Wednesday, March 14, 2018

PrezCon Day 3 [Boardgames]

I got a bit later start on Day 3, electing to sleep in instead of going to the gym in the morning. Ate some breakfast, read some rules, and I was ready to get to gaming!

Our early gaming was down one player, as a certain someone was still recovering from the night before. Truthfully, we all were a little bit, so we opted for something lighter, choosing to play Hero Realms.

We opted for a multiplayer format where everyone tried to kill the person to the left of them, while each person also had to protect themselves from the person to their right. First one to kill their neighbor won.

Going clockwise, we had me (Warrior), Dan (Cleric), Jesse (Thief, I think?), and Rob (Ranger). We get into it, buying our cards, throwing out attacks, etc etc.
In the end, even though I was able to hammer Dan time and time again, it ended up being Jesse who was victorious, managing to eat through Rob's defenses and bring him down.

Apparently there are other formats for this game- including a one on many (not really my favorite). Might bear looking into. I love the art (looks to be the same art from the Epic Card Game, which I love).

AJ rejoined us at this point, and we discussed different games we could play next, eventually settling on Rising Sun, recently released. I own this one, as you may have seen from a previous post, but I didn't bring it, as I knew Dan was going to.

We sat down to play, with me using the Dragonfly clan, who could move anywhere on the board easily. Jesse played the Turtle Clan, AJ was the Bonsai Clan, Dan was the Koi Clan, ad Rob took the Lotus clan.

I start the game by allying with Jesse immediately, figuring that getting into an alliance was vastly better than being out of one. The turn started with the following mandates: Recruit, Harvest, Train, Harvest (this was by Rob, who could choose whichever he wanted, regardless of tiles).  During this, I manage to get another Bushi on the board, and grabbed a Phoenix monster, who would gain me Honor and Victory Points every time he died. I planted him in the Bonsai home province, assuming that at the very least, he could kill me over and over again to my benefit. On my turn, I chose Harvest, grabbing some Ronin that I thought I could use to compete in some battles.
Afterwards, Marshal and Betray were chosen, the final one killing/replacing of my minis.

We begin the battle phase, and the only thing I manage to accomplish is to Seppuku my Phoenix for Honor and VPs.

Turning the second turn, I join into an Alliance with Rob.  With him sitting next to me, I figure there are good opportunities, if we can do some double Alliance actions. Mandate choices were Train, Marshal, Recruit. At this point, I'm pretty screwed, as everyone has multiple Strongholds on the table... except me.  That means everyone Recruiting is putting more minis on the board than I am, and that's bad for me.

On my turn, I choose Train, so I could get another Monster (and at least put SOMETHING on the board).
Then Recruit, Marshal, and Betray (by Jesse) were chosen to end the round. My battles once again go terribly, and my only accomplishment is to sacrifice the Phoenix again (although I'm now #1 in Honor!).

The final round starts, and Rob and I ally again... once again hoping to gain some sweet double actions. The choices were Marshal, Marshal (from Rob), Marshal (from me, giving me three strongholds!), Betray (by Dan), Recruit, Train, and Harvest.
At this point, it was pretty clear I was out of the game, but I still did my best in the battles, but failed to really accomplish a whole lot. I end up only getting 13 points, way in last place (Rob was second last, at 28 points).  Jesse won with 46 points, barely ahead of Dan, who it should be noted went the second and third round without an alliance. It's interesting to see that being out of an alliance didn't necessarily mean you had no chance!

At this point, we knew we had dinner reservations, so wanted to ensure we played something fairly short- Chariots of Rome was floated (yay!), but people settled on Sentinels of the Multiverse, instead.  That one, I didn't take pictures of, but suffice to say we had a great time. I was Tachyon, a speed based super hero, and as a group we fought against Grand Warlord Voss and his many minions. Through great teamwork, we prevailed, and I can honestly say that not only did I do plenty of things to help the group, but managed to spike for huge chunks of damage!  What a great game- I really need to buy it.

