Many of you reading this may not know this, but when I was younger I played miniatures wargames. These are games without a board, where you have armies of metal or plastic miniatures that you line up along a table or other playing surface (I have used a demarcated area of the floor in the past), and then you have at it. I mostly played either fantasy or sci-fi games, but I haven't actually played any of those in a number of years. Playing with painted figures is a great spectacle, though, so I have always had a soft spot for gaming miniatures. I still collect some of them, when I find something that catches my eye. For example, I have this wonderful miniature of Napoleon Bonaparte on horseback that is much more fun to use when playing Field Commander: Napoleon than the cardboard counter that comes with the game.
A few years ago (I don't remember quite when, exactly) I picked up a miniature set on eBay of the attack on Weathertop in the first Lord of the Rings book/movie, where Aragorn and the hobbits are at Weathertop and the nazgul attack. Five nazgul, Aragorn, four hobbits, and a little campfire came in the set. Even when I was bidding on the miniatures, I knew that this begged to be done up in a nice diorama. Alas, my modeling skills are essentially nonexistent, so this wasn't something that I could do myself with any hope of having a quality result. So, I contacted Fineline Studios, and they were able to do it up for me. It wasn't cheap, but the result is quite impressive, as is evident by the photographs below. I apologize ahead of time for my lousy camera skills, but hopefully the craftsmanship comes through.
Saturday, February 25, 2012
Sunday, February 05, 2012
The Joys of Rediscovering Old Music
So this afternoon I was scrolling through my iTunes library to find something to listen to while reading comic books, when I spotted a couple Matt Wertz albums. "I haven't listened to those in a while," I thought to myself. Clicking on the album Everything in Between showed that it had in fact been over two years since I had listened to it. So I cranked it up and jammed out to some great tunes that I had pretty much forgotten about. Funny how that happens, isn't it? We get so wrapped up in new things that we can forget how great what we already have is.
Monday, January 30, 2012
It is getting easier to be an Arsenal supporter
As some of you may know, I am a fan of Arsenal, the London football club. Just a couple years ago my only real option to see them play was Fox Soccer Channel. The Premier League is big business, though, so now I can also catch some occasional matches on ESPN 2 on Saturday mornings, and just a couple weekends ago the main Fox channel showed the match against Manchester United on Sunday morning. I'm not sure if this accessibility will continue or not, but I'm enjoying it while it lasts.
Recently, however, I discovered ever more Arsenal to be available to me. When I got U-Verse TV service, I signed up for the expanded sports package to have access to Fox Soccer Channel. This package gives me access to pretty much every regional sports network throughout the country, though any live matches are blacked out since I am "out of area" for those. I just recently learned that YES, the Yankees network out of NYC, has not one, but TWO Arsenal weekly shows that they have every week: Arsenal World and Arsenal 360. While I find Arsenal World to be a little too unfocused for my taste (I don't really care to see interviews with random fans before and after matches), Arsenal 360 is a pretty good summary show, though I noticed that it seems to be delayed so that it is coming out a week after it comes out in England. Ah, well, I'll take it, anyway.
Recently, however, I discovered ever more Arsenal to be available to me. When I got U-Verse TV service, I signed up for the expanded sports package to have access to Fox Soccer Channel. This package gives me access to pretty much every regional sports network throughout the country, though any live matches are blacked out since I am "out of area" for those. I just recently learned that YES, the Yankees network out of NYC, has not one, but TWO Arsenal weekly shows that they have every week: Arsenal World and Arsenal 360. While I find Arsenal World to be a little too unfocused for my taste (I don't really care to see interviews with random fans before and after matches), Arsenal 360 is a pretty good summary show, though I noticed that it seems to be delayed so that it is coming out a week after it comes out in England. Ah, well, I'll take it, anyway.
Sunday, January 29, 2012
Men of Iron
As we continue to journey through my game collection, we next come to Men of Iron, a hex-and-counter wargame from GMT Games, published in 2005. It includes six battles from the "renaissance of infantry" period in the late middle-ages. I have played two of these battles, Falkirk and Courtrai. Falkirk is essentially a "training scenario," as the Scottish side basically sits in position until the English shoot them with arrows, while Courtrai has more for each player to do, but not much more. The reason for that is the way that these battles were fought in real life: one side set up in defensive terrain, and then stayed there. For example, at Courtrai, the Flemish set up with their pikemen behind these water-filled ditches, and wait for the French to come at them. Due to the nature of the ditches (hard to charge your mounted knights through there), the standard advantage of mounted knights is negated, so if/when the knights to attack, they die like dogs. This is what happened historically, and is pretty much what is going to happen in the game. I can see how some people wouldn't find this to be much fun, though. I haven't played all of the scenarios, but from reading the scenario setups they all look to be of the same nature, with a mobile force attacking a dug-in infantry force. With pikes. Probably in a shield wall formation.
