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Posts Tagged ‘HFC’

New HFC policy regarding Kickstarter campaigns & reviews

Posted by Andreas Ludwig on February 13, 2015

To all whom it may concern, please take a few minutes to learn about some changes regarding our support of Kickstarter campaigns and reviews based on sent in games by publishers/designers.

gamer-tagThe HFC started as an accompanying website for a small gaming club, publishing reports of our activities and  game reviews in German. After the club fell apart, we changed the site first into a wargaming website, publishing news and reviews in English. Later, we changed it into what it is now – a gaming & history blog where we share our thoughts with the community about games we play (wargames and non-wargames), battlefields and museums we visit and what we think about stuff that happens in the gaming world.

We were happy to see that many readers like our site, we managed to reach even more gamers via Facebook, and even though these days more and more (board)game reviewers use Youtube as a platform for video reviews, it appears that some people still prefer written reviews.

The HFC is known (some say notorious) for long and very detailed reviews, giving the reader as much insight into a game as possible (including information on how the game works, the Sequence of Play etc. – something some people don’t like because they think these information can be found in the rulebook, but we don’t agree with that and consider the ” game engine” a main part of the game and therefore of the gaming experience – and a review is all about the game experience!), spicing it all up with some nice photos, so folks get a good basis to decide whether to buy the game or not. In order to write these reviews, we have to learn and play the games in question and we don’t write reviews based on only a few game sessions… so, all in all, it takes quite some time in total until a review is finally published.

We take our reviews very seriously and don't write them until we got a solid impression and played a lot of games!

We take our reviews very seriously and don’t write them until we got a solid impression and played a lot of games!

Over the years, we were happy to see that game companies and designers wanted us to publish reviews of their new games and they sent them in. For us it was no question that these games were put on the table before any other games we wanted to play, in order to bring the review online asap. The more readers we got, the more games we received in this manner and the less we were able to play the games we bought and had on our shelf waiting to be played.

Crowdfunding was an interesting idea, first used by video game designers and independent game publishers, and it is now a chosen platform for boardgame/wargame publishers as well. Wargaming is a niche hobby and many companies are rather small, so this is a good way for them to get the money needed for publishing games people want to play. If everything works out well, it’s a win-win situation for all involved. There’s always a certain risk that a game is not what the players thought it would be, but still it’s a great way to allow smaller companies to stay in business.

That was the reason why we supported Kickstarter campaigns, started by wargame companies, by advertising them on the HFC site, to let people know what is in the works and how they could help to make it happen that a certain game is actually published. Usually, the deal was to get a copy of a game at release, so we were able to see if the game we supported before it was even available, was any good and worth the money. Since we were very restrictive in whom we supported this way, it usually turned out to be a good game, so everything was fine. Except that we had even more games in the pipeline to play and review (we were not forced to review these games, because we got them in exchange for the support of the Kickstarter campaign that made it possible to publish it, but still… we thought we should bring these games on the table before any other games…).

Travelling to battlefields and historical sites is also an important part of our hobby

Travelling to battlefields and historical sites is also an important part of our hobby

Today, more and more games are crowdfunded, it seems to have become the norm (at least with the smaller companies and these are the majority in the wargaming hobby), so in order to support these games, more and more announcements had to be written, because a new game was always trying to get crowdfunded, thus eventually landing on your gaming table.

And this is where we are now.

Since we are not satisfied with the current situation, we decided to change our policies for the future. The point is: we don’t want to turn the HFC website into a sort of “advertising blog” – and that’s an impression one might get if more and more of these crowdfunding campaigns are started – if they are from companies we trust, why not help them out with their new game, if we did help them with their last? So, again, a new announcement is online.

In addition to that, we see that Real Life (and two other blogs we run) lately got us under some real pressure, job, family, health problems, i.e. things that need attention before games do, so we got less and less time to play games and write reviews. And when we did, despite our tight time schedule, we thought the games in the “review copy pipeline” should come first. Eventually, we were stuck between all that.

232_Engineer_WWII_posterWe are “mood players” by heart, that means we watch a movie, or read a book, or visit a museum or historical site, and then are in the mood for a certain topic and then we play a game about this topic. That’s our motivation to play wargames or it used to be… we didn’t do this anymore, because we had no time left. So, we realized that the HFC had slowly turned into a kind of “job” we had to do because of the “review copy/Kickstarter campaign deal” instead of being a fun hobby project, where we tell others about the games we play and share our impressions.

