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ISSUE # 7
MAY 2014
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I S S U E 7 M A Y 2 0 1 4
Angels and Orks. The rumours also put the release of 7th Edition at the end of this month. Well have to wait and see. Necromunda is still ongoing so dont forget to squeeze in a game, if you can. This can be done at your place as well so if you have the gear at home get into it. Just let me know the result please. GGG Glen Taylor has started a great new game, using his own creativity and having drawn on his experience with other games. He has used Darian Chase, Michael Orton and myself as game testers. Once you grasp the concept, the game was very much an enjoyable experience. It made me start putting figures together that had sat in boxes on the shelf, and Darian went straight out and put in a $160 order to Warlord Games. Glen tells me I cant let out too much as he still has to twig certain things and lock in a name for the game. What I can tell you is, to get your Villagers ready...
As usual, send your submissions in to: Garagegamersgroup @gmail.com and put Editor in the subject line. SEE YOU THERE
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Axis & Allies Warhammer 40k roleplay American Civil War Apocolypse AD & D Arkham Horror Necromunda Axis & Allies Pacific Dreadfleet Man O War Bolt Action WW2 Mordheim
Games coming:
Wings of Glory Flames of War (Open Fire) Warhammer Fantasy Axis & Allies WW1 edition Axis & Allies Europe/ Pacific Command Combat Blood Bowl Space Hulk Pathfinder Conquest of Gaul
Man O War
Current games:
Man O' War is a now out-of-print table top war game by Games Workshop. The game was set in the same realm of Warhammer Fantasy as used for the Warhammer Fantasy Battle and included most of the factions from that setting. Other races of the Warhammer world were not included, either because they were lacking seafaring abilities (Wood Elves), missing from the main factions at that time (Ogres, Lizardmen), or both. Ships were designated as belonging to one of 3 categories. The largest and most powerful ships were the Men O' War (MOW). These command ships operated singularly and usually carried the fleet Admiral and Wizard (if available). Men O' War were the most powerful ships in the game and they could typically take heavy punishment before sinking. Ships of the Line (SOL) varied in size and firepower and were operated in squadrons of 3. One ship in the squadron was designated as a flagship and the other ships in the squadron had to stay within 6" of it to receive orders or else they would become stragglers and suffer various penalties.
Warhammer 40k Warhammer Fantasy Roleplay BattleCry StarWars X-Wing Old West Zombiecide
GGG-Members
Alan Anderson Steven Azzopardi Brittanie Ball Sean Beggs Marcus Blackman Alessio Calvatore U.K. Ken Carr Ben Chase Claude Chase Darian Chase Kellie Chase Kirstyn Chase Nick Chase Terry Clayton Sam Corvi Eddie Crompton Martin Dorney George Elliot Abby Federoff Craig Federoff Demi Federoff Jamie Federoff Sean Federoff Courtney Halverson Joshua Harbort Ian Houlihan Nathan Long U.S. Nate Jurgs Simon Machin Simon Mayes John McDonnell Cameron McCormack Nigel McDermott Kris McKiernan Jarrod McKiernan Zac Mehta Sean OHanlon Michael Orton Tim Prenzler John Ross Zachary Seib Michael Stamp Troy Standen Rob Sutterby Chris Taylor Glen Taylor James Taylor James Taylor U.K. Steve Tobias Peter Toh Paul Treichel Ross Wiliams
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or perhaps they are overly ambitious and collect everything; it comes down to an individuals taste and budget. Myself, if I collect something I am a completionist, which is a person who has to complete the series or set. Half completed sets just leave me unsatisfied and unhappy. Its one reason why I refuse to even look at anything that is collectable.
The Collector is a gamer with over 40 years in collectable games and wargaming...
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PENTACON 2014
JUNE 02 VENUE TBA 5 DIFFERENT GAMES 5 DIFFERENT OPPONENTS MAXIMUM 10 PERSON LIMIT ALL MINIATURES, GAME PARAPHANALIA & RULES SUPPLIED ON THE DAY NECROMUNDA, MORDHEIM, STAR WARS X-WING WILD WEST & (TO BE REVEALED)
TAKING BOOKINGS NOW Venue will be advised by email or text by mid April
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MORDHEIM
Simon Machin, Courtney Halverson and myself kicked off the Mordheim Campaign in April. After organising our Warbands, we rolled off to select sides. We had decided on a Treasure Hunt scenario, as all of us would be playing at the same time. Simon had an Orc Warband, including a Shaman that had a spell that would shoot green bolts of stuff, out of its nostrils. Courtney had Skaven, and rubbed his hands together as he spoke of poisoned blades. I had Dwarf Treasure Hunters, which considering the scenario wasnt too bad. I won the roll and picked my gaming edge first. The nature of the scenario was your Warband searched all buildings and on a roll of two 6s, you found the treasure and then had to get it back to your deployment edge. I suggested we play to the opposite side, as buildings in our deployment zone were exempt from search under the scenario. This changed that rule so that all buildings were able to be searched. I might add that if no one managed two 6s then the last building not searched would automatically hold the treasure.
