Wed, 07 Dec 2016 18:38:15 +0000
by Power_NoobSo I received my give the kickstarter a boost today. Slight damage to one corner of the prelude to Woodbury box, no big deal, the contents are all good. But whats funny is that the Rick on a horse booster says 3 miniatures when there are really only two miniatures. One is a zombie while the other is obviously Rick riding the horse. I guess since technically the Rick sculpture is separate from the horse sculpture and only glued together that makes it two lol. Anyways here's a few pics.
Wed, 07 Dec 2016 18:36:30 +0000
by SeruwulfAnyone have card scans for the playable Robot Master bosses? Would greatly appreciate those....thanks.
Wed, 07 Dec 2016 18:30:24 +0000
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by jgb7If you ONLY solo play Legendary Encounters (that's 1 player - 1-3 character hands)
Wed, 07 Dec 2016 18:29:52 +0000
by bigandy9255For those tracking the parcels and who has got theirs. I'm located in Edmonton, AB Canada and received mine yesterday.
Wed, 07 Dec 2016 18:27:09 +0000
by hholzgrafeWhat happens if you land the Auction House, but you don't have 1 Lira to start the Auction?
Wed, 07 Dec 2016 18:25:14 +0000
by Darth CouponIt's become apparent to me that most Rebel player worth their salt will start the game with a handful of units in the base, usually an airspeeder or two with a token fighter to avoid a fluke Planetary Conquest. The rest of the units are dumped en masse to a system for a Dodonna/Rieekan attack aimed at accomplishing Rebel Assault, Crippling Blow or just blockading a system for a head start on Cut Supply Lines.
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by klkitchensHad never asked myself this question and I certainly don't have the background to give myself a reasonable answer...
Wed, 07 Dec 2016 18:20:08 +0000
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by alexlyfI understand when a carnivore attack successfully, it receives number of food equal to the prey body size. But what will happen to the excessive food when the number of received food larger than the carnivore's population? Will they be put into the feeding bag or discarded?
Wed, 07 Dec 2016 18:17:11 +0000
Wed, 07 Dec 2016 18:13:08 +0000
by ColintheFleaCan the solo AI parasites Supplant each other? I assume that they do, but wanted to confirm I had that right. I'm taking the fact that they are hostile means that they will even fight each other to attach.
Wed, 07 Dec 2016 18:06:56 +0000
by RabbleRiotMy imperial player is getting his butt kicked on a routine basis and I wanted to clarify some things for them.
Wed, 07 Dec 2016 18:02:40 +0000
by zfairbornWas discussing this with a friend tonight and it just clicked to me HOW incredible the Ferengi are AT their trade agreements and dealing! Seriously its discovering stuff like this which I like about game designers and finding their visions and how they play out.
Wed, 07 Dec 2016 17:57:27 +0000
by chrisn96Which extensions should I get first or should I get a 2nd base game first?
Wed, 07 Dec 2016 17:56:40 +0000
by iamrubocopGreetings all!
Wed, 07 Dec 2016 17:49:28 +0000
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Wed, 07 Dec 2016 17:42:58 +0000by njep I don't know why I'm so stuck on this, but my Orphan just grew up, and I've been evaluating the best, worst and otherwise of options. I know this may have been posted elsewhere, but this is my take.Gunslinger: I don't think I like this one too much, but you will have the benefit of better defense and won't suffer from the lack of combat expertise. The only thing about the gunslinger is that they are built around their starting upgrades that wouldn't be available until the fourth tier skill for the Orphan.Indian Scout: Just doesn't go anywhere, however, the ability to recover a sanity every turn, might jive very well with the voices of the ancestors 4 sanity damage to recover a grit. I think this choice suffers from a lackluster class inherently. However, given a mix of the Orphans attack bonuses paired with the Scouts exploration bonuses, you could make the class pretty viable.Bandido: By missing out on the starting upgrades you are missing out on some cool abilities, but mixing the melee skills in with the Orphans Rage starting upgrade, might make for some great synergy. Of course you aren't going to be a dual wielder, but you will have the benefit of a better to hit and much better willpower.Outlaw: I actually think I really like this one. You don't have to worry about having either a 5+ in ranged or a 5+ in defense, but you won't be dual wielding. On the other hand you should just use your shotgun and a better pistol. Plus you've got your auto-evade as an Orphan.Prospector: If you are going with a melee route, this could be really cool. However, I'm not sure what you can do to get the heavy mining pick. I kind of figure that you can buy one as Jason stated in some comments where you can buy your starting items in town if you lose them. Especially if you go to an Outlaw Prospector you get access to shotguns which could be really cool. Also this class has a lot of built in ability and doesn't really need the starting upgradesFrontier Doc: I think I'm right that this one is awesome. You can use your 4+ Orphan starting skill for range attacks, you are good at healing yourself, and you'll get that docs bag item. Couple that with some good bonuses to melee and the +3 to healing with bandages and you will be pretty kickass as support and damage dealer. Oh, plus good defense.Saloon girl/Billy Joel: This can be a good combo, but you would be a bit hampered without a hold out pistol, if you are going straight melee you will be really strong though. With auto evade and built in self heal you are pretty much a super ninja. Also, you'll be healing others and yourself every turn which, well is almost unfair.Rancher: This is always my go to, but I almost feel that it's a bit boring, and almost anti-thematic. Still that rapid shot and most of the upgrade trees are really kick-ass so it's a no-brainer. The only anti-thematic part is that, as opposed to a starting Rancher class where you've been a Rancher and now you are going on the road and applying what you know to your new life, you've been on the road and somehow you are remembering your Rancher lifestyle. Just doesn't makes sense that you grow into a domestic class unless you're talking about amnesia or something like that. In which case it could be even more fun. Or maybe you've repressed your former life growing up on the farm, until you find the killers. Ehhh. maybe it does make more sense.Most of the Outlaw, Doc, Prospector classes make sense. You are growing up with guns, min[...]
