Friday, February 27, 2009

Top 10 Games - #2 AXIS AND ALLIES


As with Risk, Axis and Allies was a game I got into at a young age. I always saw this as a more advanced version of Risk with more options and more to do and was an amazing simulation of the entire scope of World War II. It got me interested in WWII, and because of this game, it is one of my favorite war time periods to learn and read about. It made me happy that this game also got my oldest son Brandon to show an interest in the history of our country and the world as well.

Like Risk, Axis and Allies also has many different versions that have been released over the last few years. The original (photo shown above) will always hold a place in my gaming memories and be considered a classic, but the revised version, and now the updated Anniversary edition take the original classic and expand upon it.

The original Axis and Allies was released in 1981, I probably didn't play it until around '84 or '85... It was a game for between two and five players representing the Allies: United States of America, United Kingdom and Russia vs. the Axis: Germany and Japan. 

As they did with Risk, Hasbro decided to start releasing many other games with the Axis and Allies name. However, unlike Risk, some of the Axis and Allies games differ in game mechanics and not just a refreshed look or theme. Axis and Allies: Europe was the next version to be released in 2000 and was very similar to the original, with some minor rule changes and the addition of new units (destroyers and artillery), however, the focus of this game is in the European theater.

Axis and Allies Pacific was next in line, being released in 2001. Again, the game play was quite similar with three main powers (Britain, Japan and the United States of America) joining forces to do battle against Japan who is trying to expand it's empire through either military might or by holding off the Allies long enough to win a victory.

The game adds a few new rules and a few new twists to the previous system. Naval bases and air bases turn small, meaningless islands into vital strategic holdings. Convoy zones allow a single submarine pack to cripple an economy. The Chinese forces, while limited, are hard to crush. Japan gets her kamikazes, but will it be enough to hold off the vast economic power of the USA?

With the success of Europe and Pacific, the original Axis and Allies was due for an update and in 2004 the revised edition was released. There were some minor updates to map territories as well as the addition of the two new unit that were introduced in the European version as well as a few other minor differences such as new victory conditions and unit statistics.

Also in 2004 we saw the release of Axis and Allies: D-Day, in honor of the upcoming 60th Anniversary of D-Day. This game featured a similar feel to the previous releases of the game, but rather than deal with the entire war or theater of war, this focused on a specific battle in an effort to let players recreate the largest amphibious invasion in the history of the world!

The game featured new rules and components (such as blockhouse pieces) an extra-large game board and new elements of play, such as the card deck with Orders, Tactics and Fortune. This was no longer the Axis and Allies game we remembered as kids, this was a whole new game with a familiar feeling.

Axis & Allies D-Day is designed for two or three players and is quite fast compared to the other versions of the game. It can easily be played in 2-3 hours, or even as quickly as 90 minutes if all of the players are familiar with the game.

D-Day is probably my favorite version of Axis and Allies to play with my oldest son Brandon. There is minimal down time between turns and the games are fast paced and fun. When gaming with my adult group of gaming buddies and WWII strategy is what we are going for, I'd probably pick the revised edition as the game to go with.

2006 saw the release of Axis and Allies: Battle of the Bulge, which completely reworked the game from the ground up. There are similarities, but the new hex-bases game board system and the addition of the new truck pieces, really make this game stand out as a different game rather than another game in the Axis and Allies series. A friend of mine commented not to long after getting this by saying it was a great game, but he felt like the Axis and Allies name was 'slapped' on the box to give it some instant sales.

Axis and Allies: Guadalcanal was the next game in the series, and was released in 2007. This game gets you deep into the conflict in the South Pacific where naval might leads to air superiority. You must control islands and sea zones while managing your troops and supplies.

This game, in keeping with tradition, also introduces a new game unit (the cruiser) as well as some new game mechanics for land, sea and air combat in the South Pacific and introduces a randomized casualties system. This game gives you a historical counterpoint to the WWII experience offered by Axis and Allies: Battle of the Bulge.

