Early this year, in May to be more precise, I had made a little battle report and review of a Kickstarter game that I had backed: Rivet Wars.
I had rated the game 8/10 (for what my judgement is worth :P) as it had been a very enjoyable experience and I did not regret whatsoever the money I had spent in this kickstarter.
You can click here: to read this review and battle report
Now couple of months later, I got a text from my friend Paul telling me he had received more Rivets for me.
I knew some Rivet stuff was on its way but I clearly DID NOT expect how much was on its way...
Sunday, 19 October 2014
Tuesday, 14 October 2014
High Command: Discarding Trollbloods
Having recently received my Castle of the Keys, I used a little free time, never enough of that, to sort my High Command collection into the binders...and of course, as soon as I was done I wanted to try and build a new Trollblood deck...
A couple of cards intrigued me from Castle of the Keys, for Trollbloods these were, well, all of them.
In the end, during deckbuilding, I decided to go with a well known Trollblood theme: discarding, making me focus on the Troll light warbeasts.
Sadly for me, Privateer Press High Command designers did their job right to
A couple of cards intrigued me from Castle of the Keys, for Trollbloods these were, well, all of them.
In the end, during deckbuilding, I decided to go with a well known Trollblood theme: discarding, making me focus on the Troll light warbeasts.
Sadly for me, Privateer Press High Command designers did their job right to
Monday, 13 October 2014
GV Brasstards : an epic Warmachine/Hordes Team Tournament Saga
The Chaosludik Warmachine Team Mega battle report!!
Yesterday was a big day for the Montreal 's wargaming community as it was the beginning of Chaosludik: a two days gaming convention with tournaments for Warmachine/Hordes, 40k and warhammer fantasy.
Earlier this year, a friend of mine and blogger on this blog DanM had expressed his wishes to mount a team for the Team Warmachine event happening on Saturday. Being a great fan of team events, I volunteered to be part of it and so did my boss DanT (yeah "Daniel" is a popular first name around here).
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| DanT's colossal, quickly airbrushed till 1:37am the night before the tournament. |
Monday, 29 September 2014
High Command: Breaking the Skorne Enigma
(This blog post was written and meant to be posted in mid August, I apologize if any of what I'm saying is now obvious due to a tournament or similar article posted in-between. At the time I had written this article, Skorne were still considered the worse, second only to Menoth.)
(All pictures property of Privateer Press)
One thing I've noticed from old forum posts is that the Skorne and Menoth are considered the two worst factions in High Command...
Always having a soft spot for the underdog and having played Skorne in MK1 since their release until Metamorphosis, I couldn't resist the lure of trying to do something with them.
I built two decks, faced my little brother and came to the conclusion:
(All pictures property of Privateer Press)
One thing I've noticed from old forum posts is that the Skorne and Menoth are considered the two worst factions in High Command...
Always having a soft spot for the underdog and having played Skorne in MK1 since their release until Metamorphosis, I couldn't resist the lure of trying to do something with them.
I built two decks, faced my little brother and came to the conclusion:
Wednesday, 13 August 2014
High Command (+My LoE ''Bloodgift Deck'')
About a year ago, Privateer Press released its Hordes/Warmachine-based LCG into the world: High Command.
I went on vacations when the game was released in store so I missed all the demo games that happened when my boss bought a copy and tried it with other employees and customers. What I did not miss, upon my return, was all the negativity and bad comments about the game and how unplayable/blend it was.
I was a little sad as the concept of the game (building an army and attacking locations) was something I had been looking forward too in LCGs since the Eve Online TCG.
I went on vacations when the game was released in store so I missed all the demo games that happened when my boss bought a copy and tried it with other employees and customers. What I did not miss, upon my return, was all the negativity and bad comments about the game and how unplayable/blend it was.
I was a little sad as the concept of the game (building an army and attacking locations) was something I had been looking forward too in LCGs since the Eve Online TCG.
Friday, 25 July 2014
WWX: The Jesse James Tales... Wild West Exodus Battle Report (part one)
Jesse
James has paid for his place on the National Stage by placing his
flesh, blood, dreams and perhaps even his soul upon the altar of his
ambition.
