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Sunday, December 25, 2011

merry xmas

and a happy new year.
Next club night is the 7th January 2012.

Monday, November 28, 2011

Narwa game

Well that was a paradox, the 2ic didnt speak Russian, and failed several orders.leaving his men in the open.Where they go pounded by rocket fire from the onset. pinning then dowm. the cic did take out the forward tiger in the trees,this took the full fire power of all his armour to do it . the germans during turn one just let rip with the artilery and pinned down most of the russian forces, on turn 4 after the russian fao having radio problems,probably gerry jammihg them! a few round from the katushkas hit home, being on limited supply not enough fire power to do damage, by the 4th round gerry had one last ditch attempt at stopping the tanks , a lucky rocket hit the russian general and ended the game. pushing the russian back to the river. originally the russian succeeded in taking Narwa and went on to Stalingrad.

Sunday, November 13, 2011

operation Narwa bkc

The game is blitzkrieg commander.
set on the Russian front the Germans have a supply route to to west of the river,
the Russians hold the river and rail route.
The Russians trying to push forward from the rail road. their objective is to get there forces off the table edge opposite . taking out the farm mid table and capturing the German HQ on the hill to the south. you supplies are snowed in, and ammo is limited.

Friday, October 28, 2011

Claustrophobia


Claustrophobia is a simple dungeon crawler for 2 players designed by Croc and published by Asmodee, and if you had read my reviews before you will know by now that I like games that are easy to pick up, play, and put back into box. So what does Claustrophobia feature that cought my attention? Find out by clicking link below.

The year of Our Lord 1634. A strange complex of catacombs just beneath Jerusalem has been discovered. The council has decided that it should be explored, so an expedition to find a true nature of the dungeon has been sent, but nobody ever returns... The word reached brother Redeemer, a priest of many talents and knowledge. He suspects something... without hesitation he commands the council to prepare another expedition that he will lead. Fear filled townfolks hearts, they say an evil lurks in the deep and nobody wants to get down there to find out for themselves, so the council had an idea to recruit convicts, murderers  and thieves, they have nothing to loose but gain freedom. To keep them from fleeing only brother Redeemer carry light.
They soon find out that they went straight into hell, filled with troglodytes and a powerfull demons.
May God have mercy on brother Redeemer. He's like an lantern in the darkness and our last hope.


So lets start with the components because they just looks beautifull. The box is quite big, not as big as FFG's coffin box but bigger than the usual ones. It is well designed, everything fits in its place, and nothing is loose inside, you can even hold it upside down and nothing will mix. First thing you will notice is the quality of the tiles, they are thick and beautifully ilustrated, you'll find 36 of them featuring rooms and tunels. I found that you need a fairly large table to play this game... its massive !!! On a picture below I used 11 tiles, and It was set up just for picture purpose, in real game the board is often made by chance so it's shape don't have to be symetrical. Then you'll find the miniatures... Redeemer and convicts he calls his flock. Two brutes and two rogues to fight their way thru hell, eleven small monsters (troglodytes) and a demon (sadly there is only 1 figure to represent all different demons that came with the box), all nicely painted in a great poses... I was breathless when I opened the box. Also there is 24 page rulebook, fairly easy to understand, rules takes about 10 pages with loads of examples and pictures, and lets you read and play the game in max 15 minutes, bunch of tokens, some dice and cards for equipment, spells, events, deamons, character boards and trays, they are used in a quite interesting way, I'll explain in a minute.


The game is asymmetrical and plays differently for human and for demon player and in my oppinion neither of side is more powerfull. Both have simple mechanic so the gameplay flows smoothly, box says game last for about 45 minutes and that's about right, can be even quicker when you know the rules well.

The round is devided into 4 stages: human initiative phase, human action phase, threat phase and demon action phase

The human player gets character boards that he puts into specially designed trays, those help him keep track of the stats for his warriors. In his initiative phase he simply rolls a number of dice same as the number of his characters (sometimes altered by spells or cards) and assign them to all of his character boards, but what happens is when his guys get hurt, you have to cancel a line of action for a die, so the next round gets tricky because if you use a canceled line your warrior becomes stunned and essentially is a sitting duck. There are pegs that you put into holes to mark canceled action lines. Redeemer also has some spells that you can use when you put a die matching the one on a spell card. Characters (and some demons) also have specific talents, equipment, and advantage cards to help them in a quest, I think its a neat mechanic and its innovative in how the boards are used.


