EWG


Gotham at the club

A couple of months back, Bruce introduced me to this game called Tribal ($10 on wargames vault) designed for skirmish gaming among low-tech cultures. The key thing about it is no dice: it is card driven. I was skeptical but it was a hoot to play and Bruce morphed it slightly to do so Three Musketeers. My thought about the combat system (which is basically a five-part card game) was that this would work for superheroes. So I brought a small game out to the club to try last week. Andy and Taylor (above) played the heroes while Terry and Richard played the villains.The scenario was that Gotham was on the edge of chaos and tapes demonstrating the mayor's corruption had been hidden on the board. The heroes had to find them and carry them to the police station (where they would get "lost" in the evidence room) while the baddies wanted to take them to the TV station to boost Penguin's bid for the mayor's chair.The first two turns saw movement onto the board and rules questions. Back Lightening soon found the ta

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The Battle of Pork Rind

I ran a game of Rebels and Patriots at the club: The Battle of Pork Rind. This is a War of 1812 scenario based around the Yanks capturing a British supply base. The base is mid-table and there are four loot token for the Americans to win. The British are outgunned but set up well and can bring on some reinforcements.Andy (right above) declared for King while Bruce and Scott played for Congress. The Americans came on the board quickly and pushed the British pickets back.Andy had amazing activation rolls and was able to bring on his reinforcements early. This include the Indian Allies I had painted up earlier in the day (still a bit wet on the bases!). These I pointed out as aggressive so they melee on 4+ (I mention this because it becomes important).The American advance was steady from Bruce's side of the board while Scott struggled with his activation rolls. I can't tell you how happy I am to have finally gotten the British camp onto the table. I painted it 7 (?) years ago!Bruce eventually worked his cavalry

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Ireland and Gaming

So the family took holiday to Ireland. We didn't see much gaming related (although I did stop in a few game shops in Cork including on really cool, old model shop), but there were some things that touched on gaming.For example, I was surprised to find Guinness Hitler during a tour of the brewery in Dublin (seems off brand, somehow).There was also this cool mural in Dundalk.We took a tour of the town of Carlingford. The ruins of King John's castle were close for renovation.The town had lots of other medieval buildings though, including this merchant's manor house.On the west and south coasts, we saw a few castles, including (below) Blarney castle.I managed to get out to the club despite my rather messed up clock this week. Terry hosted me in game of Imperial Settlers.Chen and Brandon played some Kings of War. Chen brought out his dwarf war dogs, which were very nice models.Terry slaughtered me at Imperial Settlers (total rout).And I left before the KoW game really got going.I spent yesterday finishing up some

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Club night and graffiti

I made it out to the club this week. Bruce hosted four guys in another Congo Gulch game. This time it was a good old election, with each player trying to get to the post office to cast ballots for their candidates.As we had a bit of overflow, Chen and I duked it out in Imperial Settlers. Damn, was Chen a hard opponent on his first time through the game!We ended up tied for victory points at the end it was decided based upon remaining resources! need to refresh myself on the rules over a couple of points before playing again.In the meantime, there was a fair bit of shooting and other silliness on main street I left before this was decided. Biggest lesson seemed to be that a secret ballot made for a more interesting game.Some decals I ordered on eBay came in this week. The old time murals and posters were pretty good.The graffiti was printed on clear film and it really needs some white paint in behind to pop. Lesson learned!Evens some basic signage makes a big difference on these buildings, though.And this sign

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Congo Gulch: Gold Rush

Old Jethro came to town with his poke full of gold and now everyone is headed to the hills to stake a claim! Basic mechanics were move to hill, grab a poker chip from one of six piles, and return to bank to stake claim. First chip from each colour to bank got that claim (which yielded victory points at end of game).Everyone hauls for the hills on the first turn except the lawman, who elect to wait in the graveyard to waylay returning prospectors and jump their claim. Richard rather unfortunately got caught in a nasty two-way cross fire between the townies and the lawmen and was reduced to a single unit early on.In the hills, Team Sombero discovers trigger happy prospectors!While gold is collected, some locals encounter a mountain lion.Eventually, Richard and Chen start to come back to town with gold claims.That left Scott and I to try to shoot them up before they could get into the bank.Richard managed to survive numerous combats and got in the bank. So Scott and I turned on Chen and a claim squirted loose.I

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Tribal and Imperial Settlers

