Showing posts with label Miniature Games. Show all posts
Showing posts with label Miniature Games. Show all posts

Saturday, December 10, 2011

Wings of War is now Wings of Glory



You may have heard that Wings of War the miniature game that KGS loves (see our previous posts) was dead.  Well it did die but has been quickly resurrected as Wings of Glory (at least the WWII version).

Check Ares Games website out here.

Friday, December 9, 2011

Skylanders - Must have toy for Christmas 2011


Every year at Christmas there is one toy that all the kids ask Santa for.
There was cabbage patch dolls, Tickle Me Elmo and who can forget Furby.

It looks like this year it’s Skylanders.

Skylanders is a video game for all of the major platforms (XBox, PS3, Wii and DS3D) the twist on this is that it is also a toy (or miniature if you will) in that there are 37 different figures available.  Each figure has it's on set of powers that the game gets from an embedded chip.  The figure is placed on a base that connects to your game system via various methods.

The figure is then playable inside of the video game environment.  The figure also comes with a code that can be used on the internet to allow you to play various internet games with your figure for added content.

This is going to be a huge hit.  It's got everything.  It's a video game, it's a toy, it's a miniature, it's a collectible.  There are boy friendly figures, girl friendly figures and neutral figures.

Unfortunately I cannot play the game myself until Christmas, but I am working on getting the complete collection of figures for my daughter (because she, like me is a completeists).


I've created a check list because a good one was not readily available online, feel free to print and use freely.

2011 Skylanders Checklist

[ ] Spyro
[ ] Double Trouble
[ ] Wrecking Ball
[ ] Voodood
[ ] Slam Bam
[ ] Zap
[ ] Wham-Shell
[ ] Gill Grunt
[ ] Legendary Spyro (Toys R Us Exclusive)
[ ] Dark Spyro (3DS Exclusive)
[ ] Bash
[ ] Dino-rang
[ ] Prism Break
[ ] Terrafin
[ ] Hex
[ ] Cynder
[ ] Chop Chop
[ ] Ghost Roaster
[ ] Legendary Chop Chop (Toys R Us Exclusive)
[ ] Legendary Bash (Toys R Us Exclusive)
[ ] Ignitor
[ ] Sunburn
[ ] Flameslinger
[ ] Eruptor
[ ] Whirlwind (Target Exclusive)
[ ] Warnado
[ ] Sonic Boom
[ ] Lightning Rod
[ ] Legendary Trigger Happy
[ ] Boomer
[ ] Drill Sergeant (Wal-Mart Exclusive)
[ ] Drobot
[ ] Trigger Happy
[ ] Camo
[ ] Stump Smash
[ ] Zook
[ ] Stealth Elf


Saturday, December 3, 2011

The Game To Watch For in 2012 - Zombicide



Guillotine Games has announced a new game coming next summer that I am excited about.
Zombiecide is a cooperative miniature game set during the coming zombie apocalypse.

For 2 - 6 players. Players take on the role of survivors who work together to survive the zombie hordes.
The game features a modular playing board, 71 miniatures (most of which are zombies), 10 pre-designed scenarios, rules, dice and cards.

The game will be distributed by the same company who just release Super Dungeon Explore - CoolMiniOrNot.

KGS loves zombie games so I'm sure this will be a big hit. Look for a full review next summer.

Tuesday, November 29, 2011

Super Dungeon Explore - Hottest new miniature/board game on the market?



Super Dungeon Explore (SDE) is a dungeon crawler, inspired by old japanese console-RPG's. The miniatures are done in a cute / chibi / super-deformed style, that means the head is roughly the same size as the rest of the body.


One to five players take the role of classic fantasy heroes like the human paladin, a dwarf fighter or an elf ranger. 


One player is the "Dark Consul" who controls the monsters of the dungeon.


Every hero/monster has a character card which informs you about the stats for movement, attack, armor, willpower, dexterity, action points and hearts (= life points). Additional information may include special abilities / actions / attacks and potions.


