Snake Eyes July 2016 Issue
Transcription
Snake Eyes July 2016 Issue
GARAGE GAMERS GROUP ISSUE # 29 JULY 2016 SNAKE 2 EYES SNAKE EYES GARAGE GAMERS GROUP I S S U E 2 9 J U L Y 2 0 1 6 Garage Gamers Group (GGG) Cover: First look at a WereWeevil Ork, created and painted by Marcus Blackman Hello everybody, (Hi Dr Nick), and welcome to another issue of Snake Eyes. Games, games and more games. Editorial Reviews on the Run Playing for a Reason Warlord has Konflikt ’47 releasing in August, as well as their soon to be released Bolt Action 2nd Edition rules. Project Z with expansion material and Gates of Antares are available as well. Dr. Who the board game is now available for pre-orders. As usual, anything that you want to share or promote, be it club news, tournaments, stories, your games and/or your miniatures, please send it on to us here at Snake Eyes. As long as it is miniature gaming orientated, (and appropriate), then we will show it off for you. Send it to; [email protected] The Collector Misfire Comics RiverHorse, has a board game based on the Labyrinth (a movie of the same name that starred David Bowie), and The Hunger Games board games are also being created by the same games design company. Member Spotlight Special Features: Terminator Genisys Sharps Practice Finnish War 1808 Mantic have more races for Kings of War and Deadzone, as well as their futuristic sports game Dreadball 2. Their Walking Dead miniatures game will be at GenCon in August also. Perry Miniatures have figures available for the Cape Frontier Wars as well as Boer miniatures now available. And it’s only just over half way through the year. What a great time to be a gamer, as both new and old to the hobby have a huge range of gaming systems and board games to pick from. Sometimes I wish I was a new gamer, but scratch that. I would go broke. Happy gaming, and enjoy the read. SNAKE 3 EYES If you are a merchant and would like to advertise with us it is a free service. What I would ask is that you submit a one page advert, or we can make it up for you, that can appear in Snake Eyes as a full page advert. These ideally will be rotated through each issue, to maximize exposure for all of our stores and suppliers. SEE YOU THERE ISSUE 29 PAGE Playing for a reason How old do you have to be to game with miniatures? Well yes there is a recommended minimum age, but think about how old you were when you started, and what miniatures did you play with? With GGG Member Nick Chase A good friend of mine enjoys teasing me about my hobby, referring to my miniatures as ‘Nick’s Barbie dolls’. I just tell him that he is jealous because he doesn’t have a hobby. I know my choice was mainly one colour 1:32 soldiers and 1:72 multi-coloured cowboys and Indians. Any metal figures were lead or perhaps made of tin. You can come into this hobby at any age, and catch the bug. There are that many gaming manufacturers out there that almost any (if not all) historical gaming period is covered. Outside of the above mentioned age, there really isn’t an age group. In fact historical gaming has become fun, with Bolt Action and Flames of War, as examples. Games Workshop used to target boys 13-18 years old with their marketing strategies, and quite often they forgot about the older gamers. SAGA has bought the middle ages to the table, in an easy to learn rule set. The groups that did cater to the older gamer, were more often than not, purely historical gamers, with little interest in anything else. 4 The thing I love about Historical wargaming is that it makes you want to know more about that period in history, and will have gamers searching online for the correct uniform colour scheme, or names of Regiments so that their army can be as au- thentic as possible. Along this journey, not only can they begin to develop some expertise in this area, but they also learn more about the darker side to wars, and understand both the necessity at the time and the atrocities committed in the name of war. Perhaps therein lies the only bad side of most miniature gaming and that is in nearly all of the games, both sides try to kill each other. Better then on a board or table top, rather than in real life. One day the human race might be civilised enough to fight any battles on a game simulator with the understanding that the two or more sides remain unmolested whatever the outcome. Sorry I got a bit carried away. But you know what I mean. If it comes to kids, they will possibly want to play with you, and depending on their age, will want to start a collection of ’Their’ miniatures, at some stage. As long as you are happy to provide some of your collection, or pay for theirs, understanding that some are going to get broken, be lost, and have lots of sprue lines still showing, then it is your call when your child is ready. There is no age to start playing any game. There is no age to stop playing games. There is no social group worth belonging to, that tells you when you’re too old to play with little toy men. If you decide to stop, or start for that matter, well then that’s up to you. This is a hobby of doing something that you enjoy, and if it makes you happy...keep doing it. From the Collector’s Vault Collecting from scratch. Have I covered this before? I don’t know as I am getting too old, but bear with me, some nuggets of information may be helpful if you’re just starting a collection. There are a lot of game systems to choose from. Pick one that suits you either aesthetically, or because of it’s complexity, or both. Whatever system you choose to collect, see if it comes with a starter set. Most games do, and these are a good place to start. Even better if you have a friend that wants to start gaming too, as these boxes will have elements from different factions, and you can go halves in the purchase. But even so, the value in these starter sets is nearly always a better bargain then buying it piecemeal. You might even manage to get a cheaper set second hand, so look around the swap and trading sites as the hobby can be an expensive one if you are not careful. After the assembly of the miniatures (usually a phase you cannot avoid), learn to play the game. I mean this as getting to know your force. You have hopefully already explored the game from a general perspective before the purchase of your starter set. Do this with a few games to master your troops before you move on to adding the box sets that will expand your collection. Not only will this give you time to paint your miniatures, but also give you a better idea if they are really