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!

Mancave Monday – TCW Reinforcement Blind Boosters

Tonight was a very exciting time in the Mancave as some lovely goodies I had ordered arrived and just in the nick of time.

Given it was the first glimpse of the Star Trek Beyond trailer and the worldwide premier on Star Wars:The Force Awakens it seemed fitting that my 3 sets of Star Trek Attack Wing Reinforcement Blind Boosters for Temporal Cold War and my final outstanding Star Wars X-Wing Ship, Tantive IV, both arrived.

Some time ago David Montgomery of The ShipYard YouTube channel previewed the STAW Reinforcement Boosters and I shared links each day to his videos (links to the videos can be found below).  Over winter Wizkids will be running The Temporal Cold War OP Series (based off the Enterprise episodes).  Each month players will participate in a scenario and build a 90pt fleet using all standard build rules and formats (check with your venue and TO for further advice).  Each player will then receive a randomly assigned Blind Booster to build an additional 40pt ship from which must be used.

For all of you who follow here and either don’t use Facebook or The Hairy Gamers (and why not!?) I’m going to provide links to each of my comments and the videos.

The Hairy Gamers can be found at https://www.facebook.com/TheHairyGamers?ref=bookmarks you can find a brief write up of each Blind Booster by me on that page which links to the videos attached below.  I dont want to steal David’s thunder as he’s done some great work on behalf of the STAW Community so please, please, please go take a look at his YouTube Channel and Subscribe.

So far we have seen:

Romulans – IRW Belak –  https://www.youtube.com/watch?v=Kg0B0ZhGp4k&feature=share

Species 8472 – Bioship Gamma – https://www.youtube.com/watch?v=0eA8ZncHR-M

Dominion – Aldara – https://www.youtube.com/watch?v=BUrcuygImY8&feature=youtu.be

Federation – USS Lakota – https://www.youtube.com/watch?v=jiGCWpeTu9c

Mirror Universe – IKS Toh’Kaht – https://www.youtube.com/watch?v=1pL_cR_ITeE

**Temporal Cold War OP 1 Prize** Xindi – Diaspora – https://www.youtube.com/watch?v=kJ2rK5AnXcw&feature=youtu.be

Klingon – IKS Buruk – https://www.youtube.com/watch?v=0xru6Ibq4Y0&feature=youtu.be

Bajoran – Interceptor 8 – https://www.youtube.com/watch?v=sGnDLFvD_p8&feature=youtu.be

Kazon – Nistrim Cullah – https://www.youtube.com/watch?v=cF8UwB9VWPk

Vulcan – Seleya – https://www.youtube.com/watch?v=ajokBQPewa4&feature=youtu.be

Ferengi – Nunk’s Marauder – https://www.youtube.com/watch?v=7TQLyAfarVQ

Now mine have arrived I can share some pictures of the ships and cards without stealing Davids thunder.

The Devils Run:Route 666

Some of you may know that I occasionally get tempted by a Kickstarter here and there……..well I backer one earlier this year which Ive mentioned a few times, The Devils Run:Route 666 by Word Forge Games.  Its very Mad Max in its style and inspired by older games such as Car Wars and Carmageddon and Dark Future.  I’ve been itching to give it a go and luckily on Tuesday night I managed to get out to Leamington Games Club to meet with one of the brains behind Word Forge Games, Mark Rapson.

The idea was that we’d have a run through of WFG’s recent successful Kickstarter for The Devils Run:Route 666.

I’d had a quick flick through the rules and had a vague idea how the game should work. There’s no better way to learn a game than through playing and I hadn’t pushed any miniatures around in anger so I was keen to give it a go.

We setup using the miniatures in the core game with me playing Laws Haulage and Mark taking control of The Hauls Angels. The scenario was straight from the rules with or respective gangs racing to grab an objective/token.

Each gang had a car sized miniature, a bike and a trike/buggy with each having its own abilities and benefits. The Law Gang had a twin minigun buggy whilst the Angels had a flamer equipped trike.

Having won initiative I opted to setup first placing my fastest vehicle ahead to race off and grab the objective. My buggy sat out on the flank where the rougher terrain didn’t affect its movement. The car came up the rear to hamper Marks gang.

