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Monday, March 18, 2013

WWPD Network Highlights!

Hey guys, with the nixing of weekend posts, I realized it'd been a while since we'd posted any network wide updates!  So, what's been going on?  For those of you who may not follow our other sites, hopefully some of these tidbits might entice you to go check them out!

Bolt Action.Net
Bolt Action at Cold Wars
Judson has an in depth look at the Bolt Action.. er.. action at Cold Wars!  Lots of great photos, and after action reports.

Soviets vs Germans in Maximum Attrition
Our buddy Craig Baxter posted an awesome battle report pitting some Germans against some Soviets.  The picture of the exploding KV-1 makes the report worth reading all on its own, but the rest of the pics don't disappoint!

Outpost Zero
Gunship! First Strike review
We get a hands on look at the board game by Escape Pod Games.  A fairly in depth rules discussion and analysis.  Overall we give the game a pretty high rating, and it's continued to be a go to for me!  We've been on a real boardgame kick so keep your eyes on the Outpost for more, sure to be on the way!


Dropzone Commander Battle
Epic battle!  See the UCM forces go to town with the Scourge!  The dudes have a really nice table (full of city blocks and abandoned cars) to wage war over.  Still waiting to get my first game in, but I really love the models!

Saga Tapestry
Saga Warlord Painting Competition (Ending Soon!)
There have been some great entries so far!  So what are you waiting for?  Head over to the forum and submit your entry!  I need to hurry up and get my Scott Warlord painted up!  But, not only am I ineligible, I will miss the deadline.

Normans vs Vikings- Clash of Warlords!
This was a hell of a battle!  The Normans were textbook, unfortunately, but the vikings were bloodthirsty!

FOR MORE FROM THE WWPD NETWORK CHECK OUT HTTP://NETWORK.WWPD.NET

Stay tuned for updates from some of our fine Network Partners!
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Bolt Action - Review: Bandai Panzer IV H


In a previous post I reviewed 1/48 scale T-34/76s and SU-85 kit from Bandai, which I got in a crazy awesome deal.  I absolutely loved those models and could not wait to tear into the other kits I scored.  Looking through the rest of the stack of models I decided to start with a Panzer IV H, because it will get a lot of table time.  Like the T-34s and SU-85 this model had both internal and external pieces.  I chose not to assemble the internal parts to save time and prevent headaches. 

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Friday, March 15, 2013

Episode 54- Live from Cold Wars!

The dudes are live at Cold Wars 2013, with plenty to talk about!  We talk about the gaming we've gotten in (FoW, Zombicide, Spartacus) and generally ham it up!  The second half of the episode is recorded in the Artemis with Steven, Luke, Dirty Jon and Tedley.  Thanks to all who came out to the live show, and for all the great vendors who provided prize support!




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Bolt Action - Order Dice Holders

(After some inquiries on our forum, Craig Baxter obliges the curious with a how-to guide. - Judson)




In the last AAR that I posted, you may have noticed little holders for our Bolt Action order dice.  These little trays of awesome were invented by my buddy Joe and with his permission he has allowed me to share the secrets of his genius.   These order dice holders are great game aids that look nice and help players keep track of orders.  The little trays hold the order dice and minimize accidental bumping, moving, misplacement of the order dice during game play.


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Thursday, March 14, 2013

BF Video: "Tell Me About..."


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Wednesday, March 13, 2013

Soviet BA-10Ms

 After reading Bob's review of the Zvezda BA-10M, I went ahead and ordered 10!  However, once I got them, I was not particularly happy with them.  To be fair, I've generally liked a lot of Zvezda stuff in the past (See also: Shturmoviks and Panzer IIIs) but assembling 10 BA-10Ms is an exercise I was not ready to continue.

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Bolt Action - Cold Wars Bolt Action 2013

The first Bolt Action tournament I've been able to attend took place March 9th at Cold Wars, inside one of the Lancaster Host's many halls, in (unseasonably warm) Lancaster, PA. We've talked about it a lot on the forum already, and after meeting with many of the guys after the games, I'm more excited than ever about the future of Bolt Action. 