Wed, 07 Dec 2016 17:42:57 +0000
by gusphanMy lady friend likes to play the game where instead of the forensic scientist randomly drawing a clue tile and placing it, the scientist is able to look at all the clue tiles, and place the one that he/she thinks fits best.
Wed, 07 Dec 2016 17:40:00 +0000
by Yagami 225The Daleks are a menace that have no patience for the Doctor's idle banter. Their ability to shut down quips will always loom over the Doctor players head, and make him second guess the value of moving the doctor to a companion that will take full advantage of his quips.
Wed, 07 Dec 2016 17:38:29 +0000
by oregontrailIf the French player reveals the Michel Ney event, which allows the Anti-French player to force a French unit into combat, can the Anti-French player choose a Guard unit (assuming it's allowed per the requirements on the card), thereby forcing the French player to spend a morale point to commit the guard?
Wed, 07 Dec 2016 17:38:07 +0000
by baregardAfter three games we still have some doubts. I wrote at jck but no answer yet. I think the game has a lot of potencial and we want to get it Straight.
Wed, 07 Dec 2016 17:37:25 +0000
by da baumOver the last year, FCM has become my favorite game. It's pretty much perfect as it is, but I was wondering if anybody had thoughts/comments on this variant.
Wed, 07 Dec 2016 17:35:16 +0000
by RfreshI've played four games of Inis thus far and I have really loved it, the groups I have played with have loved it, such a terrific game.
Wed, 07 Dec 2016 17:34:14 +0000
by Bigb0420there are currently 5 in stock at coolstuffinc.com
Wed, 07 Dec 2016 17:26:36 +0000
by eapeasI'm intrigued by the premise of the game. Would love to know more details as they are available!
Wed, 07 Dec 2016 17:26:03 +0000
by RagstatHi, I was looking for impressions on this but did not find anything.
Wed, 07 Dec 2016 17:23:54 +0000by zfairborn As some people know I've been somewhat vocal on here regarding my feelings of modding ST:A to become something more interactive and balanced (while still keeping the core mechanics and asymetrical design).In doing, so a fellow BGGeek (aka Guðmundur Skallagrímson - find his profile here if you want to thank him :D ) suggested an interesting thought, which I have since done a few quick tests on to see if it has merit, and the results are... its good!Specifically the purpose of this is with one goal in mind - for more Neutral Civilizations to appear in the game. In doing so a few things happen which i find quite beneficial, not unbroken, and is simple enough it requires no serious modifications at all to implement.This is how it works:1) Divide the Exploration Deck into two decks - one consisting of Virgin Worlds and Civilizations (e.g.: Yellow/ Green) and the other containing the Crisis' and Events (e.g.: Red/ Blue).2) Shuffle both at the start and keep them divided. If possible, sleeve the decks in different colors so you know which is which.3) Whenever a new system is discovered, draw and resolve the Green/Yellow deck first (i.e.: is the system populated or not?) and THEN draw from the Blue/ Red deck (i.e.: what is the bonus/ penalty surounding this world?)Put simply, every system draws 2 cards to its discovery. The base game does allow this as there are only 21 discoverable systems, and with the base-game cards the two decks are 22 red/blue card and 23 green/yellow cards - enough for every system to get their card draw and have 1-2 cards left over.The result of doing this? Lets take a look!1) The Federation Get a BuffThe Federation bonus comes from discovering Civilisations and Phenomena before their opponents. In the way of systems, they had around a 25% chance of drawing a Civ card - a % that was competed with in their rivals (everyone used the same exploration deck afterall).This doesn't decrease the chance of their Rivals finding Civilizations (as everyone is still using the same decks) but it does increase the number of Civilisations that do appear.It also doesn't become an absurd amount of Culture Gain by the Federation either. On the chance they are INCREDIBLY lucky to find every Civ in the deck, they would only gain +12* Culture (+18* Culture if they also find all the Phenomena). And while it may seem a lot, remember it costs themat least -1 Culture to Colonise** or attempt Hegemony on any system (i.e.: they cannot invade systems; and even with Starfleet Diplomatic Corps they still need to spend -1 Culture). And if all parties stick to the average share of systems, thats around 6-7 Culture they need to spend to secure those worlds.*: This can be increased to 24/36 Culture if using one of my other suggestions (i.e.: double the Culture Gain for every factions racial bonus). If that seems like a threat, then explore as quick as possible and even attack/ block their scouts early to reduce their early game surge. **: The exception of this being the Colonization Fleet which lets you avoid the Culture Cost to Colonize a system. But I don't think thats a huge saving 2) The Cardassian's AND Klingons Get a BuffBoth these forces have an Invasion Fleet which can be useful in [...]
