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Archive for the ‘AAR’ Category

Halo – Tomorrow’s War

18 Feb

Just after my last Battlefield 3 video I lost my 2nd Xbox 360. I had bought a spare but it died a few months ago and I opted to wait to repair it. Well, play the violin, both died due to electrical surge (possibly from a bad brick) and neither could be repaired for less than replacement cost. Yeah, ouch. So I am not without a backup plan. Last June I pre-ordered the Limited Edition Star Wars Kinect Xbox 360. Yeah, delayed until early April. In the mean time I am going back to playing games with figures and loving it. Today’s battle report mixes and Xbox theme with miniature wargaming – I used Halo Figures for my first game of Ambush Alley Games’ Tomorrow’s War!

Tomorrow’s War – AAR of the first game

Tomorrow’s War is a platoon based game of near future combat. It is based upon the popular Force on Force game and cousin to Ambush Alley – the game that started it all. Where Ambush Alley focused on the Asymmetric war, Force on Force focuses on Equivalent forces fighting each other but is able to handle the COIN operations as well.

While I have played Force on Force in the past, I’ve never been the one to run it. I wanted to have a set of rules that would allow me to run all of my old science fiction figures and Tomorrow’s War certainly fits the bill. So the first out of the Basement were the Halo Clix of which I have what science describes as a “shit tons” worth of figures. It became almost no problem recreating the forces from what I had. The first scenario, “Lost and Found” was trivial to recreate excepts for one issue – it calls for troops that have the future equivalent of the Squad Automatic Weapon (aka ‘SAW’). In the Halo Universe there isn’t anything that matches up with that so I had to get creative. For Covenant forces I declared the Carbine was the SAW. For the Spartan’s, any Spartan that was duel wielding weapons had the same firepower as a SAW. It was an easy and expedient way of dealing with it. The rules are generic enough that they can be bent to almost any theme.

Glancing at the objective

Spartans look at the objective from cover

In the photo below We can see a nice close up of the figures. A Master Chief is the overall Squad Leader. The Spartan with the rocket launcher is the grenadier and the one duel wielding the needlers is the SAW. Other weapons used as substitutes are Fuel Rod Guns for Grenadiers and Covenant Carbines for SAWs.

For the objective I used some older (1990′s) models from the Kryomec game. These habitats make great science fiction buildings and are great as our primary objective point. The ODST soldier is perfect for the downed pilot that the Spartans are trying to rescue.

Objective: rescue downed pilot holed up in this cluster of buildings

For color I added a stand in for a crashed Pelican. This drop ship comes from the Grendel line of miniatures. I think it might be a late 1980′s model or early 1990′s. I don’t know if it went to any game system but it works well as a 28mm figure. I’ve had it for years.

Crashed Pelican - used simply as set dressing

The water hazard posed no difficulty in crossing. The banks were considered cover for any element lined up along them that wasn’t moving. The river sections are just thin MDF painted with the edges flocked. It works well enough. The bridge section is one piece. That bridge isn’t removable and isn’t wide enough for large 28mm vehicles. It is barely wide enough for 20mm vehicles. I believe it was meant for 15mm or smaller scale vehicles.

The Bridge

The Bridge to Desert Station Tango

The figure is the ODST soldier just praying the Marines get him in time.

For the majority of the game the Covenant remained hidden in Ambush. They had greater numbers but their technology class (in this scenario at least) is less than the Spartans. I used a mixture of Grunts, Jackals, Elites, one Brute and one Zealot to make up the opposition. While I did cause some damage when initiating my ambush attacks, the reaction fire from the Spartans was often devastating.

Kill Check!

Kill Check!

Note that while the Spartan fireteam here took 25% casualties, my larger force of xenos took 100%! In Tomorrow’s War you aren’t dead until a casualty/first aid check is done. However in order for that to happen you need a least one friendly withing cohesion distance (2″). We did see the rules specifically state that when a full element is rendered as casualties it remains that way until another friendly unit comes to the rescue. With these merciless Spartans passing through though, unopposed, we determined that they would simply kill check every “dink in the drink” and removed them from play. Right or wrong that is what we did.