So, in the end, we decided we had to change some things in order to clear the way for more content in the future and to get back in tune with the hobby character of our site!

This means, we won’t do any crowdfunding campaign ads anymore, not because we don’t trust the companies we supported in the past or wouldn’t wish them success, but because it begins to seriously change the character of our website. And to send in a game does not mean that we will automatically publish a review. We were not forced to do this, we know that, but we forced ourselves to do it.

We dedicated our sparse time to learn these games first, over other games we were interested in. We played them for a long time in order to give you a fair judgement, not a hasty review after only a few games, as some other reviewers do. Last but not least, we spent much time writing extensive reviews, pondering over each aspect of the game, so in the end, all our time we usually spent with wargaming and blogging about wargames, was consumed by review copies, while a ton of games we bought, sat on our shelf, watching us with sad eyes.

Learning and playing new games takes time... currently, we are enjoying WH40k conquest, where we just divided the factions among us

Learning and playing new games takes time… currently, we are enjoying WH40k conquest, where we just divided the factions among us

Lots of articles about other aspects of gaming, or about our travels to historical sites, were neglected because there was always a game waiting to be learned, played, and reviewed. Not that we didn’t enjoy this – most of the games we reviewed were really cool, some were even awesome. But this is about the freedom of choice what to play when and what to write, and we just don’t have enough time or manpower to play the games we buy or want to play at a given time, write articles about all kinds of wargaming-related topics, and learning, playing and reviewing “officially” sent in games – at least not in the quality and elaboratedness we expect from ourselves and which had become our trademark.

We want to be fair with you and share our thoughts about the decision – the wargaming community is small and gamers and publishers, designers and reviewers are in the same boat, because we all want to see these games and the hobby flourish.

What does this mean for you as a game publisher/designer?

If you think it would be cool if we write a review about your game – by all means, send it in! Chances are quite high that we are curious and will check it out… and if we like it, chances are even higher that we will publish an in-depth review – if we don’t like it at all and find serious flaws, chances are also quite high that we write a review… but a game sent in as a review copy does not guarantee you a published review! If you are ok with that, feel free to support us with a copy of the game you published/designed.

"HFC - back to the roots" means: Finally time for ASL again!

“HFC – back to the roots” means: Finally time for ASL again!

This way we hope to be able to bring some of the games on the table we wanted to play but didn’t have the time for, and that might be a new game-kid on the block or an oldie but goldie! So, future reviews will be based on what is landing on our gaming table and that can now again come either fresh from a publisher, or dusty from our shelf, depending on our mood and current interest in a given topic, era, or setting. You can also expect articles about other wargame-related stuff.

So you may rest assured that getting back into the “mood gaming” we started with (and which we deeply missed recently) and running the HFC as a hobby site – as a hobby, not a job -, will still bring you the reviews you like to read here 🙂

We just wanted to let you all know about our thoughts and hope you’ll be still with us as readers, friends and supporters.

Posted in HFC, News and Releases | Tagged: , , , , , , | 1 Comment »

“Operation Red Nose”: the HFC Game Meeting March 2011

Posted by Andreas Ludwig on April 5, 2011

"Operation Red Nose" - 4 days of eating, drinking, and non-stop gaming!

This years’ HFC & Friends Game Meeting was again held around the days that are known in Germany as ‘Karneval’ or ‘Fasnacht’ and which is a time when folks start wearing silly costumes, drinking a lot and dancing to a very weird form of music 😉

Since we don’t belong to those who take part in such strange rites, we usually use the time to prepare ourselves with beer, food, and games and then just close the door for a few days of gaming. A good friend of ours, Wolfgang,  who is living in Mainz (also a city which is ruled by the ‘fools’ during this time) then comes over to join us and so he arrived on Friday, quite early. Denny and I got some new cool games over the year which he didn’t know yet, and we were also eager to get some multiplayer games going with games we could only play with two players so far, so we were looking forward to some great game sessions.