At this point, we went out to dinner at the South Street brewery, to celebrate Dan's upcoming nuptials.  Very good food, and some very interesting beers.
I couldn't decide what I wanted, so got some of each
After a nice time out there (aside from the pouring rain, yikes), we returned and tried to determine what we would do the rest of the night (we got back about 9pm). We decided to play one of the games I brought- Mansions of Madness.

We took our team of investigators and began looking into a case of buried dead rising up from their graves and terrorizing the area. Our investigations proved very fruitful, and we found the source, and moved to end this terror once and for all.
In the end, I bravely sacrificed myself to keep the tremendous Zombie Horde from going after everyone, but unfortunately, that put a strict timetable on everyone else. However, on the VERY LAST roll of the game, we managed to accomplish our objective, and get the win. Very tense!

And that basically ended our PrezCon, for gaming.

Outside of the games I've played, there's also a vendor hall that comes and sells games.  This year, I bought Nations at War: Desert Heat, 2nd Edition, which is part of the new version of the Nations at War series that I quite love. I also picked up some starters of the Munchkin Collectible Card Game. I hate Munchkin, but love cards games, and thing Eric Lang does a good job. I'll give it a try and hope for the best.

Overall, I had a great time. I only played 4-5 player games, which isn't my first choice, but I definitely got a lot of great gaming in, so I really can't complain. The hotel itself didn't seem to do as good a job this year accommodating us- for instance, they usually serve several meals in the main hall throughout the convention (for a generally fair price). This year, they actually served some pretty disappointing meals, and the costs felt worse. Plus, the entrance fee for open gaming felt significantly worse this year. Ugh.

I had a great time, but it remains to be seen if we'll return. However, we get plenty of gaming done here in the area, so even if we don't, I'll still have plenty to talk about in the future!

Tuesday, March 13, 2018

PrezCon Day 2 [Boardgames]

For the first time in my entire history at PrezCon (8-9 years), I actually started this morning off getting up and going to the gym.
Some weird looking boardgames in here
Yeah, I was surprised too. Still, the hotel has a gym, and for those of us currently losing "The Battle of the Bulge", it is definitely good enough to give some hope.

After the brief time at the gym, a shower, and breakfast, we got up and got ready to start our long day of gaming!

First up today was Blitz: A World in Conflict. This was the big goal for Rob to play this convention, and with five of us available, it was definitely conceivable we could have an interesting fight. I was given the Americans, who don't have a whole lot interesting to do early on, but would be critical later (as in World War II). We set up.
Set up
Without a whole lot to do early on (build Lend-Lease units, wait for excuses for my War Entry number to raise), I decided to read the rules, so we had a second player super familiar with them. On the map, the game unfolded on its own- Japan began expanding, and eventually conquered China, Germany invaded a few countries.

Our game ended when Germany (Rob) attempted the invasion of France (Dan). The first thrust of the invasion stalled, which wasn't a big deal. The second thrust failed as well, however, and with France looking like it wasn't likely to fall, we ended up calling the game.

Despite not getting to actually play any of this game, it's hard to be too upset over that- I feel like many WWII games at this scale have this problem. If the Axis powers can't get their initial, historical, gains- they just don't have a good way to win. Time is against them to begin with, after all, and if they can't grow early... they are already behind the clock.

So anyway, we decide to switch to another conflict filled game, something that would ensure we all would have something to do- Scythe.

I was randomly assigned Saxony (black). I have played this game once before, at my Bachelor party, and I wasn't particularly impressed, but knowing a bit more about the rules, I was hoping I'd enjoy it better. We played with the Airship expansion, which was new to me.
First moves
End game
I didn't really take great notes for this one, opting to focus on playing the game, and not disrupting the flow (wanting to make sure I enjoyed and 'got' the game). In the end, I was the first to put my sixth star down, and managed to win a few battles to push people out of my area. I didn't quite realize how important popularity was to the final score (I don't remember that from the first time we played, and it wasn't re-explained to me), so I didn't raise it as high as I should've (I was maybe two Popularity away from hitting the next score threshold).