Wed, 07 Dec 2016 17:21:24 +0000
by foxreinardAre threat tokens accumulated by hero sheets discarded between quests? (Rulebook: All effects end, but "miscellaneous tokens" are not mentioned as being removed like Damage and Fatigue)
Wed, 07 Dec 2016 17:20:30 +0000
by coolerkingI very much like the look of clipped counters but because I have the patience of Caligula and the big fat sausage fingers, not to mention the finesse, of a cave troll, it's always been a non-starter for me.
Wed, 07 Dec 2016 17:08:12 +0000
by amish_rabbiCan anyone give me a rundown of the differences between the current version of the game and the first version?
Wed, 07 Dec 2016 17:06:44 +0000
Wed, 07 Dec 2016 17:03:26 +0000
by coolerkingThis question seems to get asked on most OCS game pages but, because Operation Matters appears to be aimed specifically at introducing new players to the OCS system, I was wondering whether it is in fact the best intro package?
Wed, 07 Dec 2016 16:57:42 +0000
Wed, 07 Dec 2016 16:57:38 +0000
by venronduaHello all,
Wed, 07 Dec 2016 16:53:33 +0000
by Ropes4uDoes anyone know if there is a list or database of all the stats so I can build platoons while
Wed, 07 Dec 2016 16:52:42 +0000
by RVS70Just to be clear, when it comes to the ball carrier and you want to take him down, do you block him or tackle him?
Wed, 07 Dec 2016 16:51:32 +0000
Wed, 07 Dec 2016 16:46:25 +0000
by lunettaI can't find it on ebay or anywhere! Does anyone know where I can locate a copy? Or maybe willing to sell a copy to me?
Wed, 07 Dec 2016 16:44:50 +0000
by Pat Piper
Wed, 07 Dec 2016 16:38:19 +0000
by HomerJrThe BTD v4 DIY Print-and-Play version is finally ready and available for download! The pdf is sized to print cards on 8.5"x11" paper or cardstock and contains 27 pages (205 cards). Just print one copy of the pdf and you've got everything!
Wed, 07 Dec 2016 16:29:32 +0000
by asianavatarJust curious if there is an update on this?
Wed, 07 Dec 2016 16:27:03 +0000by wcboy18 This is the 575th Play-By-Forum Battlestar Galactica game. It will follow the format established by ColtsFan76. It will be a 5/6-player Base/Pegasus/Exodus/Daybreak game to Kobol.PlayersTBAThe players for this game are selected from the Waiting List. If you want to enter a game, please use this list, which is found at the BSG PBF Wiki.Rule changesInvestigative Committees will not reveal Destiny, even when playing without Pegasus.Playing notesThe regulations of the game are pretty much as in all the other threads. If this is your first BSG PBF game, please read through at least one of the previous games to get a feeling for how it is done.Some particular notes for those taking part (you can find more notes and tips on nbergom's geeklist Tips and Tricks of BSG PBF): Subscribe to this thread. Please, login at least twice a day, preferably more. Note that I have a 24-hour rule in place: when it is your turn to act, I expect you to respond within 24 hours; if not, then I am going to take measures, which may lead to seeking a replacement if your absence was unannounced. If you are going to be offline for longer stretches of time (and that is totally acceptable), please tell us in the thread (or me by geekmail), and we can pause the game if necessary. All players must have their own copies of the game as I am only going to publish card titles (this is an FFG request). Private communication will be by geekmail between me and particular players, all other communication will be by posting in this thread. Please start your geekmail subject line with "BSG 521" and your character name (i.e. "BSG 521: Adama - Draw CO"). To speed up the game, please use Conditional Orders (i.e., geekmail me what you will do if certain circumstances arise). CO's are particularly useful for interrupts, such as Evasive Maneuvers. I am going to assume some standard CO's are in place (see below). Please do not use "public CO's". Please use the following posting conventions:- Normal text for discussions.- Italics for flavor texts.- Bold for in-game moves and actions. I won't process any decisions/actions unless bolded in the thread or I receive them by geekmail. Please, make clear in each post who your character is by posting a banner at the top of your post. Great banners created by DukeOfEarl are available here (use the "medium" option to display them). If you find using a banner is too much of a hassle (or you are on your phone), at least list your character name (preferably in bold) at the top of your post. For flavor, a useful selection of character pictures is hosted on this geeklist by GerryRailBaron, though by all means provide your own if you wish. Easy, quick links to the items on Gerry's geeklist are provided here. If you are a card counter, please consider the knowledge that you gain from that as fa[...]