Measuring distance

Measuring Distance

Measuring distance is nice when you are checking to see if the enemy is in optimal distance. given the short engagement ranges in this game, EVERYTHING in LOS is in effective range. Optimal range just adds a die to the fire power roll. The Spartans didn’t really need it. They had no trouble plastering xenos without mercy!

Alien flora offers some cover

Alien flora offers some cover

These horrifying alien plants were nice cover. The terrain is naturally made here in Tennessee. Just go walking one of the green ways covered in black walnut trees in late summer or early fall and you can gather up big bags full! Just a few pocketfuls gathered one day were enough to make a nice alien mangrove.

volley fire

Charge weapons! Aim! Fire!

This battle line did me in. Two fire teams, one reduced the other expanded by the squad leader finished off the final xeno squad and rescued the pilot.

I have to say we had a great time playing this game. I took the time to print out the Fog of War cards and trim them nicely (worth the effort) and to find and print out quick reference sheets. Some were better than others. One that covered the very basics of play proved to be the best. You can find them in the forums at http://AmbushAlleyGames.com. We had some questions about the timing of some things but the rules really are quite clear once you can find them. Organizationally they are a bit spread out but for the most part not too difficult to search.

I really look forward to playing a lot more of this game!

 
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Dr. Manbender Comes a Knocking

19 Aug

Ah yes, another game of Attack of the Mutants. This time we had High Roller Ken*, Chemical Dave** and Lord Al*** as the humans. I, Whitey, was once again entrusted to the bad evil Doctor. There were some interesting moments in this game but it still needs a hint of tweeking. One of the tactics tried was an aggressive push by the Humans to get the robots into the fight early. This produced the most serious robot losses I’ve ever seen. By the end of the game the human’s had one Grip-Bot, shown in the picture above.

What should have made the human tactic work was the so-called wall of lead a lone Gun-Bot can throw. Frankly, the way it is in the game right now its more like a wall of snowballs with rocks in them. Yes, sort of daunting but no real match for the natural tenacity of the Mutant. So I am doing two things to the next version of the rules. 1st, the number of dice thrown will double. Get lucky and you can wipe out even bigger hordes! The other thing is I am now going to make it possible for the Gun-Bots to “go dry” as they say. After a wall of lead, roll a D6. 1-3 = low ammo. After the first round of the fight is over the robot must retreat and be resupplied (does it need a human or grip bot to resupply… that is an interesting question.) It is a bit of a gamble, which suits me fine. There is no such thing as certainty in life! It makes the Gun-Bots more independent but also retains their vulnerability such that independent operation requires a risk vs. gain evaluation.

Dr. Mincy still doesn’t have a special ability. I’m working on that one. The professors are locked in labs until turn 4 as per the original game (well in the original they were in the Tech Center, now they can be in 1 of 3 labs outside of the tech center. I’m considering that if they want, they can stay in their labs an additional turn. For each TA, Grip-Bot and Scientist in the lab on turn 5 the Humans get a D6 to roll. A roll of 6 on one or more of those dice produces an advancement. The Ad Astra Lab produces a faster startup of the time machine (one turn can make a world of difference.) The quantum lab produces the quantum gun – a strange contraption that allows one upgraded Gun-bot to act as support (+1) even from a different room or while in reserve!

“My god, it only took 30 years to weaponize Special Relativity… now we’ve done it with quantum mechanics!”

Finally a breakthrough in the Robotics lab will allow one Grip-Bot to be improved to CV 6. I assume that means the TA’s raided Archaeology and welded a Lombard shield and lance to the poor machine!

Tonight’s game went pretty smoothly. It was close. Dr. Manbender and 3 Leader Mutants crashed through the door on turn 10. One of the mutants took a hit and went down, but then Dr. Manbender got into the action himself. Because he was the attacker all of the ties went to his side instead of the human side. I wonder if it would have been better for the humans to have counter-attacked before he was in the room. The only problem with that plan was the mutant’s had a formidable pincer attack going with another set of mutants waiting at the only other un-barricaded door. So, I don’t blame them for not wanting to take a chance. It was an opportunity to produce a hit and run attack which is what the retreat rules are for. I understand their reluctance at that gamble.

