Homefront Wargame Center

…supporting our hobby!

Welcome to the HFC – Homefront Wargame Center!

Posted by Denny Koch on March 21, 2010

Welcome to the HFC website!

This website is principally dedicated to Wargaming – board and card wargaming, and historical conflict simulations (for example Advanced Squad Leader). But since we are dedicated gamers, we aren’t afraid of looking beyond the borders of the wargaming world, so from time to time, you will also find postings about other games we play, for example Living Cardgames (Call of Cthulhu, A Game of Thrones),  Fantasy boardgames (Arkham Horror, Marvel Heroes) or even videogames.

In the course of transferring the contents from our old static website to the new format, we decided to drop some of the old articles (especially some very old and outdated reviews which will be rewritten from a fresh perspective). In addition, we added more contents and wrote new stuff and hopefully, this website will grow and prosper!

In addition, you will find many travel reports and pictures – we love touring historical sites, not only of recent history (Ardennes, Huertgen Forest, A bridge too far at Arnhem, The Bridge at Remagen…), but also medieval and ancient sites, for example the 2000 year old Imperial City of Speyer!

We hope you like the interactive, modern format and layout. You are cordially invited to leave comments, suggestions, share our articles, send in articles, or to share your own opinion on all topics with us.

Enjoy your stay :)

Denny & Andreas

This site is a member of the Wargaming WebRing.
To browse visit Here.

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Remembrance Day – The Longest Day

Posted by Andreas Ludwig on June 6, 2013

June, 6th

June 6th, 1944 – D-Day – was the startingpoint for the liberation of Europe

How can you “play war”?

All members of the wargaming community are sometimes facing trouble when explaining their challenging hobby to others – and there are often questions like “how can you “play” war” and “how can someone enjoy such a brutal and nasty event, turning it into something “funny“.”

Especially in Germany, the need of explanation and lack of understanding for the hobby “wargaming” and “historical conflict situation” is significantly higher than in the US or UK, at least for games dealing with WWII or WWI, while other historical eras, for example Napoleonic or Ancients, are at least tolerated, but nevertheless frowned upon.

Of course nobody would be playing these games if there wasn’t any fun in playing them, but such debates often don’t end very satisfying because it’s very difficult to explain “wargames” to folks who are strongly opposed to violence in general and war in particular. The fact that these games are “about war” makes it difficult to explain to ‘outsiders’ what the fun actually is we see in playing them:

That it’s about understanding tactics and strategy, understanding historical decisions, that we use it as a sort of ‘educational tool‘ to get some insights you don’t get by simply reading a book or watching a movie. That we love the chess-like competition and the challenge of tense decison making in an interesting and historical setting. That you can use historical consims to answer “what if” questions (“why didn’t they do this and that historically”, keyword: Operation Sealion) and to understand historical situations better, for example battles for seemingly useless hills or other positions. Last but not least, “those who fail to study history are doomed to repeat ist”.

A counter today was a real soldier then

But of course there’s also some truth in the allegation and we in the HFC think that we should from time to time aknowledge that we are playing something on our maps which was a real battlefield years ago, and that our little counters were indeed real men who did hope to survive, fought bravely and often lost their lifes under terrible conditions. To remember that what is today just calculating maths on the CRT was a real bullet those days. To lose a scenario today is totally different from losing one’s  life in the real thing…

Our maps and counters were real battlefields and real soldiers once

But we also think it’s not necessary to excuse ourselves for loving this hobby – and it is well known that one can get interesting insights into some battles, which is leading to a better understanding of the whole picture. This way wargames can help to provide a better understanding for the real men fighting in those battles – and dying.  If you read in a book that men died while taking a seemingly useless dirty hill somewhere in nowheres land may sound absolutely crazy and like a damned waste of life, but to set up the battle yourself may change your view about it entirely.

Sure, it’s still a hill and war as such is a crazy thing and everybody dying in a war is indeed a tragedy – but the consim you are playing about this specific battle might give you a better idea of how difficult it really was what these soldiers accomplished by taking the hill. And it might also become clear what the reason behind the assault on this hill was and how it affected the ‘bigger picture’. You might understand that it was a keypoint in a supply line and that by taking it other soldiers could be supplied with necessary stuff to stay alive. Or you might see that the whole situation was doomed to failure right from the beginning when generals thought it to be a good idea – giving you the necessary background to judge certain responsibilities of those who were in charge of a certain operation.

