A quick update. …

Sorry it’s been a quiet month on Tales From The Mancave….the girls have been excitedly preparing for Christmas and I’ve been kept busy with shopping, wrapping, chopping, cooking and playing games that sadly aren’t the kind I’d usually post about. So I’m going to give a quick update to keep your all advised of what’s been going down.  Let’s keep this simple. ….

I managed to grab three Star Trek Attack Wing Reinforcement Blind Booster Bricks for the forthcoming Temporal Cold War OP Series. I’ll be trying to post about each vessel and stick some pictures up as soon as I can.

Sticking with a space theme I’ll move next onto Star Wars.  I managed to grab a viewing of The Force Awakens on opening day and was like a child in a sweetshop with Daddy’s credit card!  Lol. Gaming wise I managed to pick up the last remaining ship I required to complete my Star Wars X-Wing collection. …the Tantive 4. Now onto Wave 8.  Being a massive Imperial fan I also wanted to get my dirty hands on the impressive Gozanti class Imperial Assault Carrier to swell the ranks of my Imperial Fleet.  I grabbed one for a very good deal of £39.67 (including P&P) from boardgameprices.co.uk which I was very happy about!

Sticking with Star Wars Christmas was very kind to me and I managed to get a whole heap of Star Wars Imperial Assault goodies from my girls.  I received Dengar to add to my wretched hive of scum in IG-88 & Boba Fett. I’m aiming to put together the whole line up of Bounty Hunters from The Empire Strikes Back. …so I need 4-Lom, Zuckuss and Bossk.  Then I’ll have then go toe to toe with my other games worth of hunters….the Predators from Prodos’ AvP.  I also got a copy of the latest expansion for SW:IA Return to Hoth. Finally I was given a load of Villain and Ally packs to build my SW:IA forces; – a Royal Guard Champion,  Kayn Samos, Chewbacca, Han Solo, R2-D2 & C-3PO and Princess Leia. So I can now assemble the whole gang from the films.  Happy gamer!

I did post a while ago about me returning to the Judge Dredd fold at NAGA to have some games with Brent Jay and Co. Well I was watching some very good deals on EBay and add luck would have it I did manage to scoop up the whole lot for a very decent price of £37 (including P&P). I ended up winning auctions for gangs for Judge Cals Personal Retinue, Justice Dept. Mega City Judges and Specialist Judges. So they’ll go onto the gaming table for use at some point in January against Brent.

The Hairy Gamers (me and Tris) took a little road trip to Dragonmeet in London during December to collect our AvP Wave 2 pledges and boy was there a whole load to struggle through a busy convention with.  I now have 3x Alien Warriors, 2x Alien Queens, 2x Royal Guards, 2x Alien Crushers, 2x Predaliens, 2x Alien Eggs, 2x Berserker Predators, 2x Predator HellHounds, 2x USCM Powerloaders and 1x each set of Dice (USCM, Aliens & Predators). I also bought an extra two boxes of Alien Warriors from Asylum Wargames Online Shop for a great price of £10 each. You can grab some too by visiting them on http://asylumwargaming.tictail.com/ . These guys have great deals on all sorts of goodies residual if you’re interested in Macrocosm or AvP.

This takes me neatly onto Macrocosm. Despite the awesome Chris Nicholls being very busy with his adventure into fatherhood for the second time he managed to go above and beyond to send out my Macrocosm Malignancy pledge.  Once the chaos of Christmas has subdued I’ll try to take some pictures and post more about this! Thanks Chris.  If you too are interested in Macrocosm then you can find more details on the website at http://www.macrocosm.co.uk/

Whilst we were on our road trip I managed to teach Tris the rules for The Devils Run and we even managed to grab a couple of demo games on the stand the Word Forge Games team were using.  Both of us are mad keen for this game and with any luck I’ll be able to help Mark Rapson with some more play testing and reviewing of the game in the build up to shipping.  With so many ideas for this game, with me posting regular bat-reps and reviews and with Mad Max Fury Road available on Blu-Ray and DVD it was inevitable that others would be drawn into the TDR:R666 game. Recently Tris and I expanded the Hairy Gamers family by inviting Gareth Mosley and James Hall to join our ranks. Both have the R666 bug and are busy trash-bashing and scheming for when R666 drops.  James has been busy using any and all HotWheels and Matchbox cars he can get his busy hands on to bash together some cars to use.  I myself am waiting until my pledge drops to see what gaps I have in my collection before getting too busy with trash-bashing. My ideas are mainly for scenery and game tiles based on British Roads rather than the American ones in the game.

Guildball now. ….as some of my regular readers will recall I play in a local Guildhall league at Black Dragon Games in Hinckley. Sadlt this has not been going to we’ll for my Fishermen who have lost their opening two encounters against Craigs Mort-Union team (12-8) & Andy T’s murderous Butchers (12-4). This week I have a double header of games planned against David Mustin and Mark Southerd in store on Tuesday so watch this space for that.  I’ve gone in half’s on a Union Starter with David to get me a copy of Avarisse and Greede to add to my Union Starter of Blackheath, Decimate and Gutter. I also added a Harry “The Hat” Hallahan to my Union line-up this month as well as hopefully getting the miniatures I’m owed by Jay Finnegan in the form of Fangtooth and Hemlocke. At some point I’ll have to grab me a copy of Coin,  the Union Mascot, so I can play Union too. I’ll do a “Gaming on a Budget” post later to cover my Guildball activities.  Having seen a couple of demo’s at Dragonmeet and spoken to one of the brains behind Guildball, Rich, Hairy Gamer Tris had also picked up a great deal on a Masons team for Guildball so we’ll probably throw down at some point even if it’s just to teach him the rules.

Lastly im going to talk about Frostgrave. Not the game or any bat-reps or warband stuff but mostly terrain.  I managed to grab myself two of the old Games Workshop Mighty Fortress plastic kits from EBay as a starter for my planned scenery. I wanted to build the walls of Felstadt. I also picked up 84 Lemax Snow Covered Wintery Pine Trees, a Garden of Morr kit from GW and some rather large Amera plastic moulded kits for their F204 Large Hill Top Ruin (Fantasy Realms page) & Z236 Corner Ruined Building  (Future Zone page). You can take a closer look at thier range on the link below;-

http://www.amera.co.uk/product.php?range=f

Once I get the chance to do anything with any of the above I’ll post something.

Merry Christmas and a Happy and Prosperous New Year to you all!

Chill out! Its Frostgrave….

So many many games and suggestions for games end up being sent to me and its not often I take a punt on something without doing a little bit of homework first because with so little free hobby time its imperative that I spend my hobby pennies wisely and on things Im fairly sure will a) get played, b) be enjoyed and c) have some local gaming.

images

There has been a buzz lately about a game called Frostgrave for Osprey Publishing by Joseph McCullough.  Yeah you know, the Osprey Games who are renowned for their Historical stuff.  They’re worth checking out if you like that sort of thing and they can be found here:-

So what is Frostgrave all about? What’s the USP?

Well according to the blurb from Osprey Frostgrave….

Amidst the frozen ruins of an ancient city, wizards battle in the hopes of discovering the treasures of a fallen empire. In this fantasy skirmish wargame, each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. The wizard’s apprentice will usually accompany his master, and more than a dozen other henchman types are available for hire, from lowly thugs to heavily armoured knights and stealthy thieves. Wizards can expand their magical knowledge by unlocking ancient secrets and may learn up to 80 different spells. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting them into an ongoing campaign that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless adventures that can be found amidst the ruins of the Frozen City.

portada-frost01-04082015So lets take a look at the rule book itself…..firstly its reasonably priced and I think RRP is £15 but I managed to grab myself a copy for £9.50 delivered from Wordery via eBay.  Its a solid hardback, full of well produced colour glossy pages, beautiful artwork, and a front cover that really evokes the feeling of the game.  Its slightly smaller than most rulebooks which surprised me upon arrival but not a rulebook to be ashamed of that’s by any means. Its seriously well put together and laid out in a well thought out and simple way.  Mechanical diagrams to explain rules are clear and concise and help the reader understand concepts quickly.  The back is full of tables and free Warband lists to photocopy and use although the same materials are available via download and the Facebook community.  The production values and quality of Osprey stuff is apparent through out the book.

