span style="font-family: "verdana" , sans-serif;">Now starting to look like a tank</span></div>
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<span style="font-family: "verdana" , sans-serif;">The next section - a number of options here depending on the model you are making - the French version is on the top of the page. Note for the German options the part numbered "56".</span></div>
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<span style="font-family: "verdana" , sans-serif;">Now the turret and the commander!</span></div>
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<span style="font-family: "verdana" , sans-serif;">The French Commander showing you need hands</span></div>
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<span style="font-family: "verdana" , sans-serif;">The turret hatch door shown open or closed. However, there is a wee typo - the opened version should be numbered "58". Also note the parts numbered "4" - these are little hooks (grab handles?). Anyway they are tiny and the first one typically pinged off in to the ether when attempting to glue it on.</span></div>
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<span style="font-family: "verdana" , sans-serif;">The finished model!</span></div>
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<span style="font-family: "verdana" , sans-serif;">A fairly straightforward kit. Warlord used to make the kit in resin and I'm not a great fan of resin models so it was certainly much better in my mind being a plastic kit. Just a couple of fiddly bits during the build - making sure the top and bottom parts of the hull joined together without leaving a gap, the chain hanging off the back of the tank - make sure you give the hooks that it hangs from plenty of time to glue in to place and, those damned fiddly hooks on the turret.</span></div>
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<span style="font-family: "verdana" , sans-serif;">I've also picked a model of the Somua S-35. It's a resin model though so I think I will try painting up some of the infantry first before I try tackling that.</span></div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com10tag:blogger.com,1999:blog-5783118874383089969.post-47834043825393213722019-02-10T21:36:00.000+00:002019-03-03T00:12:00.482+00:00The Battle of Hel-Me Boab<div style="text-align: justify;">
<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Well it's been a long time in the waiting but finally the kingsleypark Desert Rats arrived at the sleepy wadi known as Hel-Me Boab, somewhere in the Western Desert. </span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Their long R & R was about to come to an abrupt end, however, when the Dastardly Afrika Korps decided to break their duck and challenge the gallant Brits for the right to be top dog in the Cabin.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Except we weren't in the Cabin. </span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Neil, Gary and I had decided to sally forth and set up battle in the home of the Angus Wargames Club, Forfar. Stevo should have been there as well but he was ill (apparently) so whilst Gary was left to fight a surreal German Civil War with his late War Germans against Lindsay's Early War Germans, Neil and I set the scene for a more historical match up. Except Neil's D.A.K aren't painted yet (well not his infantry) so I had to bring my D.A.K along to bolster Neil's vehicular contribution of his Panzer IV G, 2 trucks and a turretless Puma which he had to masquerade as a truck as his truck pusher (Kev) had failed to supply him with a third truck in time.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">The once tranquil wadi of Hel-Me Boab, soon to become a Hell on Earth as British and German warriors clash for supremacy.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">No, Stevo, it's not the German version of a Ram Kangaroo.</span></div>
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<a href="https://3.bp.blogspot.com/-1YXblCMiujM/XHsYiKAizTI/AAAAAAAAAls/k0BIzpy_fSwfbgIo14L5H1y7hf5NolyBQCLcBGAs/s1600/IMG_3596.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://3.bp.blogspot.com/-1YXblCMiujM/XHsYiKAizTI/AAAAAAAAAls/k0BIzpy_fSwfbgIo14L5H1y7hf5NolyBQCLcBGAs/s320/IMG_3596.JPG" width="320" /></a></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">The brave British soldiers, ready to defend their cups of tea from the Hun.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">We decided to randomly decide the scenario to fight so a quick roll of the dice revealed that the scenario was to be "Demolition" - each side to protect their base and try and get into contact with the enemy base. The important key word there is "contact".....</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">A sensible base guardian.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Hang on? Is that a medic with a gun??? Filthy Boche - no doubt more Hun tricks to come.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">The Boche sniper trying to blend in with the scenery.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: verdana, arial; font-size: 12px;">Game on!!</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">As usual, the first die out of the bag wasn't mine. Neil, with a decisive, tactical decision decided to shoot my Lee tank, with his Panzer IV G with predictable results -</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Actually - it could have been worse - at least it hadn't blown up but for the rest of the game the two tanks traded shots with each other. At one point the Panzer having 8 pins on it until a </span><strike style="background: 0px 0px rgb(255, 254, 250); border: 0px; color: #282b0b; font-family: Verdana, Arial; font-size: 12px; margin: 0px; max-height: 1e+06px; outline: 0px; overflow-wrap: break-word; padding: 0px; text-align: start;">jammy </strike><span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;"> fortuitous rally roll saved it's bacon.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">The red marker of doom as the British Artillery Observer calls in the Arty strike.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Gunner Tommy Atkins turns away in disgust as another AT shot at the Panzer goes wide.....</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">In fairness to Neil, he did at least come forward, but of course, that was all part of my battle plan - to draw the Boche in, contain them, and then make a dash for his base for the win.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Wait a minute - there are supposed to be 5 guys in there? And where Moe is, is anyone's guess.....</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">The Brits start to take casualties but maintain their stiff upper lip.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Hurrah!! One dead truck!</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">The other German truck - which was the turretless Puma - but we swapped it when the first German truck got destroyed - so the turretless Puma became the wreck and the truck became the turretless Puma - makes a dash towards the British base. The brave British commander, Reginald Fforbes-Smithers and his trusty batman, Bert, lead an assault on the truck and stop it in it's tracks, I mean wheels. The German commander Von Plop bails out with his henchman Gustav and falls in a hail of British bullets. However, before Reginald could receive his DSO and bar for his bravery, he was cut down by the dastardly Hun appearing out of the rough ground.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Across on the right flank, the other German truck disposes of it's load in the middle of nowhere. The German mortar, however, continued to whittle away at the Tommies. However, the Tommies kept up their withering fire on the advancing Jerry squad.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">And on the hill the British Machine gun and sniper team keep the Jerry head's down</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Wait a minute.. Who is that running up from the rear? It's the gun toting medic. A whole series of failed activation rolls due to pins and the damned "Tiger fear" and the Brits were unable to stop the bounder running up and on the very last turn reaching the British base. Game over and a very dubious way for the Germans to win - but did we expect anything less??? (In fact it was such an underhand way to win that we forgot to take a picture of the medic's moment of glory).</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">And before you all start saying that under Bolt Action rules medic's can't control objectives the scenario win condition simply said get a unit in <u style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: 0px 0px; background-repeat: initial; background-size: initial; border: 0px; font-weight: bold; margin: 0px; max-height: 1e+06px; outline: 0px; overflow-wrap: break-word; padding: 0px;">contact</u> with the enemy base, so I couldn't even call foul for that either.</span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">But well played Neil. We both found that we are still very, very rusty on the rules (first turn forgot all about tiger fear) and other gaffes along the way so we need to get more practice in to get back up to speed with the game. And i think it's important to emphasise the word <span style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: 0px 0px; background-repeat: initial; background-size: initial; border: 0px; font-weight: 700; margin: 0px; max-height: 1e+06px; outline: 0px; overflow-wrap: break-word; padding: 0px;">game</span> here. I don't think anyone would hold out Bolt Action as an accurate representation of infantry and armour tactics in WW2 and provided you approach the rules with that in mind it does provide a good enjoyable game. </span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">At least I could enjoy the moment when one German squad, when checking morale for activation, rolled FUBAR (that is, double 1) and then had to open fire on the nearest friendly unit which just happened to be the aforementioned Boche Sniper and destroyed it in the most effective German shooting of the night........ </span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;"><br /></span>kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com1tag:blogger.com,1999:blog-5783118874383089969.post-709783114558705392019-02-03T14:21:00.000+00:002019-03-02T23:53:13.629+00:00Pegasus Bridge<span style="font-family: "verdana" , sans-serif;">Ok, it's been a while.......</span><br />
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<span style="font-family: "verdana" , sans-serif;">It was a standing joke in our house for many years that all I wanted from Santa at Christmas was the Pegasus Bridge Battle Set from Warlord Games.</span><br />
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<span style="font-family: "verdana" , sans-serif;">Every year it would go on the list and every year - nothing, rien, nada, nichts, niente - you get the idea.</span><br />
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<span style="font-family: "verdana" , sans-serif;">Then in 2017 for my birthday, which incidentally is just a few weeks before Xmas, I got this -</span><br />
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<span style="font-family: "verdana" , sans-serif;">Oh how we chuckled!</span></div>
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<span style="font-family: "verdana" , sans-serif;">But I was resigned to the fact that was about as close as I was going to get to the fabled set. So you could have knocked me down with the proverbial feather when 11 days later under Xmas Tree was -</span></div>
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<span style="font-family: "verdana" , sans-serif;">I was gobsmacked (and if truth be told there was a wee tear in my eye - but don't tell Mrs kingsleypark that!!).</span></div>
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<span style="font-family: "verdana" , sans-serif;">Apparently she had got so fed up of me going on about it that she caved in and bought it for me (see psychological warfare does work - wear down your opponent with repeated propaganda).</span></div>
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<span style="font-family: "verdana" , sans-serif;">Wow, now I could recreate that famous battle as depicted in the classic film, "The Longest Day" with Richard Todd repeating to himself "Hold until relieved!".</span></div>
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<span style="font-family: "verdana" , sans-serif;">So, of course, I got the box cracked open eager to start. Heck, there were a lot of bits in this box (bloody heavy it was too). The enthusiasm started to wane somewhat.</span></div>
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<span style="font-family: "verdana" , sans-serif;">I got the bunker built -</span></div>
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<span style="font-family: "verdana" , sans-serif;">And had a bash at the Cafe Gondree</span></div>
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<a href="https://1.bp.blogspot.com/-EEPiZqcVybk/XHsTJ6lGX-I/AAAAAAAAAio/-_StrOP0vGw9NUZhwG-FlONxMDgRrq4ngCLcBGAs/s1600/IMG_3569.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://1.bp.blogspot.com/-EEPiZqcVybk/XHsTJ6lGX-I/AAAAAAAAAio/-_StrOP0vGw9NUZhwG-FlONxMDgRrq4ngCLcBGAs/s320/IMG_3569.JPG" width="320" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">But the bridge was looking a beast and I kept putting it off and off. Soon Christmas 2018 was coming round a sense of guilt got hold and I decided to take the plunge and go for it and surprisingly it wasn't too long before this -</span></div>
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<span style="font-family: "verdana" , sans-serif;">became this -</span></div>
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<span style="font-family: "verdana" , sans-serif;">Sorry to all of you who were expecting a "How to build a Pegasus Bridge" blogpost. My fingers were too covered in pva glue to risk sticking the keys of my laptop down.....</span><br />
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<span style="font-family: "verdana" , sans-serif;">Then the ever useful coffee stirrers (courtesy of far too many coffee shops to give credit too) were used to create planking for the bridge -</span><br />
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<span style="font-family: "verdana" , sans-serif;">Several layers of paint and dry brushing later and viola - she was done!</span><br />
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<span style="font-family: "verdana" , sans-serif;">One thing that became apparent once she was built (is it PC to call a bridge "she"?) is the size of the bloody thing - it's over 2 foot long so storage is an issue. The model does break down into smaller parts but to be honest that's a pfaff so space was cleared from the top of my bookcases and there it was to sit.</span></div>
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<span style="font-family: "verdana" , sans-serif;">But no! All that blood, toil, sweat and tears (to misquote Churchill) putting the damned thing together wasn't just going to result in PB sitting gathering dust on top of the bookcases. And so it was that a few weeks ago trying to get the THAGG (that's the "The Honourable Arbroath Gamers Guild") guys organised for our weekly game that it turned out that only myself, Stevo and Neil, were going to be available. None of us had played Bolt Action for a while (at least a year anyway) but this was the moment that PB would hit the tabletop and so it was we gathered in the cabin to refight the daring attempt of Major Howard and his gallant chappies to capture the bridge over the Orne.</span></div>
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<span style="font-family: "verdana" , sans-serif;"><span style="background-color: #fffefa; color: #282b0b;">Ok the scenario played was from the Booklet that came with the Pegasus Bridge Battle Set. As such, the units involved were smaller than your normal Bolt Action forces, but given it had been a while since any of us had played BA it was probably not a bad thing.</span><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><span style="background-color: #fffefa; color: #282b0b;">The German Garrison are troops from the 716th Infantry Division. These were poor quality troops, relegated to performing guard duties in what was thought to be a “safe area”. As such they are classed as inexperienced and also start the game with a pin marker on each unit. Not much of a handicap you would think but actually given the poor morale rolling of the German player (Stevo), it proved to be a major issue in getting units activated.</span><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><span style="background-color: #fffefa; color: #282b0b;">The Brits were members of the 2nd Oxfordshire and Buckinghamshire Light Infantry Battalion led by Major Howard (giving the Brit forces a massive +4 on any morale rolls within command radius). The Brits are also classed as experienced and tough fighters which is a major plus in any close combat rolls.</span><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><span style="background-color: #fffefa; color: #282b0b;">A couple of problems were encountered on setting up -</span><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><span style="background-color: #fffefa; color: #282b0b;">Firstly, the scenario shows the table layout in classic Bolt Action 6 x 4 style. However, the model Pegasus Bridge is over 2ft long. I could have just set up the end section of the bridge but having taking this long to get the damned thing built it had to be on the table in all it’s glory so I went for a narrower width and deeper table as shown in the photograph. This would mean that combat would be joined a lot sooner, again no bad thing given the scenario would only last 6 (maybe 7) turns.</span><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><span style="background-color: #fffefa; color: #282b0b;">The second problem came when deploying the Brits from the Glider. “Where’s the Glider?” asks Neil.</span><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><span style="background-color: #fffefa; color: #282b0b;">”Use your F**&**g imagination!!” says I. As it had taken over a year to get the bridge built and painted so I wasn't going to start worrying about such niceties as representing a glider landing without a glider.....</span><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><br style="background-color: #fffefa; color: #282b0b; max-height: 1e+06px; overflow-wrap: break-word; text-align: start;" /><span style="background-color: #fffefa; color: #282b0b;">So Neil picks a spot for the “Glider” to land and Stevo had a roll to adjust it’s position then the first turn started with the Brits rolling to see how many squads would get out of the Glider - only 2 squads (Major Howard was still supping on his tea inside - actually that’s not fair - if you see the glider landing in the The Longest Day you would realise that supping tea was definitely not an option!).</span></span></div>