The mechanics are deceptively simple and within one round I had them down and was quite happy with how things worked. The game is refreshingly easy to learn and really makes me glad I backed at an early stage as my decision to do so was validated within moments of playing.

The game time isn’t too long and setup isn’t a laborious activity making this game a perfect tabletop game. The ease with which rules are learnt and shown means anyone can get into the game in an evening and still allow plenty of time for a couple of games.

Having narrowly lost my intro game Mark offered me the chance to help playtest a scenario involving the Brit Attack gang and their Mini’s.

My Brit Attack gang consisted of all five named Mini Drivers. Michael, Ronald, Bill, Charles and Keith and their fleet of Minis were to attack a convoy of Marks gangs vehicles and destroy a target vehicle.

Mark gave me a Mini to take away as a thank you and it is an amazing miniature. I’m looking forward you assembling him and slapping some paint on him at some point. It’s a little smaller than a Matchbox or Hotwheels scaled vehicle as my attached picture shows but not detrimentally so. It’s the actual wheelbase of the mini that is key in TDR:R666 rather than the size of the car. A Mini or “Muggy” should be roughly 35mm by 35mm.

My Minis were quick, nippy, evasive and worked well as a team. They are everything I hoped they would be and more and I’m so glad I backed the Brit Attack. I’m looking forward to future games testing out the other Brit Attack models such as Cab Croozers, Lord Hood and the Beefeaters. I also backed The Hunters and shall look forward to testing them out too.

For TDR:R666 backers you will not be disappointed in this. Mark and Co really have developped a great world to play in and have some great plans for future expansions. You may even recognise some of the White Van Drivers for Brit Attack when they get released!

The game is slick, has beautifully manufactured miniatures, a simple elegant ruleset with some flavorful and characterful models and characters in game. If you enjoyed Dark Future or Car Wars you will love this game. The scope for personalisation and modifications to you gang is almost endless and will provide you with years of gaming for very little outlay.

‪#‎highwaytohell‬
‪#‎borntoride‬
‪#‎igetmykicksonRoute666‬

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!

Star Trek FIRST LOOK: Halik Raider for Attack Wing Wave 20

More exclusive reveals from StarTrek.com.  They have an exclusive First Look at the Kazon vessel, Halik Raider, available this month for Star Trek: Attack Wing Wave 20.

The Halik Raider was first seen in the Voyager episode Dreadnought where treacherous members of Voyagers crew in league with Seska were transmitting details of a powerful Cardassian weapon stolen and used by the Maquis back in the Alpha Quadrant.  The crew surmise that upon investigating a debris field in the Delta Quadrant it would take a very powerful weapon to cause so much damage to the duritanium-hulled unmanned probe. Upon investigation, Commander Chakotay and Lieutenant B’Elanna Torres find that a powerful Cardassian weapon caused the destruction. Captain Kathryn Janeway asks if Seska could be involved but Torres reveals that she herself was responsible.

Source: Star Trek FIRST LOOK: Halik Raider for Attack Wing Wave 20

Star Trek FIRST LOOK: USS Hathaway for Attack Wing Wave 20

Our friends at StarTrek.com have an exclusive First Look at the Federation destroyer, the USS Hathaway for the upcoming Star Trek: Attack Wing — Wave 20.

The USS Hathaway, as seen in the TNG Episode Peak Performance was briefly recomissioned in 2365 and towed into orbit of Braslota IV in the Braslota system for a Starfleet battle simulation, in which Commander William T. Riker commanded the obsolete Hathaway against the state-of-the-art Galaxy-class USS Enterprise-D. Although the Hathaway ran on minimum power, had only a few shards of dilithium, and no antimatter fuel, Riker’s away team managed to reactivate the ship and place it in sufficient condition for simulated combat in only 48 hours.

The battle proceeded well and Riker was able to outwit Captain Jean-Luc Picard on several occassions. Unfortunately, the war games were interrupted by the intrusion of a Ferengi D’Kora-class starship, the Kreechta, whose DaiMon, Bractor, believed that the two starships were engaged in real combat. Thinking that the Hathaway must be of great value to be fighting against the Enterprise, the Ferengi demanded theHathaway’s immediate surrender after disabling the Enterprise.