20150525_175728 20150525_175752 20150525_175857 20150525_175915 20150525_175929 20150525_175943 20150525_180002 20150525_180037 20150525_180047 20150525_180103 20150525_180121

My only complaint and it is a very minor one at that is that there is no Index linking page numbers to subject in this book but that is mitigated by having a fairly robust Table of Contents.  Sadly again there are no page number to subject list so whilst you know vaguely where something is and it wont take you a massive amount of time you wont know exactly where it is.

At its core, Frostgrave is a low fantasy skirmish warband game akin to the old Games Workshop favourite Mordheim.  I personally would say that Frostgrave is what Mordheim wishes it was but others may not completely agree with me there.  At its most simplistic you pick a wizard, a school of magic, and a warband, and go completing scenarios (included in the book) and skirmishes against other warbands in a campaign based setting gaining upgrades and funds to spend on gear to improve your warband.  That is it at a basic.

You have a certain amount to spend when setting up your warband, you can spend it on an apprentice to add more magical firepower, which is a suggestion I agree with strongly!  Then there is a selection of other troop types, War Hounds, thugs, thieves, trackers, Knights, Barbarians, and many more.  So many in fact you can even theme your warband.  The way weapons are defined in this, and the types of soldiers you can hire mean you can use many of your existing models to play this game in no time at all.  I had some old Celtos miniatures just sat around doing nothing so using them I’m creating a Celtic themed Warband.  Going to the Brigade Model’s website to buy some more about £30 later I had a rounded out Warband full of character and a look and feel I was really happy with.  I’ve also found that Hasslefree Miniatures make a range of Celtic looking minis that fit well with my Warband so my evil necro-Celts now have a Queen/ Witch riding her undead troll to push them forward.  You can buy miniatures anywhere for this game; GW Empire are a good look, North Star Miniatures sell Frostgrave specific box sets allowing you to build upto 30 soldiers which would be more than enough for 2-3 warbands, Reaper Miniatures are a good source of Wizardly looking models, Hasslefree make great miniatures which work well too but this is by no means an exhaustive list of what is available out there to use.

10849 frostrgrave-rear images (1) frostgrave demo

What do I need to play?

Well Frostgrave isn’t that miniature intensive to get playing, nor does it require a massive amount of specialist templates and tokens.  A pad, a pen, a warband of 8-10 miniatures and some d20 dice and you are playing.  Everything else whilst nice is not a requirement to play.  Yes of course you’ll need something to play on and scenery but you might already have some lying around from Warwhammer, Mordheim or Malifaux that you can repurpose.

The game can be played on a table from 2′ x 2′ to 4′ x 4′, which is good, as it can be played on most dining room tables.  It does recommend nice dense scenery.  Battle Systems Fantasy Terrain have recently completed a Kickstarter for some cardboard dungeon terrain which could be used if you were so inclined.  Games Workshop Warhammer or Age of Sigmar terrain is also fully compatible as are some of the excellent Pegasus Hobbies ruined gothic church kits which i fully intend on getting a few of.  Some more canny gamers keep a look out at boot fairs and in toy shops for cheaper terrain but at this time of year Poundshops and supermarkets are full of christmassy stuff which can be used for frostgrave scenery.  It wont take you long to find some awesomely inspirational images via Google simply typing “Frostgrave Scenery” or “Frostgrave Terrain” and of course for the truly lazy you can always buy pre-painted, pre-assembled stuff from eBay.

Just some quick images to give you the idea……

CNF1UWNWcAABGrE CNF1UWQXAAAxcPI frostgrave 003_zps3yibmcw4 Frostgrave_Ruined_Church_17.00_ images (2) images (3)

You can make your scenery as complicated or as simple as you like.  Chunks of polystyrene sealed and painted grey will happily suffice for ruined walls and broken down structures until you find or make better.  Scenery should have a very snowy, frozen wintery feel and I was very lucky to pick up a great deal on some Christmassy looking snow covered pine trees from eBay.  A great deal at £12.79 for 21 assorted sizes.  They come pre based in a clump of snow so require very little effort to turn into gaming scenery.  I was so impressed I ordered another 42!  It is my intention to build up a few crumbling wizards towers, a graveyard, some ruined houses and some Celtic looking terrain to round out the look and feel of my Celtic inspired warband.  I’m also on the hunt for some old scenery from GW or similar.  Back in the day GW released a plastic fortress which I intend on using to build the city walls of Felstadt aka Frostgrave.

GW Plastic Fortress assembled.

GW Plastic Fortress assembled.

GW Plastic Fortress components

GW Plastic Fortress components

So whats it all about then?

During each turn we have phases, first we roll for initiative.  Each player roles a dice, highest has initiative and is the primary player for the turn.  Then we have a series of  phases in order, Wizard, Apprentice, Soldier, creatures (Random creatures, such as Undead and Demons and Yeti’s stalk the ruins of the city).

The wizard gets to go first, he is the focus of the warband after all, you can activate him and up to 3 soldiers within  3″ of him.  Then the secondary player does the same, alternating at each phase based upon who won the Initiative roll at the beginning of the turn.

The apprentice phase is the same as above, primary player first, then secondary player.

Then the soldier phase you can activate any of your soldiers that have not gone yet, and the same with the secondary player.

When activated each figure can do 2 actions. move and move, move and fight, shoot and move.  Then you have the normal expected actions, jumping, climbing (and falling)
Models have a few stats to keep a track of….. usually the higher they are the better.  Movement (M), expressed in inches, Fight (F) which is a 0 or a number with a plus, +2, +3 etc again the higher the number the better the models ability to fight and attack.  Shooting (S), which is the same arrangement as Fighting.  Armour (A) which is a number again, Willpower (W) which is a plus number as Fighting and Shooting, and lastly Health (H).  So your model will have a “stat-line” as follows:-

CaptureThe stats are simple to follow, you do not have to remember any tables to hit or wound or anything like that.  It is all dealt with in one dice roll.  Lets take an example…..

In a fight both figures roll a d20 and add their fight value to it.  So we have a Thug who has a fight of  +2 against a Knight who has a fight of  +4  The thug roles a 6 on his d20 and adds his fight to that for a total of 10.  The Knight rolls a 12 and adds his fight for a total of 16.  The knight has more so he wins.  The Knight then subtracts the thugs armour from the Knights total roll.  The thug has an armour of 10 so takes 6 damage from his health.

Shooting works in the same way, though with modifiers for cover. I like to think of it as the opponents ability to hide or dodge against the archers aim.  It is a nice change to the roll to hit, roll to wound technique, as the higher you roll to hit, the more damage it can potentially do implying a more accurate shot.

There is a nice mechanic about rolling natural 20s for critical hits doing double damage which can lead to great story telling moments!  Its similar to the Crit hit mechanic in PRODOS’  Warzone Resurrection and AvP although in their case the lower the better with 1’s being Crits and Autokills.

Its a simple yet elegant system when used, and keeps the game fast and frantic.  Weapons can alter the effects adding a plus or a minus depending.

There are rules for when a model is reduced to 4 wounds or less and is considered wounded. Models will have a -2 to all rolls, and can only do one action.  A nice touch showing the reducing ability or an injured model and makes even an injured model an asset if the actions are simple.  It also gives you a chance to heal your injured and keep them in the game rather than they simply cease being operational.

Frostgrave is all about the Wizards and we’ve barely touched on them yet.  Your spells and spellcasting is an important part of the game, and with the sheer amount of spells to choose from it should be!  There are 10 different schools of magic:- Chronomancer, Elementalist, Enchanter, Illusionist, Necromancer, Sigilist, Soothsayer, Summoner, Thaumaturge and Witch.  Each school has its own flavour of magic and other schools spells will be complimentary and others opposed.