I think the loses of the robots early on and the weak performance of the Gun-Bots led directly to the human loss. The strategy wasn’t bad, not knowing the odds. However I’ve played the game 7 times now and the Gun-Bots need the above adjustment.

In the next day or two I will post the rules here.

As for the quote above – I should point out that it is actually not correct. QM/QP has been weaponized for decades – the advances in transistors, chemistry and lasers all rely upon quantum mechanical understanding and the neutron modulators in nuclear weapons rely upon the understanding of the duality  of photons as waves and particles. But it sounds cool and would and should be a line from a B-Movie!

*,**,*** and yes, I know, I game with people who have funny nicknames.

 
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Japanese School Girls vs Oni

23 Jan
DSC04327

Japanese School Girls take on Red Oni

Today we got a chance to run the 2nd edition of Japanese Art of War. I’ve been working on it for the past several years and preparing the manuscript to be released later this year.

One of the additions to the rules is to include fantasy elements. In this case we added Oni, or Japanese Demons if you prefer. The female figures are straight from the mad minds at Eureka Miniatures.

It has been about 10 years since I last published Japanese Art of  War. The first two revisions were historical only. Adding mythology into this edition was just part of the original plan. In the interim several Oni models and other Japanese mythological beings have appeared on the market. It isn’t too hard to find them and they are fun to paint.

Japanese Art of War is a unit based game. Units can be as small as 1 hero or a dan of up to 7 figures. Initiative determines who activates first, initiative winner choosing first. For each activated unit each figure is activated with some action being chosen (melee, movement, shooting, etc.) After any movement (you can move during melee) dice are rolled to determine how many offensive points and defensive points are generated. If in combat the opposing figure does the same thing. Then, priority is determined by weapon type, but generally the attacker’s offensive points are applied against the defender’s defense points first.

There are conventions for re-rolls, automatic conversions and so forth to simulate better armor, weapons and training from lesser examples of those. It is a very tactical game.

What we added today was the concept of Toughness where the Red Oni needed to be defeated by 2 offensive points, not one. That was it. The school girls and the brown Oni were described using the normal rules.

The first game was an interesting split – the toughest Onii went for the weakest unit of School Girls and vice versa. The first school girl to attack an Oni was literally speared out of the air as she came in with a flying kung-fu like kick. The Red Onii defeated them in order.

On the other side of the field the leader of the school girls and her hatomoto, or personal body guard, prepared to face off against the unworthy brown Onii. My poor friend Al had really bad luck with the dice. His skill was not lacking and his attack plan sound. Sometimes the dice go against you.

We ran it a second time to highlight the new terrain rules. The school girls plus some spearmen conscripts and the Head Master (spear and bow) took to stone stairs and defended from there. The Head Master put arrows into the Oni at a distance but didn’t kill any – however he did weaken a Red Oni which allowed the school girls to get some satisfaction. On the other side the Brown Onii made their way up against the retainers… It didn’t go very well. The first one managed to smash his way up using a tetsubo or war bat but the surviving retainers managed to push them off. The narrowness of the stairs prevented any decent flank attack.

Overall both battles were one sided and decided very quickly.  I’ll need more playtesting before I come to any conclusions. However the terrain rules worked out nicely and the toughness factor added a lot of tension and in some cases determinism to the math of the game.

 
 

AT-43 AAR – Mission 4 Skirmish

10 Dec

Well, this blog has proven to have at least one use – a local AT-43 player I’d not yet met found me through it. We had a fun game today – which I really needed. I’ve been having bad back problems and have been cooped up for days. Thankfully today I felt well enough in the afternoon to get out.

He brought UNA and I brought my Therians along with my brand new Baal! I quickly rushed together a company just prior to the game. I had the Baal as my follow on choice. The rest was infantry and 1 Heckat. My thought was I would be able to capture some of the control points and have enough RP to bring that bad boy on. Well, It was a nice thought.