In the action phase humans can move, explore new tiles, fight or just do nothing. Human player also can use some cards to his advantage (the cards specify when can be used so some can be used during demon turn)

The demon player's mechanic is different.
In Threat phase he rolls 3 dice (also can be altered by some tiles, or events) and assign them to his demon board to determine stats for his minions, gather some threat tokens that he can later spend to summon more monsters, or buy event cards that he can play during his turn (sometimes humans turn). Each spot says what combination of dice is required to trigger an effect. Also in this phase he can spawn new monsters keeping in mind the rules for spawning monsters, he cannot put his minions where humans are and where is no unexplored opening, but he can brake this rule with help of his demon board. Only 11 troglodytes and 1 demon can be in play at the same time, and the type of a demon you can summon is determined by a scenario.


In demons action phase he can move his minions and fight but he cannot explore new tiles.

Combat is even simplier, you look at the stats of you warrior in this turn and roll as many dice as combat value on his selected line of action, then you compare it to the defence of a target and if it matches or exceed the number a hit is scored. If the human player get hurt he must then cancel one of his action lines on targeted hero, for a demon player, hit most of the time mean a troglodyte will die and you can target all troglodytes at the same tile (unless they have different stats) so they are not the best fighters. Demons are more resilient and can sustain more damage.

Also exploring is well thought of. When you explore a new tile its the demon player that chooses orientation, unless you use some magic or card that will break this rule, so the demon can realy spoil your plans.
Some tiles have different efects, some might trigger a trap, on some you might find a treasure, or you can find yourself in a flooded cavern that will slow you down. Most of them can be occupied by maximun of 3 figures a side, few tiles lets you put 5 figures, and some tight passages force you to place only 1 figure. In order to leave a tile, there must be an equal number of fighters from both sides, otherwise blocking rule applies and unless your figure have an ability to evade he cannot leave a tile.

The book comes with 6 scenarios which determines the layout of dungeon, some might be already laid down, in some you will have to follow a draft of fresh air to find an exit (10 sided dice is placed on a unexplored end and every time you explore an tile where the dice is it is incremented by 1 untill it reaches 10, then exit tile is played), or there is an exit tile shuffled into stack of tiles, so every time dungeon is different. There is also couple of scenarios online, and what I found is that designer is realy helpfull in explaining the rules and is supporting the game actively.

Final thoughts. For 40 quid, I think its a bargain for the quality of components you get, mine tiles came just slightly different size, but that has no effect when playing. Its beautifull, the theme is strong, you don't even have to read the background (which is only a page long anyway) to get a feeling you are fighting to survive. The setup and tear down is quick, game itself is fast as well, balanced and simple. For some might be too simple, for me is just right... so I dont have to bother explaining rules all evening, and will probably be played more offten than some more complicated games I own.

Ps. There is an expansion just published recently and it cost about 25 quid it adds 2 more characters 2 hell hounds and some tiles and few more things. Hopefully the game will be supported in the future. All in all a fun game I have enjoyed.

Thursday, October 20, 2011

ACW

I'll put on a game of either civil war battles or hamerin iron on the 7th Jan 2012.
cwb is a land based battle with 3 commands per side, mostly dice driven with commands and action points.
hamerin iron is a riverine game on a games mat. with 6 ships starting per side. card driven with action cards and D6 to work out hits and damage.