When Wolfgang arrived, we started with a little chitchat and had a beer for starters and then we prepared the gaming table. He was very interested in trying out some LCGs about which we talked before and he had some first impressions about the core gameplay of these sort of card games when he played Magic the Gathering: Duels of the Planeswalkers on the Xbox 360 (it’s not a LCG, but not actually a CCG either, so it’s a game in-between with pre-built decks and limited possibilities to customize your deck). But he at least knew the basic gameplay and he liked it, so he was interested to see how a real LCG would be played face to face.

Call of Cthulhu (LCG)

The first game: Call of Cthulhu (LCG)

The first game on the table was Call of Cthulhu (FFG), which is the easiest of the three LCGs published by FFG so far. Since we all love Arkham Horror and the Lovecraft theme, this game seemed to be a good introduction to the LCG genre. We set it up, I explained the basic Sequence of Play and then we started playing right away, using the player aid sheet that we had printed out and laminated before, to make things as easy as possible.

Wolfgang chose the Miskatonic University deck and I played a Shub-Niggurath deck, all of which were mono decks. By now, we own enough Asylum Packs to play all factions of the game as mono decks, and although for some players out there this doesn’t seem to be the best way to play the game competitively, we decided to use mono for Wolfgang’s introductory games for several reasons. First, it’s easier for a new player to see how a faction in a pure format is played, how it feels, and he will soon realize the strengths and the weak points of that faction. To know the specific strengths and weaknesses of a given faction is an important prerequisite for deck customization.To give Wolfgang a very harsh and brutal impression of each fashion, we even removed the neutral cards from all decks, so that he could feel the raw characteristics of each faction without any fine tuning and balancing. The intention was to show him the options for deckbuilding and deck enhancements by chosing a certain focus, adding neutral cards, or even by building a combi deck with a second faction, which will eventually lead to a deck that works great. If you don’t know the characteristics of a certain faction, you don’t really know how to counter their weaknesses or how to maximize their strong aspects.

CoC gaming table

Apart from this, we generally don’t mix all factions wildly together because we love to play the game based more on theme than on raw competition power, so Denny and I also chose our decks based on the humans vs cultists dichotomy that is part of the Lovecraft stories. Denny is playing all cultist/Old Ones factions while I am playing the Syndicate, Miskatonic University and the Agency. In our games, we pimp these factions with neutral cards but seldom mix them with the other factions, it just feels right for us to actually play from a certain story perspective.

The first game indeed showed that the Miskatonic University (with all their professors and students, who are well-educated and learned in old scriptures dealing with arcane content) is a difficult faction to play without any neutral cards. The MU is quite strong in the arcane and investigation struggles, but really weak in terror and combat. That means if you are sending out some of these academics to investigate what’s happening, they might have the knowledge to solve the arcane and investigation struggles but they are easily frightened by anything supernatural. So before they can use their strengths to get some success tokens on a story, they often will flee the scene because of a lost terror struggle or be dead and out of the game after an attack by the monsters lurking around.

Shubb-Niggurath vs. Miskatonic University

Shub-Niggurath, on the other hand, is quite strong in terror and combat, but lacks on the investigation side, so usually this deck doesn’t score a point in the investigation struggle, even if no one is around to stand against them. Therefore, bringing success tokens on the story is taking some time and the fastest way to achieve this is by eliminating the opponent’s characters with terror and combat, so at least you get the additional success token for being unchallenged in a story. The match MU vs. SN seemed to be a bad choice at first and very unbalanced as the first game was a complete domination of my Shub-Nigurrath faction over the MU, who never really got thru because of losing the first two struggles (terror and combat). Afterwards, we decided to play a second game with the same factions nonetheless, because Wolfgang didn’t want to base his judgement about this particular faction on his first game alone, so now feeling a bit more competent and knowing what the MU faction can do – and what not, we shuffled the cards and started again.

This time – and that’s the beauty of the game, really – things went completely different and not really well for me. I wasn’t able to bring out characters in the first turns at all and in later turns only some weak ones while Wolfgang had some great guys on the table, who were able to limit my actions and could control the game by their various character abilities. He hit me fast and hard with some spells, which limited me even further and he actually rushed me and won quite easily this time. Since I couldn’t send out some of my better characters to challenge him, he had not to deal with the terror and combat struggles as much as in our first game. Some of his abilities changed all terror or combat struggles into ones that could only be won with investigation icons and since that’s not the strength of Shub-Niggurath, I usually lost these as well as the genuine investigation struggles. So the second game ended with an easy victory for the MU and it was a good example how even such an unbalanced combination of factions in a game can be won by the faction that is considered the weaker one if things go right for them.