Fortunately, the combined crews of the Enterprise and Hathaway formulated a plan in which it was made to appear as if the Enterprise destroyed the Hathaway to prevent it from falling into enemy hands. In reality, the Hathaway had merely made a split-second warp jump, thanks to the resourcefulness of Wesley Crusher, the instant before photon torpedoes, launched by the Enterprise, were detonated. Its potential prize destroyed, the Ferengi retreated. Following the exercise, the Hathaway was towed to the nearest starbase.

Source: Star Trek FIRST LOOK: USS Hathaway for Attack Wing Wave 20

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. **

The Devils Run: Route 666 – on the road with Mark Rapson

That Mark Rapson fella, one of the brains behind the recently funded The Devils Run:Route 666 Kickstarter run by Word Forge Games, has kindly taken the Tales From The Mancave interview test.  We chewed the fat about the The Devils Run, Word Forge Games, where the ideas come from and how it feels to be in the final furlong of his Kickstarter.  Plus he rather kindly brought a little sneaky peek at an exclusive render for the Brit Attack Beefeaters which you will see later.  With no further ado I give you that interview in all its unedited glory.
Mark Rapson of Word Forge Games

Mark Rapson of Word Forge Games

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<JM> Today I’m chatting with Mark Rapson, one of the masterminds behind Word Forge Games, part of the team that will shortly be bringing us the successfully completed Kickstarter for The Devils Run:Route 666.
Thanks for taking the time to answer some questions Mark.  I know you’re entering a very busy time for Word Forge Games and you want to get the Kickstarter delivered so I wont take too much of your time.  I really do appreciate you taking this time out.
Picture1
<Mark> No problem Jason! It’s great to talk about the project.
<JM> So shall we begin with a nice easy one?  Would you like to introduce yourself and tell us all a little bit about you and your gaming background?  Where did it all start for you?
<Mark> Well gaming started for me when I was about 13 years old. My best friend’s mum asked my mum whether I liked toy soldiers as he had just been given a load of them and she thought we might like to play. Fortunately my mother said yes and the following weekend Stephen, my friend came round to my house with a boot full of papermache and chicken wire painted boards and lots of lead. This was not what I (or my mother) expected as we were all set for the plastic army men of WW2 grey Germans and green Brits. It all went from there..
<JM> Now Word Forge Games, who exactly are they?  Is there team of people working behind the scenes? How did it come about?  Was it something you had always wanted to pursue or did it fall into place in a very natural “right place, right time” kind of way?
<Mark> Word Forge Games is a group of very creative chaps that I pulled together for WFG’s first project Guardians of Eden (more on this later). Firstly there is our art director, Dominik Kasprzycki. I first met Dom when I was commissioning art for Warzone Resurrection for Prodos games. We work very well together and we generally align very well on a vision, it works really well. Next we have Rich Howkins, who I have now known for probably nearly 10 years. Rich and I work closely on the missions, we often bounce ideas around for hours and many of the unique ideas within DR are down to Rich. Paul Rist i brought in because he has a very complimentary experience to mine when it comes to gaming experience. He is an RPGer, and again for Guardians this is a likely route. Paul also helps us source a lot of the things we need. And finally there’s Matthew Edgeworth. Like Richard, I met him at our local gaming club, he at the time was completing his PhD at Warwick, which gave us something to talk about initially (as I had previously done the same). He was keen to help with Warzone Resurrection when I was developing the HOTSS and Imperial book, So I asked him to write. What I got back was sublime. So there’s the WZR ownership. We obviously have a number of other people helping us, such as Marc Langworthy of RedScar publishing, Paul Summerhayes, Tom Haswell, Kraig Koranda and Przemek Kozłowski, to name but a few, which have all contributed massively.
<JM> Was The Devils Run:Route 666 the first project WFG had tackled collectively or was it one of number of ideas bubbling around at the conception of WFG?
