Figure Forge 68 Eisenkern Stormtrooper w/Rifle

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Apr 292015
 

In this Figure Forge Matt assembles an Eisenkern Stormtrooper with his rifle.  The Eisenkern Stormtroopers are available from Warlord Games and Dreamforge Games.

These models have a lot of pieces but they go together nicely.

Box Breaking 141 Panther AUSF. A for Bolt Action

 Bolt Action, Bolt Action, Box Breaking, Featured, Warlord Games  Comments Off on Box Breaking 141 Panther AUSF. A for Bolt Action
Sep 232014
 

Examine the new Panther AUSF.A medium tank for the German army in the WWII historical miniatures game Bolt Action from Warlord Games.  Historically the Panther was created by the Germans to solve the problem of the surprisingly superior heavy and medium tanks of the Russian army.  The Panther was fast, well armored, and packed some serious fire power for a tank of its size.

 

 

Stop back soon to see us assemble it.

Figure Forge Soviet T-34/85 Medium Tank for Bolt Action

 Bolt Action, Featured, Figure Forge, Warlord Games  Comments Off on Figure Forge Soviet T-34/85 Medium Tank for Bolt Action
Aug 032013
 

In this Figure Forge David assembles the T-34/85 Medium Tank for Bolt Action.  The T-34 is the main battle tank of the Soviet Army during World War II. If you’re watching this as a tutorial make sure to watch the whole thing through first.  David makes a couple of mistakes that get pointed out as we go through the video.  One of them involves the turret.

 

 

Thanks for Watching.  If you want to learn more about Bolt Action you can visit Warlord Games.

 

 

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Jul 292013
 

In this Box Breaking Matt busts open the Soviet Infantry for Bolt Action from Warlord Games.  Take a look to see the World War II Red Army.  Bolt Action covers all of your WW II desires from 1931 to 1945.   You name it D-Day, Blitzkrieg, even the Russian front and North America.

 

 

Bolt Action is from Warlord Games.  You can learn more here.

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The Supreme Commander: WWII in Europe, 1939-1945

 Card Games  Comments Off on The Supreme Commander: WWII in Europe, 1939-1945
Jul 242013
 

The Supreme Commander WWII in Europe, 1939-1945The Supreme Commander: WWII in Europe, 1939-1945

$65.00 SRP

SDI

 

The Supreme Commander is a game designed for 2-5 players covering the entirety of World War II in the European Theater of Operations (ETO), from September 1939 to the end of the war. While there are plenty of other ETO games out there, The Supreme Commander effectively models all of the primary aspects of the war in a simple, straight-forward manner.

 

All of these elements and more are included in a surprisingly easy-to-learn game: Murmansk convoy, Lend-Lease, diplomacy, the strategic U-Boat campaign, technological advancement, strategic bombing campaigns, naval invasions, the economy and military production, partisans.

 

That is not to say that The Supreme Commander is some sort of compromise, surrendering historical accuracy for simplicity. The game delivers a detailed order of battle and meticulously researched economic and diplomatic system which allows players to play out the historical military campaigns of the war as well as the “what ifs” that may have happened. It is entirely up to the players, the system is open-ended and does not restrict players to the exact decisions of the past.

 

Contains:

Rules Booklet, Play Booklet

Two Counter Sheets

Two Player Aid Cards

Diplomatic Track

Six Force Pool Cards

22 x 34 inch Map

Two ten-sided dice

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Box Breaking 74 T34/85 Medium Tank for Bolt Action

 Bolt Action, Bolt Action, Box Breaking, Featured, Warlord Games  Comments Off on Box Breaking 74 T34/85 Medium Tank for Bolt Action
Jul 152013
 

In this Box Breaking Matt takes a look at the T34/85 Medium Tank for Bolt Action Games.  This is the Russian main battle Tank.  The T34 is a product of Warlord Games.

 

 

You can learn more about Bolt Action at Warlord Games.
 

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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