Saturday, May 03, 2008

Playtest of Very Large ACW Naval game in photos

We helped David Raybin playtest his rules for ACW naval. He has several very large ship models for the period that are beautiful. He has converted them all to waterline models and they look great on the table. In order to get in two dozen turns for his game at Nashcon he has to streamline them and he wanted to see where they needed improvement. So we ran the playtest. Honestly they don't need much improvement at all. They work reasonably well. There are no weird abstractions. There are things that aren't realistic but nothing too glaring. One notable thing was the turning speed of the Virginia. In real life it took 30 minutes to turn 180 degrees. Every ACW Naval game has its flaws though. David has come up with a very playable game that is excing and enjoyable to watch as well.

Here then are the photos of the playtest. Come to Nashcon on Memorial Day weekend to try the game out yourself!

Welcome Shogun Ki



Welcome to a new entry in my Blogroll. The site Shogun Ki is great. I discovered it this morning while reading news from the Asian War list server. I've been getting more and more interested in redoing Japanese Art of War and broadly publishing the rules with all the updates the last 5 years have generated. He gives very extensive book reviews and discusses the Samurai time period extensively. If you want to know how to distinguish a suicidal guy in a bathrobe with a sword from a Samurai - check his site out!

You can select Shogun Ki from the blogroll on the right or you can read all of the blogs by clicking "Read More..." to see all of the latest postings from all of the bloggers in the list.

If you aren't aware you can create your own daily magazine by collecting various blogs that discuss things you like. I use http://reader.google.com to consolidate mine but there are several RSS aggregators available out there. For me it has transformed the way I look at the web. While there are a lot of blogs that add nothing, there are a good number that are detailed, interesting and worth taking the time to peruse. When you click the "Read More..." you get to see one particular folder I've made using Google reader. Try it out and don't forget to add Corpcommander to you daily feed!

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Thursday, May 01, 2008

Spearhead WWII game AAR in photos

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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Wednesday, April 30, 2008

Nashcon PEL Updated

The PEL for Nashcon has been updated with new games and more free rules. Check it out. Nashcon is coming Memorial Day Weekend so there are just 3 more weeks to prepare.

Check out the PEL to see what is being run!

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Sunday, April 27, 2008

Zuzzy Mat finished for AT-43

I've finally finished the Zuzzy Mat and brought it to Las Vegas. It came out wonderfully. While it was a lot of work to paint it did look spectacular. To the left is a photo manipulation showing the surface of Damoclese as I envisioned it. You can see the large formation I made out of the intermodal boxes (very Halo 3 I might add) and the Wartorn Worlds terrain I also brought.

One thing to note about the paints I used, while the red looks quite glowy it is mainly because the camera can detect wavelengths of IR that the human eye cannot and this influences the final picture. I assure you the lava was not glowing as much as you can see in many of these photos!

Click photos for an enlarged view at picasaweb.


Almost Finished Mat


Lava Detail


Surface detail


Prior to painting


Therians in a defensive position


Sniper Tower


Sniper Hero shot


Red Block Defensive Line


"Hold Steady!"


"Watch the brass, we are going to be busy, boys."


It is about to get ugly...


"It's too horrible!!!"


Gauss Guns are effective, but not when the enemy has made contact with friendies. This AT gunner can't get a clean shot on the Therian striders but can only watch the hapless slaughter.

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Saturday, April 26, 2008

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Friday, April 25, 2008

Samurai Gunslinger Blog added to Blogroll

How have I missed this feed? Its fantastic! This guy is like a long lost brother, we seem to have many of the same interests. I like what I read on his blog and if you like this blog you will like his as well. Go check it out!

http://samuraigunslinger.com/

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Fighter Timeline @ The Aerodrome

Fighter Timeline - The Aerodrome - Aces and Aircraft of World War I

I love the game Wings of War. While not exactly the most accurate dogfighting game ever made, it serves up just enough flavor of flight to keep me interested. With the addition recently of the 2nd series of aircraft I thought I'd make a timeline of when the planes came into service so that they could be organzied properly in a campaign. A bit of we searching pulled up this really amazing site! It has beautiful pictures of the aircraft in columns for the years they were introduced. Absolutely great! I will do the same but with pictures of the plane cards from Wing of War.