the collection that you want. A person I know, was told that a certain system was very identical to another that he used to play, years before and loved. Without trying the game out this person then spent a good sum, buying several box sets of a game that ended up being nothing like his old game. Said miniatures were repacked back into their boxes and shelved. Don’t let this happen to you. Better to re sell or swap your small collection, than try to recover your purchase price. In summary, pre play the game system, look for the starter sets, learn your force and what it can do. Good luck. SNAKE 4 EYES The Collector is a gamer with many years in collectable games and wargaming... SNAKE 5 EYES REVIEWS ON THE RUN With GGG Member Tim Prenzler (Mech's build heat for moving/firing energy weapons). BattleTech Now in it’s 30th year, BattleTech rates as one of the long lasting giants, so there must be something great about it, right? This online review might shed some more light for those of you who haven’t yet taken the plunge, and rekindle some memories of those who have stomped across the game board in a 30 foot mech. Few wargames have lasted as long as Battletech, which is currently celebrating its 30th anniversary. It is one of the longest running science-fiction IPs based on a wargame with several successful video games, an animated series, hundreds of novels, and countless source books to its name. To quote a comedian from the same vintage as BT: "What's the deal with that?" Battletech is a game about warfare in the 31st and 32nd centuries, set in a universe where 30 foot bipedal robotic suits are the current kings of the battlefield. I'd go into the back story, but its extremely, extremely thick and loaded with setting specific jargon. If you're someone that likes an immersive setting, this is a game that's up your alley. Mechanically, its a game that utilizes 15mm scale miniatures on a hex-grid, (that's right, you're playing on a board, not a table). You're typically moving around 8-12 models, most of which are Battle Mechs (the big robots). While the game's model count is low, the record keeping system is extremely detailed and belies a system that's attempting to be more stimulatory than "gamey". To that end, the core mechanic of shooting/moving is very basic, but with modifiers akimbo based upon terrain (broadly defined on the board) and mech position. That said, less effort is placed on complicated mechanics for rolling dice (almost everything is 2D6 + stat +/- modifier based) and a strong emphasis is placed on tactical positioning and ammo/heat conservation If you like Warjacks in Warmachine, but wish their interactions were more involved, Battletech might be worth a look. Interestingly, the core game is somewhat "gamey" and constitutes Catalyst Lab's tournament ruleset. There's a large list of "advanced" rules that are advised against for tournament play, but allow massive modification of the core game, including but not limited to: interstellar warfare, Battle Mech customization, "ace" Mechwarrior rules, etc etc etc. Lastly, the game requires each player have several Mechs, a hex board to play on, and some core rules. The 25th anniversary boxset, the large "Total Warfare" (which contains all the standard rules), and the first technical manual (3050) will let players play with a large amount of replay via switching Mechs, and scenarios. The Good Wolf Clan: "We're 'good guys' but didn't have the budget for a logo. Here's some clip art." Battletech is an affordable game with a unique science-fiction setting that attempts to mimic some realities of modern warfare. Its main attraction is Mech vs Mech combat and all the detailed record keeping that takes place (as strange as that sounds). There's something very charming about hitting an opponent's left arm and seeing the armour damage, then system damage, etc. For fans of the Mechwarrior video games, the tabletop game is almost identical to the electronic version (at least the Mechwarrior 2 and 3 video games). While doing some of the crazier things people did in the video games (e.g. - loading up a light mech with PPCs, firing with knowledge that you'd overheat but with a nigh guarantee of killing a heavy mech) still works on the table. If you dig the video games, you'll probably dig the table incarnation. Oddly, there's a lot in Battletech that was lovingly borrowed by Warmachine (Matt Wilson was an artist at FASA [creator of Battletech], so this isn't too surprising). Mech's get damaged in grids, like Warjacks. Underlying systems get damaged, similar to the "system" boxes in WarMachine. Battlemechs are kings of the battlefield (just as Warjacks are nominally in Warmachine; however Battletech stays truer to this in the game). The system is 2D6 + stat +/- modifiers in a very similar manner to Warmachine (Warmachine involves defensive statistics whereas Battletech focuses on modifiers). SNAKE EYES 6 Not new news for the players of War Machine, the game recently had a revamp. CEO Matthew D. Wilson, had this this to say about the new version. Since mankind began creating machines, we have endeavored to make them better. Instinctively, we seek out the imperfections and vulnerabilities of our creations, and we strive to improve them. We tune them and we tinker and refine. Even a machine that functions as intended isn’t safe from our desire to make it faster or more powerful. We augment, we supercharge, we overclock in our never-ending yet impossible quest to perfect the machine. It’s our instinct, our nature. We can’t help it. And so it goes with our games. An immersive miniatures game is a complex machine, made up of countless interconnected parts, that as a whole attempts to strike a balance between a true-to-life mass combat simulation and an enjoyable recreational pastime. Somewhere between the realism and the entertainment is the sweet spot, or what we refer to as “the fun.” With too many components, the machine becomes cumbersome and grinds to a halt. Without a reasonable amount of complexity, the machine can’t achieve the desired level of immersion and the experience is reduced to something abstract and fleeting. But we want our machine to engage you. We want to give you an experience that keeps you coming back for more. Some machines are intriguing because of their intricacy. Others inspire excitement because of their power and potential. With WARMACHINE, we seek to capture all this inside a 4´× 4´ swath of battlefield spread across your tabletop. In the end, it comes down to the machines. The