Sunday, October 16, 2011

Flames of War:Operation north wind. bat rep


the game was 1500 points each side. the objective was for the American player General Stevil to take the town and any intervening enemy positions . the German player Herr Pawel to hold the positions until reinforcements arrived on the 4th turn.
Americans as the attacker took the first turn, moving the Shermans up to the woods and destroying the STug within leaving a few infantry and Pawels 2IC in it. on the right flank Steve took up the position with the tank destroyers let rip with the 50 cals. taking out a team of grenadiers. following up with heavy mortar fire on the at position destroying an at gun and the at command. this left Paul feeling rather down.
in his turn the Germans dug in the infantry on the right flank. and moved the rest of the infantry in the town into the buildings. the STugs on the town left flank moved up and proceeded to take out the Shermans bailing 2 out, the mg in the woods followed up successfully pining them down, after a shot from the panzerschrek this left Steve with 4 Shermans , 2 of which were bailed out.
After a few more turns the Americans were finally starting to route. leaving the woods in the hands of the Americans and the town mostly in tack for the Germans. Steve conceded the game at 22:00 after the end of the 3rd turn.

Saturday, October 8, 2011

apocalypse game 8/11/2011

The game started with the Emperors finest making the first move.









they managed to take out most of the super heaves of the renegades
before they could shoot.










The stompa was first to fall making a large blast wiping out the two trucks behind them.



the game lasted a good 5 turns , when Ragnar blackmane devastated the last bastiun of the renegades.
i am hoping we are going to get a full right up on the forum with perspective from the winners / losers or both. any thing worth printing will be put up here.
needless to say
Imperial won!!!!!! more pictures here:- http://s149.photobucket.com/albums/s57/nktdwarf/apocalypse%208102011/
Click the link below to read battle reports.

Monday, October 3, 2011

peter pig table top games

At some time in the new year, if there is interest two games from Peter Pig.both american civil war,civil war battles with 3 commands per side yank and rebel,thiis game works on a unit being activated by the divisional commander then can either move or fire depending on how many action points it has.And Hamerin' Iron 3 an acw riverine game played on a battle mat. the action in?this game are card driven, firing is worked out on standard D6. as is any damage.

Flames of war a very brief intro

Flames of war is a miniature table top wargame , with teams and platoons up to company level, with some divitional support. in each bound your teams first move or digin, vehicles encountering difficult going make a bog down text , any score of a 1 bogs vehicles down and must be released by a skill test on your next bound. any morale tests are done in the same fashion at this time.

After this you are allowed to fire on your enemy. the system for firing is a little different than in most other games. instead of scoring a set number to hit you target. it relies on your targets training, position on the table. hitting a unit 5 times pins them down, and reduces their rof in the insuing assult phase or next bound to a rof of 1.after firing and saving throws etc. we turn to the assult phase,each unit can charge up to 4 inches to contact. the defender then can opportunity fire on the attacking units. resolving any hits and determining the winner if any and resulting routs or fall back , game play goes in to the next bound. artillery will be covered when we use it.
there should be enough men for 2 players each side.

Sunday, September 25, 2011

Battlelore

 

Hi, I've got another game that I like a lot and it happens to be from the same designer and company as Memoir 44.
Battlelore and Memoir 44 are almost identical (on surface), so if you'd like ww2 theme check my previous review here . It's got same card driven mechanic with a twist of magic cards, and mostly fought in melee combat. Three races to choose from, mighty and fearless dwarves, pesky goblins and noble human knights, every rase has their own abillities.

I like it so much that I even tried to paint it, but there is literally tons of miniatures here, I am talking like 220 minis in the base game alone, and there are 10 expansions adding roughly another 20 each.
Unit variety is enormous, but none is overpowered. You can field archers, cavalry, knights, spearmen, drummers, balistas, ostrich riders... the list goes on and on and a cherry on the top, just look at that! creatures, dragons, spiders, hydras yummy.
Its beautifully produced, artwork is kinda childish but very thematic, everything is in bright colours popping on the table and pleasing eyes as you play, the book is a piece of art, glossy and in full colour,  leaves no doubt about how to play. Sadly in times of recession noone want to publish it anymore because of cost to produce.

Everything has its place in the box insert, every miniature is cut out from their sprues, and stickers glued to flags... ready to play out of the box, they realy made an effort to make you happy.
I would recomend grabbing one while you still can find them on ebay, especially to those who start with boardgames/wargames/miniature games (be aware that there are french refurbished versions that has english cards but the booklets are in french, rules can be found on FFG website, link on the bottom of this review.)

