Professional Documents
Culture Documents
ISSUE # 14
DECEMBER 2014
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GARAGE
GAMERS
GROUP
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D E C E M B E R
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Hi Everyone,
I hope that you all had an
excellent November. The year
is nearly over. So many games
are out there now, who will
have what in their Christmas
stocking I wonder.
Blood Angels in 40k are
finally released in a new
codex, and as my favourite of
the 40k armies am excited to
see what they can have and
what changes have been made
for the latest edition of the
game. They will be out this
month in a box set with a slew
of Tyranid miniatures, and a
mini rulebook.
Were going back to basics
with our home gaming, having
finished our WFRP campaign,
and getting ready to move on
into Path to Glory,
Necromunda, and Warhammer
Quest.
Dates for PentaCon will be
out soon. As usual maximum
players are 10, (which keeps
things nice and manageable).
The mini tournament is
designed around 5 games in
one day. We try to simplify the
games so that they can be
played in an hour. All
miniatures, games and rules
are provided on the day.
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Mordheim
Apocolypse
Flames of War
AD & D
Pathfinder
Arkham Horror
Napoleonics
Necromunda
Warhammer Fantasy
Dreadfleet
Blood Bowl
Man O War
War Machine
Infinity
WAR MACHINE
Warmachine is a steampunkthemed tabletop miniature
wargame published by Privateer
Press. It is designed by Mat Wilson and Jason Soles.
The first edition of Warmachine
was released in 2002. After releasing numerous models and
new model types Privateer Press
decided that the game was in
need of a rebalancing. So in
2010 after years of play testing
and a public field test they released Warmachine Mk II.
Alongside Warmachine, PP
(Privateer Press) has released
Hordes. A fantasy-themed tabletop miniature wargame being
a variant of Warmachine.
The Game
Warmachine is normally played
on a 6x6board. Two armies
each led by a warcaster fight to
win control of a portion of that
board or to kill the opposing
warcaster. The warcaster is a
warrior-sorcerer, who alongside
fighting and spellcasting also
has the ability to control 12 feet
tall steam-powered warjacks.
The warjacks have a basic predatory intelligence thanks to an
invention called a cortex. The
cortex allows the warcaster to
see through the jacks eyes
guiding its attacks to hit or
damage better. This is represented by one of the central
mechanics of the game and its
called boosting.
The army can also include units
of infantry, cavalry, weapon
crews and battle engines. They
come in two flavors, units and
solos. The warcaster, warjacks,
units, solos and battle engines
are all different model types.
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ISSUE
14
PAGE
many gaming
systems out
there...all you
have to do is
find one that
suits you
There are
Forward Scout
By GGG Member
Glen Taylor
Banter you have just got to love, whether writing it or reading it. As some of you will know we have a wild west game running
through this magazine. Updates are on facebook (Dog County Range Wars and Dogtown group pages) if you care to have a look. The
game is only three turns old but the banter has begun, some true and most not. The nature of banter I believe is to engage one or more
people on a topic. Once you do that, try to out do their efforts and watch other join in. For me this has become some of my treasured
memories and still building.
Photos are another thing that bring pleasure to the table in our Dog County we are trying to do as many as we can to support the
game. When the players make the effort it a special treat for me. A lot will never post but like which is still supporting the game but I feel
they are missing out on so much more.
Stories about there characters and ranches are great way to build up fibre of the game. Some has gone to great lengths to fill in the
blanks of their family and origins. Again this isnt for all but trust me its fun and satisfying.
So I hope you can add to any game you are playing and do that little extra. You reward will be enjoyment for you and your friends.
Thanks for your ear.
Bob Tonic Brown ( Glen)
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Necromunda is played on a 4 x 4 foot table, with terrain representing the underhive a a futuristic city in the galaxy of Warhammer 40000.
The Ironskirts won the first turn after set up, but kept movement to a minimum, choosing hiding and overwatch to let the
fight come to them. The Habtown Baldies had rolled Vents as
part of their initial territory. This allowed them to get up into the
heights of the buildings at the end of their first turn. The targets
up high proved too much for the gangers in hiding and exposed
themselves as they tried to shoot at the Delaque gang. This then
left their positions exposed.
All gangs started with a basic setup. That is, 1 Leader, 1 Heavy, 4
Gangers and 2 Juves, bought with 1000 creds. Nicks gang had a bye
for the first game set played. Flynns Cawdor (The Headhunters)
went up against Henrys Goliaths. (Rippers)
The Headhunters won the roll to start, and the Cawdor gang set
out across the table to get some retribution from the steroid
pumped Rippers. Turn 2 was more about getting into position on
the table and settle in for some nice arcs of fire. By turn 3, things
were heating up, first kill going to the Goliath heavy, taking down a
Headhunter Ganger. The Ripers also downed one of the Cawdor
Juves. The Headhunters had made some of their hits in turn 3, but
failed to wound. The Rippers achieved nothing.