It has been a busy few weeks so I have gotten a bit behind in blogging. Two weeks ago, Bruce hosted me in another game of musketeers using the Tribal rules.There was a hidden character that the cardinal had to find and rescue while the musketeers tried to prevent the rescue.On the right side of the board, I finally got the hang of using shooters to immobilize while swordsmen close in to do some damage.The left side was a bit of a bad match up for the cardinal's forces and, at this point, I figured the game was in the bag.Then the cardinal appeared and greased three units in short order. Jerk.At that point, the cardinal had found the figure to be rescued and I didn't have enough troops left to do anything about it. A great skirmish game because we actually had to fight each battle with cards (instead of just pushing the figures together and rolling dice). Gonna try to graft this system onto some superheroes.This week, I was at the club and hosted a game of Imperial settlers for Andy, Scott, and Terry.Despite T

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Imperial Settlers and Rancor

This week was club night and Terry hosted a game of Imperial Settlers. I had a hoot! What a pleasant and interesting game of resource management.George also hosted a WW2 plane game that I did not get a chance to watch.I have been doing a bit of painting to finish off a commission (some broken pieces that the manufacturer replaced for the owner).I finished the Rancor. What a lovely model! And huge!I left it glossy as all of the movie stills show it as a touch damp or slimy.I had some trouble getting a decent shot--it looks much nicer in person than these photos show off.Up next: I have on last gormorrian guard who is underway and hopefully some western gaming.

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Gaming at the club

We had 7 guys out at the club this week with three games on deck. Jonathan and Scott played some Commands and Colors Machine Guns.I think this was the Verdun scenario, with the Germans advancing over the Meusse River? I left before it was done, but it looks like the Germans were just running out of troops.Dan hosted Terry and Richard in a game of Strange Aeons. RCMP and heroes versus cultists.The cultists were selling some naked townies for meat to some little guys with big teeth. Gravel Road Cowboys had to rescue them.I left before this game reached conclusion. At that point, the body count looked like it was favouring Sergeant Preston and his kung-fu fighters.A very pretty game that Dan did a nice job of putting on.Chen and I played Battlestar Galactica with Newtonian movement. BSG is basically the same as Wings of War (movement on cards, simultaneous selection) and you can play it with cinematic movement or with Newtonian rules.Newtonian movement allows you to pivot your ship away from your direction of tr

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Guilds of Cadwallon and BSG

We had five guys out at the club this week, braving a nasty cold spell (-30C) to play two games (store and streets were deserted).Terry brought out the Guilds of Cadwallon, a worker placement game. I was leery at first (many worker placement board games require too much mental effort for me) but enjoyed myself so much that I forgot to take pictures! I would definitely play again.Mechanics are basically place workers to capture tiles which have intrinsic point value plus may contribute to your secret mission (more points). We played two rounds--probably needs to be three rounds. To everyone's surprise (including mine), I won. Yay, dumb luck.Chen then hosted a game of Battlestar Galactica: Starship Battles. The game looks a lot like X-Wing but I thought the basic mechanics were more akin to Wings of War. We played the base rules (cinematic flight) but the game allows for Newtonian flight (i.e., facing does not equal direction of travel). Above are most of the components you need to play.We played two raiders ve

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Memoir and War Rockets at the club

We had six guys out at the club on Tuesday. Scott hosted Chen, Dan and Terry in a game of War Rockets. This was also the club debut of Scott's Valkyrie fleet (pink ships).The gist, I gather, was Team Pink had to subdue a freighter (maybe the yellow ship?) while the other two (smaller teams) ran interference (successfully, as it turns out). A super pretty game!Taylor and I ended up plating some Memoir 44. We started on Sword Beach and the Jerries tried to drive Team Redwing back into the sea.Taylor made a slow but steady advance, cleaning out the main bunker I held while winnowing down my forces. Then he played a dastardly card and grabbed a city and won the game!A bad day for the Hun. There was some levity as a Sherman turned tail and ran and was chased by three panzer down onto the beach. This "Rommel" maneuver did not play out to conclusion before the game ended.We then set up Omaha beach with its nasty set of cliffs.Taylor was very aggressive with his tanks, constantly pulling my infantry out of position a

