Sunday, April 22, 2018

Sisters of Battle

I finished up the Adepta Sororitas Battle Sisters Squad in time for Amanda's Birthday!

Adepta Sororitas Battle Sisters Squad from Games Workshop

Of course just after I bought this they announced plastic sisters are coming in 2019... Ah, well...

The Sister Superior.

The Heavies... Mealtagun and a Storm Bolter...

The Regulars... armed with Bolters...

This came with the squad... doesn't seem to be any special rules for it. I guess it just counts as another sisters with a bother? Unless it's supposed to be an Imagifier...? But that's a separate Character figure - not part of a battle squad. It's a cool characters Power Level 2, 4 wounds, 3 attacks, That simulacrum Imperialis she's carrying (if that's what it is) potentially allows an extra unit to performa an extra "Act of Faith" per turn... but then that leaves the unit (which is supposed to have 10, with only 9...? Why, Games Workshop? WHY!?)

I also re-based this Dialogus I'd picked up and painted a while back.

Her force so far...

Canoness - HQ - PL 4
Dialogue - Elite - PL 1
Battle Sisters Squad (10) - PL 8

Total PL 13 - Patrol Detachment - Command Points 3

OR - If we want to call that thing an Imagifier...

Canoness - HQ - PL 4
Dialogue - Elite - PL 1
Imagifier - Elite - PL 2
Battle Sisters Squad (9) - PL 8

Total PL 15 - Patrol Detachment - Command Points 3

She's pretty excited to try them out. I pointed out I have lots of things I could lend her as allies - Ministorium Priests, Imperial Guard, Inquisitors, Assassins... She said no, if she's going to have an army of her own, they're all going to be bad ass warrior chicks...

As much as I've tried to convince her more TROOPS are the way to go, she's already looking at Celestine...

Coming Soon to Tim's Miniature Wargaming Blog:

Will we see the valiant Sisters of the Adepta Sororitas facing the Orkish onslaught or the unknowable Aeldari? Will they fight alongside their Astra Militarum allies or stand on their own? Stay tuned!

Behind Orky Lines

Last Saturday, after playing a Rogue Trader rescuing and Imperial Commander from Chaos Cultists in labyrinthine caverns below her palace on Friday evening, Bruce was back to lead a force of Guiacan Commandoes to rescue and Inquisitor of the Order Xenos captured by Orks after the Ambush at Carf Gakl! (This report's a bit late... it's been a... busy... week).

Brind's World 4.287.018.M42

Before the Valkyries even made it back to base a rescue operation was being planned. Though they had lost contact with the troops on the ground and they had been overrun, it was clear that they had not all been killed. A number of their emergency transponders were active and showing signed of life.

Unfortunately a series of minor disasters postponed a series of planned operations for an entire week - massive Ork attacks all across the Area of Operations kept all available troops pinned down and busy for days, followed by a couple of extreme storms the likes of which the Guaiacans had never witnessed on their homeworld (nor had many in the task force on any of the worlds they'd been deployed - and there were a fair few salty veterans of dozens of conflicts over as many worlds). Valkyries were grounded for days. Undaunted, the Guaiacans set out in the storm and covered the 100+Km on foot through dense jungle, in potentially hostile territory in four days.

A Squadron had been tasked with finding their missing battle brothers (it was the Squadron's #5 Troop that had accompanied the Inquisitor to Carf Gakl). When they arrived in the area they could only locate the Inquisitor's beacon. 2 and 3 Troops pressed forward to try and locate and extract the Inquisitor while the rest of the Squadron set up a Forward Operating base for them to fall back to and clear and LZ to evacuate from should the Valkyries be cleared for flying...


We played the Rescue Scenario straight out of the Core Rule Book (pg. 206). The only change was we gave the Orks a few less sentries as when we played this before we realized ten was TOO MANY. The scenario assumes you are playing on a 4x6 table, and we were playing on a 4x4 (2/3 the size) so we gave them 7 instead. Also the Character to be rescued was supposed to have no more than 4 wounds, so we said the Inquisitor was still injured and had only 4 wounds (normally he would have 5)

Essentially the Orks would only start with the seven sentries on the table. The Commandoes could have as many as they like but if any end up with in detection distance of the Ork sentries at the end of a move phase the alarm is raised and the Orks start pouring onto the table.

Six of the terrain bits were marked as potential hiding spots for the inquisitor (who, I guess we assume has eluded his captors). As imperial forces move within a certain distance of them (3", I think) a d6 is rolled and on a 6 the Inquisitor is there! If he isn't found in the first five, he's automatically found in the last one contacted. If the alarm isn't raised before the Inquisitor is found, it is automatically raised when he is found...