<Mark> See, I said see below! Guardians of Eden was our inception project, and is still in our plans. But when the idea of DR came along, it was so much bigger and had so much more potential, it eclipsed the GoE project. Also importantly, GoE is a big and novel concept, it doesn’t hook with anything else out there, whereas DR does. Hence DR became our first project. We have also licenced a couple of projects, the first of which is from the infamous Youtuber Andy Ransome (Andy 2D6). This will be our next KS. We have a number of other things in the pipeline too. Watch this space.
<JM> So you ran a Kickstarter to fund TDR:R666 launched in May this year and was successfully funded within 16 hours?  You must have been absolutely amazed and delighted with the reception the game received and the support of the backers from the get go?
<Mark> Yes we were. At the point of launch I just wanted to get the game out there, but it has taken a life of its own, and seems to really have captured the imagination of a number of people. I always wanted it to be a community project and it truely has been.
<JM> To finally achieve over £42000 worth of funding which is around 850% and around 500 backers did you ever imagine the game would be as popular as it appears to have been?
<Mark> To be honest no. I was hoping for £20 to 25k. But this is beyond all expectation, we are locking down the pledges now and a significant number of people have up-pledged, meaning we can expand on a number of our initial ideas.
<JM> As someone who has survived the horror of running a Kickstarter looking back did you find any of the pitfalls or mistakes others have made in the past?  What were the biggest dangers to TDR:R666 from a Kickstarter perspective?
<Mark> Well I am actually a veteran of 3 KS. I also handled the Kickstarters for Warzone Resurrection and AvP too. And as you can probably imagine I have learnt a lot from both. But for the first time, with DR, I was in the driving seat for the project, that is daunting. I have tried to learn from my mistakes in the earlier KS and as is often said, the wise man also learns from the mistakes and master-steps of others. I thank the Prodos team for all the post-KS the learning experience.
<JM> Now you’re almost in the final furlong is Kickstarter something you’d use again to run future projects for WFG?
<Mark> Yes we would. Cheekz will be a KS, and our future plans at the moment do not exclude KS involvement.
<JM>  As we both know Kickstarters can be massive successes but they can also be terrible failures.  As such I’m often asked by friends if they should invest in Kickstarter X or Kickstarter Y but my only experience of it as funding medium is at a customer level so my advice is always in the form of a friendly warning “Only invest what you can afford to lose and you can always pledge at the £1 level to get on board and increase it later”.  What advice would you, with you Project Initiator hat on, give to potential Kickstarter backers?
<Mark> I think the first thing to remember is that there are 2 types of KS. Firstly the big boys, the serial KS companies that may often make $M a time. There you are basically pre-ordering. The entire KS is preplanned, its gonna happen, the extras were preplanned etc. Then there is the KS where the community is being asked ‘Do you want this game to exist? And if so please help.’ DR would not be a thing if it wasn’t for KS. And a lot of these other games wouldn’t be either. As a gamer, if I want to see a game happen, I will pledge, but I will pledge for that reason, not because I want a crap-tonne of freebies. Pledging at a £1/$1 for these sort of games, doesn’t drive them to succeed. One also has to remember with these sort of games, that the individuals behind them are often new to the entire manufacturing process and or they may be let down. They often don’t benefit from the economy of scales. So they will often massively under-estimate the time to finished product. Add to that that some will overperform. Remember it difficult to predict the timescales for a small project that does X, but if it does X+50% or +1000%, then the pressure is on and the timelines can be well off.
But to conclude, my advice is if you want a game to happen pledge what you can to make it be so. Consider it a donation, but hope for the rewards you have been offered.
<JM> So for those less familiar with TDR:R666 and those who havent been following other posts I’ve made about it via my Blog “Tales From The Mancave” and on The Hairy Gamers Facebook page about it would you care to explain exactly what TDR:R666 actually is?
<Mark> Devil’s Run is a vehicular battle game involving Bikes, Trikes, Buggies and Cars. Set in a very near future post-apocalyptic America. The basic game is a pick up and play board game which is expanded significantly via an advanced rule set to a campaign based game with many more types of vehicles. People have said it reminds them of The Xwing miniature game crossed with Dark Future and Thunder Road with a big dollop of Necromunda/GorkaMorka.
