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Tuesday, October 27, 2009

for allthoe Castle fans out there

Oh yeah I went there, breaking the 4th wall is so awesome.

Friday, October 23, 2009

Malifaux throwdown

Ok, here are some pictures from our first game of Malifaux:

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Here's the setup:

Rasputina in far corner, objective is to occupy middle ruin.
Pandora in near corner, objective to occupy table quarters.
Guild on hill near watchtower, objective slaughter Raputina's crew.

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A turn or 2 later, Tina and the ice critters have started boxing in the Guild with Ice Pillars (warmachine and hordes models), the guild's been plinking some dmg off the ice monsters, and Dora and crew moves up under cover. One sorrow latches on to Nino, stopping him from shooting and starting to drain his life force away.

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Pew Pew! Guild moves around the ice pillars to start shooting up the Arcanist crew. Those Golems and Gamins prove to be wicked tough!

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Pandora and crew move into the action, Nino having been taken down with a combo of life-sucking, sniper shots from Hans, and mind-bending from the Neverborn creatures.

Most of the Ice creatures and 1/2 of Dora's crew buy it in the next few turns and the guild is down to Perdita and Hans, Rasputina and a gamin get in the ruin and complete there objective!

Final Results:
Rasputina crew - 2 points for occupying the building but enemies in it, 2 other secret objectives completed (forget which) - Win with 4 victory points
Pandora crew - aren't able to occupy 3-4 quarters (chose a bad list for that but hey, it was game #1), complete hold out (no enemies in my deployment zone), and bodyguard (protect Pandora) secret objectives for 2 victory points
Guild - Don't Slaughter the Arcanists not sure about other objectives, but they ended up with 0 points.

Fun game and works pretty well as a multi-player games. The minis are rad too and you don't need many of them.

Thursday, October 15, 2009

Wensday 10/14

I thought this was an appropriate song for last nights slaughter!! I think a good time was had by all as we learned the new Malifaux rules, and played through a game of Age of Mythology! See you guys next week!

Saturday, October 10, 2009

Gamesday Antioch

So I spoke with my pal over at the GW antioch store today and was able to open negotiations. With CR's concent I lobbied to get OP-4 some new terrian in exchange for GT, A^2, and CR putting in some time helping put it all together. All said and done we are looking to get 2 Bastions, and some wall segmients. I am pushing for 3 bastion, but we will just have to see. He'd like use to handle the set up of the Hiveboard, which I figured we were aptly suited for. I also told him that I'd talk to Chris and see if we could not borrow his desert board and the desrt hills and rocks we've fashioned for part of the event.

The basic layout we are looking at is as follows:

First board is dessert
Second board we're looking at blasted lands and ash waste
next we've got the start of the wall segments
more forified walls and bastions
last two (a total of 2 4x6) is city's of death and Hive city/Necromunda type terrain.

Other then the three of us, is there any interest in helping out? It should prove pretty rad!
we're looking at possible building on the second sunday of Nov and plaing maybe the thrid, the dates are not har and fast, but we will ahve something down tomorrow hopefully, and I will ahve a detailed idagram of the tables to show this week at game night!

Later on,
A^2 out!

A^2 FOW Battle report

So as some of you know it was Rons B day on Friday, and we celebrated by playing a 4x16 game of FOW, (the way it was meant to be played Germans V Americans!!). I ended up in command of a paratroopers divison that specialized in long range bombardments. I had some big 50mm mortars and of course some 75mm Howlizers!

Let me appoligize for being completely lame and not posting pics, the ones I got via Iphone suck! My objective was to take a bridge being guarded by a division of german falsinagers (sp?) which rom what I understand were the regular troops. They also had 4 "turtle tanks" and 6 stugs >.< The first few exchanges were even, but by turn 4 my rolls heated up and I was dropping tanks like flys. All said and done I took my objective by tabling my opponent, and managed to take a couple of stupid King Tigers down as well (they thought they were safe 5 feet away!! SUCKERS!).

Anyways it was a great time full of death and destruction, if anyone is ever interested in seeing the game Ron is always more then happy to loan out a command at his place, on most Friday nights!

Thursday, October 8, 2009

Game Night 10-7-09 and Board Game Reviews


Hans, make sure the ghost gun is loaded ja...

So board game grab bag month is fully in swing (to the chagrin of those op-forians that voted for necromunda 4 times...), and we've already broken in 3 new (or rereleased) games in the newly remodeled and always swanky CR games bunker.