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<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial";">The Germans, however, were slow to react and only the AT Gun in the emplacement was able to get off a wild inaccurate shot.</span></div>
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<span style="background-color: white; color: #282b0b; font-family: "verdana" , "arial";">The turns that followed saw the brave Brits trying to close in on the Bridge whilst the sleepy headed Germans finally started to rouse themselves and react to the danger -</span></div>
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<span style="background-color: white; color: #282b0b; font-family: "verdana" , "arial";">Although the Brits did reach the Bridge and a firefight ensued which saw the scenario go in to a 7th turn, there were too many Germans left on the bridge so they were declared the winners.</span></div>
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<span style="background-color: white; color: #282b0b; font-family: "verdana" , "arial";">Given it had been ages since we had played, I think we were able to pick up the basics pretty quickly and after a few searches of the rule book on a couple of points I think we are able to keep the game moving.</span><br />
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<span style="background-color: white; color: #282b0b; font-family: "verdana" , "arial";">So keen to do some more Bolt Action. Kev is planning his Japanese and Ruaridh has started putting together his Finns and I have a pile of early war French to tackle so plenty of options available to us.</span><br />
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<span style="background-color: white; color: #282b0b; font-family: "verdana" , "arial";">And oh Neil.........</span><br />
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(<span style="background-color: #fffefa; color: #282b0b; font-family: "verdana" , "arial"; font-size: 12px;">Thanks to Neil for providing most of the battle pictures in this thread. Must remember to get in the habit of taking more in our games if I'm going to get back in to this blogging lark!!!)</span></div>
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<br />kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com3tag:blogger.com,1999:blog-5783118874383089969.post-3601421399903929052015-06-13T14:36:00.001+01:002015-06-13T14:36:25.220+01:00Plastic Soldier Company Ltd T-34 1/72nd scale<div class="separator" style="clear: both; text-align: justify;">
<span style="font-family: Verdana, sans-serif;">A long, long time ago the postman delivered to Kingsleypark Manor</span></div>
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<span style="font-family: Verdana, sans-serif;">Actually he delivered 3 of these boxes as they were the <a href="http://theplasticsoldiercompany.co.uk/index.php?main_page=product_info&cPath=1_2_3_11_14&products_id=218" target="_blank">Russian Tank Brigade Deal</a> that PSC offer the discerning gamer who is looking to build a horde of Russian tanks at comparatively low cost.</span></div>
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<span style="font-family: Verdana, sans-serif;">Each box contains 3 sprues, 1 tank per sprue</span></div>
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<span style="font-family: Verdana, sans-serif;">However, PSC rather helpfully include a turret option allowing you to build either the T-34/ 76 1943 version or the T-34/85. </span></div>
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<span style="font-family: Verdana, sans-serif;">16 parts in all to build the basic tank with some additional fuel tanks, stowage boxes and track pieces, also there is the option to have a commander figure or you can have the tank "buttoned up" with closed hatches.</span></div>
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<span style="font-family: Verdana, sans-serif;">Fairly straightforward fit so far. Next come the tracks</span></div>
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<span style="font-family: Verdana, sans-serif;">Again, nothing too complicated, nice easy fit. Now the top part of the chassis</span></div>
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<span style="font-family: Verdana, sans-serif;">Hmm, a bit too much daylight can be seen through the chassis for my liking. I know the T-34 had a reputation for being hard to damage but that was more to do with it's oblique armour rather than the shells going through gaps.... So cutting up some bits of sprue and with a dash of glue</span></div>
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<span style="font-family: Verdana, sans-serif;">Issue solved!</span></div>
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<span style="font-family: Verdana, sans-serif;">Hull MG and engine grill added, next up the turrets</span></div>
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<span style="font-family: Verdana, sans-serif;">Normally I stick the turrets on to the model to avoid them falling off in transit/ mid battle, but being a frugal wargamer I thought it would make sense to keep these ones separate and then I could swap them over depending on what scenario I was playing. </span></div>
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<span style="font-family: Verdana, sans-serif;">The difference in size is quite noticeable with T-34/85 turret having to make extra room for the massive barrel and loading mechanism</span></div>
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<span style="font-family: Verdana, sans-serif;">Finished! About 10 minutes work.</span></div>
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<span style="font-family: Verdana, sans-serif;">A quick spray of PSC's Russian Green Army Spray and a wee bit of detail</span></div>
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<span style="font-family: Verdana, sans-serif;">Verdict? Nice straightforward kits, easy to put together - they look like T-34's should look. Okay the issue of being able to see through the chassis is a bit of a blot on the copybook but it is easily remedied. The modellers out there will probably want more detail on their kits but I just want something that I can get on the table quickly and these kits do that. </span></div>
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<span style="font-family: Verdana, sans-serif;">Two thumbs up!!</span></div>
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<a href="https://www.blogger.com/"></a><span id="goog_1344171581"></span><span id="goog_1344171582"></span><br />kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com7tag:blogger.com,1999:blog-5783118874383089969.post-59041289854501868882015-06-05T21:05:00.001+01:002015-06-05T21:05:39.496+01:00Kingsleypark's Big Week End at UK Games Expo 2015<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: Verdana, sans-serif;">So it's Ruarok's birthday this month and as he seems to have a plentiful supply of socks and hand knitted jumpers it was a puzzle to know what to get him. Then I remembered that UK Games Expo was taking place over the last week end in May. "Why don't I get him a ticket for that?" thinks I. But he'll need somewhere to stay and how will he get down there? Oh well guess I would have to go too then......</span></div>
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<span style="font-family: Verdana, sans-serif;">So we set off from a very damp Arbroath on Thursday afternoon past and arrived at the NEC complex at Birmingham just after 9pm. Our hotel, the Premier Inn was just a short walk from the Hilton Metrople where the event was being held so after dumping our bags we headed down to the Hilton to suss out what the venue was like. Not much of the gaming halls were open that night, we were too late for the sneak peak event but the Marquee was open so we had a couple of games of Magic before heading back to our room to get some kip before the main event started on Friday.</span></div>
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<span style="font-family: Verdana, sans-serif;">I'll admit to feeling like a kid in a sweetie shop when we turned up at the venue on the Friday morning. The trade stalls wouldn't open until 2pm but already the gaming halls were starting to get busy with gamers setting up tables and also the various tournaments that were running throughout the day. So we picked up our tickets and headed into the Monarch suite where the Board Game Library being run by <a href="http://www.thirstymeeples.co.uk/" target="_blank">Thirsty Meeples</a> was being set up. As this was going to take a wee while Ruarok and I set up Commands & Colors Ancients to get some practice in before the Tournament that we were taking part in on the Sunday.</span></div>
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<span style="font-family: Verdana, sans-serif;">Opening set up for the Battle of Dertosa 215BC bewteen the Carthaginians and the Romans</span></div>
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<span style="font-family: Verdana, sans-serif;">We had been playing our way through the scenario book of the base set over the past few months, with Ruarok taking the Carthaginians and to be honest I had been on the end of a few hammerings over the last few games (despite killing Hannibal in our refight of Cannae). However, that losing streak came to an end with a satisfying crushing of the Carthaginian Hordes in this game.</span></div>
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<span style="font-family: Verdana, sans-serif;">Roman superior tactics lead to a wedge being driven into the Carthaginian lines. </span></div>
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<span style="font-family: Verdana, sans-serif;">The Carthaginians couldn't cope with the Roman push and soon disintegrated</span></div>
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<span style="font-family: Verdana, sans-serif;">A 6 -2 banner win for the Romans</span></div>
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<span style="font-family: Verdana, sans-serif;">First boardgame blood of the event to me (I emphasis boardgame as I had been drubbed at Magic the night before).</span></div>
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<span style="font-family: Verdana, sans-serif;">So by the time we had finished C & C and tidied it away the Board Game Library was up and running. A £10 deposit let you borrow any of the games they had on the shelves and use for as long as you liked. So up and I went and came back with <a href="https://boardgamegeek.com/boardgame/157403/black-fleet" target="_blank">Black Fleet</a></span></div>
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<span style="font-family: Verdana, sans-serif;">I had read good reviews about this one and so was keen to try it. Set up was pretty quick and the rules pretty easy to digest. And it looked very pretty</span></div>
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<span style="font-family: Verdana, sans-serif;">However, I hadn't realised it was a 3-4 player game, but undeterred we gave it a go and it seemed to play well enough with just the 2 of us. Each player owns a merchantman and a pirate ship. The object of the game is to collect enough gold to buy the upgrades for your ships and have enough gold to buy the victory card at the end of the upgrade chain. A deck of cards controlled movement of each ship that the player owned and which also allowed them to move 1 of the Navy ships who could be used to hunt down the opposing players' pirate ships. Fortune cards can also played to grant boons to yourself or hinder opponents whilst your merchantman sailed around the board collecting cargo and delivering it to distant ports whilst trying to avoid the opponent's pirate ship.</span></div>
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<span style="font-family: Verdana, sans-serif;">Game played really quickly and it didn't take long to get the hang of the rules. After finishing our game we were quickly joined by 2 other gamers (sorry guys, I can't remember your names although one was called David) and we had a full bloodied 4 player game.</span></div>
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<span style="font-family: Verdana, sans-serif;">The pride of the Sea, Kingsleypark Galleon sets off with it's precious cargo</span></div>
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<span style="font-family: Verdana, sans-serif;">The busy sea lanes</span></div>
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<span style="font-family: Verdana, sans-serif;">Shiver me timbers!! The Navy has got us!!</span></div>
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<span style="font-family: Verdana, sans-serif;">Beware the shark infested waters!</span></div>
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<span style="font-family: Verdana, sans-serif;">Alas Kingsleypark Galleon didn't sail fast enough to secure for victory in this game although I seemed to recall I came second with Ruarok a distant last.</span></div>
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<span style="font-family: Verdana, sans-serif;">We cleared up the game and picked up from the Boardgame Library, <a href="https://boardgamegeek.com/boardgame/53953/thunderstone" target="_blank">Thunderstone</a>. Our original table had by now been snapped up so we headed out of the hotel into the Marquee and set up there.</span></div>
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<span style="font-family: Verdana, sans-serif;">We'd both played the game before (you can read about my thoughts on the game <a href="http://kingsleypark64.blogspot.co.uk/2011/04/thunderstone-or-my-hero-bloody-sword.html" target="_blank">here</a>) so just a few pics of the table set up</span></div>
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<span style="font-family: Verdana, sans-serif;">My success wasn't going to continue and Ruarok ended up the winner with 34 VP's to my 19 </span></div>
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<span style="font-family: Verdana, sans-serif;">Slightly off putting victory pose by Ruarok</span></div>
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<span style="font-family: Verdana, sans-serif;">So after a break for lunch the Trade Halls were open and we headed round for a wander. By this time the place was getting really busy and the trade halls were full of eager gamers looking for the next best thing in gaming and getting new games demoed by various games designers.</span></div>
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<span style="font-family: Verdana, sans-serif;">I had pre-ordered <a href="https://boardgamegeek.com/boardgame/159473/quartermaster-general" target="_blank">Quartermaster General</a> from <a href="http://www.boardgameguru.co.uk/" target="_blank">Boardgameguru</a> but I didn't pick it up straight away as I didn't want to be bashing the box all round the Expo so we wandered about looking at the many many stalls on display until we eventually found ourselves speaking to Olly of Black Box games who gave us a demo of the <a href="http://lords-of-war.com/" target="_blank">Lords of War</a> card game</span></div>
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<a href="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/Lords%20of%20War_zpsdk3kytlp.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/Lords%20of%20War_zpsdk3kytlp.jpg" height="293" width="320" /></a></div>
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<span style="font-family: Verdana, sans-serif;">Oh boy, did we take to this game. </span></div>
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<span style="font-family: Verdana, sans-serif;">A box contains 2 decks, rules and a playmat so everything you need to play right out of the box. We started playing with Orcs V Dwarves set, and also had a go using the Templars and Undead decks as well. The game plays on a gridded mat with each player playing one card per turn out of their hand of 6 cards. Very simple mechanics but very, very strategic. </span></div>
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<span style="font-family: Verdana, sans-serif;">Each card has battle arrows marked on it to show in which direction the unit causes damage. Each card has a shield rating which if it takes damage exceeding that rating removes it from the game. Lose 4 commanders or a total of 20 units (out of a deck of 36 cards) and you lose the game.</span></div>
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<span style="font-family: Verdana, sans-serif;">The Dwarf General, Krod Klouthammer</span></div>