If you play a military strategy game about certain battles or operations, you come much nearer to it than by any other means. Wargamers – at least those who play historical conflict simulations – usually don’t just “play games”, but they use a whole bunch of ‘tools’ to understand and evaluate historical situations and learn about certain aspects of military doctrine executed in a historical battle. Reading books, watching documentaries, visiting historical battle sites, discussing with others, playing consims… all this is done in order to understand military thinking  and to learn from history.

Because of this, we consider it a good idea to hold a special day in memory and honor of all those soldiers who fought for the freedom we enjoy today.

It is because of those lads who died for liberating the world from dictatorship that we are allowed to  play these games today – in times of freedom and peace – and that is something we should at least be conscious of once a year.

We have chosen the Longest Day, June 6th, D-Day, as our Remembrance Day, because this brutal battle was the beginning of the end of WWII and therefore seems to be a very good choice for representing all other battles in that war.

On that day, in that battle, all soldiers fought for what they thought to be good reasons to fight for – and in our opinion that’s true for the entire war. The real bad guys those days were the politicians that were in charge and not the average, common soldier who was as abused in this war as he is in any war.

Remembrance Day is a perfect opportunity for visiting historical sites, for example Remagen Bridge

Thus, the Longest Day is held in remembrance of all participants of WWII in particular, but in honor to all soldiers that fought in other wars as well.

We suggest that those involved in THE HOBBY either do not play wargames on this particular day or do so with a heightened awareness of being in a lucky situation today. Maybe you choose to read a book instead, watching a movie about that time or visiting specific warfields, war-museums, taking a look into old family photos portraying those who perhaps lost their life in WWII etc..

If you choose not to play any games on this day (or any other day that you find a better choice for such a personal Remembrance Day) consider it a sacrifice of possible playing time, of having fun, once a year as a symbolic sacrifice to those who didn’t have the opportunity or choice to play it all out on some maps with a few counters, and were forced to take part in the brutal events on June 6th, 1944 that nevertheless finally gave us back – freedom!

So in a certain way this day was indeed the Longest One because the freedom it brought to us still continues today…

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Cat-Proof Wargaming!

Posted by Denny Koch on June 5, 2013

HFC cat Troja and her favorite place in front of our games collection!

HFC cat Troja and her favorite place in front of our games collection!

If you have a feline housemate (no cat would approve of being described as “owned”), and are a dedicated wargamer, you know the problem: counters, blocks, and miniatures are irresistible to them!

So, what can you do if you want to play a game which extends over several weeks, don’t have a dedicated, lockable gaming room and share your house with a cat?

Today, we reveal our secret of cat-proof wargaming to you!

Katzenschutz_01

“Wow, this table looks irresistible! Look at all these nice little playthings, it would be great fun to catch them and hide them!”

First of all, when we play a consim which will take several weeks to finish, we set up the map board on top of a large and solid wooden panel (about 5.9 feet x 3.2 feet or 1,80 m x 1 m).

At the end of the day, when we have to store the game until the next gaming session, we take our special hand-made protection lids, cut from strong boxes and (for aesthetic purposes only) decorated with red fabric. These lids are high enough to cover counters, blocks, and even miniatures.

We made two lids, where one is slightly larger than the other, so the size of the entire construction can be adapted to different game sizes.

First, we turn the panel with the mapboard sideways, then we put some solid stuff like cups on empty map spaces – these will support the lids later, when the cat jumps or lays on top of the lid.

Then, the first (smaller) lid is placed on one end of the mapboard. Then the larger lid is placed on the other half, slightly overlapping the first lid.

Katzenschutz_02

The two lids, made of strong carboard boxes. Each has one open side.

Katzenschutz_03

Then, the first lid is placed on one end of the map. Be sure to support it with some cups or other things, so that the cat will not press it down on the map.

Katzenschutz_04

Then, the second lid is placed over the first lid. Since the system is modular, you can adapt it to various map sizes.

Katzenschutz_05

Finally, the panel with the protection lid is pushed near the wall where it will remain until the next gaming session.

Katzenschutz_06

“Mmh, where have all these tasty blocks gone?!?”

Katzenschutz_3

Cat-proof wargaming – HFC tested and approved!

This construction is absolutely cat-proof, the box is strong enough to endure the weight of a heavy cat without giving in and burying the game below.

In addition, there are no attractive counters, dice, or other game pieces visible, which could attract the cat, so over the course of time, the lid becomes just a boring object on the table and is mostly ignored.