I ended up with 72 points, coming second to Dan (80), and ahead of Jesse (56), Rob (53), and AJ (48).  Not bad!  I definitely could've picked up a few more points had I come out and expanded a little more the previous turn or so. I had the military strength and the cards, I was just too timid for my own good, unfortunately.

I enjoyed this game a lot more than I did our first time playing this- I got it much better this time, and actually realized how to make good use of my faction board, something I bumbled about with the first time we played.

This game done, we decided to play some lighter games before dinner.  First up was 7 Wonders, a game with card drafting and combinations, and playable in like 20 minutes. I end the first age with the first two parts of my Wonder built, and end up with a total of 38 points. Winner was Dan, once again, with 55 points.
End of first age
End of second age
Game end
This was a lot of fun- I've since even played this with my wife, who enjoyed it decently well. Maybe something I grab some day, if she decides she likes it enough.

We followed this with another light game- Tortuga 1667. This one has hidden roles, really simple rules, and decent components. It's about trying to get the treasure into the most favorable place on the map, trying to screw over the people who you think are on one of the other sides (there are three sides- the Dutch, French, and British). We ended up playing this twice. I don't believe I won either time. Probably little too chaotic/random for my tastes.
After this game, we decided to grab some food, and went to the hotel restaurant, and had some good food.

Now with us properly prepared for gaming during the evening, we got down to the evening's games, starting with Mare Nostrum.

I remember this on Kickstarter, from Academy games. Unfortunately, I couldn't afford it at the time, but thankfully, at least one person in our group owns a copy, so I'll at least have opportunities to play this!

Anyway, in this game, you are one of the rulers of one of the ancient empires (I was Carthage in our game, with Rob playing Egypt, Dan playing Babylon, Jesse playing Rome, and AJ playing... Macedon, maybe?

Anyway, in this game, you're generating resources, building military units, expanding and trying to form alliances (mainly to let you build unimpeded), trading, and acquiring leaders/wonders in order to increase your various empire stats (culture, military, and something else), which will let you choose the order of various parts of the turn.

Anyway, early in the game, I'm able to arrange enough trades to allow me to buy one of the Leaders, who gave me additional dice in military conflicts, which was helpful in ensuring that I wasn't an easy target for invasion.  For the most part, I was left alone throughout the game, and maintain leadership in the Culture track, and eventually start doing pretty well, getting within one Wonder/Leader of winning, as well as putting together a pretty impressive military force (primarily my navy!). Dan had spent this time getting into good shape, winning a very favorable war against AJ, who was also getting beat up upon my Rome. Egypt had made some advances as well, but had mostly stayed out of the fighting.
The game end came suddenly. Rob looked like he was about to get to 12 coins, but Jesse responded to that by taking over some of the income generating places. Dan tries to go for a win soon after by taking over enough capitals- I respond to that, and also invade one of Rob's provinces, in an attempt to go for the win as well- all I need to do is generate enough different resources to buy the final Wonder I need.

However, Rob had planned accordingly, and leading in the appropriate track, he could determine the build order. He built first, built what he needed to win, and that was the game. I would've won on my turn, at least.

Overall, I really really loved this game, but I admit I might not buy it- I can't imagine not playing on that beautiful huge gaming mat!

We decided to finish the evening off playing Shadows of Brimstone. I chose the Jargano Native, because he was new and different. I won't go into great detail of this one because we basically got overwhelmed really badly in our second fight, and ended up having to call it early, because one of our party members had imbibed too much, and it was clearly affecting him.
With that, we packed up, and called it a night, and got to bed. I spent a bit organizing some games and reading a bit of rules before going to bed, in case we played anything I had brought.

Monday, March 12, 2018

PrezCon Day 1 [Boardgames]

Well, I'm only a few weeks late in getting this out, but I figured I'd finally get a write-up of my time at PrezCon!

For those who don't know, PrezCon is a boardgame convention that takes place in Charlottesville, VA, in the DoubleTree hotel.  This year, it ran from February 19th to February 25th, although I only was there from the Thursday (the 22nd) to the end.