Unfortunately three markers were placed by the attacker and three by the defender, which means three are along the defender (Ork) base line - so odds are

One strange thing about the scenario - it says nothing about whether the target (spy in the scenario as written, Inquisitor in ours) is actually ALLOWED to leave the table. Often is explicitly says something like "units off the table at the end of the game are considered destroyed". In some games where someone has to be rescued they have to exit off a certain point by a certain turn number. In this, they simply have to "been discovered and still alive" at the end of the game...?



Captain Zornwall - Squadron Commander (Company Commander - HQ - PL 2)
Command Squad - Elite - PL 2

# 2 Troop 2
Lt. Publio - Troop Commander (Company commander - HQ - PL 2)
Command Squad - Elite - PL 2
3x Infantry Squad - Troops - @ PL 3
Special Weapon Squad (Melta) - Elite - PL 2

# 3 Troop
Lt. Xerxes - Troop Commander (Company commander - HQ - PL 2)
Command Squad - Elite - PL 2
3x Infantry Squad - Troops - @ PL 3

Attached from Squadron Scout/Recon Troop:
Special Weapon Squad (Sniper) - Elite - PL 2

Attached from Squadron Support Troop:
Heavy Weapon Squad (Mortar) - Heavy Support - PL 3

Attached from Regimental Scout Sentinel Squadron
Scout Sentinel - Fast Attack - PL 3

Total Power Level 40
Battalion Detachment - 6 Command Points

Inquisitor Arndol Fornath


Warboss Blitzagg - HQ - PL 4
Meganobz (3) - Elite - PL 10
Lootaz (5) - Heavy Support - PL 8
2x Boys (20) - Troops - @ PL 9

Total Power Level 40
Patrol Detachment - 4 Command Points

Sentries - 7 Boyz


Setting things up... finnegan set up his Ork sentries... Bruce started setting up his initial forces.

For once this scenario seemed to give The Guard a bit of an advantage - the distance a unit was spotted at (but the sentries) was determined by it's power level - and all units were PL 5 or less they would only be spotted if they were within 3" of an Ork Sentry. Of course there was a Defender Stratagem that Finnegan used - Sensors - for 3 Command Points he was able to add 3" to the distance he could spot enemy models at. Still... 6"... It meant the Commandoes could sneak up to just out of 6" in their movement phase, then (with and average charge roll) charge and take out a sentry all quite-like in the charge/fight phases...

All set up and ready to go...


That thing where I said "For once this scenario seemed to give The Guard a bit of an advantage...?"

Guiacan Commandoes charge this Ork sentry... seven of the ten in the squad attack - including the Sergeant who had three attacks... and fail to take him out... the alarm is raised...


On the plus side when we remembered the check the adjacent bit of terrain which had a marker indicating a potential hiding spot for the Inquisitor Bruce rolled a six....

And so Inquisitor Arndol popped up out of the bushes and said "Hey guys! I'm over here!"


Then he was promptly charged by two Ork Sentries... He sliced one in half with his power sword, but not before they landed a few telling blows on him! They actually scored enough wounds to take him out and I though this might be the end of the scenario! Taken out by sentries! Luckily he has a 4+ save and Bruce managed to save 3 of those wounds!

The Lootas, Meganobz and a unit of Boyz also arrived.



The Inquisitor fell back out of combat with the Ork (who was subsequently blown to pieces by nearby guard). Other Sentries were finished off with fire. Mortars dropped bombs on Lootas taking out one of them.


The Other unit of Boyz along with Warboss Blitzagg.

The Lootas got within line of sight of some of the Guiacan commandoes and unleashed a tremendous volley of fire and... um... well... they must have been shooting at that buck-toothed antelope that dashed across the clearing off to the left, or mistook some of the trees blowing in the wind for some well camouflaged commandoes, or something, because according to the dice they clearly were not shooting anywhere near the targets Finnegan had indicated!


Bruce continued to retire all his troops towards his own baseline.

The mortars did one last shoot before packing up their gear and blew a few more Orks to bits.


The Orks took one last round before we decided to call it quits. The Boyz and The Warboss and Meganobz all surged forward.

The Lootas blasted away and finally found their mark - they took out FOUR Commandoes in one round of shooting. Bruce used a Command Point and the Fight to the Death stratagem to prevent Andy further loss in the Morale Phase.

At that point we decided it was futile to continue. All of the Astra Mililitarum forces were within one move of their table edge and could pick up and move off. Though the scenario didn't specifically say they COULD do that, we all thought it was silly that they should have to sit on the table and fight it out for 5-7 turns.

Total Losses:

Astra Militarum: 5
(four were from the one round of fire from the Lootas, one was in Melee with a Sentry)

Orks: 10 Boyz, 1 Loota
(7 of those Boyz were the Sentries - all other losses were due to mortar fire)

I do like scenarios where the objective is something other than KILL 'EM ALL!