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W40k Armageddon! Licensing agreement between Games Workshop & Slitherine/Matrix Games

Posted by Andreas Ludwig on May 20, 2013

Warhammer Armageddon_1759658748_n

Armageddon invasion starts in 2014

Slitherine and Games Workshop® are pleased to announce Warhammer®40,000®: Armageddon™.

Having announced an exciting partnership with Games Workshop a few weeks ago, Slitherine are delighted to release further details. Slitherine have acquired the exclusive rights to Games Workshop’s “Battle for Armageddon” setting in order to create a series of amazing multiplatform, turn-based, hex-based games. Warhammer 40,000: Armageddon will make full use of Slitherine’s expertise in creating compelling and challenging strategy gaming experiences. The initial game is set…See More™ in great detail, from the initial Ork landings to the final liberation of the planet;
It contains a large branching campaign with 30 major scenarios, plus additional 5 tutorial scenarios that explore the story in detail;
A complex plot, which can develop during a mission, right in the middle of battle, creating an engaging story line with unexpected twists;
Players lead Imperial troops of the Armageddon™ Steel Legion, with supporting assets from a number of Space Marine chapters against the ferocious Orks;
Fight alongside Commissar Yarrik and Commander Dante against the cunning Ork Warboss Ghazghkull Thraka;
Carry over battle-hardened veterans from scenario to scenario, using their experience and upgrading their equipment;
Detailed combat model with terrain, weather and morale effects;
Extensive modding options delivered through a powerful and easy-to-use game editor.
Some numbers:

Over 35 scenarios;
Over 100 unit types, with unique roles, stats and special abilities;
20 different units stats;
A separate set of maps are designed and balanced specifically for multiplayer via Slitherine’s PBEM++ system.

 

Original news:

Slitherine links with Games Workshop® on new licensing agreement

World leader of tabletop wargaming joins forces with strategy video gaming expert

Slitherine (www.slitherine.com) and Games Workshop (www.games-workshop.com), two giants in their respective specialist markets, have signed a deal to produce a strategy video game set in the popular Warhammer® 40,000® universe.

This deal represents yet another testament to our continuous aim to reach new audiences, without losing sight of who we are and what we do best“, said JD McNeil, Chairman of the Slitherine Group. “It’s all about creating strategy games that are targeted to a particular audience and addressing a very specific need in the market. The Warhammer 40,000 setting is a perfect fit for the style of strategy games that we make and will be very popular with fantasy and science fiction fans alike. Joining forces with Games Workshop will allow us to bring an wonderfully deep and appropriate IP to the Turn Based Strategy genre”.

Details of the deal including the content and features of the game have not yet been announced, but development is already underway on multiple platforms, involving the best talents in design and development available to the Slitherine Group.

Jon Gillard, Head of Licensing at Games Workshop said: “Slitherine are clearly established and successful masters of their genre of games, and there are many fans of their work here at GW. It’s a pleasure to work with such like minded individuals who share our passion for strategy games of all types”.

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“Worlds of Magic” – the spiritual successor to the classic “Master of Magic” announced!

Posted by Denny Koch on April 5, 2013

WoMWasteland Interactive recently announced the spiritual successor to the classic turn-based fantasy strategy game “Master of Magic“, a DOS game by Microprose, published in 1993.

Since Master of Magic is one of the classic turn-based 4x games of all time (there is a lively fanbase and an active community even today!), we were happy to learn that Wasteland Interactive plans to publish a new game in the tradition of the good old Master of Magic: Worlds of Magic. The game will combine classic elements of the original games (for example the randomly generated world maps and the heroes) with many new elements, an enhanced and revised game mechanics and rules set, and many expanded features. Technically speaking, Worlds of Magic will be an entirely new game, but the designers promised to hold true to the essence of what made Master of Magic great.

The turn-based 4x strategy game is set in a fantasy universe. Players will be able to rule over 6 factions, master 300 spells, and explore 7 planes of existence. The game will be available for PC, Mac, Linux, and iOS.

The game is launched as a Kickstarter project. If you want to support it, here is the link to the official World of Magic Kickstarter website where you can learn about the new game features in detail! More information, together with a video, screenshots, and wallpapers is also available on the Worlds of Magic website.

Update:  Successfully Funded!