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<span style="font-family: Verdana, sans-serif;">The opposing generals locked in combat</span></div>
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<span style="font-family: Verdana, sans-serif;">Yes, that's a female dwarf, who with the assistance of the Dwarf Impaler has killed the Orc Commander, Kragdish Blackmaw</span></div>
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<span style="font-family: Verdana, sans-serif;">The Orc General, Gonke Longtooth, falls to the crushing blows of the Dwarf hammers</span></div>
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<span style="font-family: Verdana, sans-serif;">Unless it is a "support card" ( an archer unit or a spear unit) then each card has to placed adjacent to an enemy unit. And once placed it can be very difficult to withdraw that unit from the board unless it's opponent(s) are all vanquished so card placement on the board is absolutely key and sometimes you just don't pull out of the deck the card that has the right combination of battle arrows to secure that crucial kill.</span></div>
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<span style="font-family: Verdana, sans-serif;">This time it's Templars Vs Undead</span></div>
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<span style="font-family: Verdana, sans-serif;">The Deluxe battle map - the sets come with a paper mat</span></div>
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<span style="font-family: Verdana, sans-serif;">We really, really liked this game and vowed to return the next day to part with some cash once we could agree on what we would buy.</span></div>
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<span style="font-family: Verdana, sans-serif;">So we moved on, I picked up my Quartermaster General and then we headed back into the Monarch Suite to see what other game we could pick up from the Board Game Library. I let Ruarok choose this time so after speaking to one of the Thirsty Meeple guys, on his recommendation Ruarok came back with <a href="https://boardgamegeek.com/boardgame/147020/star-realms" target="_blank">Star Realms</a> by White Wizard Games.</span></div>
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<span style="font-family: Verdana, sans-serif;">Ruarok has played the <a href="https://boardgamegeek.com/boardgame/69789/ascension-deckbuilding-game" target="_blank">Ascension</a> deck building game on his phone quite a lot so it was no surprise to learn that this game has been co-designed by one of the designers of that game. Very similar mechanics, each player starts off with a fixed number of starting cards and then draws from a common deck of cards to form their own deck, a "trade row" of 5 cards is placed down the middle from which playerc can buy cards to add to their deck and then uses the abilities of the various ships and bases depicted on the cards to try and reduce their opponent's "authority" total from 50 to 0. Again nice clean mechanics, I got the hang of the rules pretty quickly and after discovering their is an app of the game for the iPad quickly got it downloaded once we got back in a wi-fi zone.</span></div>
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<span style="font-family: Verdana, sans-serif;">Our evening session saw us return Star Realms back to the Library and withall the tables in the Monarch suite full we headed out to the Marquee to open up Qaurtermaster General. </span></div>
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<span style="font-family: Verdana, sans-serif;">This is a no dice (so definite thumbs up from me for that) card driven game recreating the whole of WW2 which can be played (once you are familiar with the rules in about 90 minutes). </span></div>
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<span style="font-family: Verdana, sans-serif;">For 2 - 6 players, each player plays 1 (or more) of the major Axis or Allied Nations. Each nation has it's own unique deck of cards that allow them to build armies and navies, carry out economic warfare, event cards to give them bonuses and have responses in place to counter enemy events. The game lasts 20 turns and the team with the most victory points at the end of those 20 turns wins.</span></div>
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<span style="font-family: Verdana, sans-serif;">Of course, there is a lot more to it than that and as the name of the game implies, keeping your units (ground and naval) supplied is key to grabbing the all important supply areas on the board which generate the victory points.</span></div>
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<span style="font-family: Verdana, sans-serif;">Damn! The Yanks have gained a foothold in Europe!</span></div>
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<span style="font-family: Verdana, sans-serif;">The British (the beige blocks) help take the fight to the Nazis by expanding in to Scandanavia</span></div>
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<span style="font-family: Verdana, sans-serif;">Understanding the cards and when best to play them is crucial in this game. You'll never have that build army card in your hand when you need it but if you have the correct event cards in play then this can get round the lack of the appropriate build card and so on.</span></div>
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<span style="font-family: Verdana, sans-serif;">Good game, despite the fact that Ruarok, as the Allies, was way clear in VP's by the end of 20 turns, with Berlin having fallen to the Russians.</span></div>
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<span style="font-family: Verdana, sans-serif;">Saturday morning saw us back in the Monarch room and deciding what game to play - my turn to pick this time so I ended up getting <a href="https://boardgamegeek.com/boardgame/110327/lords-waterdeep" target="_blank">Lords of Waterdeep</a></span></div>
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<span style="font-family: Verdana, sans-serif;">I really liked this game, particularly as it seemed to play well with 5 players and potentially that is the number of gamers who come round to Kingsleypark Cabin to play games (once Kevin has finished getting beaten to a pulp for this charity boxing match he is in training for).</span></div>
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<span style="font-family: Verdana, sans-serif;">Set in the D & D city of Waterdeep, it's a questing game whereby you send your minions out into Waterdeep to recruit followers, who help you complete quests, which generate victory points which win you the game. After a slight misreading of the rules which, a chap called Tom, helpfully corrected us on we had a five player game going. Each game lasts 8 rounds, so even with 5 players it can go pretty quick. </span></div>
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<span style="font-family: Verdana, sans-serif;">The little cubes are your followers which you can recruit from certain areas on the board or by visiting various buildings which can be built by the players, but by visiting another player's building will generate that player a reward either in extra followers of their own, or gold, or victory points.</span></div>
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<span style="font-family: Verdana, sans-serif;">The strategy is in deciding where to place your followers, as with the exception of Waterdeep Harbour, only one minion (they are called agents in the game) can be placed in each area. The use of intrigue cards help spice up the play and there appear to be a large number of quests that can be attempted thus ensuring that no 2 games will play alike.</span></div>
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<span style="font-family: Verdana, sans-serif;">One active quest being attempted, the completed ones placed face down on the player's "Tavern card". Some completed quests generate a continuing benefit to the player so they would be placed to the right of the Tavern card.</span></div>
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<span style="font-family: Verdana, sans-serif;">The mingling horde of followers in Waterdeep - orange being the fighters, black, the rogues, white being mages and the purple being clerics.</span></div>
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<span style="font-family: Verdana, sans-serif;">The 8 rounds are up. Time to display which Lord of Waterdeep you have been acting on behalf. Depending on whether you have completed the right type of quests this could score additional victory points for your total.</span></div>
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<span style="font-family: Verdana, sans-serif;">I really liked this game - so I bought it, yippee!!</span></div>
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<span style="font-family: Verdana, sans-serif;">The couple that we played Waterdeep with then produced a game that they had picked up at the Bring n Buy. We had a quick nosey at the bring n buy on the Friday but the room was so small and so crowded that we didn't stay long although as much to save my wallet from taking a beating as anything else. The game that they had bought was <a href="https://boardgamegeek.com/boardgame/10/elfenland" target="_blank">Elfenland</a>.</span></div>
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<span style="font-family: Verdana, sans-serif;">An interesting game, whereby the object of the game is to lead your young Elf around the various places on the board proving his worth by picking up the objective tokens of his relevant colour and the Elfest with the Mostest at the end of 4 turns wins.</span></div>
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<span style="font-family: Verdana, sans-serif;">Movement round the board is regulated by the players placing various tokens which depict the type movement that will be allowed on that road/ track and to be able to use that road/ track you must have a card in your hand which matches the image on the token, for example, you need a dragon card to travel along a road with a dragon token, but also the terrain the road is in may require 2 of the appropriate card to be played. If you are completely stuck you can always discard 3 cards from your hand to travel along a road regardless of the token on it, a fact that I promptly forgot about in the very first turn of the game.</span></div>
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<span style="font-family: Verdana, sans-serif;">Elfenland board at set-up</span></div>
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<span style="font-family: Verdana, sans-serif;">I thought I had picked and placed my tokens carefully, but a reckless placement by Ruarok of an obstacle counter (which causes the use of an additional card from your hand) meant that I got stuck after collecting my second token. If I had remembered about the 3 card discard rule I could have collected more but instead had to watch whilst the others picked up 5 or 6 tokens.</span></div>
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<span style="font-family: Verdana, sans-serif;">I did manage to catch up and by the end of the game we all 4 of us had exactly the same number of tokens collected - 15, but victory went to the player who still had the most cards left in their hand and as I only had 1 card in hand it wasn't me....</span></div>
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<span style="font-family: Verdana, sans-serif;">We then went off and grabbed a bite to eat from the food arena outside the hotel. It was a beautifully sunny day by this time</span></div>
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<span style="font-family: Verdana, sans-serif;">The Stormtroopers must have been cooking in their gear.</span></div>
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<span style="font-family: Verdana, sans-serif;">We spent Saturday afternoon having a wander round the trade halls at which point the guys at Black Box relieved us of some cash when we went to buy our Lords of War stuff, the 3 starter decks, the 2 expansions for the Orc/ Dwarves and Elves/ Lizardmen, the terrain/ weather deck and a Deluxe Battle Mat. Weighed down with this booty we thought we better get a seat somewhere and play a game so we looked around and saw empty seats at the stand being run by <a href="http://www.zwargame.com/#zwarone-1" target="_blank">Dice Sports</a> who were demoing their new game Z War One.</span></div>
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<span style="font-family: Verdana, sans-serif;">As you may have guessed from the "Z" in the title, this game is about Zombies. What's different about the game is the claim that this is the "world's first episodic comic book miniature board fame". Basically the background for the game is set out in a comic and then when the storyline gets to a certain point the game kicks in and the boards are set up the characters and zombie hordes are set up </span></div>
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<span style="font-family: Verdana, sans-serif;">The 4 characters in the base set each have a stat card which details their chances to hit with weapons and unarmed combat and their special abilities. They each have 4 action points that they can spend on movement, combat etc, 1 point to move 1 square, 2 points to sprint 3 squares and so on.</span></div>
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<span style="font-family: Verdana, sans-serif;">In the demo game, the 4 players were tasked with fueling up the generator in the basement of the UK Games Expo building and then activating the generator allowing the building to be locked down from the zombies trying to infiltrate it. I played the above guy, Sam Morgan, who equipped with a "stink tank" which made him invisible to the Zombies (in this game the Zombies have a smell range, as well as line of sight) and he was tasked with finding the fuel canister for the generator</span></div>
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<span style="font-family: Verdana, sans-serif;">Ha Ha! Zombies can't touch me - I'm stinky!</span></div>
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<span style="font-family: Verdana, sans-serif;">The bad ass chick with guns is Kat, who also likes to use her Samurai Swords to chop the Zombies up.</span></div>
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<span style="font-family: Verdana, sans-serif;">The game was pretty intense with the zombies appearing at randomly determined spawning points and although they did manage to grab a few of the characters, only Kat got bitten and just the once, which meant she had a 50/50 chance of getting infected and she passed her saving throw.</span></div>
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<span style="font-family: Verdana, sans-serif;">With Sam successfully getting the fuel to the generator room and after Kat stopped rolling about the floor with the zombies, the button was pushed and the characters triumphed!</span></div>
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<span style="font-family: Verdana, sans-serif;">Good game, some interesting twists on the usual Zombie fair (don't think I have come across a "smell range" before). The base set will be expanded by new story comics which will introduce new characters, baddies and rules. The kickstarter has just started if you want to check it out <a href="https://www.kickstarter.com/projects/1519152481/z-war-one" target="_blank">here</a>. They have already passed their target so it looks like it's going to be a popular one.</span></div>
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<span style="font-family: Verdana, sans-serif;">After tea, Ruarok and I went looking for a table to try out our new Lords of War loot. The Monarch suite was pretty packed out and as I didn't fancy the Marquee again as I had found it bloody cold the night before we managed to find a table in the Boulevard restaurant which the hotel had made available for gaming during the week end.</span></div>
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<span style="font-family: Verdana, sans-serif;">We broke out the Elves and Lizardmen decks and their expansion cards and had a number of pretty intense games </span></div>
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<span style="font-family: Verdana, sans-serif;">Ruarok played the Elves and won the first couple of games. I eventually manged to get a win with the Lizards by building up a block of support cards and giving the units more all round protection. I think in the first couple of games I had been too quick to withdraw units from the battle board back to hand which meant that the units that were left on the board got too easily picked off by the Elves.</span></div>
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<span style="font-family: Verdana, sans-serif;">Sunday saw us arrive at the Commands & Colors Ancients tournament which was organised by Barry Ingram. 16 players were there (apparently that is the most they have ever had in the years that they have been running the event). The players were randomly divided up into Roman and Carthaginians and 4 rounds would be played. The most successful Roman General would pair against the most successful Carthaginian General for the bragging rights and trophy (and a cash prize as well I think). I ended up on the Roman side as did Ruarok so that was good as it meant we wouldn't face the possibility of meeting each other and would get to play different people for a change.</span></div>
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<span style="font-family: Verdana, sans-serif;">My first game was against Gary and we played the Crimissos River scenario</span></div>
