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Tabletop AARs / ZOMBSKI TABLE FOR HAMMERHEAD SHOW
« Last post by nevermore on Today at 02:01:34 AM »
ZOMBSKI TABLE FOR HAMMERHEAD SHOW

Hope to see as many faces as last year at the show, city almost completed, idea is for the Russians
infantry to kill as many Zombies that stand in the way in order to get to the Hind helicopter and fly
off into the sunset ... game should take around 20minutes, very basic rules, but good fun. 6th by 12ft table

















more photos in the gallery at

http://www.victorian-steel.com
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Digital Gaming AARs / Re: C:MANO AAR: Bay of Bengal 1999
« Last post by Sir Slash on Yesterday at 07:56:27 AM »
"Cool Hand Miller".  O0
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Digital Gaming AARs / Re: C:MANO AAR: Bay of Bengal 1999
« Last post by IICptMillerII on Yesterday at 01:55:44 AM »
Elusive Submarines, a Carrier Sunk, and a Crazy Udaloy

We finally return to the action!

Things have quieted down a lot now that the BCGN has been taken care of. The last report was that it was sunk by the HARM missiles, however there is still a contact showing up on radar. This is likely the sinking ship. To be sure, and to get a slightly better picture of what’s going on out there, I decide to launch a Sea Shadow aircraft to snoop around. My screen force is still moving towards the BCGN. I’m planning on having them close with the last location of the BCGN and making sure she is sunk. Then, they will get a chance to sink the Viraat  with direct fire. This is a bit unconventional, but the Viraat is entirely unprotected and should prove to be an easy kill. Besides, it’s going to be at least 5 hours until I have any ASuW aircraft rearmed.

Elsewhere the Olympia continues its hunt for the enemy submarine.



All of a sudden, a new submarine contact appears. It is detected by ELINT equipment, meaning the submarine is close to the surface and using its radar. It is likely trying to get a fix on my Task Force’s location. This sub is a diesel powered SSK – Hunter Killer Submarine. According to the database, it only carries torpedoes. No anti-ship missiles. Plus, the contact is 96nm away at its closest estimated position. This is hardly a threat. However, this is no reason not to sink it quickly. I’ll task a Viking to head out and drop a torpedo or two on top of her and dispatch the threat. Based on the activity of the various Indian naval vessels, it would appear that the Indian navy is becoming somewhat desperate. The fact that they are not turning around their aircraft carrier, but the 4th surface group of DDGs has turned around clearly advertises a state of confusion.

Both the Shadow and Viking are launched at the same time, and each aircraft head to their respective mission stations.

Shortly after taking off and turning its surface search radar on, the Shadow confirms that the BCGN has sunk. There is no longer any radar return from the vessel. However, I am receiving jamming. I believe this jamming is coming from the group of three DDGs milling around to my North. This is a nuisance, but it will do little to interrupt my current operations.



Shortly after I realize the jamming is coming from the Viraat. The Viraat has also changed her course to run parallel with my Task Force. The DDG group farther North has done the same. It appears both the DDG group and carrier have adopted an intercept course with my Task Force. This is not very concerning though, as it will be a long time before such an intercept closes to a dangerous range. By then my ASuW aircraft should be back up and ready.


The enemy submarine continues to emit radar as the Viking closes in on her. This should be an easy kill.



The Viking first drops an active sonobouy to ensure the torpedo has the best guidance parameters, and then drops a Mk50 nearly on top of the submarine. Seconds later, its all over. The enemy submarine is sunk, simple and painless. For me that is.

Instead of sending the Viking back to the carrier, I decide to send it over to where the Olympia is stalking the other submarine contact. Its been over an hour since the contact was last spotted. With any luck I’ll be able to fix its location with the Viking and take it out as well.

As the Viking begins transiting to the last known location of the other enemy submarine, the Indian surface vessels again turn directly towards my Task Force. This is rather odd behavior. Soon my screening force will be in weapons range to engage the Viraat.



As my screening force closes in to engage the Viraat, it detects 3 ASW helicopters on the deck. No matter, these helo’s do not pose a threat to my ships, and my own submarine is over 100nm away, and so no threat is posed to it either.