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Review: Sentinels of the Multiverse (Enhanced Edition, Greater Than Games, LLC)

Posted by Denny Koch on April 2, 2013

SotM_box

Game: Sentinels of the Multiverse (Enhanced Edition)

Publisher: Greater Than Games, LLC
Published in: 2011
Designers: Christopher Badell, Paul Bender, Adam Rebottaro

Game Type: Cooperative, fixed-deck Card Game
Topic: Superheroes vs. Supervillains
Contents: 578 cards (63 x 88 mm):

- 10 Hero Character CardsOFFTOPIC_rund- 10 Hero Decks of 40 cards each
-
8 Villain Character and Game Text Cards
- 4 Villain Decks of 25 cards each
- 4 Environment Decks of 15 cards each

Number of Players: 2-5 (meaning: 3-5 hero characters)

HFC Game-O-Meter: E bullet2


Our Rating (1-10):

Graphic Presentation: 8
Rules: 9
Playability:
8
Replay Value:
 9

Overall Rating: 8.5

PRO Very thematic; perhaps the most “superheroic” superhero game out there; unlimited combinations of super heroes, super villains, and environments ensure a very high replay value; easy to expand; cool universe; very diverse heroes (tanks, supporter, damage-dealer, deck controller…), villains and environments offer much variety; very simple rules but demanding gameplay; almost no setup time; well thought-out gamebox (deck dividers provide a perfect storage system)
CONTRA Hard to win with certain hero / villain / environment combinations; two players are required to take 2 heroes each or the game will be unbeatable; storage system doesn’t work with sleeved cards; some important info counters are not included in the game but have to be crafted by the players themselves

Introduction: What is “Sentinels of the Multiverse”?

Sentinels of the Multiverse” is a cooperative, fixed-deck card game based on a (non-existent) Comic book universe – it’s not Marvel, it’s not DC, but nevertheless – it conveys the authentic feeling of a rich, living, complex Comic book world.

SotM_quote

Uttering the inspiring quote while playing the card is fun!

Players take the role of a super hero. Each super hero has his or her unique back story, super powers, and own agenda. The “character card”, which shows the image of the player’s chosen character, is drawn like a comic book cover, and you can easily imagine that your hero is the hero of their own comic book series. In addition, you can even find different drawing styles for different heroes.

The hero’s fixed 40 cards deck consists of special powers, items, equipment, instant actions and you can find inspiring quotes from “Sentinels Multiverse” fictional comic books on the lower half of each card, together with a fictional reference to a non-existent comic book – which is quite nice and strongly reminds of references to other issues in Marvel comics.

Ra

Egyptian Sun God Ra is a damage dealer

In other words – Sentinels of the Multiverse (SotM) does a very nice job in “simulating” a Comic book universe. This works so good that it actually feels very thematic, very superheroic (it soon became for us the most atmospheric superhero game currently out there!). The fact that it isn’t based on Marvel or DC characters has one additional advantage: the designers are absolutely free in designing the characters. There are no limits, no restrictions on how to develop a certain character. That makes it much easier to design a “damage dealer” character, or a “deck control and support” character than in creating a Captain America or Green Lantern deck, where players have certain expectations what this character does – and does not. If you are a comic book fan, you will even recognize some of the most famous comic book heroes in SotM characters – some are obviously influenced by their “real” counterparts, but they are never a cheap copy (for example, we discovered aspects of Iron Man, the Punisher, Batman, or the Flash) .

Each SotM character, each Super Villain is very distinct and strongly differs from the other characters in the game. So playing a different character is an entirely new experience each time and you have to adjust your teamwork and tactics according to this character’s traits, strengths and weaknesses. Trying out a new deck without knowing what to expect, and finding out what it’s about, is really exciting.

Hero "Bunker" has a special armor which can switch between various "modes"

Hero “Bunker” has a special armor which can switch between various “modes”

The rule book tells the background story of “Sentinels of the Multiverse”. You will learn about the “Freedom Five” and their mission, about the Super Villains who plan to conquer or destroy the world. In the Core Game, there are four different arch enemies (varying in complexity levels). You can choose to fight Omnitron, the sentient robot factory, an Alien Warlord, Baron Blade, the mad scientist (who is somewhat inspired by Marvel’s Doctor Doom) or Citizen Dawn (with some similarities to Magneto and the Brotherhood of Evil Mutants). In addition, you can choose among four different environments where your game takes place, for example a hostile Mars Base, the Ruins of Atlantis, or Insula Primalis, an archaic tropical volcanic island with dinosaurs!