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<span style="font-family: Verdana, sans-serif;">This is a difficult scenario for the Carthaginians to win at the best of times but for some unexplained reason I couldn't roll a miss all game and ended up with a 6-0 score. Sorry Gary, I really don't roll like that normally.</span></div>
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<span style="font-family: Verdana, sans-serif;">Next game was against Luke. This scenario was the Dertosa one that Ruarok and I had played on the Friday morning. I decided to use the same strategy as told in the historical notes, to charge into the Carthaginian centre and try and break them quickly. As I had the "Double time" card allowing me extra movement this seemed to be a good ploy until Luke revealed on his turn, the "Darken the Sky" card which allowed his missile troops to fire twice. Now it was my turn to be on the wrong end of some mean dice rolling and my Roman line was decimated.</span></div>
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<span style="font-family: Verdana, sans-serif;">Despite this set back I hung in and at the end only lost 6-5, so I didn't feel too bad.</span></div>
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<span style="font-family: Verdana, sans-serif;">Next up was Mike. I can't remember which scenario we played this time, but the Carthaginians had elephants again and the game came down to Mike's elephant unit going on a rampage after losing one of it's blocks and taking out my light infantry unit to give Mike a 6-5 win.</span></div>
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<span style="font-family: Verdana, sans-serif;">Finally, I played Tony. This scenario was the Battle of Bagradas (253BC). More Elephants but this time, I managed to overwhelm them quickly and killed all 3 of the Elephant units which left Tony struggling and I ended up winning 6-3.</span></div>
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<span style="font-family: Verdana, sans-serif;">So won 2 lost 2, I thought I hadn't done too badly given the 2 loses where 6-5 results. However, a couple of guys on the Roman side won all 4 games a few more won 3 so I actually ended up being placed 5th best Roman general with Ruarok coming 6th, although he did have the distinction of winning his 2 games against the first and second placed Carthaginian generals.</span></div>
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<span style="font-family: Verdana, sans-serif;">The final round was a double header whereby we were pitted against the corresponding rank of Carthaginian general and refought Cannae. I ended up playing Reg and taking the Romans first, I changed history and won 6-4. We then swapped sides and this time I won as the Carthaginians, again 6-4, being helped in both games by Reg's crap dice rolling!</span></div>
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<span style="font-family: Verdana, sans-serif;">So after that it was time to pack up and head up the road back to Arbroath.</span></div>
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<span style="font-family: Verdana, sans-serif;">Overall? We had a great time, loads of stuff to see and do, played lots of new games, great atmosphere and I would definitely be planning to go back next year. Apparently the organisers are expanding the available space by moving the traders into one of the Halls in the NEC itself so it sounds as if 2016 is going to be even bigger and better! Hope to see you there!</span></div>
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<span style="font-family: Verdana, sans-serif;">The obligatory Pegasus Bridge battle set shot for Mrs K's benefit</span></div>
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<span style="font-family: Verdana, sans-serif;">It's amazing who you meet at these events!</span></div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com0tag:blogger.com,1999:blog-5783118874383089969.post-33993962354061664782015-05-22T23:18:00.000+01:002015-05-22T23:18:02.528+01:00World of Warcraft: The Adventure Game - A review<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: Verdana, sans-serif;">So the exam is done (man it was hard going) and the show is out of the way too, "Up Pompeii" for those of you who are interested (was that a tumbleweed moment there???) Anyway here is a picture for the one of you interested</span></div>
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<span style="font-family: Verdana, sans-serif;">I can see the number of hits from the p0rn sites shooting through the roof now.</span></div>
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<span style="font-family: Verdana, sans-serif;">Anyway moving swiftly on, now that all that stuff was out of the way it was time to get some gaming done. Ruarok and Cammie are still at Uni, Kev is busy training to get his brains bashed in a Charity Boxing match and with the cricket season in full swing, Gary couldn't manage so it meant that only Stevo and Neil could manage along to the Kingsleypark Cabin and Neil was on standby as his wife is due to go into labour at any moment with their fourth child (he really must start putting the heating on during the winter months).</span></div>
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<span style="font-family: Verdana, sans-serif;">So the question was what to do when there were only 3 of us. Time to scour the shelves of the Cabin and out popped this -</span></div>
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<span style="font-family: Verdana, sans-serif;">Like many millions of others I have played World of Warcraft Online. It was many, many years ago now and I never became a subscriber, just played the free trial and created, I think, a Dwarf character and wandered about Azeroth for a while. However, I wasn't prepared to make the time commitment to really go anywhere with it and after logging in one day and finding the Dwarf had been ambushed and all my gear stolen during a raid, I'd had enough (no I didn't go in a huff, I just had other things to do with my time alright?).</span></div>
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<span style="font-family: Verdana, sans-serif;">So although I wasn't a hardcore fan, I still found myself picking up World of Warcraft - The Board Game (and all of it's expansions) and it's little brother, World Of Warcraft - The Adventure Game (and all of it's expansions) when they were released by Fantasy Flight Games.</span></div>
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<span style="font-family: Verdana, sans-serif;">The Adventure Game and The Board Game side by side</span></div>
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<span style="font-family: Verdana, sans-serif;">Now as the ladies will tell you, size doesn't matter but the problem with </span><span style="font-family: Verdana, sans-serif;">World of Warcraft - The Board Game (I think I'll call this "WOW TBG" hereafter) was that it was huge. The base set was packed with stuff and the expansions added hundreds of more bits and an additional board. It took forever to set up and even longer to get a game played so no surprise to hear that I've only played it 2 or 3 times and it seemed to be incredibly biased towards the Horde characters (the Orc Warrior in particular), or did it just seem that way because I lost every game as an Alliance player?</span></div>
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<span style="font-family: Verdana, sans-serif;">Anyway when </span><span style="font-family: Verdana, sans-serif;">World of Warcraft - The Adventure Game (I'll shorten this to "WOW TAG") was announced it sounded like it might be WOW TBG lite and thus a much quicker set up time and play through. So it was duly purchased.</span></div>
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<span style="font-family: Verdana, sans-serif;">And yes, there are fewer bits and according to the blurb on the box a 1 1/2 - 2 hour game, but it soon became apparent that this was a totally different game and still involved a big time investment in set up and play through.</span></div>
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<span style="font-family: Verdana, sans-serif;">The game board all set up and ready to play</span></div>
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<span style="font-family: Verdana, sans-serif;">The base set comes with 4 characters (2 Alliance and 2 Horde characters who had all appeared in WOW TBG), nicely detailed soft plastic figures (and no I haven't tried painting them) with each character having a unique deck of ability cards which can be used throughout the game to assist in movement, healing, combat and so on. The characters also come with 4 "level" cards, the idea being that you start at the lowest level (the grey card) and go up in level by completing certain encounters until they reach the highest level (the red card)</span></div>
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<span style="font-family: Verdana, sans-serif;">The level cards are double sided with a "starting side" and an "improved side" </span></div>
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<span style="font-family: Verdana, sans-serif;">The "improved side" contains a special power that the character can use at the appropriate time, in Brego's case "combustion" which allows him to treat a 5 on the combat dice as a 6 (and at higher levels , a 4 and 5 can be converted to a 6 and as you may have guessed, higher numbers are better).</span></div>
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<span style="font-family: Verdana, sans-serif;">Each character card had a combat value (either a ranged attack - the bow symbol shown on Brego's card or a melee attack - crossed swords symbol) a character will either have a ranged attack or a melee attack - not both, although some items and abilities might allow a character to do both, defense value (the armour symbol) and damage inflicted (the axe symbol) and the number of health points (the figure in the top left corner) that the character can suffer before it is "defeated" - characters in the game don't die as such.</span></div>
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<span style="font-family: Verdana, sans-serif;">The level cards also display a number of icons which depict the types of item that the character can use so in Brego's case, being a sort of Hunter type of guy, he is restricted to light armour etc.</span></div>
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<span style="font-family: Verdana, sans-serif;">The object of the game is to accrue 8 "valour" points. These points are earned by completing quests and/ or by defeating the big baddie "Overlords".</span></div>
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<span style="font-family: Verdana, sans-serif;">Brego's starting quests</span></div>
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<span style="font-family: Verdana, sans-serif;">2 quest decks are provided - one set of starting quests and an "elite" set of quests. Certainly there are enough cards in these decks to ensure that you will see different quests being attempted each time you play.</span></div>
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<span style="font-family: Verdana, sans-serif;">So once the player picks his character, collects his level cards and ability card deck, backpack and log book tokens and their 9 character tokens (used to mark locations you are trying to reach etc) they place the figure representing their character in one of the 3 City spaces on the board (if you are trying to complete a location quest, you'd probably want to start in a City nearest to that location - other quests may require you to kill certain beasties, or cause damage to other players) deal yourself 3 cards from your ability card deck to form your starting hand ( you can never have more than 10 ability cards in your hand) and then the game can begin.</span></div>
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<span style="font-family: Verdana, sans-serif;">There are 4 phases to a player turn - movement, exploration, challenge and maintenance.</span></div>
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<span style="font-family: Verdana, sans-serif;">Ironforge City</span></div>
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<span style="font-family: Verdana, sans-serif;">The various locations on the board are connected by various pathways along which the characters can travel to get to their desired location. In certain locations it is possible for a character to fly across the board thus speeding up their progress. The character's movement is determined by the roll of a special dice -</span></div>
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<span style="font-family: Verdana, sans-serif;">The blue movement dice flanked by the red and black combat dice</span></div>
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<span style="font-family: Verdana, sans-serif;">It seems, reading the posts on the forums at <a href="https://boardgamegeek.com/boardgame/29294/world-warcraft-adventure-game">Boardgamegeek</a> that the movement dice comes in for a lot of hate. </span></div>
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<span style="font-family: Verdana, sans-serif;">The 6 sided dice has numbers ranging from 1 to 4 which is the number of spaces that the character can move that turn and each face also contains a number of symbols representing the amount of energy available to the character for the turn. Energy is key for allowing the character's ability cards to be cast, or in some cases to allow the character to flip his level card from it's starting side to it's improved side. People criticise the dice for being too random and at critical times not giving the character enough movement/ energy when they need it and a number of alternative methods have been suggested to reduce this randomness. But I don't mind using the dice. To me, it represents the possibility of the character getting lost (if he rolls a 1, for example) and hasn't made as good progress as he would like that turn, or if his energy for the turn is low it may be as a result of him not eating his Weetabix that morning.</span></div>
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<span style="font-family: Verdana, sans-serif;">The character can move as few or as many spaces as allowed by the die result. He can even stay where is (sometimes that's obligatory - see later) but you would still roll the dice in order to determine how much energy he will have that turn. Also, the character can only access spaces that are the same colour as his level or less, so a green level character can only access green or grey spaces, not yellow or red spaces. </span></div>
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<span style="font-family: Verdana, sans-serif;">Again this is another aspect of the game that some people on BGG don't like and are off the view that you should be allowed to go anywhere on the board without restriction. I haven't tried playing that way so far. Certainly it can be a pain if your starting quests require you to get to a red location but quests can be abandoned and new ones drawn, so I'm still of the view that this restriction as per the written rules is not a game breaker.</span></div>
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<span style="font-family: Verdana, sans-serif;">When the character ceases movement in a space, that space will contain one or more of the following symbols (the exploration phase)</span></div>
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<span style="font-family: Verdana, sans-serif;">The symbols tell it all.</span></div>
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<span style="font-family: Verdana, sans-serif;">If there is not a Discovery Token in the space then the character can choose one of the icons to activate. If there is a Discovery Token present then this must be revealed instead of activating an icon. These tokens can range in effect with some being boons (gold, extra movement etc) or curses (disease, bomb, ambush and so on).</span></div>
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<span style="font-family: Verdana, sans-serif;">Once the Token or icon has been resolved, then if there is no other player character in the space the space must be encountered by drawing a card from the appropriate coloured deck. If another character is present then you can choose to encounter him instead but you don't do both (the challenge phase).</span></div>
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<span style="font-family: Verdana, sans-serif;">The encounter cards are double sided so the card must be drawn from the <i>bottom</i> of the deck. There are 2 types of encounter - a creature or an event (the latter being either a location, special or global event).</span></div>
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<span style="font-family: Verdana, sans-serif;">If an event card is drawn then you follow the text on the front of the card which may then involve you flipping over the card once you had achieved the stated objective, but you would keep on drawing more event cards until eventually you draw an encounter card and fight the beastie that has been drawn. Again the creatures have a combat value, defense value and damage value.</span></div>
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<span style="font-family: Verdana, sans-serif;">Combat is pretty straightforward and is the same for fighting beasties or other characters - if you have a ranged combat value then you get to strike first and you can use energy to cast ability cards that may help boost your combat value, you roll the red D6, add the score to your combat value as modified by any ability cards and/ or weapons and if you equal or exceed the opponent's defence value you hit and you do damage according your damage value (again as modified by any ability cards played or weapon used). If both combatants have a ranged combat value then combat is simultaneous, if only one has a ranged combat value and fails to defeat his opponent with that attack then the opponent will get to strike back with his melee combat value. If both have melee combat values then again the combat is simultaneous.</span></div>