<JM> 20mm eh?  After getting involved with this game I joined a number of groups on Facebook and found a plethora of games using all sorts of scales.  Did you ever consider going with a more popular scale in terms of the hobby or availability such as 28mm or even 1:32 (to use Scalextric cars and components)?  What was the driving rationale behind that decision?
<Mark> Economy of size was one reason. If we had moved to 28mm or above the models would have increased in cost (and hence price) significantly. (we also wouldn’t have been able to do Warrigs or big trukks). The second was that we really wanted to allow people to convert and use their toy cars. I’m a converter at heart and there is nothing better from my point of view than taking a model and converting it to something new. Its the nearest I am gonna get to being a sculptor.
<JM> So really whilst the game itself has beautiful components not actually having every miniature or any at all is not a limiting factor as you can easily use Matchbox or Hot Wheels toy cars and mod them?
<Mark> Thats it!
<JM> I’ve personally struggled to find reliable sources of 20mm scale weapons for my cars and even more so with people, passengers and gang members, especially outside of the US.  Thankfully, WFG are creating some add-on packs that contain a decent number of correctly scaled parts to add to your gangs vehicles.  Was it always you plan to go with the modding and model making side of things over a full and all encompassing range of miniatures?
<Mark> Yes. I think both is very important and hence we will support both forms of model creation for as long as we exist.
<JM> Maybe we think too alike but I recall divulging all my secrets to you about making a Brit Gang at UKGE 2015, then it got unlocked!  Yes I’m still looking for that Double Decker London Bus War-rig!  You’ve been really receptive towards fan-made fiction and models.  Some of the modded cars backers have been making have even made it into the game.  Thats a nice touch……was it always your intention to give the backers so much influence over content and look?
<Mark> Yes in one extent. We included a peldge level where people could get a model made (and art etc). But what we didn’t expect was that people would really get into it. A large chunk of these backers clubbed together to start their own faction (the Hunters) and then others really added a great back story which we in turn incorporated into the bigger picture. We then have a team of volunteer writers which with us have produced over a 100,000 words of prose. For a board game this is unheard of. But it just goes to show that when one hits a vein of creation it can affect a lot of people.
I remember our discussion well. As you were talking I remember ticking off in my head all of our ideas as you said then yourself. The only one we hadn’t thought of was the white van driver, and to be honest I wasn’t to keen on that idea at first. Then when Marc was writing up our ideas for the BritAttack he said…I’ve had an idea and added ‘The Chalkies’, based on the white van driver. Just goes to show you can’t keep a good idea down! When we release the fluff for the BritAttack you should really read that bit, there is a little in there for you!
<JM> I’m completely biased but I think the Brit Attack and the Hunters are the best minis in this game.  Of all the models currently rendered or produced which really stand out for you in terms of evoking the feeling you wanted to give in TDR:R666?  Whats your favourite so far?
<Mark> Great question..when it comes to envoking the core feel of the game it has to be the Haul’s Angel car and the Law Buggy. They represent the first two factions so well. As far as favourite model it does change almost as frequently as a render is completed, but I think Cadence and the Skinners Trukk. Both of these are so specific to DR. Ive not seen anything like them else where and both initiated their faction.
<JM> Which gang will be the gang you take to the road with when the time comes?  No fence-sitting now!  Back a dog in the fight!  Who’re your go-to guys?
<Mark> BritAttack, I really love their aesthetic and background.
<JM> Its the same for me!  I love the way they’re put together and the nods to the 60’s and the Mod’s and The Italian Job (in the Muggy’s).  Speaking of which you’ve brought me and the rest of the TDR:R666 community a lovely little exclusive.  We have the final render for the Brit Attack Beefeater revealed.  Where we only had card art previously we can now see the render for the model in all its glory.  Ready Mark?  Dum-da-da-dum-da-da-daaaaaaaaa! *insert fanfare*
Beefeater Render Reveal