In addition, Greater Than Games began to publish little comic book episodes (the “Freedom Four annual #1″) in addition to the character biographies on their official Sentinels website which add some spice to the background story. If you want to learn more about the characters, the environments, and the back story, this website is highly recommended. After a while, you begin to believe that SotM is an existing, fully fleshed-out comic book universe. The official forum on the same website is also recommended; here you find in-depth strategies for all characters and a lively fan community.

The game can be expanded very easily by adding new decks, villains, and environments. Since all decks are fixed, you have to learn to play with what your hero has at his or her disposal. There is no deck building, no collectible element, and each character can (and must) be played out of the box. There are several expansions available which bring more complexity to the game by adding characters with very synergistic dynamics, who need much preparation time and optimized play.  New special rules can be included in decks very easily without inflating the very lean rule book.

In the Core game, the 10 super heroes play very differently and their decks offer varying complexity levels. Some characters are easier to play because they work quite straightforward. Other characters require preparation and the combining of various effects – Absolute Zero, for example, who had an accident in a sub-zero atomizer, has the special power of dealing fire or ice damage to himself. At first, this doesn’t make much sense, because a hero is incapacitated once his Health Points have reached zero. But over the course of a game, Absolute Zero learns to deal damage others whenever he suffers fire damage or to heal himself by suffering ice damage, so this leads to very nice synergistic effects.

Villains (handled by the game’s AI) also play very differently. They have a personality created by their special rules (elegantly included into their character cards and deck), and are all very dangerous and very serious opponents which are quite hard to beat.

Last but not least, each Environment (also handled by the game’s AI) is generally hostile (both to the players and to the villain), and surprises the players with dangerous events and interruptions which can’t be ignored and have to be dealt with while fighting the super villain, adding another danger level to the game.

Graphic Presentation and Component Quality

Unboxing the Basic Game

Unboxing the Basic Game

Sentinels of the Multiverse is shipped in a solid box with a plastic inlay which is optimized for storing all decks (even the first two expansions!), separated by their deck divider cards.

The cards are standard-sized, so they can be sleeved quite easily with default card sleeves. But watch out, if you sleeve your cards (as we did), you cannot use the storage system provided by the game box, because your cards become slightly too large. It would be perfect if the designers would have added just a few millimeters to their plastic holding inlay to satisfy all players who prefer to sleeve their card games.

The cards are strong and glossy, but since they are black, they are more prone to tear and wear than white cards (this was the reason why FFG printed their LCG cards on a white background as opposed to the black CCG predecessors). So sleeving the cards is highly recommended, regardless of the fact that the overall card quality is very good.

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Battle for Stalingrad – new DVG game announced

Posted by Andreas Ludwig on March 18, 2013

Dan Verssen Games (DVG) is known for regularly publishing a lot of quality (war)games and so it’s no surprise to see this announcement for a new game. It’s a card based wargame about the Battle of Stalingrad and seems to deal with sector control and getting supply/rations by doing so to keep the fight going. Nothing is mentioned yet about the actual scale but tactical or squad level is probably to be expected in this portrayal of the brutal house to house and street fighting this famous battle of WWII is known for.

If you like what the official announcement below is telling you, head over to the Kickstarter website to support this project and hopefully we’ll see another winner on our gaming table soon.

More info about the game, with pictures of the cards can be found here and you can also take a look at the rules draft already.

 

One of the most brutal events of the Second World War, the Battle of Stalingrad has long been regarded as a turning point in the fight against Hitler’s forces. The Fuhrer had ordered that Stalingrad be taken in a bid to crush the morale of the Soviet Union by giving the Germans a springboard to potentially seize control of the East. Supported by Luftwaffe bombing, the city was quickly reduced to rubble and hundreds of thousands were killed in the later months of 1942. Yet, despite staring into the face of defeat, the Red Army dug in and pushed back, eventually cracking the Nazi forces amidst the one of the bleakest winters on record. 

Now you can experience it for yourself in Battle for Stalingrad from DVG. Two players face off against each other, one taking control of the German Army, the other commanding the Russian forces, in a bid to either maintain or rewrite this momentous period of history. Using an intuitive card-driven game system that is quick to pick up yet offers an incredible depth of play, Battle for Stalingrad sees you and your opponent fight block by block through the rubble-strewn streets, struggling to keep your troops going as morale and supplies grow ever more scarce… As the battle draws to a close, you’ll be running low on everything – especially willing soldiers – leaving you to consider whether victory is worth such a high price…

The goal of the game is simple: gain control of five locations within the city of Stalingrad. At the start of each game these locations are randomly selected from a set of nine, adding variety every time you play. Locations contain a Control area and a Perimeter area for each player; if you have forces in your Control area when the enemy does not, the location is yours.