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<span style="font-family: Verdana, sans-serif;">Some weapons/ items or abilities have special powers if a particular result on the attack dice comes up.</span></div>
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<span style="font-family: Verdana, sans-serif;">The beasties all have one damage point so they are defeated straight away if their defence value is matched/ exceeded. If the beastie wasn't defeated then they would stay on the board until they were eventually defeated. To stop the board getting too cluttered up with cards these beasties are marked with a counter on the relevant space and the card then placed in the encounter track on the edge of the board.</span></div>
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<span style="font-family: Verdana, sans-serif;">Some of the beasties have the aggro trait which mean that the character can't move out of that space until the beastie is defeated.</span></div>
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<span style="font-family: Verdana, sans-serif;">If a character takes cumulative damage to equal or exceed his health points then they are "defeated" which basically means that they lose any abilities that were attached to their player card, get "resurrected" in the nearest city and start their next turn from there. </span></div>
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<span style="font-family: Verdana, sans-serif;">If the character is defeated by another character then the victor gets to steal one of the loser's items contained in their backpack but otherwise the loser does not lose any other equipment. A pretty lame result in my view, I would have thought there should be a harsher consequence for being "defeated" although I suppose it prevents the possibility of a player falling too far behind but that is one aspect of the game that I feel could be beefed up.</span></div>
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<span style="font-family: Verdana, sans-serif;">If a beastie is defeated then the card is flipped over to reveal an item which the player can then keep and use, provided it is not of a type that can't be used by the character.</span></div>
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<span style="font-family: Verdana, sans-serif;">There are loads of different items that can be picked up and as you would expect not all of them can be used by a character. Although your backpack has unlimited capacity for you to keep unusable items in, these items can still be put to good use. Each item will have a potion icon(s) printed on it - health, energy or movement - and these items can be exchanged in return for getting one point of health, energy or movement. So if you are trying to move round the board quicker but you keep rolling that "1" then you can use movement potions to speed up your progress. And any number of items can be discarded in a player's turn to get those bonuses.</span></div>
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<span style="font-family: Verdana, sans-serif;">After combat you then go into the maintenance phase whereby your character can equip/ unequip items and fulfill any quest conditions. If they have defeated an encounter that allows them to go up a level then they take their character's next level card and put that into play, restore their health points and draw 3 more ability cards, then the turn passes to the next player and so on until one player character eventually obtains the required 8 valour points and wins the game.</span></div>
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<span style="font-family: Verdana, sans-serif;">Simple!</span></div>
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<span style="font-family: Verdana, sans-serif;">Well yes and no. Given that it was my first game for many a long while and neither Stevo or Neil had ever played it, it took a while to get into the rhythm of the game and some of the cards took time to read and understand what was required - there is a lot of small text on some of these cards!!! </span></div>
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<span style="font-family: Verdana, sans-serif;">Our respective starting quests varied in difficulty, with Neil getting some particularly hard quests to try and complete. Also Neil's character - "Sofeea Icecall" seemed to have an ability, which although handy in avoiding attacks by other players seemed to render some of the improved abilities on his ability cards defunct.</span></div>
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<span style="font-family: Verdana, sans-serif;">Sofeea Icecall, unsure of what to do next</span></div>
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<span style="font-family: Verdana, sans-serif;">Stevo was playing "Wennu Bloodsinger" and despite carrying about a pretty useless weapon found himself with 6 valour points and looking good to getting the final 2 points he needed for the win.</span></div>
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<span style="font-family: Verdana, sans-serif;">Weenu Bloodsinger trying to flap a Murloc Streamrunner into submission</span></div>
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<span style="font-family: Verdana, sans-serif;">We had randomly picked our characters so I ended up pulling a little gnome (I think - do they have gnomes in WOW?) guy called "Brego Bigshot"</span></div>
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<span style="font-family: Verdana, sans-serif;">Brego away to give a Bigshot to a Daggerspine Naga Shorehunter (they do like their long names don't they!).</span></div>
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<span style="font-family: Verdana, sans-serif;">For ages, Sofeea and Brego were stuck on 3 valour points each and were lagging behind the sleekit Weenu. Suddenly, however, I managed to complete a quest which gave me 3 valour points and then pulled a quest which gave me 2 valour points for defeating 3 undead creatures and lo and behold there were 3 undead beasties all within close proximity of each other. So although Stevo made a vainglorious effort to grab his last 2 valour points and Neil suddenly completing his quests which put him on 7 points, a few Bigshots from Brego saw him triumphantly claim the win.</span></div>
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<span style="font-family: Verdana, sans-serif;">However, it had taken 4 hours......... (and that didn't include set up time, as I had set the game up before the boys arrived).</span></div>
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<span style="font-family: Verdana, sans-serif;">As I said earlier, some of this was down to us not being up to speed with the game rules and having to spend time reading the various cards in order to be sure what they meant - mind you Stevo seemed to spend every turn checking the ability cards in his hand, even where he hadn't drawn any new ones. And we did lose some time tucking into the Dominos Pizza that the guys had brought with them (yes Dominos has reached Arbroath), but it was a bit of along haul.</span></div>
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<span style="font-family: Verdana, sans-serif;">I'm sure though if we play again we will be able to speed things up and I certainly think given the number of different characters, quests and encounters available, no 2 games will be alike so I would be keen to give it another try. </span></div>
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<span style="font-family: Verdana, sans-serif;">Certainly the forums on <a href="https://boardgamegeek.com/boardgame/29294/world-warcraft-adventure-game">BGG</a> have a number of suggestions for speeding up the game, varying the movement rules and also a variant for solo play so I will look at these and give them a try</span></div>
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<span style="font-family: Verdana, sans-serif;">The 12 available characters perched bravely on top of their level cards and ability card decks</span></div>
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<span style="font-family: Verdana, sans-serif;">The bad news for any of you that might be tempted in giving the game a try is that it has been out of print for many many moons and it seems unlikely that Fantasy Flight will do another print of the game.</span></div>
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<span style="font-family: Verdana, sans-serif;">And no I'm not selling my copy any time soon.</span></div>
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<span style="font-family: Verdana, sans-serif;">Next up Ruarok and I head South to the UK Games Expo in Birmingham so if you are going to be there, give us a shout and let's get some gaming done!</span></div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com2tag:blogger.com,1999:blog-5783118874383089969.post-39985893136813048212015-05-03T21:24:00.000+01:002015-05-03T21:25:47.840+01:00More comebacks than Lazarus<div style="text-align: justify;">
<span style="font-family: Verdana, sans-serif;">Hello?</span></div>
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<span style="font-family: Verdana, sans-serif;">Anybody there?</span></div>
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<span style="font-family: Verdana, sans-serif;">Hmmm, I guess it has been a long time since I've been on here. </span></div>
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<span style="font-family: Verdana, sans-serif;">But I know that some of you are still on the go as I saw the pic of the Bloggers Gathering at Salute last week.</span></div>
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<span style="font-family: Verdana, sans-serif;">Yes, it's been a long time since I last put something up on the Menagerie. As always that curse of all hobbies - real life - had a lot to do with that. Work - boo; 5 shows - which were good but take up so much time with rehearsals etc; and then I was ill for a while which fair knocked the stuffing out of me for a while (do I hear volins playing???). </span></div>
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<span style="font-family: Verdana, sans-serif;">As a result gaming time has been much reduced over the last couple of years. Not that I haven't done any - <i>it's not been that bad!!! - </i>just not a lot for me to feel justified in boring the pants of you lot. I'm definitely not one of those people who blog just to let the world know what I had for breakfast that morning.</span></div>
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<span style="font-family: Verdana, sans-serif;">Still it has been a pretty lean time on the gaming front. 2014 was the first time for many years that I didn't get to any of the Wargame Shows in Scotland so that was a bit of a blow and the way things are going I'll not manage along to <a href="http://www.falkirkwargamesclub.org.uk/Carronade/Carronade_Home.html">Carronade</a> in Falkirk next weekend either.</span></div>
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<span style="font-family: Verdana, sans-serif;">However, all is not lost as I will be allowed to cross the Border at the end of May when Ruarok and I go to the <a href="https://www.ukgamesexpo.co.uk/">UK Games Expo</a> in Birmingham so we are both looking forward to that.</span></div>
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<span style="font-family: Verdana, sans-serif;">One major plus on the gaming front did happen during my absence from t'internet. Last year, did see me hit a significant birthday - yes 21 at last. Persistent readers of these ramblings may remember a very early post where I put a picture of where I did all my gaming (those of you who don't remember will find it <a href="http://kingsleypark64.blogspot.co.uk/2011/02/where-it-all-happens.html">here</a>). Well to celebrate this significant birthday, Mrs Kingsleypark agreed that I could get something special. So inspired by Postie's Hut from Postie's Rejects fame and also remembering a post that Jim Duncan put up many moons ago <a href="http://jim-duncan.blogspot.co.uk/2012/02/wargames-hut.html">here</a> I ended up getting one of these .....</span></div>
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<a href="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/4D03935E-B4ED-4970-A1AA-1AA097E6D35A_zpsvbcp3bj1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/4D03935E-B4ED-4970-A1AA-1AA097E6D35A_zpsvbcp3bj1.jpg" height="240" width="320" /></a></div>
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<span style="font-family: Verdana, sans-serif;">A 22ft x 12ft self contained wargames cabin, man cave, games room, hobby escape call it what you will - just don't call it a <i>SHED!!!!</i></span></div>
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<span style="font-family: Verdana, sans-serif;">Inside I have enough space for all my toys, including a mezzaine level.</span></div>
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<a href="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/8EA32D7A-AC71-4387-ABB8-F40448D4546F_zpsol1vscpi.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/8EA32D7A-AC71-4387-ABB8-F40448D4546F_zpsol1vscpi.jpg" height="240" width="320" /></a></div>
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<span style="font-family: Verdana, sans-serif;">So plenty of storage space......</span></div>
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<a href="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/FD459D7A-77BA-49AF-A4AD-D48EDD7D29D6_zpsiwa8nxbj.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/FD459D7A-77BA-49AF-A4AD-D48EDD7D29D6_zpsiwa8nxbj.jpg" height="240" width="320" /></a></div>
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<span style="font-family: Verdana, sans-serif;">It took a couple of weeks for the cabin to go up and then about a week to get the floor varnished and the furniture moved in until it eventually looked like this</span></div>
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<a href="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/C294617D-7D75-4A3F-8ECA-6A6545239DE9_zpsvoguwydd.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/C294617D-7D75-4A3F-8ECA-6A6545239DE9_zpsvoguwydd.jpg" height="240" width="320" /></a></div>
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<a href="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/8344CFD7-C8FD-4C21-ABE3-782EE83F5516_zpsnocnxxjt.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i596.photobucket.com/albums/tt46/kingsleypark/Wargames%20pics/8344CFD7-C8FD-4C21-ABE3-782EE83F5516_zpsnocnxxjt.jpg" height="240" width="320" /></a></div>
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<span style="font-family: Verdana, sans-serif;">Plenty of room for a 8ft x 6ft table and with some shuffling about of the trellis legs and the boards I can also put up a 12ft x 4ft table as well</span></div>
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<span style="font-family: Verdana, sans-serif;">First game on the table? </span></div>
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<span style="font-family: Verdana, sans-serif;">Yup, started down that slippery slope that is Commands & Colors, so much so that Ruarok and I are taking part in the C & C Ancients tournament at the Expo.</span></div>
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<span style="font-family: Verdana, sans-serif;">Ruarok about to make the critical move which once more condemned me to another hammering at C & C</span></div>
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<span style="font-family: Verdana, sans-serif;">Although, figure painting has been almost non-existant, the C & C rules have got me thinking of the possibility of using 6mm or 10mm on Hexxon terrain. It's only got as far as thinking about it mind you......</span></div>
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<span style="font-family: Verdana, sans-serif;">Not sure when the next post will go up on the Menagerie - I have show next week and then an <i>EXAM!!!</i> the following week (an academic exam that is not a medical examination) so not much scope for gaming over the next few weeks. As a last hurrah before this hiatus the guys came round the cabin on Wednesday past to play Star Wars X-Wing. </span></div>
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<span style="font-family: Verdana, sans-serif;">It was my first time playing and was enjoyable enough but I can resist the temptations of Star Wars, never having been a big Star Wars fan. This on the other hand might be the ruin of me....</span></div>
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<span style="font-family: Verdana, sans-serif;">Speak to you soon!</span></div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com13tag:blogger.com,1999:blog-5783118874383089969.post-91402265172068787862012-06-23T18:27:00.001+01:002020-07-04T00:07:24.563+01:00The Bitter Taste of Victory<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-jV1Zm8slloI/Xv-tbte7pjI/AAAAAAAABgA/HwoJL8i8XWkWqG1s2CXvBykxUVDQG3w4wCLcBGAsYHQ/s1600/brick-wall.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="201" data-original-width="300" src="https://1.bp.blogspot.com/-jV1Zm8slloI/Xv-tbte7pjI/AAAAAAAABgA/HwoJL8i8XWkWqG1s2CXvBykxUVDQG3w4wCLcBGAsYHQ/s1600/brick-wall.JPG" /></a></div>