The game is played on modular dungeon boards. In a round of play the game passes back and forth between single heroes and the monsters, but the exact order may change from round to round. The characters use the stats from their character card, special dice (with hearts, potions and stars) are only used for combat and checks. If the heroes wound the opponent they may draw loot cards to improve their stats. There is also the possibility to open treasure chests to find even more powerful things. The monsters have no possibility to "level up" but the Dark Consul has an unlimited number of them.


To win the game the Dark Consul must defeat all heroes in his dungeon. The heroes must defeat all monsters and destroy all spawning points (= entry points for new monsters) to be victorious.



Game Contents
• 50 + highly detailed Soda Pop Miniatures
• Custom Super Dungeon Battle Dice
• Character and Minion Stat Cards
• Loot and Treasure Card Decks
• 5 Large, Double Sided Dungeon Boards
• 32 Page Rule Book

Saturday, November 26, 2011

Lord of The Rings HeroClix


It's been almost a year since I broke the news about Lord of the Rings miniatures coming to HeroClix. Well the wait is finally over. The LOTR starter set and single booster packs release this week. These are fully compatible with the HeroClix Gaming Engine.

These are also going to be perfect when we play The One RPG game (Adventures in MiddleEarth).

Tuesday, November 8, 2011

Star Trek Tactics Announced


WizKids has finally made the Star Trek announcement I have been waiting for. Star Trek Tactics is the Star Trek ship miniature combat game that I thought Star Trek Fleet Captains was supposed to be.

Star Trek Tactics Series 1 will feature 20 pre-painted Federation and Klingon vessels. Using the HeroClix Game Engine for ship abilities and combat to take place on a 2x2 or 3x3 map. Looks to be a very low price point too, the starter set is going to go for about $20 which covers 4 ships, rules, maps, and tokens while single ship boosters will be available (yes it's collectible) for about $3.99.

WizKids has already announced Organized Play featuring EXCLSUIVE ships and maps available only in official tournaments.

This Series 1 set releases in February. Look for tournaments hosted by KGS beginning in February.

Check out the full announcement here

Wings of War with 11 people!



Wings of war is a World War One air plane combat game where you use little planes and a deck of maneuver cards for that plane to move your plane around the table and imitate the actions of a WW1 dogfight. Of all the games I know I think Wings of War is more scalable than any other game. What I mean by that is that it plays as well with 2 players as it does 12 players.




This last Saturday, Nov. 4th was our 3rd Dude Night at Kevin’s home. If you’ve read Scott or my write ups about the other 2 times you know all about his ping pong, air hockey and pool table. You also know that the last two times we played Fantasy Flight’s game Moto Grand Prix.

The Dude Night before this one was a little less attended then the first one so this time I brought a wider range of games to play. Only 3 of the 7 made it into the house but that was plenty. By the time we we’re ready to play we had 9 people. That would have worked just fine for another night of Moto Grand Prix but since we’ve played that twice I thought it was time to put some variety into Dude Night. I explained to everyone that we we’re going to play Wings of War, a WW1 dog-fighting game. Once we got sides picked I passed out the player ‘dashboards’ and planes.


Most people haven’t played table top miniature games like this before so it’s always good to explain to them that where the plane/figure is is important. In most games like this you measure from a fixed point on one plane/miniature to a fixed point on another, moving a plane/miniature will change the distance that you’re measuring to and change a miss into a hit at a tense moment of the game. So bumping or moving your plane more or less than what’s called for is cheating and will throw off the game. So five minutes of explanation and everyone was ready to play.


As the game started Scott and I took over the role of mediator’s, necessary people to have for any large game. We played till one side had 4 kills. After a turn or two we added 2 more people to the game, late arrivers, to give us 11 people playing at once.


This was great fun and everyone got the hang of selecting their movement and moving their planes. Nobody ever really got the hang of working as groups to gang up on the enemy but then caught on enough to make it that I was the first person shot down! We played that if you we’re shot down you came back on with the next set of cards which kept everyone in the game till the end.


A good time was had by all of us. Afterwards I got comments from most everyone that they had never played a game like that before and that they couldn’t believe how much fun they had. Two or three went so far as to tell me that they we’re going to buy it for their family to play at Thanksgiving and Christmas.