Still, the MU usually has a hard time alone and makes for a much better support faction in a combi deck, so a strong partner who can deal with terror and combat is able to cover their backs, while they can use their arcane and investigation icons to keep standing after being involved in a story and collect success tokens on a regular base.

Generally, Wolfgang liked the game and stated “that it demonstrates very well the strong aspect of LCGs –  very simple game mechanics, but still lots of tactical/strategic options and the possibility to play it according to your very own ideas with the customization of the decks”. This ‘easy to learn, hard to master’ nature of the game appealed to him and so he said: “Let’s try out another LCG!”.

Warhammer Invasion (LCG)

The next game: Warhammer Invasion (LCG)

So we prepared the gaming table for the next LCG, one step up in complexity and options (complexity is a relative term here, of course, because compared with a consim, all LCGs are quite simple) and that was Warhammer: Invasion.

Warhammer: Invasion is based on the Warhammer Fantasy universe, a different universe than the known Warhammer 40k universe, and we only own the core set so far. Thus, when using only the core set, you simply choose your faction from the pre-built decks in the box, spice up this basic deck with 10 random neutral cards and you are ready to go. Wolfgang stuck to a human faction as he did in the previous game, so he chose the Empire. As in CoC, Denny and I had divided the factions among us – she’s playing the Orcs, the Chaos etc. and I’m going into battle with the Dwarfs and the Empire. I didn’t have any problems with Wolfgang’s choice because this would allow me to play a faction which was completely new to me as well. I wanted to try out the Chaos, so after choosing sides and dealing out the neutral cards, we laid out the citadels and the war-horns were blowing…

The Chaos was crushed by the Empire

Using our player aid sheets and the rulebook, we got into the game easily and it didn’t take long before we were engaged with each other, thinking about our possibilities. I had some form of deja vu however, because I couldn’t really bring out many characters. What I had on my hand was expensive and so I had some troubles to defend my citadel while lacking the force to really attack his one. The game went on with some discussions about the rules and the card wordings, which is still a general problem of this whole genre. You are easily disappointed when you come to the game with a consim mind, expecting some clear and extensive rules about all details of the game. One has to adapt to a very literal understanding of the cards’ wording to not get into trouble about how some cards are used and especially when to use them.

In the mid game, I was able to bring out better characters and at least could stand against the fast Empire deck for some time, but in the end I lost. Apparently, you have to get used to the abilities and characters of the Chaos faction if you want to be successful, so we decided to shuffle the decks and used the same cards for a rematch.

This time I had some great cards in my starting hand and was able to bring out some good characters and cards that created corruption to the enemy, while my characters could gain strength thru their corruption! I had some nice little synergies in effect and prepared for some major attack… when the Empire cleared the battlefield with a card that killed all characters in play who were not in a zone with a developement! I didn’t have any developments in play because I planned to use my cards offensively and Wolfgang had only a few characters out and one developement which saved a good character.

As scary as the dark forces of Chaos: The cake, forged by orcs in the depths of Mordor, made of blood and steel

So I saw myself totally open to the enemy with all my good cards and my smart little synergy plan destroyed in one single sweep. Things went bad again for my Chaos faction from then on, I didn’t get any good cards anymore or at least not cards I could afford with my now limited resources and from my citadel I could watch Wolfgang preparing for battle with more and more troops. In the end he had out a dozen cards both for the attack and the defense while I could barely bring out a little demon then and now before everything was killed again and so that game ended also with a glorious victory of the Empire over the Chaos.

This game was even more appealing to him because of the nice touch of options you get with the three zones in play, but the cards and rules questions that came up were a bit disappointing for him. The problem is not so much the fact that a game which uses many different cards and effects and time frames to play cards and defend against cards, has some ambiguous aspects in the wordings of rules and card texts, but the unsatisfying situation that there’s not really any answer to get by the designer(s). When you look for some answers that might help you to clarify specific points, you usually only have the official FAQ and the forum over at FFG or BGG.

Read the rest of this entry »

Posted in Events and Conventions, Gaming this weekend, HFC, Wargaming in general | Tagged: , , , , , , , , , , , , , , | Leave a Comment »

Short Introduction: ASL – what’s that?!?