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Okay, it's been a bit quiet on the Menagerie for the last few weeks. Once again, I've hit the above brick wall on the painting front, output has been non-existent with the same figs sitting on the painting table throughout June with no love being applied to them. Since getting to Wappinshaw at the beginning of June, I just haven't had enough focus to concentrate long enough on the brushes. Oh well, I've just got to remember the old saying "A wargames figure is for life, not just for Christmas". So don't despair figs - I'll get back to you (sometime).</div>
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However, it hasn't been all doom and gloom on the gaming front with a few more games of Angels 20 being played and of course, that game involves pre-painted models, so that may explain why I've not been pushing on with the painting, I can play this game and the work has already been done for me. It does, however, involve rolling dice.</div>
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Alan's son, Josef, should carry a government health warning when it comes to playing games against him which involve dice rolling, the boy is lethal with the cubes. After seeing my warbirds blasted out of the sky in my first game against him (see my <a href="http://kingsleypark64.blogspot.co.uk/2012/05/dakka-dakka-dakka.html">"Dakka, Dakka, Dakka"</a> post) we lined up for another game the following week.</div>
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First up though was a game against Alan, who being adventurous decided he would use a couple of little Finnish MS.406 "Matimahas" along with an Italian Expeditionary C.200 Saetta. Against this Finn/Italian alliance I decided to deploy some Russkies for the first time and so took the Lend-Lease Tomahawk Mk II and a couple of Yak-1's which were ominously subtitled "Rookie".</div>
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However, I needn't have worried to much about the Rookie Yak's, the Tomahawk proved itself to be an absolute beast of a machine and before too long this happened</div>
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The tell tale puff of smoke from the tail of a "Matimaha" as it is riddled by the cannon of the Tomahawk. </div>
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<span style="text-align: center;">By the way "Matimaha is apparently Finnish for "Roe-Belly". Useless fact of the day for you all to bore your friends with.</span> </div>
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<span style="text-align: center;">Alan did manage to get lucky and managed to bring down one of the Yaks</span></div>
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But it was only a brief triumph for the Finn/ Italian alliance. Their planes were proving to be just too fragile having only 2 hits each, and thus the first hit was rendering them crippled and even more vulnerable to the rampaging Russkies. The Saetta was soon blown to smithereens by the Tomahawk (unfortunately I did not capture his demise on camera) and then the last Roe-Belly ended up as cat food too</div>
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<span style="text-align: center;">So having dispatched Alan, in double quick time, it was time to take on Jammy Josef and the Cubes of Doom. Now Josef, is no fool. Having seen the devastation wrecked by the Tomahawk he decides to play the Russkies. Well, I did at least have the gumption not to play the Finns/ Italians so I decided to take the Luftwaffe. Due to the points cost, I could only manage to take one Me109F and the Me109E "Ace", so I was going to be outnumbered 3 to 2, but hey, my planes were being flown by crack pilots, they would make short work of the Red Menace. Yeah, right.</span></div>
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This is the only picture of my Me109e. It was taken just before he was vapourised by the Russkie Tomahawk. </div>
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My iphone had died by this point so I wasn't able to take any more pictures of the slaughter, I mean, the combat. However, Alan decided he would take some pics for posterity. I kept losing the initiative roll which meant my Me109F was always having to move first, which meant it wasn't too difficult for Josef to get a shot at me. Remember in this case rolling high is good and if you roll a "6" it counts as 2 damage points and if a Friedrich takes 6 damage points in one salvo then the schnitzel hits the fan</div>
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<span style="text-align: justify;">Queue the dice roll.</span> </div>
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It doesn't look any better from this angle</div>
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So, once again, I went home after another good thrashing on the games table by a ten year old. This had to stop. I mean, I had a reputation to uphold, I couldn't let this whippersnapper continue to make a mockery out of my 30+ years of gaming experience. The boy had to be taught the meaning of a crushing defeat. Vengeance would be mine</div>
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There is a great line in the original "Conan the Barbarian film" about what is best in life - cue movie clip -</div>
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Now at age of 10, I wouldn't expect Josef to have women lamenting his defeat on the wargames table (although his mum and gran might have a bit of sympathy for him) but it was time for him to be crushed and driven from the field and when Alan texted to say his starter set for Angels 20 had at long last arrived, I knew that time had come.</div>
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So far in our games, we had only been using single seat fighters. However, with Alan also having his starter set we now had 2 BF110c's to play with, so when I turned up at Alan's house last week, I had already decided that I was going to take these flying tanks. Coupled with the Me110E "Wingman", I prepared to be Josef's nemesis. There would be no mercy shown, none, the boy was going to crash and burn.</div>
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Against the might of the Luftwaffe, Josef took the Spitfire Mk I Ace and 2 Hurricane Mk I's. Okay, the Spitfire was going to be a problem but lets not panic yet. Then Alan, as umpire, rolls for the scenario. He rolls a 6, I had lost the advantage roll (no surprises there then) but it meant I had to deploy first at altitude 3 and then Josef deployed his planes 4 hexes in my rear. So I was the hunted and Josef, the hunter. Not what I was anticipating at all!</div>
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Now to win the scenario, a player had to score 60 victory points, and for some reason I started the game with 30 victory points already (presumably as a result of shooting up a RAF airfield or something before the real game started). So it meant that if I could shoot the Spitfire down (with his cost of 46 points) then victory would be mine.</div>
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But the Brits were behind me and the BF110c has a turn bonus that would make a grown man weep in despair. Okay, it does have an ability in that if it is attacked from it's 6 o'clock angle (that is, directly behind) then the rear gunner gets a hit on the attacking plane if the gunner rolls a 6. But that would involve me rolling a 6 and Saturn and Jupiter were not due to be in the correct astral conjunction for that to happen for another 47 years. So I would just have to try and turn my guys and hope that I would live long enough to get turned, cos once I could get turned the 110's can unleash a lot of hell with their front firing cannons.</div>
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The Brits scream into attack formation with the intention of blowing the tail end Charlie BF110 out of the sky.</div>
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The problem for the Brits though, is that while the BF110 is not very manoeuvrable, it is built like the proverbial brick sh1t house and with a vital score of 8, it would take all of Josef's jammy die rolling skills to bring it down in one salvo.</div>
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Then the almost unthinkable happens. Josef opens fire with his Spitfire and...........</div>
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Misses!!!!</div>
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Unfortunately, you can't see the German pilots cheering wildly at the incompetent shooting of the Spitfire Pilot, but believe me they were!</div>
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A vicious dog fight then ensued</div>
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The Spitfire pilot trying to make amends for his earlier miss by flying between the BF110's and then in a desperate manoeuvre tries to fly into the BF110!</div>
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Fortunately the Saturn/ Jupiter conjunction did occur unexpectedly and I rolled a 6 to avoid the collision. </div>
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Of course, if the planes had collided then both would have been destroyed and I would have won the game as I would have reached the 60 victory point total. But no, that was not the way I wanted to achieve victory.</div>
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The sturdiness of the BF110 was proving it's worth and although both planes were taking damage they were still in good shape. Josef's jammy dice rolling streak seemed to have at least disappeared and I wasn't complaining.</div>
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Even the Me109e was getting in on the action</div>
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Then, as sometimes happens in our games the "Angels 20 conga" was formed.</div>
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One plane behind another, but unfortunately for Josef, his Spitfire was leading the Conga</div>
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Bf 110, range 1, 8 dice needing 5's</div>
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SCRATCH ONE SPITFIRE!!!!!</div>
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Looks good from this angle!</div>
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And this angle looks good too!</div>
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<a href="https://1.bp.blogspot.com/-H6e9QvtKJhk/Xv-4lJWJJWI/AAAAAAAABiU/z44iZ_Z_pJ0mKIn_gzdPyU058budQ40LwCLcBGAsYHQ/s1600/106.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-H6e9QvtKJhk/Xv-4lJWJJWI/AAAAAAAABiU/z44iZ_Z_pJ0mKIn_gzdPyU058budQ40LwCLcBGAsYHQ/s320/106.JPG" width="320" /></a></div>
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Bye Bye Mr Spitfire pilot!!</div>
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VICTORY was mine! </div>
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I had defeated the die rolling machine that is Josef. The Cubes of Doom no longer rocked and the boy, pale faced, defeated and downtrodden went to his bed.</div>
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Alan then pipes up - "Josef hasn't been feeling very well all week. He would have gone to his bed before now but wanted to stay up as he had been looking forward to playing."</div>
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Crap, I felt like I was the school bully.</div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com8tag:blogger.com,1999:blog-5783118874383089969.post-8025235331229421502012-05-30T22:36:00.001+01:002020-07-05T15:17:15.363+01:00Dakka! Dakka! Dakka!To the young wargamer today, the title of this post might lead them to believe that it was about some sort of Ork Fighter Bomber for Warhammer 40K.<br />
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Well sorry to disappoint them. </div>
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Those of us "older" wargamers and film buffs will know it's that immortal line uttered by Robert Shaw in the classic 1969 film "The Battle of Britain" where he is trying to teach the rookie Pilot how to stay alive during the impending battle.(due to YouTube rules you'll have to click on the link to go to YouTube)<br />
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/1Z4DZU8aFMc/0.jpg" src="https://www.youtube.com/embed/1Z4DZU8aFMc?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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<span style="text-align: justify;">Regular readers will know how keen I am on the Wings of War game (now known as Wings of Glory produced by </span><a href="http://www.aresgames.eu/" style="text-align: justify;">Ares Games</a><span style="text-align: justify;"> ) but this has always been the WW1 version of the game, I had never played the WW2 version. Given the new starter set for the WW2 Wings of Glory is about £50 I have been swithering as to the affordability of it given that I'm still keen to pick up the WW1 models.</span></div>
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However, an alternative system which has just been released in the last couple of months by Wizards of the Coast (WotC) is their <a href="http://www.wizards.com/default.asp?x=ah/aam/angels20">Axis and Allies Angels 20 game</a></div>
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Now there will be some of you who will go "Wizards of the Coast? Bah humbug - it'll just be another card game like Magic the Whatchamacallit or role playing game like Dungeons and Doldrums".</div>
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Now, fortunately from my point of view I play/ have played both "Magic the Gathering" and "Dungeons and Dragons" and enjoyed them both so the fact that Angels 20 is produced by WotC wasn't cause for alarm. And their WW2 sea battles and WW2 land battles versions have been incredibly popular, although admittedly I hadn't played any of these.</div>
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Plus the models for Angels 20 are pre-painted. So that was another reason to be interested. </div>
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The starter set normally retails for about £25 but can be had on <a href="http://www.amazon.co.uk/Axis-Allies-Air-Force-Miniatures/dp/0786958650/ref=sr_1_1?s=kids&ie=UTF8&qid=1338391544&sr=1-1">Amazon</a> for a lot less than this, so last week Alan and I started down another slippery slope with our first game.</div>
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Flt. Lt. Rupert <span style="background-color: white;">Chumley-Brown in his Spitfire leading his </span></div>
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<span style="background-color: white;">spiffing good mate, Flt. Lt. Horace Plumpington</span> in his Hurricane head on to meet the Hun.</div>
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As you will note from the picture the game is played on a hex map. The starter set comes with 2 map sheets that can be butted together to form a decent sized playing area. Each type of plane has a stat card which contains all of the essential information the pilot needs to fly his kite.</div>
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So looking at the card above Rupert (who is an Ace) and his Spitfire cost 46 points . At normal speed he can move a minimum of 2 hexes and a maximum of 4 hexes and at high speed can move 5 hexes. At Range 1 he rolls 6d6 (that's code for 6 x 6 sided dice) to attack, Range 2, 4d6 and at Range 3, 2d6. Rupert's Spit can take a total of 3 hits before hitting the deck and a hit is scored if his armour damage score of 3 is equalled or exceeded when fired upon by an enemy aircraft. However, if the Vital score of 6 is scored in one attack then catastrophic damage is caused and Rupert is a goner. When a plane has 1 hit point left then it is deemed to be crippled and that is bad news.</div>
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Then you have the bonus scores that can be added to 2d6 whenever Rupert wants to attempt a "difficult manoeuvre", the bonus to be added dependant on whether the manoeuvre is a type of Turn, Roll, Climb or Dive.</div>
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Finally, there are a couple of Special Abilities which Rupert can use during the game.</div>
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Here Come The Hun!</div>
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Alan was flying as Jerry while I took the good old Brits!<br />
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Each player at the start of the turn rolls for Initiative. The player with the highest score gets to move second and will always move one of his planes last - a very important advantage when you are trying to get on an opponent's tail. First player moves one of his planes, then the Second Player moves one of his planes and so on until all planes have been moved as long as the Player who won initiative moves the last plane in the turn.</div>
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During the plane's movement it can attempt to make 1 "difficult manoeuvre" per turn (some Aces can attempt 2 such manoeuvres). At normal speed the score to equal or exceed with 2d6 and adding the plane's relevant bonus is 10 and at high speed the score to equal is 13. Failure to get that score and the plane will normally just fly straight ahead into the next hex.</div>
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Once all planes have moved then the First player can attack with any of his aircraft that has a valid target (usually within 3 hexes of the front of the aircraft, although the Me110 can fire up to 4 hexes away) and under the basic rules both planes have to be at the same altitude (there are 6 altitude bands and there are numbers appearing on the base of each plane which designate the altitude the plane is flying at and you simply swivel the plane round so that the front of the plane is above the relevant number).<br />