Finally played my 1st game of WWX!!! And quite frankly it was a very different Beast (game) then I thought...don't get me wrong, my enthusiasm for the game is still there!
As a matter of fact it is probably STRONGER...but like many games, it plays different then the impressions you 1st get when you read the rules...
1st I encourage you to go back and read my other post about the game (unboxing) it'll help get you in this Western feel/mood (or it will at least help you understand my feelings for the game before playin').
Synopsis:
Gamers' Valley...in a small town called Sandborntown(changed since 1st published)...a small Posse of fifteen men, led by non-other than the famous Jesse James, are finished loading precious cargo onto a few trucks and an Iron Horse. This cargo is not only comprised of the regular items (food, money, weapons and jewellery)...more and more Jesse is going after major caches of RJ-1027, the prolific chemical compound formulated by Doc Carpathian for use as a powerful energy source.
The town was deserted...Jesse is so recognizable (his robotic arms do stick-out in a crowd) and his reputation widely known, it only took a few townsfolk to recognize him and the streets were empty...
To a distinct few, Sandborntown is also know as 'the Vault' or 'Vault Town'...for the very numerous Security Vaults in it's underground tunnels. The town attracted a lot of attention when the Earps announced it would be under their protection and that they would be neutral to the many groups that have influenced these tragic times...only the Law will prevail in this town!
Sandbornvtown is a transitory town between many of major towns in the area, these Vaults serve as a perfect supply depot (for a major fee of course!) to many of the different colliding identities of the West. The vast number of Vaults and the confusing underground maze, make it the most secure storage facility in the West...and let's not forget the Earps' priceless protection!!
But none of that is beyond Jesse James and his group of Bandits. The web of contacts at Jesse's disposal and the reach of his influence goes way beyond what most folks like to believe.
''Jesse! We have company!'' yelled Sam. Sam was a sniper under the tutelage of Jesse's brother Frank. He was very good as a Lookout and Jesse didn't hesitate in giving him this role for this operation, dispite the fact Sam was still drunk from last night's binge at the Ol' Boot Saloon.
''Injuns, Jesse we got some Injuns comin' right at us from the otherside of town! And they are led by a weird Wolflike man!!!''
Jesse signaled the 2 drivers of the now fully loaded trucks to leave. He turned and looked at the female pilot of the heavily loaded Iron Horse. ''Seems we have some Injuns to kill Sweetheart, ride to the Hidden Camp...we'll be right behind you...'' As the hovering vehicle left, Jesse turned to face the remaining eleven men ''Boys you all know your jobs, we were expecting the Earps...but stick to the plan and don't do these Injuns any favors!!!''
The Lists:
My buddy Mooseman only has the Warrior Nation Starter box:
Sitting Bull (Boss) - $200
Walks Looking (Sidekick) - $95
Braves (5 Close Combat) - 5X $25
Braves (5 Ranged Combat) - 5X $25
Brave with Gatling Gun (Light Support) - $50
Total Posse : $595
My list:
Jesse James (Boss) - $200
Frank James (Underboss) - $135
Bandit (5 Long Range) - 5X $25
Bandit (4 CC) - 4X $25
Bandit with Sniper (Light Support) - $45
Total Posse : $605
Deployment:
I had fewer models than my opponent, which gave me the initiative for the 1st turn, so Warrior Nation deployed 1st, I then deployed 2nd and activated 1st. We both had a 10 inch deployment zone.
1st Turn:
1st Turn was mostly uneventful as both Posses advanced their Warriors...However both Snipers (Frank James & Light Support) got to use 'On the Lookout' at the end of Turn 1.
This was the end of turn 1, all my models had activated and Mooseman had Sitting Bull who was in the middle of an activation and a Brave or two left...my Influence Pool was still full at 5, I figured this would be an important roll, so I put 2 Influence on it. Sitting Bull was not in cover, however there was Intervening Terrain (+1) and the shot was Long Range (+1 for being more than half the range of the weapon)...so a difficulty of +2 added to Franks Marksmanship of 4+ means I needed a 6+ for the shot.