There are a bunch of tournaments, auctions, and various other things going on, but in general, we just bring games and play what we feel like.

This year, I brought a slimmed down selection of games (normally I bring a ton!).  I limited myself to the following:
  • The Great Game (my newest arrival from Legion Wargames)
  • Chariots of Rome (a Chariot racing game from Victory Point Games)
  • Old School Tactical (WWII Tactical Combat, from Flying Pig Games)
  • Millennium Blades (a CCG Simulator game from Level 99 Games)
  • Mansions of Madness (exploring a haunted mansion, from Fantasy Flight Games).
Considering the fact I've brought over a dozen games before, I did pretty well.  I've learned- I almost never play anything I bring (this year, I played one).  Why bother?  Plus, it's much easier to carry in and out.
Literally, everything I brought
Rob, my normal PrezCon gaming partner, brought a bit more!
Every year, I take these pictures, haha

He also trimmed down significantly!

This year was different in that we knew other people who were coming who we were planning to games with (although normally we do play games with Mark, who also attends, but this time was a larger commitment). AJ, Dan, and Jesse were soon to be our frequent opponents, and we as a group were eager to get down and get to gaming!

We started the convention playing Blood Rage, from CMON/Guillotine Games.  This is a game where each player is a Viking clan, and you're attempting to gain VPs from various things- Pillaging, winning battles, having your guys go to Valhalla, among other things.

The game also involves drafting cards for abilities/upgrades, and takes place over three ages.

In Age 1, we draft, and not really knowing what I'm doing, I end with the following.
I decide to start with Frigga's Chosen, giving me a Mystic on the board that I can generally keep alive. I try to focus on the Yellow provinces, in order to complete my quest.
I end up winning two Pillages on the turn, both going to battle, gaining me a few Glory and two clan stats, but the second Pillage involved a player playing a card to steal my last Rage for the turn, and I don't have the action I need to play the quest (meaning I don't score it).  Curses!

I end the first Age with three guys in a Yellow zone, and at 14 total Glory, with Dan leading at 24.

We start the second Age, and draft.  I end up with the following.
I actually think I have a decent shot at all three quests, and begin by trying to Pillage, but the challenge by people causes me a Rage and Glory loss. I try to spread out to get in on some fights, but space is tough to find at this point. It clears a lot when Dan attempts to pillage the center, causing a large fight for everyone, but he ends up winning.
End of the second Age.  Valhalla is really filled up, if you can't tell (on the left)
I make way too many mistakes this turn, and end up completing zero of my three quests (I think I misread one, forgot about the ships for one, and messed up placement on the one?). Anyway, with no successes, this turn was tremendously disastrous, and I end with 20 total Glory.  The leader is Jesse with 65, and Dan is in second with 49.

The third Age is really rough for me- without the clan bonuses, I don't really compete in any arena, so I try to do what I can to grab a few points (with my Loki's Eminance upgrade).  The leaders kept rolling, others did a good job of keeping up... and I floundered.  End result was me in dead last with 47 point (Rob was 2nd last, at 57).  Winner was Dan, I believe, with 158 points. 

This was a pretty fun game! I don't think I'll end up getting it, but I like how they gave quite a few ways to go for victory, and how easy the game was to sit down and play. I'd definitely play it again.

We all took a break to go get some drinks before getting some more PrezCon in (it was about evening at this point). The hotel has beers in a size called 'half yard', which we couldn't turn down.
The first of... a few
We decided to set up and play Terraforming Mars next, a game that everyone really likes (and I freaking love). We got dealt our corporations, and I ended up being Inventrix, the corp that lets me be a bit more flexible in the Oxygen/Temperature requirements/limits for cards I play- an ability I used twice, all game.  We also played with the Venus expansion which.. was just okay, really (didn't really add all that much in our game).

I didn't really have anything exciting in my early cards, so I wended up going for a energy/heat generation strategy, moving to straight heat generation.  I actually do pretty good on this, raising the temperature pretty quick (which is worth some points), but I really didn't have a good end-game idea at this point.