So if you don’t already own a copy of Wings of War ask your local shop to get you one or Google Shopping or Amazon Wings of War: Revised Deluxe Edition. It comes with 4 planes and all you’ll need to start hour’s worth of fun.


I have to go watch Flyboys again, see yah!

Friday, October 28, 2011

Star Trek Fleet Captain's, first game impressions








At a pivotal point in our Deathwatch game Ken and Steve  couldn’t make it. Rather than letting the rest of the party suffer torture and death at the hands of the Khorne possessed Space Marine Commander without their friends we decided to play Star Trek Fleet Captains instead.


We borrowed the store copy seeing that none of us had yet coughed up the $99.00 it cost to buy the game. Setup for the four player game was pretty quick and easy with the most time consuming part  being sorting out the massive bag of tokens and then after that the Command cards.
Chris and I played the Federation while Dave and Elliot played the Klingon’s. Right as we started to draw for our ship’s Steve wonders in to join us. Dave and Steve decided to share command of their half of the Klingon side.


Before I go any farther I should probably tell everyone that I like Star Trek. I’ve seen most of the episodes of most of the series. I’ve even been to Shore Leave a few times with some friends to marvel at the Trekky’ness of it all.  My favorite episode is that one where Captain Kirk is about to marry two crew members and before the ceremony they beam down to a planet and the groom is the red shirt of the away team. He dies, cause that’s what red shirts do, and at the end of the episode Kirk stops to see the ex-bride and basically say ‘This stuff happen all the time, get over it and get back to work.’ And then the next few minutes are him walking alone around the halls of his ship. I’ve always loved the symbolism of the solitude of his command , a great cinematic effect. Now that I’ve said all that you trekky’s know the name of the episode I mean but I have no clue what it’s called. Ask me about Dr. Who though….


Now that you know about me let me say that Dave, Steve, Chris and Elliot are pretty big Star Trek fans, much bigger than me. I think their reaction tells allot more about how close Whiz Kids came to making a great game then mine would. I didn’t hear one complaint, sure they complained about me looking up rules or not knowing how to do this or that but not once did I hear the “That could never happen ‘cause a Klingon bird of prey has two dorsal venting ports that….”.  Don’t pretend you don’t know who I’m talking about, you know him and you might even be him!


As out game played out us with the Federation jumped right out there and started collecting Victory Points right away. We we’re up around 10 (we we’re playing to the recommended 16pts) when the Klingon’s finally started completing missions. Need I say that it seemed, and rightfully so, that most of their mission involved hunting us down and inflicting some kind of damage on us.


One of the many nice parts of the game is that each turn you can discard a mission and draw a new one if you think you’ll never be able to fulfill it. I had one that I held onto for ¾ of the game that would get me 2 Victor Points if I destroyed a Klingon Starbase. Knowing that they we so slow at expanding their empire I discarded it for a new card only to have them build a Starbase the next round!


We played for about 2 ½ hours and with the store closing soon ended the game a turn before we of the Federation would have scored one more Victory Point and won anyway.
In the end we all decided that we really liked that game and that we’re going to have to play again soon. It sounded like Dave, Chris and I will end up buying the game at some point especially when more races come out (that was the teaser that Brett gave us ½ way through the game). Elliot though he loved it as much and maybe a tiny bit more than his new copy of Dread Fleet, that he keeps under his pillow. Steve said he’d defiantly buy a copy if it wasn’t for the fact that he couldn’t get anyone else but us to play it with him. Brett, keep 4 on hand and someday we’ll pick them up, honestly!


The game is designed to be a 2 player game expandable to 4 players, we all felt that after playing it as a 4(5) player game the 2 players would not be as much fun. With how fluidly the game plays we see no reason you couldn’t combine 2 sets and play with 6 or 8 players as long as you we’re mindful of play area size and how many actions each person could take a turn.


I think this is a great game; I’d give it a 5 out of 6. Once I get to play more and more races come out this games going to move up to a 6 for me. If you could get non-Star Trek fans to look past the theme and play the game I think they’d find a fun game that is quick to learn and easy to play.