Being extremely happy with the roll, I obviously kept the 10 and wasted the 2nd Influence Token. A natural roll of a 10 in WWX is considered a Lethal Hit, which means you subtract 2 from the Armor Value of the target...Sitting Bull has an Armor Value of 1, which becomes 0 and Frank's rifle has a Power of 10...this could mean a good amount of damage!
Mooseman went for an uninfluenced die roll...maybe he didn't fully think this through, because this way he couldn't change the result...
If the result of the Armor Roll is a natural 10, the model performs a 'Life Saving Dodge' and ignores all damage caused by that hit, regardless of the weapon's Power.
So far, so good for the Native wolflike Boss! After having triggered 1 of my 2 'On The Lookout' Snipers, Mooseman carfully approached Sitting Bull to my Cowboys in a manner that my Sniper could not see him...
During the activation of his last Brave, I decided to use my Sniper's 'On The Lookout' action and try to shoot him down before the Start of the next turn. I interrupted his movement at a point where he was not behind cover.
Again, since this is the end of Turn 1, I wasn't afraid to add some influence tokens to the roll. My Sniper's Marksmanship is 5+ and this was Long Range (+1) and there was Intervening Terrain (+1), so I needed 7+.
I can't recall how much influence was used on this Armor Roll by my opponent, whether it was 1, 2 or 3...but all that matters was he kept/rolled an 8 on his Armor Roll. The Sniper Rifle's Power is 11, so his Brave survived the shot with 4 Lifeblood left ( Power 11 - 8 Armor Roll = 3 Damage).
This is how Turn 1 ended...although I couldn't rejoice in having 1st kill, I did get 1st blood. And with this small victory I was now ready to confront my opponent on Turn 2 and beyond! Still feeling good about my positioning...
I will end the 1st part of this Battle Report here as it is already a long one...don't worry the action-packed conclusion of our 4-turn battle will be posted shortly!!!
Till then,
Turtle Power!
DanSolo
Finally played my 1st game of WWX!!! And quite frankly it was a very different Beast (game) then I thought...don't get me wrong, my enthusiasm for the game is still there!
As a matter of fact it is probably STRONGER...but like many games, it plays different then the impressions you 1st get when you read the rules...
1st I encourage you to go back and read my other post about the game (unboxing) it'll help get you in this Western feel/mood (or it will at least help you understand my feelings for the game before playin').
Synopsis:
Gamers' Valley...in a small town called Sandborntown(changed since 1st published)...a small Posse of fifteen men, led by non-other than the famous Jesse James, are finished loading precious cargo onto a few trucks and an Iron Horse. This cargo is not only comprised of the regular items (food, money, weapons and jewellery)...more and more Jesse is going after major caches of RJ-1027, the prolific chemical compound formulated by Doc Carpathian for use as a powerful energy source.
The town was deserted...Jesse is so recognizable (his robotic arms do stick-out in a crowd) and his reputation widely known, it only took a few townsfolk to recognize him and the streets were empty...
To a distinct few, Sandborntown is also know as 'the Vault' or 'Vault Town'...for the very numerous Security Vaults in it's underground tunnels. The town attracted a lot of attention when the Earps announced it would be under their protection and that they would be neutral to the many groups that have influenced these tragic times...only the Law will prevail in this town!
Sandbornvtown is a transitory town between many of major towns in the area, these Vaults serve as a perfect supply depot (for a major fee of course!) to many of the different colliding identities of the West. The vast number of Vaults and the confusing underground maze, make it the most secure storage facility in the West...and let's not forget the Earps' priceless protection!!
But none of that is beyond Jesse James and his group of Bandits. The web of contacts at Jesse's disposal and the reach of his influence goes way beyond what most folks like to believe.
''Jesse! We have company!'' yelled Sam. Sam was a sniper under the tutelage of Jesse's brother Frank. He was very good as a Lookout and Jesse didn't hesitate in giving him this role for this operation, dispite the fact Sam was still drunk from last night's binge at the Ol' Boot Saloon.
''Injuns, Jesse we got some Injuns comin' right at us from the otherside of town! And they are led by a weird Wolflike man!!!''
