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Showing posts with label CY6. Show all posts
Showing posts with label CY6. Show all posts

Saturday, April 1, 2017

The Best Game You Will Ever Play!

Still unsure about Flames of War Version 4? Shot you bolt in Bolt Action? Not warming up to Star Wars based games? Then I have just the game for you! In a few months we will all playing a great new game and I want to tell you about it before it hits Kickstarter. The folks who developed it provided me with an advanced copy and I have been playing non-stop ever since. The other day they asked me to send it back so another reviewer can play it and I said “no way, it’s mine”. The beauty of this game is how you can use components from other games to augment the core set. So I now have a use for those command and staff teams that will no longer be used in FoW. I may even throw in some unpainted Napoleonic figures I have lying about!

The beauty of the game is how the two players create a lot of the game in real time. The mechanics are very simple; during your turn you can move, take an action, or do nothing at all. The core box that will be offered on Kickstarter features old Dir Cast Metal tanks from Corgi. These were the bomb of toys back in the 1970’s and are now reproduced for this great game. The other playing pieces that come with this set are Yoga-Joe’s, and will offer the most seasoned Grognard a tough time when using or facing these guys. Also included in this box are the rules, which are about 500 pages long (without punctuation) however they explain every situation you can get yourself into when you play. Also included and which is key are the related books Zen and the Art of Motorcycle Maintenance by Robert Persig and The Art of the Deal by Donald Trump, two life changing literary classics.



The Unboxing
The great thing about the game is that it is ready to play right from the box! Well ready to play after you read the rule book. The beauty of the rules is that you retain none of them and if you do not like a rule you can change or ignore it at any time. So after spending a month going over the readings, I was ready for my first game. The models look great and they add so much flavor to the game.


The Key Mechanic
The most important aspect of the game is how the player deals with both the rules and their opponent. It is important to have an opinion on everything, no matter your expertise or sense of importance, and communicate that opinion in the most passive aggressive way possible. This style of play came about during the first turn as my opponent started to move. They went for the tactic to ignore all movement rules and kept looking for me to object. I said “Stop your tank” a few times and they kept going, and crushed my Zen-Lotus Warrior. What I should have said is “don’t you think you have moved far enough?” which would have stopped the tank in its tracks. Same thing happened in the shooting step, but I remembered my lesson from before and said “haven’t you shot up enough stuff?”


For combat, players have the choice of using a dice of any type, a coin flip, pulling cards from a deck, or even rock paper scissors (lizard, Spock for advanced players) with the winner being the player who scores the highest or lowest (as agreed upon) winning. Want a challenge, play this game with D20’s!


Like all other games, it comes down to the tanks. Tanks can shoot any of the opponents pieces, except for a Yoga-Joe, but it can run over the Yoga-Joe by accident thus killing it.  Unused playing pieces brought in from other games cannot attack, but can be attacked at any time. The defender can suggest that a player shoots at a piece like the Mid-Late War German Artillery Staff team by stating “OK fine, how about shooting at this guy?”.
 

What I love about the game is how during the course of play create an experience which is unique and rewarding. Unlike all other games, the rules state upfront that this game was written for you and you only and it will be perfect, just like yourself.
Another great aspect of the game is that during play your opponent takes notes in a note pad and you do the same when they play. These notes have no bearing on the game, however they are slipped into your game box for you to read later. It is best to wait until 3-4 players have dropped notes in your box so you do not know who wrote it.


Special Characters
The game revolves around using your tanks and special characters. The box comes with its own unique set of special characters; the Yoga-Joe’s. Each Yoga-Joe model has a unique pose witch correlates to a special power. Players can use the special powers as stated in the rule book or make them up as they go. Normally a Yoga-Joe can use their power only once, however they can try to use it again and if your opponent does not say “didn’t you use that model already?” then you are free to use it again.
Other special characters can be brought in as long as they are anthropomorphic and retain the qualities they historically had.
So on turn two I played the Giant Gunny which stopped a tank!



Later on I used the Churchill creamer to persuade a Yoga-Joe to surrender. Being from India and staunchly anti-empire it didn’t work at first; until I found out the Yoga-Joe was lactose intolerant.


The game was tight until we had a huge standoff between two major religions, and following the “agree to disagree” rule the game ended. I learned my lesson and for my next game I used the "Peace is our Profession" rule and called in an Arc-Light strike!