Monday, September 12, 2011

DUST Warfare - Moving DUST to the Table Top

You heard us say that Dust Tactics was a good game and we of KGS really enjoyed playing it ...Brian and I so much so that we ran a campaign a few months ago. The one big limiting factor I found was that it was total tile based...NO LONGER! DUST Warfare moves our beloved game onto the table.

This is being brought to us from, none other then, Andy Chambers. Many of us know him as a long time contributor to some of Games Workshops most famous titles. He is also one of the lead designers for Mongoose Publishing's Starship Troopers game while being the creative director of Blizzard Entertainment, they own World of Warcraft (Okay, I guess I can overlook the whole WoW thing).

So from Fantasy Flights own website, a teaser for DUST Warfare....



Allied Captain Joseph Brown looked out the window of his building at the devastated streets of Scapa Flow beyond. Smoke and fire issued from the battered husks of buildings.

He kept his eyes open for signs of the enemy. Soon enough, a line of fearsome Axis combat walkers thundered with each step as they strode up the alley. Captain Brown loaded a grenade into his launcher and signaled to his troops…

Fantasy Flight Games is excited to announce the upcoming release of Dust Warfare, designed by renowned miniatures guru Andy Chambers! Our intent to launch a Dust tabletop miniatures game was announced even before Dust Tactics was released. Now the success of Dust Tactics has paved the way for us to take the next step. Currently in beta, this tactical tabletop miniatures game of alternate 1940s reality World War II combat will demo throughout Gen Con Indy 2011.

World War II with alien technology

The year is 1947, and World War II still rages, fueled by the discovery of alien technology. The world’s superpowers have developed unprecedented weaponry, including lasers, phaser cannons, and massive combat walkers. These war machines stride across the battlefield, protected by their heavy armor, and devastate enemy troops with their fearsome cannons.

Dust Warfare players assume the roles of generals, each commanding a custom-built army of squads, walkers, and heroes. Draw upon Axis might or Allied versatility as you wage ferocious battles for control of the rare ore, VK, needed to fuel the most powerful of the superpowers’ weapons.

Double the bang for your buck

Dust Warfare players build armies from the exact same set of miniatures as Dust Tactics. This means that if you already own a Dust Tactics army, all you need is the Dust Warfare rulebook. All the stunning Dust Tactics miniatures will be useable for Dust Warfare immediately upon its release, and as both games go forward, they will continue to draw from the same wealth of fantastically detailed miniatures.

Current fans of Dust Tactics will recognize the furious combat, strategic scenarios, and gorgeous miniatures. Players new to the world of Dust are in for a treat.

Dust Tactics introduced rules for fast, intense combats featuring combat walkers, bazookas, flamethrowers, and lasers. Dust Warfare builds upon the board game’s rules and strengths to offer players an exciting new game experience with the tactical and strategic challenges of a tabletop miniatures game.

Fantasy Flight Games has exciting plans for the Dust Tactics and Dust Warfare lines, and players who pick up Dust Tactics miniatures find their new units immediately useable for play in both games!

Command your army from start to finish

Designed by Andy Chambers, the Dust Warfare rulebook introduces unprecedented player engagement. Players first get drawn into the action during the Command Phase, where you have to choose how to spend command points during an escalating battle. You might spend command points early and often to advance and sustain an early lead, or you might save them up for dramatic late-game effects that may decisively turn the tide of battle. The Command Phase presents players with the chance to exert their influence and command style upon the field of battle in an engaging new way.

Players have the chance to activate all their forces during the Unit Phase, and reaction mechanics keep you fully engaged throughout your opponent’s turns. As enemy units close in on yours or begin to open fire, you can choose to spend actions from your next turn to react. Keen commanders will make good use of their reaction options. They will also learn how best to feint and bait their opponents to react, draining them of available actions.

As the battle heats up and casualties mount, you need to keep a sharp eye toward your army’s morale. The constant barrage of enemy fire can suppress your units or even force them to retreat. You may try to lay suppression fire even when you can’t destroy your enemy’s unit. Sometimes, just pinning them down can give you the edge you need.