Jesse signaled the 2 drivers of the now fully loaded trucks to leave. He turned and looked at the female pilot of the heavily loaded Iron Horse. ''Seems we have some Injuns to kill Sweetheart, ride to the Hidden Camp...we'll be right behind you...'' As the hovering vehicle left, Jesse turned to face the remaining eleven men ''Boys you all know your jobs, we were expecting the Earps...but stick to the plan and don't do these Injuns any favors!!!''
The Lists:
My buddy Mooseman only has the Warrior Nation Starter box:
Sitting Bull (Boss) - $200
Walks Looking (Sidekick) - $95
Braves (5 Close Combat) - 5X $25
Braves (5 Ranged Combat) - 5X $25
Brave with Gatling Gun (Light Support) - $50
Total Posse : $595
My list:
Jesse James (Boss) - $200
Frank James (Underboss) - $135
Bandit (5 Long Range) - 5X $25
Bandit (4 CC) - 4X $25
Bandit with Sniper (Light Support) - $45
Total Posse : $605
![]() |
| (Picture taken with my phone before bringing them for the game! Sorry for the quality) |
Deployment:
I had fewer models than my opponent, which gave me the initiative for the 1st turn, so Warrior Nation deployed 1st, I then deployed 2nd and activated 1st. We both had a 10 inch deployment zone.
| (Warrior Nations Carefully deployed behind the cover of buildings) |
| (Knowing that the Outlaws, with 2 Snipers had the Ranged Combat Advantage) |
| (Outlaw's Gunline, my sniper began 'On the Lookout', unfortunately I didn't have enough distance to deploy him behind the cover of the Saloon Sign) |
| (Frank James chose to cover the center of the board, thus helping to protect Jesse who is hiding behind the Crystals) |
1st Turn:
1st Turn was mostly uneventful as both Posses advanced their Warriors...However both Snipers (Frank James & Light Support) got to use 'On the Lookout' at the end of Turn 1.
| (Frank James interrupted Sitting Bull's movement with a 'On the Lookout' Shoot action) |
| (The Underboss' good position and Superior Range is already paying off as every little damage on a Boss may prove to be important later in the game!) |
| (Needing a 6+ on this roll, I rolled a 4 at first, then a 10) |
Mooseman went for an uninfluenced die roll...maybe he didn't fully think this through, because this way he couldn't change the result...
| (The Great Spirit helped Sitting Bull as he rolled a natural 10 for his armor roll) |
So far, so good for the Native wolflike Boss! After having triggered 1 of my 2 'On The Lookout' Snipers, Mooseman carfully approached Sitting Bull to my Cowboys in a manner that my Sniper could not see him...
During the activation of his last Brave, I decided to use my Sniper's 'On The Lookout' action and try to shoot him down before the Start of the next turn. I interrupted his movement at a point where he was not behind cover.
| (My Sniper could easily see the Brave moving onto the Bridge) |
| (This Brave is Great Target Practice for My Sniper!!) |
| (Luckily I rolled exactly what I needed on my 3rd roll for the Shot) |
This is how Turn 1 ended...although I couldn't rejoice in having 1st kill, I did get 1st blood. And with this small victory I was now ready to confront my opponent on Turn 2 and beyond! Still feeling good about my positioning...
I will end the 1st part of this Battle Report here as it is already a long one...don't worry the action-packed conclusion of our 4-turn battle will be posted shortly!!!
Till then,
Turtle Power!
DanSolo
Thursday, 24 July 2014
DUST: Captured 1.5 ton Cargo Trucks
--Asocom Report on Axis Captured Trucks and their Use by SIK--
-For your eyes only-

When the Axis did their 1947 assaults on the Eastern Front, the intensity and strength of the Wehrmacht caught off guard many SSU divisions who, sometimes, were forced to retreat before they could even try to apply a scorched earth tactic.
This allowed some Axis units to acquire 1.5 ton Cargo Trucks and while most of these were used to haul equipment and crates behind the lines
-For your eyes only-

When the Axis did their 1947 assaults on the Eastern Front, the intensity and strength of the Wehrmacht caught off guard many SSU divisions who, sometimes, were forced to retreat before they could even try to apply a scorched earth tactic.
This allowed some Axis units to acquire 1.5 ton Cargo Trucks and while most of these were used to haul equipment and crates behind the lines
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