vision for WARMACHINE is one of fantastic battles waged by nations that exist in a world liberated by machines. In the Iron Kingdoms, man and machine share a symbiotic relationship that shapes both society and its dynamic conflicts. So it is that we have finally achieved the prominence of the machine we’ve always imagined. Every aspect of WARMACHINE has been analysed during the three-year process of designing the game REVIEWS ON THE RUN Continued you see before you. Every rule on every model in existence has been scrutinized, tuned, re-evaluated, and refined in order to optimize performance, eliminate overlap, and make the model a viable choice within the context of the army you choose to assemble. But the most substantial upgrade made to WARMACHINE is at its core. Warlord’s latest offering before the release of their Bolt Action 2 rules, is an alternate future game system, using the Bolt Action rules for a completely different set of miniatures. More from Chris Hale, author of Konflikt’47. not just make new units for Bolt Action? We looked at both options, but whilst Bolt Action is an excellent and fast paced game, its very simplicity started to work against it when introducing new units that were very close quarters focussed. The existing Close Quarters rules just did not have enough depth for manipulation. So we changed them. This is the culmination of nearly 2 years of collaboration between Warlord Games and Clockwork Goblin Miniatures, with plenty of hard work and long nights to ensure we were delivering a game that both lived up to the Bolt Action pedigree and added a new wargaming franchise to the Warlord stable of games. The world and game defining relationship between the Warcaster and her Warjacks has been supercharged, making those machines more independent and versatile while at the same time ensuring they are an even more essential part of the Warcaster’s arsenal than ever. In every aspect of this game, we’ve endeavoured to retain what worked with the original machine while rebuilding it in a form that represents the original vision. We’ve endeavoured to develop that vision to support the elusive target between realism and recreation and create the most perfectly immersive experience that can be achieved on the tabletop. And while we know perfection is a quality that can never be achieved, you must know that we will never stop trying. We can’t help it. WARMACHINE now represents the best of everything we know and have learned over thirteen years of creating the world and the game. We hope you enjoy it as much as we do. Let’s fire up the fun! Konflikt ’47 is designed to be a standalone game, not a supplement to Bolt Action, although we were also keen to ensure that the core mechanics were as close as possible, and that units and vehicles could be interchangeable between the two games. This would maximise player’s existing collections and allow lots of variety of forces that would be beyond the scope of the initial rulebook (with a page count limit, it was clear we weren’t going to fit in every nation at launch). Within these parameters, we had some other clear principles: 1. No magic or supernatural stuff. Although often a staple in this genre, we were keen to remove this aspect to allow for a mechanical ‘diesel punk’ feel that promoted strange tech rather than magic. We recognise the popularity of such creatures as werewolves and zombies, but set ourselves the goal of achieving these without recourse to spells or similar. 2. Diesel Punk not Sci-Fi. Another issue we discussed at length and agreed that the ‘look’ of the game should fit the period, regardless of the changes we were making. The added tech would be clunky and in keeping with many of the engineering restrictions and principles of the time. Whether we have stuck to this is subjective, but it remains a principle of our design. 3. New Tech should complement not replace existing tech. This is another hard principle to follow, the temptation to make new tech all-powerful is real, but we wanted to ensure that the game could be played with entirely historical forces at no detriment. The reasoning was twofold, firstly to maximise peoples existing collections, thereby increasing the likelihood of buy-in to the game and secondly to speed up the ability to deliver the game with a vast range of available models from the word go. With these principles firmly in the back of our heads, we pitched the game to Warlord, who to our excitement gave us a firm Yes, and here we are. So what is different about Konflikt ’47, why SNAKE EYES 7 CLOSE QUARTERS The Close Quarter process remains similar, orders, declarations and defensive fire are all still there (slightly modified – see Reactions below), but the actual assault now contains two steps. Having made contact the combatants can fire with weapons at point blank range, or resort to hand-to-hand combat in a later step. Dependant on the unit they may excel at one or other of these steps, but rarely both, and shooting comes before hand-to-hand. The result is that hand-tohand monsters will normally have to brave point blank fire before getting their chance, possibly reducing them in number before they attack. It’s a brave unit that charges an un-pinned, non activated target – as it should be in the real world. Unlike Bolt Action, combat is not automatically fatal for one side, both can potentially retire from the clash, and pin markers aren’t removed in the process, suppressing a target before assaulting it is now a really good idea. REACTIONS The next biggest change was the introduction of Reactions, first seen in Gates of Antares, but modified to fit the Bolt Action core rules. In essence, if a unit has yet to be given an order, it may choose from several reactions in response to a threat. So if shot at it could return fire, if assaulted it could move to cover and so on. This is not automatic and failure to execute the reaction could leave the unit worse off, but the options exist. Ambush and Recce also fall into this revised structure. The reasoning? We were keen to add some tactical depth and decision making, activating a unit gives you the initiative for that REVIEWS ON THE RUN Continued moment, but leaving them un-activated gives them flexibility. Whilst this change is not revolutionary it adds more consequence to decisions and we feel it adds to the feeling of being a commander. NEW UNITS Finally we had to fold in the new units we wanted to bring to the game. Konflikt ’47 is an infantry game, but the introduction of heavily armoured squads, fast