Jun 102013
 

MERCS_logoIn this Box Breaking Matt busts open the CCC faction starter.  The MERCS miniatures are among some of the best in the gaming industry.   Matt has never seen these models unassembled and unpainted before.  Watch as he busts them open.

 

 

 

Those are some pretty dynamic miniatures.   Later tonight Matt puts them together; we will have the figure forge up shortly.

 

You can learn more about MERCS on their website.  You can also like them on Facebook.

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5 New Releases for Dust Tactics From Fantasy Flight Games

 Dust Tactics, Fantasy Flight Games, Gaming News  Comments Off on 5 New Releases for Dust Tactics From Fantasy Flight Games
Jan 192013
 

Dust Tactics: Operation Icarus

$ 44.95

A new campaign expansion for Dust Tactics, Operation “Icarus” relates the first thrust of a major Allied assault against the Axis forces holding Zverograd’s pivotal airfield. Operation “Icarus” introduces new rules for minefields, trees, and the quonset huts in which the Axis forces await the Allied assault. Two new heroes join the fray, including the Allied superhuman, Sgt. Victory. All these elements come together in seven tense and ferocious scenarios as the blocs of Dust Tactics vie for control of the airfield and the skies.

 

Dust Tactics: Airfield Accessory Pack QH

$ 19.95

Quonset Huts The Airfield Accessory Pack adds six quonset hut sections to your games of Dust Tactics. Introduced in Operation “Icarus,” quonset huts are a new type of structure that can be erected quickly to provide soldiers with sturdy shelter against the elements. They can also be joined together to create longer structures with a variety of strategic arrangements. The Airfield Accessory Pack allows you to enhance your battlefields, provide your soldiers with cover, and develop your bases.

 

Dust Tactics: USMC Heavy Weapons Teams

$ 29.95

In the alternate-reality 1940s of Dust Tactics and Dust Warfare, the United States Marine Corps have come to value the ability to move quickly over terrain, and a small team carrying heavy weaponry is sometimes the best option for getting fire support into position. The two squads of the USMC Heavy Weapons Teams are veterans of many campaigns, men who remain fearless even when heavily outnumbered. The Choppers field a .50 cal machine gun, and the Leathernecks batter foes with their 120mm heavy mortar.

 

Dust Tactics: Horten HO-347

$ 29.95

The two variations of the HO-347 have placed the Axis on the brink of a long-awaited resurgence of air superiority in the fierce battles of Dust Tactics and Dust Warfare. The introduction of VK engines has permitted the Axis’ newest aircraft to fly faster and climb higher than anyone believed to be possible just a few years ago. The Fledermaus III is both a fighter and an effective ground-attack plane while the Fledermaus IV is a fighter/bomber that carries numerous explosives under its fuselage.

 

Dust Tactics: SSU KV47 Recovery & Demo Walker

$ 19.99

Recovery & Demolition Walker The SSU forces of Dust Tactics and Dust Warfare gain new strategic options for battlefield deployment with the KV47 Recovery & Demolition Walker. Its four different models were developed to allow SSU battlefield forces to recover valuable VK materials and prevent the theft of the SSU’s VK technology. The walker’s armor provides SSU engineers protection from enemy fire in the heat of combat even while its equipment allows them to swiftly salvage materials and fend off enemy infantry and tanks.

Check these and so many more products out at Fantasy Flight Games and start your own war with friends today