Last year, in 2008, we were given a special treat in the form of Axis and Allies Anniversary Edition. It was a celebration of the 50th Anniversary of Avalon Hill, not Axis and Allies specifically. This revised version added Italy as a player controlled Axis nation and introduced the cruiser unit to the naval lineup. It also has the largest Axis and Allies game board to date, measuring approx. 2' x 4' in size! There are over 600 pieces and players are able to get deep into the outcome of WWII like never before.

With all of the games summarized, it is easy to see why Axis and Allies falls into my top 10 list of games, there are so many options and replaying the game over and over again doesn't 'get old'. The classic edition holds a fond place in my gaming memories, but the new 50th Anniversary version will be the most used one for games with my gaming group buddies, however, the D-Day version is probably my favorite as far as fast and fun gaming with my 14-year-old son.

Thursday, February 26, 2009

Top 10 Games - #1 RISK


I will begin this series of articles with a classic game - Risk.  This is not my first choice, nor is it my last... this list is not in any specific order, just my top 10 choices and Risk is most certainly up there.

Risk was probably my first experience with playing a 'war game', I don't remember how old I was, but I'd say it was the early 80's and I was maybe between 9 and 11 years old the first time I gave this classic game a go. This is a game that can be played countless times with different outcomes. Every time you play it will be a different game and every time you play with a different person you will have a different experience - it is the same game, but the game play, strategy and outcome will differ time and time again. A lot of house rules can change the feel and play of the game too, and to top it off, there are a LOT of versions of this game... here are the versions of Risk I personally own, and my comments on each of them. I have played them all at least 3 or 4 times, and some probably dozens. The original Risk probably has had as many as 100 plays over the last two decades if I had been keeping track.

RISK
The classic edition is the best! There are dozens of versions of this game going back to the 1960's, but I specifically picked this image because it is the edition that I bought a few years ago when I started to get back into boardgaming pretty heavily, and it is the version I currently use and has quickly become one of my favorites (aside from the 40th Anniversary Edition), the game has seen many different types of incarnations and has had different maps and miniatures. The first time I played this I recall having wooden blocks. I really prefer these little plastic miniatures of soldiers, cavalry and cannons much better, it helps add to the feel of the game in my opinion. While there are many other versions (as shown below), the classic Risk is still one of my favorites and always a good choice to hit the gaming table with.

RISK 2210 A.D.
This is not one of my favorite versions of the game, in fact, it is probably one of my least favorite versions of Risk. I get the feeling that Hasbro was grasping at straws, trying to come up with twists on Risk to resell the game over and over... while they had some awesome hits (Like Risk Godstorm for example), this one was (in my opinion) a foul ball. I won't go so far as to say the game is bad, because it is not, it has a pretty solid mechanic based on the original, and it does play nicely, I think the reason it isn't one of my favorites is I just get the feeling that I wasted $30 on a game I already had with some new graphics added and some new robot pieces. However, I will give it credit where credit is due, my son's Brandon and Parker both love this game and enjoy the new setting (The Sci-Fi theme really does it for the kids). 

RISK Lord of the Rings Trilogy
There are several different versions of Risk with the Lord of the Rings theme. I have the Trilogy edition that is shown in the photo above. There is also a non Trilogy edition set that apparently only featured the LOTR story up to the Two Towers, it does have an expansion that adds another half of the board and new pieces and a bonus 2 player game that is centered around the siege of Minas Tirith (but it is my understanding this expansion is quite hard to find, I did try a few ebay searches for it and have come up with nothing). It might be well worth tracking down this version of the game just for the two player game that is included, but for the meantime, the Trilogy edition I have is fine for me. I actually got a second copy at TRU not too long ago for $5, which I quickly purchased. If anything, the extra minis will come in handy for an epic game at some point in the future. The Trilogy version of the game basically allows you to take Risk and lets you put it into the LOTR setting for some world domination in middle earth, and while it isn't as good as Fantasy Flights "War of the Ring" game, it is still a nice one to have in the collection if you are looking for a ligher game. 