I loved this game and so will you. If you win it’s because you are the best and if you lose it’s because of the fact the opponent cheated or that the game was flawed. I also noticed that when I didn’t play the game for a long time, I became a bigger expert at it.



I recommend this game to everyone and I know it will be a huge hit!


Twitter @MitchWWPD
WWPDMitch@gmail.com


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Thursday, July 19, 2012

Measuring Sticks and Flight Stands by Corsec Engineering

Corsec Engineering, makers of all kinds of neat odds and ends for use in gaming, send us some measuring sticks and flight stands for review!
The stuff



All the parts included with their flight stand
We'll start by taking a look at their flight stand.  This flight stand is fully compatable with their extensive Omni-Stand system that essentially allows you to extend altitude in increments, as well as attach different adapters to the top to fit a wide variety of needs.

The particular flight stand pictured starts with their Aerial Support Base which is specifically made to hold an airplane die for use with Flames of War.  Next, is a 1.5" Omni Stand.  These stands are threaded on both ends so you can extend them to show altitude.  Finally, there are a variety of "toppers".  Here you see one of my Check Your 6! planes mounted on a sphere magnet allowing you flexibility in the aircraft's facing.

Sphere magnet

Climb!
Pictured here is a small mount ideal for smaller miniatures.
Small, discrete mount.
Which brings me to the mounting peg.  Ideally these would probably be drilled into and attached to the miniatures, but I found the extra height made them work out okay with my existing magnets.  As a bonus, the post itself is not magnetized, which is good since my Flames of War planes are all of the same polarity (which is opposite of the cool ball-mount you saw above with my CY6 planes!)
The steel post

Vroom vroom!
The only drawback with not having these actually drilled into the model is that it isn't super sturdy.  The plane is fine, but tipping it too far will make the plane fall.  Not a big deal- I am using them in a way they're not intended after all.
But the real joy is the little seat for the plane die!

And here it is next to the Flames of War stand.
The stands are nice, and inexpensive.  I also like their flexibility.  The stand as assembled above is around $4USD.  Useful for Flames of War to be sure, but for any kind of flying mounts where you need a bunch of them, their low cost and flexibility makes them a really attractive solution.  They aren't quite as aesthetically pleasing, but the functionality makes them very competetive.

Now on to the measuring sticks!  Included is a 16" and a 6" stick.


Similar to the omni stands, each individual piece of the omni-ruler is threaded so you can quickly get any distance you'd like.  Each segment is 1", and come in 2 flavors: "segment" and "end cap".  You can mix and match colors to build your own sets.  Check them out on their site here: Omni-Ruler


They're light weight (so won't scratch your models), easy to work with, and attractive.  I *really* like these measuring sticks and plan to use them exclusively for Saga.  In fact, I can't think of anything that'd make these guys better.
4", 6", 12".  Perfect for Saga!
In conclusion these are some really great accessories to pick up!  They're very affordable, attractive, and useful.  Can't go wrong!

Flight Stands: 7/10 bi-planes.
Omni-Ruler: 14/14 Norman Knights.


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Measuring Sticks and Flight Stands by Corsec Engineering

Corsec Engineering, makers of all kinds of neat odds and ends for use in gaming, send us some measuring sticks and flight stands for review!
The stuff

Read More

Wednesday, December 15, 2010

Wings of War and Check Your 6!

Over the weekend, I picked up a copy of Wings of War: Burning Drachens from Beyond Books in DE as their FOW tournament prize support. I've heard nothing but great things about this game and couldn't wait to get home and try it out. So I waited until Jaime and Dallas came over for one of our monthly or so gaming nights (The last time we played Midevil). So we settled in with some pizza, beer, and Wings of War.

What is there to say about WoW? It's very light weight. After two games, I don't think I much care for it for any matter of remotely serious gaming, but I think it would really shine if played in large groups (where you WANT things to move quickly) or with younger children who can wrap their head around it.

The rules just weren't "crunchy" enough and we all decided to move on. We quickly rolled out Check Your 6! and showed Jaime the ropes. CY6! is far more engaging. It's still a relatively simple system to learn, but it feels so much more "real". The scenario we set up saw Dallas piloting 2 SBD Dauntless coming in on an isolated Japanese destroyer. I flew two Zeros on an intercept course, and Jaime piloted 2 F4F Wildcats providing cover for Dallas.

Compare these two very brief AARs:
In Wings of War two planes slowly flew around the board, dealing damage cards to each other until one of them accumulated enough damage to be shot down.