Shortly after, my two ships begin engaging the Viraat with their deck guns. While this should be an easy kill, it will likely take a while. The Viraat will be able to absorb a decent amount of damage before she goes down.

The first volley scores a number of hits, and my ships determine the enemy has suffered light damage. My ships maneuver and fire off a second volley. Just as the second volley is being fired, my Hawkeye detects VAMPIRE launches. They’re coming from the enemy DDGs farther to the north.



While the launches of the missiles are detected, the missiles themselves are not tracked. This likely means they are sea skimming. This is dangerous, but not overly so. There is a good chance the enemy DDGs do not possess ASMs in abundance, and the combined missile and point defenses of my DDG and FFG should be more than enough to defeat the few incoming VAMPIRES. As an additional note (one that I would never admit in front of the Captains of my screen ships) I would rather have the enemy DDGs firing VAMPIRES at the screen force than directly at my carrier. A few minutes later, the two VAMPIRES are picked up and engaged by my FFG. Moments later, both VAMPIRES are shot down. Seconds later, a larger volley of VAMPIRES is detected. This time its 4 missiles. Again, this should be easy enough to deal with.



The second volley of VAMPIRES is dealt with and they cause no damage.

Strangely, the enemy group of DDGs has come to a full stop. They’re just sitting there in the ocean, not moving. It would appear that they do not know what to do.

My screen continues to pound away on the Viraat, and the damage is beginning to add up. They are now reporting the enemy carrier has suffered medium damage, and a fire has been spotted on her decks. It should take a bit more to sink her.



After some more punishment, the Viraat is dead in the water, heavily damaged, on fire, and is no longer jamming or emitting any radar. She is officially a dead stick, will not pose any threat to my Task Force, and will likely sink if the fires are not gotten under control. With this, I task my screen force to move on an intercept course with the Task Force to rejoin. Meanwhile, the Charlie class submarine continues to evade both my submarine and Viking. The search continues for her, but as for right now I am confident my Task Force is far enough away from the possible location of the enemy submarine so that it does not pose a threat to me.



After some more searching, Olympia finally picks up the enemy Charlie submarine again. It is much farther to the north than expected, but still well out of position to cause my surface ships any harm. What likely happened was, while Olympia was moving south to the Charlie’s last known location at a very deep depth, the Charlie must have slipped overhead, above the layer at a shallow depth. No matter, now that we have an idea of where she is, it should be easy enough to kill her.

The first Viking hits Bingo fuel and has to RTB. I launch another Viking to go hunt down the enemy submarine. As I am doing so, I get the report that the Viraat has succumbed to its damage and is now sinking. Scratch another enemy ship!



The Udaloy is then detected breaking away from the other two DDGs and heading straight for me at flank speed. It seems like the skipper of the Udaloy is not happy about the Viraat being sunk and is coming in for vengeance.



With it getting closer and most of my ASuW aircraft still turning around, I decide to do something a bit unconventional. I launch a single F-18 armed with SLAMs against the Udaloy. The hope is that at least one of the SLAMs is able to get through and hinder the Udaloy long enough for a more appropriate strike to be brought against it.

While the SLAMs close in on their target, the Viking and Olympia continue to search for the elusive Charlie submarine. It appears it has slipped through our search nets once again, as both of my assets continue to reacquire the contact. Other than that, it has been smooth sailing ever since the BCGN was destroyed, and it appears that it will remain that way. Once the three DDGs are taken care of, it will be a straight shot to the Sri Lankan coast. Task Force Nimitz is almost out of the fire.
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Digital Gaming AARs / Re: FIRE IN THE GROGS TOO! (Ep 9 current)
« Last post by JasonPratt on February 21, 2018, 05:43:14 PM »
...wait, am I still doing this series? I am?! Well, where are we now!?



Time for COUP TWO, NGUYEN KHANALOO!
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Tabletop AARs / Re: 1960: The Making of the President (GMT)
« Last post by BanzaiCat on February 21, 2018, 07:35:48 AM »
They had to go with something relatively small. The western states are fine as they have a lot of room, but the further northeast you get, the less the real estate is, as you've probably seen from the pics.