Commanders must balance their plays carefully by gaining control of locations while preserving their forces, managing their cards and spending ration counters – possibly one of the most vital aspects of the game. Rations are gained by controlling locations. They are necessary if you wish to move and attack, and are also used by forces to absorb battle damage. Players must decide when to spend cards, when to discard rations, and when to let a force get destroyed. There are always casualties in war.

The game is built around combat, with every action card having a Firefight value in the top-right corner ranging from -3 to +3. Cards can be played from your hand to build up your attack or decrease the enemy’s strength, and players draw Firefight cards back and forth. Once both players pass in succession, they each flip one last card from their decks as a randomizer, finally allocating damage to each other’s forces.

Throughout the game, the Russian player is also trying to get three Operation Uranus cards into play; if all three are still in play at the end of the German player’s turn, victory immediately goes to the Red Army.

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Review: Rise of the Zombies – The Zombie Apocalypse Survival Game (DVG)

Posted by Andreas Ludwig on March 8, 2013

Game: Rise of the Zombies – The Zombie Apocalypse Survival Game Review

Publisher: Dan Verssen Games (DVG)
Published in: 2013
Designer: Dan Verssen

Topic: Surviving in a  Zombie Apocalypse
Game Type: Cooperative-Competitive Card Game
Contents: 168 Game Cards, two 6-sided dice, 8 Plastic Stands for Survivor Characters, 1 Sheet of Counters, 1 Digital Timer, 1 Rulebook

Number of Players: 1-8OFFTOPIC_rund

HFC Game-O-Meter: E 


Our Rating (1-10):

Graphic Presentation: 8
Rules: 8
Playability: 9
Replay Value: 9

Overall Rating: 8.5

PRO Easy game mechanics, fast to learn, good written rules, lots of decisions, very thematic, good simulation, high replay value because it is difficult to win, cooperative, quality components (cards, rule book, box)…
CONTRA …but some of the components are less convincing (counters hard to read because of the chosen font which sometimes looks too cramped; plastic stands are ugly and don’t hold the counters in place too well; the timer looks a bit cheap and battery sometimes detaches from the electrical contacts so it stops working), no player aid, for some players the extremely unforgiving nature of the game may lead to frustration.
________________________________________________________________________________________________________________

Introduction

RotZ_table

Zombies on the table!

There are so many Zombie games available on the market that it didn’t really awake my interest when Dan Verssen Games announced Rise of the Zombies, their new game funded by Kickstarter. We own several Zombie themed games and all of them are fun to play once in a while, but there was no reason to believe that a new game would actually bring some new game experiences to the table, so this game was not really on our radar. Then a review copy of the game arrived out of the blue and we did what we always do when a publisher sends us a new game – we quit playing the games we were currently playing for fun, took Rise of the Zombies into the HFC Test Lab and started our test sessions. 

So, what is the game about? It’s the usual setting you would expect from a Zombie game: the players are survivors in a world which was overrun by Zombies, no one knows what and why it happened, the world is just a looting ground and life is reduced to a constant run from a safe house to a new shelter, while trying to survive the walking dead. Actually, the rule book draws you into the story right away by letting you read a letter written by a certain “Gordon”:

The Howler is very dangerous because she attracts more zombies

The Howler is very dangerous because she attracts more zombies

“If you can read these words, there is still hope. On these sketch cards you will find my recounting of The Last Days of our World. Did it start in the water? The food? As a bio weapon? I never found out. 

I was touring Washington D.C. when the President declared a National Emergency and the Army barricaded the streets. Trapped in my hotel room, I watched Apache helicopters firing wave after wave of rockets into the shambling masses surging up Pennsylvania Avenue. I sketched what I witnessed on the cards you are holding now. For two days, the helicopters came, and my towering hotel shuddered from the ever approaching blasts. The third day was the worst. I awoke from a troubled sleep to silence.

Just before dusk of the fourth day, flames engulfed the White House. It burned throughout the night. At dawn, our flag over the White House had fallen. I raided the hotel’s kitchen for food and supplies and began my trek out of the city. For six days, I slept in sewers, slunk down alleys, and peered out of garbage dumpsters, sketching deep into the night to preserve my sanity. Seeing was never a problem. Something was always on fire. They were everywhere. Swarming. Searching with mindless eyes and rending flesh with outstretched hands. They never slept. They never stopped feeding. They mindlessly stalked the living. That’s all they did. 