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Tuesday, March 12, 2013

Cold Wars Picture Dump

This is just a random picture dump from Cold Wars.  As usual, I am bad at taking lots of photographs, but here's the few I did snap.  More on our time spent at the convention coming up on the next episode of News From the Front!
Killin' Zombies with the Millers, Matt, and Mike.

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Gunship: First Strike! Review

Many moons ago, I bought into a promising looking kickstarter called Gunship: First Strike!  by Escape Pod Games.  Here's a description of the game from their website:

Gunship: First Strike! is Escape Pod Games’ core release in a planned series of tactical space combat games. Players fight to win battles in a futuristic civil war with a variety of ship types. From the agile and speedy Fighters, to versatile Gunships and powerful Assault Carriers, every battle is a well-balanced slugfest that comes right down to the wire!


Gunship First Strike! is


  • a Card Game that utilizes Dice and Boards in a new and exciting way
  • a Space Battle between 2, 3 or 4 players that lasts between 30 and 60+ minutes
  • Customizable, Innovative and Highly Expandable
  • Well-Balanced.  Most games are won by less than a handful of Hit Points
  • Flexible.  A great game to start the night or to have fun playing all day in Campaign Mode
  • perfect for players who like to blow things up with a variety of ship-mounted Heavy Weapons!
What sold me the most were the early images of the gunship boards.  The gunships have 8 areas on them (torpedo launcher, hull, shield and power generators, left and right weapon pods, and left and right wings).  each of the areas has space for cards allowing the gunships to be fitted in a variety of ways.  I'm a huge fan of spaceship gaming (see also Eclipse, EVE Online, X-Wing), but none of the board games I've played really feature that "1 on 1" ship duel feel like you might see in Star Trek or something.  So I was sold!  I bought into the game, and made sure I got a few of the neat add-ons like crew/ship upgrades, asteroids, and enough gunships for 4 players.

So when I received Gunship, I was ecstatic to break it open and give it a shot!  I sat down across from Sean, my usual boardgaming partner in crime, and we got to setting up and reading the rulebook.  I have to be honest- my initial reaction was a bit negative- but hang in there!  For some reason I can't put my finger on, we were having a bit of a hard time following the rules.  We're no stranger to complexity- Eclipse is second nature to us now, but something about these rules left us scratching our heads.

We starting limping through the game but something wasn't quite clicking... until we played a few rounds.  Suddenly, as if the lens at just come into focus, the game became clear to us.  I think at times the rules get a bit too complicated when explaining a simple concept and so we were overthinking things.  At its core the game is fairly simple and once we boiled it down we found it to play quickly and be quite entertaining!  Let's have a brief look at how the game plays out.  Described below is a typical turn.  Turns play out until one of the two Assault carriers is destroyed.  Losing your carrier loses you the game.

Initiative Phase
Simple- roll a die to see who has initiative.

Carrier Phase
This is actually a really neat concept that I did not like at first.  This only occurs once per turn and is resolved immediately.  Each player draws one card with a chance of the enemy carrier being damaged.  There is a high degree of luck here, and a few good draws can dramatically change the game.  This may turn some people off- but we found the mechanic had a really cool way of putting pressure on you.  Haven't been focusing on making attack runs on the enemy carrier?  Better start now, cause he just scored some hits on yours!

After the Carrier phase one player completes all of the rest of the steps, and then the 2nd does the same to end the turn.
 
Draw Phase
Here you may draw cards until you have 5 in your hand.  The cards are broken down into damage dealing, and modification cards.  Damage dealing will essentially allow one weapon to do damage.  If you have blaster cannons and you draw a blaster cannon hit card- your cannon can now shoot.  Ditto Torpedoes and Ion cannons.  Then there are also cards for things like evasive maneuvers, enhanced targeting, etc which modify your or your enemy's attacks.

Fighter Phase
In this phase you can move your fighter squadron about.  There's basically 3 "areas" in the game- your carrier's zone, your opponent's carrier zone, and the middle ground.  Your fighters can move between these two zones and either defend (escort) a zone or gunship, dogfight with the enemy's fighters, or make an attack run on the enemy's gunship.  Dogfights and strafing runs are resolved using dice- the fighters are a bit high on the luck factor, but the mechanics are easy enough.