I've got Game Turn 2 done and noted with pics; I just need to get motivated to post it here, which I'll probably do today or tomorrow.
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Tabletop AARs / Re: 1960: The Making of the President (GMT)
« Last post by JasonPratt on February 21, 2018, 07:33:13 AM »
+1 BC. It isn't like this game is skimping on its production values elsewhere, so any money being saved on cubes is still being put up there on the screen, so to speak.

Granted, aesthetically I'd like to see sheep rather than white cubes; but I'm good with abstractions, too. And I'm not sure I have enough imagination to figure out what to sculpt for placing as markers on the issues instead of cubes, which after all (as in this game) can serve as multi-purpose player-markers. Little donkeys and elephants I guess? Tons of them? Would dozens of little molded donkeys and elephants make the game look better? I'm dubious.
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Digital Gaming AARs / Re: CRISIS GROGS vs GENESIS 5-player
« Last post by JasonPratt on February 18, 2018, 01:55:10 PM »
GENESIS OF THE GROGS TURN ONE (Action Rounds 9-12)
-----------------------------------------------------------

If you multiply out 5 players by 4 rounds each, and then add a couple more activation markers for the Canaanites and the Sea People, you can tell we're passing the halfway point of Turn One here.

This was, in order, Hittite-Dave; Egypt-Barth; Mi(tan)ni-Me; and then Assyria-Larry. We really should be on AM 13, because somewhere back among Rounds 5 thru 12, Larry drew the Canaanites' activation marker. But he decided not to play them, since all they could do would be to knock down a few walls and then disappear at the end of the Turn, making expansion easier for Barth and/or me (and/or maybe Dave) in Turn Two.

(Come to think of it, there are 14 Activation Markers out there, so this should really be AM 14. I don't know how we got off count, but I'm going to provisionally suppose I'm to blame since I started our save-file nomenclature for better sorting purposes.  :crazy2: )

Here are the results:




Hits-Dave finished taking that border city between him and the Kaska barbarians, and also finished one of the monuments he had started on his first round: the first completed monument in our game!  :clap: As long as it's in one piece, it'll give a VP to whomever controls it there in Amkuwa.

Eg-Bart bustled down to Eliat, and took that city, since his pharaoh's stack was going to be far from defending Memphis anyway, and with Sais currently lost (even destroyed) Barth will need supplementary income just to stay close to even next Turn. This was made worse by him drawing, and having to play, the Astarte event: a devastating card for a player early in the game, which forced him to pay silver for every town in his home kingdom that didn't have a monument yet. Which currently is all his cities. What's worse, Sais still counts even though currently destroyed and in the hands of the Sea People! (That's why there's a silver marker next to the city; to remind Barth to pay for that one, too. In his defense, the card text wasn't totally explicit about this nuance.)

Mi'ni-me left behind a troop to keep holding my prize of Ergani, but I rolled small on my Major Move and couldn't get my king's stack anywhere useful. They're poised at Harran, on my western border, ready to move one of two directions on my next round.

Assy-Larry's peasants bulked up Ninevah further against possible assault from me later, and recruited some foreign aid from his conquered city (I did, too), but decided not to go anywhere farther this round -- not least because he has run out of silver! But also because this was his fourth and final round this Turn, and he didn't want to leave his new possession unguarded with Rich just next door and with three whole rounds still remaining to play.
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Digital Gaming AARs / Re: By Jupiter's Cock - its a Domina AAR
« Last post by BanzaiCat on February 18, 2018, 12:34:55 PM »
It's also a reference to "Elan the bard" from The Order of the Stick.

Be warned, this long-running web-series will consume your free time like cocaine. But it's a genius affectionate satire to DnD editions and tropes.

+1

I finally got caught up with them a couple of years ago and usually wait a month or three before going back to read more, to give him time to build them up.
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Digital Gaming AARs / Re: By Jupiter's Cock - its a Domina AAR
« Last post by JasonPratt on February 18, 2018, 11:18:14 AM »
It's also a reference to "Elan the bard" from The Order of the Stick.

Be warned, this long-running web-series will consume your free time like cocaine. But it's a genius affectionate satire to DnD editions and tropes.
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Digital Gaming AARs / Re: By Jupiter's Cock - its a Domina AAR
« Last post by bob48 on February 18, 2018, 03:42:43 AM »
I like it, Jason. It has a certain je ne sais quoi to it.
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