Monthly Archives: January 2014

2014 Convention Schedule

Game On!
6 – 9 Feb, Seattle, WA
Feature the 2d Annual Lock’n’Load World con, too

•Monster Games – with the time and space you need to play them
•8th Annual NW ASL Championships
•Combat Commander Tourney
•OCS/SCS/TCS
•CDG’s and Euros
•Swap meet
•Or any other game you want to host

Williamsburg Muster
7 – 9 Feb, Williamsburg, VA
The Williamsburg Muster is an annual wargaming convention in Williamsburg, VA, hosted by the Hampton Roads Wargamers.

Our goal is to host a convention that is both family friendly and appealing to a wide variety of gamers.  We primarily feature historical miniature wargames, but we also showcase a board-gaming room with many of the most popular titles currently on the market, as well as science-fiction based and role playing games.  We want and encourage visitors, whether experienced gamers or first time visitors, to participate in as many games as possible.  Check out our Primary Events List as we get closer to the convention dates for more details.

DundraCon
14-17 Feb, San Ramon, CA
Includes a West coast edition of the War College (with Dana Lombardy, among others) and a pretty robust event calendar.

OwlCon
21-23 February, Houston, TX
Pre-registration open, includes a variety of role-playing, tabletop, and minis games.

2014 GrogHeads Readers’ Choice Awards – Voting

Don’t forget we’ve still got the Readers Choice Award voting going on for all your favorites from 2013.

We’ve got tabletop games for strategy games, wargames, magazine content, and expansions, as well as the overall Tabletop Game of the Year.

Over in the digital gaming polls, we’ve got categories for wargames, RTS games, RPGs, expansions, and mobile games, as well as the overall Digital Game of the Year.

Go vote! >>

The Scramble for Africa – A Civ 5 AAR (Part 1)

An all-new Civilization 5 AAR from Brant, taking a stab at the Scramble for Africa scenario

By Brant Guillory, GrogDude

Click images to enlarge

So here goes with a new Civ 5 AAR. This time I’m playing a definied scenario, which will include special rules, as well as a set ‘stop point’ to limit how open-ended this otherwise becomes.  So let’s kick off a new AAR series, and dive back into Civilization 5.  Enjoy!

civv

The Scramble for Africa
It’s a new scenario that sounds very busy, so I’m curious what might come out of this. It seems as though the exploring is focused on finding other people, rather than finding new lands, so it’s a departure from my comfort zone, for sure.

civv

Paul Kruger… Hmmmm…
You don’t get to play the Boers in any other Civ 5 game, so I’ll grab these guys. They repurposed the image of George Washington, but that’s fine. Not going to see him too much anyway. There are a few other Civ’s whose leaders were renamed, even if some of the images stuck around, like when Garibaldi subs in as the Italian leader, with Caesar’s leader portrait.

civv

GARPA 36 – GrogHeads Advanced Research on Projects Advisory

Hey, it’s still Friday somewhere

This week is an all-tabletop-gaming week, even though they aren’t all games, per se.  Read on, friends!

G36-Salerno

VCS: Salerno, Multi-Man Publishing

Multi-Man Publishing is kicking out a new series of games called the Variable Combat System, and Salerno is the first title.  Amphibious assaults, coordinated actions across multiple maps, and alternate histories that include options for airborne assaults, and different commanders.  Awesome Eskubi artwork, revolutionary mechanics, what are you waiting for?  Head over to the pre-order page and plunk down your shekels.

 

Earthdawn RPG, FASA Corporation
$28,600 of $10,000 goal, Ends 12 February

The original ’90s-era Earthdawn was lavishly-illustrated and notoriously fiddly.  The reboot looks fan-freaking-tastic and promises to play just as good as it looks.  The risk setting was always the hallmark of Earthdawn, and the Kickstarter campaign includes all manner of add-ons, upgrades, and stretch goals that build out the world, from new adventures to location sourcebooks.  You can pick up poster art, hard- or soft-cover books, and, for a cool $1200, play an eight-player game with the creator by video chat.  Or, you could just check out the Kickstarter page and order a copy of the game.

Flashpoint Campaigns: Red Storm AAR Part 5 – Conclusion

When we left Part 4 I was sensing the tide of the battle had shifted. The Soviet offensive was stalled and I decided to start pushing forward and take advantage of their degrading communications and battered offensive forces. Make no mistake – the Soviets can still pack a punch. They have plenty of armor and massive amounts of artillery that can quickly reduce my small force to nothing if I’m not careful. But if I do this right I can capture some objectives, score some points and crush the Soviets.

Turn 11 – 26 minutes elapsed

The game is now four hours and twenty-six minutes into the fight. The scenario can run another five and a half hours, but I think the Soviets are in trouble. What I’m not feeling good about is the lack of damage I’ve taken. Aside for the beating my engineers took up north, I’m in good shape. Usually the Soviets beat me more badly. That tells me there’s some tough fighting yet to be done. Hopefully we can keep on the move and stay out of their artillery umbrella.

My luck is holding. Because my troops are on the move several barrages of Soviet artillery fall on empty fields in the south. Keep moving, men!

The mines I drop on a VP take out a couple of units. They’re hidden from me, but I hear the reports of their explosions. Fighting in the south heats up with heavy exchanges between all visible units. A suspected Soviet recce platoon is spotted near my HQ area and my mechanized units moving north to the central objective spot it and take it under fire. More Soviet artillery misses and we continue to push forward.

The turn comes to a close. Lots of Soviet artillery has fallen and none of it has found its mark. I intend to keep that streak going by making some unpredictable changes to the line of movement of some of my units.

Around the middle objective I can see more units now, including a stack of about nine tanks. Tempting as that may be for my MLRS I’m going to use my regular artillery to fire at it.

Turn 12 – 27 minutes elapsed

This round goes badly for me. The Soviet ground forces aren’t much of a threat, but their artillery seems to be everywhere and on target. Entire units go from full strength to zero and it hurts. Normally this kind of response is only drawn when I’m in proximity to an important HQ unit. The suspected air defense unit to the far east of the southern approach is probably more than it appears. The VPs around Dudenhofer to the south are clearly must-haves for the Soviets as they appear to be throwing everything they have at them to retake the VPs I have captured.

Soviet Armor pushes south toward Dudenhofer.

Soviet Armor pushes south toward Dudenhofer.

Turn 13 – 21 minutes elapsed

Note my decision cycle has decreased to 21 minutes while the Soviets have an estimated 37. I’m moving at almost twice their speed. Their success with artillery is probably due to the fact that it’s in LOS of mine and giving direct support to critical HQ units. Let’s see if we can break that pattern now.

There is now a significant cluster of units south of Weiskirchen and it’s time to bust out the MLRS.

MLRS FTW.

MLRS FTW.

I also order artillery to take out the suspect HQ unit to the far east of the southern objective, while my other artillery battery targets the nine tanks north of Jugesheim.