Posts on Boardgamegeek say that the Rohan player has little chance if the Saruman player chooses the third position exclusively, The Pits, on Shadow Box after the first few turns. I'd like to play this one again to test this out.
Sunday, January 27, 2008
Saturday, Jan 19, 2008 - Battles of the Third Age, Rohan Battle
Posts on Boardgamegeek say that the Rohan player has little chance if the Saruman player chooses the third position exclusively, The Pits, on Shadow Box after the first few turns. I'd like to play this one again to test this out.
Wednesday, September 26, 2007
Quick Post
Friday evening, 7th, I played War of the Ring with the expansion with Alan Richbourg. After a 5+ hour struggle Alan's Fellowship managed to dunk the One Ring in the fires of Mt Doom for the victory. Frodo ended up with less corruption, 5, than he started with, 8, as I managed to pull out all four of the Fellowship tiles in four consecutive draws! The Shadow ended with 7 victory points when the ring was destroyed.
Saturday afternoon, Joseph Acker taught me Saganami Island Tactical Simulator. The game is based on the Honor Harrington universe created by the author David Weber. By the way he is also one of the designers of the Star Fire game.
This past Saturday, 9/22, Nevin came over and we played two scenarios from his latest game acquisition, Last Night On Earth. In the first scenario, Die Zombies Die!, it was Cody and I each playing two townsfolk against Nevin's zombie horde. We had 16? turns to kill 15 zombies otherwise the zombies won. It was not looking good for the townsfolk but the Sheriff Anderson went wild with the meat cleaver near the end and then Billy finished off the final zombie with the shotgun for the win on the last turn.
In the next scenario I took the zombies and Cody and Nevin had to defend the manor house. This time the zombies won by getting nine zombies into the manor. This is a quick fun little game.
Tuesday, August 21, 2007
Jeff Kuhn's War of the Ring Cyberboard Gamebox
After we finished our game, he won, we discussed what changes he could make to the gamebox to improve it. Version 5 was completed with larger pieces that were more easily distinguishable but Jeff was still looking for ways to improve the map at the time.
Jeff recently sent me his latest, version 6, gamebox incorporating the expansion and a newer map graphic.
He will soon be releasing it to the public, after removing the card text, and hopefully it could be used in the upcoming War of the Ring Tournament being talked up on Boardgamegeek here.
I've attached more pictures. Click on them to enlarge.
I'm not sure if I will be in the tourney as I'm involved with other PBEM games now but if anyone wants to do a casual game using the gamebox drop me a line.
John
Monday, August 6, 2007
Alan Richbourg's Painted War of the Ring Game
Click each image for a larger picture.



The pieces out of the box are either blue, for the fellowship, or red, for the shadow forces. In the case of the fellowship a frequent complaint is that it is hard to differentiate between the units for Gondor and Rohan and to a lesser extent between Elvish units and Northmen.
Sunday, July 1, 2007
Gaming this weekend
On Saturday at the North Texas Wargamers monthly meet for June we had a good group of players show up, sixteen I believe.
The following games were played:
1. EastFront II
2. Twilight Struggle
3. Imperial
4. Age of Empires III: Age of Discovery
5. War of the Ring
6. Command and Colors: Ancients
Greg Blanchett posted a few pictures on ConsimWorld,
Greg's Pictures.
I played a 4-player game of War of the Ring, Random drawing of sides resulted with Alan and Curtis as the Fellowship and Nevin and I as the Shadow.
The nations divided up thus:
Gondor and Elves: Alan Richbourg
Rohan, Northmen, and Dwarves: Curtis Kitchens
Saruman, Easterlings, and Southrons: John Boone
Witch King and Sauron Nation: Nevin Ball
In the multi-player game the players on each side take turns as the first player. In the case of the Fellowship, first player decides if the Fellowship declares. In the case of the Shadow, the first player decides how many die go into the Hunt box. In both cases they get the first action for that side. Musters were few in the initial turns so the Witch King didn't come out until turn 2 and Saruman made his appearance in turn 3. The Fellowship moved pretty well during the first few turns avoiding detection until they hit the 5th position on the Fellowship track. Not wanting to have to draw another hunt tile the Fellowship took the North Pass route. The Fellowship would never move very far from that point on chosing to split the Fellowship leaving Frodo, Sam, and Pippin? as leader.
Minas Tirith came under siege first but put up a good fight against the might of the Witch King and his dark minions. It was actually pretty close after the Grond Event failed to take Minas Tirith and reinforcements had to be called in for the dark lord to continue his siege. The Easterlings reinforced (Horde from the East Event card) their army up North and began their march for the DEW (Dale, Erebor, Woodland Realm) line while down south the Southron armies headed for Umbar planning to sail for Dol Amroth.
After the Southrons voyage from Umbar to siege Dol Amroth left Umbar bare and Moria was still lightly garrisoned the Fellowship, Alan, decided it would be a good idea to go on the offensive and attempt a military victory. Most of the companions separated from the Fellowship and joined the army from Lorien marching on Moria with Gandalf the White leading. About the same time Boromir and Strider made their way into the besieged Minas Tirith with the We Prove the Swifter event card where he was crowned king but his reign would not last long.
In my own attempts toward a Fellowship military victory it usually fails if you can not acheive it in one turn so as not to give the Shadow, who has superior action dice numbers, to react. Such was the case again when Umbar, with one lone besieged Southron survivor was relieved by a Dark Army near Minas Tirith. Moria fell to the Fellowship but it was not enough for victory.
The Shadow then kicked it into gear finishing off Minas Tirith, where Boromir and Aragorn fell, and captured, Dol Amroth, Pelargir, Dale, The Woodland Realm, and Lorien for the Shadow military victory.
Where were the armies of Rohan and Orthanc? They spent the game staring at each other building up forces. Rohan was pinned protecting its own land from an attack from Orthanc and did not help Gondor. If the horse had come to Gondor's aid it could have possibly turned the battle for Gondor during the early stages. The Dwarves too were quiet, never getting to war, while watching their neighbors in the DEW line be conquered.
Nevin then came to my house and we played a 3-player game of Drakon with my son. We made the biggest dungeon map yet in all the games we have played so far. It contained very little gold and a lot of sneaky traps. My Drakon winning streak continued to 5 games.
Lastly, we then played a 3-player scenario I created for Federation Commander: Romulan Border. Taking inspiration from the original series show "Arena", it was two Federation players vs the Gorn player. Nevin commanded the outpost, a Federation Commander Mobile Base, on Cestus III along with an orbiting Fed Frigate.