I guess I COULD see a reason for staying on the table and fighting it out to the end of the random turn length... In an instance - such as ours - where the attacker does find the objective they are trying to rescue early in the game, saying they HAVE to stay and fight it out until the random game end gives the defender a chance to get across the table and fight through the attackers forces to kill the objective. WHY would they want to stay on the table? Well, the LZ or RV for the extraction could be just off the table on the attackers side and so the attackers have to stay and hold off the defenders until the vehicles arrive to extract the attackers...?

It took us a while to get set up and was getting late and we decided to call it. It was fun though. Our Narrative continued...

Coming Soon to Tim's Miniature Wargaming Blog:

Sisters of Battle! I did finish up the Sisters of Battle Squad for Amanda's birthday (which was yesterday) and threw a little surprise party for her. Perhaps there will be a little combined post with pics of the sisters and a bit about the party...? Or maybe just pics of the sisters... I don't know... Or maybe there won't be anything for another week... depends how much energy I have and how my head (and the rest of my body) is doing... It's been a rough week, folks... long story...

We've done hardly any boardgaming these last couple weeks... Hopefully we'll get some more 40K in this next week - so Amanda can try out her sisters. She's already thinking about what she wants to add to her force (Celestine, of course!)

Monday, April 16, 2018

Voyages of a Rogue Trader

Waaaaaaay back in January I started a Rogue Trader campaign. We were supposed to start in early January... but life happened and we didn't get to playing until the second last weekend of the month when we made characters. The game is to run on alternating weekends with Bob's Numenera campaign running the other weekends. The first weekend of February we finished up characters and sorted out some more background stuff and started with a brief encounter with the Imperial Commander of a Planet at the very edge of Imperial space... and that's been it so far. Every other weekend we were supposed to play the games has been cancelled for one reason or another up until now - actually this weekend's game very nearly got cancelled (and probably SHOULD have gotten cancelled, but I was determined to forge ahead, regardless)....

Dramatis Personae
Lord Captain Lukas Trask - Rogue Trader - played by Bruce
Isis Mijistri - Navigator - played by Bob
Odette Ramsay - Void Master/Flight Commander - Played by Amanda
Thanatron - Techpriest/Expolorator - Played by Finnegan

In the previous game the group had been invited to the palace of the Imperial Commander, had dined and then spent the night. In the middle of the night, the Navigator  had been summoned to the Imperial Commander's bedchambers. It's not what you're thinking; She's well over 500 years old, though she's been rejuvenated to look not a day older than 53, and at this point in her life was really just looking for a good foot massage and had noted at supper that Isis (I know, it's a weird name for a dude) had very strong, but soft-looking hands (he moisturizes!).

So this game picked up just as Isis was leaving the Imperial Commanders bedchambers in the wee hours of the morning. He gave a nod to the guards posted outside her door. They gave a knowing look to each other. Then a BIG FREAKING EXPLOSION went off in her bedchamber!? The guards gave each other a less-knowing look to each other, more of a WTF-sort-of-look and stormed into the bedchamber where they were shredded by a storm of bullets and energy beams of various types and calibers.

More guards came charging down the hall way. A massive firefight ensued. When the dust settled dozens of the Imperial Commanders guards were dead - and nearly as many insurgent-cultist-types that had entered the Imperial Commander's chambers through a hole they'd blown in the floor. The Palace was in disarray.

The Rogue Trader stepped in and offered his services. As soon as they were awoken by the firefight they had contacted the ship an arranged a strike team that was waiting onboard a dropship to on their vessel to make planetfall. They chased the Cultists down the hole into the caverns beneath the Imperial Commanders palace.

Into the tunnel they went...

I love this setting, but I don't love FFG's Rogue Trader RPG system. I find it a bit clunky for my style of gaming. I've been messing around with different ideas for how we might proceed with this campaign. I might just reboot the whole mess at some point. For this evening, I kind of translated their characters into Warhammer 40,000 8th Edition and we played a straight up skirmish game.... with some slight modifications...

I'd set out a table full of my cavern terrain on the kitchen table before everyone arrived and covered them all with card stock paper - so they'd have no idea of the layout of the caverns. I was going to give them a time limit, but then decided not to...

As they moved into areas where they could conceivably see into the next square, I removed the card from it and placed any units that were there.

First Contact! One mob of cultists armed only with Brutal Assault Weapons (on the left), the others (on the lower right) have a mix of firearms.

This mob with the Brutal Assault Weapons charged in and pretty much wiped out the first (of three) Strike Teams. I was a little worried I might have over-powered the bad guys or under-powered the PCs and their allies!? Then the rest of them took care of these and the other squad of cultists pretty quickly and I was a little less concerned.

I mean, Chaos Cultists are pretty much as weak as you can get in 40K!?

Continuing their exploration...