Beefeater Render Reveal

<JM> The miniatures themselves really are stunning, who have WFG been using to produce them?  Drop some names for all those talented sculptors, renderers and casting houses that are bringing us this world.  Where else may we have seen the work of these guys and girls?  Why did you go with them over other options out there in the industry?
<Mark> We have 3 groups. Firstly the amazing Irek (who people will know as the man behind a lot of the Prodos miniatures), then the Clockwork Goblins guys, who are behind nearly everything good coming out of the UK gaming industry and finally a new team to the industry, which our Dom discovered.
<JM> We’ve all heard scare stories about or even been involved with Kickstarters that have suffered issues when it came to time to ship and distribute.  Was this in the back of your mind when building your Kickstarter?  Do you have contingency plans in place to ensure backers receive their goodies in a timely fashion?  Who do WFG use for all their shipping?
<Mark> When it comes to the actual shipping we have a logistics company in plan AND we will have offered a pick up for free option. But one of the key things we did was ensure that the postage was collected after the Kickstarter, which meant we couldn’t spend it up front, but also so it could reflect better the cost (as the KS couldn’t take a cut from it).
<JM> So once the Kickstarter is fully fulfilled are there any plans to keep expanding the range for TDR:R666?  What does the future of the game hold?
<Mark> Yes we have big plans for expansion with new factions, starting with the Jets. We are also in various stages with connected games, but I think its fair to say, if one really wants to immerse themself in a post-apocalyptic world then Devil’s Run will be the way to do it!
<JM> And retail?  Will you expect this game to be available via webstores and FLGS after the Kickstarter?  What kind of interest have WFG had from the wider industry about stocking and distributing this game?
,Mark> We have been focusing on our KS pledgers to date. But yes FLGS and our own website will all be pushed.
<JM> That covers the future of TDR:R666 but what next for WFG?  Do you have other irons in the fire?  What other ideas are you currently discussing at WFG HQ and what can we expect to see in the future?
<Mark> We teaser trailer-ed very recently ‘Cheekz’, a cheeky little game from Andy Ransome, where hamster battle to win the coveted ‘Roundest Cheeks’ trophy…its a lot of fun!
<JM> Thanks again Mark for all your time today.  In the final stages of a kickstarter you must be tearing your hair out chasing up people for their locked pledges.  I know I’ve had people messaging me asking what they should get…..its like I’m some kind of TDR:R666 Pledge Puppet Master or something.  I wont keep you much longer I promise…..do you have a final message for all the TDR:R666 backers out there?
<Mark> Well just thank you! And we hope the end result really exceeds everyone’s expectation…because that’s the aim!

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

Star Trek Attack Wing Wave 19 Reveal – RIS Talvath

So the last of the Star Trek Attack Wing Wave 19 retail reveals has been shared by Startrek.com and it is the RIS Talvath, a Romulan Science Vessel (or RSV) seen in the Voyager episode “Eye of the Needle”.

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

The RIS Talvath was an RSV that was in service in the mid-24th century. In early 2350, the Talvath, operating under the direction of Dr. Telek R’Mor of the Romulan Astrophysical Academy, began an extended three-year scientific mission. In mid-2351, the Talvath encountered a micro-wormhole in Sector 1385 of the Alpha Quadrant that led to the discovery of the Federation starship USS Voyager in the Delta Quadrant, located in the year 2371. The Talvath was scheduled to complete its mission and return to Romulus in 2353. In the episode the Talavth communicated with USS Voyager via a 13cm micro wormhole too small for Voyager to pass through so signals and a test cylinder are sent through. Eventually it is discovered that the ships are actually communicating across space and time as the Talvath is in 2351 and Voyager is in 2371. In fact Dr telek R’Mor died four years prior to Voyager leaving the Alpha Quadrant. Now we know about the Talvath we can start looking at the ship and expansion itself.

Firstly the RIS Talvath is a standard RSV with stats of 1-2-2-2 for the named variant and 1-2-2-1 for the generic. It is significantly weaker than the Delta Flyer which is only a shuttlecraft and yet does not have the same limitations of requiring a “capital ship” to deploy it. Its never going to be used in a front line attacking role but it certainly does have uses. The named version has the following ability “ACTION: If you are within Range 1-3 of at least 1 enemy ship, roll 3 defense dice. For every Evade result place 1 Evade token beside your ship. You cannot perform any free actions this round.”. As a small evasive vessel this is a situational yet nice enough ability that allows it to be deployed and used without taking the serious hits from bigger vessels. Even if you were lucky enough to roll 3 Evades this ship could still be 1 shotted especially by something like a pimped out Enterprise-E, a Krenim Time ship or a Borg Cube at close range. With a primary weapon value of 1, agility value of 2, hull and shield value of 2, this ship is designed to get in and get out quickly without taking heavy hits. It comes equipped with 3 Tech slots to allow it to fulfil that primary function of scientific vessel. This also makes it an absolutely amazing Mine Layer for Romulans which ensures I’ll be buying enough to deploy the 16 sets of Cloaked Mines I have!!!