The Skirmish mission is very tough. There are 8 deployment zones and minor cover on a 60cm x 120cm map. Basically the game involves on turn 1 units appearing in the deployment zones, receiving overwatch fire if they move and shooting. Since the range is quite close this is a very deadly game indeed. In fact for us it lasted 2 turns. I lost horribly. My able opponent captured the two control points and had enough RP (reserve points) to call in his full reserve on the next turn. My reserve consisted of my Baal which was 1/3rd of my points! ouch! So it never left the lift platform to come and fight.

I was a bit rusty on the rules but I recently did a re-organization. I put all my cards into trading card sleeve protector sheets and put those in a three ring binder. This handy binder also had room for a dry erase marker and protective sleeves for my striders, a regular pen, a collimated laser (produces a line not a dot!), the rule book, the Damoclese campaign book, 4 codexes and finally the cheat sheet with whose help I still managed to muck things up with. I am blaming the medicine I am on! ;-)

I spent a few hours this week repairing things that were broke. The most interesting and sadly necessary repair concerned rifles missing from my Karman’s after they were dropped en masse. My substitute? Tau Pulse Carbines! Painted up they work just right!

Tiamat lost one of her arms… again for the millionth time. I put on stickier glue this time. Super glue just wasn’t cutting it.

I fixed over a dozen Karmen’s who lost things like neck rings, arms, pauldrons, guns and one which basically broke into all of it’s component pieces!

I should also mention I got a ton of stuff during the FFG 67% off sale. I got a ton of Red Block stuff (Nakos with gauss and mortar to give me two units of 3 each!) I got RPG Kollosus, the Therian Baal (type V strider of doom) and the two campaigns. Frostbite did not seem worth the $60 retail but at $20 it was a steal. My price threshold on that one was around $30. I’ve gotten tons of AT-43 at around 50% off so that is why. My latest purchases put about $300 worth of stuff in my hands for $100. I am letting family use these purchases as gifts to me! I’ve found this works out best around Christmas. Leave it up to them and I’ll end up with 1/32 scale German WWII tanks. (This has already happened!)

Anyway, it was nice to get out and game again. My next game hopefully will be playtesting the finalized first mission of MAW (see my previous blog post)

 
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Historicon 2008

28 Jul


Historcion has come and gone. It was a great show this year. While attendence seemed to be down from my perspective the true numbers will come out later. My travels to and from the convention were among the worst in my entire life for any trip. Flights delayed a total of 12 hours, missed car rides, expensive car rental and hotel arrangements and to top it all off my rental vehicle was damaged and now I’m dealing with insurance. All in all it will probably cost me $500 to $2000 more than I planned (insurance via Visa might not cover pickup trucks it appears.)

Want to know a secret though? It was my friends who pulled me through. Sean drove out of his way to get me. Pete and Martin brought my spirits up from the gutter, Dave and Tim made me laugh, Bob and Ronnie and the folks from both Casemate and Osprey entertained my quirky sense of humor, random games I ended up playing in were just fantastic with friendly gamers and skilled GMs. I don’t think I was in one dud game. I had horrible luck in some and fantastic luck in others. The dealer hall had some incredible new stuff. The “lobby pig” was succulent and delicious (apologies to my vegan friends but like Vinny Vega says, Pig is Good!)

In all the Historicon staff pulled off a fantastic time! So of the new products I saw the most exciting to me was a non-historical one. Battlestar Galactica resin cast ships and pewter fighters. Fantastic stuff. Very crisp and highly detailed. They had all the ships from both series plus lots of extra ships including other types of Battlestar and Basestar.

There were so many miniatures and games to see. I don’t even know where to begin. I didn’t pick up any rules. I’ve been on a rules buying spree this year and I need to start consolidating on a few projects I will actually complete. There was a lot of very inspired terrain there to look at however. It was ver moving.

If you like the photos here I have many more high resolution photos on my web album. Just start up the slide show below to see them in the cronological order they were taken!

 
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Terrible Reprisals at Sanjo Palace

19 May

I was going through an old hard drive tonight looking for a scenario I had written up for WWII and came across an old After Action Report I did on a run of Japanese Art of War 2nd Edition rules. I searched my own blog and did not see it written here. I remember running the game, probably 2 or 3 years ago. Maybe more? Anyway, I am reporducing the AAR as I think it is actually quite interesting. Please enjoy!