Posted by Denny Koch on March 24, 2010

ASL (“Advanced Squad Leader”) is a tactical level, hex- and counter based consim which allows you to play almost all fronts of WWII battlefields. It is probably the most realistic and detailed game system out there and was originally developed by The Avalon Hill Game Company (TAHGC). Later on, the licenses were taken over by Hasbro and they decided that from now on the game system should be published by Multi Man Publishing (MMP).

ASL is the successor of Squad Leader (published 1977), a successful classic, and is – generally speaking – an improved and plainer version of the former SL system, incorporating all four original modules named “Gamettes” (which caused so much problems over the time because the new rules introduced by the gamettes didn’t fit well with the standard rules of the SL core game).

ASL is not a single game but a highly detailed and complex  game system, consisting of a three-ring-binder rulebook with the basic rules chapters A (Infantry), B (Terrain), C (Ordnance), D (Vehicles), E (Misc) and several modules which contain the scenarios, boards, counters, and OOB (“Order of Battle”) of all participating factions. Each module adds more specific rules or even new chapters (desert warfare, Pacific theater) to the rulebook.

Germans facing US forces

ASL portrays the battles of WWII on every scene and setting you can imagine and offers over 3000 scenarios which are very detailed and based on historical events and often with background information.

These scenarios describe the initial starting situation of every battle regarding manpower and leadership qualities, hours of the day, season, weapons, tanks and other vehicles, as well as the goal of the scenario, called “Victory Condition.”

A game is played through several game turns and these are divided into two player turns in which the players are taking actions one after another, although there are some phases where the non-phasing player can react to the actions of the moving player. This makes the game very interactive and downtime is reduced to a minimum for those participating in this game.

Men (single men, squads, half squads etc..) and machines (tanks, jeeps, trucks, weapons etc..) are portrayed on so called “counters” (if you take all MMP products together with the 3rd party stuff, the system contains about 20.000 counters) which contain different information and numbers printed upon them.

It is this information on which the interaction of the simulated battles is based on: Morale, Line of Sight, firepower, portage costs, terrain, malfunction, ammunition shortage, MG salves, etc.. and additional charts, diagrams and odds tables allow to simulate historical events on the gaming table pretty accurately.

Essential: A pair of tweezers

Movement is executed on geomorphic boards which are used to portray the terrain where the battles and maneuvers actually did take place. There are more than 50 boards available which can be combined in every way to fit any historical circumstances. The boards are printed upon with a hexagonal grid structure, each hex portraying 40 meters in reality. ASL tries to simulate battles and maneuvers with as much realism and detail as possible and it’s very successful in doing this. This is not Axis & Allies, but a true consim that is as close to reality as possible! But it is still very playable despite of this accuracy and its complexity, and it’s a rather fast going game, providing the players with great fun and enormous tension.

The rulebook of course is quite heavy because it contains rules for any situation you can think of, but all rules are well explained with many examples to help you jumping into the ASL game experience. Yet, it remains a book with some hundreds of pages of rules printed in small letters and a very technical English with tons of acronyms, which have to be mastered to get full satisfaction out of this game. A daunting task at first, but after overcoming this, one will realize that there’s no game experience comparable with ASL.

What do I need to start playing ASL?

In order to play ASL, players are required to buy the rulebook. The rulebook adds no counters and no boards and is sold separately at about 80$.

The gaming table with maps and charts

In addition, at least one of the core modules is required; later modules require ownership of the former modules. Module #1 “Beyond Valor” is required for all later modules because it adds the entire German army, vehicles, and ordnance weapons as well as the Russian OOB. If you want to test the game system first because you don’t know whether to delve into this very expensive game system with its rare and hard to find modules, you can alternatively start with module #2 “Paratroopers” which serves as a small introductory standalone module with all necessary counters included (US and German). Its scenarios are smaller and offer a step-by-step introduction to the more complex aspects of the game (starting with basic infantry fights before learning to use ordnance and vehicles). If you start with Paratrooper and decide that you like the game system, you have to buy and play Beyond Valor nevertheless, but the Paratrooper scenarios are nice for play on short game meetings because they are smaller and faster than the scenarios in the core modules.