I finally get a Development Center built, which gives me a way to turn some energy into card draw, which is great.  I then manage to get a card that lets me turn energy into points, and I decide to go heavy into energy, and hope for the best. I quickly get what I need to get that energy production up to seven.  Then nine...
Then fourteen.  However, I once again neglect putting pieces on Mars itself, which once again bites me some.
Still, I feel like I managed to get back into the game, which was an improvement for how much of the game felt!

We did the final scores, and I ended up dead last, again, with 57 points.  The winner was Dan with 82 points (the next lowest score was someone at 61).

Despite my poor showing, this is a game I love. And as I felt after the first time I played, I really want to try a new strategy, to see how it went. People ignored all the animal/bacteria cards again, for the most part. Maybe I can try using them next time?

At this point, we decided to call it a night- we had all traveled down here during the day, and I had worked in the morning. Determined to get an early start tomorrow, and getting nice and rested so we could get a lot more gaming in. Thus ended Day 1!

Monday, February 19, 2018

Battle Report, Minions vs Mercenaries, 2/8/18 [Warmahordes]

Managed to get another game of Hordes played (third this year!), this time bringing my Minions at 75 points, the most I've ever swung with this faction!

I played against Joey, who also managed to get his army up to 75 points, and was eager to play his first ever game at the points value.

I decided to try out Maelok, who I enjoyed in Mk2, and was eager to see how he'd play in Mk3. After weeks of working hard at assembly, I brought the following:

Minion Army - 75 / 75 points
[Theme] The Blindwater Congregation

(Maelok 1) Maelok the Dreadbound [+28]
- Blackhide Wrastler [16]
- Bull Snapper [0(5)]
- Ironback Spitter [14]
- Gatorman Soul Slave [0(5)]
Gatorman Witch Doctor [4]
Gatorman Witch Doctor [4]
Thrullg [5]
Totem Hunter [0(6)]
Gatorman Bokor & Bog Trog Swamp Shamblers [10]
Gatorman Posse (max) [16]
Gatorman Posse (max) [16]
Gatorman Posse (max) [16]
Swamp Gobbers Bellows Crew [2]

My beast complement is basically unchanged from any other game, as these are the only beasts I have assembled. I realize I really need to get hold of a Blind Walker- Maelok and Calaban can really make good use of it, I think, but I didn't have time to grab one. I ordered one unit of Gatormen Posse from my local Game Store (Games and Stuff), but it didn't arrive in time (despite assurances to the contrary), so I'm also proxying a unit of them this game with Cryx miniatures.

Otherwise, my thought with this list is that 120 health of Gatormen Posse would be really tough to deal with, especially with the great armor from Unyielding and Death Pact. The Witch Doctors would be there to sacrifice Shamblers if I could find good targets, and speed up Posse units where needed. I figured that I could win by assassination (Mortality + Posse to the caster, or something), or grind down an opponent (and I could Revive Posse, if needed). So yeah, I'm pretty happy with this list.

Joey currently only runs Rhulic Mercenaries, but has been building and painting diligently, and was able to drop a 75 point army for the first time. He brought the following:

Mercenary Army - 75 / 75 points
[Theme] Hammer Strike

(Ossrum 1) General Ossrum [+28]
 - Ghordson Driller [10]
 - Ghordson Driller [10]
 - Ghordson Driller [10]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
Hammerfall High Shield Gun Corps (max) [16]
 - Hammerfall High Shield Officer & Standard [0(5)]
Horgenhold Artillery Corps [0(6)]
Horgenhold Artillery Corps [0(6)]
Horgenhold Forge Guard (min) [10]
Horgenhold Forge Guard (min) [10]
Tactical Arcanist Corps [7]
Hammerfall Siege Crawler [18]

More of the same, really... aside from the Siege Crawler. I didn't really didn't give it too much though- I figured that once I had to deal with it, I'd find some way to do so, with the Blackhide, the Posse, and Mortality in some combination. Regardless, this is a tough list to eat through- his army has a lot of staying power, and with Ossrum's feat, can get where it needs to be.