...Dust Warfare is scheduled for release in the fourth quarter of 2011.

Sunday, August 28, 2011

Tomorrow's War ~ Osprey's Sci-fi Miniature Battle Rules

If your a history buff of any sort or paint historical mini's I'm sure you've heard of Osprey http://www.ospreypublishing.com/ who publish's some of the finest military history books on the market. Osprey is the goto for what happened and what it looked liked at the time.

Not to long ago they released their own miniature battle rule set, Force on Force, which allow you to battle it out in the Modern or WW2 era (I've heard lots of good things about but have yet to have a chance to play). Even better then battling it out today or during WW2 is battling it in the future! Osprey's now taken that step and Force on Force will been followed by a sci-fi miniature battle rule set named Tomorrow's War, due to be released in October 2011.

Dropship Horizon http://dropshiphorizon.blogspot.com/ has recently posted a review on this much anticipated rule set. See if it sounds as cool to you as it does to me....




The Book

With a few notable exceptions, table top wargaming generally has been predominated by rules publications which, whatever the quality of the actual rules, have had comparatively low production values due to the relatively high costs of publication and the comparatively low numbers of rule sets sold. In contrast, and as you may have come to expect from Osprey, Tomorrow’s War is a very professionally produced and visually appealing rule book.

Following an introductory section (and a forward by Jon Tuffley which was also included in the pre-release PDF edition of the rules), there is a 24 page Background section which provides a potted history of the (optional) Tomorrow’s War universe and both humanity’s expansion into space and its continued warlike nature. For me, this was one the least interesting sections of the book, but I understand that many readers may require that a rulebook also provides a setting and it is therefore a necessary part of the book.

Similar to Force on Force, the book provides sections looking at the Turn Sequenceand The Basics of Play common to all Ambush Alley Games rule sets. Larger sections then go on to look at Infantry Combat and Mechanised Combat and then Close Air Support, Off-Board Artillery, Special Unit Types, Asymmetric Engagements and aTomorrow’s War Campaign. There are then several appendices that provide unit attributes, organisation examples, vehicle examples, scenarios, fog of war cards and finally that all important index!

If you've seen a copy of Force on Force, you'll know what to expect. This is a publication that really sets the bar in terms of quality. Tomorrow's War is a 260 page, full colour, hardback book. Tomorrow's War features specially commissioned maps and illustrations, as well as a good quality color photographs of 15mm and 28mm wargaming figures - just as we previewed on the blog back in June. There may be slightly fewer pictures and illustrations in Tomorrow's War then in Force on force but this is likely due to the space taken up by the additional rules content.



The Rules

Like Force on Force, from which it is derived, Tomorrow’s War will not be for everyone. This is not an ‘I go you go’ rule set; it seeks to capture a fluid combat situations through a creative and imaginative initiative system that hands one side the momentum in a battle, but at the same time keeps both players actively playing the game and allows all units to act (or react).

Initiative is determined by the scenario being played or by an opposed dice roll at the begining of each turn (with the player controlling the best trained force most likely to win the roll). The player with the initiative can have each of his units carry out actions (moving, shooting, etc.) and the player without the initiative attempts to interrupt or counteract each of those actions with his own units as they take place (firing first, returning fire, moving out of the line of sight, etc.).

As with Force on Force, the focus is on platoon / reinforced platoon sized engagements and (when scaled for 15mm sci fi) is played on 2 foot by 2 foot or 2 foot by 3 foot table.

Like Force on Force, Tomorrow’s War abstracts some elements of warfare (such as relative qualities of similar weapons such as assault rifles) in order to emphasise other aspects such as unit type (regular, irregular and robotic), troop quality, morale, confidence, supply and (new for Tomorrow’s war), tech level (weapons vs. armour and stealth vs. sensors).