RISK Star Wars: The Clone Wars
Risk in the Star Wars universe... what more could you ask for? This version of Risk is a lot of fun and really captures the feel of the Clone Wars. You can play as the Republic Clone Troopers or the Separatists and do battle in the Star Wars universe. One of the better versions of Risk in my opinion.

RISK Godstorm
Without a doubt this is one of my favorite versions of Risk if not my absolute favorite. It would probably be a draw between this and the original classic Risk. The theme of Risk Godstorm fits me perfectly with the different mythological armies (Greek, Celtic, Babylonian, Egyptian and Norse). The game play is similar to classic Risk with the modified theme and some added bonuses, this game also adds an underworld to the mix to allow your armies to continue fighting even after death!

RISK Star Wars: The Original Trilogy Edition
This is a neat version of the game, specifically because it can be played with three factions (Rebels, Empire or Hutts), each faction has their own victory conditions to win the game, which makes this less about flat out domination and more about strategy and possible alliances. I've had a lot of fun with this game, and I think the three factions and strategy aspect make this game play better than Clone Wars, but I still think I'd have to say I like the feeling of the Clone Wars edition better.

RISK Transformers
Probably the worse Risk game in the bunch, and obviously thrown together by Hasbro to cash in on the transformers movie (Kind of the same feeling I get with Rick 2210). Although this would probably be my last choice of Risk games to play, it is still fun because it is Rick, and I can't complain and say it is a 'bad' game, because it really isn't, just not the best and I have some problems going into it feeling like Hasbro is just trying to cash in on another version of Rick. One thing I will say though, is that the kids really enjoy it because of the whole Transformers theme. This game came with a classic set of Risk rules and Transformer Risk rules.

RISK 40th Anniversary Collector's Edition
This is a pretty nifty looking game of Risk, it came out in 99 or 2000 (I can't recall which one at the moment and as I type this, I find I am too lazy to hunt around on the net for the answer). I will say that it has a nice new game map and each was numbered because they were limited edition. Each army had metal miniatures in a small cloth sack and the dice were also limited edition and pretty cool looking. This is an awesome set to get if you want a really nice one to have on hand for gaming, although many people have bought this as a collector's item and not to play, and to be honest, I feel like I am way to cautious when I try to play this because of the 'Limited Edition' feeling to it, I'd rather play the original $20 version of Risk in case anyone spills a drink or anything ans ruins the board and stack of cards (cough cough NATE cough cough).

Castle RISK / Super RISK 
This version has been released in a few different variations and different packaging, but essentially is the same game with some modified graphics, pieces and cards. My version of this game is a double set (not the one shown), one side is the standard RISK game and the other side is the Castle version. It has been released under "Super Rick" and I think maybe also "Risk II", but I can't be positive on that last one, so don't take my word for it. I haven't looked into this game's history in years.

In the game of Castle Risk, you are on a map of Europe rather than the word and you start off the game with one castle and try to capture all of the other castles from your opponent's to win.

In closing...

That is not a complete list of all the risk games by any means, there are quite a few I can think of off the top of my head that are not on this list (because I do not own them - this list only contains the Risk games currently in my gaming closet). Other versions of this game include some titles such as Risk Revised Edition, Risk Black Ops, Risk Express (which I really want), Risk Napoleon, Risk Narnia and more.

So to sum it up, the Risk line of game gives you some excellent choices of games to play and you can always guarantee a fun time. It is playable with children from ages 7 or 8 up through adult wargamers with a lot of experience. 

Top 10 Games I can't live without - Introduction

I have been cleaning out my storage boxes lately... (the main reason is that I am looking for some WarMachine miniatures that I bought like 2 years ago, and after my move a few months back, I can't find anything), So I've been using the opportunity to do a lot of cleaning, and getting rid of a LOT of games (I've listed about 30 - 40 games on ebay in the last 3 weeks)... in one box I came across some various copies of Risk and thought to myself "I can't live without these!".

So it got me thinking, what if I had to only pick 10 games (or rather, 10 series of games... with all of the Risk games being jumbled together into one slot), which games would I pick? Games that are too fun to get rid of, and able to be replayed countless times. Also important criteria for this list would be games that I know my sons enjoy or would have fun playing... why chose a group of 10 games I know nobody would be interested in playing?

