Unfinished but usable |
Thursday, 26 November 2015
Play now, paint later
Saturday, 21 November 2015
Sword & Spear
I recently played and enjoyed my first two games of the Sword & Spear ancient rules. The armies were Late Roman vs Germanic Tribes. I lost with both armies, but the second game in which I commanded the Romans was quite close run.
S&S is easy to pick up and remember with virtually no need to refer back to the rules. This was particularly assisted by the Charlie Foxtrot Models customised measurement stick marked with specific movements and ranges, an idea I will be stealing for other games. After just one game I was able to drive a lot of the next one.
S&S is easy to pick up and remember with virtually no need to refer back to the rules. This was particularly assisted by the Charlie Foxtrot Models customised measurement stick marked with specific movements and ranges, an idea I will be stealing for other games. After just one game I was able to drive a lot of the next one.
Labels:
Ancients,
Charlie Foxtrot Models,
Sword & Spear
Monday, 16 November 2015
Dux Bellorum
Back in October of last year I played a couple of games of the popular Dark Age rules, Dux Bellorum, and really enjoyed them. By now you'll find lots of DB reviews and AARs elsewhere. I've included some game photos here, but they are just for decoration as what I really want to talk about is aesthetics. The rules are very period-specific and one of their major appeals to me is the look of the armies. DB is one of those games which requires relatively few bases (phew), but they can be big and dioramic (huzzah). Think DBA on steroids.
Monday, 9 November 2015
Hammerin' Iron
Monitor vs Merrimac |
The fascination began as a child when, inspired by one of Don Featherstone's books, I scratchbuilt from plasticard models of the Merrimac and Monitor. They certainly weren't accurate scale models but I think they captured the look and feel. An indecisive game between two ships, however, was rather unrewarding.
Labels:
1/600,
American Civil War,
Hammerin' Iron,
Ironclads,
Naval,
Peter Pig
Wednesday, 4 November 2015
Galleys & Galleons: Run for port
Merchants at the far end, pirates to the sides, safe harbour on nearest edge. |
The idea was that a diverse group of merchant ships should have to make for a fortified harbour at the other end of the table. If multiple players had been available they would have competed to get their ship home or make captures, and turns would have been regulated by drawing cards . As it happened the game was played by only two people. The objectives still stood. The merchantmen needed to make the harbour entrance and the pirates needed to capture, not destroy, the merchant prizes.
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