Peruse the site, it is very well done.

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Thursday, April 24, 2008

Decent: Road to Legend

Rules for Decent: Road to Legend [pdf]Fantaasy Flight Games (FFG) has come out with a 3rd expansion to the game Descent: Journies in the Dark. The prior two expansions added new creatures, new maps, new map pieces, new effects, new props and new characters. I was kind of expecting more of the same with this release but to my surprise it is a very different animal. In fact this expansion is hardly an addon but more like a Master Game that Descent is the addon!

Road to Legend brings to the game a whole new way to play Descent. It has a map or the world of Terrinoth on which the party moves about. It is similar to the map in Runebound. In fact it is much like a mega-version of Runebound. Runebound takes about 4-8 hours to play. Road to Legend will take months to play. In RtL the players are involved in a great struggle against the Overlord who has an insideios plot against the land of Terrinoth. There are several Overlords to choose from and 3 plot lines to choose from. Our gaming group chose to start with the Dragon avatar and the Obsidian Shackles plotline. The Dragon gets the standard starting lieutenant (Sir Farrow) and starts in the Mountains to the South.

The players have three objectives in the campaign: Keep Tamilir, their home city, from being razed, prevent the Overlord's plot from reaching a conclusion, getting powerful enough to face off the Overlord in his secret keep for the final battle. This is a tall order.

The new campaign system has "week" turns in which the characters travel, have encounters, explore dungeons and interact with cities (rest and recuperate, shopping, training, etc.) Each city is unique and offers different opportunities. There are even two secret training locations that offer the ability to improve a characters abilities (health and stamina).

A major change to the system is the concept of campaign level. There are 3 levels (copper, silver and gold) and just about everything is tied into this. Even the black power dice are now supplimented with silver and gold dice. This is huge. All the monster cards have been re-evaluated and there is one for each campaign level, plus there are "diamond" level cards. Needless to say, even "low-powered" diamond level creatures are kick ass. Imagine a beastman able to take on a green party - single handedly! If you've played Descent you know the standard beastman pretty much goes down in one swipe. In this game the beastman isn't very different at the copper level. By the Diamond level though he is a commando of death.

One of the problems we had with Descent was that our gaming group tends to only have 2 1/2 hours of game play time. We play every other tuesday night. Since we all have work the next day we can't play until the wee hours. So come 9:30 we are in final wrapup. The problem is the typical adventure map for Descent and its two other expansions require 3-4 hours to play. So we would usually stop just before the end or have to preserve the map and finish it two weeks later. That is no longer a problem. Dungeons are now divided into 3 levels and each one is easily playable in an hour. In our first game this past Tuesday we found the new dungeon layout and new spawning rules to be a lot of fun. It was clearly more enjoyable. The randomness of the dungeons is interesting too as they have some pretty specific storylines. They oddly don't have much connection to each other. This isn't a critisism yet. It will take some time to determine if that has an unsettling feeling or not.

There have been some changes to effects and to props but many are the same. The new rule book consolidates all of them into one place which is a very good thing.

The fact that your character starts out weaker than what a normal game of Descent provides is actually a benefit. You get to know your character's strengths and weaknesses better. You are much more able to customize your character as time goes on. And since all the games are now connected you get to keep your loot, skills and other boosts. It is by far more interesting.

We played about a dozen times regular Decent over the past couple of months. We got a good feel for the game. To date the Overlord has tended to prevail about 3 out of 4 games but I think this time the game is much more balanced. Actually since the players will be getting more intimate with their characters I expect they will start to use their skills more and to better effect. Having a new character with new skills and so many options left many of them forgetting key things they could do. This is a much better way.

Overall we gave the new expansion a big thumbs up after our first go this week. I'll report on future games as the campaign unfolds.

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Monday, April 21, 2008

ConQuest Vegas - Quick After Action Report

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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