This series will be ongoing for a few weeks or so, as I unpack and rediscover games I've put away and not looked at in some time, I will consider my options and post new articles here as time goes on.

Wednesday, February 25, 2009

Mech Warrior - Clix-ing away into the past...


It has been nearly 5 years since I have played Mech Warrior, but a photo online (photo above) I came across while surfing the web made me think back to the fun times I had with this gem of a game. At the time it was released, the "clix" games by WizKids (HeroClix, MageKnight, etc.) were really hitting the gaming industry in full force, it is a shame they have recently gone out of business and we have come to the end of an era.

In Mech Warrior, you would basically assemble a small group of Mechs, Troops, Tanks, etc., and do battle against an opponent with an equally sized force. The game mechanic was very simple and the special "clix" bases kept track of your damage as well as your weapons and special abilities. All you really needed to play was a tape measure and dice (and  of course your minis).

There were a few really positive things about this game, and also a few really negative things which I feel was one of the reasons for the eventual downfall of this game (and WizKids as a company). First, the game was random packed, which was a big turn off for a lot of players. In addition to the random nature of the minis, several 'rare' ones were hard to get, and the rare ones were often over powered for their point cost, meaning if you went up against someone with a rare you'd take a beating. This caused you to either spend more money buying more packs to try and get a rare, buy a rare directly for a $25 - $100 price tag, or just go up against the opponent's rare and get frustrated at how you do.

There were a lot of good things though, and (for me at least) the good overpowered the bad enough to want to play... The game was fast and fun, no hour long down time while you waited for an opponent to make a move (cough cough 40k cough cough), and all of the information you needed to play was clearly written on your mini's base, so no long army lists or notes to refer to constantly.

I think if this game had been painted a little nicer than it was (paint jobs were acceptable at best) and the 'rare' minis weren't as 'rare' as they were, then I think this game might have been around a bit longer or maybe even still be going strong today.

When I first started playing this game, it was around the start of 2003, in fact, shortly after that I met Wil who would later become one of my regular gaming buddies. I happened to have some photos of our first Mech Warrior game together, this was in April of 2003 at Odyssey GameShop in South Daytona Beach, Florida. (Wil and I both look a lot younger and thinner in this photo).

If I remember correctly, the gaming table we were using was one that Wil and his Dad had built years before for another game (Warhammer maybe?), and it worked out perfectly for Mech Warrior, it had just the right amount of grass, road and water. Here is a closer view of Wil's terrain table...

Later in the day, we had ended our game and moved on to more important things (terrain building), some of the Terrain that Wil is working on in this photo was used in the photos below.

Here are some more photos showing some more Mech Warrior gaming going on, these were on different tables using some terrain from Necromunda and Warhammer 40k 


One of my favorite memories of this game (and it has nothing to do with the photos above or below it, this just seemed like a good spot to tell my tale)... was a game I played with Wil, right after the 2nd or 3rd series of this game came out (I can't recall which one). I was doing quite well in the battle, and had taken down one of Wil's more dangerous Mechs... I thought I had the game in the bag for sure...

As our game continued, I noticed Wil had a tiny truck moving across the board. It was kind of strange, and I gave it absolutely NO attention whatsoever... What is a little truck going to do? There was no special object he was going for. I figured he was trying to distract me, or get me to divert some forces from the front line to check out his little truck.

Well, the truck finally got about 18" or so away from my guys and I decided I better send someone to take it out... That is when Wil blindsided me. I hadn't realized it, but the new series had released rules for Transports. Wil's truck was filled with infantry and although I can't recall which ones, they packed some firepower for sure. The suddenly rush of troops from behind caused my front line to crumble, and within 2 more turns Wil had turned the game around and taken the victory.


While Wil and I played Mech Warrior and worked on terrain, his friend John (who had driven over from DeLand with him) was stuck with nothing to do, so he got in a few games of HeroClix with my son Brandon (then 9 years old), I specifically remember Brandon winning!  