In our game of Check Your 6! Two zeros came screaming in, cannons blazing on the Dauntlesses. One zero swung around behind only to take engine damage from a lucky shot from a Dauntless' rear LMG! Shortly thereafter a low velocity cannon tore through the American steel of the Dauntless, exploding the bomber's payload while in close proximity to his wingman! The shrapnel from the explosion knocked out the American pilot's oxygen line, and the concussion saw the pilot black out at low altitude. The Zero also took shrapnel damage, with the plane barely holding together!

The American pilot woke up seconds before his plane slammed into the water, pulling out of his stall at the last possible second before being ripped to shreds by the flaming zero behind him. In retribution, the Wildcats (having split up) ripped the wounded zero apart with HMGs blazing. The remaining Zero, having no bombers left and not liking the odds of going up against 2 Wildcats, started high tailing it for home. Just as he drew into the range of the Destroyer who was putting up a wall of flak, the Wildcats caught up with him and sprayed his canvas plane with lead, plunging him into the ocean.

In all 2 Dauntlesses and 2 zeros went down. And the game was a blast.

So, back to Wings of War. I'm interested to hear you guys' opinions- I am not ready to write the game off just yet, and the minis look great, but I was really unimpressed with it out of the box.
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Wings of War and Check Your 6!

Over the weekend, I picked up a copy of Wings of War: Burning Drachens from Beyond Books in DE as their FOW tournament prize support. I've heard nothing but great things about this game and couldn't wait to get home and try it out. So I waited until Jaime and Dallas came over for one of our monthly or so gaming nights (The last time we played Midevil). So we settled in with some pizza, beer, and Wings of War.

What is there to say about WoW? It's very light weight. After two games, I don't think I much care for it for any matter of remotely serious gaming, but I think it would really shine if played in large groups (where you WANT things to move quickly) or with younger children who can wrap their head around it.

The rules just weren't "crunchy" enough and we all decided to move on. We quickly rolled out Check Your 6! and showed Jaime the ropes. CY6! is far more engaging. It's still a relatively simple system to learn, but it feels so much more "real". The scenario we set up saw Dallas piloting 2 SBD Dauntless coming in on an isolated Japanese destroyer. I flew two Zeros on an intercept course, and Jaime piloted 2 F4F Wildcats providing cover for Dallas.

Compare these two very brief AARs:
In Wings of War two planes slowly flew around the board, dealing damage cards to each other until one of them accumulated enough damage to be shot down.

In our game of Check Your 6! Two zeros came screaming in, cannons blazing on the Dauntlesses. One zero swung around behind only to take engine damage from a lucky shot from a Dauntless' rear LMG! Shortly thereafter a low velocity cannon tore through the American steel of the Dauntless, exploding the bomber's payload while in close proximity to his wingman! The shrapnel from the explosion knocked out the American pilot's oxygen line, and the concussion saw the pilot black out at low altitude. The Zero also took shrapnel damage, with the plane barely holding together!

The American pilot woke up seconds before his plane slammed into the water, pulling out of his stall at the last possible second before being ripped to shreds by the flaming zero behind him. In retribution, the Wildcats (having split up) ripped the wounded zero apart with HMGs blazing. The remaining Zero, having no bombers left and not liking the odds of going up against 2 Wildcats, started high tailing it for home. Just as he drew into the range of the Destroyer who was putting up a wall of flak, the Wildcats caught up with him and sprayed his canvas plane with lead, plunging him into the ocean.

In all 2 Dauntlesses and 2 zeros went down. And the game was a blast.

So, back to Wings of War. I'm interested to hear you guys' opinions- I am not ready to write the game off just yet, and the minis look great, but I was really unimpressed with it out of the box.
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Monday, November 15, 2010

CY6- Action in the pacific.


Kurosawa's Zero dropped lazily from the cloud cover- effortless as a gull gliding on ocean breezes. He smiled at the Emerald ocean stretching and yawning beneath him. Momentarily, he closed his eyes and enjoyed the warm sun streaming through his canopy.



Behind Kurosawa, two more identical planes dropped from the cotton clouds, and formed up behind their leader. A small green island was just becoming visible on the horizon as the sun reached its zenith.


Darryl Smith was not as calm as the Japanese pilots within a proverbial stone's throw. His Dauntless was racing along just above the canopy of some godforsaken, bug infested island. Only he and his wingmate Hack had made it out. 3 planes down. 6 of his friends wouldn't be returning tonight. Smith and Hack pushed their planes hard- they knew the carrier was close and


Pilot Messerle's Wildcat purred beneath him. He felt momentary terror as he saw 3 familiar white dots on the horizon, but quickly pushed that aside. "Hoard- see em?".