Casting works in the same simple way as combat does, you roll a d20, if you equal or exceed then the casting value then the spell is successfully cast.  If you roll less bad things can happen!  Depending on the amount you fail by you can damage yourself.  You can also get bigger effects to your spells dependant on how successful your attempt to cast is.  This is particularly important in Summoning Spells when larger more ferocious demons and bigger Contrcuts can be created/summoned and bound to service.  Wizards empower and boost thier spells ensuring success or pushing the level of success into the next bracket of success by swapping an amount of his/her health for a number to boost.  Spend 3 health and take 3 damage for an extra 3 on the result.  This can become really important when dealing with the level of failure or success as taking 1 damage to add 1 on the dice roll etc can be the difference between success and failure or the varying degress of success. Doing this I imagine the wizard straining hard to control the magical energies.

There is treasure to collect in the streets, dictated by the scenarios, and creatures roam the ruins too making the fights not just against the enemy warband.  I like that it adds something else to think about.

The normal winner of a standard game is the last warband standing, and all treasure and experience gets dished out for the campaign phase to upgrade your characters and spend on goodies.

To Campaign or not to Campaign?

The campaign based stuff is one of the best parts of this game, following your wizard and his soldiers through their adventures in the ruined city.

In a campaign game when your soldiers and heroes reach 0 health in battle they are out of action but not becessarily dead, although in Frostgrave even death isn’t the encumberance it used to be.  A player would roll on the charts at the end to see if they live, are wounded, or fully recover.  Permanent injuries can continue through the whole campaign, like smashed toes, blind in an eye, psychological scars, all sorts of things that add to your character, and all gained with a story to tell.

Certain activities in battle grant your wizard experience that he can spend.  Every 100 points of experience give him a level, and for each level he reaches he can increase a stat, fight, willpower, shoot, or health.  He/she can also improve a known spell making it easier to cast, or learn a new one, again adding to the customisation of your wizard, you can make him adept at spells he knows, or a walking spellbook full of spells for each situation.

When you find treasure in the game world it can be gold, that is spent on upgrades and new members of your Warband, or perhaps something else, an artefact like a Grimoire, a Magical Potion, or a Magic Weapon or Item for a member of your warband.  The rulebook contains a detailed and almost exhaustive section on all the items you can find whilst treasure hunting in Frostgrave although during a campaign I’m sure you could come up with more items as you delve deeper into the crypts and dungeons of the city.  Thats part of the beauty of this setting…its all pretty exhaustive but there is so much scope for expansion and home brewing scenarios and new equipment and rules.  The world really is your oyster.

You can spend your hard earnt gold on new recruits to replace the old, lame and injured, or upgrade your war gear between battles.  As you progress you will need a base to send your raiding Warband out from. Yes you actually get a base of operations, you pick between a selection and each one gives you a specific bonus.  You can then add upgrades to your base that provide all sorts of in game bonuses for you and your warband.  As the campaign progresses you can improve your base to provide all sorts of goodies.

Summary

GW’s Mordheim has always been a solid go to skirmish campaign style game, and whilst others have tried to dethrone it nothing has come close in all its time.  Age of Sigmar has a skirmish element but that seems to have been a massive flop with most Warhammer players going back to older versions for their gaming.  Frostgrave not only gives Mordheim a bloody nose it but steals its lunch money, slips on some shades and flips it the bird as it walks away! Not long after release the first expansion for Frostgrave was announced and even spoiled in the back of the main rule book.  The Thaw of the Lich Lord comes to the gaming table this month and North Star Figures have been running a Nickstarter to generate interest and give players/backers the opportunity to buy everything they need at great prices.  I backed this project and now have all the goodies plus the new book arriving shortly, giving me time to complete my Celtic Necromancy Warband before I jump into a cultist Summoner warband and eventually into my daughters Frozen inspired Warband.  With the promise of more expansions to come it looks on a regular release cycle and further Nickstarters from North Star Games Frostgrave looks set to become THE fantasy skirmish campaign game, and rightly so. Osprey and Joseph McCullough have put great work into this.  Go to Osprey and get your order here although eBay and other avenues are open for ordering. It is a must have for any fantasy gamer.

The King is dead, long live the King!

Gaming on a budget – The Challenge (Month 5 – Part 10)

So Mancavers, this months update sees me give you some very quick and dirty match reports for two games this week.

On Monday evening my Fishermen Team of Shark, Salt, Jac, Greyscales, Sakana and Siren took on Mark Southerd’s Alchemists which consisted of Calculus, Compound, Midas, Katalyst, Vitriol and Flask.

Calculus Compound Flask Katalyst Midas Vitriol

I forgot so much in this game. Once Salt was removed I completely forgot the +2 Bonus MOM, +2 TAC and +2″/+2″ MOV per player which might have helped.

Glad I swapped Kraken for Greyscales, I do like him. Should probably drop Siren if no Kraken so will go with Angel next time around. I remain to be convinced about Sakana but I’d need a bigger threat than him as an option. Maybe Fangtooth? Maybe Gutter?

Mark was patient as ever and deserved his win if for no other reason than putting up with my stupid questions and changing the damage I apply when I read things properly.

6-4 to Marks Alchemists. His team took out Shark, Siren and Salt. I scored with Greyscales following a Shark knockdown on Midas and Salt stealing the ball before passing to Greyscales using a snap shot.

Tonight saw my nemesis Andy T come over for a game with his new Engineers team.

The newly rejigged lineup for my Fishermen took to the field against Andy’s Engineers tonight.

The lineup was Shark, Salt, Jac, Sakana, Angel and Greyscales. Sakana and Greyscales on the wings with Angel and Shark up front with Jac and Salt sat in behind sweeping up.

I think Andy had Ballista, Mainspring, Colossus, Velocity, Ratchet and Salvo.

BallistaColossusMainspringRatchetSalvoVelocity

We didn’t grab any pics as we got straight into it tonight.

Back to winning ways! 12-10 to my Fishermen. I think I’m finally getting to grips with my preferred team and tactics. My first turn was shaky as having kicked off with Salt I dragged him back with Jac’s activation and waited for the smoke to settle to strike. Shark quickly engaged and stole the ball from Ballista before scoring early in turn two. 4-0 Fishermen.

Andy was unlucky and was whiffing rolls allowing me a chance to not take damage and keep mobile. Sakana was keeping Velocity at bay and under threat from his range 2 melee on the left. Immediately after kick off the ball scattered into range of Velocity who activated next. Despite an attack of opportunity on Velocity an unopposed run and an open goal meant Velocity struck back immediately. 4-4

I kicked off hoping to gather with Angel and score again but the scatter from the goal was unfriendly and snapped to Ballista as soon as he activated.

Shark activated his legendary and really slowed the Engineers who were all caught with it. Jac and Greyscales did some great work on the right flank to rob the ball from the Engineer captain and did enough to tackle and dodge away. Using Greyscales remaining influence to run and shoot plus the momentum I was generating he scored again with a screamer to take extra momentum which he used to run the length and get away from the Engineer defence and back into the wing. 8-4 Fishermen.

Yet again the kick off placement and scatter favoured the Engineers and yet again the ball was close to Colossus. Jac stripped him of it and Salt gathered before advancing down the right flank hiding behind Jac and Greyscales.

Now not shackled by Sharks legendary play Balliata threw some nastiness at Salt killing him. 8-6 Fishermen.

Theball was dropped and scattered off the pitch. Restarting from the centre spot the ball conveniently fell within a few inches of Velocity who again activated next, ran, collected the ball and had another easy unopposed shot at my goal to take the lead. 8-10 to Engineers.

This time the ball scatter was kind of in my favour as it landed between Colossus, Angel and Jac. Colossus and Ballista had been busy doing what they do best knocking my players over making it hard to keep mobile and leaving both Jac and Angel knocked down.

It would be hard to score without using my bonus momentum from Salt and then somehow generating more for a shot. Now buffed by extra MP and +2″/+2″ from Salt being taken out by Ballista it wad left to Jac get up and clear Colossus out for Angel. He spent a momentum to get up, activated Ramming Speed and jogged 7″ at Colossus pushing him away before attacking him to get a momentous 1″ dodge. Using his Heroic play, Trident Tested he shoved Collosus even further away from Angel. Now she was out of strike range of any unactivated Engineer so whoever Andy activated couldn’t do anything to her or the ball. Angel could activate next. I had 2 momentum thanks to Jac’s earlier momentous dodge.