The Mordheim table. I set up from this side . Simon was to my right. Courtney set up opposite.
I began my turn by searching all of the closest buildings, but with only 5 Dwarfs my pace was as slow as the Dwarves movement of 3. Simon went next, rolling for his animosity with the Orcs (All 12 of them) and then began searching the buildings on his side. His deployment allowed him to set up part of his Warband on the castle wall. Courtney then began the same actions with his Skaven.
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MORDHEIM
The board setup from another view, My Thunderer tries to line up one of Courtneys Skaven through the gate, as Simon draws a bead on my Trollslayer
Courtneys Grey Seer was the first to die, being shot down by several arrows from the Orcs. The battle then really began between the Skaven and the Orcs, leaving the Dwarves to continue their search of the buildings of the city. The Trollslayer ran toward a tower on the outskirts of the city, drawing the attention of two Orcs on the castle tower. Fortunately for the Trollslayer, negatives for moving and shooting proved a boon. The Orcs get into the city proper, searching every area while at the same time, clashing with the Skaven. Numbers began to tell as Courtney lost 25% of his Warband and started his leadership rolls. The Skaven leader desperately tried to close with the Orcs to gain revenge for the killing of the Seer. The Orcs animosity rolls did not always go their way and many an Orc began to turn on their fellows or stand their and do nothing at all. The Dwarves had searched all that they could and were now making their way to the last few buildings to try As the and source the Thunderer frantically treasure. Only five reloads, the buildings were left Courtneys Skaven scuttle through the outskirts Skaven to search, and the enemies were closing.. launch their
attack..
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MORDHEIM
The tension was too much and Courtneys Skaven withdrew, after killing a Dwarf Thunderer, running back to their hidden lairs, and unwilling to face both the Orcs and the vengeful Dwarves. Two buildings were left to search. Two towers, one in the city and one on the outskirts. As the Orcs began to mass their Warband toward the city one, the lone Trollslayer made his way to the furthest tower at the edge of the table. The other Dwarves began forming positions to try to halt the Orcs with firepower. Only one tower would hold the treasure, but which? I rolled for the Trollslayer, but the elusive double 6s would not come up. That meant that the Orcs had access to the treasure. The Trollslayer raced his way back to help in the final battle as the Orcs seized the treasure. At half movement speed while carrying the treasure, the Orcs had to strategize, favouring the Dwarves who had plenty of time to get into their positions. The Engineer and the remaining Dwarf fired their weapons, targeting the Shaman and the Orc warrior protecting him. Both survived and the Shaman lifted his head to target the Engineer with his nostrils. The spell went off but to the Dwarfs relief, no injuries were taken. It was during the Orc animosity rolls that one Orc killed another, dropping Simons force below 25%, and causing his leadership test. He passed the initial one, but failed the next one at the start of his turn. The Orcs turned and fled from the table in a disorganised rabble. The treasure belonged to the Dwarves...
I have to say I was surprised by this as I really thought that the Orcs had the game, but it goes to show that play them all till the end, because you never know how the dice will roll...
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To save chasing you all up, individually, I ask that you take note of the following questions for our member spotlight, previously seen as the last article in every issue. With your information that you share, I will use for the member spotlight, in upcoming issues. Please send your info in the order of the following questions, including a photo of yourself to Garagegamersgroup@gmail.com with Member Spot in the subject line, thank you. What is your name? How long have you been gaming? What system was your first gaming experience with? Who introduced you to gaming? What collections do you have, now? What is your favourite gaming system? Where do you normally game? What do you mostly play - system/army? What are you looking at for your next purchase? What is your favourite miniature?
This is an example of dedication to a diorama. This brilliant piece, which at first appears to be a photo, is from Mobile Model Zone, via a friends post on the site. Have a look at this groups amazing stuff.
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Dark Heresy
millennium , the decaying dark future of Warhammer 40,000. Below is the continuing background story of Bekki Imam, GGG member Simon Machins character in Dark Heresy, continued from last 3 issues.
Sister Krankies diaries Part 5 My name is Bekki Imam, I am an Acolyte of the Handmaidens of the Emperor, an Adepta Sororitas.