Wed, 07 Dec 2016 16:25:29 +0000by Legend5555 In no particular order:You draw cards up to your hand size at the end of each of your turns, not only when you deliver to Kansas City.You cannot buy a worker from the job market row that has the circular job market token.You always add new workers to the row with the circular job market token. Do not fill in empty spaces in other rows.You do not place teepees or hazards into the job market.You can upgrade one of your private buildings on the board by paying the difference between its craftsman cost and the new buildings craftsman cost. The replaced building is returned to the box , not your supply.When buying cattle, you can add new cows to the market (via the "spend" 1 cowboy action to add 2 cattle) and buy cows in any order.You can use the add cattle action to cause the cattle market to go over the designated limit for player count. The limit only applies at the beginning of the game and when adding cattle because of the job market token moving past the designated spots in the job market.When removing a hazard or teepee from the board, do not slide the remaining tokens back to fill in gaps.Your train must move at least 1 space into a turnout spot (either forwards or backwards) to be able to place a disk at that station. Taking the station master tile is optional. Each player may place one disc at each station. There is no blocking in this regard.You pay money to players/bank for hands you cross or end your movement on in the order you moved. If you do not have enough money, pay what you can and then you no longer pay for any subsequent hands you encounter during this movement.All actions on buildings are optional, but you must take money if the result of an action gives you money. You can for example choose not to discard a cow to get money if that is that action of a building. But you cannot discard the cow and not take the money.If a building's action grants movement for your cattleman, you may take the actions of the next space you stop on. But you do not draw back to your handsize before you get there. So it's generally not advisable to use this movement to move to Kansas City if you discarded cards that turn.The 3 cattleman movement action on some objective cards works differently. You cannot move to Kansas City with this movement. Using this movement also causes you to skip phase B if you used the card during phase A, and forfeits the rest of phase B if you used the card during phase B. Basically if you use this card, you cannot perform anymore building actions this turn.Taking an objective card due to the connection between cities you have delivered to is mandatory.When performing the double auxiliary action on some buildings, you cannot perform 2 different single auxiliary actions.When scoring station master tiles, you st[...]
Wed, 07 Dec 2016 16:25:03 +0000
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by TalLaviCan someone please tell me how long does a campaign can take?
Wed, 07 Dec 2016 16:11:03 +0000
by cinderbikeMy copy did not have a #8 in it. Anyone else have this issue?
Wed, 07 Dec 2016 16:11:02 +0000
by Yagami 225The 12th Doctor is incredibly intelligent, he has a quip for any situation, and some boss tech.
Wed, 07 Dec 2016 15:58:11 +0000
by Teowulff1. When using say Aphrodite and the Graeae, do the "pay 1 AoW to attack" penalties stack? Meaning you may have to pay 2 or 3 AoW cards to be able to attack a specific unit?
Wed, 07 Dec 2016 15:56:10 +0000
by KrasnyWhen a monster takes non-combat damage, eg. from moving into a space containing a fire, how does one let the app know that the monster has suffered damage?
Wed, 07 Dec 2016 15:50:26 +0000
by tonyro19Will this be available through online retailers or is it just through Looney Labs?
Wed, 07 Dec 2016 15:49:37 +0000
by davypiIf Japan has gold leftover at the end of a turn, can they convert it to food a keep it via their storage ability?
Wed, 07 Dec 2016 15:36:42 +0000by calvinboy24 To provide some background information on the upcoming game as it nears the pre-order number, I'll look to write some posts about the game as a preview and hopefully to whet appetites for the game.There will be 6 scenarios provided in the game. Since the full game is two maps, less turns, and fewer units than Last Blitzkrieg, the game should be easier to play the whole thing on gaming tables. Smaller scenarios are provided of course, and the battle breaks down well into three distinct start times that were divided into six scenarios:1) Kasserine Campaign - the full battle from 14 Feb 43 to 23 Feb 43. CCA of 1st Armored is defending (more like watching) Faid Pass with two battlaions of the 168th Infantry Regiment (34th "Red Bull" Division). CCC is to the north by Hadjeb el Aioun. Token forces that would make up TF Stark are in the rear. The Germans enter with the 15th Panzer through the Faid Pass and 21st Panzer from the South. The infamous battle begins and ends with the Allies defending the edges of both maps along the west and north.2) Operation Spring Wind - Frühlingswind was the operation name for the German offensive against Faid Pass. The scenario uses only the eastern Map B and lasts from 14 Feb 43 to 17 Feb 43. Decidedly not an Allied friendly scenario, they can still try their hand at preventing the Germans from moving on Sbeitla.3) Mid-Campaign Start - Both maps starting from 19 Feb to 23 Feb. The situation starts with TF Stark holding Kasserine Pass but KG DAK moving up to confront them. Allied reinforcements start to trickle in and form defensive blocks in the north at Sbiba and to the south at Dernaia pass. The German Panzer Kampfgruppen are sidetracked a bit by an outlier attack towards Fondouk where KG Gerhardt is offmap.4) Between a Rock and a Hard Place - The western Map A only starting on 19 Feb to 23 Feb, this scenario highlights the fighting at Kasserine Pass and the subsequent defense of the western passes towards Tebessa and Thala.5) End Campaign Start - Both maps showing the fight after the breakthrough at Kasserine Pass. A short scenario at 3 turns (21 Feb to 23 Feb), this scenario highlights the Allied stand against the Axis. The 21st Panzer Division is stymied against Sbiba and KG DAK and 15th Panzer try to grab additional passes to the west only to face Allied forces in tough positions and a British Armored Group defending Thala. The Italian Centauro division is attempting to take the Dernaia Pass against Welvert's mixed French and Ame[...]
Wed, 07 Dec 2016 15:31:12 +0000
by gibby290Hi guys,
Wed, 07 Dec 2016 15:30:29 +0000
Wed, 07 Dec 2016 15:29:46 +0000
by DH 0001Base game 24.99
Wed, 07 Dec 2016 15:23:15 +0000
by tmewbornI have never played any of the Civil War, Regimental Series. Should I just start with the Line of Battle v.2.0 Rules? I was told that I would need to use some of the counters from a LoB game which I don't own. Are the needed counters available as a pdf somewhere?