Angel spent a momentum to stand up leaving me 1 for the shot. Thanks to her 3 influence and Salts demise she could sprint 10″ grabbing the ball on the way before using her play Super Shot to shoot with 5 dice from 10″ out. Threat range of 20″…..19″ away. Goal fishermen for a 12-10 victory and game!

I think I’m finally getting to grips with the playstyle I want to use with the Fishermen. Every game I learn something new and until my Union Ringers arrive have a settled team line up.

Again muchos gracias to the very patient Andy T who puts up with silly questions and me taking too long over who to activate next. Cheers buddy! Great game!

Next up are my purchases for this month.  It was my intention to start buying the members of the Union team that can play for the Fishermen this month.  They are as follows:-

Avarice and Greed

Avarice and Greed

Hemlocke

Hemlocke

Gutter

Gutter

Snakeskin

Snakeskin

Fangtooth

Fangtooth

I reckoned for my £30 I could grab 2-3 of these guys and boost my options for my Fishermen but something came up that made me change my mind.  Whilst looking around eBay I stumbled upon a full Masons Team for sale.  The Masons are another of the Guilds that occupy the world of Guildball.  This seemed a good idea to me as it meant I would have two teams so could play at home with people who didn’t have a team, could teach others and generate local interest and most importantly practice and refine my Fishermens tactics.  They were a completely different style to the Fishermen.  Where the Fishermen are the Guildball equivilent of Blood Bowl’s Elves or Skaven the Masons are the equivilent of the Humans.  They don’t excel in any particular area and are good all rounders.

masons

The Masons’ play style is all about balance and subtle flexibility. They have strong but not outstanding offensive and defensive options available to them. With a good mix of buffs and debuffs forming the foundation of their combo play, they need each other to excel.

They are equipped to play well during all phases of the game without a definitive focus on any key area, which is why they are the most flexible of teams to play. They have the tools and the play style to adapt to every situation, as long as you can piece them together properly.

Mason rewards players who can see and build play to effect combos, and then take advantage of any situation.

I was very lucky because the auction I was watching included all players in the team and wasn’t being watched by many people.  I silently watched and waited and at the last second put in my bid of £33.  With so little time left no-one could counter bid and it was accepted.  I had won!  So within a few days my full team would arrive courtesy of eBay.  I now had:

Honour

Honour

Harmony

Harmony

Brick

Brick

Mallet

Mallet

Marbles

Marbles

Tower

Tower

Flint

Flint

Now this wasn;t in fact the FULL team as during October a Season 2 player was added to the Masons line up.  I had previously bought Sakana the Season 2 Fishermen and had a full and complete line-up.  It didnt feel right to now have a complete team so rather than be missing one I decided to push the boat out and really overspend this month by purchasing the metal miniature Chisel from Element Wargames for £8.95.  I felt justified in doing this becasue I had saved so much on my Masons team.  Rather than pay the £60 odd for a full Season 1 Masons line up I had in fact only paid £33 including shipping.  Happy days!

So total spend this month was as follows:-

Masons Season 1 Team – £33.00 (including shipping)

Chisel – Season 2 Mason – £8.95 + £2.95 shipping

Total spend – £44.90

Ok so I overspent but I can recoup it next month or simply write it off as a one of occasion like a birthday or bonus from work.  Im happy with my purchases and feel I can now make some strides forward in Guildball.

Happy Mancaving!

Gaming on a budget – The Challenge (Month 4 – Part 9)

Just a short update today as last night saw my second game of Guildball.  I had Andy T over to the Mancave for some medieval low fantasy football as his tried and tested Butchers took on my rejigged Fishermen.  Previously I had a game against Mark Southerd at NAGA where my Fishermen beat his Alchemists/Union 12-2.  Last night I changed my team knowing that they’d face a far tougher prospect in the Butchers.  I couldnt afford to give away easy kills with some of the squishier members of my team so I swapped out Angel for Sakana.

Here’s a bit of a report of the game as it went:-

Well that was painful.

Four takedown and a goal versus a goal from me. Ouch! Fishermens team was Shark, Salt, Jac, Sakana, Siren and Kraken.

So I had only my second game tonight against a very tanky Butchers team managed by Andy Thomas.

Shark, Salt, Jac, Sakana, Kraken and Siren vs Ox, Princess, Tenderiser, Brisket, Boar and Shank.

I received and secured the ball first activation with Shark who passed to Siren generating momentum and my team swept from the right flank down across my goal towards the left flank. The Butchers were brutally taking down my guys removing three (Kraken, Shark and Sakana) before I could score. Shark was first being soundly ganged up upon and beaten by three Butchers including Boar, Shank and Brisket.  Butchers 2-0 Fishermen 6-0

I managed to bring Shark back who came back close to Jac and Salt, who was now carrying the ball, on the left wing.  In the melee in the middle both Sakana and Kraken were beaten by Ox and Boar allowing my other teama members to use the pitch and keep out of trouble. Now with Shark back and in striking distance I loaded Shark with influence.   Running to about 9 inches out he then used his Tidal Surge Character play for 3 INF to dodge rather than Advance into Tenderisers area of influence to stop him getting his free charge. Shark shoots with a clear line of sight, Shark scores before spending some influence to dodge back out of the arc. Butchers 6-4 Fishermen.

The ball was kicked off and Andy dropped it dead centre of the pitch with all of his Butchers between my team and the ball.  Very quickly after kick-off the Butchers secured the ball with Brisket whilst Sakana and Kraken were off field.

Jac and Salt were doing good work on the wing supported by Shark and Siren.   Brisket dodged away, ran, set-up the supershot and scored before Sakana could drop the Smoke bomb to hide the goal. Sakana and Kraken just returning to play behind thier goal. 10-4

The ball was kicked off and I was hoping for some luck.  I tried to kick it into an area that I could hope to recover quickly.  Whilst not the greatest kick distance wise it was close enough to Jac and Salt that one of them might be able to recover.  Siren was very close to getting removed so attacked Shank to generate a dodge and left his melee area.  Spending he last INF to run she moved around the back of Jac and Salt and come back into the centre of the field and attempt to get to the ball. Following kick-off the ball ended up with Jac who didn’t have the range to pass to Shark on the wing so punted the ball to open field for Shark to grab it he then spent his remaining INF attempting to Goad Ox into moving towards him rather than charging Shark. He whiffed his roll and failed. Before Shark could activate and fire off his legendary play Ox charged him and brutally chopped Shark up over 3 attacks doing just enough damage again resulting in a take down, Sharks second of the game. One less damage or a successful Goad roll and things may have appeared closer in terms of final score but alas it was not to be

Final score12-4 to the Butchers.

I think I have a handle on getting around Tenderiser. I wasn’t that impressed with Sakana and I certainly missed the goal threat of Angel but in terms of survivability Sakana was better than Angel and did a fair amount of damage to Ox.  My difficult choice is which one from three to use…..Sakana, Angel or Greyscales.  Based on his Unpredictable Movement, Where’d he Go? and Ball Gone! Character plays he may be a better option.  I lose the Supershot of Angel but gain a slower, tougher, harder hitter with a bigger melee area to boot.  So in terms of controlling the pitch and taking the ball Greyscales may be the best option for me.

I didn’t get to take any pictures as Andy T was playing photographer and commentator via his phone.  I’ll ask him to share his pics with me.

**EDIT – here is a gallery of T’s pictures from last night. **

Panzerfauste – a 28mm Historo-fantasy wargame of Gnomes, Dwarves, Orcs and many others fight a war of attrition across a mythical landscape.

Panzerfauste Banner

Panzerfauste Banner

Today I’m going to be taking a look at Panzerfauste, a recent successfully funded Kickstarter for Hysterical Games, the wargaming vehicle of Rob Alderman and Steve Blease.  Heres a link to the Hysterical Games website for you all to go take a look:-

http://www.hystericalgames.co.uk/

And, for all the latest updates and news, please ‘Like’ Panzerfauste on Facebook:-

https://www.facebook.com/HystericalGames

Players can also download the free, quarterly magazine from Wargame Vault!:-

http://www.wargamevault.com/product/151341/Panzerfuste-Quarterly-Issue-One

So what’s it all about?