fighting troops and jump pack infantry all needed to be blended with the existing rules. Hopefully we have achieved this without making the good old basic infantry squad obsolete. Armoured walkers and Mechs are not so different to use than vehicles in Bolt Action, they were conceived as urban combatants originally and carry the same armour all around their chassis, no outflanking for better penetration. The trade-off is that their armour is a point lower than the comparable sized tank. At range, early game – advantage tank, late game, in the mix – advantage walker. BOLT ACTION 2 Does Bolt Action Edition 2 change anything? Not really, Konflikt ’47 is its own game, but recognising the overlap of players, the changes in Bolt Action 2 may add to the quality of the Konflikt game as well. Unavailable to us at time of going to print, a full consideration of the changes will be carried out, it may be that a set of optional changes to Konflikt ’47 are worth producing to ensure the ‘Bolt Action Family’ of rules stay as close to each other as possible. nent’s turn. However, both combatants have a chance to win in hand-to-hand combat, and any figure removed by shooting is allowed to fire in the following turn. Fire combat is resolved on a figure-by-figure basis. Any model scoring a (modified) 10 or more or a D10 hits his target. Saving throws are allowed in some circumstances, but generally any ‘hit’ is incapacitating or fatal. Various missile weapons impart different effects, such as being able to fire twice, reduce saving throws, etc. THE FUTURE There is more, but it’s less obvious, the result is a game that plays as swiftly and as easily as its Bolt Action roots, but may require a little more thought when activating units in order to maintain the initiative. The range of miniatures supporting this game is looking great and there are plenty to come over the next year, hopefully the next step is a look at the Pacific Theatre in more depth as the first full Konflikt supplement…… Osprey Wargames release, On The Seven Seas a couple of years ago, was a set of Pirate rules, printed up in a nicely presented softcover rule book. We haven’t reviewed it here in Snake Eyes, so we bring it to you now, with Cedric of House of Pancakes. “On the Seven Seas” is one of Osprey’s budget paperback rules series. The book is filled with images of North Star Miniatures’ new Pirate range, and pictures culled from Osprey’s various pirate titles. On the Seven Seas is designed for games between two or more ‘factions’ of 15-30 miniatures each. A specific scale is not given, but there is a clear bias in favour of 28mm figures. The sequence of play follows an Igo-Ugo format with four phases: morale, shooting, movement, and hand-to hand combat. The other player(s) receive no opportunity to respond during an oppo- SNAKE EYES 8 Unlike shooting, hand-to-hand combat is resolved as a contest between combatants. Each player rolls a die and modifies his score according to situational factors. The figure with the highest modified score wins the combat. The difference between the two player’s scores determines how unpleasant the results of defeat are. There are no rules for measuring a figure’s individual skill. While special abilities may great modifiers to either shooting or hand-to-hand combat, fundamentally every single figure has identical martial potential. This makes weapons of prime importance as a figure with a sword enjoys a notable advantage over one with a club or knife. Central to the piratical theme of the rules factional psychology is governed by two metrics: Fear and Greed. Rated on a scale of 1-10 these represent the internal struggle between the lust for plunder and the desire to survive. The faction with the highest greed goes first. If a faction’s fear reaches 10 it withdraws from the table. Both of these scores are highly mutable and players may attempt to alter his faction’s ratings and those of his opponent during the course of a turn. Also included are a set of simple rules for shipto-ship actions that primarily serve as a prelude to boarding actions. OtSS clearly intends much, if not most, of the action to take place on the high seas. Scale model ships are mentioned, but the rules are usable with paper cut outs of deck plans. One thing that should be said right off the bat is that these are a simple set of rules. The author struggles to fill 63 pages, and you could probably write a detailed summary in a page. When I first read through them my initial thought was ‘well, I could’ve written this in an afternoon’, and I haven’t really chanced that assessment. This goes for anyone, you probably haven’t written a set of skirmish-level pirate rules, but if you did OtSS isn’t going to be a notable improvement. www.riverhorse.eu SNAKE EYES 9 BUT...the Swedish littoral landing takes place behind the Swedish main army due to bad weather so instead to get the Russians surrounded the Swedes get reinforcements to their main army that are on the retreat… Sharps Practice AAR - Finnish War 1808 The Russians of course, try to cut of the Swedish way of retreat but the Heroic Swedish General von Döbeln managed to stop the Russians, at the Battle of Jutas 13 September 1808, and by that deed kept the line of retreat open for some more time. But not all Swedish officers were that heroic, and Colonel Fiandt did at the same time unthinkingly blow up the vital bridge at Himanko, stopping the retreat line for the main Swedish army as the bridge had to be restored to get the supply train over it. To buy time for the rebuild of the bridge and the supply train to get away the Swedish C-in-C Adlercreutz decided to give battle near the village of Oravais. The Russian Commander Kamensky realises that his attempts to threaten the Swedish have been too weak and that he would have to win a major engagement to continue the Russian advance. What better way to celebrate my birthday then to post a AAR from my and Jonas latest Sharps Practice game:) It is all set during the Finnish War 1808, The Russian Forces have invaded the Finnish part of the Swedish Kingdom and the Swedish main army are on the retreat and are hoping that the Swedish King will send reinforcements by a littoral landing behind the Russian main army. The scene is set for the largest battle of the entire campaign involving about 5500 Swedes and 7000 Russians, The battle starts in the early morning hours on the 14 September 1808 with a vanand rear guard action evolving in to a main battle that ends after about 16 hours when the Russians manage to