In turn 4, the Cawdor luck turned the tables on the Goliaths, with
a combination of lucky dice or good shooting reduce the Rippers
down, forcing them to take their first bottle test. The Goliaths
rolled a 6 on 2 dice. The Rippers would stay and fight on.
The Ironskirts rolled their first bottle test and the dice came up
as a 9. The Esher gang left the territory, vowing revenge.
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Zombie Fluxx:
Following the success of our previous games of Fluxx we thought this would be a nice easy start to the gaming night, and a nice way to settle
into the mood of the evening. Unfortunately, because of zombie theme of the game, it played very differently to Oz or Star Fluxx. In the end the
game was taking too long (and getting interrupted by Trick or Treaters and dinner), that we ended the game prematurely.
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This one was quite a bit more fun and interesting for all the players, as we knew we could have assassins jump out at any time, and we still had
to find the last artefact. Ultimately the good guys won, but it was close and enjoyed by everyone.
Closing Thoughts
Zombie Fluxx: This unfortunately is one of the longer and more complicated (relatively) of the Fluxx titles, so
was not great as an introduction to the Fluxx game system normal Fluxx games last 10 to 40 minutes, but
our games of Zombie fluxx clock 80+ minutes on average. Nevertheless, as a non thinking, fun sit down game
it is good. Personally I find it similar to Killer Bunnies in that the gameplay is simple and easy once you know
it, but the game can get bogged down if people take too much time and overthink their plays.
Betrayal at House on the Hill: This as already mentioned is a fun, easy and fast game, and more than that, it is wife friendly you all know
what Im talking about. The game has extremely good replay ability (50 base scenarios in the game, with additional ones available on-line), and
player variety is easy to maintain (12 different characters to choose from). Definitely I would recommend this one.
Note: I have been told that Betrayal and Witch of Salem are currently out of print and quite hard to find, but I did see a copy of Betrayal in Comic
Warriors at Annerley the week after Halloween.
Peter Toh
WarpForged Miniatures
Contact Scott
For commissions
And Sales at
warpforged@gmail.com
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Dogtown howler
Edited & Published by Jacob Adams Esq.- Journalist & Photographer - Established 1867 Dogtown County - Member of Professional Newspapermen of N.Y. December 1868
Tumbleweeds
16 Hexes
The Lucky O
10 Hexes
Bugmans Ranch
Old Stump
42 Hexes
16 Hexes
The Pondarosa
23 Hexes
9 Hexes
MacCaroney Ranch
Old Dry Patch
16 Hexes
Melody Ranch
Highlands
24 Hexes
9 Hexes
18 Hexes
28 Hexes
14 Hexes
33 Hexes
Bennys Hills
17 Hexes
Deadwood
36 Hexes
Lexington
43 Hexes
10 Hexes
Foundry Fortress
Keenai
20 Hexes
The B-B-Q
The Bar C
The Double W
34 Hexes
19 Hexes
10 Hexes
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The Dog County Range Wars players map, turn 3/4, allows players in the campaign to gauge their expansion in the new territory as well as
have a guess where their opponents might be. The colour coding shows where the real money is, in terms of land and income. Lush Lands
that are worked, (that is to say that a Ranch Hand is holding that land at the end of the turn), are worth $100 income to that Ranch.
Abundant Lands are worth $75, Grazing Lands are worth $50 and Arid Lands will produce $25 per month if worked. This information will
allow players to plan their next expansion to create the most profit, and to defend the more expensive property, avoiding the cheaper
lands. The black squares around the map represent Trading Posts, and the big one in the centre is where Dogtown is. The Red Stars are the
Ranches. The trees represent timbered hexes which when harvested will become grazing lands. Brown colours are mountain ranges which
like the rivers and trading posts, can be named as the players discover them. Silver can be found in the mountains, but its risky. You might
lose that ranch hand. Red skull and bones show land clashes last turn where battles have occurred. Players can now just send what numbered hex that their Ranch Hands will be going to and through. Go to Dogtown group on Facebook for the current map and more details.
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www.riverhorse.eu
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E-mail: garagegamersgroup@gmail.com
organisations
Or snakeeyes.magazine@gmail.com
Facebook: Garage Gamers Group
Trademark names in the newsletter have been used without permission & only used for promotional purposes for GGG. They include: Games Workshop & associated trademarks, StarWars X-Wing, Wings of Glory, Zombiecide, AD &D, Army Painter. Eureka miniatures,Warlord Games, Stone Mountain miniatures, Flames of
War, Perry Miniatures and RiverHorse are used with permissions. Pictures are the property of Snake Eyes & have been used with the permission of members of the
GGG. Other pictures have been used with permission where possible to promote event or products.
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