Welcome to The Land and the world of Panzerfäuste, our exciting game of mechanised warfare in a fantasy world. Enter a world where Dwarves, Orcs, Gnomes and a plethora of other creatures continue their millennia long struggles, but with modern advances of tanks, sub-machine guns and grenades. Fight on battlefields where death is impersonal and only a heartbeat away. March your troops across green fields, through muddy trenches, over snow-capped mountains or into dank caverns… Come fight in the world of Panzerfäuste and see if you can reign supreme in The Land!

Panzerfäuste is a fun ‘Historo-Fantasy’ miniature wargame setting, in which 28mm scale miniatures are used to depict the everyday struggles of standard ‘Tolkienesque’ fantasy races such as Orcs, Dwarves and Elves fight out battles with 20th century weaponry.

Ok so this game should appeal to the historical wargamers and fantasy wargamers alike.  If you’ve never played either the humour and setting may appeal to you on a comedic level as armies of “French” Gnomes, “German” Dwarves, “British” Orcs and “Polish” Troglodytes battle in a twisted fantasy world set in and around WW1 & WW2.

Firstly the game comes in two variants:- the Skirmish (think Batman/Judge Dredd/Malifaux/Necromunda scale forces) and the Mass Battle (think Bolt Action/KoW/WH scale forces).  This gives players an oppotunity to invest at a very manageable level.  They do not need to spend hundreds of pounds to get involved which is always a bonus!  The beta rules are available for Download so getting hold of rules is free, easy and couldnt be simpler!!

You can download the Beta rules for Panzerfäuste: Skirmish here: SKIRMISH BETA RULES
You can download the Beta rules for Panzerfäuste: Mass Battle here: MASS BATTLE BETA RULES

The game can be played using the Skirmish rules, with a Section of infantry or played using the Mass Battle rules which cater for collections at Platoon to Company level, with two or three Sections of troops, armoured support and a character or two making up the bulk of most games. This means that the average game of Panzerfäuste requires no more than 30 or so miniatures.

The miniatures for Panzerfauste will be manufactured in a high quality and resilient polyurethane resin material, perfect for miniature gaming figurines by PRODOS Games. Hard-wearing and capturing excellent detail, these miniatures truly pop.

I’m going to attach a Gallery of images so people can see just what the sneaky nefarious plans and scheming minds at Hysterical Games are plotting for this game.  Go take a look on the links themselves and let me know what you think.

This game is currently funded at 340% via Kickstarter but remains open until 08-11-18 at 8pm.  Its currently collected £17,000 worth of pledges and is smashing stretch goal targets on a daily basis.  I’d strongly suggest you go and pledge.

Pledges can be anything from £1, the “Private” level pledge which gets you in on the Kickstarter and grants access to the post KS goals and add-ons all the way upto £750 which grants access to “Field Marshall” level pledge.  This is a collosal pledge which is Limited to only 5 Pledgers (one per current planned race….hmmmm…mysterious 5th race!?) allowing you to design your own character and get yourself in the game! Hysterical Games will work with you to create a new, named character to fit into the setting and create a miniature of it. This figure will have a likeness to you, but mixed in with the race of your choice! Choices will be first come, first served, so if you absolutely MUST be an Orc, pledge soon!

You will also receive x10 of your custom character, as well as Two REINFORCED Infantry Platoons!

A total of:
6 x Section Sets
2 x Command Sets
2 x Support Weapons Sets
(from any of the unlocked races) plus a copy of ‘Panzerfäuste: Skirmish’ AND ‘Panzerfäuste: Mass Battle’ and get access to purchase any of the add-ons this project has to offer.

This is the pledge level for any serious Panzerfauste-a-holic looking to play huge games.  Pledge quickly before these pledges are all gone!

What are you waiting for?  Go get involved!

Star Trek Attack Wing Wave 19 Reveal – IKS Rotarran

The second in the series of Wave 19 reveals by StarTrek.com for WizKidsStar Trek Attack Wing sees the Klingons get some love. The IKS Rotarran, a B’Rel class Bird-Of-Prey, is added to the arsenal for all Klingon players fleets. Taken from the DS9 episodes “By Infernos Light”, “Soldiers of the Empire”, “Blaze of Glory” and “A Call to Arms” the recurring IKS Rotarran was a Klingon Bird-of-Prey that was in service with the Klingon Defense Force in the late 24th century. The Rotarran served with distinction during the Dominion War, with General Martok using the vessel as his flagship. It had developed an unfair reputation as a ‘cursed’ ship whose crew had all been dishonoured. In late-2373, General Martok was assigned command of the Rotarran by the Klingon High Council and dispatched to locate the missing IKS B’Moth. Joining him as his first officer was Lieutenant Commander Worf and Lieutenant Commander Jadzia Dax as science officer. Both were serving on detached duty from Starfleet at the time. Plotting course for the last known position of the B’Moth, the Rotarran was forced to circumnavigate the Tong Beak Nebula in order to avoid the Jem’Hadar. Martok’s wish to avoid a fight struck a sour chord with his weary crew. On the way, Martok reviewed his crew’s personnel reports, which included remarks such as: “Dishonorable conduct,” “lack of respect,” “dereliction of duty,” “inattention to orders,” “unmotivated,” and “insufficiently aggressive.” This did not go over well with Martok nor Worf, Martok likening the report to a prison record. Together they vowed to restore honor to the Rotarran and make it a ship worthy of the Empire.

http://www.startrek.com/article/first-look-i-k-s-rotarran-for-attack-wing-wave-19

The “IKS Rotarran” is a standard B’Rel Bird-of-Prey with the named version having stats of 4-1-3-3. It comes with 2 Crew, 1 Secondary Weapon and 1 Tech upgrade slots on its bar and Actions of Evade, Target Lock, Cloak and Sensor Echo. At first the Rotarran sought to “avoid conflict” with the Jem’Hadar. This is reflected in the Rotarran’s special ability that, as an action, allows the ship to perform a second maneuver on the maneuver dial with a speed of 1 or 2. After taking that action, the Rotarran gets an Auxiliary Token and cannot attack this turn. This is nicely thematic and whilst reflecting the defensive nature of the ship it also can be used to bank or turn into arc and fire upon an unsuspecting ship that it normally wouldnt be able to attack. I like this ability as it is very Klingon and in keeping with this expansions theme. The Named version comes in at 22 points whilst the generic loses a shield and costs 20pts.

Obviously it would be remiss of Wizkids to not include another version of Martok in this expansion given his link to this ship and we are not disappointed. “Martok is a CS7 Captain costing 4pts who comes ready to equip with an Elite Talent. As an ability Martok can reduce the cost of all other Klingon upgrades by -1pt. Additionally, when attacking, Martok allows the player to take an action to roll 2 less attack dice to add 1 hit result to his roll, if all upgrades on this ship are Klingon, you roll only one less attack die to gain 1 hit result instead. If you have the Action economy to use this ability then this can really help you, especially in the faction pure environment and its nice to see Wizkids acknowledging faction purity even if unofficially.

So Martok can bring an Elite Talent to his ship but what options do we have here? Well this ship has not one, not two but three Elite Talents! “The Day is Ours!” is a 4pt discard allowing a player to add one critical hit result to the roll during the Roll Attack Dice Step but only if it is equipped to a Klingon Ship with a Klingon Captain. This is ok and may see some usage between Martok, the Torpedo upgrade (which I’ll cover later) and this you might be hitting for at least 2 Crits and a guaranteed hit.

“Alert Status One” is another discard action costing 3pts in order to place a battle stations token next to your ship. Not sure how I feel about this in honesty…….3pts to take a BS? Its a significantly weaker version of Defence Condition One but for 4pts I could take the Action Crew Drex or N’Garen who are better BS converters.