The relative qualities of different units are reflected in different dice (d6, d8, d10 and d12) in opposed dice rolls giving a significant advantage to troops with better characteristics. You may need a few more of these dice than you currently own as you could be rolling one for each member of a fire team + additional dice for bonuses, etc. Throughout Tomorrow’s War the rules are illustrated with examples explaining how rule mechanisms work in a clear and concise manner.

Tomorrow’s War differs from Force on Force in providing additional sci fi specific elements, but this isn’t simply Force on Force with lasers and robots tacked on. I get the impression that the authors have carefully thought about how to integrate sci fi elements into the core structure of the game in ways that really work. The rules cover elements such as power armour, exoskeletons, combat drugs, advanced weapons such as energy and gauss weapons, anti-gravity vehicles, walkers, gigantic vehicles, dropships, robots and drones as well as advanced command and control on the battlefield.

One thing that may be lacking is a separate set of detailed rules for aliens. Tomorrow’s War essentially treats aliens and humans the same and a 4 page section suggests how to tailor alien forces for the rules based on their characteristics. Whilst this seems to work, it may not satisfy everyone. The other thing Tomorrow’s War does not include is a points system. This is a scenario driven wargame and not designed for tournament style play. Some wargamers like points systems and others (like me) don’t.

In summary this is a very well designed and well balanced set of rules and, for me at least, it sets the bar in terms of the quality and originality for science fiction wargaming rules. No rule set will please everyone, but I’d be surprised if Tomorrow’s War doesn’t come to dominate a large chunk of the sci fi wargaming market for some time to come. The very accessibility of the rules (distributed by Osprey to good bookshops around the world) may make it a great ambassador for sci fi wargaming and, potentially bring new gamers to the hobby.

There are, of course, lots of free sci fi rule sets available, but at £25.00 / US $34.95 a copy Tomorrow’s War offers good value for money given the price charged for other, often less well produced, commercial rule sets.

Wednesday, July 13, 2011

Marvel RPGs #4 - D100 Cardboard Heroes

Most of the time, I an opposed to miniatures and being "on the grid" in RPGs. I think it slows down combat and makes it more unrealistic.

I've already posted about Cardboard Heroes. I think if you've GOT to use minis, why not use the cheapest ones possible? Why spend hundreds of dollars on paints and minis and waste all that time and effort? But that's just my preference.

The Classic Marvel RPG is "on the grid" and to play fully by the rules you must use minis. But it is very flexible and I actually like it! Instead of "five foot squares" the map is broken into "areas." Depending on the surroundings, areas can be large or small. In a crowded building with hallways, doors, rooms, etc. areas will be quite small. In an open field, areas will be quite large. This adds a great deal of flexibility to movement - you're simply moving through and to areas. Want to stop behind the corner of the building? No problem if it is in the area you are moving to.

But the best part are the miniatures.



This is the contents of the Marvel Super Heroes Basic Set - notice the small little pictures in the lower right corner. Every set came with tons of cardboard miniatures. These miniatures were three sided. Cut them out, fold each miniature, and glue them. Done! Instant miniatures!

What's really cool about these miniatures is they have a "front" and the three sides are the three different perspectives of the same character - rear, profile left, and profile front right. Instead of having a "facing forward" stance on all three sides, this was a very nice touch. You can see they had fun with it - the Invisible Woman is actually invisible in one angle and Mr. Fantastic is stretched across all three angles.

These miniatures were an extra added bonus with almost all of the boxed sets. I believe at this point I have all of them and there are literally hundreds - even very obscure characters. They also gave you miniatures of bystanders, common thugs, Hydra agents, generic shield agents, cops, crowds, scenery, etc. etc. etc.

Not having to spend any extra money to populate my game with dozens of cool miniatures? What a brilliant idea. Another great reason why the classic D100 Marvel system was so brilliant.

Sunday, May 22, 2011

Aerial Dogfight to End All Dogfights

This news story is from John C.

At the upcoming Origins convention, a group called The Buckeye Gamers in Flight will be attempting to set a new world record for the most gamers playing a single board game simultaneously. The game they're going to be using is Wings of War which they hope to have 100-140 people playing. So if you're going to origins and you want to be involved in this... good luck to you, my friend. It's everyone for themselves, fight to the death, last man standing. My suggested strategy? Fly along the boarder of the table for the first ten rounds or so, trying to avoid everyone and every thing!