Its a fast, fun and bloody game, setup might be a bit lengthy (setting up map overlays and units usually takes me 15 minutes) but gets quicker the more I play it, usualy plays in an hour, but it depends on scenario. Rules are so simple anyone could learn it in 5 minutes, every stat and rule like in Memoir 44 is printed on a cards that you lay in front of you, in case you forgot, scenarios start simple and progressively introduce player to more advanced rules as you play. Gameplay revolves around command cards, that allow you to move your units on the split in 3 sections board, some of them have specific instructions printed on them, and allow you for more advanced manouvers. The genius thing about those cards is that both players draw from the same pile and because your right is my left flank (mirrored board) and there is only as much cards of one type, when you start using cards to go down one section opponent also has more chances to get cards of opposite side (same section as you) leading to intense fights.
 Basicly there are three strenghts of units: green banners (pansies), blue regular troops, and red mighty heroes, each group rolls different number of dice when attacking, banner colour also determines how fast your unit will be, weak units will be swift on the battlefield while your heavy infantry is cumbersome and drags like hell, different terrain overlays also affect speed and attack strenght (from inside out and outside in different values), and blocks line of sight. You score hits on banner colour or shield (depends on weapon used) and when you eradicate completly a unit it counts as a victory point. Flags force you to retreat and this shiny purple thing is in my opinion the best part of this game... lore!
Yes, you guessed it... magic! and I am telling you, despite rolling it means a miss... you crave more and more of those shiny things on your dicerolls, because every time you get a point into your gobblet, you are saving it to cast powerfull spells, fireballs, you name it. You also get a choice to collect some lore tokens and cards on end of each of your turns, so magic is often played.
Four advisors are there to help you spend those points: warrior, rogue, cleric and wizard and each of them has their special deck of magic cards that are shuffled into common magic deck (playing card out of character cost penality points)
With an expansion you can field those advisors on a board and grow them in might, they get xp points, and can aquire new abbilities but when they die you want to cry.

Because the use of dice and cards luck can be a factor, but for me it just spices up the gameplay. Strategy is important as well as resource management, to know when you can attack and when to hold your ground is attribute of skilled commander. Every game I played was dramatic and till the very end it was hard to predict winner.  One time I was loosing a point and knew I won't last the next round and just got enough lore tokens this round to send down a fireball and kill off entire squad winning me the game, that was awesome.

With a additional board you can set two together creating a huge ass map, and play 4 players.
It also features a well designed custom setup mechanic that ensures replayability for ages (in an expansion).

Why not checking it for yourself on Vassal?
Here you will find the latest module ver 2.9 (in module section there is ver 1.2, this one is developed by fans and include all expansions).
Download rules from Fantasy Flight Games website here

There is a reason this game is on 64 place in board game geek list.
I'll try to explain how to connect to vassal and operate it in next posts, might be of some use to someone.

Enjoy.

Tuesday, September 20, 2011

blitzkrieg commander

Another world war 2 game. some where on the eastern front, russians v germany. The rules are based around Games workshops warmaster with 3 commands each side. so any one wanting a variant from the normal i will put a game of this on the 26th November 2011:

Flame of War game

if any one is interested i will put on a game of flames of war on the 15th October 2011:late was americans somewhere in France.

Thursday, September 8, 2011

Salute 2012

Date for your diary!! SALUTE 2012 ! I have it on good authority that salute will be held on the 21st April in London.

Sunday, September 4, 2011

Gruntz 15mm

A fist game of Gruntz, and oh boy, that was great.
I am looking forward to have another go allready.
We Have been playing Marks Armies, ARC troopers (Me) vs Hammer slammers (Mark).

I was amazed how well they turned out, after painting them with primer and masking using blue tack for another coat of paint. The result is quite nice looking camo pattern with little effort.
I think Mark did a great job preparing everything for Gruntz, everything looked nice, all counters were laser cut, templates in sleeves... I was impressed.

We had 300 points each, and that not include those awesome mecha, artillery nor Jet fighter.

Gameplay was a bit jittery mainly because of me, and my lack knowledge of rules, but that didn't spoil the day for me and I hope Mark had a good time as well. I must say the rules were not as much complicated, and I think next time the game will flow better.
The table was cramped with terrain and loads of opportunities to hide just before the river crossing.