For those of you who don't know, John is our "Guest Star" player... meaning he doesn't come very often, so when he does, it is like your favorite TV series having a guest start who is only there for that episode... you get a great game and have a good time, but he doesn't come back very often. Here is a photo of Brandon and John playing HeroClix... You can see Wil in the background over looking our game.

Here is another photo of Brandon with his army...

In closing, I'd say that Mech Warrior was a great game for when it came out, it filled in a nice empty spot in gaming (which was later replaced by WarMachine actually - at least as far as games that have giant robots/mechs that clash together in brutal combat), it had a really easy game mechanic and played quickly. I can't think of anyone who I had played with who didn't enjoy their game and have the urge to collect more pieces... However, the random packed and rare minis and the acceptable paint jobs took some points away from this game and caused some people to not play it who I know otherwise would have loved it.

Somewhere in storage I have complete sets of the first few assortments of this game, and one day I'll get them out and let my younger kids experience this game for the first time. Here is one last photo, shortly after the ones above, this is Brandon on Easter and the Easter Bunny brought him some Clix games, showing exactly what the 'hot' items were in April of 2004...

Monday, February 23, 2009

Necromunda: The Rise and Fall of General T.


Necromunda is (was) a great game, but I have encountered many people (Wil) who think it is horrible, and I really think it comes down to your gaming group. Back in the beginning of 2003 I started gaming with a group of Necromunda players and had a blast - easily one of my top 10 gaming experiences of all time. Our campaign lasted a full two years of gaming every weekend without fail. All in all we saw about 20 members with a core 8-10 guys who were there the entire two years.

The group was run by my buddy James who had a cool vision of the Necromunda world, and it really translated into the game quite well. For those of you who don't know, I should go back and give a brief rundown of the game. Basically think 2nd edition Warhammer 40k using skirmish rules, or maybe a sci-fi Mordheim is a better way to reference it.

You create a gang of warriors and fight in the 40k underhive against other gangs. The campaign is ongoing, meaning you play the same characters week after week and they improve in skill and weaponry using experience and credits earned to learn or purchase new things.

I created a group called "The Orlock Hounds" which was basically a band of rough and tough bikers. As the game went on, my gang grew in size, skill and reputation. There were many other gangs and as things developed alliances were formed and arch enemies developed. It was an amazing game and an amazing group of players. As I said before, I think the key to this game is ongoing story lines (campaign play) and reliable people whom you can count on time and time again.

When my gang first formed, the leader's name was Hannibal (from the A-Team), he was an ass kicking, name taking warrior who loved to put a pounding on someone. (One other thing about the game you soon will realize, is how you start to develop personalities for each of the members as time goes on).

Now Hannibal's strength was also his downfall, at the end of a scenario only a few weeks into the campaign, Hannibal took a bullet and was out of action. At the end of each game, any members who were 'out of action' would have to roll on a chart and possibly suffer a fatal injury. Poor Hannibal took one on the right leg and was crippled. His movement was forever lowered by 1". This was drastic in the game and a huge problem. How could Hannibal lead a gang when his leg was all messed up. A gang of biker warriors hobbling into battle won't strike fear into the hear of anyone!

Well, things went from bad to worse when in the VERY NEXT BATTLE, ol' Hannibal went out of action again and as fate would dictate, he rolled another critical leg injury. This time to the left leg. Dear lord!

James ruled that there was nothing I could do. Ol' Hannibal was now crippled at half movement and it was time to think of a new member to step up and fill the roll of leader. I wasn't sure how that worked, so James filled me in... when another gang member's leadership raises up (from experience) and equals that of Hannibal, they'll have a fight to the death to determine who becomes the new gang leader.

So for the next few weeks Hannibal sat on the bench and Mr. T took over as temporary leader (another A-Team reference, when this campaign started I was catching the reruns on the USA network, so a few names from the show made it into my gang). Mr. T was set to become the new leader and as time went on and he was nearly eligible for his leadership status, tragedy struck!  Mr. T was taken out of action in a conflict against another gang, he took a blunderbuss shot to the face. This meant I had to roll on the critical wound table and fear filled me... what if he also gets a leg injury! This would become a joke that the Orlock Hounds would never live down...