We rolled for scenario, and rolled The Pit II (the Championship Belt), and Joey won the roll to go first, and elected to go second, choosing the side that would ensure he had good shooting lanes.

Gator deployment
My deployment spread out across the board, with a Witch Doctor behind each of two units of Posse, one on my left, and one on my right. You can probably tell that on the right, I have that unit of Gatorman Posse proxied by Cryx minis. I actually was eager for them to get killed, just to have Minion only minis on the board, haha.

Dwarf Deployment
That Battle Engine sure does take up some space!

Turn 1
My turn basically involved running almost everything in my army but Maelok up, and casting Death Pact and Soul Harvester onto the unit of Gatorman Posse on my left.  I figured with two units of infantry staring at them- the Gun Corps and Forge Guard- they'd have ample opportunity to generate some souls for Maelok over the course of the game.
Mid Turn 1
Joey starts the turns by having Ossrum cast Fire For Effect on the Siege Crawler and Snipe on one of his Artillery, then advances forwards. The Battle Engine moves up, and with no better targets, shoots at the objective, dealing 11 damage to it.  The Siege Crawler also uses its Periscope ability to target the Totem Hunter, on the other side of the board, removing its Stealth.

The Snipe'd Artillery takes a shot at the Ironback Spitter, somehow misses, and scatters to no effect.  The other Artillery moves up, and decides to go after the objective, and finishes it off, giving him the first (and our only!) scenario point.

On my left, the Gunner moves up and kills my Totem Hunter, and the Gun Corps move up and Shield Wall, so they can threaten that left zone on the next turn.

The rest of his army runs forward.
End Turn 1
Turn 2
I have the Soul Slave start the turn casting Soul Harvester onto the rightmost unit of Gatormen Posse, who are able to charge and get a few attacks on his rightmost artillery.  I'm able to get attacks on two members of the unit, which manages to effectively remove the artillery (the piece isn't close enough to the last model in the unit for Take Up to trigger).  This gives two souls to Maelok.

I have the Spitter move up to get into the zone, and shoot at the Battle Engine, dealing three damage.  Honestly, I don't know why I bothered shooting at that instead of infantry.  Got distracted by the size, I guess?

I have the Swamp Gobbers move up and drop a cloud to give my left-hand unit of gators something to hide behind, move everything else up, and have Maelok cast Death Pact and Soul Harvester back onto that left unit of Posse.
Middle of Turn 2- blood beginning to flow

Joey allocates two focus apiece to his left-most and right-most Drillers, and upkeeps Fire for Effect.

He decides to activate the Siege Crawler first, with a lot of targets around. He gets 3 shots on the Quadcannon, and shoots, killing a Gatorman and one of the Shamblers.

The Gunner on my left activates, aims and shoots at the Gatorman in the cloud, and drops five damage onto it. His remaining artillery piece shoots at the Bokor, which ends up removing quite a few Shamblers.

Ossrum follows up by feating, advancing, and killing the last Shambler.

With the feat up, his models get a lot faster, and he rushes things into combat.

The Driller on my right charges the Ironback Spitter, leaving him at 4 health. Driller on my left charges the Blackhide Wrastler, and leaves him at 2.

The Gun Corps move up, shoot at a bunch of Gatormen, killing one, and causing another one to knockdown from Tough.  The Forge Guard on the left charge, killing a Gatorman, and killing the Bokor.

The Forge Guard on my right charge the Posse on my right, and kill two of them, and is joined by the Gunner, who shoots and kills a third.  With that, he ends the turn.
End Turn 2
Turn 3
Well, that went a little worse than I expected- I was hoping for fewer dead Posse members, and at least some of the Shamblers to be around.  Plus, both my heavies are pretty badly damaged, which is bad news.

I decide that there's enough of a chance for me to try to kill Ossrum that I go for it (more on this later). I activate Maelok, who moves up, pops his feat, cast Mortality on Ossrum, and heal my beasts so they have all of their aspects.