Wed, 07 Dec 2016 15:20:52 +0000
by NightsbaneWas considering this for something completely different at a family new years eve game night I am heading up. They are all GoT fans, and thought it may be a good time. They were new to the hobby, but have been taught Carcassonne, Smash Up, King of Tokyo, Mysterium, and a bunch of party games.
Wed, 07 Dec 2016 15:18:53 +0000
by JASONMKRUSEBox art is done. A sample box is being shipped and once I approve, the rest of the shipment arrives.
Wed, 07 Dec 2016 15:08:48 +0000
by chubber911Example, Skids and Daisy are fighting a fat ghoul, ghoul is engaged with Skids. Skids evades, so now ghoul is exhausted. Then second action Skids does some burglary to get some money (ghoul ignores because exhausted), third action fights ghoul with a knife. Then Daisy uses all 3 actions to try attacking ghoul with a knife. Ghoul has the Retaliate ability, but is exhausted, so we believed this meant the ghoul didn't get to retaliate when Daisy failed a couple attacks.
Wed, 07 Dec 2016 15:08:24 +0000
by Rocky123Question 1:
Wed, 07 Dec 2016 15:07:35 +0000
Wed, 07 Dec 2016 15:04:27 +0000
by ddoyenWas wondering if you lose a province if you cannot pay its control cost as well as its upkeep cost? Rules seem to suggest that it is only necessary to pay upkeep.
Wed, 07 Dec 2016 15:00:06 +0000
by davypiIt seems to me that it would be easier to evaluate your card choices for the Lookout phase of the game if you could count the resources you will have available during the Action phase. Is there any reason not to have Produce before Lookout when playing?
Wed, 07 Dec 2016 14:56:20 +0000
Wed, 07 Dec 2016 14:55:18 +0000
by LuzbelHi Friends from Spain, help me please...What promos or expansions I need for second edition KS?...I don't know which ones...Thank you
Wed, 07 Dec 2016 14:51:05 +0000
by mosepGot my wave 2 package with two expansion boxes today in Sweden. Lucky I am on parental leave and could be home waiting for the FedEx guy. I got notification for delivery yesterday but did not get the package then, but today's delivery notification turned out to be true.
Wed, 07 Dec 2016 14:49:54 +0000by Sagrilarus Hey guys, I've come to the experts. Here's the background: Wings of Glory is putting out a new Starter Kit, based on the Battle of Britain, and they're changing the way they're doing it. (If you want to see the pretty new box and airplanes, click here -- https://www.boardgamegeek.com/thread/1684263/battle-britain-....) The change is in the way they're packaging the planes. In the past they have sold paint jobs of specific pilots' airplanes, generally three of each model. So there were three Spitfire Mk.Is, and three BF-109Es, and the like. Very historic, but a bit limiting for big battles. This time they're selling the big box with historic planes, then selling additional vanilla airplanes (i.e., no specific plane marking) that come with a sheet of decals. You can see the mock-ups in the thread above. So you can actually buy six Spits, six Canes, six 109s and six 110s and have a great big battle with each plane having different call letters on it with just a pair of scissors and some warm water. Seriously cool. Each player can have their own call letters on their planes. Here's the question -- how much did WWII fighter pilots, mechanics, squadrons, etc., get to doctor the appearance of their airplanes? You see the nose art on bombers but the fighters had a standard paint job for both the Brits and the Germans, and I'm trying to get an understanding of how much additional change the airmen had leeway to make. You could spice up the appearance by making wingtips red, or writing "Ruthie" on the cowling or something like that, but I don't want to go too far off the reservation from what was common or even allowed by high command in the era. Can anybody speak to this? Just how unique were British and German aircraft in that era? S. [...]
Wed, 07 Dec 2016 14:42:57 +0000
by gpmarkColony resource:
Wed, 07 Dec 2016 14:37:07 +0000by Mr S Baldrick One of my venues had Battle of Mempa over the weekend. At this venue we play by the suggested format, but we do NOT retire resources. I have two regular opponents at this venue and have been seeing a lot of Donatra and Cloaked mines from both. Needless to say it's been getting a little boring So I had an idea to shake things up a bit. I have been trying to play thematic lists lately, but I thought I would deviate a little, well maybe a lot. This is what I came up with.Officer Exchange Borg/Federation*52 Cube 384 (also known as Big Momma )05 Kirk (Enterprise A)*00 Admiral Haden*01 Magnus Hanson00 Borg Support Vessel Dock**12 HMS Bounty (Support Vessel**)04 Spock02 O'Brien46 Tactical Cube 00105 Picard 9*02 Dispersion Field01 Hive Mind130 TotalYeah this is cheesy . I have been trying to play thematic but I have been getting tired of the Cloak Mines and Donatra and there is a Romulan Grand Prize at stake, so it's on Round 1 was a Bye Round 2My opponent flewIKS Maht-H'aKor 8Indy Fleet Captain (tech)DrexProjected Stasis FieldRomulan Cloaked MinesCry of the WarriorScimitarDonatraMendakInterphase GeneratorInterphase GeneratorVor'ChaKolothN'GeranSet upTurn 1 He gunned Koloth's ship and I did the same with the Tac Cube. He cloaked but Picard was able to TL and BS. Koloth was one shoted and Donatra was well out of range of Kirk and Big Momma.Turn 2He brought in Kor and dropped his mines.Koloth and Donatra end up right in front of Big Momma. Kirk stripps the shields off of Kor's ship and does 2 hull damage. Picard finishes him off. Turn 3The Scimitar is still there but it is under the Cube. Picard says :soapbox: "screw those mines" . Both cubes pound on the Scimitar and get rid of her Interphase GeneratorsTurn 4Kirk and Picard finish off the Scimitar while it is under the Cube.Victory! IIRC Big Momma lost her shields and took two damage to the hull. The Tac Cube only lost 3 shields to the mines. Round 3My Opponent flewScout Cube 255Khan 8Dispersion FieldMagnometric ChargesTorres (Val Jean)Monotonium Armour PlatingStal[...]