The dice were rolled, and much to my surprise, he rolled "Impressive Scars" an injury that actually would give him a boost to his leadership skill! Mr. T was officially the new team leader now and would from this moment forward be known as "General T", now there was only one thing left to do... kill Hannibal.

James told me that the next weekend, we'd take care of that first, get Hannibal out of the gang, and Mr. T would officially assume the role of General in my gang. I was depressed about it. Hannibal was a cool character, and despite his leg injuries, he was still a valuable member of the team. What could I do?
Well, inspiration hit me the night before our next gaming session and I went to work. I modelled a new mini of Hannibal, in (drum roll) a wheelchair! Sure enough when James saw the mini the next day, he agreed that not only was this mini kick ass, but it was too good to kill him off. We had to find a way to work a wheelchair bound gang member into Necromunda... James quickly went to work and made some awesome house rules.

I don't have them handy, but basically I had to dedicate a Juve (a lower gang member) to be the wheelchair pusher, so I made a mini and named him "Pusher" with a back story of him pushing drugs, so it worked out well... They had to move together and got normal movement, but both could shoot (Juve could only use a single handed weapon). There were also special rules for ramps. Going up a hill/ramp was half speed and going down was normal speed, but on a D6 roll of 1, Pusher would loose control of the wheelchair and Hannibal would roll the remaining distance down the ramp, plus another distance equal to how far down the ramp he went. If he hit a solid object in his path he would take proper damage (as if he fell).

It worked out great and Hannibal was back in the gang! Although, shortly afterwards he was renamed to "Scooter McWheels" because it seemed more fitting. Here is a nice photo of Scooter McWheels with a lasgun, baseball bat, knife and grenades.

Before I get back to my story "The Rise and Fall of General T.", let me introduce you to a few more characters from my Necromunda gang.  Here is Doogie, my heavy weapons expert. He is shown here with a Heavy Bolter. Doogie was one of my favorite minis in the gang and he always seemed to do a great job sitting behind some rubble or in a gutted out building, unloading with his heavy bolter turn after turn.

Next in line is Pete Chunk. He was my plasma pistol and sword fighter, in a battle he had a building fall on him (literally) and he was nearly fatally wounded. In keeping with tradition (Like with Scooter McWheels), I remodeled him to show massive chest damage and bionic parts, I got rid of his sword and gave him a shotgun, he kept the plasma pistol. 

Whenever a Juve was promoted to Gang Member they got a new mini to represent them which I would paint and detail with a nice base. This is a cool character that I based on Rambo and named him "Marbo". He has a bolt pistol and a power sword.

Next up is Wyatt Westwood... He is based on a rough and tough Clint Eastwood type of character and like Scooter McWheels, also suffered from a leg wound, having his movement hindered by 1" in all future games. I chose this mini for two important reasons. First, it looked like the mini was dragging his left leg behind him, which fit perfectly, and second, he was carrying some demolitions, which also worked great since his leg would was caused by an explosion. After that happened I decided that Wyatt was going to become the team demolitions expert. I modified his head to have the red neck facial hair and a cowboy hat.


The next character was added to my gang near the end of our two year campaign. He was named "Cook" for a special reason. Not because he was a chef, but because there was a gamer who joined in with us named "Cook" and for many months we had a great time with him playing. He looked almost identical to this mini (below), but something funny happened... one day we lost Cook. He never showed up and after a few sessions we began to worry. Since we were gaming at a local gaming story, it soon became obvious that nobody knew his phone number or address, or even his first name... "Cook" was either his last name or a nickname. One day, after several weeks of not showing up, Cook made an appearance. He apparently had been telling his wife he was out working on the weekends he was playing Necromunda with us, and she eventually found out and laid down the law... no more gaming. Poor Cook said his good byes and that was the last we ever saw of him. I kind of wish he had come back at some point, because shortly after the drama unfolded, I created this new gang member in his honor.  Take special note of the miniature dice that are between his legs, those dice are there for a reason which I will explain in a future blog entitled "What I gotta Roll!" so be on the look out.