I met other survivors along the way, but they each fell to the mindless hoards through carelessness or misplaced courage. On the seventh day, I found this house. I call it my Safe House. It was fortified with boarded windows and barbed-wire around the front yard. I met the guy who did the work. He was a construction worker before things went bad. There are more of them every day, and it is dangerous to sneak out for food. I don’t know how much longer I can stay here. I saw an Army helicopter circling the park on the other side of town yesterday. If I see another one, I’m making a run for it. I asked the construction worker if he wanted to come with me, but he said he’d stay here for a while and wait for the Army. I wish him well.

I’m leaving my sketches behind as a sign of hope. All is not lost. We will survive”

-Gordon

This letter explains the situation at the beginning of the game because the players start in the mentioned safe house, and since it’s not really safe there anymore, they will have to follow Gordon, who left the house to make a run for the rescue helicopter he saw.  This story introduction also gives the background for a very distinctive art style that is used in the presentation of the game: it’s a card game and all cards are sketches, pencil drawings that look interesting and fresh, and that’s what Gordon left behind to give other survivors some hope. It’s a nice touch, a great introduction for such a game and it did awake our interest and we wanted to know more…

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Napoleon: The Waterloo Campaign 1815 4th edition – fund the game you love!

Posted by Andreas Ludwig on February 25, 2013

pic36258_mdNapoleon: The Waterloo Campaign 1815 (published in 1974) was one of the early block games and it went through three editions. Since the 3rd ed. published by Columbia Games is from 1993 and the 200th anniversary of Waterloo occurs in June 2015, Columbia Games has decided to produce a new 4th edition of this great game.

Napoléon is a strategy game for two or three players that simulates the Waterloo Campaign. The time is June 15th, 1815. A French army commanded by the great Napoléon is ready to invade the Southern Nederlands (now Belgium) where two Allied armies, one Anglo-Dutch led by the Duke of Wellington, and one Prussian led by Marshal Blücher, are gathering strength to invade France. The French are concentrated and have the early advantage, but the Allies, if they can unite, are stronger.

Napoléon was first published in 1974 by Gamma Two Games, a Canadian company located in Vancouver, B.C. That edition sold out twice. In 1977, the game was licensed to Avalon-Hill of Baltimore, and they produced a 2nd edition. Later, after Avalon-Hill had gone to wargame heaven, Columbia Games published a 3rd edition. This too had several printings and recently sold out once more.
Napoléon is an elegant simulation of one of history’s greatest military campaigns. It has always been a fun, addictive game that you will want to play over and over.

To produce this new edition of the classic game, recently a Kickstarter project was initiated and if you want to get a deluxe version of the game you should consider supporting it via the Kickstarter fund, just click on the link below.

>>>>>> Napoleon by Columbia Games on Kickstarter

The 4th edition of Napoléon will contain the following upgrades from previous editions:

Deluxe Mounted Mapboard, 22″ x 25″.
Large 24mm hardwood blocks.

Two color copies of the rules per game. Both copies will be signed and numbered.
Larger tactical maps.

Two color Order of Battle Charts. The Order of Battle is similar to that found in the first edition. 8 quality dice (4 red and 4 blue).

IMPORTANT: most upgrades are for the Kickstarter version only. Copies of the game produced for later sale will not have the deluxe mounted map, signed extra rules, or extra dice.

The (beta) rule book is available here and feedback is welcome, so now is the time to let the designers know what you think :)

Please support a new five-star edition of this timeless classic, the game deserves it!

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Sentinels of the Multiverse AAR no 1: “Machine Slaughterhouse On Mars”

Posted by Andreas Ludwig on February 19, 2013

An After-Action-Report of a 2-player game of “SENTINELS of the MULTIVERSE” by Greater Than Games LLC

Note, live from the HFC Test Lab: we only chose 1 character each because the rulebook mentions the “In a two-player-game, each player takes 2 characters”-rule as an “Advanced Rule”. We wanted to check out if the game could be won by 2 characters. This is an AAR of our third attempt to do so.

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The sentient beings of the Multiverse were shocked when they heard about the brutal defeat of first Haka and Ra, followed by the defeat of their comrades Tempest and Bunker, who were sent out when the first duo of super heroes had been defeated.

Their mission: to once and for all destroy what was known as one of the biggest threats in the Multiverse – a former robot factory built on Earth: Aldred Industries XK 9000-Alpha, which eventually had become a sentient and thinking being due to corrupted upgrades of its inhibitor core.