The scenario was “Terrible Reprisals at Sanjo Palace” and takes place in the year 1056. Overall the game went very smoothly. The scenario was this:

During this time period the court was dominated by 4 clans. The Fujiwara, the Soga, the Taira and the Minemoto all were vying for supremacy in the court. The top clan used to be the Fujiwaras, who had long ago gotten very close the Imperial Family. The Soga used their control of Buddhism to gain power, but it was the Taira who were the most powerful; having both a powerful fighting force of Samurai and deft political skills. The bottom rung of this group were the Minamoto who were seen as wild men from the untamed frontier. While they had a good fighting force, trim from fighting the Emishi and opening up land for the Emperor, they didn’t have capable political skills.

The Fujiwaras were not happy at having to take 2nd place to the Taira. Their clever plan was to unseat the Taira and the best way to do that was by proxy. They met with the Minamoto and convinced them that their problems in the court were directly involved with the Taira and that the time to strike the Taira down was now. They even suggested a plan. The thing the Minamoto needed to do was to capture the child Emperor and the retired Emperor. With them in their possession they could speak for the Emperor and thus have all the power. It was a cunning plan. No, not the kidnapping of the two Emperors but the convincing a third party to take out their enemy! Historically the Minamoto were defeated and treated harshly. The few survivors we exiled to the frontier and no one heard much from them for 20 years.

In the game we forced the Taira to place at least one emperor in Sanjo Palace, which was surrounded by a high wall. The other emperor could be hidden anywhere on the board. There were 5 other buildings and a patch of woods. The Taira were only allowed 2 units on the board with the rest coming in as reinforcements. Each side had 1 hero/leader, 2 samurai units and 2 retainer units. The Taira placement would be hidden. The Minamoto could come on anywhere and the entire force was allowed to place immediately. In my mind I saw one clear path of action, an immediate assault on the Sanjo Palace with a fighting withdrawal as they searched for the 2nd emperor should he not be in the Palace. This did not happen.

The Minamoto were told they could start a fire on any building using 3 action points from one figure. On turn one they immediately moved on 3 of the buildings (but not the palace) and set them on fire! I think the idea was to smoke out the Emperor! This did not seem to work. One of the buildings they set fire to was a Temple. This was considered unkind by two wandering Yamabushi! They immediately went to work on a couple of the Minamoto. They had lots of dice but they only generated defense on 1’s and offense on 6’s. Still, they were considered quite bad and soon one was surrounded by Yari armed Samurai and the other was educated in the art of dodging arrows. While both went down, the delay was costly for the Minamoto and allowed the Taira to organize their defense better.

Soon enough the Minamoto decided that of the remaining 3 buildings it was worth a look into the Palace. A quick hop over the wall with one Samurai revealed 2 Minamoto units and the retired Emperor! The Samurai used his remained action dice to scramble back over the wall!

As the Minamoto started to move in on the palace Taira reinforcements arrived. A command decision was made and the Minamoto decided to deal with them first! A bloody battle ensued and left many Taira dead as well as several Minamoto.

Eventually the Minamoto made their bid for the Palace. There were 20+ samurai fighting it out on the courtyard of Sanjo Palace. The battle would go in favor of one side then the other until finally there were two Minamoto against one Taira.

The Taira had one swordsman left while the Minamoto had a bowman and a spearman. The Taira won initiative and moved their Katana wielding swordsman such that the yari armed Minamoto blocked line of sight to the bowman. The ensuing melee however saw the death of the yari wielding Minamoto Samurai. This lead to some cheers on both sides; for the Taira because an enemy was down but also for the Minamoto because the line of sight was now clear. Yumi versus Katana. Could a more perfect Samurai themed duel be fought? It was almost ripped from the pages of Samurai Legend! It was a consummate moment.

The Minamoto leveled his yumi on his opponent and let fly his arrow. The die roll was excellent and would have felled anyone. But the Kami favored the Taira and he had enough DO generated from Turn Done Dice and from the previous fight that he survived!