Finally, “Supreme Commander” is another 5pts Action discard that allows the player to give another friendly ship within range 1-3 a free action from its action bar. If the targeted ship was a Klingon ship it may perform ANY action…….not sure what this means but if it means as read then potentially Klingon ships could take Battlestation, Scan or even Regenerate Actions. That could make for some very interesting combinations.

With no other captains to review lets look at crew upgrades starting off with yet another version of Worf. “First Officer Worf” provides a +1 bonus to your captain skill, which increases to +3 if you have a Klingon Captain. Simulating the near mutiny on Rotarran if your captain is ever disabled or discarded, Worf becomes the new captain with a skill level of 5. Worfs special ability to boost a Klingon captain cannot be used on himself so no shenanigans there although it does in theory allow the Klingons to now deploy a captain with CS of 14 (Ch’Tang Martok (9) + Admiral Gorkon (+1) + Klingon Fleet Captain (+2) + Rotarran Worf (+3) = 14).

Next up is Jadzia Dax who joined Worf on leave from Starfleet to serve as Science Officer aboard the Rotarran. “Jadzia Dax” allows you to spend a scan token to convert 1 battle stations result on your die into a hit or evade result. This is really in keeping with the idea of turning the tide of battle and thematically Klingon. Considered to be one of their own, Jadzia Dax does not pay a faction penalty when assigned to a Klingon ship so gets added to the list of options we can use when considering Penalty Pure fleet lists. At a hefty price of 5 points and given that the only Klingon ship with a Scan Action is the Somraw this may be an upgrade you simply cant afford to build around or include. You will almost certainly need to use upgrades and other crew to acquire Scan tokens. Not sure she’ll see much play as a Klingon crew so its a good job she has a Federation icon.

This expansion is very crew heavy. the ship itself only has two slots and we’ve already seen two crew but there are three more included to boost the options available to you. First up we’ll look at “Leskit” the helmsman of the Rotarran, who allows you to convert a red maneuver into a green maneuver. If your ship is cloaked when you do this, you can perform a sensor echo as a free action. Hes a 3pt discard crew but I like this ability! Given the way Klingons joust and come about to hit you again the ability to swap a red come about for a green come about is amazing! No Auxiliary Power Tokens for doing so…..is this worth 3pts? Yes I personally think so. I can see this upgrade seeing table time in many Klingon fleets.

“Tavana” the ships Engineering officer allows you to repair 1 shield token by disabling himself. If your ship is cloaked you may also repair one damage to your hull but you roll -2 attack dice on all attacks this round. If you’re out of arc this is a decent enough ability. The fact you can repair Shields and Hull at the cost of a reduced attack is nice, sure its situational but it could really save you if needed. Considering this is the usual 5pt Klingon crew upgrade the fact he is only a disable puts him above current options of Bu’Kah (4pt discard to repair 2 to hull if you performed a green maneuver) and Konmel (3 pt Action, not cloaked and repair 1 shield). The ability to reuse Tavana and remain cloaked elevates him in my opinion.

Finally the Weapons Officer, “Kornan” allows the player to take an action to place a target lock on an enemy ship within range 1-3 and then perform another action on the ships action bar as a free action but not the Target Lock Action. Ok thats nice but thats where it ends, he is a 5pt Action Discard….c’mon Wizkids, give the pastyheaded rageoholics some love!!!! Im disappointed by this.

So we have 5 crew for 2 slots. What about Secondary Weapon options in this pack? The Rotarran packs a punch with a new “Photon Torpedoes” that utilizes the new Time Token mechanic. Instead of disabling the weapon when it fires the players places 3 time tokens on the card. During the end phase one time token is removed. When no time tokens remain on the card the weapon is ready to fire again. This is a standard Range 2-3 5 Attack Dice torpedo that allows you to convert 1 Battlestations result into a Critical result. If combined with an all Klingon crew and Captain Martok then you could roll 4 dice and get 1 autohit plus the BS to Crit conversion. Meh…….I’d rather a boost to a B’Rel firing as that precedent has been set on Negh/Var and Vor’Cha classes.

Oddly whilst this ship comes equipped with a Tech slot no Tech upgrades seem to be included in the pack. More unseen upgrades may be included but StarTrek.com are usually pretty good and would have revealed it. Such a shame.

So having reviewed everything Im going to try and build a Faction Pure vessel from this expansion built to Wizkids Suggested Rules Format limits of 50pts:-

IKS Rotarran – 22pts
Martok – 4pts
The Day Is Ours! – 3pts (4pts overridden to 3pts by Martok)
Worf – 1pt (2pts overridden to 1pt by Martok)
Leskit – 2pts (3pts overridden to 2pts by Martok)
Photon Torpedos – 4pts (5pts overridden to 4pts by Martok)

Total – 36pts

What do you think about how I built this ship? How would you build it? Go take a look and let me know….comment below.

‪#‎LLAP‬ ‪#‎qapla‬

Gaming on a budget – The Challenge (Month 4 – Part 8)

Evening Mancavers!

So a few days into October and I can update the progress with my “gaming on a budget” article.  As followers of this blog will know I pledged to spend no more than £30 each month on a new game that I hadn’t ever played before.  I chose to invest in Guildball by Steamforged Games, a low fantasy medieval football game where each team is built up from Guild members.  The Guilds included the Alchemists, the Butchers, the Brewers, the Masons, the Morticians, the Engineers, the Union and the Fishermen.  I opted for the Fishermen a team all about movement and speed.

Last month saw Steamforged Games update their Season 2 information for Guildball and release information on some of the new players for each team.  My team, the Fishermen, will be getting Sakana.  Firstly he is a stunning looking render and with any luck when my Sakana arrives the miniature will be equally as impressive.

Sakana

Sakana

Sakana Card Front

Sakana Card Front

Sakana Card Back

Sakana Card Back

Looking at Sakana in detail;-  Pros:

– Fast, even without influence

– Relatively durable (similar to Shark, just good DEF/ARM/HP).

– Actual momentous damage (hurray!)

– That push/dodge in column 5 could be very strong- if you can get Gut And String or a Knockdown on a 2+ defense player (even one with armor) you could get 8 inches of push on them for 4 influence. Pity it isn’t momentous.

Cons:

– Doesn’t really bring any control ability (knockdown, movement, debuffs)

– Poised means he’s gonna get knocked down a lot, which will probably get him killed

– Solves a problem that the Fish don’t really have in my opinion- I guess he can set up for a playbook result chain pretty well with Weak Point, but the best damage dealer the Fishermen can play at the moment is Gutter (Union) who already has Anatomical Precision and Fangtooth (also Union) could be pretty effective with it.

With all this in mind I was pretty much sold so Sakana was my first purchase this month.  He was £10-95 (in resin) and £8-95 (metal) directly from the Steamforged webstore but £8-05 from Element Wargames.  Both would incur me shipping of £2-95 so Element won out here.  Sure I’d love a resin version but as this is gaming on a budget I’d take the cheaper option.

Last month Andy Thomas and Mark Southerd put me onto a webstore called Blotz http://blotz.co.uk/ this website sold MDF scenery and had a rather good deal on some Guildball Goals in the form of some gibbets with a target hanging from them.  They looked fairly sturdy and nice little extras to add to my cheap pitch from a few months ago.  Looking at them I knew Id want at least 2 to paint up as basic goals and I;d also like to use one as the basis for a Fishermen specific goal to use with my team.

Blotz Gibbet with Target Guildball Goal.

Blotz Gibbet with Target Guildball Goal.

Blotz Gibbet with Target Guildball Goal with miniature for scale.

Blotz Gibbet with Target Guildball Goal with miniature for scale.

You too can grab yourself a couple of these by going to the Blotz webpage on the link below.  At a very reasonable £3 each I thought I’d jump in and grab 3 for the reasons set out above.  I have plans to make Fishermen specific goals to compliment my team.

http://blotz.co.uk/index.php?main_page=product_info&cPath=24_124_123&products_id=613

Lastly, having bought the bare bones of a Fishermens goal for a team specific project I needed to start gathering some fishy accompaniments to build it up.  I’d seen various goals by other Guildball players and thought I;d try some similar sort of styles.  Using the Blotz goal I wanted to hang some kind of trophy from the gibbet.  I hunted around and found a source of 28mm sharks from the Reaper Dark Heaven range sold by Noble Knight Games in the US.