Wed, 07 Dec 2016 14:36:05 +0000by grandvp124_seraph TAL Israeli Defense 2001 Day 04 AARJust because IAFL’s KS Campaign is over doesn’t mean I can’t finish up this Campaign that’s back-to-back with HLCAO! And also, I’ll do keep on doing this to build up hype for Sherman Leader’s coming Kickstarter Campaign!Rapid Deployment Force Commander's ReportName: Richard "Daredevil" CutlerRank: ColonelOctober 16th, 2001Day Four – Retribution or BustStarting SOs: 5Our brothers at sea scored another great victory by sinking a Syrian missile boat fleet while the Admiral’s perfectly-timed cruise missile strike really put the hurt on the enemy. I was going to once again play the part of a Daredevil. I’d strike three Battalions again, in order to keep down the pressure. One of them was the Fast Assault Battalion that barely survived yesterday… I was going to make good on my promise to finish it off. Permanently.Sortie #01 – Fast Assault (9A)Enemies Encountered1x Tank1x TruckShadow’s Armaments2x AGM-1142x LAU-611x LAU-68A SAM Vehicle attempted to get the drop on Shadow, but his Hellfires stopped it cold.Shadow started the mission with a bang, blasting the surviving tank with a full rocket salvo from one of his LAU-61 pods. Then after traversing at High Altitude for a little while, he found the Truck in cover and descended downwards to destroy it. It was easy to do with the aid of a full rocket salvo from the second LAU-61 pod. The Battalion that survived yesterday met its end. Now Gator and Zinger would take on the Supply Convoy.-ENEMY ASSAULT BATTALION DESTROYED-StressShadow: 5ExperienceShadow: 3Sortie #02 – Supply Convoy (2S)Enemies Encountered4x APC8x TrucksGator’s Armaments2x BGM-712x LAU-61I was able to get on the horn with the MLRS Battalion again, and they positioned themselves to strike the Convoy. The Rockets destroyed three of the Trucks and one of the APCs. And best yet, the Scout came back with good reconnaissance, giving my boys more than enough time to destroy the Battalion.Zinger’s AC-130 took out two of the Trucks[...]
Wed, 07 Dec 2016 14:35:51 +0000by mournful My copy of Vast arrived one week ago tomorrow.In that time I have played it solitaire 13 times and in groups 5 times.Today some friends came over, and I got in four games. Our first two were 1v1, and a third joined us later.Game 1: Thief vs. CaveThis was an uneventful game, which was unexpected. I've always found Vast engaging and quick. This particular game felt a bit lifeless.The Cave primarily played to keep treasure away from the Thief, who primarily played to reveal tiles to force the cave to get some treasure on the table. It went on like that until the collapse, at which point the Thief grabbed the last treasure and ran to the exit.We agreed that this was odd. I'm open to suggestions as to how that pairing plays, and what might have made it more interesting. We don't currently have any plans to revisit it.Game 2: Knight vs. DragonThe Knight blew through all 3 bombs in 3 turns. Dragon was at 2 already. Dragon tried to evade, to reveal some tiles and get treasure. The Dragon has the victory condition, "or kill the knight." But we couldn't find any rules for how the dragon attacks the knight. None of his moves do damage. Maybe smacking the knight into a wall of fire? A lot?The Knight very quickly piled up treasures. The bow took cards out of the Dragon's hand, even through walls. The javelin reduced the Dragon to 1 life even before he emerged. Once he did, the Knight was well geared and max level, and she killed the Dragon like a champ.We hoped we were missing something here. Both roles are fun to play, but in this session it felt pretty one-sided. Any suggestions? How does the Dragon fight back in this scenario?Game 3: Goblins vs. Cave vs. ThiefThief is a tough role. So fragile. So valuable.This was a fun sessions except for one invalidating issue. I'll get there. The Cave was new to the game. He placed some treasures early, without fully understanding the reach of the Thief and Goblins. This resulted in the Goblins eating the Thief a couple of times. For the early [...]