The next turn the Katana closed the range and it became Katana vs. Tanto, ending in a draw.

Another turn came and again a draw.

Everyone was on edge, the table was cheering when finally the dice were rolled and the katana cut the Minamoto Samurai in half! The game was over! The Taira started to high-five. But wait, the GM was stern faced. Had they not won a great victory? The GM smiled and declared the winner: The Fujiwara! With the Taira decimated they had won great honor but it would be the Fujiwara who would control the court for decades to come. The Minamoto battleforce had won a pyrrhic victory. Further, the destruction of the Temple meant that gaining support from the Monks in future campaigns was going to be nearly impossible.

It was a great battle and a lot of fun to GM. If we had used the morale rules surely it would not have been a game that ended with man on man but would it have been as exciting? I don’t think so. I look forward to getting the 2nd edition finished and published.

 
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Spearhead WWII game AAR in photos

01 May

Here is a slide show of a game run by Joe Collins using Spearhead. The game was fun as Joe is an able game master. The rules are similar in scope to Command decision. The game featured an American push to evade German defenses and ambushes and exit out of the Northwest corner of the map. Andy, Gerald and myself played the parts of the American battalion commanders while Glen, Al and Joe played the parts of the Germans.

I am not sure if this game was based upon a real life scenario or was something that Joe cooked up but it was fun.

Enjoy the slideshow! Click here for full screen version!

 
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ConQuest Vegas – Quick After Action Report

21 Apr

Rohn and I survived Vegas. It was a blast. The city has a lot to offer and if you look hard enough you can find a lot of bargains compared to what you’ll pay on the Las Vegas Strip. Ok on to the convention. There were just over 200 attendees. I’m sure the ConQuest website will get updated after GAMA to reflect the final numbers. RPGs and boardgames were the most well attended games for the most part. There were some miniatures games that went off well. I only got one game off, the others just could not find attendees. There is a group of AT-43 players in Las Vegas but for whatever reasons none of them showed up at ConQuest which is a shame. I had a great mini-campaign laid out and it looked great. (Pictures will be posted later.)

I played a napoleonic game, the first I’ve tried in years and it was fun. The system is called “Grognards and Grenadiers“. We played a slightly modified game where the activation cards were replaced with card draws from a regular deck. Your corps commander (note the spelling!) draws a card and then all sub units try to draw cards that are less. For the French, who had division commanders, it was possible to get lucky and activate the entire division. The other side we were playing (Belgians?) did have those so they had rather spotty activation at times. It was a fun game. I won as the French though I have to say the other side had the more difficult time of it. They had to do a retreat over a river at two points. Very difficult to accomplish when you aren’t getting shot to pieces! The author, Rudi Guedens, states that his system was inspired by Battle Cry and Memoir ’44 and I can see that. The game play is different enough though that this is not a direct translation, but a new game. I suggest people try it out. Lots of fun.

When a game Rohn and i wanted to play did not go off we got roped into a late night Stargate role playing game. We decided to play it in the style of Galaxy Quest. It was run by Bob Johnston who runs or is involved with Polycon out in California. He had an elaborate set up that was quite nice. He has a great story telling style and we actually had a ton of fun. I’ve seen the Stargate movie but haven’t really watched the show at all. Apparently by accident I made an interesting allusion to their once a year spoof episodes when my military commander character had the option of leaving the secure dome and getting involved in a fight or staying and shoring up the defence. I said “I go out and fight. It’s what I do.” Anyway, look up references to “Wormhole X-Treme” to get an idea of what I am talking about.

All and all a fun convention. I could write a lot more about it and will when I finally get the photos off my camera.

 
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[AT-43] King or Queen of the Hill

06 Apr


Click for a larger image

UNA forces detected Therian engineering activity above the treeline on a significant hilltop. The Therians were building something up there. Colonel Stark was handed the job of routing out whatever menace this installation was going to prove to be. Unfortunately, Colonel Stark had been drinking, heavily, the night before. It was evident in the horrible lumbering way he handled Copperhead. More on that later.