Reaper Dark Heaven 28mm Sharks

Reaper Dark Heaven 28mm Sharks

The shipping was a little steep though.  I looked locally and on EBay for a similar deal but couldn’t find one so eventually after some umming and oooing and aaahing I went for them.  They were $11-95 with $9-10 shipping which totalled to £13-87 after conversion.  I’d love some cheaper source of them so anyone who finds them please do let me know.

Thinking I was nearly at my budget I stopped there.  This months spend came to a total of:-

Sakana – £8-05 + £1-00 (Shipping*) = £9-05

Blotz Gibbet with Target x 3 – £9-00 + £2-80 = £11-80

Reaper Dark Heaven 28mm Sharks – £7-87 + £6-00 = £13-87

Total – £34-72

Yet again this month shipping has killed my attempts to stay on budget and mainly that shipping from the States for the Sharks.  Hopefully next month things will improve in that regard.  This month I will be scouring EBay looking for Guildball deals especially on the five Union Team members I am able to ally with my Fishermens team.  If a good deal comes up on a whole team then I might invest in that so I have two teams to play with at home.  Who knows eh….the world is my oyster (fishermens joke!)!

Im hoping to have my team ready for use in time for Mark Southerd’s upcoming tournament in January 2016 “The Heroic Play Open”.  A link to this to buy tickets can be found here:-

https://www.tiebreak.co.uk/the-heroic-play-open-2016/feed

Happy gaming Mancavers!

Jase

Gaming on a budget – The Challenge (Month 3 – Part 7)

Last night at NAGA in Nuneaton I was treated to a Guildball demo by one of the local demo guys for Steamforged and Club Member, Mark Southerd.  He’d been around giving demos to other potential players at the club and I had requested one so I could see what all the hype was about and hopefully get to grips with my team, the Fishermen.  I knew Mark from the LARP scene too and we had mutual friends in some of the guys who had pointed me at Guildball to begin with.  He was familiar with my monthly “gaming on a budget” challenge and knew that I already played/owned Fishermen

Mark brought along his demo pitch “The Proving Grounds” (available from the Steamforged webstore for £34-95 and comes with a neoprene backing for durability and a specially marked bag to roll the pitch up).  It allows you to play games on a 2′ x 2′ area for smaller 3 man per team games or on a 3′ x 3′ area for bigger 6 man team games.

Proving Grounds - Guildball  Neoprene Pitch

Proving Grounds – Guildball Neoprene Pitch

Firstly despite the price this pitch is far better quality than the vinyl pitch I had printed by Pixelart Printing.  It was more of a mousemat type material and for playing smaller games is better.  Sadly as part of my challenge until these items come down in price I wont be able to afford one.  I’m happy with my current pitch but it does limit me to bigger games only.

Vinyl Guildball pitch

My Vinyl Guildball pitch

I had already requested that I could use Marks Fishermen team versus a team of his choosing as I already owned the Fishermen and wanted to try and get to grips with their play style.

Fishermen - Guildball

Fishermen – Guildball

Mark chose the Alchemists and subbed in a Union player, Hemlocke.

Union - Guildball

Union – Guildball 

Hemlocke - Union

Hemlocke – Union

The Union are like mercenaries and each player will play for the Union Team AND some of the other existing teams.  For example Hemlocke will play for both Alchemists and Fishermen.  I opted to fill my roster with Salt and Shark (in bigger games both the team mascot and Captain must be chosen), Kraken, Jac, Siren and Angel.  Siren, Angel and Salt are a little bit squishy compared to other players in the game but they have good synergy within the team and allow me to pull off some rather clever plays.  The Fishermen are all about speed, maneuverability and quick scoring.  They can drag opposition players out of position and pull their team mates away and out of “engagement” with enemy players.  I’d be attempting to use these abilities a lot as I didn’t want to get drawn into a fist fight with Marks team.

Jac - Fishermen

Jac – Fishermen

Kraken - Fishermen

Kraken – Fishermen

Salt - Mascot - Fishermen

Salt – Mascot – Fishermen

Shark - Captain - Fishermen

Shark – Captain – Fishermen

Siren - Fishermen

Siren – Fishermen

Angel - Fishermen

Angel – Fishermen

Mark had chosen Hemlocke (Union), Katalyst, Mercury, Vitriol, Midas and Flask (all Alchemists).

Alchemists - Guildball

Alchemists – Guildball

Flask - Mascot - Alchemists

Flask – Mascot – Alchemists

Katalyst - Alchemists

Katalyst – Alchemists

Vitriol - Alchemists

Vitriol – Alchemists

Midas - Alchemists

Midas – Alchemists

Mercury - Alchemists

Mercury – Alchemists

The Alchemists are all about control of space using Area of Effect (AOE).  they can throw smoke bombs, they can combo some nasty conditions, set your players alight using fire.  Theyre a good opponent for Fishermen due to the way they play.  They’re about denial of opportunities by restricting where players can move and attack.  They are quick on their feet and capable with the ball, but not as resilient in combat as other teams. They excel in the early to mid-game due to their ability to cover a good amount of space.

On offense, Alchemists can use their AOEs almost as additional models in order to restrict the counter play options of their opponent. No one wants to charge the Alchemist with the ball if you have to go through an acid cloud!  On multiple occasions Mark dropped smoke bombs in front of his goal to deny clear shots from the faster, more maneuverable and better kicking Fishermen.  Damn him!

The game started tentatively with both teams probing and prodding whilst I got used to the rules and my team.  I looked at the cards for each player and positioned my team in positions where I felt I may be able to get a benefit for the synergy between them.

The Fishermen set-up closest with the combined Alchemists/Union at the far end.

The Fishermen set-up closest with the combined Alchemists/Union at the far end.

Angel collects the Kick off.

Angel collects the Kick off.

The game started with Mark’s Alchemists kicking off to my Fishermen.  Having assigned influence to all my players I was then able to activate one of them and get the game going.  My team advanced quickly and Angel collected the ball deep in my half.  Kraken and Siren advanced on the left flank and Jac and Angel on the right.  Shark moved forward into centre field where he could benefit my team most.  As Marks team advanced his bigger tougher players pushed up against Kraken and Siren as Mercury set Shark on fire causing him to take damage at the end of the turn.  Hemlocke advanced on my right flank only to be engaged by Jac and latterly Salt who was pulled in to support Jac as he attacked Hemlocke.

As Marks plan became revealed it appeared he was going to use his players abilities to disrupt and damage my team as much as he could.  Marks team were very strong and full of damage causing abilities.  When a player takes damage they mark it off on their player card.  Once a player has taken as much damage as their card shows they are removed from play.  Each player has a number 1 and 2 on their health chart.  When a player returns to play using 1 Icy Sponge token they come back with as much health as the number 1 on their health chart.  When they use 2 Icy Sponges they come with the health indoicated by the number 2.  its a simple but effective system.  Due to the lower amount of hits my players had the less health I couldnt be drawn into a prolonged fight with Marks players.  I had to score quickly and keep away from his heavy hitters Katalyst and Mercury.

Kraken and Siren engaged Katalyst and Vitriol on my left as Mercury and Shark went toe to toe in centrre field.  Flask swept along behind the Alchemists lines blocking Marks goal by dropping smoke bombs.  Once they had dissipated I used Kraken and Siren to move Marks players aside as Angel advanced and shot for the goal.  GOAL FISHERMEN!!!!!

I had the momentum and was now ahead.  Scoring gave me 4VP and I had to get 12 to win.  4VP for a goal and and 2VP for putting a player out of action so it wouldnt be hard for Mark, the better and more experienced player to close that quickly.  Some bad rolling had left almost every member of my team suffering some form of damage so I had to be careful not to commit recklessly and to choose my activations carefully.  The kickoff scattered into mid field and Mark again set about setting my players on fire and poisoning them.  The damage added up quickly.  Angel was taken out by a severe beating from Katalyst.  He poisoned her, set her alight and removed her from the game.  He was quickly building momentum.  I had to stop him collecting the ball or he’d get an attempt at goal.  2VP to the Alchemists for removing Angel from play.  I was more worried about the loss of her skills and influence so had to get her back in the game as soon as possible.  When a player is removed from play they are granted an Icy Sponge token.  This means that when they get to the Maintenance Phase you can spend an Icy Sponge to return your player to the game at reduced health.

