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Outpost Gamma – A GrogHeads AAR, part 2

The legionnaires are far from home, and facing impossible odds.  Again. ~

Michael Eckenfels, 19 July 2017

AAR: PART 2

We’re playing the first scenario, “The Last Outpost.” There are 12 turns in this scenario, and each turn is divided into ten phases. The object is for the Legionnaires to be the last side to occupy at least three mesa-top hexes, and/or destroy all Irdan attackers. The Irdans win if they destroy all the Legionnaires, and/or clear all mesa-top hexes of them. If neither of these occur, the game ends in a draw.

Each turn’s phases are:

  1. Energy Storm Phase
  2. Disruption Fire Phase
  3. Irdan Movement Phase
  4. Irdan Combat Phase
  5. Irdan Stun Recovery Phase
  6. Imperial/Miner Movement Phase
  7. Imperial/Miner Combat Phase
  8. Remove Disruption Markers
  9. Imperial Legionnaire Stun Recovery Phase
  10. End of Game Turn

I mention all of this to give you a feel for how the game flows.

Now, back to the action.

Modern-Day Napoleonic Battles & Travels, Part the Third

Cyrano’s last travelogue update before, y’know, actually traveling! ~

Jim Owczarski, 15 July 2017

I’m a bit embarrassed that it’s taken me nigh eight months to file an update to this series, but, with an apology proffered, perhaps it’s best to dive right in?

I’ll begin, if I may, by again talking about a surprise.  I’ve known of this creature for a long time:

How very, very lovely

Outpost Gamma – A GrogHeads AAR, part 1

The legionnaires are far from home, and facing impossible odds.  ~

Michael Eckenfels, 12 July 2017

Outpost Gamma is one of a dozen Imperial Legionnaire outposts on the harsh, storm-thrashed surface of Irda, home to ten troopers. The site had been chosen by Imperial Pathfinders, as it lay astride one of the busier canal-ways used for travel by the natives and Twargs; the canals are dominated by a series of mesas, on top of which the Pathfinders recommended one of the twelve outposts on the surface.

The twelve teams had seemed to be a little bit of overkill to the Legionnaires, but the importance of the gemstones in the surface overrode any half measures that the generals back on Terra or in the governing regions wanted to initially deploy. The recommendation had come with three platoons of Omni tanks, each of which to be assigned to one of the three strategic locales determined by the Pathfinders, but that was denied; even those that expected full-on trouble thought the Omnis were a bit like giant boots crushing ants.

Better to crush ants with a terrible advantage, thought Outpost Gamma’s commander, whom went by the call-sign ‘MetalDog,’ than to stoop to their level!

Now, I’m worried, he thought darkly.

He’d had trouble raising the other Outposts all day; even with dedicated SATCOM satellites in low Irda orbit, staying in touch successfully was a roll of the dice. Legionnaire doctrine called on such Outposts to stay in communication with each other at least once per day; that meant Outpost Gamma should have eleven contacts. It wasn’t unusual, though, for days to pass on Irda before raising one or two other Outposts. Usually, Outposts would pass along their contacts to other Outposts, which wasn’t ideal but kept everyone generally informed.

Tracer Rounds: The Nostalgia of Mystara

A photographic journey through an adventurous youth ~

Brant Guillory, 10 July 2017

Most images enlarge when you click them

This started as a set of pics for a personal inventory of the RPG collection.  It turned into about half of the collection – this isn’t even all the TSR stuff! – but I wanted to at least get a some of the collection archived.  Once I had the pics, though, I figured it was time to bring back at least one random episode of Tracer Rounds, and share some pics and commentary on the Mystara collection.

As an aside, for folks who are really interested in Mystara, you should check out the Bruce Heard episode of the GrogCast, wherein we ask about his background with Mystara, and get a few good inside stories from the glory days of TSR.

Mystara, for those that don’t know, was the expansion of the game world that was first introduced in the X1 module that accompanied the expert-level set of the original no-prefix D&D, starting around 1981.  As the rules grew from basic to expert to companion and beyond, the rules series became known as the BECMI series.

How many of us started our adventures here?

Outpost Gamma – A GrogHeads AAR, part 0

The legionnaires are far from home, and facing impossible odds? ~

Michael Eckenfels, 5 July 2017

Outpost Gamma is a 1981 Dwarfstar Game title, designed by Howard Barasch, who did quite a few game titles back in the 1970s (as well as a 2010 title by the name of Cauldron: Battle for Gazala, by Decision Games).

From BGG’s main page on this game:

Outpost Gamma is a game of science fiction combat for two players. With its unpredictable storms and fast-playing combat system, Outpost Gamma captures the tension and rapid-fire action of high- versus low-technology combat in a hostile environment.

A print-and-play version of this game is available for free as an authorized download.

There is also a VASSAL module available.

I had this game back in middle school, and it was great fun. Essentially a Zulu Dawn, but IN SPAAACE, Outpost Gamma has two built-in scenarios pitting soldiers with advanced armor and weaponry, but very few numbers, versus a technologically challenged enemy that vastly outnumbers them.

 

 

Video: Sovereign of the Seas – First Look!

What’s inside Compass Games’ new box? ~

Jim Owczarski, 1 July 2017

Let’s take a look inside the new Sovereign of the Seas from Compass Games

Much more about this game coming as we dig into it in greater detail.


Chat about it below, or in our forums, or hit our FaceBook page >>

Origins – Raffle Winners

Who went home with their prizes from #Origins2017? ~

Brant Guillory, 27 June 2017

Photos by Corrinne Mahaffey

One of our highlights every year is the end-of-Origins raffle.  Everyone who plays in a ticketed event with us gets their names thrown in the cup for a raffle prize, to go along with the table prizes we’re giving out all convention long.  Some of those guys are in there 4 or 5 times, too!  Why?  Simple – we’re rewarding the wargamers who sit down and play a bunch of games with us!

More accurately, the vendors who donate their kind and generous support to our events are rewarding those gamers that are sitting down to game with us.

This year we had prizes for the raffle from Enterprise Games/GMT, DVG, Dust Tactics, Academy Games, Flying Pig Games, LNLP, and more, to go with a bunch of GrogHeads t-shirts.  We would’ve had more to give out from the great folks at LPS, High Flying Dice, Collins Epic, Lost Battalion, and Proving Ground, but our gamers had already snatched up those prizes earlier in the show!

This year we even experimented with live-tweeting the raffle, which went about as well as you’d expect it to, based on a last-minute decision.

So without further ado, our winners, and some scenes from the raffle itself.

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Chat about it below, or in our forums, or hit our FaceBook page >>

Origins Convention Report – Lock ‘n Load Publishing

Catching up with David & the crew at #Origins2017 ~

Michelle Owczarski, 26 June 2017

We’re still working our way through our Origins 2017 reports, even though we’re over a week past the show!

With a staggering release of 30 new or updated titles, Lock ‘n Load Publishing earns this reporter’s “Most Ambitious” prize for Origins 2017.

Due to shipping issues from the printer, David Heath said he had a limited number of each title air shipped to meet expectations for his booth. Even so, response has been strong with approximately 40% of convention stock sold on the first day.

Brand-new to Lock ‘n Load Publishing is the Lock ‘n Load Tactical Solo set,  a card-based tactical rules AI, called AEO, or Artificial Enemy Opponent, allowing a player to enjoy any of the Lock ‘n Load titles in solitaire mode.

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