Omnitron, the "Self-Aware Robotics Factory"

Omnitron, the “Self-Aware Robotics Factory”

This self-aware robot factory is now known as Omnitron and even has begun to duplicate itself!

It had been discovered that the so-called “Core 1″ sent out drones, which started to build a duplicate of the factory on the planet Mars – and sadly this was done in such a way that it completely went under the radar of the ever-watchful super heroes of the Multiverse. Instead of having the chance to interrupt what was going on during the early stages of the factory building process, our heroes were informed about it when it was already too late to do anything about it – and now, Omnitron is controlling a good part of the planet Mars and we do not know what the machine brain is going to do next!

Quickly, two of our heroes – Maori warrior Haka and Egypt sun god Ra – decided to deal with the new threat on their own and made their way to Mars in order to destroy the new Omnitron presence, but as we know, they were defeated…

The idea to launch a quick counter attack by sending Alien warrior Tempest from outer Space and The Indestructible Super Soldier Bunker to Wagner Mars Base turned out to be a bad one, as these warriors were also defeated in what seemed little more than a swift strike by the sentient machine.

Not willing to accept this defeat, Psychic time-traveler Visionary and angelic Templar Fanatic made their way to Mars as well…  and, at first, all appeared to go well when they arrived there…

The Fanatic, the angelic templar, is one of the "damage dealers" in SotM

The Fanatic, the angelic templar, is one of the “damage dealers” in SotM

Omnitron appeared to be in a sort of maintenance mode, when the heroes started their attack… the factory stayed rather inactive at first (at least compared to what was reported by the other heroes about their arrival before).

So, after the self-aware factory realized through its sensors that sentient beings were present again, it only used its disintegration ray cannons to fire on Fanatic and then sent out an assault drone to finish her – instead of spamming her with drones and components, as it had done with the other hero teams.

Finishing Fanatic off wasn’t so easy, though, since Fanatic was perfectly aware of the various ways Omnitron was usually dealing with enemies. So she was able to suck up these attacks, then she flew high into the air to make a powerful dive attack on the drone, destroying it with the first blow and – using the gap in Omnitron’s defenses – to actually attack the machine complex itself. That was something the other hero teams had been unable to do, because they had been welcomed by many drones and heavy initial attacks at their arrival, and had never been able to get close to the core.

After landing on solid, red ground again, Fanatic used her Exorcism power and was able to hit Omnitron again, this time with a hard melee attack, followed by radiant damage. Visionary, seeing Fanatic already bringing the fight to the enemy instead of waiting for other opportunities, tried to calm herself down and used the fact that Omnitron was in combat with Fanatic to prepare for a demoralizing psychic attack against the machine brain. The idea was to actually get into the self-conscious parts of the machine to disrupt it – just like Visionary would do with any sentient and conscious opponent. She couldn’t be sure, though, that this would work out as she hoped it would, since it was still unclear whether Omnitron was actually feeling and thinking or not… what appeared to be a sentient self-conscious machine complex could still just be a sort of simulation of consciousness, a corrupted program running in the many computers of the factory.

Read the rest of this entry »

Posted in After Action Reports, Fantasy Games A-Z, Games A-Z, Sentinels of the Multiverse | Tagged: , , , , , , , | Leave a Comment »

Rise of the Zombies – Now available from DVG!

Posted by Andreas Ludwig on February 4, 2013

RotZ_Contents

“Rise of the Zombies – The Zombie Apocalypse Survival Game” – a new release from Dan Verssen Games (DVG) funded with Kickstarter is now available! It’s a coop game, playable solitaire or with up to 7 other players who try to survive the Zombie Apocalypse and reach the helicopter that brings them all to safety. It’s played in real time – that’s why the game comes with a timer – how cool is that? :) – and the Zombies are controlled by the game system. Play together, stay together, or go and be a lone wolf trying to survive on your own…

Zombie Hunters can now add a cool dude to their game – go and look for Zombie Santa, perhaps he’s got some nice gifts for you ;)

The new card is free to download and can be downloaded here.

Since DVG sent us a review copy of the game (Thanks Dan!), which arrived yesterday, RotZ now enters the HFC test lab, so this first unboxing pic is only the beginning – stay tuned for the in-depth HFC review. Is this Zombie game fun like a Romero movie, or is it rotten as Zombie flesh? We’ll play the game and let you know :)

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