Cody played Capt. Kirk in the Federation Cruiser coming in to give aid, and I was the Gorn Cruiser protecting Gorn space from the invaders.

Both the Frigate and Outpost started with their shields down and no weapons armed. Nevin could not raise his shields until either I fired on his units or he detected me with his sensors.

Cody was limited to a speed of 8, warp 2, until either of the previous conditions for Nevin were met simulating the distress call. The Gorn cruiser had all plasma torpedoes (4 of them, two S-type and two F-type) fully armed.
On the approach, Nevin picked up my ship before I got to fire on him so his shields were raised when I launched my torpedoes and fired off my 4 phaser salvo at his base at the end of turn 1. The base fired what phasers could be brought to bear on two of my strongest torpedoes in order to lessen their effect when they hit next turn. The frigate moved off and hid on the other side of the planet at this time. At the beginning of turn 2, all players began charging their mult-turn arming weapons (Photons and Plasmas). Impulse one of turn 2 started off with a bang as 4 plasma torpedoes slammed into a single shield of the outpost causing heavy damage.
On turn 2 the Gorn ship turned toward the Fed CA while firing off a phaser barrage from the port side to finish off the outpost. There were no survivors. Nevin's FF vowed revenged and turned back to pursue the Gorn. Turn two ended with some plinking phaser shots between the combatants with no real damage and the launching of missiles against the Gorn ship. Fortunately I had one phaser left to take out the missile from Nevin's frigate. If it has hit I would have taken 12 points of damage to my front shield. The Federation Photon torpedoes would be fully charged at the start of turn 3. Plasmas normally require three turns to charge but the bigger tubes can fast load an F-type torpedo in two turns by paying more energy. I decided to do this with my two S-type torpedo tubes. Otherwise I would have to spend turn three running from two angry Federation ships with possibly overloaded photon torpedoes while my heavy weapons were still charging.
Turn 3 started off with the FF and Gorn CA in close proximity with Cody's cruiser in hot pursuit. Phaser shots were traded at some point and then I managed to get into position where I launched two plasmas at range 1. Since Nevin's phasers on that side had already fired this turn they hit doing a full 40 points of damage. The frigate was gutted. Only his two photon tubes remained for weapons and his power systems were down to around 3 points.He returned fire with both photons, one which was overloaded to +4 level. The overloaded one hit doing 12 points of damage to my shield. At this point I turned and ran as Cody still had all photons ready and some one had launched another drone missile at me. Turn three ended up with both Fed ships and lone drone chasing after the fleeing Gorn ship. At this point we decided to stop the game as the victory conditions I had made it impossible for the Federation to win. I have to do some work on this scenario.
On Sunday, Nevin came over again. We started off with Battlelore, Call to Arms expansion,

and then played an Epic Battlelore game.

Nevin won both of these contests. The first one was close but Nevin's forces really killed me in Epic Battlelore, 7 to 2 flags! Nevin had the Hill Giant but he never was a factor in the battle. One lone red unit on Nevin's side accounted for about 5 of his flags.

He was awesome and I could never kill it causing it to retreat about three times never able to get that last hit needed to finish it off. Finally on the third game we played a single map Battlelore scenario, standard Battlelore with lore using the full war council.

I finally won one.

While Nevin read the rules to Mag Blast, Cody and I played the same Battlelore scenario Nevin and I just finished. This one ended up being a mad melee in the middle section as both forces were mixed up pretty good. A couple of times I moved units and declared combat on my own forces. Dad triumphed over son in this one.
We finish the night with a game of Mag Blast. A game Nevin picked up on his way to my house, along with Epic Battlelore. We really liked this one, especially Cody when he whipped up on us with his Recyclon Empire. Long live the Glorp Empire. We shall rise again from the ashes of our defeat!