Wed, 07 Dec 2016 14:35:22 +0000by grandvp124_seraph Though IAFL's KS has ended successfully, I still have to finish what I started! Besides, no one else has even tried an AAR with the HLCAO/TAL Combined Campaign Rules before! And maybe get people hyped for the coming Kickstarter for Sherman Leader!Day 04, Primary Mission - Target #13: Missile Boat FleetThe Roosevelt's escorts detected a small group of Syrian Missile Boats approaching the CVBG. Captain Sheridan, aware that some of his best pilots are stressed out, decides to only send four of the least stressed flyers into action: Commander Leon "Griffin" Greene, Lieutenant Nick "Bear" Daly, Lieutenant Carmichael "Talon" Rawlins, and Lieutenant Junior Grade Kyle "Kermit" Henderson.-Beginning of Mission-Determine and Place Sites:Center Area: 1x Infantry, 1x Sa-11, 1x S-60North Approach: 1x Sa-13East Approach: 1x Sa-6South Approach: 1x Sa-13West Approach: 1x Zu-23-2Starting SOs: 36Order of Battle3x F/A-18C Hornet (Griffin [Veteran], Bear and Talon [Average]Equipment (Bear and Griffin): 3x AGM-65, 1x ECM PodEquipment (Talon): 2x AIM-9, 2x AIM-7, 2x AGM-88, 1x ECM Pod1x F-14 Tomcat (Kermit [Green])Equipment (Kermit): 2x AIM-9, 1x AIM-7, 3x AIM-54, 1x ECM PodSOs Used: 3 [4 Free SOs]Remaining SOs: 36-Target Bound Event-Mid-Air RefuelingNo Comment.-Determine and Place Bandits-Center Area: No BanditNorth Approach: No BanditEast Approach: 1x MiG-25 Foxbat [Uh-oh!]South Approach: 1x Su-27 Flanker [The Syrians nor Egyptians are not supposed to have these... I ponder...]West Approach: No Bandit-Intel Air Defense Adjustment-Center Area: 1x MiG-21 Fishbed-Over the Target Event-Target of OpportunityGood! This is the best chance we have to catch the Bandits and the Sa-11 flatfooted!-Phoenix Missile Attacks-Kermit: 2x Hit, 1x Miss [1x Su-27 Destroyed, 1x MiG-25 Destroyed, MiG-21 Missed]-Over the Target--Turn 1-Slow Pilots AttackKermit: 1x AIM-7 fired at MiG-21 [Result: MiG-21 Destroyed]Talon: 1x AGM-88 fired at Sa-11 [Result: Sa-11 Destroyed]The Hornet P[...]
Wed, 07 Dec 2016 14:27:49 +0000by L4D2 Saturday four of us sat down to our second game of TI3. I thought the Preliminary Objectives were a good idea, especially to help shorten our game, and persuaded the other three to use them. By the end of the game I was the only one who had fulfilled mine. The other three said their Preliminary Objective was too hard (I’d told them the P.O. were easier to fulfill than the Secret Objectives). Well, the three of them didn’t think we should use them in the future. BUT I really like the idea of Preliminary Objectives and hope we can use them in future games, so I decided to trim them down a bit so we’d have some that were fairly easy to fulfill and thus shorten the game. I culled the deck and decided to keep seven of them, drafted four Public Objective cards that were easier to fulfill than others (we have both expansions so have quite a few Public Objectives to choose from), and scavenged several other objectives from various sites and even created a couple of my own design. I have a list of 18 Preliminary Objectives and have made cards for them. With 18 objectives, we can deal three to each player who will then choose one. At the same time we’d deal two Secret Objectives to each player, so they can possibly choose objectives that would support one another. I wanted to post this to get feedback on whether they’ll work, or if we should just 86 Preliminary Objectives altogether.1 point - Researcher - I control at least 4 planets with a Technology specialty.1 point - Defender - I have all 6 of my PDS units on the game board.1 point - Explorer - I control 2 systems adjacent to Mecatol Rex.1 point - Commander - I have all 5 of my Dreadnoughts on the game board.1 point - Scientist - I have 3 yellow Technology advances. 1 point - Invader - I control a planet that was controlled by an enemy player this round.1 point - Traitor - I have attacked a player this round with whom I have a trade agreement.1 point - Expan[...]
Wed, 07 Dec 2016 14:26:30 +0000
Wed, 07 Dec 2016 14:24:06 +0000
by RedwardI like this game but the catch up mechanic is far too helpful for those falling behind and decreases the reward for good play. Any thoughts on how to reduce it?
Wed, 07 Dec 2016 14:15:51 +0000
Wed, 07 Dec 2016 14:14:31 +0000
by SpligThe rule book simply states that if you have not taken the move action during your turn you may take the base movement value. If taking the cautious stance, a hero can only guard and reroll actions. The example text doesn't cover it. In the example the character taking the defensive stance is not mentioned further than doing so. The question is can one move their base movement while in a cautious stance. I say yes, now I have a deeper understanding, but personally want to officially clear up the haziness of the very simple and important rule.
Wed, 07 Dec 2016 14:10:25 +0000
by ibaiusHello, a question .. if a German unit is placed adjacent to two Soviet units and places a voluntary target marker on one of them in its combat phase, but then the Soviet player prefers to draw fire on the other unit and places a marker CB, the first voluntary target is discarded or that German unit attacks twice?
