Monthly Archives: November 2012

Prosciutto – Hamming it up with the di Parmas… Number 9


By Undercovergeek, 17 November 2012

A Crusader Kings II AAR, in at least 9 parts. More to come? Stay tuned dear readers.

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In Part 8 we saw the new Count Oberto start a civil war with his twin Step-Brothers, take back Genoa, and start the slow process towards aiming for the Kingdom of Sicily by fabricating claims on Capua. In Part 9 Oberto takes the first step towards kingship, attempts to steady his new realm, and comes up with a plan to avenge his father.

 

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A son, thank God for that, a male heir steadies the vassals and hopefully should shut down my Step-Mother’s plan to kill me.

 

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In the income box we can see there is no money coming in from the feudal lords. I like everyone to pay their fair share – and it’s always a good excuse to raise taxes.

Video: Painting Minis – Making a Wet Palette

By Son of Montfort, 14 November 2012

Son of Montfort makes his triumphant video return with a ‘how-to’ on painting miniatures.

 

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Prosciutto – Hamming it up with the di Parmas, Part Huit!


By Undercovergeek, 11 November 2012

A Crusader Kings II AAR, in many, many parts. We’re up to number 8. Where have you been?

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In Part 7 Count Oberto of Parma shuffled off his mortal coil and passed over the reins to his son….. Count Oberto. Having dearly departed with four provinces to his name, Parma, Genoa, Nice, and Corsica, senior Counsellors bound by the rules of the Count’s succession laws have split the land three ways between his remaining sons. The new Count Oberto receives Parma and Nice, his twin sons receive Corsica and Genoa. The tale now switches to the new Count and his plans to get his land back, to avenge his father’s death, and set plots in motion to declare independence and try for the title King of Sicily.

 

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A grand feast – always a chance to get some prestige and win some friends, with the occasional chance to get drunk and annoy our Liege.

 

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There goes Uncle Ghiberto, my Martial’s father and my father’s brother. He’ll be missed(!!) although he was the Steward and a poor substitute now takes his place. The splitting of the provinces has diluted the quality of the council after the twins took a few serving members with them.

GrogHeads Reviews Star Wars X-Wing

Review by Scott Krol, 3 November 2012

Designed and published by Fantasy Flight Games

Is the Force with Fantasy Flight Games’ X-Wing Miniatures Game or is it a Jar Jar Binks mess of plastic and cardboard?

 

Science fiction may be a genre that is often looked down upon, seen as a realm populated by thirty-year olds living in their parents’ basements, but it has spawned a surprisingly large number of series in both television and film. Many of these series have legions of devoted fans, but none have had a bigger global impact than Star Trek and Star Wars. Arguably, while both are universally known, Star Wars, with its Campbell-esque Hero’s Journey, has had the bigger impact of the two. Yet when it comes to the world of board/table top gaming Star Trek has dominated.

This is somewhat odd for a series that was all about peaceful exploration of the galaxy (just consider the difference in names—Trek versus Wars), and yet there have been numerous wargames of tactical and strategic warfare in the Trek universe. Star Fleet Battles is the best known of these, with literally dozens of expansions and now thousands of pages of rules, yet there are many other flavors of Star Trek wargames available (see Jim Zabek’s recent AAR of Federation Commander).

Fans of Star Wars have had to make do with very few options. Star Warriors from West End Games was a “serious” game of tactical fighter combat, perhaps a little too serious considering the subject matter. Wizards of the Coast released a collectible miniatures game of space combat, but the less said about it, the better. The recent release of Fantasy Flight Games’ X-Wing, a tactical game of frictionless furballs between fighters in the Star Wars universe, is therefore a welcome addition to any Star Wars fan’s game library.

X-Wing is a miniatures game of fighter versus fighter combat in the Star Wars universe using pre-painted plastic minis scaled at 1/270. Don’t let the fact that these are pre-painted plastic minis scare you off; the quality is impressive. And for anyone who shudders at what the fighters looked like in the Wizards of the Coast game, these models are essentially Ferraris to Wizards’ Yugos. It should also be said that this is not a collectible game in the sense of blind packaging.

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All the currently available fighters, though you can bet we’ll be seeing A-Wings, B-Wings, TIE Interceptors, and more. The bases have interchangable stat cards, showing the fighter’s stats, actions, and firing arc at a glance.

 

PC Game Review of Combat Mission: Fortress Italy

Reviewed by Boggit 1 November, 2012

Developed and Published by Battlefront.com

How does the latest Combat Mission game stack up? Charge on, intrepid readers!

Fortress Italy is the latest incarnation of the Combat Mission 2 Series developed and published by Battlefront.com. For those unfamiliar with the series, it is a 3-D real-time tactical squad-level wargame set in Sicily 1943 during World War II. For those familiar with Combat Mission Shock Force and Combat Mission Battle for Normandy, the gameplay is essentially similar, albeit that new features have been added to the game engine and front end and that the battlefield terrain now reflects an Italian setting as opposed to the Near East or France/North West Europe.

The game plays in either of two modes, pausable real-time, and WEGO, where a player plots his/her moves and then watches the moves play out in real-time, rather like watching a film. It’s actually a very nice option to have in the game since it holds appeal to those who like to plot and consider their moves and to those who like the excitement of immediate action and reaction from the moment time is running. It’s quite fun to play one battle in one mode and another in the other mode since although it is the same game, you do get a very different feel to the gameplay.

I had already cut my teeth on Combat Mission Shock Force and Combat Mission Battle for Normandy, so I felt right at home with Fortress Italy. If you’re not familiar with the gameplay then you’ll need to invest some time and effort to get to know the intricacies of the game system. It isn’t that the order system is not intuitive, but the game is quite unforgiving when the pixel bullets start flying and knowing the likely effect of your orders and how things take effect is at first as important as whatever tactical plan you have to achieve victory… (not that mine ever survive contact…).

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