I have two problems with normal hex-and-counter wargames. First, they are often quite complex (Great Battles of History, I'm looking at you...), such that it is a major pain to learn and then remember all of the rules. Second, many of these games feature status counters, placed on top of the military unit counter. You can literally end up with half-a-dozen status counters on top of the main counter, and then you have hundreds of unit counters, so you've got hundreds of status counters, and then you accidentally bump the table and counters go everywhere. It is no good. Thankfully, this game mostly dodges both of these problems. The rulebook is a total of 12 pages in length, including diagrams and play examples. And while there are some status counters, they are not frequently used (unless you put all of your pike into the fore-mentioned shield wall status), so I can tolerate them. Combat is pretty simple. A unit is either in standard order, disordered (flip the counter to show disordered status), retired (retreats), or eliminated. That's it. You don't have to figure out how many hit points the unit has left, or anything like that. While charging with mounted knights is a bit fiddly, the rules work smoothly and the game plays well.
One interesting feature of the game is the lack of turns. Per the scenario rules, one side starts the game by activating one of their sides "commands." A command means a leader and all of that leader's units, as denoted by the colored stripe on the counter. That command can move, fire, and fight with all of its units (as long as they are within the leader's command range, in hexes). Once that is done, the player designates another one of his leaders, and rolls a ten-sided die. If you roll a number equal to or lower than that leader's command rating, his command activates. This continues until a die roll goes over the designated leader's command rating, at which time command switches to the other player, who activates one of his leaders, and play continues in this way from there. However, whenever a side attempts to continue with a new leader, the other player can try to interrupt with one of his leaders. The upside is that if you win that die roll, you get to move instead of the other player. The downside is that if you fail the die roll, the other player doesn't have to roll the die to see if he activates his new leader; it automatically works. This introduces a nice dynamic of balancing whether you want to try to steal the initiative yourself, or wait for the other guy to botch his roll and take it that way. Since it is all reliant on the roll of the dice, there is no obvious correct answer, and it all comes down to what the odds are of getting your way.
Overall this game is pretty good, but it is somewhat let down by the tactical nature of the battles included. Battles where one side is in obviously-better position and just waits for the poor fools on the other side to run into their prepared defenses aren't necessarily fun for all players. While each scenario has special rules in place to try to make the games more competitive, it takes some luck of the dice to really break through. Still, this is a solid game and a worthy part of the collection.
I have two problems with normal hex-and-counter wargames. First, they are often quite complex (Great Battles of History, I'm looking at you...), such that it is a major pain to learn and then remember all of the rules. Second, many of these games feature status counters, placed on top of the military unit counter. You can literally end up with half-a-dozen status counters on top of the main counter, and then you have hundreds of unit counters, so you've got hundreds of status counters, and then you accidentally bump the table and counters go everywhere. It is no good. Thankfully, this game mostly dodges both of these problems. The rulebook is a total of 12 pages in length, including diagrams and play examples. And while there are some status counters, they are not frequently used (unless you put all of your pike into the fore-mentioned shield wall status), so I can tolerate them. Combat is pretty simple. A unit is either in standard order, disordered (flip the counter to show disordered status), retired (retreats), or eliminated. That's it. You don't have to figure out how many hit points the unit has left, or anything like that. While charging with mounted knights is a bit fiddly, the rules work smoothly and the game plays well.
One interesting feature of the game is the lack of turns. Per the scenario rules, one side starts the game by activating one of their sides "commands." A command means a leader and all of that leader's units, as denoted by the colored stripe on the counter. That command can move, fire, and fight with all of its units (as long as they are within the leader's command range, in hexes). Once that is done, the player designates another one of his leaders, and rolls a ten-sided die. If you roll a number equal to or lower than that leader's command rating, his command activates. This continues until a die roll goes over the designated leader's command rating, at which time command switches to the other player, who activates one of his leaders, and play continues in this way from there. However, whenever a side attempts to continue with a new leader, the other player can try to interrupt with one of his leaders. The upside is that if you win that die roll, you get to move instead of the other player. The downside is that if you fail the die roll, the other player doesn't have to roll the die to see if he activates his new leader; it automatically works. This introduces a nice dynamic of balancing whether you want to try to steal the initiative yourself, or wait for the other guy to botch his roll and take it that way. Since it is all reliant on the roll of the dice, there is no obvious correct answer, and it all comes down to what the odds are of getting your way.
Overall this game is pretty good, but it is somewhat let down by the tactical nature of the battles included. Battles where one side is in obviously-better position and just waits for the poor fools on the other side to run into their prepared defenses aren't necessarily fun for all players. While each scenario has special rules in place to try to make the games more competitive, it takes some luck of the dice to really break through. Still, this is a solid game and a worthy part of the collection.
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game collection
Thursday, January 05, 2012
Mini Squadron
I first encountered the Mini Squadron game in the iTunes store, where you can purchase the game as an app for your iPhone/iPod/iPad/iEtc. It is a simple game where you fly your plane around in a 2D side-scrolling environment and shoot down other planes. The gameplay is pretty simple, but the designers gave the game a goofy sense of humor (flying cats? really?), very bright colors, and a pretty cartoony sense of design (in a good way). My only problem with the game is that I had trouble really controlling my plane properly using the touch-screen controls The game would just work better with a real joystick, I though.
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