We search the Inquisitional section to find a recording on a holo -tablet left by the Inquisitor Razamos. We access the security codes and find the entrance to his personal quarters through a special elevator, and, using the code we gain access to the secure area. The Tech Priest tries to download all the information directly from the holo -tablet into his internal memory chip, and almost cooks what meat parts he still possesses. He seems inexperienced. Why we ended up with him I have no idea but the Emperor protects. He must be here for a reason. The holo -tablet accepted our Inquisitorial badges as identification and we were able to get the pass-codes. We enter the secure personal quarters of Inquisitor Razemos. The area appears to be a similar to a prison cell block. We gain access to a data terminal in a secure data terminal room and the Tech Priest again downloads information and gains us access to the cell block proper. We search the area and find a security room where the two Duskworlders each find a set of Stormtrooper Armour which they immediately make use of. We also find a two handed naval shot cannon that Carno utilizes. We search the first available cell and find a Tech Priest in cryogenic status. We decide to awaken him as we discovered he was only put in status 48.37 years ago. He awakens. He identifies himself as Hastus, an Inquisitional agent of the late Inquisitor Razamos himself. He shows his rosette and tells us that he has been putting himself in status every fifty years. He searches for a way off the ship every fifty years but to no avail, as the ship has been drifting in the warp for several hundred years. We verify his story by checking the records in the data terminal room. He says he needs information stored in Inquisitors Razamoss room but is unable to gather it. We tell him we need the same data, and he agrees to help. He remained in the data terminal room while we make our way to the Inquisitors personal data storage room. We find out several of the Inquisitors prisoners have escaped. The Tech Priest tells us they are Genestealers. We ask for further information and find out they are very dangerous organisms that the late Inquisitor was studying. We find out we have a limited time frame as the ships engines are building up too much energy, and that they are going to blow in the next twelve hours. He explains the energy will automatically be redirected to warp drives. We know we must get the information soon so we can escape the ship.
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Shuuro is the core of a new system of abstract war gaming, where you are in command of armies of chess pieces. Differently from traditional chess, you are not forced to field a given set of pieces on the board, but can choose which pieces to field, based on your skill and tactical preferences. The innovative gaming board features terrain elements that change position every time you play, so that each game introduces a different challenge. Shuuro is a game for two players, which merges the precision and rigour of chess with the creativity and variety of war-gaming. It does so by attaching a points value to each traditional chess piece and allowing the players to spend a predetermined amount of these points (say, a total of 800 points) to select the chess army that they think makes the best use of the points. This creates a feeling of ownership towards the particular combination the player thinks is the most effective. The battle will then take place on a large chess board of twelve by twelve squares. This board, however, also introduces a new and unique element to the game. Each of the four six-by-six quadrants of the board contains two plinths that block the movement of the pieces. These plinths are placed randomly at the beginning of every game with the help of a dice, ensuring that every game will be different and present unique challenges. The plinths also help in balancing the game, restricting the movement of Queens, Bishops and Rooks, while at the same time allowing Knights to land onto them and using them as defensive positions (as only an enemy Knight can take them while theyre there). It is worth noting that game box also includes a norma l chessboard and full rules for traditional chess, making it good to learn chess and allowing players to engage in this great classic as well as the innovative Shuuro.
LOKA is a fantastically sculpted Chess sets and a brand new take on playing Chess, brought to you by River Horse. LOKA is played with fantasy-inspired Chess pieces, each evoking the powerful imagery of one of the four elements. At its heart, LOKA uses the rules of Chess, and Alessio has some significant twists in mind in the form of new mechanics: Choose your army - Each player get to choose which pieces they put onto the board, meaning both players command different armies on the battlefield do you field a small but elite force with three Queens, or do you go for a mass horde of Pawns? Fantasy Scenery Change the shape of the battlefield with movement blocking terrain that alters the path youll take into combat. Dice Driven Combat a simple and elegant system using eight sided dice adds some unpredictability to combat, placing extra emphasis on strategy and positioning as pieces build in power with support from their comrades."
http://www.riverhorse.eu
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Both of these are decorated with Tudor style coffee stirrers plus timber strips for extra durability and change of texture. I also have quite a few Warhammer building bits which I've used sparingly across all the buildings.
All my buildings are mounted on Games Workshop movement tray, this makes the buildings stronger and comes with a flagstone pattern, I just chip the edges with a knife. Roof tiles are done by the tried and tested method of lots and lots of individual shingles cut from card. ( This drove me mad )
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All the buildings were then sprayed black with Humbrol dark brown acrylic spray, they were then dust sprayed here and there with a grey spray, all flagstones, tiles and timber was base coated and then drybrushed up with a cream paint, this was the same technique on all my walls and fences (limited palate to keep the board drab and dreary)
The fountain is an upside down cake stand with an MDF brick surround, and some Warhammer bits on top.
Next I'm just adding some scatter rubble to break up the flat areas and I'll be building a temple corner piece and probably a pub.
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The Mordheim campaign has kicked off now, the idea was to only use fully painted War Bands and scenery and the games look amazing. Ive included some of the game shots out of coolness
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By GGG Member
Rob Sutterby
Welcome to the world of BloodBowl, the fast paced and take no prisoners game of fantasy football! Before you dive too deeply into creation of a team take a moment to stand back and look at every faction. I'll go over the factions in each issue and talk about their strengths and weaknesses.