In terms of Captains in this expansion it was always going to include Dr Telek R’Mor, even Wizkids couldnt screw that one up! Conducting a three year mission of “Secret Research” Telek R’Mor is the Captain of the R.I.S Talvath. Telek R’Mor is a CS3 Captain costing a reasonable 2pts that allows your ship to roll one extra defense die if you have a scan token beside your ship while defending. Whilst Telek R’Mor is the Captain, you may also field the “Secret Research” upgrade even though he does not have an Elite Talent upgrade icon. We’ll cover more about this Elite Talent later. Firstly we’ll cover the second Captain in this pack, Alidar Jarok, or more specifically another new Admiral for the Romulans. We already have a version of this captain from the RIS Vo expansion. The previous version was a CS7 costing 4pts. This version is CS6 for the same price, both have an Elite Talent slot. Looking at the two abilities of each I think I prefer the newer version whose ability says “ACTION: Target a ship at Range 1 and remove 1 token (Evade, Scan, Battlestations or Target Lock). If you remove a Target Lock Token with this ability also remove the corresponding Target Lock Token”. As a Fleet Action for an Admiral I like this ability a lot. Fancy firing your Torpedos at me? Nuh huh, I’m removing that token. Fancy reducing my defence with a Scan? I don’t think so. Whats that Picard/Dukat, you have a Battlestations? Not any more you don’t. I think I’d take this version of Alidar Jarok over the other every day of the week. Great ability although we dont yet know what affect he will have on the corresponding Captain if deployed as an Admiral. We’ll have to wait and see for that!

Onto Elite Talents and this pack only has one “Secret Research”. Captain/Admiral Alidar Jarok can equip it as he has an Elite Talent slot but so too can Dr.Telek R’Mor whose ability allows his to equip just this upgrade. It is very thematic of the story of this ship. This Elite Talent adds the Scan Action to the Action Bar of your ship and the RIS Talvath doesnt have this Action already. In fact only the RIS Vo and Prototype Drone have the Scan Action so this is a great way to add this Action to your Action Bar on other Romulan ships. As a secondary affect during the Activation Phase you may also discard this card to perform a Scan Action as a free action. Ok, so thats kinda neat. The Romulans getting access to an Action they’ve previously not really had access to. It is situational because for the most part you’ll probably be Cloaking or Sensor Echoing so it has its uses but Im not sure how much play it will see. There may be combos that can be used to trigger off the previously unavailable Scan token you can now use. We’ll see.

As befitting a scientific vessel conduction secret experimental research with 3 Tech upgrade slots and no ability to equip Secondary Weapons or Crew this expansion is loaded with sneaky Romulan Technology. I’ll start with “Warp Core Ejection System”, every ship captain knows a Warp Core Breach is one of the most dangerous things you can face. Using this 4pt Romulan Tech Upgrade, you can take an action to repair 1 hull damage and flip any “Warp Core Breach” critical damage cards face down. For the rest of the game you cannot take any maneuvers with a speed greater than 1. However, you also cannot receive any more “Warp Core Breach” critical damage cards. If you do, you simply flip it over and treat it as a normal damage. Being able to eliminate the risk of losing your ship to a Warp Core Breach by using Warp Core Ejection System is something every captain will want to have at his finger tips, just in case. Its hugely situational and there are much better Tech upgrades for Romulans…..Cloaked Mines, Interphase Generators, Polarized Hull Plating, Advanced Cloak etc. These are my top tier Tech upgrades for Romulans.

Secondly we have “Test Cylinder” which allows you to take an action to target a ship at any range and disable this card, plus any crew upgrades on the targeted ship. Taking this action requires you to disable all remaining shields on your ship, but if done at the right time, disabling an opponent’s crew upgrade can be quite devastating. The fact that it can be done from any range gives you a very big tactical advantage over your opponent. At ANY Range so hide your little mine laying ship at the back before disabling one of those quirky undisabling cards the Federation have or remove those horrible Drex or N’Garen at a critical moment. There are plenty of Crew combos out there that could really wreck an opponents strategy by disabling one at the right time. This is nice but requires being used in a combo at the right time to really put the hurt on an enemy ship. It needs some experimentation to work well but could be a devastating strategy to deploy. This is a 3pt upgrade so not horribly priced.