After a firefight just one of Marks Vehicles has been shreaded to pieces by support mecha, meantime on the other bank of the river some hammer slammer heavy tanks were aproaching my positions, but due to unlucky rolls I have been saved many times. It couldn't last forever and finaly my one and only tank was blown away.

We couldn't finish it in time, but I would say it was an even fight.

Gruntz is fun, but I think its still in its infancy, and many rules needs tweeking or are not explained in the book well enough. Its very flexible, and you can create any unit you desire, you just need some 15mm figures and you are ready to go. That's a brilliant idea to include unit creator, could possibly draw new players to the system, and there is pleanty of miniatures to choose from and still growing. Companies that produce 15mm figures support this system and you can buy starter bundles (eg. from Critical mass games).
If I am not wrong Neil is building his own army as well, maybe he would share what hes got up his sleeve there.

We decided to go for 300 points next game, so we could grasp the rules, maybe we could have a simple objective.

My army is in development, you can check my progress on our forums as well so it might be interesting.
Comment here, or post your own armies on that forum page.

Sunday, August 21, 2011

Role play games

There has in the past been a small interest in RPG's , so her's the first post.
I have Dark heresy , D&D and Warhammer,
it is my intention to start up a small group on club nights. playing either dnd or whfrp.

Blood Bowl League update


Greetings sports fans.
The New Blood bowl season is starting in September. please keep your eye on the forum for updates.

Chaos in the old world


we had our first full game of Chaos in the old world, still getting used to the rules but we had Fun.
thinking board games may become the norm at club meets.

next meeting

Hi all the next meeting is the first 4 hour meet. it starts at the usual time and finishes at 10.30pm cost now £5

Friday, August 12, 2011

apocalypse 40k game

Neil is arranging an inter club game at Lakenheath hive on the 8th October 2011. at the moment he wants rough ideas on who wants to play, which army you have and how many points.
it will be held at Lakenheath Methodist hall as its the cheapest around, unless yoou can find some where cheaper? contact Neil via the yahoo group.

Tuesday, August 9, 2011

September club meetings

As of September 2011 , we will be meeting for 4 hours. this will cost a little extra to cover cost. however this works out cheaper hourly rate to all members.
At the moment we are due to meet up at 18:30 until 22:30. We have the possibility to change this to 18:00 to 22:00 hours. the cost is £5 a head.

Sunday, August 7, 2011

Memoir 44




Memoir 44 is a simple yet elegant board game about 2nd world war published by Days of Wonder.

I would recommend it to beginning war gamers because of its simplicity. Rules take about 15 minutes to explain.

There are reference cards for every unit and terrain so you don't have to remember them all.
You can start playing straight away, and be competitive. Different scenarios gives you opportunity to step back in time and recreate those famous battles like landing on Omaha beach or liberation of Paris.
Game is fast paced and usually takes about an hour.

It is a tactical war game that takes place on a hex map divided into three sections- left flank, right flank and a centre. To simulate the fog of war and the difficulty of communication, it makes use of command cards. Each player has a hand of cards which can be used to command units in a specific sector, more complicated cards have more flavour, and allow you for example to call an air strike, counter-attack, ambush etc.

Combat is very simple and resolved with custom dice that show several different icons:
Infantry kills infantry, tank kills tank,grenade kills anything, star does nothing unless you played a command card that says otherwise, and the flag causes an opposing unit to retreat, and retreat is what makes this game so strategic. Holding a defensive positions is crucial, and distance affects damage.
Units are balanced, every group has a chance to take out a group of any other type.

Thats how it looks:



At the moment We own 2 copies of that board game, so we could even join them together and play "Overlord" scenario on a grand scale, where you join two boards together and play 8 players, with 3 generals and a commander each side. Commander distributes cards, assigning orders to his generals, but the orders are executed by generals alone, and commander can only communicate with one general at a time.
Generals can activate their troops, even when not given any orders at a risk.
So this makes it quite interesting...

anyway... check out this review made by Shut up and sit down , enjoy.