My first proper encounter with gaming, or gaming where there was a clear plot, was Adventure Game books by GW founders Livingstone and Jackson. Being in a nostalgic frame of mind I got to thinking about them recently. With myself and Ed planning on trying a bit of 2nd edition Warhammer 40,000 (not 40k) I also began wondering how these Gamebooks would stand up 20 years later. One book I was also fond of was Mad Max (not) clone, Freeway Fighter. I ordered myself a copy and decided to give it a whirl.
I thought it would be more fun to play as myself, of and try to make the decisions as if I were there (well, sort of). This may be boring for you as it involves a lot of me running away from things. But I could also put my own twist on the story rather than just retelling it here.
I also wanted to see if I could survive, and dare I say it - win, without the Magical Dice that Always Roll What You Need, and without the Thumb of Time Travel carefully marking the previous page before a particularly risky decision.
Wednesday, 26 February 2014
Wednesday, 19 February 2014
Myself, Ed and Ollie recently got together for some superb games of Ed's self-penned ruleset, Trench Raiders. This post covers my French raiding team in their first game as attackers and a (narrow) victory, and a superb stealthy victory by Ed's Brits against Germans played by myself written by Ed.
For the other part of this triple set of games and an overview of the rules go to the superlative Palladian Guard blog.
French raid on a German Trench, 1917
Defender: Germans (Ed and Ollie)
Mission: Intelligence Grab (search a dugout and then escape the board)
Artillery Support Available: Regimental Bombardment (Level V)
Artillery Support Selected: Company Bombardment (Level III)
As with the game where we played the French as defenders where Ollie opted to take Company Bombardment, I opted to do the same. This does mean the opponent starts with the maximum number of defenders, but also has the slowest response time for enemy reinforcements appearing on the board. So as long as I could take out the bulk of the defenders in the first couple of turns, it could be wine and croissants for me.
I split my Raiders into two combat teams centered around a bombing team (pair) each – as seen below with the bombing team members in base contact. After taking out the defenders, the team in the top right corner were to make their way to the dugout and complete the objective; the other team (top centre) would cover the comms trench and deal with any reinforcements. The other riflemen/Officer were spread out between them, intended to move to wherever the most resistance appeared.
Tuesday, 11 February 2014
Apparently, video killed the radio star. But are video games killing tabletop?
|Is wargaming a thing of the past? From Vintage Wargaming|
There were even suggestions that GW themselves believe tabletop is dead, and are winding the business down - whilst bleeding it and its customers for every last penny they can. I'm not sure that this is true, but for the sake of argument let's assume it is and challenge that view.