By now Kurosawa's seabirds had spotted the Dauntlesses making a break for the open water, and moved to intercept.


In moments, the Zeros were upon the dive bombers.


At this close range and low speed, the dauntless were no match for the seabirds. Smith closed his eyes as his metal plane around him shake apart.


Kurosawa had claimed another American plane.


Hack frantically pushed his SBD forward, and was immensely relieved to see 2 F4F Wildcats moving in to help him home! "Boy am I glad to see you guys!"


Kurosawa only just now saw the American fighters stalking him and his group. He felt shame at such an oversight.


The Zeros relentlessly pursued the Dauntless as the F4Fs zip right by them, HMGs blazing.


Hack swore as his Dauntless shuttered from cannon rounds impacting the hull. The stick jammed right- the rudder had been hit!

Behind him, a Zero flies right into metal scrap shaking itself loose from his Dauntless, and only narrowly escapes catastrophe!


Messerle lines up a Zero, and unleashes with all 6 HMGs! Bullets tear into the canvas wings, but the Zero miraculously escapes unscathed. Messerle is horrified to discover he has spent all of his ammo!


The Zeros continue hounding the remaining Dauntless who is now almost home free!


Kurosawa expends the rest of his cannon shells. The Dauntless before him seems made of pure steel. Cannon round after cannon rounds erupts on its hull, but still it flies. Having no more ammunition, Kurosawa calls off his seabirds.

Hack's Dauntless lands safely on the carrier. The rear of the plane looks like a scrap yard. His tail gunner sat slumped in his seat.

The Japanese nabbed one Dauntless, but the other made it home. We called it a draw.
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CY6- Action in the pacific.


Kurosawa's Zero dropped lazily from the cloud cover- effortless as a gull gliding on ocean breezes. He smiled at the Emerald ocean stretching and yawning beneath him. Momentarily, he closed his eyes and enjoyed the warm sun streaming through his canopy.



Behind Kurosawa, two more identical planes dropped from the cotton clouds, and formed up behind their leader. A small green island was just becoming visible on the horizon as the sun reached its zenith.


Darryl Smith was not as calm as the Japanese pilots within a proverbial stone's throw. His Dauntless was racing along just above the canopy of some godforsaken, bug infested island. Only he and his wingmate Hack had made it out. 3 planes down. 6 of his friends wouldn't be returning tonight. Smith and Hack pushed their planes hard- they knew the carrier was close and


Pilot Messerle's Wildcat purred beneath him. He felt momentary terror as he saw 3 familiar white dots on the horizon, but quickly pushed that aside. "Hoard- see em?".


By now Kurosawa's seabirds had spotted the Dauntlesses making a break for the open water, and moved to intercept.


In moments, the Zeros were upon the dive bombers.


At this close range and low speed, the dauntless were no match for the seabirds. Smith closed his eyes as his metal plane around him shake apart.


Kurosawa had claimed another American plane.


Hack frantically pushed his SBD forward, and was immensely relieved to see 2 F4F Wildcats moving in to help him home! "Boy am I glad to see you guys!"


Kurosawa only just now saw the American fighters stalking him and his group. He felt shame at such an oversight.


The Zeros relentlessly pursued the Dauntless as the F4Fs zip right by them, HMGs blazing.


Hack swore as his Dauntless shuttered from cannon rounds impacting the hull. The stick jammed right- the rudder had been hit!

Behind him, a Zero flies right into metal scrap shaking itself loose from his Dauntless, and only narrowly escapes catastrophe!


Messerle lines up a Zero, and unleashes with all 6 HMGs! Bullets tear into the canvas wings, but the Zero miraculously escapes unscathed. Messerle is horrified to discover he has spent all of his ammo!


The Zeros continue hounding the remaining Dauntless who is now almost home free!


Kurosawa expends the rest of his cannon shells. The Dauntless before him seems made of pure steel. Cannon round after cannon rounds erupts on its hull, but still it flies. Having no more ammunition, Kurosawa calls off his seabirds.

Hack's Dauntless lands safely on the carrier. The rear of the plane looks like a scrap yard. His tail gunner sat slumped in his seat.

The Japanese nabbed one Dauntless, but the other made it home. We called it a draw.
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