Knowing full well that Astis Astarte was in the area Colonel Stark ordered up a Star Team and a Steel Trooper unit, both equipped with triple-lens helmets. He did not want that crazy Therian sneaking up on his units with her grim golems and their active camo. He then requisitioned from M.Ind Copperhead and several firetoads – two with lasers and 1 with grenade launchers. They would come in handy though not in the way that we would have preferred.

Tiamat was leading the local Therian quick reaction team. She but Astis formed the close combat group. Banes and Storm Golems formed the team meant to hold ground. She also had a Poltergeist to fend off massive waves of infantry. Since she did not know where attacks were coming from and because this area of operation contained numerous facilities that needed protection she remained in the valley ready to strike any outpost as needed. Sure enough, the signature of an armor column was hard to miss as it probed the vally opposite an outpost under construction. The fight was on to see if this hill would have a King or a Queen.

Initially the Fire Toads were going to approach the hilltop objective from the left flank and deal with the Banes. The Banes, however, chose to use the cover of the terrain and move without trying to make contact. However the Fire Toads were forced to right face and move on a much more pressing problem. The radio was filled with the anxious shouts of the wing trooper commander. His unit was clearly in a tough situation.

Astis right out of the gate jumped the Wing Troopers. It did not take any time really for her forces to rip through that unit. Realizing the danger Stark ordered the grenade launcher equiped Toad into action. It managed to damage Astis’s unit heavily but not completely. Before they new it she was on the backs of the Steel Troopers. It was not a pretty sight. By the time she was eliminated the Steel Trooper unit was severely damaged.

During all of this Colonel Start was attempting to deal with multiple threats in Copperhead. He did manage to nearly wipe out the Storm Golems with the mortar launcher with one lucky hit but nearly every other shot he fired missed our bounced. The previous evening’s festivities were catching up with him. His missile launcher failed him again and again as he struggled with the controls. Before he knew it Tiamat herself had found his Firetoads and shredded them. Done with that she moved on to the Steel Troopers. There were going to be a lot of letters to be written. Letters about the bravery of his men, with no mention of his absolute stupidity!

The battle was quick and obvious. As soon as he lost control of the battle to Astis Astarte it was over. While he was struggling with disaster Tiamat’s banes were sun bathing on the facility keeping it secure.

Stark withdrew in ignomious defeat.


Many thanks to Mike Pecollo, Nashcon Director, and Al Gaiser for pushing the Therians. I accept all blame for both the cold dice and the bad tactical decisions for the UNA. The battle was a hideous disaster from the begining. Ah well, unlike in real life, I can dust myself off and try it again!

I used the Gale Force 9 AT-43 specific measuring devices and they are great! Here are the two that I own:

Click for a larger image

 
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[TMP] "WoW Watch Your Back and Burning Drachens Question" Topic

02 Jun

[TMP] “WoW Watch Your Back and Burning Drachens Question” Topic

On The Miniatures Page a fellow asked if the 2nd and 3rd sets in the Wings of War game was worth getting. Here is what I responded with:

The second set introduces 2 seaters which are a whole new ballgame when it comes to aerial combat. They are really tough opponents. That back seat gunner makes all the difference in the world.

The third set enables balloon busting missions which are a lot of fun. I played it today at HMGS-Midsouth and we had a blast. The allies had a plane with rockets and the German’s had a balloon, 2x AAA and a Albatros D.III. The Allies got a lucky hit with their first rocket and the balloon when boom BUT, since even they weren’t expecting it, the aircraft was in the vacinity of the explosion and was crippled! The Albatros made quick work of him. I totally recommend the game.

I love the new miniatures as well. Not only do you get an assembed, well painted and based
miniature, you get an additional manuever deck of cards. The comparison to a metal model breaks down like this in my opinion:

Cost of WoW miniature: $12
Cost of Skytrex Miniature: $8
For the addition of $4 you get 1 extra
deck of manuever cards, 1 see through, properly marked base, fully painted and assembled model and a storage tray.

You can’t go wrong. There are only 4 types of mid-war aircraft available in this wave but more are coming. They did an excellent job on this. Highly recommended.

 
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Posted in AAR, Review