make an full assault on the Swedish defences forcing the Swedish army to make a hasty retreat. The Russians were so exhausted that they did not manage to follow the Swedes that managed to get away via the newly repaired bridge. The total amount of casualties on both sides was about 2500 men dead and wounded, 2/3 of them from the Swedish army. As the rules, Sharp Practice from Too Fat Lardies, are a small scale set of rules I used to divide a major engagement like this in to several smaller scenarios like a mini campaign. In this game I focused on the event that occurred along the main road about 11:30 when the Swedish rear guards were on the retreat after their first 4 hours of fighting. The area that the gaming board should depict is the small blue rectangle in the middle of the historical battle map. On the historical battle map, you can also see where the van- and rear guard were fighting during the morning hours of the 14 September 1808. I used Scenario Three in the Sharps Practice rules "Defence in Depth" for this game. Both the Swedes and the Russians had their Primary Deployment Point set in advance by the road, their Secondary Deployment Points they were allowed to place according to the scenario rules. SNAKE 10 EYES experience for the infantry. The psychological impact of this is reflected by Rolling 1D6 for each of the man in the attacking cavalry unit, causing one point of chock on the enemy for each 5 or 6 rolled if at the Gallop or each 6 rolled if at the Canter. This Shock is applied before Fisticuffs take place. Please feel free to use it if you have had the same experience of to stoic infantry… Both forces rolled for Force Morale and both managed an 11 from start. The terrain was open if not Forest or March, that was Heavy Going, Fields that were Broken Ground and the stream that was a Wide Obstacle, except for the bridge of course. Swedish OOB 1st Battalion of Uppland Regiment 4 Groups of Regular Line Infantry with Muskets. Leader, Status III Leader, Status I Colours Musician 2 companies of 1st Battalion of Hälsingland Regiment 2 Groups of Regular Line Infantry with Muskets. Leader, Status II 1 Squadron of Nyland Dragoons (should have been Carelian Dragoons but I haven’t got any minis for them) 1 Group of Dragoons Leader, Status I For the scale of the game I decided that one group per the rules would be a about a Company of Infantry or a Squadron of Horse, the unit names are troops that were involved in the battle but might not have been at this exact spot but I hope you cope anyway, after all its a game inspired by the actual battle. Russian OOB 1st Battalion of Sievska Regiment 3 Groups of Regular Line Grenadiers with Muskets. Leader, Status III Colours Musician In our earlier games we have felt that the cavalry aren´t that frightening, at least not so we have felt that the infantry needs to form squares as they probably should by the Napoleonic era, we might of course have misunderstood some rules. So for this game we tested out an additional Cavalry Chock rule, that all cavalry unit was able to use. 2nd Battalion of Sievska Regiment 3 Groups of Regular Line Infantry with Muskets. Leader, Status III Colours Musician Cavalry chock: Cavalry attacking infantry in open ground, that haven't managed to form a square formation, are a fearsome 1 Company of the 3rd Jäger regiment 1 Group of Line Jäger Skirmishers with Muskets SNAKE 11 EYES Leader, Status I even had managed to get in to a proper line formation... 2 Squadrons of Grodno Hussars 2 Groups of Scouting Cavalry Leader, Status I Leader, Status I At the same time some Swedish Dragoons appeared in the deep forest on a flanking mission. The Russian response was to send in their Jägers to protect the flank of the Grenadiers that were advancing over the field to engage the Hälsingland Regiment... I Commanded the Russians and Jonas commanded the Swedes. The AAR are of course influenced by the Russian perspective of the battle. Included are pictures of the battle. As the game started I felt that I needed to get my Russian troops on the table ASAP to get them over to the other side and capture the vital Swedish Primary Deployment Point. So as soon as a Leader came up I deployed him and his troops on the table and started to move as swiftly as possible against the Swedish line... The Swedish had a more hold back tactic and only deployed their troops in the last minute to stop or harass the Russian Advance. After receiving several devastating volleys, the Russian Line Infantry broke and started to retreat. The Russian Commander feels he is losing the battle as the Grenadiers struggle to form a proper line formation to attack the Hälsingland Regiment in front of them. In a desperate action he decides to send in the last group of Grodno Hussars in to the Swedish Uppland Regiment as at the moment they stand unloaded... The following fisticuffs ends in a disaster for the Grodno Hussars, who break and flee with their tails between their legs... After that humiliating defeat the Russians Force Morale was down to 3 and the Swedes still had 11. So the Russian Commander decides to withdraw and await reinforcements... As a coup de grace I thought to exploit the open road to the Swedish Primary Deployment Point by using a group of fast moving Grodno Hussars...they turned out not to be as fast and ended up on a hill half way to the bridge, and the Swedish response came quick by 2 groups from the Hälsingland regiment that were deployed in the tree line opposite to the hill who opened fire... It was a devastating Swedish Victory... 34 Russians minis dead and just 3 Swedish... We can conclude that if Jonas had been in command of the Swedish army in 1808 Finland would still be a part of the Swedish Kingdom I continued to deploy the Russian Line Infantry and the Grenadiers both in Open March column to get them speed up their pace... The Line infantry was very keen to get in to the fray so they swiftly moved past the two hills and ended up in front of the just deployed Swedish Uppland regiment that was covering the Bridge. The Upplanders were lucky and managed to get away two or even three close range Volleys before the Russian Line infantry By Dalauppror SNAKE 12 EYES SNAKE 13 EYES SNAKE 14 EYES SNAKE 15 EYES Gameplay Review by Nick Chase I had planned to present this article to you several issues ago, but between losing data and pictures and moving, I now have a whole slew of information and pics to back me up, on what this game by Alessio Calvatore of RiverHorse Games, is really about...well at least from