To me, this SOUNDS like a really cool idea but I would be surprised if it isn't anything but a total mess, especially considering the rules for elevation and overlapping planes. Also, they're trying to set the world record for a BOARD GAME. Is WoW a board game? I wouldn't call it that. I would say it is a miniatures game.

Here's an idea of what the table might look like with all of those planes:


This reminds me of the "grand melee" playing format for the Magic: The Gathering Game in which literally hundreds of people play simultaneously.

Wednesday, April 20, 2011

KGS Podcast - Episode 00021 - Axis and Allies Review




KEYSTONE GAMING SOCIETY REVIEW
GAME:AXIS AND ALIIES
PUBLISHER:WIZARDS OF THE COAST
WEBSITE:http://www.wizards.com/
PRICE:$19.99
THE RATINGS:
SCOTT:4
OLD BRIAN:1
YOUNG BRYAN:6
DAVE:4
TISHA:1
SAM:4

Sunday, March 13, 2011

DUST Tactics League Night Update ~ 4th week


Thursday, Feb 10th 2011 the Comic Store West in York PA. held its fourth DUST Tactics League Night. Brian and myself, Sam, of the Keystone Gaming Society hosted it and we've grown from just Brian and I to 8 of us.

We ran 2 rounds, like we've done each night, and could have gotten in a 3rd if I hadn't come an hour late! .

For all the guys it was their first or second games and their response was great. Winning or loosing didn't matter, all of them enjoyed it. I told them all about the products that were coming out and the direction the games going from artillery to beach assaults. All that and the fact that DUST Tactics is 1/48 scale-O scale and that you can buy or use any models or railroad stuff to add to your table was one of the games big selling points to them.

Our Thursday night in the back of the Comic Store West are shared with Magic players and its from them that we've drawn 4 of our new players. They've watched us play and we invited them to try it and now two of them are selling some of their cards to get they're own box sets of DUST Tactics. Talking with them I think its interesting how they have notice that winning a normal game of Magic is as simple as putting more money into Magic. What I mean by this, and its true of many other games too, is that if you spend $100 in Magic cards you'll generally do great against those that have spent less then you. Go up against that guy or gal thats sunk $1000 into his card set and your going to find yourself beaten to a bloody pulp! What they saw in DUST Tactics that they liked is the balance in the game. You buy the main box and you have everything you'll need to play. The two sides are balanced from the start, done and done.

Next weeks going to see the entrance of some new characters and the new rocket laden tanks of the Axis and Allies coming to battle!

If our numbers stay high for the next couple of weeks I look forward to doing a small map campaign with the guys maybe using the DUST board game for its background and engine.

If you don't know or haven't tried DUST Tactics you can check out our Podcast review (8b) and stop out some Thursday night and give it a try!

Saturday, March 5, 2011

KGS Podcast - Episode 00008a - Dust Tactics Box Opening

Sam and Old Brian open the Dust Tactics Starter Set.

KGS Podcast - Episode 00008b - Dust Tactics Review

Review of Dust Tactics Miniature Game




KEYSTONE GAMING SOCIETY REVIEW
GAME: Dust Tactics
PUBLISHER: Fantasy Flight Games
WEBSITE:http://www.fantasyflightgames.com
PRICE: $99.99
THE RATINGS:
SCOTT: 4
OLD BRIAN: 5
YOUNG BRYAN: 4
DAVE: 4
SAM: 5
SPECIAL GUEST BRETT: 5

KGS Podcast - Episode 00007 - Wings of War Review

KGS Podcast - Episode 00007 - Wings of War Review





KEYSTONE GAMING SOCIETY REVIEW
GAME: Wings of War
PUBLISHER: Fantasy Flight Games
WEBSITE:http://www.fantasyflightgames.com
PRICE: $69.99
THE RATINGS:
SCOTT: 5
OLD BRIAN: 4
YOUNG BRYAN: 5
DAVE: 5
SAM: 5