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Monmouth Courthouse

I hauled my 54mm AWI troops out to the club this week to put on a game of Tricorne. I selected the Monmouth Courthouse scenario as I don't think I have ever gamed that one before.Scott and Bruce were for king and Richard and Chen were for congress. Red Claw was packed when we got there so I much appreciate Leanne saving us a 6x4 table to game on.Monmouth has 22 units per side and requires nine victory banners to win, so it took us two hours to get through the scenario. The British can gain two banners per American hill-hex that they occupy.The British spent a lot of time maintaining a solid line to allow them to play the many, many line cards that they got. They focussed first on ejecting the Americans from the forward line of hedges and trying to firm up the British left flank (which was enfiladed by cannon).These poor Prussian grenadiers earned their pay that day and were forced to advance to the rear after a few turns. Bruce also immediately lost the unit of highlanders I spent weeks (WEEKS!) painting to a

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Pony Wars!

Bruce hosted our annual Remembrance Day game this past weekend, inaugurating his new gaming room and table. To accommodate Andy, me, Chen, Richard, Scott and Terry, Bruce retreaded an old game (Pony Ways), cleaning up the mechanics and using a variant of Lion Rampant for the combat mechanics. The setting is the old west, with the players assuming the roll of the US Cavalry trying to keep the settlers safe. Each turn, a card is drawn that triggers a random event (mostly raiding war bands but also stage coaches, wagon trains, cattle drives, banditos, etc) that the players must manage. The game is scored based on points and at the beginning of each turn, the players play the game (e.g. one war bands) before taking their turns. The game ran 30 turns.Early on, the mining camp as sacked by some locals and the miners forced to flee.The eventually joined up with Richard's troops which had convinced some settlers to accompany them back to the safety of the fort.Sergeant Something-or-other arrived but succumbed to

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AK-47 at the club

This week, Bruce hosted a game of AK-47 at the club, which helpfully illustrated how dumb luck can overcome good tactics. The defenders were set up at the midpoint of the table, occupying a town, the ridge and the hills on the right of the photo. The attackers came in on the left.The game was won on points: kills plus control of three objective markers (the penny on the hill plus pennies in the two forests on the far right).Both sides had a mix of militia and regular foot, technicals, and tanks. The attackers also had a professional air-mobile unit. The picture below illustrates where most of the action occurred. The attackers occupied the first (and highest value) objective while also assaulting the town. The assault  was dumb, tactically and strategically. But there you go!The defenders advanced on both flanks but had terrible dice rolls, both on attack and for reinforcements. You can see the religious leader in the back of the pick-up below, right, urging his troops on.Things were going badly for the

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Hallowe'en Pulp Alley at the Rocky Cove Cemetery

We had eight guys out at the club this week. There was a game of Commands & Colors Napoleonics and I ran a Hallowe'en-themed game of Pulp Alley using some not-Lego figures I've collected.The premise was that an all-night rave in the Rocky Cove cemetery has gone (predictably) wrong with four groups of zombies chasing 20 costumed party goers across the table (4 of whom are actually horrifying henchmen and minor plot points). The major plot appears when all four henchmen have been unmasked.Enter four groups of adventurers who have all been brought to the cemetery on slightly different missions.Buffy the Vampire Slayer: The Big Bad has come to Rocky Cove and you’ve tracked him to an all-night rave in the local cemetery. But packs of zombies are terrifying the young party-goers! Your mission:Kill the Big Bad (5 points, Big Bad appears after 4 hidden servants are revealed)Giles debunks “ghost busting” (2 points, contact ghostbuster, win cunning check)Kill a zombie (1 point each; zombies melee as 1d6 charac

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55 minutes in Peking

Bruce brought his Boxer rebellion game out to the club this week for its debut. We had a good turn out for the first day of school, with 7 guys around the table.Chris played the English, Scott the Japanese, Richard the Russians, Terry the Germans, and Chen the Americans. Bruce GM'ed and I helped out running a few Boxer units when they appeared to harry the western powers.The westerners had amazing luck with the supply cards, never running short of anything and having to dicker among themselves. The Boxer sappers also helped them by shrinking the perimeter a bit.That said, it was not a cake walk as the Germans and the Americans both lost units. There was time for a serious redeployment by the Germans. The British ran into some fire problems but managed to take care of some red lantern units.For their part, the Boxers never really showed up in enough strength anywhere to really push the western powers. Sure, they killed some Christian missionaries and blew some embassy walls, but that was about the extent of it

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