The Fishermen aren’t the hardiest of teams but their armour does help.  Siren was attacked by Mercury and the moment she activated she would be set alight…so I attempted to not activate her until I had a chance to either force Mercury away or dodge Siren away using the abilities of my other players.  Kraken used his influence to push Mercury away which granted a Momentum token too.  Shark advanced towards the Alchemists goal and used his Legendary play to affect all 5 of Marks Alchemists players who were all within 8″.  Now with their movement reduced my superior speed could be used.  Siren lured one of Marks defending players aside leaving a gap for my captain to move through.  Shark was now unmarked and upon activating rushed forward to grab the ball, he collected it and having evaded the AOE’s of Marks players fired a speculative attempt at the goal.  GOAL FISHERMEN.  That goal took the score to 8VP Fishermen versus 2VP Alchemists.  I was one score away from securing a victory.  I would first need to retrieve the ball and then find a way through the mass of players blocking the goal.

I used Angels Icy Sponge to return her to play.  When a player is returned they begin play at the edge of your teams deployment zone and can jog into play immediately.  I didnt want to gift mark an easy 2VP by making Angel easily caught by one of his players.  Salt and Jac were dealing with Hemlocke on my right and the left flank was advanced way upfield.  I re-entered far from any other player to preserve the influence she brought.  I would need her additional influence if I was to get the ball and score again.  Having secured the activation Mark grabbed the ball with Vitriol and threw down some smoke grenades to make it difficult to see of affect her.  Shark and Siren advanced chasing.  Flask was lurking nearby providing support and making it hard for Shark to affect Vitriol.  Siren had one last trick up her sleeve.  She was able to seduce Vitriol into passing her the ball.  With no intervening players it was a simple roll to take the ball from Vitriol and within close range of the goal I spent my momentum and final influence point on Siren to shoot at goal.  Score!  GOAL FISHERMAN!!!!  12VP to 2VP.

I had secured a difficult and costly win for my Fishermen.  I was reasonably happy but knew had I played a more “fighty” team I may have lost more players.  I was happy with how the Fishermen played and satisfied that I could happily use them again in the future and had invested in the right team for me.  Shark was awesome, Siren had been worth using and despite my love of Kraken I hadnt seen him live upto the potential I hoped he had.  Salt and Jac proved a useful combination when tag teaming against a lone isolated attacker in Hemlocke.  I had spread the goals around and seen some of the useful abilities my team could do.  Sharks Legendary play had really turned the game by trapping all 5 of Marks Alchemists in a net and reducing their movement.  This reduced movement had allowed my faster team to move through and past them and to isolate the ball carrier beforre stealing the ball.

I had a great evening and props go out to Mark Southerd who had taken the time to talk me through the finer points of Guildball.  We had a good chat about the future of Guildball both in general and at the club.  With Season 2 approaching and at least 4 new players coming up for the Fishermen I would be kept busy going forwards and have plenty to spend my “Gaming on a budget” pennies on.  We also discussed which Union players may suit the Fishermen and give me more play options.

The futures bright…the futures Fishermen!

Jase

Gaming on a budget – The Challenge (Part 3)

In the third part of my “Gaming on a Budget” article Im going to look at Bases with a view to getting some further down the line to unify my team.

A good set of characterful bases can make or break a unit or team in any game and getting the right ones is a very difficult thing to achieve.  There are so many producers out there who make them; Outpost, MicroArt Studios, Fenris Games, Bases4War, Model Display Products, Wyrd Miniatures, and the list goes on……

Today I’m going to look at the options available for my Fisherman’s Guild Team.

Firstly there are a number of options, shapes, sizes and styles to consider.  You can buy square bases, round bases, hexagonal bases, oval bases and “cavalry” bases which are pill shaped.  Guildball uses round bases so that makes that decision easier.  Straight out of the box my Fisherman’s Guild team were supplied with the correct size of base for their miniature in a DS style.  What does this mean?  Well there are three styles of bases to choose from:-

DS Round Profile Base - image credit to Fenris games.

DS Round Profile Base – image credit to Fenris Games.

DS Round means a quarter round lipped base with a flat circular recess area on the top for the insertion of a “topper”.  Many companies such as PRODOS and SteamForged use bases of this type.

Chamfered Profile Base - image credit to Fenris games.

Chamfered Profile Base – image credit to Fenris Games.

Chamfered means a base with a slightly slanting edge which can help in identifying miniatures because you can use them for Team numbers and Names, especially useful in Necromunda and Blood Bowl etc.  These are the standard GW Warhammer 40K base.  They can come with a flat recess on the top to insert a topper some do not.

Straight Profile Base - image credit to Fenris games.

Straight Profile Base – image credit to Fenris Games.

The last option is a Straight Profile base.  These bases do not come with a recess or any kind of edge.  Base toppers look very much like this.

My first option is my go to guys for bases Fenris Games. They make resin bases in all the styles discussed above.  I have used them before (for the Sulaco & Sulaco Hive bases for my AvP) and can heartily recommend them.  The options here for my Fishermen are:-

Darkmere Swamp

Lost Shores

Oddly neither of these are really grabbing my attention as a set of bases.

My second option are Bases4War.  I’ve also used these guys to produce my Battlefield Debris DS Round resin bases for my Cybertronic forces in PRODOS Games Warzone Resurrection.  They shipped quickly, were cheap and did free UK shipping so again they come well recommended.  The option I could go with here is:-

The Deck

My fear in using these bases is that my Fisherman team would look a little piratey but they’re not a bad option.  I prefer them to the Fenris Bases so far.

My third option is MicroArt Studio who are based in Poland.  I’ve never used these guys before but they came well recommended by many people.  An issue here is timing.  The company website says they only get two visits from the postie a week so I could order on a Monday and not get my stuff dispatched until the Friday (not allowing for manufacturing time).  Also the extra time taken in delivery is a factor as they will take significantly longer and probably accrue additional; postage costs.  The only option I feel really matches anything like the feel I’m looking for my Fishermen is:-

Wood

These are nice and look like a ruined jetty or pier.  They could suffer the same piratey issues as The Deck from Bases4War.

My next option for bases are Model Display Products.  I’d not heard of these guys before I posted on the Guildball Forum but having a taken a look at their website I was quietly impressed and could see why they were being discussed.  They had some nice bases I might be interested in for other projects but in terms of options for my team one stood out at a first glance:-

Dock/Quayside

I quite liked the wooden effect, like the deck of a ship or pier/jetty (which seems to be a theme for sea/marine flavoured bases) but wasn’t too keen on the cobblestone bases as part of the set.  If I wanted cobblestones there were other ranges I’d choose.

Outpost were one of the options I picked up from using the Guildball forums.  Some people had recommended them but I think they are resellers of others bases rather than producers in their own right.  I had heard good things about Outpost from Hairy Gamer Tris and Gareth Mosely so figured I’d give them a crack.  Aside from previously discussed bases and styles the only one that jumped out at me as being a viable option was:-

Hit the deck!

They sound interesting but unfortunately I cannot see any images for them as they’re out of stock.  I think I may like them but its whether they’d suffer the “too piratey” problem of The Deck from Bases4War.

Its certainly a tough one for me and of course I could always do my own bases?  I could make some flocky grassed bases with lines painted on them as I would have done for Blood Bowl or could make some nautical/marine themed bases.  I don’t really have many ideas for doing this myself at present and Im struggling for base inspiration.  If any readers of this blog have done some home-made Fisherman’s Guild bases then please let me know and post a comment with a picture.

For now I’m going to sign off and cogitate my options.  Hopefully Outpost will get a restock and allow me to view the finished Hit the Deck bases.

Happy fishing my little Guildballing friends!