our perspective. We found it very entertaining. Hope you enjoy and if you don’t...well there’s no pleasing everyone, is there. I did cover an article about unboxing this game some time back, so I won’t revisit that. The miniatures were clipped and assembled for the original review, but had not been glued. After the terrain was set up according to the scenario chosen, (Hold Your Ground), we rolled off to see who would play what force. Steven won the roll, and chose to play the Resistance. The nice thing about the miniatures in this box, is that they have very negligible sprue lines on the miniature, and they are mostly assembled, leaving you to clip the one piece gun and arms, onto markers on the torso of both the Endoskeletons and the Resistance models. I must mention that I did glue the Endoskeletons as they all have the same weapons, however their poses are varied. You can also add more variety by twisting the upper torso in the direction of movement. The hard plastic is a silvery colour so you could get away with not even painting them, but it is always nicer when they are painted. As opposed to the Resistance models, who have only 4 poses but a good variety of weapons. Terminator Genisys The Miniatures Game has a set of Fast Play rules and a Rules Reference Card, that contain most of the rules and stats that you will need for the game... Be careful here when clipping the Resistance miniatures from the sprue, as the weapons have letters on the sprue to match to the different poses, so don’t clip them all off and then try to work out what goes with what. The Resistance miniatures are a bit more flimsy with the arms and I suggest that once you have the weapon combinations that match the requirement of the scenarios in the book, that you then glue the arms in place. So, on to the game. The rulebook provides several scenarios, but we went with scenario two, mainly because it allowed most of the miniatures to be used. The box set comes with a double sided play mat, and it is of a size that we were able to set up a game on the kitchen bench, (very handy for the cups of coffee). I had two opponents for the game, Steven and Kellie. Steven had to leave mid game and Kellie took over, so it was a learning experience for all. Play began with us both rolling to see who won the Tactical Edge. Steven won, and now rolled on the Impulses Phase, rolling a Fate dice to see how many of his force could be activated. He rolled a 2, being the maximum. After placing green side up activation markers near the troops he wanted to activate (Plan activation phase), he went on to Execute Activations by moving the Troops forward, one of them running towards the enemy and taking cover behind a barricade, the other walking over to nearby ruins and setting up his rocket launcher. He then flipped the activation markers over to show a red side up, indicating that his troops had finished their activation. I only managed a 1 on the fate roll, so after activating an Endoskeleton, it moved forward toward the cowering female trooper, hiding in the barricade. It opened fire, for the successful shot only to be deflected by the cover, protecting the human. First blood would have to wait. SNAKE 16 EYES The game uses range markers, with movement on one side and weapon ranges on the other. The reference sheet displays the troop and weapon capabilities and any special rules... The fate roll gave Steven another 2 activations, for which he promptly ran another two troopers into the face of the enemy, desperate to close the distance and allow the range of their weapons to have greater effect. Again, the Endoskeletons rolled a 1 on the fate dice, but the machine moved forward, firing on one of the troopers who this time could not make their cover save, and fell dead to the rocky ground, the dry earth suckling the spilt blood like a hungry baby suckling milk...well that’s how it went in my imagination anyway...first blood to the Terminators. Several activation phases later, as most of the turns seemed to be similar, with Steven rolling a 2 on the fate dice, and me rolling a 1. Troopers ran forward and into cover, the Terminator Endoskeletons moved forward, firing as they went, with the troopers either passing their cover saves, or the machines simply missing their shots. Finally when the Resistance Commander was activated, we found that his special abilities could be vastly beneficial to the Resistance if used tactically. Commander have various abilities and depending on their rank, and vary these abilities even more. As long as they have not been activated, any commander can use these abilities in an activation phase. Most allow the use of more activation markers in a turn, and even if Fate comes up on the dice roll, which would normally indicate that you have no activation markers this round, the Commander (provided that he/ she has not already been activated this turn), can still gain markers equal to the rank that is held. Steven had a Commander with a rank of 2, allowing him (after rolling a 2 on the Fate dice), to activate a trooper anywhere on the battlefield with one, activate the Commander with one, who could then use his ability and rank to immediately activate another 2 troops however they had to be within his command range, which was represented by the smallest range marker, the hand to hand one. In the round when this ability with the commander was first activated, Steven, using his four activations managed to activate a rocket launcher, and two troopers with grenade launchers as well as the commander. The Rocket Launcher missed, the first grenade launcher hits but failed to wound. This caused the Endoskeleton to roll a Resolution roll, of which it passed. The second grenade launcher and the Commander both missed their long range shots. The Ranged shot marker, indicates that any target under the distance indicated by the marker is hit on a D6 roll of 5+, however you can take a chance on a long distance shot, provided that you have a long range weapon, and hit on a 6+ Two activation rounds later, another Trooper dies, and after that the Commander is threatened, but the shot missed. Interestingly, the Commander apart from their command abilities, and better weapon, are no more special than the common trooper, and are just as able to die as easily. Also Steven had to leave at this time and Kellie took over, immediately asking why her troops had casualties and the Endoskeletons had none. After a quick brief of rules of play, Kellie continued from where Steven had left. The last round of Turn 