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Dec 152012
 
> Where did your staff find inspiration for AE WWII: Euorpean Theatre?
The bulk of our inspiration comes from true events.  A lot of the weird elements of AE-WWII are based on real things that happened during WWII.  Few people know how weird the war really was and it’s with just a little creative license that we can turn these true events into the amazing occult and sci-fi elements you find in the game.  Wonder weapons, occult rituals, secret operations – these all took place in surprising frequency during the war and it’s these events that we twist just a bit to become true ‘Weird War II’.
> How long have you been creating the project?
AE-WWII has been around for about six years.  Rob Kingery and I put out the core rulebook in January of 2007 and we had models and playtest rules out in 2006.  Along with Clint Werner we put together a great game with a rich background that gamers really enjoyed.  I’m very excited to be reviving the line with the second edition.
> What is your favorite experimentation?
If you’re asking what my favorite ‘weird’ element of the game is, I’d have to say the Soviets psychic soldiers.  In our timeline people in the Soviet Union have begun to develop psychic powers that are quickly put into military service through the NKVD.  Psi-Cannons that fry the enemy’s brain, Psi-Commandos that are nearly invisible, Banshees that emit a psychic scream and the half-man, half-chimp Chumans are a lot of fun to use and very tactically diverse.  I’ve got a soft spot for my communists.
> What has your largest hurdle been?
Our biggest hurdle with AE-WWII has always been getting more people to hear about the game.  Getting exposure as a small game company with an ‘indie’ miniature game is always tricky.  Without a big budget for marketing, we rely on word of mouth and the support of our fans.  This is one of the many reasons we chose to use Kickstarter for the second edition: it helps us fund the project as well as let everyone know the game is out there.
> With the kick starter funded what do you believe is your biggest challenge?
After meeting the goals of the Kickstarter, our biggest challenge is taking that success and getting the game out into retail stores.  We’re working with distributors to begin a new push for AE-WWII and it’s our hope that a new edition coupled with the success of the Kickstarter campaign will help bring new attention to the game.
> What is the story background?
Wow, that’s a big question.  Clint Werner has put so much work into the alternate history of the game, there’s a lot there.  But the biggest changes revolve around the failure of the invasion of Normandy and the war dragging on into 1947.  All sides turn to wonder-weapons to win the war and, coupled with occult horrors brought to bear by the Axis and the Allies, the war becomes very strange indeed.  Each nation has sci-fi elements as well as the many occult branches of the various military organizations across the world.  The setting is one of my favorite components of the game and there’s really far too much to go into here, but I encourage any fan of history or weird history or just general weirdness to look into the alternate history Clint has created.
> Many of your models show a tremendous amount of detail, how much historic research went into their design?
Quite a bit.  For all our ‘normal’ models we try very hard to stay true to the uniforms, weapons and appearance of the soldiers of WWII.  We obviously can’t get every detail right – especially with the weird elements mixed in – but we do our best to have our models reflect the fighting men of the war.
> Will you have quickstart rules?
Absolutely.  For the first edition of the games, our QSR was available online as a free download and included in the starter packs.  We will continue that tradition and include the QSR in starter and detachment packs as well as being available as an online download.
> What are the basic mechanics of the game?
It’s a simple d6 mechanic.  Players roll 1d6 and either compare the results to an attribute or add an attribute to the total.
One of the most unique elements of the game is our morale, or Drive, mechanic.  Units have a Drive value that slowly decreases as their detachment suffers casualties.  When a unit’s Drive reaches zero, they rout.  This causes additional Drive penalties in friendly units and creates a cascade effect whereby the entire detachment will run off the battlefield.  These penalties are mitigated by models with the Command ability – officers and sergeants – who will spend action points to boost falling Drive scores.  No rolling involved, just a struggle to constantly keep your men from fleeing the action.  I’m quite proud of this mechanic and I have yet to see another game that uses anything like it.
> How many models will a basic game need?
The game is skirmish-scale, so each player will field a detachment with an average of 10 models.  We’ve seen lists with as few as 3 models and a vehicle or lists with as many as 20 models for a Soviet ‘horde’ detachment.
> What is the average game length supposed to be?
The game plays quite easily in an hour.  Depending on the scenario, some games can be much faster or a bit longer.  But the average play time in around an hour.
> What about the table; what size is the game designed for?
We recommend a 4′ x 4′ table.
> How much terrain does the game use?
Terrain is vital in this game.  We’ve captured the essence of WWII where a soldier in the open is going to get killed.  Players that don’t take advantage of cover will find themselves fighting an uphill battle.  That’s why we recommend a good amount of terrain – a few pieces for every 1′ x 1′ table section.
> Now that the kickstarter is funded are you looking to an expansion yet?   Will we see vehicles?
The core rules have always had vehicles in them and they will be included in the second edition.  The focus will remain on light and medium vehicles; jeeps, halftracks and light armored cars.  We will not be including rules for tanks in this book.
As for expansions, we already have a few things in the pipe.  Due to space/budget we are unable to include a full British Army list in this book, which is something we really regret.  Rest assured that they are first on the list for expansions and we’ll be looking to ’round-out’ Europe before moving on to the Pacific Theater.
Let me know if you have any other questions or any comments.  Thanks Matt!
If you have more questions you can check out the kickstarter on the right hand side of the screen or check them out at Black Ball Games.
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Dreadball from Mantic Games

 Board Games, Gaming News, Mantic Games  Comments Off on Dreadball from Mantic Games
Nov 272012
 

Dreadball

Release Date: Nov 2012

 $ 79.99

DreadBall is a futuristic sports board game played with 30 mm miniatures, set within Mantic’s Warpath universe. You are the Coach of your team, testing your skill and luck against other Coaches in one-off matches or long-running leagues. The simple rules allow a great depth of choice and many opportunities to show your cunning. Rules are provided for four different teams, eight famous individuals, team progression and league play.