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I won the initiative for the first turn, so Alan moved one of his planes first. It wasn't long before we were all in amongst each other and Alan, being Alan, decides he was going to try and fly Emil in his Me109E into Rupert..<br />
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If 2 planes fly into the same hex and are at the same altitude then a collision may occur. Both players roll a d6 and if both roll a "1" (or if the plane's pilot is a rookie then "1" or "2") then a collision occurs and BOOM! So we both rolled our dice, I rolled the black one....<br />
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The "Eye of Sauron" rolled by Alan is a "1"</div>
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So thankfully no collision but the sky was getting crowded as we both tried to manoeuvre our kites into a good firing position.</div>
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Then Horace takes a 2 hex range burst at Friedrich in the Me109F and scores 1 hit!<br />
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You can just see the red hit counter under Friedrich's tail. Don't ask what Alan's Ace is trying to do!</div>
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Alan then gets an attack on Rupert at range 1 but approaching from 10 o'clock needs "6's" to score damage.</div>
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And misses!!</div>
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Rupert, however, showing true flying ability gets into Emil's 8o'clock arc</div>
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Dakka! Dakka! Dakka! A hit!</div>
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Realising they were up against a top notch pilot, the Jerries do the dastardly thing and pick on Horace in his Hurri<br />
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Boo Hiss! The Jerries manage to scratch Horace's paintwork.</div>
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Rupert tries to break up the Party by targeting Friedrich, who is continuing to tail Horace in his Hurri</div>
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But leaves himself exposed to sneaky Emil to get in a close range burst</div>
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Friedrich's relentless pursuit of Horace in his Hurri leads Rupert to risk all to try and save his mate </div>
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And Friedrich, already on 2 hits is a Goner!! Pip! Pip! Rupert!</div>
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But by concentrating on Friedrich, Rupert for a split second forgets to check the skies for Emil, but too late!</div>
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"Cripes! Jerry has got me! Bail out and hope the chute works!"</div>
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By this time Horace and his Hurri were also in a crippled state and a crippled Hurri is no match for a sneaky Hun.</div>
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Typical Jerry overkill scoring 6 hits when only 3 were required!</div>
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"Bail out Horace!"</div>
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So a lucky win to Alan in the first game. However, rather than try and prove it was no fluke, he made way for his lad Josef, and those of you who have read about our Saga/ Blood Bowl or any other games that involves dice will know that when Josef rolls dice, he takes no prisoners.</div>
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Josef, elected to take the Brits this time, leaving me with the dastardly Huns. Instead of the Me109F, I took another Me109E and we set to the skies. However, before I knew it, Josef's Spit managed to get on the tail of my Ace. </div>
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With, 1 damage point already, I expected to have a crippled kite at the end of the attack. However, a Me109E only has a score of 5 for it's vital score, so Josef, being Josef rolls 6 dice needing 4's....<br />
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And scores a total of 6 hits blowing the Me109 out of the sky!</div>
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"Gott in Himmel!"</div>
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(The camera wobble was due to me shaking my head in disbelief at Josef's jammy rolling")</div>
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Josef then swooped in for the kill against the other Me109</div>
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"Achtung Spitfeuer!"</div>
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And the result was alas inevitable....</div>
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Scratch another Hun.</div>
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The game with Josef lasted, I think about 4 turns, I was too dazed too remember the actual total.<br />
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So a couple of entertaining games. Okay, it may not appeal to the purist but the fact that all you need is the starter set and you can literally start playing as soon as you open the box is a major plus point for me (although the fact that it uses dice means it doesn't get a maximum 10 out of 10 score).<br />
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As you can hopefully see from the pictures the models are not bad at all. The game is marketed as a "collectible" game in that the initial set has 31 different planes, representing, British, American, Russian, French, German, Japanese, Finnish and Chinese aircraft and the additional planes can be bought in "boosters" containing 3 random models so there is always the possibility of ending up with a model you already have. But then you can always trade it for one you don't have or build up that squadron of Hurricanes!<br />
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The Me110 model is, however, only available in the starter set and all the stat cards are in the starter set, not in the boosters. There is already a market on EBay for single models if you want to be specific about the planes you need.<br />
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I liked the game a lot. The rules were pretty simple to follow and once we got the hang of what the different manoeuvres would do to the position of the plane then it did become very tactical. There are suggested scenarios for the Battle of Britain and also a scenario generator to play 1 of 6 different scenarios. Advanced rules make it possible to fire at aircraft 1 altitude band below or above you, and to get bonuses to your attacks and manoeuvres depending on how you position your plane on it's stand. It also introduces weather rules and fairly simple rules for ack-ack.<br />
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Further sets will no doubt be released and which will introduce more aircraft types (the word on the street is that the next set will be Pacific themed) and if it follows the usual WotC format you can probably expect 3 different sets in a year.<br />
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So definitely sliding down another slippery slope.......<br />
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(It was not all bad news that night, I whupped Alan's butt at Wings of War!)</div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com19tag:blogger.com,1999:blog-5783118874383089969.post-85120932878121320222012-05-17T23:23:00.001+01:002020-07-05T16:20:36.391+01:00Shot Down In Flames<div class="separator" style="clear: both; text-align: center;">
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Although most Wargamers will tell you that they play their games for the enjoyment and camaraderie that comes with being with like minded folk, deep down we all want to WIN!</div>
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Apparently, when I was a little boy, I was a terrible loser and that I would go into a terrible huff if I didn't win whatever game I was involved in at that time. Now I have no recollection of such behaviour (probably blanked it out of my sub-conscious psyche) and it's probably just as well that I don't act like that now - honest I don't! - as those of you who have visited these ramblings before will have learnt that my record at winning games is not <em>very good.</em></div>
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Now it is always a pleasure to bring new players to the wargames table or teach old players a game that they hadn't played before. Of course, one of the Golden Rules about teaching anyone a new game is not to do it in such a way that they get totally hammered by the person doing the teaching as this will inevitably discourage the new player and they won't want to play the game again. </div>
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Knowing the rules of a game better than your opponent is usually one way of getting a win and so it is almost inevitable that when teaching a game to a new player, unfamiliar with the rules mechanics etc that the teacher will usually end up <em>just winning </em> the game and no more and that would be fine as the new player will be left encouraged by his almost successful outing and will want to come back for more.</div>
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So last Friday, after a long absence, I actually had the time to go up to Kirriemuir Wargames Club. My old mate, Kev, had posted on the club forum that he was taking Wings Of War WW1 along for a game as he was hoping to teach a few of the other guys how to play, although Kev would be the first to admit he had only played it once before himself so he was as much a "new player" as the other guys. So, says I, I'll come along and teach the lads the rules.</div>
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My first outing with Wings of War had a predictable result (being a new player) as told many moons ago in my post <a href="http://kingsleypark64.blogspot.co.uk/2011/04/wings-of-woe.html">here</a> but I had enjoyed the game so much that I ended up getting the original set, all 3 expansions ("Watch Your Back", "Burning Drachans" and "Flight of the Giants") as well as the Deluxe version. Of course, typically, just as I was getting into the game, Fantasy Flight Games who had been producing the game under licence announced they were ceasing production. Fortunately, a new company <a href="http://www.aresgames.eu/">Ares Games</a> have taken over the game system and while they are now branding it as "Wings of Glory", I understand that the old game and models will be compatible with the new game. And they are going to be bringing out models of Bombers! Anyway, I'm digressing, back to the games night.</div>
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So, I turned up with my toys and was met at the club by Kev, Neil, Steve and Graeme arrived a wee bit later. Table was quickly set up and I gave the boys a quick run through of the rules.</div>
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Wings of War is a delightfully simple game. You pick your plane, you get a deck of manoeuvre cards for that plane and each turn you play 3 of those cards and your plane moves in the direction of the arrow printed on those cards. If you end up with an enemy plane in your firing arc and within a ruler's length of your plane, the target player draws damage cards from the damage deck and when the number of damage points equals the damage rating of the plane, down it goes and, in those days, you didn't have a parachute. </div>
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The game gets depth from the special damage that can appear on some of the damage cards, for example jammed rudder, engine damaged, plane on fire, guns jammed and so on. And despite it's simplicity, there are a lot of tactics. Until, you get used to how the cards position your plane at the end of each phase, it can be a challenge to get yourself in just the right position, and of course, that's assuming you put the cards down in the order you intended to...</div>
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Plus the game does not use any dice! So clearly, I was going to be at an advantage compared to the others, having more experience of how the manoeuvre deck worked and knowing the types of manoeuvres and distance each plane that was in play was capable of, but remembering the Golden Rule, I was, of course, trying to ensure that when I won the game that I "<em>just won and no more".</em></div>
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So Kev took the Fokker Dr I triplane, obviously fancying himself as the Red Baron, Steve had the Albatross DV, Neil had the Biggles role flying the Sopwith Camel and yours truly, as Reme Roisleyjardin had the Spad XIII.</div>
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Although there were 4 of us playing the 6ft x 4ft table we were using was probably a bit on the big side so it took a few turns before we started to getting down to the nitty gritty. But soon I was closing in on the dastardly Kev and his triplane.</div>
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Dakka Dakka Dakka!!!</div>
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Meanwhile Steve and Neil were floating about in the other side of the table enjoying the view</div>
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A couple of more turns and then Kev and I both ended up in each others firing arcs. We each drew 1 damage card, Kev pulling his first then I drew my card.........</div>
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Mon Dieu! Mon Derriere est frit!</div>
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This was, of course, a deliberate ploy by me to show the others how the damage deck could be lethal and it meant, of course, I could now concentrate on helping the others with the rules as they played out the rest of the game, honest guv!</div>
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The guys, to their credit, didn't laugh too loudly. So much for the bloody "Golden Rule"!</div>
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A number of my fellow bloggers have, at an opportune moment included a bit of a music video into their post, so it seems only appropriate at this point to bring you a wee bit of AC/DC and their classic tune "Shot Down in Flames" (you'll need to click through to You Tube and then skip the ads)</div>
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<br /><br /><iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/HAlIFiKThOc/0.jpg" src="https://www.youtube.com/embed/HAlIFiKThOc?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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Some of you may know that the late, great Bon Scott actually hails from Kirriemuir.</div>
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The guys continued with the game</div>
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Neil in his Sopwith Camel manages to completely fly past Kev's triplane. We soon discovered that Neil had, instead of putting his 3 cards back into his deck for the next turn, been forming a wee discard pile. He thought you had to go through the whole deck before you could use the cards again!</div>
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Despite being outnumber 2 to 1, Neil gamely takes on the Huns!</div>
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And it wasn't too long before Kev found out that the Triplane doesn't have that high a damage rating</div>
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I'm sure that I had scored the first 10 points of damage before going down in flames</div>
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Now the sides are even!</div>
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A couple of turns later, Neil got Steve's Albatross in his sights and.....</div>
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I don't actually know how many "explosion" cards are in the damage deck but I had never seen 2 come out in a game before!</div>
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We then discovered how Neil, despite being shot at by two Boche for several turns had managed to avoid destruction</div>
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We set up for a second game, this time Kev bowed out and Graeme took over. Before we did that, Graeme showed us some of his work in progress Space Marines that he is working on in order to play some Rogue Trader</div>
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Graeme tried to say this was some sort of drill attachment from an old Necromunda figure but we were all pretty convinced it was a mascara brush!</div>
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Anyway back to the second game.</div>
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Reme's cousin, Pierre Roisleyjardin, seeking revenge on the Boche!</div>
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Oh Oh! Biggles is in trouble this time as Steve's Albatross swoops in for the kill!</div>
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And then Graeme's Fokker joins in!</div>
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But it takes a lucky hit to bring him down!!</div>
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And the filthy Boche manage to finish off Pierre as well</div>
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All the guys seemed to enjoy the games and looked keen to come back for more, which of course, was what I was hoping to achieve, winning was never a consideration.....yeah right!</div>
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A couple of pics from the other games going on, first some 40K mayhem involving Space Marines, Orks, Necrons and Tyranids</div>