1, had the Terminators scoring one more kill. As the last of the activations had been completed, the red markers could now be removed from the game mat, to allow for a new turn of play. Kellie and I rolled again for Tactical Edge, with Kellie’s Resistance fighters winning the roll, and the killing begins again. When a hit is caused but the roll to wound fails to take out the target, a Resolution Roll is made for the target. This indicates whether the Target will flee, and is removed as a casualty, or that the target is Reeling from the fire effect, or it simply is not effected... Now that the distance was reduced between the two forces, we realised that a lot of Kellie’s weapons, a mix of assault rifles, rifles and shotguns, did not have the power to wound the Endoskeletons. In fact anything short of a Plasma rifle, as carried by the Commander, or a heavy weapon was not going to do much at all. Short range was a 4+ to hit, but hand to hand was a 3+ but it did mean taking the chance that the Resistance fighter was going to get smeared by the Endoskeleton. The Resistance could not wound the Endoskeletons as they used a D6 to roll a wound, and the Endoskeletons armour is 8.If they waited, the Endoskeletons could move SNAKE 17 EYES into hand to hand combat by their next activation anyway, assaulting the humans with a power claw, still needing the 3+ to hit, wounding on 4+ (the troopers armour) but doing it on a D10. The benefit of the Resistance fighters closing into hand to hand combat was to use every 3+ to hit, forced the Endoskeletons to make a Resolution Roll. A roll as a human was on a D6, and on a 2-5 makes the target REEL. On a 1 it retreated and was removed as a casualty, and on a 6 nothing happened. The better the Resistance fighter the higher dice they rolled. Kellie’s Commander rolled a D10. The down side of this was that every Endoskeleton had a Resolution of D20, so that meant Kellie would need me to roll a 1-5 on a D20, for her plan to work. Now, why this is worth the risk, is that for every Resolution rolled the Endoskeletons are forced to make, the greater the chances are of causing them to REEL. When an Endoskeleton fails their Resolution roll, by rolling a 25 result on a D20 and is classed as REELING if they haven’t retreated, that is; having rolled a 1, they become very vulnerable to a follow up attack. When a target is REELING, it has another red token placed near it if it has already been activated. If it is yet to be activated, it gets 2 tokens straight away. When at the end of the turn, all red tokens are removed, only 1 token is taken from those that are REELING, leaving them unable to be activated in the next turn. So what Kellie needed her Resistance fighters to do, was move into Hand to Hand combat, as indicated on the smallest range ruler. She would then need 3+ on the roll to hit, and for me to fail my Resolution roll and at least be Reeling. The second Resistance fighter who then moves into combat with a target that is Reeling, uses no combat roll at all, but wounds using a D20, easily overcoming the Endoskeletons armour of 8+, well hopefully anyway. When this was successful, and it required a few lucky rolls, Kellie’s Resistance fighters took down their first Terminator Endoskeleton. In game terms this is called (believe it or not), “The Hasta La Vista, baby”. But was it too little too late, when using the same tactic and moving into combat on a reeling target, the Endoskeleton moved in to smite the hapless Human, and rolled a 2 on a D20, leaving the human still reeling, but also still alive. The Commander of the Resistance fighters managed himself to force a Resolution roll on an Endoskeleton. (See last picture on previous page). The machine failed, and as the target was Reeling, a lone resistance fighter with a grenade launcher moved in to complete the kill, only to fail to wound, rolling a 7 on the D20. In retaliation a close by Terminator attacked the Trooper in hand to hand combat, killing him. The two endoskeltons had just taken out the last resistance fighter behind the barricade, leaving the lone resistance fighter awaiting activation. Another endoskeleton close by has also not yet been activated. The rocket launcher failed his shot, and the last grenade launcher moved in to fire successfully, but as the weapon special rule is that it has an area effect, meaning that any targets close to the original target will also be hit. As I enjoyed the spectacle of Kellie maybe taking out her own Commander, a further inspection of the rules stated that if the shot affected any friendly troops, then it could not be made. launcher fires but misses his target. The grenade launcher is taken down in hand to hand combat. In the final battle, both remaining Rocket Launchers are killed, one by fire and the other by combat. The Machines have won the day. ‘Curses’. Unfortunately it also meant that Kellie’s grenade launcher trooper had to hold his fire. With only a few moves left to activate, the last Resistance fighter moved forward to the barricade, one Endoskeleton moved through the ruins to take care of the Grenade Launcher trooper, and the last Endoskeleton moved into combat with the Commander. The Endoskeleton targeting the Grenade Launcher hit but failed to wound. Forced to a Resolution roll the Resistance fighter failed it, and was left Reeling. The Commander of the Resistance forces, after facing combat again, was killed by the Endoskeleton, leaving the Resistance without a leader. Steven: I liked the way that everything was provided for the game in the box. An illustrated game mat, terrain for the mat, dice that any role player would love, lots of miniatures, and a huge rulebook with a painting guide. It’s definitely good value. Kellie: At first the game turns were difficult to get my head around, but the more turns I played, the easier the game became, and the faster the turns, although that may have been as my miniatures were being reduced very quickly. I enjoyed it, except for the loss. Nick: Once the sequence of events, and how this rule worked with that, was established, the game flowed much better. The Endoskeletons are very tough, and the Resistance has to work out very quickly the best way to bring them down, which they did, but not soon enough for them. This picture of the battlefield shows the game towards the end of turn 2. On the far right, two resistance troopers had moved in on one Endoskeleton to try and take it down. Both failed as the first one failed to hit and the second did hit, but the endoskeleton made