Gunship Phase
This is where the meat of the game comes from.  One key element we had to wrap our head around was the concept that YOU the player are the captain of the Gunship.  The carrier and fighters largely exist outside of your influence (you do get to make decisions for the fighters, but the outcomes are so random it's hard to plan ahead much).  I like this concept a lot, but it may not be for everyone.  

Anyhow, your Gunship is yours to do with what you will.  You can kit it out with different weaponry- maybe you want all blaster cannons and go on the offensive looking to destroy the enemy's gunship.  Maybe you want all thrusterbombs and torpedoes and make a B-line for the enemy's carrier.  Maybe you want a mix of ion cannons, blaster cannons, bombs, and torpedoes and be a jack of all trades.

Each turn a gunship can perform 3 actions.  Actions it can perform include moving one area, making an attack on enemy fighters or Gunships, making an attack run on the enemy carrier, or docking on a friendly carrier.

Attacks that hit score a hit on a random location (determined by a d8) which can damage or destroy key components.  Ion cannons that strike a location temporarily knock it out, and then jump from one spot to the next at the end of the turn (which was very cool!)

Repair Phase
At this time Gunships that are in space can use a Damage Control card to repair light damage or restore one shield if the shield generator is still operational.  Alternatively, docked carriers get several repair actions with which they can repair heavy damage, swap weapons, reload bombs, restore shields, etc.

Once we had the rules down, we were able to get through 3 games fairly quickly.  All 3 games were fairly close affairs, with both of our carriers in dire straits.  The gunships get absolutely battered, and dealing with individual systems being destroyed left and right is an awesome challenge.  Most of all, it does capture that feeling of being in control of a single ship while a larger battle rages around you.  

SCORE
Components: 6/10
The included game pieces have great graphic design.  There is absolutely something about the dice that I love- it's hard to describe.  The dice just feel great!  The rulebook is okay, and actually mine arrived in a bad way- the bottom hadn't been fully cut, so I had to go at it with some scissors to be able to open it.  The cardboard punchouts are nice, but the cards are really not very good.  They're very flimsy making them difficult to shuffle.  They just feel cheap.  I'll go easy here because this is Escape Pod Games' first publication, and for a Freshman outing- I'm quite impressed! 

Game Play & Rules: 8/10
I don't think the rulebook is laid out particularly well, but once you stop approaching this game like it's Eclipse and take a few second to think about the rules, you find that they're that nice blend of easy to learn, without stifling you on tactical decisions.  The rules work quite well, and aside from the randomness mentioned above (which some of you may hate if you prefer low luck games, but which doesn't really bother me) make for a fast paced game that usually comes down to the wire!

Theme: 10/10
The theme is great!  All space all the time.  The artwork and the way the mechanics knock out individual subsystems really make me feel like I'm commanding my gunship while the battle rages around me.

Summary: 8/10
Awesome theme, and fast, exciting game play.  Marred slightly by some highly random/lucky events that can change the outcome of the game and some low production value on the cards.  Gunship is set to provide hours of entertainment as you customize your ships and bring them into battle.  I dare you to play this game without quoting the Wrath of Khan at least once!



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Monday, March 11, 2013

AAR: Tankovy vs. Feldherrnhalle Panzergrenadierkompanie

Eric and I decided to get in a little weekend Flames of War.  We rolled up Fighting Withdrawal, so Eric's tanks got to attach my Infantry.  


I wanted to continue our theme of lighter terrain with more open site lines, but Eric moved around and added terrain until there was basically a giant wall down the center.  In the picture above, take out the forest along the water and move the forest above the road back and turn it ninety degrees.  I thought that looked more like the Battlefront tables.  I think with the giant line of blocking terrain in the middle of the board, this AAR is not very valuable in getting WWPD more familiar with lighted styled boards.

Lesson Learned:  Set up the terrain, and don't let anyone touch it. =)

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