Going in for the kill, I have the Spitter move out of combat (Incorporeal), and shoot at Ossrum, dealing five damage.

I look around, and realize that I really can't get much else there- it's either too far, or can't draw a line of sight. Still, throwing some damage on him could be helpful anyway, so I have my left Gatorman Posse unit activate- one is able to see Ossrum and is in range to charge, and does so. I get decent rolls, and Ossrum ends at 2 health (two pips away from a glorious win!). The other Gators in that unit kill maybe three Forge Guard.

I don't have anything else really available to go after him though, and get to work on dealing with the rest of his army.  I use the Thrullg to disrupt one of the left Drillers, and have the Blackhide Wrastler destroy the other one (barely, due to Ossrum's feat). My right Gatorman Posse kill a few Forge Guard as well.

Overall, I did a bunch of damage to Ossrum, a bunch of damage to his Forge Guard, but I'm down to only a single Fury on Maelok (although I have a few souls).  If I survive the turn, I feel like I'm in pretty good shape.
Mid Turn 3
Joey sees an opportunity to go after Maelok here, with only one Fury on him, and decides that's a good path to go.  He starts by upkeeping Fire for Effect on the Battle Engine, allocating some focus on the Driller on my right, and begins the turn by activating his artillery to shoot at Maelok. The shot misses, and scatters to no effect.

The Driller turns around and kills the Ironback Spitter and one of the Posse members. The Disrupted Driller swings at the Blackhide Wrastler, but doesn't do any damage.  The Gun Corp move up and kill the Witch Doctor on my left.  The Forge Guard on my right activate, and kill a single Gatorman.

The Gunner on my left aims, and shoots at the Gatorman engaging Ossrum, hoping to clear him off.  He shoots and hits, and I pass my Tough check, but Ossrum then finishes him off with a melee attack.

The Battle Engine aims and shoots at Maelok, causing me to transfer quite a bit of damage to the Bull Snapper, and taking a bit, but it leaves Maelok alive, and Joey passes the turn.  Ossrum was camping two focus, I believe.

Turn 4:
I decide to keep going for the kill! With the souls generated last turn, I have 9 Fury.  I decide my best best is to start with a boosted Mortality, and then Venom twice (boosting damage on one).  I have another Gatorman Posse that can get to him as well, and that should be enough to do the job.

I start the turn, move Maelok up, boost on the Mortality, needing a seven... and roll a five (on three dice).  Crap.  I debate what to do, and decide to attempt the Venoms, hitting with one, and boosting it to do five damage (which Ossrum negates with Focus).

I activate the Posse, bringing the one member into contact with Ossrum... and miss both attacks.

I spend the rest of the turn killing models, but Maelok has no Fury, and I'm not on position to protect him.

On Joey's turn, the Corrosion expires, the Battle Engine activates, and finishes Maelok off.

Minions lose!

Overall, that was a fun game, and felt like it was a lot more dynamic and movement filled that our previous games. Scenario didn't really come up a whole lot, but we certainly were playing with it in mind.

I honestly feel like I was in great position to win- had that Mortality on the last turn hit, I certainly would've won the game, and if my Gatorman had rolled a tiny bit better on some of their attacks, that probably could've done the trick too.

Looking back, I have to wonder if I wouldn't have been better off ignoring the assassination attempt, and instead going for attrition. With the Forge Guard already committed, and with Mortality giving me a really good way to deal with them, I really think I could've waited the turn out, killing Drillers, healing my beasts, and maybe reviving a Posse member each of those last two turns, and eventually Joey would've run out of troops to win the game. Next time I'm in that position, I'll really consider that better.

I really liked Maelok- I love the threat his feat gives, and I love Death Pact's ability to really up the armor on my troops. Normally, that would give them a great chance to survive charges, I think, and then Mortality + the awesomeness of Posse would wear most armies down.

Definitely looking forward to trying him again, but first, I'm going to try Barnabas1. Hopefully before the end of the month!

