Check out Matt's more detailed report here
Sunday, July 30, 2017
Bennigton History failed to repeat
A few photos from last weeks game of AWI using the 18th century version of A Gentleman's War.
Friday, July 21, 2017
CoC things go smoother.
It was a hot night at Hobby Town and family commitments left it to Nate and I to keep the gaming going. We decided to play a game of Chain of Command. Nate picked the last scenario from the 29 Let's Go book. Me as the Americans had to capture the farmhouse or break the Germans. This scenario seemed to favor the Americans a bit or at least not have it so difficult for them as some of the earlier scenarios.
We laid out our patrol markers and pretty much all the jump off points reached the center of the table. I was able to deploy my 50cal and two squads right off but one was with out it's Jr leader. Nate put on a squad and his HMG. My next rolls didn't help me with more troops and I put down my Platoon Sgt with hops of getting the attack going.
Things moved a little slow as I wasn't able to get two of my junior leaders on table. I was able to break one squad of Germans and fend off an assault by another.
My tanks came up in support and was able to knock out Nate's pak 38 before being stopped by the panzer schreck. I ended up bring on my other senior leader and was then able to apply more pressure to the Germans.
We stopped the game after about 2.5 hours of playing. Another round or two would have seen me play a CoC die to force a Morale check and perhaps break Nate's force.
I think the game went well. Very little looking up things in the rule book. Placement of leaders is important and remembering command ranges helps in maximizing their value. I'm still somewhat on the fence with how much I like the rules after six games. They do give a good result, reward correct tactics and all that but it seems that games take about 3 hours to play out to a firm conclusion. I guess I looking for a game that can be played out in the 1,1/2-2 hour range for nights at Hobby Town when 2,1/2 hours is what you have all together with set up and breakdown.
Check out Nate's report at addicted to lead
We laid out our patrol markers and pretty much all the jump off points reached the center of the table. I was able to deploy my 50cal and two squads right off but one was with out it's Jr leader. Nate put on a squad and his HMG. My next rolls didn't help me with more troops and I put down my Platoon Sgt with hops of getting the attack going.
Things moved a little slow as I wasn't able to get two of my junior leaders on table. I was able to break one squad of Germans and fend off an assault by another.
My tanks came up in support and was able to knock out Nate's pak 38 before being stopped by the panzer schreck. I ended up bring on my other senior leader and was then able to apply more pressure to the Germans.
We stopped the game after about 2.5 hours of playing. Another round or two would have seen me play a CoC die to force a Morale check and perhaps break Nate's force.
I think the game went well. Very little looking up things in the rule book. Placement of leaders is important and remembering command ranges helps in maximizing their value. I'm still somewhat on the fence with how much I like the rules after six games. They do give a good result, reward correct tactics and all that but it seems that games take about 3 hours to play out to a firm conclusion. I guess I looking for a game that can be played out in the 1,1/2-2 hour range for nights at Hobby Town when 2,1/2 hours is what you have all together with set up and breakdown.
Check out Nate's report at addicted to lead
Friday, July 7, 2017
The Way Out!
We met this week to finish out our game on Matt's excellent table. Last week left us with Howard attempting to escape from Balin's Tomb and not lose any more men and my Dwarfs preparing for an assault from a Cave Troll and more Goblins.
We send in the Gollem to do battle with the Troll and Goblins. He makes quick work of the Goblins but the Troll proves a powerful adversary. After several rounds of combat the Troll is put down.
We send in the Gollem to do battle with the Troll and Goblins. He makes quick work of the Goblins but the Troll proves a powerful adversary. After several rounds of combat the Troll is put down.
Meanwhile Howard's troop comes across a strange creature who advises them on the direction of the exit. Un-trusting fellows they head off in the opposite direction. Good idea as I was to later discover.
Seeing a build up of Goblins at the far end of the corridor my Prince seeks a hidden passage out. He finds a likely spot and with the help of the Gollem but through into the caverns. The Dwarfs split up again and send the Stone Gollem to fight off the Goblins.
We encounter Howard's troop in the hallway and let them pass. Thinking they had missed the easy way out of the Mines we head off in the direction they had come with all of my band back together.
We meet the creature who gives us directions which we foolishly follow.
Howard's troop continues on and stumbles into a room loaded with treasure and Goblins. He gathers what he can and fights his way out of the mines.
His King and a companion are all that are left as the cross out of the deadly mines.
I had been sent off on a circular path by the creature but in the end found a door out and exited the mines the way we had entered. None to soon as more Goblins and another Cave Troll awaited us.
Lot's of fun and just spectacular terrain. More photos here
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