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And a very nice looking game of "Songs of Drums and Shakos" by <a href="http://www.ganeshagames.net/">Ganesha Games</a></div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com16tag:blogger.com,1999:blog-5783118874383089969.post-17111341598508534452012-05-14T20:12:00.000+01:002020-07-04T00:46:25.470+01:00Female Adventurer with Sword and Shield<div align="justify">
In amongst the assorted figures that were in the box when I "opened the cupboard door" (see my post <a href="http://kingsleypark64.blogspot.co.uk/2012/05/opening-cupboard-door.html">here</a> ) was this damsel, looking very distressed -</div>
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<a href="https://1.bp.blogspot.com/-LRk1On8WApg/Xv-_2S502KI/AAAAAAAABmQ/T6_OMZpAs_oPq9PZ9KjdqP2ThkEg0bTqQCLcBGAsYHQ/s1600/a95381d3.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-LRk1On8WApg/Xv-_2S502KI/AAAAAAAABmQ/T6_OMZpAs_oPq9PZ9KjdqP2ThkEg0bTqQCLcBGAsYHQ/s320/a95381d3.JPG" width="320" /></a></div>
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I have to admit her paint job was pretty bad even by my standards way back when. So even though she had been given some paint already compared to the majority of the models in the box, I decided she would be next in the painting queue.</div>
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So after a bath in the paint stripper, the paintbrush came out and "Bridget" was given a makeover -</div>
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<a href="https://1.bp.blogspot.com/-BY0b4VHoQ_8/Xv_BLa-45BI/AAAAAAAABm8/6IF842FrjbUiP6WeYRXVALT8Xa_-YvnEwCLcBGAsYHQ/s1600/14951769.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-BY0b4VHoQ_8/Xv_BLa-45BI/AAAAAAAABm8/6IF842FrjbUiP6WeYRXVALT8Xa_-YvnEwCLcBGAsYHQ/s320/14951769.JPG" width="320" /></a></div>
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Female Fighter by Citadel Miniatures circa 1983</div>
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<a href="https://1.bp.blogspot.com/-JepLTx2muhg/Xv_BSI5P3cI/AAAAAAAABnE/yVTLYGqSTrAcxPgCsA28YVQpq8-NlupZACLcBGAsYHQ/s1600/62f08e84.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-JepLTx2muhg/Xv_BSI5P3cI/AAAAAAAABnE/yVTLYGqSTrAcxPgCsA28YVQpq8-NlupZACLcBGAsYHQ/s320/62f08e84.JPG" width="320" /></a></div>
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As she is a girl (well it's not hard to tell is it?) I thought I would put some flowers on her base courtesy of my new mininatur tufts acquired at the Carronade Show.</div>
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<a href="https://1.bp.blogspot.com/-9rS2sI7z1ZI/Xv_A7gPpSYI/AAAAAAAABm0/VqkS5BwHCicpX_vTMo0owSQT4Qc702exwCLcBGAsYHQ/s1600/104-2.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-9rS2sI7z1ZI/Xv_A7gPpSYI/AAAAAAAABm0/VqkS5BwHCicpX_vTMo0owSQT4Qc702exwCLcBGAsYHQ/s320/104-2.JPG" width="320" /></a></div>
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I don't like painting eyes but I gave it a try on Bridget as her face was quite open and not covered by a helm or hair and I thought she would look silly with her eyes closed.</div>
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I guess Bridget must come from a warm realm giving her lack of over garments</div>
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<a href="https://1.bp.blogspot.com/-VpJOIy5lHek/Xv_AlKct6PI/AAAAAAAABmk/e4LzMcGgZfUeGdZ9Pq5KSjLjI9gLM45BACLcBGAsYHQ/s1600/101-2.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-VpJOIy5lHek/Xv_AlKct6PI/AAAAAAAABmk/e4LzMcGgZfUeGdZ9Pq5KSjLjI9gLM45BACLcBGAsYHQ/s320/101-2.JPG" width="320" /></a></div>
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I had thought at one point, after painting her hair, of calling her Red Sonja but thought this might incur the wrath of the copyrighters. Plus by that time I had painted her cloak blue.</div>
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The title of this post came from her obvious assets - her shield and her sword</div>
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I then remembered that Bridget had a sister -</div>
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Bridget and her sister - Fidalia Ailadif (that's a "F" rune on her helm a la Tolkien's Tengwar Runes)</div>
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Unlike, Bridget, Fidalia, has seen a lot of action (why does that phrase sound so terrible?) Fidalia was a NPC (that's a "non-player character" for you non-roleplayers reading this), in the Dungeons and Dragons Campaign that I ran for a few years in the mid-80's and as such faced such terrors as Kobolds, Goblins, Orcs, Trolls and an Owl Bear. See what you missed out on Bridget?</div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com26tag:blogger.com,1999:blog-5783118874383089969.post-40528613007582092662012-05-09T23:43:00.000+01:002020-07-04T17:21:09.114+01:00Have Cart, Will Travel (and end up getting lost)<div style="text-align: justify;">
Well as promised in my post last week <a href="http://kingsleypark64.blogspot.co.uk/2012/05/opening-cupboard-door.html">"Opening the Cupboard Door"</a> I have made a start on the old minis in the box.</div>
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First up is Citadel's Adventurers' Wagon. If you recall it did look like this </div>
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But it finally has got a coat of paint 28 years after I bought it -<br />
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"Oh Bugger! I seem to have taken a wrong turn somewhere!"</div>
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All good Dungeon Adventurers need a cart to take away their hard won loot from their latest dungeon. So when Citadel released this model back around 1984 I knew I had to get it for use with the AD & D Campaign I was running. And for many adventures, it would appear on the table, to show when the Party were on the move. But it was always either in bare metal or with the half-hearted attempt to start painting it as shown in the first photo.</div>
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I did debate whether to try putting reins on the model between the Wizard's hand and the horses's harness, for about 30 seconds and then decided against it. After all he's a Wizard and can just cast a Spell on the horses to obey his commands (actually that's probably a Druid Spell!)</div>
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I thought painting the Wizard's Hat and Tunic a light blue would help break up the monotony of all that brown on the cart, the goods and the horses.</div>
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"Now Horseys, don't drink from that water!"</div>
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(First attempt at using the Vallejo Still Water Effects)</div>
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Some of my new Mininatur tufts which were acquired at the Carronade Show</div>
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"A Wizard is never late. He arrives exactly when he means to"</div>
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(but maybe not always in the right place)</div>
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The sign post is a spare part from the Citadel Plastic Giant kit.</div>
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And the barrel of ale, purely for medicinal purposes only, of course!</div>
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But there's no point of having a Cart if you don't have any Adventurers to take it places, so next post should be of the Female Adventurer</div>
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kingsleyparkhttp://www.blogger.com/profile/17161045327971275146noreply@blogger.com32tag:blogger.com,1999:blog-5783118874383089969.post-19979147784616423632012-05-01T23:31:00.001+01:002020-07-04T23:08:01.806+01:00Opening the Cupboard Door<div align="justify">
Like most wargamers, I have a cupboard (well actually several cupboards, cabinets, chests of drawers) in which I keep my collection of games, books and figures both painted and unpainted.</div>
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After my recent post about <a href="http://kingsleypark64.blogspot.co.uk/2012/04/my-first-metal-miniature.html">My First Metal Miniature</a> (and thanks to all you commented there or on the <a href="http://theminiaturespage.com/boards/msg.mv?id=265501">TMP thread</a> ), I started to get a wave of nostalgia about the early days of my gaming hobby. So I opened the door of one of my cupboards and took out these </div>
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This box of figures are from the very early days of my wargaming hobby and include some of the figures that Santa brought in 1979. And, as is pretty obvious from the photograph, they haven't been painted.</div>
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Amongst them you have <br />
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"Goblin of the South Swinging Axe" from Ral Partha's "Wizards, Warriors & Warlocks" range.</div>
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And his buddy</div>
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"Goblin of the South with Spear"</div>
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The date on the bottom of their bases in 1976, so they were already 3 years old by the time I got them. The WW&W range were clearly intended by Ral Partha for use in Middle Earth, although for copyright reasons they couldn't say that but it was pretty obvious who this guy is supposed to be</div>
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"Guard of the Citadel"</div>
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For their generic Fantasy Range, Ral Partha had their "Personalities and Things That Go Bump In the Night" range</div>
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ES10 -"Large Hill Troll Attacking with Club"</div>
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This was an early Tom Meier sculpt. Pretty basic by today's standards but it wasn't long before he started producing figures like these</div>
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<a href="https://1.bp.blogspot.com/-YH2YmBPZRjc/XwD681cUbXI/AAAAAAAABpg/pJQ6XnzIATUoHnFdgISvld_W9dJVQtODACLcBGAsYHQ/s1600/653092cc.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-YH2YmBPZRjc/XwD681cUbXI/AAAAAAAABpg/pJQ6XnzIATUoHnFdgISvld_W9dJVQtODACLcBGAsYHQ/s320/653092cc.JPG" width="320" /></a></div>
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"Giant Goblin with Sword"</div>
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<a href="https://1.bp.blogspot.com/-l-AWq_2fyzs/XwD7ChJ1ubI/AAAAAAAABpk/DSViKqiB7gUHbvj1nrBhb3D5jcHopkSNACLcBGAsYHQ/s1600/12856091.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-l-AWq_2fyzs/XwD7ChJ1ubI/AAAAAAAABpk/DSViKqiB7gUHbvj1nrBhb3D5jcHopkSNACLcBGAsYHQ/s320/12856091.JPG" width="320" /></a></div>
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"Sea Elf Striking with Axe"</div>
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These were from Ral Partha's "Collectors Series" range and were some of my favourite figures. I even managed to paint a couple of those!</div>
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From Citadel Miniatures, I have a number of these guys from their Fiend Factory range</div>
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<a href="https://1.bp.blogspot.com/-cR9yRGNoiuM/XwD7MnpK2CI/AAAAAAAABpw/UA7RxZ0CMh86RDHdhTLVC0FPUiNwFbCpACLcBGAsYHQ/s1600/28652ec6.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-cR9yRGNoiuM/XwD7MnpK2CI/AAAAAAAABpw/UA7RxZ0CMh86RDHdhTLVC0FPUiNwFbCpACLcBGAsYHQ/s320/28652ec6.JPG" width="320" /></a></div>
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FF23- "Goblins Advancing with Spears"</div>
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I always thought these were based on the guards from the Wicked Witch of the West's castle in the "Wizard of Oz". Actually I think these were redesigned figures as I'm pretty sure the original "Goblins Advancing with Spears" carried their spears in front of them and they were like naginatas than the bill hook type weapon this guy carries.</div>
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<a href="https://1.bp.blogspot.com/-jD4vcx2qBFQ/XwD7T6tMxLI/AAAAAAAABp0/bSP_T1RbDKQgF_58fE7IygRyx4LYRiDaACLcBGAsYHQ/s1600/59786719.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-jD4vcx2qBFQ/XwD7T6tMxLI/AAAAAAAABp0/bSP_T1RbDKQgF_58fE7IygRyx4LYRiDaACLcBGAsYHQ/s320/59786719.JPG" width="320" /></a></div>
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One of my favourite early Citadel models, FA24 - "Anti-Paladin"</div>
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I've always been fond of Dwarves, probably because, I'm vertically challenged myself. In addition to Dwarven models from Ral Partha and Citadel, I have a number of these stout fellows</div>
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<a href="https://1.bp.blogspot.com/-7vNDh7P6eX4/XwD7qDQKKrI/AAAAAAAABqA/uTSv5mu0jxAUoh81KgzN-D12CuzTrcu0wCLcBGAsYHQ/s1600/69ce2c79.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-7vNDh7P6eX4/XwD7qDQKKrI/AAAAAAAABqA/uTSv5mu0jxAUoh81KgzN-D12CuzTrcu0wCLcBGAsYHQ/s320/69ce2c79.JPG" width="320" /></a></div>
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"Dwarf with Long Pike" by Asgard Miniatures</div>
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I really liked this pose and had visions of painting up a phalanx of them. Never happened. Although Asgard have gone bust, these guys are still available from <a href="http://www.thevikingforge.net/25mm-fantasy-dwarves.html">The Viking Forge</a> in the States. I wonder if they ship to the UK?</div>
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Then a new company came on the scene, Chronicle Miniatures, owned by a certain Mr Nick Lund.</div>
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<a href="https://1.bp.blogspot.com/-m9RtDJruov8/XwD7wAMCqbI/AAAAAAAABqE/77_n-1IMUQwLfEyraF15y4wXM01TheKaQCLcBGAsYHQ/s1600/b7093e3b.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-m9RtDJruov8/XwD7wAMCqbI/AAAAAAAABqE/77_n-1IMUQwLfEyraF15y4wXM01TheKaQCLcBGAsYHQ/s320/b7093e3b.JPG" width="320" /></a></div>
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"Orc with Sword and Shield"</div>
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"Hobgoblin with 2 handed weapon"</div>
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"Kobold"</div>
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"Ogre"</div>
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Citadel, obviously recognising Mr Lund's talent for sculpting, quickly bought the Chronicle range and Lund worked for the Citadel Design Studio for a while, but then he left to join Grenadier Miniatures and the Chronicle models soon disappeared.</div>
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In 1983, Warhammer appeared. This, I think, changed fantasy wargaming forever and though it has been through many changes is still with us today. I, of course, jumped on the band wagon and got the rules and with it the poster boy from the front of the box art, "Harry the Hammerer"</div>
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Harry - looking more hammered than "Hammerer"</div>
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My parents, showed only a cursory interest in the toys that I was buying and didn't pay much attention when the little card boxes from Citadel appeared at the house. Maybe it's just as well when this figure arrived</div>
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<a href="https://1.bp.blogspot.com/--EqCM0rIcDc/XwD9m_gQQrI/AAAAAAAABqk/Av4Z0vt4qXYf54OOw-CrWk41SS2kD1AogCLcBGAsYHQ/s1600/0caec9fe.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/--EqCM0rIcDc/XwD9m_gQQrI/AAAAAAAABqk/Av4Z0vt4qXYf54OOw-CrWk41SS2kD1AogCLcBGAsYHQ/s320/0caec9fe.JPG" width="320" /></a></div>
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Oh this one caused a few chortles by having her boobies on display. </div>
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Teenage boys, what are we like?</div>
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I don't have the heart to count just how many figures are in that box, but I do have a deep sense of regret that they have nothing more than a white undercoat on them (and they were lucky to get even that). Oh they got used, many of them appeared in the Dungeons and Dragons campaign that I ran for several years, but somehow, I just never got the get up and go to get them painted.</div>
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But I want to turn back the clock. If nothing else, they have made me realise that while I like historical gaming, fantasy wargaming was my first true love. </div>
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The figures may be a bit small for use with the modern sculpts but I have this hankering to go back to the old D & D days and start doing dungeon adventures and there is absolutely no reason why I shouldn't use these figures to do that. So I've decided I'm going to start getting them painted up. I'll strip off the old paint from those that have any on them and give them a new lease of life. And, of course, I'll post some pics up on the blog to show how, I'm getting on.</div>
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As all dungeon adventurers need transport for all their gear, the first model that I'm going to tackle is this one</div>
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<a href="https://1.bp.blogspot.com/-NxrlEw8Ez5Y/XwD9tOimTzI/AAAAAAAABqo/GBhbsGXirLUwqT-XPsBIIMJRh2Mkms_TQCLcBGAsYHQ/s1600/1f7332e4.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://1.bp.blogspot.com/-NxrlEw8Ez5Y/XwD9tOimTzI/AAAAAAAABqo/GBhbsGXirLUwqT-XPsBIIMJRh2Mkms_TQCLcBGAsYHQ/s320/1f7332e4.JPG" width="320" /></a></div>
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Have cart - will travel!</div>
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