Sunday, February 18, 2018

Path to Carcosa: The Last King (Potentially spoilers) [Arkham Horror LCG]

My group finally found some time, and sat down and played our second game of the Path to Carcosa campaign- The Last King.  In here, we are interviewing the cast/crew of the play... and strange things start happening.

I again took Yorrick, and talked about my deck and previous results here:

I made a few changes to my deck with the experience I received.  Looking to add some extra combat punch, I replaced the level 0 Vicious Blow with a level 2 version (for 2 xp), and replaced a Guard Dog with Aquinnah level 3.  That should help my survivability and damage output.

In our scenario, we had to hop between locations, talking to the crew, and generating clues.  With my Fine Clothes, I actually had a really easy time with things overall.  We ended up fully interviewing two, with two of them dying, and getting out.

We ended up getting Resolution 1, then Lunacy Reward 1, as we elected to check back on the house and party.

Our campaign log currently reads:
Doubt - 2
Chasing the Stranger - 2
You have identified the solution (Rob)
You chose not to go to the Police
The Stranger is on to you
You Intruded on a Secret Meeting
Total Experience: 9
VIPs Interviewed: Ishimaru Haruko, Sebastie Moreau
VIPs Slain: Constance Dumaine, Ashleigh Clarke
Bobby now has the Man in the Pallid Mask weakness

We continue playing on Tuesday.

Thursday, February 15, 2018

New Arrivals [Tabletop Wargames/Other Boardgames]

So quite a few random pre-orders and Kickstarters arrived recently, and I figured I'd show and talk about the things I've received lately!

First up was the new issue of CounterFact magazine, a great magazine covering military history and wargames. I haven't had a chance to read the articles yet, but I assume they are fantastic as the previous ones have been.
This issue, as with all their others, comes with a game- Islamic State: The Syria War.
Two players, with one player playing as the US/NATO/Kurdish/Syrian Rebels forces, one playing the Russian/Syrian/Iranian forces, and DAESH controlled by the game system.  I've played the Libyan War in this system, but that was a solitaire design. I'd be interested to see how it plays with a second player.

Next, the Kickstarter from Way of the Fighter arrived.
This is a card game that simulates the 2D fighting video games. Kind of an interesting system- there's a minimal amount of deck building, and the mechanics seem pretty good. Be interesting to see, in practice, how this compares to BattleCon and EXCEED (which I have coming sometime in the next few months).

Next arrival was The Great Game from Legion Wargames.
This is a Card Driven wargame, covering the military and political operations in Central Asia between the Russian Empire and the British Empire in the mid-1800s.
 Beautiful looking map. Legion Wargames does great work!
And two countersheets, cards, and the rulebook. Great looking components, and one I'm planning to bring to PrezCon this month.

Next three arrivals are from Kickstarter.  First, the Traveller Card Game.
I love card games with fixed expansions. What can I say? I haven't opened this yet, and don't know the rules... I do know that there is some errata already (a printing error), so I'll have to keep an eye out for that when I open this up.

Second one was Rising Sun!
Cat shown for size comparison only, not included with the KS pledge
That's quite a lot of stuff, and I'm still missing the oversize playmat board (being shipped separately)! I may bring this to PrezCon, as it's a good multiplayer game with rules that aren't too complex.

Final Kickstarter arrival came today- Chariots of Rome.
This is, obviously, a game about Chariot Racing! There are different drivers, rules for damaging the chariots... and I'm sure a bunch more, but I don't know too much about this yet (other than it looks awesome!).
 Just really cool looking components.  I can't wait to play this!

So there ya have it- this is what I've added to my collection recently, and hopefully will have something more to say about all of these in the near future!

Wednesday, February 14, 2018

Arrival of Minicrate Number 5 - Bradigan Pitt [Warmahordes]

This arrived just the other day, figured I'd get some pictures of it up!
Upon opening the box...
The card included inside
Hey!  A one piece model!
This is a very cool sculpt, and with the upcoming Talion Charter CID, maybe there will be a good reason for me to work on this one. Maybe, haha :)