DreadBall contains everything you need to get gaming:

  • 1 x 84 Page Full Colours Rulebook
  • 1 x Mounted Game Board
  • 10 x Plastic Corporation Players (3 Strikers, 3 Jacks, 2 Guards)
  • 10 x Plastic Marauder Players (5 Jacks, 3 Guards)
  • 1 x Plastic Referee
  • 2 x Plastic Balls
  • 54 x Game Cards
  • 18 x Dice
  • 13 x Game Counters
  • 24 x Clear Plastic Hex Bases
  • 1 x Roster Pad
  • 1 x Mantic Point

Models supplied unassembled and unpainted. Sprueless Plastic Requires super glue

Check out there Mantic Games for a full list of products but here are a few to get you started.

 

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WarHammer Fantasy RPG: The Enemy Within from Fantasy Flight Games

 Fantasy Flight Games, Gaming News, Pen and Paper, RPG's, Warhammer Fantasy  Comments Off on WarHammer Fantasy RPG: The Enemy Within from Fantasy Flight Games
Nov 082012
 

WarHammer Fantasy RPG: The Enemy Within

Release Date: Nov 2012

$ 59.95

Who is the man in the black hood? Explore classic themes of corruption and betrayal in The Enemy Within, a massive campaign for Warhammer Fantasy Roleplay that takes characters all the way from their first sessions to the pinnacles of legend. A sinister figure stands poised to thrust the Old World into chaos, but fate has chosen an unlikely band of heroes to oppose him. Can you solve this mystery before it’s too late?

I know everyone of you have came up with a cool background for your favorite champion in your fantasy Warhammer Fantasy armies now is your chance to see if you can live up to you dream thanks to Fantasy Flight Games see how you do at making it all come true.

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Words With Matt Sprange from Mongoose Publishing at Gen Con 2012

 Gen Con 2012, Mongoose Publishing  Comments Off on Words With Matt Sprange from Mongoose Publishing at Gen Con 2012
Aug 302012
 

Join us as Matt entertains us with information on Traveller, Star Trek (Tholian Web), Judge Dredd’s Prowler Tank, Historical line coming soon, and what is Ratzenkriege?

 

 

 

 

I look forward to hearing from Matt soon about that Prowler Tank.   Please follow us the links are on the Right hand side of the screen.

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Mantic Games Kings of War August Releases

 Kings of War, Mantic Games  Comments Off on Mantic Games Kings of War August Releases
Jul 252012
 

Abyssal Dwarf Angkor Mortar (20)

$ 24.99

 

The Angkor mortar is a large artillery piece that fires huge shells filled with the explosive concoctions of the Iron-casters – any regiment it hits directly disappears in a cloud of smoke.

 

This Set Includes: 1 Plastic and Metal Heavy Mortar 2 Crew Mantic Point Base Mantic Carry Case with Protective Foam Models supplied unassembled and unpainted.

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The Price of Infamy from Paizo for Pathfinder

 Gaming News  Comments Off on The Price of Infamy from Paizo for Pathfinder
Jul 012012
 

The Price of Infamy

$ 19.99 SRP

Slated for August

The adventurers now have their own island and port, but they’ll need more than one ship to defend it. They must scour the harbors and docks of the Shackles to recruit more ships and more crews to their flag. But when a rival from their past sends a fleet to attack them, they must defend their island home. And when they sail to his island to get their revenge, the adventurers discover a traitor whose betrayal threatens all of the islands of the Shackles. “The Price of Infamy” is a Pathfinder Roleplaying Game adventure for 11th-level characters. This volume continues the Skull & Shackles Adventure Path, delving into the secrets of the deadly cult of Norgorber, god of thieves and assassins, along with presenting new rules for battles between whole pirate fleets. New monsters from the depths of the sea and exotic islands fill the Pathfinder Bestiary, while Robin D. Laws (author of the Pathfinder Tales novel The Worldwound Gambit) continues his tale of pirates and lost treasures in the Pathfinder’s Journal.

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Zig-Zag from Rio Grande Games coming soon

 Board Games, Rio Grande Games  Comments Off on Zig-Zag from Rio Grande Games coming soon
Jun 112012
 

Zig Zag

$ 19.95 SRP

 

Each player has his own obstacle course that his figure must run. To run the course, the player must collect the right terrain cards – in the right order! But this is not an easy task, as all players are racing to get the cards they need at the same time. The game is played in rounds consisting of a terrain collecting phase and a running phase, which are repeated until one player’s figure reaches their goal card.

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