Humans: The Empire or Human team is probably the most versatile of any in the entire game, they have the blistering speed of MV8 catchers coupled with the strong muscle game offered by the Ogre, Blitzers and available star players. As for weaknesses the only true frailty the human team has is being 'too vanilla'. They never excel at anything in particular and can get caught off guard by teams that are excellent at speed or strength. After a few (good) games, a well rounded human team is something to be feared!!
For a starting roster with the Human team I'd recommend: 1 Thrower 3 Blitzers 2 Catchers & 7 Linemen. Fill out your initial coin purse with re rolls and team staff.
This team will give you the biggest impact on the pitch, allowing you to hold the field using the power of your blitzers and hiding your catchers from punishment on the turn you kick off.
Skills: The first still for a Catcher should always be block. Having the ability to Blodge (block and dodge) on a player that is movement 8 is crazy! Unless you roll well enough for +1 Str! After that max out on the agility tree first. Linemen should always get block or guard first, allowing them to assist better in the player turn and defensively improve their survivability. Throwers should aim for strong arm, safe pass and also block. Blitzers can benefit from mighty blow and guard, however tackle is also invaluable.
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On The Home-Front
Tim Prenzler is my regular 40k opponent. Normally it is just a mission out of the rulebook, but this time for something different we devised a game were we would have forces of 750 points, each. We would play the game from the end of the table, representing gearing up for an attack on a 2000 point Ork force that was escorting a Stompa across the other end of the table. The Orks would not fire until being fired upon. We as the attacking force, had to hold the table for five rounds until the Shadowsword arrived to deal with the Stompa. We had never used super heavies in a normal game until now. We rolled off to see who would start, and whoever went second would play the Orks initial retaliation.
Various shots of the Ork force as it makes it way across the board end. They would be unaware of the attack until it happened. If any of the Orks moved off the board before they were attacked, then they would come back on in their turn from their deploying edge, representing an ongoing movement...
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Tim setup his Dark Angels as I deployed my Blood Angels. We were looking forward to a bloody fight (and the Blood Angels licked their lips in anticipation). Tim fired his Devastator Squad from the top of his bastion, using his Prescience psychic power from the close by librarian. Scoring multiple hits, Tim managed to immediately remove 3 hull points from the 12 initial ones on the Stompa. The Orks halted their advance and turn to face the threat. Their flyers came on to seek out targets of their own against the Marines. The Dark Angels and Blood Angels stood together,
awaiting the Ork onslaught and knowing that they had only to hold on long enough...
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Most of the damage sustained to the Space Marines were from the Stompa as it engaged all of its fearsome weapons, and from the flyers whose ability to close and strafe. One Ork flyer met its match against the bastion and the other tried to finish the job of taking out the Devastators. The Blood Angels assaulted the Orks while the Dark Angels used ranged warfare.
The Blood Angels Death Company dropped down to assault the Ork force from the rear, cutting through the first mob with relative ease. The Dark Angels had brought down a flyer and were preparing to repeat the action. The Dark Angel tactical squads were being cut down by the flyers and the Stompa was adding to the carnage, each successful hit turning the Marines into paste. Between the Space Marine forces the Stompa was reduced to 3 hull points, then only 1. We had to roll initially on the Shadowsword turning up early. As luck would have it, the dice rolled in our favour and the behemoth arrived on the other edge of the table...behind the Stompa. The Shadowsword, grinding its way onto the battlefield, smote the evil Stompa with its great cannon. The battle was won for the Imperium. We had a great time playing a scenario like this. We found out afterward that we had underplayed the Stompa, having misread the rules for firing at multiple targets, so it could have dished out a lot more than it did. Even so it was still scary. We could have continued the game but stopped it there, although the Orks would've gone down with a few more marines to their tally.
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Once again this is amazing work. Imagine the skill and dedication required to produce something of this in miniature...
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Some or all of these items may be open to Trade
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GGG or Garage Gamers Group is a collection of gamers with similar ideals about what makes a game fun and how to have fun with it Snake Eyes is the GGG mini-mag, available for free to members and selected organisations Phone: 0419 729794 E-mail: garagegamersgroup@gmail.com Facebook: Garage Gamers Group GGG supports a gamers for gamers attitude
Trademark names in the newsletter have been used without permission & only used for promotional purposes for GGG. They include: Games Workshop & associated trademarks, StarWars X-Wing, Wings of Glory, Flames of War, Zombiecide, Eureka miniatures, Stone Mountain miniatures, AD &D, Warlord Games, Army Painter. Perry Miniatures and RiverHorse are used with permissions. Pictures are the property of the editor & have been used with the permission of members of the GGG. Other pictures have been used without permission but for the same reasons aforementioned above.
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