Games in rotation so far:
  • The new and improved Space Hulk(TM)
  • Tannhauser
  • Cutthroat Caverns

Here's a rundown on each of the games and my humble rating (1-5 rating based fun factor, replayability, and component quality/value). Weigh in with your own opinions gents.

SPACE HULK

Ok so GW has released a super slick new version of Space Hulk that has gamer nerds across the interwebs excited. Really nice compenents, a nice hefty box, and 'limited edition' status add to it's appeal. We were able to get 4 guys together to bust out some alien bustin' action, space marine style and here are my impressions.

Man I have to hand it to GW, this game is pretty! The space marine minis are beautiful and highly detailed and the genestealers (aliens) look pretty cool too. The modular space ship board is also really nice and the components add alot to the game. This all comes with a hefty price tag - 100 bones, which is pretty steep by boardgame standards, but seems like a decent deal if you can multi-task the minis that are included in the box. Component quality rating 4 (components are awesome, but price is pretty steep).

The game runs pretty fast, we were able to get in 3 games in one evening even though we were learning the rules as we went along. This being said, the rules set feels a little dated when compared to similar games that have been released in the past 10 years, and the game has a bit of a wind it up and let it go feel do to the limited corridor space. Luck feels like it is very much a factor in this game, and even though it plays fast, it seemed to drag on a bit for me. The range of scenarios should probably help with the replayability, but it may feel a little 'samey'. Fun Factor 2 - (got a little boring for me...), Replayability - 3 (other scenarios should help mix it up at bit).

Overall it's a nice product, but feels a bit like a pretty facade on a average game, and doesn't really capture my attention.

Would I play it again? Sure, if someone else wanted to play, but not my first choice.

TANNHAUSER

So we have 2 games of weird war 2 Tannhauser behind us. I've been interested in this game for quite awhile now mostly because of the theme (come on it's like Hellboy or Indiana Jones, with a heathy dose of Lovecraftian Horror thrown in), and tend to like most of the stuff Fantasy Flight games puts out.

The game components are nice, not Space Hulk nice, but they are solid and fit the game theme well. Like most FFG games, the box comes chock full of counters and has clearly written rules. The game board is nice a big and the pathfinder line of sight system is pretty cool and makes determining LOS quick, easy, and painless. The pre-painted models are cool scupts but the prepaints are pretty lousy, but could be repainted. This being said, they look fine on the table top and don't really detract from the actual game play experience. Components (4 - Lots of nice components, and a good value at $50-60 for the box, prepaints aren't the greatest, art is rad!).

Like many of FFG games, Tannhauser is pretty complicated for a board game. We've been learning new rules as we go along and most rules questions can be easily answered by looking in the rulebook. The pathfinder system, and opposed combat roll system is pretty intuitive, it's just the details that are getting us now. Different play options (free for all, capture the flag, objectives), provide different gameplay experiences, and add some strategy to the game. The game is fun, relatively quick, and captures my imagination. Fun factor - 5 (fun, has minor issues, but has a ghost gun, and BDB!). The base game comes with a set number of characters and 2 game maps. Objectives, different equipment loadouts, and expansions, should help keep the game fresh, but I can see the game maps getting stale or played out. Replayability - 3.

Fun game, and look forward to playing again.

CUTTHROAT CAVERNS

So most gamers have a soft spot for dungeon crawls and most also have a hidden (or not so hidden) desire to just be a cold-hearted bastard sometimes. This simple fantasy card game scratches those itches.

This game does look nice, but you can tell it isn't published from one of the big boys. The artwork is nice, but not spectacular, the card stock is ok, but not bomb proof, all it all, the components get the job done and let you play the game. Components - 2 (nothing spectacular, but let you play the game which is the important thing).

Ok, on to the meat, the game play! This game pits the cunning adventuring party against a series of 9 monster encounters, and requires the party to work together, but requires each party member to stab other players in the back in order to gather loot and fame (renoun or victory points). Combat is card driven, and includes special attack moves, magic equipment that provides bonuses, and screw your neighbor cards that mess with other player's actions. The mechanics are simple and fast. The most entertaining part of this game is sticking that knife in your neighbors back and twisting it....it's pretty cool. Attacking the monster isn't that exciting, but the one-upmanship and back-stabbing is great. Fun game for sure! Fun factor - 5. The game is way fun, but each monster isn't that different, and I think we had all of the moves, attacks, and actions memorized after 1 game. Could be a limitation. Replayability - 2 (expasions could address this, but hate to have to always rely on those to keep a game fresh).

Over and out CB.