Wed, 07 Dec 2016 14:07:38 +0000
by John_VW(just read this KS post: "Pack-out of all the Kickstarter orders was slated to complete at 2PM, and I haven't heard anything to indicate that didn't happen, so everything should be on its way to you all! It is a little strange not packing them all ourselves, but shipping straight from the factory seems to be a better way of getting games to you all faster.")...
Wed, 07 Dec 2016 14:06:36 +0000
Wed, 07 Dec 2016 14:06:13 +0000
by DomostieI have played solo only so far, but I was wondering about the gameplay with multi player.
Wed, 07 Dec 2016 13:59:43 +0000
by DayZ113001Just haven't heard about it in a long time, and I didn't see any mention of it in the rule book. Does anyone know if it'll still come with Versus mode?
Wed, 07 Dec 2016 13:57:45 +0000
by kubamanThere are some contradictory rules concerning iced-in ports:
Wed, 07 Dec 2016 13:56:56 +0000
by coachtA new way to play the Warhammer Conquest system, using D&D and Warhammer armies! Included in the package:
Wed, 07 Dec 2016 13:55:17 +0000
by bob_santafeArdennes '44 is by most accounts, and in my experience, unbalanced in favor of the Americans (no surprise -- the battle itself was unbalanced in favor of the Americans, given the determination of the American infantry and the skill it had acquired by that point in the war). Does anyone have any suggestions for introducing play balance? The only way I can think of, without changing the character of the game, is to change the air rules -- ie, to reduce the American air support and add a German air capability. Any comments?
Wed, 07 Dec 2016 13:52:08 +0000
by kyauHi guys dont worry not typical question about what expansion to buy as first for my collection...
Wed, 07 Dec 2016 13:50:06 +0000
Wed, 07 Dec 2016 13:50:04 +0000
by dejansavii have palyed 7 times for ths game and still confused about the rules . when we decide to fight the monster we shud rent the ship and bought the food as much the warrior we bought ( consider by the sea ) , if our food is exceses is that food can go back to our supply or not?
Wed, 07 Dec 2016 13:49:03 +0000
by kbernatzThis has come up working on the vassal module, so just wanted to get this out there.
Wed, 07 Dec 2016 13:47:53 +0000
Wed, 07 Dec 2016 13:43:55 +0000
by RhaliusLooking through various moves, talents and rules, it seems that flyers might have it a bit too easy since various things do not apply to them.
Wed, 07 Dec 2016 13:43:03 +0000by leroy43 Grand PrixA game for 2-11 players designed by Jeff & Carla Horger"IF is a very long word in Formula 1; in fact, IF is F1 spelled backwards."Murray WalkerIntroductionGrand Prix is an F1 racing game, and both a mechanical and spiritual successor to Thunder Alley. When I reviewed the latter two years ago I concluded that I was keen for Grand Prix. I even went as far as to sponsor one of the teams. ComponentsGrnad Prix comes with two double sided mounted map boards for a total of four tracks, but they are fully compatible with both Thunder Alley and the Thunder Alley: Expansion Tracks, so if you already own TA or the expansion tracks, you have an awful lot of variety available to you.Image credit: Beatrix Schilke (HedgeWizzard)Along with the map board and team cards there are rules, cars, damage markers, and two decks, one for the event cards and one for the movement cards.Rules & Game PlayGrand Prix puts you in the driver's seat of F1 cars and abstracts a long race into about 3-4 laps (depending on which map/track you use). For the purpose of your team and your opponents, all cars are essentially the same. It's not team Honda vs. team Ferrari vs. team Mercedes, and there is no car construction, save for the selection of tires. Soft, regular, or wet (for rain).No matter how many players there are, your team, insofar as vehicles you care about, is two cars. However, depending on the number of players, there will be[...]
Wed, 07 Dec 2016 13:37:29 +0000by roysubs Noticed a point that makes Hideous Speed a bit more powerful when playing with Lords of Middle-earth:Hideous Speed (Spider Faction Event card): "Play if there are Spiders in the same region as the Shadow Army. Before the Combat roll, roll one die. On a result of 1 or 2, eliminate one of these Spider figures. On a result of 5 or 6, eliminate a Free Peoples Leader or a Level 1 Companion in the battle."Worn With Sorrow and Toil says "you may eliminate" directly indicating that it is the Shadow player that should randomly select the Companion to be eliminated, and I think this card has the same sense (as card text is always written as an instruction to the player playing the card so will state if an opponent has to perform something. i.e. Also with Heroic Death it instructs the Free Player that he should eliminate a leader or Companion etc).So, in the base game + Warriors of Middle-earth, this only affects Hobbits as they are the only 2x possible Level 1 Companions (Merry or Pippin). If Hideous Speed is played, then the Shadow player decides whether a Leader or a Hobbit in that battle is eliminated (obviously more useful to eliminate a Hobbit if possible!).However, if Lords of Middle-earth is also in the mix, there are then 5x possible level 1 Companions (Boromir Captain General of Gondor, Legolas Elven Prince, Gimli Dwarven Lord, Merry, Pippin, with either Hobbit types being Level 1), [...]
Wed, 07 Dec 2016 13:37:01 +0000by skolo Ladies and GentsLOAD the Board GameNeed to say that I`m overwhelmed by the quality of the components. Good card stock, outstanding packaging of the product and quality of the miniatures its mind blowing for a board game. I have to say this will be a pleasure to paint and play without a doubt. [...]