it’s resolution roll. The second machine then moved into the fight. The rocket launcher in the ruined building fired at the Endoskeleton nearby who then turned its attention to him, successfully firing at the resistance fighter, but the trooper made his cover save. At the start of Round 4, the battleground shows a rapidly diminishing Resistance Force. Because we had agreed to fight to the last outcome, we continued the battle. The Trooper in the centre is killed by one Endoskeleton. The Rocket Launcher in the ruins fires point blank at the Endoskeleton approaching and annihilates it. The other Terminator from the centre fires at him but misses. Two resistance fighters battle unsuccessfully against two of the Endoskeletons. The other rocket SNAKE 18 EYES In summary, the game design is quite clever, and certainly created enough interest for me to collect more sets for this game. I am definitely interested to see how vehicles and other characters will play in the game. The Endoskeletons are tough enough, so how bad will the Terminator vehicles and characters be? SNAKE 22 19 EYES MEMBER SPOTLIGHT - Justin Keyes As a young child with plastic green and grey army men I would spend hours creating various imaginary battle scenarios amongst the rocks and plants in the backyard where I grew up. From those humble beginnings the passion that has become the largest constant in my life was born. During my time at High School in the 80’s I discovered the joys of role playing with other likeminded individuals and the amount of time spent creating backgrounds and characters for games like D&D, Dragonlance and Robotech made me the perfect candidate to become a tabletop gamer when I acquired a copy of Warhammer 40,000 Rogue Trader on a trip to the UK when I was 15. I spent hundreds of hours reading the background and imagining what it would be like to own an entire army of the then “Beaky” Space Marines and to play in scenarios like the “Battle at the Farm”. I very rarely played games as I had very few miniatures and even fewer people to play with, my main opponents being my brother and our best mate where stand in miniatures (mainly green and grey army men) were the norm. The very first model I ever painted was a Dark Angel, as black was the only coloured paint I had after forking out what was a small fortune on the Imperial Space Marines box set. Interestingly enough I still collect Dark Angels to this day with the most recent army I have been working on being my fourth Dark Angel army. Fast forward a few more years and a small fortune later and I was the owner of an entire army of Dark Angels when the first Games Workshop stores opened in Australia. I was lucky enough to be at the opening of the Chatswood store and I felt my life was complete, I worked a few nights a week as a Doorman and now had somewhere to game. I was able to spend time with other gamers and was introduced to other armies, I was predominantly still playing Warhammer 40,000, but Titan Legions and a few of the other systems also got a look in. I expanded my army tastes and started collecting Chaos, Orks and Tyranids. Still remembering my formative years as a role player, the story was always the most important part of why I was playing. I didn’t care if I won or lost as long as I stayed true to the background or narrative I had created. In 1996 after getting bored of working as a Doorman in some of the rougher areas of Sydney and after much encouragement from my local GW Store Manager (who I am sure just wanted me to stop coming to the store each day) I applied for a job at GW Head Office as a Mail Order Troll. I was lucky enough to get the job and spent quite a few years living my dream of getting paid to play with toy soldiers. Whilst working at Games Workshop I was privileged enough to work on and eventually become the Editor of the Australasian White Dwarf as well as being involved in or running Rogue Trader Tournaments, Grand Tournaments, Games Day and got to travel Australia and the world meeting and playing games with people that I am still friends with today. During my time with Games Workshop I expanded my gaming tastes and my armies, there isn’t a GW system I do not have at least two armies for (in some cases even more). My favourite game is Warhammer 40,000 (especially since Apocalypse rules came out), but Epic, Bloodbowl and Battfleet Gothic are fairly close behind. I am a complete GW fanboy and always will be. Having said that, I do have an Australian Army for Flames of War and bought the SNAKE EYES 20 MEMBER SPOTLIGHT - Justin Keyes Gates of Antares box set when it was released. And, whilst I am yet to commit I can see X-Wing becoming part of my collection in the very near future. At the moment I am working on a Dark Angels army consisting of the Fifth Company and half each of the Deathwing and the Ravenwing companies. After that I plan to do a Horus Heresy Dark Angels army. I have become a huge fan of the Black Library Horus Heresy novels and all the associated releases. Whilst I do not spend as much time gaming as I used to, building and painting armies is still an aspect that is, as important, and I cannot see a period on my life where I will not be participating in an aspect of the tabletop hobby. SNAKE EYES 21 SNAKE 22 EYES Garage Gamers Group GGG or Garage Gamers Group is a collection of gamers with similar ideals about what makes a game fun and how to have fun with it… Snake Eyes is the GGG magazine, available Phone: 0419 729794 E-mail: [email protected] for free to members and selected organisations… Or [email protected] Facebook: Garage Gamers Group GGG supports a gamers for gamers attitude Snake Eyes Creators & Contributors Editor: Nick Chase Regular Contributors/Columns: Glen Taylor, John McDonnell, Michael Colclough, Lewis Cairns, Brian Solomon, Andrew Wylie Misfire Comic Strips by Brian Solomon available at http://www.belloflostsouls.net [email protected] Trademark names in the newsletter may or may not have been used without permission & are only used for promotional purposes for GGG. They include: Games Workshop & associated trademarks, Wings of Glory, Zombiecide, AD &D, Army Painter. Eureka miniatures, Riverhorse, Perry Miniatures, FFG (Star Wars X-Wing), Warlord Games, and Battlefront Miniatures are used with permissions. Pictures are the property of Snake Eyes & have been used with the permission of members of the GGG. Other pictures have been used with permission where possible to promote event or products. Promotional pictures are used with permissions. SNAKE 23 EYES