I've not seen this Far Side cartoon before, but it plays to my wargames interests, so I thought I'd share it today.
Sunday, 25 December 2022
Happy Christmas
Friday, 23 December 2022
Christmas Meetup
In lieu of our normal club meeting last night we had a pre-Christmas meetup at a local club for a meal and some drinks.
Following on from last year we had a military history quiz which I somehow found myself volunteering to set and run. So twenty questions on a random assortment of (military) subjects it was. Surprisingly a couple stumped everyone at the table. I also put together a trophy from some spare 3D print bits - the prestigious Golden KV2
Thursday, 22 December 2022
Elk Fest
The game is as described above. Each turn you can flick two disks and, at any time, move your elk from one connected pair of disks to another trying to cross the river and stop your opponent from doing the same.
52 Games - Game 69
Tuesday, 20 December 2022
Atteint Skills
To be honest I agree with this; it would make things more interesting if each one had something that set them apart from their opponent. Obviously what you're looking at is giving each knight an ability that allows them to change, tweak or ignore a particular rule. And that's always a tricky thing, because you don't want to make any of them too powerful so that they dominate or break the game. Skills have to sit nicely within the granularity of the rules and act like spices; add flavour without overpowering it.
Anyway, I've given it some thought and come up with a few ideas which, I stress, I have not played or tested at all:
Gallant - The knight starts the joust with a Favour from the Ladies' Court
Chivalrous - The knight starts the joust with one Marshal point.
Master of the Lance - The knight may start a pass with his focus on Aim
Quick-Witted - Once per pass the knight may change his focus without having rolled a double, so long as one of his dice shows a '6'.
Fierce - When rolling to unhorse their opponent, the knight may reroll one of the D6
Horsemanship - Once per pass, when rolling for movement at the start of the turn, the knight may reroll the die
Unflinching - The knight's opponent may not reduce this knight's Aim score when rolling against their Balance
Milady's Favourite - When rerolling the dice after spending a Favour, if the dice score a double then you do not lose the Favour.
I'm sure there are other possibilities (and if you have any ideas I'd be glad to hear them). I have eight knight figures, so I can run one knight with each skill in some test games and see how they play out.
Monday, 19 December 2022
Cold War Gone HOTT
I had to put the Haunted Tank back into its box with the rest of my Weird WWII Americans yesterday. What actually happened is that I got the whole of the army out, as well as the Soviets that share the box. And then I played some HOTT.
So here are the two armies, ready to go. The Soviets defended and are on the left, broken up into three groups by the terrain. The Americans massed the majority of their troops for a flanking move around the Soviet left, and put their heavy-hitters in the middle.
Meanwhile, against the odds, Captain America held off General Winter.






