“Temporal Displacement” yet another of the recent Romulan Technological advances, is the ultimate in Romulan defense. This upgrade allows you to discard this card to cancel ALL of the attacking ship’s hit and critical hit results. That’s right, cancel all hit and critical hit results! The attacking ship cannot make any other attacks during this round, but any cards used in the attack are returned to the state they were in prior to the attack, allowing the attacking ship to use them again in a different round. Think of this as a pimped out Interphase Generator that you do not need to be Cloaked to use. The ability to completely negate a whole attacks worth of Hits and Crits could swing a battle. Use a Chroniton Torpedo or Transphasic Torpedo against me? No fear I’ll discard this and bounce all damage. If youre using these little ships to lay mines then get up close, drop the mines and use this Tech upgrade to get away taking no damage. Thank you very much. Mine spamming fleets just got a little more solid, although for 5pts and a discard and the limitation of only working on RSV’s this is questionable as to whether you’d be able to make it const effective. Other attack negation strageties are equally as cost prohibitive so without doing some math I couldn’t honestly tell you if it was better than those on a case by case basis. the limitation of only RSV’s probably rules this out as a general widely used future upgrade.

“Advanced Scanning” allows you to add the Scan Action to your ships Action Bar. Whenever you perform the Scan Action you may place 1 additional Scan Token next to your ship at the cost of placing an Auxiliary Token next to your ship as well. Thats not too bad when you have a maneuver dial like an RSV which has no red maneuvers at all and quite a few greens. Double Scan tokens aren’t really so useful for this ship as its not a front line warship, its more of a support vessel so being able to reduce your opponents defense on a 1 or 2 dice attack might help but if its come down to using your RSV’s like that then you’ve probably already lost. Situational at best but can be used in conjunction with other Tech upgrades to really shine. Its another Tech that is best equipped to the RSV as it costs +5pts on any other vessel (+6 out of faction). When you stack this upgrade or the Secret Research Elite Talent with the next Tech upgrade is when things get a little interesting. Lots of scan tokens are nice but you have to be able to get mileage out of them and thats where “Signal Amplifier” comes in. Signal Amplifier is a 5pt discard that allows you to spend a Scan Token to either add +2 attack dice or +2 defense dice. Paired with Secret Research or Advanced Scanning, Signal Amplifier gives you the flexibility to choose a boost to attack or defense whenever it is needed most. At the cost of an Auxiliary Token you can take 2 Scan tokens, use 1 to boost your attack by +2 Attack Dice and the second to reduce defense by -1 Defense Dice. A little 1 Attack ship at range 1 out of arc is dropping 4 Attack dice against a ship with -1 Defense. Nice if expensive and dangerous!

Lastly we have our final Tech upgrade, the 5pt “Graviton Field Generator”. This is an action that allows you to either, disable this card and 2 Active Shields to immediately perform an additional forward maneuver with a speed equal to the number of shields you disabled with this action, OR if you performed a green maneuver this round, discard this card to place 2 Shield Tokens beside your ship. Ok so on a big beast of a ship like a Reman Warbird this can really make it super tanky! This is great, especially when you consider that this card is not unique so a ship can be equipped with more than one. Interestingly I cannot find any reference to removing these additional Shield tokens beside the ship. The End Phase rules do not mention the removal of Shield Tokens only Scans, Evades and Battlestations. So that could lead to some interesting abuse. Certainly worth further investigation.

So having seen this expansion and using the Wizkids Suggested Rules Format and Faction purity I’d probably build this ship as follows:-

RIS Talvath – 14
Dr Telek R’Mor – 2
Secret Research – 5
Alidar Jarok – 4
Advanced Scanning – 5
Signal Amplifier – 5
Temporal Displacement – 5

Total – 40

How would you build this ship? Comment with your build and let me know how you’d equip it.

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