Since ASL was originally meant to attract SL players, ownership of the old SL geomorphic game boards is required to play many modules. Newer editions and reprints come with new cardboard maps and many modules add new SL style maps to the collection, but ownership of the basic SL maps is a prerequisite if you want to play all scenarios available. Fortunately, the old SL games are not too hard to come by, the gamettes are still sold on eBay and the maps can often be bought separately.

Beware, many ASL modules are out of print and prices on ebay or other marketplaces can be astronomous. Fortunately, MMP has started reprinting the core modules but if you are a dedicated ASL collector, you have to be on the watch constantly if you want to purchase one of the extremely rare modules (for example the Pacific modules) or scenario collections. Check out module availability at the MMP website; sometimes, you can find a special bargain here.

So if you decide to jump into ASL, you can choose between these options:

  • Buy the rulebook (80$) and module #2 Paratrooper. If you like the game system, you will have to buy the other core modules; Paratrooper is a standalone and no other modules are based on ownership of this game. You could even search for an older 1st edition rulebook on eBay; it is much cheaper than the 2nd edition which contains some clarifications and additional rules chapters from the start which originally came with later modules. The 1st edition rulebook is perfect for getting into the game without taking financial risks; if you decide you like ASL, you will buy the 2nd edition sooner or later.
  • Buy the rulebook and module #1 Beyond Valor (about 100$), avoiding Paratrooper for the moment. Beyond Valor will be the foundation of your collection and is an absolute prerequisite to play the other modules.

Consulting the rulebook

(To be fair, there’s a third option: MMP published a spin-off series called “ASL Starter Kit” with a light version of the rules and a lower complexity. The starter kits should offer an easier (and cheaper) introduction into the game system, but they are NOT full ASL and jumping over to the full ruleset afterwards can be quite challenging. Many people decide that they are satisfied with what the Starter Kits have to offer and don’t switch over to full ASL at all. In our opinion, the “Rulebook & Paratrooper” or “Rulebook & Beyond Valor” (for more experienced consim players or even SL veterans) are the better options because you learn handling and navigating the monstrous rulebook from day 1. We started with an older (cheaper) 1st edition rulebook and Paratrooper and switched over to Beyond Valor and the updated and clarified 2nd edition rulebook afterwards.)

Paratrooper won’t be reprinted by MMP because in their opinion it became obsolete by the ASL Starter Kits, so keep your eyes open if you are interested in the Normandy invasion / Band of Brothers style scenarios included in this module.

How many modules exist?

Core Modules:

#1 Beyond Valor: Russian and German OOB
#2 Paratrooper: Germans and US paratroopers, Normandy invasion standalone introductory module
#3 Yanks: US OOB
#4 Partisan: Partisans and Resistance Fighters
#5 West of Alamein: British OOB, desert rules, out of print
#5a For King and Country: British OOB, replacement for West of Alamein without the desert rules
#6 The Last Hurrah: Allied Minors OOB
#7 Hollow Legion: Italian OOB
#8 Code of Bushido: Japanese OOB, PTO rules, extremely rare, out of print
#9 Gung Ho: US Marines and Chinese OOB, PTO
#10 Croix de Guerre: French OOB, reprint planned for 2011
#11 Doomed Batallions: Allied Minors and Guns extensions
#12 Armies of Oblivion: Axis Minors OOB

Historical Modules (containing large accurate game maps based on aerial images and additional rules)

#1 Red Barricades: Stalingrad
#2 Kampfgruppe Peiper 1: Ardennes offensive
#3 Kampfgruppe Peiper 2: Ardennes
#4 Pegasus Bridge

Deluxe Modules (containing larger boards):

#1 Streets of Fire: Street fighting of the Eastern Front
#2 Hedgerow Hell: Normandy

Solitaire ASL: A complete solitaire system for playing ASL with a good ‘paper AI’

The Paratrooper module

Since the game can be played online or via PbEM (Play by Email) with VASL, you will surely find opponents even if you are stuck in the middle of nowhere. Nevertheless, VASL is only a virtual representation of the maps and counters without AI, ownership of the ASL rulebook and the scenarios contained in the modules are still required. The same is true for rules knowledge; without that, you can’t play neither Face to Face nor with VASL.

If you want more information, check out our ASL microsite with many useful links! And don’t worry, ASL is extremely complex and getting into the game is a challenging task, but the ASL community is very supportive and friendly :).

Posted in ASL | Tagged: , , , , , , | 2 Comments »

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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