The last character I want to feature here is Colonel Baracus (another A-Team reference).  He was General T's right hand man, and as the two year campaign came to an end, he would assume command of the gang as it's new leader in an 8 hour long dramatic and epic final scenario that will go down in the history books...


Ok, so back to the "Fall" of General T... I've already explained the rise, and how he took power from Hannibal after his crippling leg injuries... it has now been 2 years of ongoing gaming in a massive Necromunda campaign, the likes of which I will never take part in again (for a lack of players in my new home, not from a lack of desire).

So we embark on the final scenario... two 8'x4' gaming tables side by side and two smaller gaming tables attached to them. If I recall, we had a total of 9 gangs, each making a final assault to claim supreme leadership of the underhive. We had bridges setup going from table to table... some were small and dangerous, others were large and covered with a lot of protection, but one rule was made clear from the start as James announced a new house rule for the new gaming setup... never before had we played on multiple tables, and James announced that the pits below (over the table's edge) were bottomless...

As we battled for hours and hours, my Orlock Hounds were doing quite well. However, two gangs got me cornered in a building (see photo below), I wasn't sure what options I had but to go up... and with no ramps, poor Scooter McWheels had to take one for the team and stay behind. "I'll buy you as much time as I can!" he yelled out to his old friends, "Now get across that bridge!"

Here is a photo of my gang (the second and third floor), working their way over to a bridge (the thin railroad track), it was going to be dangerous, but we had no choice. On the bottom floor you can see three enemy gang members already inside the building with one already on the second floor engaging my gang, and on the front edge you can see Scooter McWheels (in his wheelchair) using his baseball bat to wave off a few more enemy gang members while his gang makes a break!

In this image below, you can see the gang has made it to another table and they are still making their way over the thin bridges... Doogie has taken the lead, in fear of meeting an opposing gang, we decided the most powerful weapon should go first. General T is in the third spot...

And here is another view of the bridge scene... In this image they are over table top, so it isn't as bad as later in the scenario when they crossed a similar bridge over no table top (bottomless pit).

Ok, to make a long story short, we took some heavy fire and lost some valuable team members, one of which was General T. He took a hit and went down, falling off of a bridge into the bottomless pit below.

The Orlock Hounds came close to a victory that day, but were unable to hold up against the two gangs that remained, they decided to disband for a short period, hide and gather supporters, to one day return! Colonel Baracus was promoted to team leader with General T dead, and against all odd's Scooter McWheels survived! He was taken out of action but nobody took the time to 'finish him off' while he laid there in the battlefield, he was simply forgotten. 

It was our hopes (this was in the end of 2005) to one day revist this campaign, but it never panned out. Here I am nearly 3 full years later wishing we had, but the memories from this were so good I'd hate to ruin them by having another campaign that is not as successful.

Here is my final Gang at the end of the two years... if a character is not shown here, it is because they had died in the final battle for the underhive.

Front and Center is Colonel Baracus, the new leader of the gang... with Pete Chunk promoted to his right hand man (standing next to him), right behind Baracus is Cook and behind Pete Chunk is Heavy Weapons man Doogie... in between Doogie and Cook you can see General T's widowed wife "Mamma Juggs", she would serve drinks to the gang (you can see she is carrying six mugs of beer), but don't let her fool you, she always keeps a plasma pistol under her apron. :) In the back row are (from left to right), Wyatt Westwood, Scooter McWheels and Corporal Marbo. 

Side note: after our big game and hands were shook and experience awarded, I looked over General T's character sheet and realized something. He had a grappling hook listed... it could be used to stop him from falling. After some speaking with James it was determined that 'sure, we can bring him back!" and the plan was to secretly have General T return in an upcomming scenario. Unfortuantely this never happened since we never continued after our first two year campign, but I still have General T's character sheet and his miniature, and one day, even if just one time, I am bringing him back... he'll have a story of how he had to claw and climb his way back from the depths of that pit.

