Sonntag, 22. Januar 2012
Samstag, 21. Januar 2012
As I'm not a huge fan of Near Future Scifi (20 - 50 from now on earth without aliens) and prefer "real" Scifi, as it provides a million more options and just is way more exciting to me: I tried to build some cheap nice looking alien flora for newly discovered worlds.
I saw those in a store for decoration stuff for 10 cents a piece and bought 15 pieces. Painted in vivid colours (inspired by Avatar's Pandora), I think they look rather nice. They can also double as spawning pods or tunnel entrances for local insectoids ("Bugs!").
Dienstag, 10. Januar 2012
Around the christmas holidays I had my first and probably last "Songs of Blades and Heroes" game. The rules really do have the advantage that army building goes fast and the rules are easy to explain. Still I really don't like the whole activation process, a random activation is okay, as long as it doesn't frustrate every player at least 2-3 times over the whole game. Some like the amount of luck involved, but I prefer e.g. a card activation system (every player draws cards, assigns them to units and has to activate them in this order), because it's a lot more tactical approach.
The sheriffs men are waiting behind an old barrier to cut off the heroes retreat.
Sir Peter tries to corner the heroes, but they get away. Instead he tries to increase his reputation by killing the orc warboss skullcracker.
Although a fun game, the luck left me and another player at the end, so it became gruesomely one-sided. The warbands worked quite well, but I'm still switching to the Lord of the Rings ruleset from GW. Still one of the best skirmish rulesets I know. I recommend you to try it, even if you like GW bashing.
Every new pirate crew member has to prove himsel in one of the corsair squads. All corsairs are equipped with self-destruct mechanism, so failure at least serves some purpose. After 10 survived battles the explosive devices are taken off and the corsair joins the normal squads.
We used the AE Bounty Hunters ruleset, one of my all-time favorites. Great rules that really make it easy to create interesting scenarions. I used one elite gang with only 6 members and good equipment and one gang with 13 members. The large gang proved quite effective, because the Felid player didn't really use his advantages (e.g. he could have easily suppressed the low morale pirates, etc.).
Still a great game and I really love how my terrain fits the matt.