I would like to take a moment to send a special shout out to the members I remember playing with all those years ago: James, Danny, Niko, Eric, Dave, Cook, Danny, Philip, Brandon and all the rest whom I have forgotten...  In the immortal words of Cook "What I gotta roll!"

Sunday, February 22, 2009

My Ebay sales this week...

At the start of every new year I always go through my collection items, including games, and weed out games that I know I won't play, or that I played and didn't like for one reason or another. Basically, get rid of the stuff that won't ever hit the table again... This past week, here are some items I had posted on ebay to get rid of.

GMT Games
Many of these games I had intended to play with my gaming group, but moving to an area with no gamers really put a wrench into that plan, so I had to reevaluate the gaming situation and determine if my sons would be interested in any of these as they grew up, which meant mostly ones that were from obscure era's or had complex mechanics had to go.
- Napoleonic Wars
- Chandragupta
- Clash of Monarchs
- Barbarossa Kiev to Rostov
- Kutuzov War in Russia

Dungeons & Dragons
With 4e being the new 'hot' thing, I decided to get rid of everything that was from my 3.0 and 3.5 collection that I was still holding on to. This also included a few misc. books from earlier editions. (Note: I am keeping my basic and advanced D&D modules, I am only missing a handful for a complete set and one day hope to complete the collection. I also think it might be worth holding on to them with the hopes of using one or more of the old classics in 4e.)
- AD&D Oriental Adventures
- D&D 3.5 Deities and Demigods
- D&D 3.5 Players Handbook
- D&D Masters of the Wild
- D&D 3.5 Forgotten Realms Champions of Ruins
- D&D 3.5 Libris Mortis
- AD&D Fiend Folio

Misc. Games
These are just some misc. games (board and miniature) that I have decided wouldn't be playing anymore. Some of them just sucked to begin with and others I felt my sons wouldnt be into playing as they got older based on their current interests. I'd rather unload them now to someone who might get some use out of them, and then use the money to add to games we curretnly play and enjoy (HeroScape, D&D Minis, D&D 4e, etc.)
- Dominion
- In A Pickle
- 20th Century Time Travel Card Game
- Ingenious
- Warlord (Reaper Minis Book)

Warhammer 40k
It has now officially been well over 2 years since I have played a game of this. I had high hopes of one day dusting off one of my many armies, but it doesn't look like it is ever going to happen. Most of my codex books and my armies are packed away in the attic from my move a few months back, and will likely remain there for the time being. This is a book I had with my D&D books for some reason, so I thought I'd get rid of it. Cityfight was one of my favorite Codex books for Warhammer 40k, it was a blast playing with it.
- Cityfight Codex

Confrontation: The Age of Rag'Narok
This game was one I had wanted for a long time, I bought it about 8 months ago but never played it. I had high hopes but my move across country really messed up my plans. With no players in my area, and other games taking center stage with my kids. I decided it was time to let this one go. I had already pulled out the dice and tape measure from the starter set, and the ruined temple terrain piece is packed in another box with terrain I can't locate, so I split this up into two auctions. One for the miniatures and one for the rule book.
- Wolfen & Griffin Starter Set minis
- Basic set Rulebook

Catch Phrase with the Family


Today we broke out Electronic Catch Phrase for gaming night at my parents house. I typically don't like games like this, and right off the bat it had two strikes against it. First, it is a word game and second it is 'fast paced' and has a timer and you have a real feeling of trying to beat the clock while playing. Those are two things in games I really don't enjoy. I am more of a turn based strategy type of gamer.

In any case, the game wasn't half bad. It wouldn't be my first choice to pull out on gaming night, and my father felt the same way. But I know my wife and my Mom both enjoyed it, so it is safe to assume this game will see some more table time in the near future.

In total we played about 15 rounds and probably spent a good 3 hours playing. The time passed quite quickly. I can't say I'm looking forward to playing this game again, but I am certainly not dreading it.

This Youtube video is really funny, and I highly recommend anyone who might want to play this game (or has played this game) to give this video a watch. As you know from reading my blogs, I don't post many Youtube videos, but this one is a must!