They totally took ALL the wrong turns and ended up THOROUGHLY exploring my caverns... If I had put a time limit on it, the Imperial Commander would have been so dead, and the whatever nasty business the cultists were up to would be done, and whatever thing they were probably summoning would have arrived!

They totally refused to split up... yeah, I should have put a time limit on it... to install a sense of urgency.

More Baddies show up.

Finally, the last corridor..

STILL more baddies!

Working their way up the corridor...

Almost in grenade-chucking/close-assault range!

Around the last bend!

The final showdown More cultists, their master, the Imperial Commander (which everyone kept referring to as "The Princess"!?)

It came down to these last few. The Leader of the Baddies was a Chaos Sorcerer right out of the Index: Chaos. They had him down to his last wound, but he deals out some serious hurt and took them all out in the last round. TPK.

As it was, I said at the end of the game: "As he stands there gloating over your unconscious bodies he wearily raises his power sword to deal you a coup de grace when the blade of a chainsword bursts through his chest. He looks down at it in disbelief and slowly slides off of it as he falls to his knees. The last thing he sees as he turns and falls to the ground, dead, is the stern, blood-spattered visage of Mordecai Holt glowering down at him..." (Mordecai is a Missionary played by Aaron who couldn't make it. He'd been part of the initial landing party, but as Aaron wasn't there on Friday, we said Mordecai had stayed behind at the Palace... as they'd been so close to winning, I figured I'd save their asses with him... because... NARRATIVE!!)

The Chaos Sorcerer could manifest TWO Psychic Powers per turn and I gave him Smite and Infernal Gaze. He really only needed ONE of those and had I not given them both, they probably would have beaten him.

I am really looking forward to the release of Wrath and Glory - I hope there is some way to port characters from that into regular 40K (that is one bonus that FFGs system had - is had the same stat names and could - sort of - be translated into tabletop 40K stats if you wanted to play out a larger action with miniatures).

I've been seriously tempted to pick up the new Necromunda as I've heard it's broken away from the standard you-go-i-go of all GW games before now... a little more crunchy than straight up 40K... might work as a combat system for a tabletop RPG..? I wish it was available as a hardcover rulebook, not just in a big box set...

Coming Soon to Tim's Miniature Wargaming Blog:

We got in another game of 40K on Saturday as well. Hopefully I'll find some time to post another short game report of that (brief) action - continuing the adventures of Inquisitor Arndol Fornath of the Ordos Xenos and the 222nd Guaiacan Commandoes.

Also, more Boardgames!

I've finished up a few of the Sisters Battle Squad, the rest just need a few finishing touches before the weekend! Stay tuned for pics of those!

Monday, April 9, 2018

April Games Part One

This first week of April was the spring school break - which usually means a break from all our regular activities. I had been looking forward to a break from things and just hanging out with the kids and playing games and going of bike rides and hoped they'd get a chance to meet up with friends... but then there was three final performances for theatre classes, there was an extra rehearsal for a jazz class, two dance festivals and a make-up violin lesson... so... pretty much the same amount of running around as we normally do... and it was bitterly cold all week and we didn't get out for any bike rides (other than to get places)... at least we did get in a few games...

Sunday, 1 April 2018

Gaming got underway on Sunday when we went over to my folks for supper and we tried out Bohnanza. They're not really gamers and it took a while for everyone to figure it out, but in the end everyone had a lot of fun. I think we'll definitely be able to play this one with them a lot. I'd never played the game before - I really like it.

Monday, 2 April 2018

A few years back (okay, maybe MORE than a "Few") I picked up a Carcassonne Big Box (strangely, when I initially catalogued it on BGG there was a listing for the Big Box, but then sometime later I received a notice from BGG that they had split it up and anyone who had the Big Box in they collection had had it split up in to several entries - one for each of the expansions... but now I see there is a Big Box again...?) at one of the Dragon's Den Games Boxing Day sales, but so far we've only ever made use of the base set and the first expansion. I'd put Carcassonne on the 25x5 list with the express purpose of playing it every day for one week and playing though all five expansions. We decided this week should be that week...

Monday we played with the base set and Inns & Cathedrals (which we've played before). I think we were all relatively close until the very end when I rocked the farming and left the kids in the dust. It's been a while since we've played and they'd completely forgotten about farming and how many points it can bring in at the end...

Since Monday was the one day that we really didn't have anything else to do we got in a few other games...

We played a game of Dominion next. I let Finnegan come up with sets for us to play with. He has fun coming up with themes. The themes have nothing at all to do with game effects - they're all about the card titles and maybe the flavour text. Sometimes they totally don't even work together at all... but usually they turn out pretty interesting. No worse than any totally random sets.

Today's set I think he called "Towns and Villages", but I was thinking it should have been called "Property Tax Assessment" or "Tax Assessment Time"... it included Village and Festival from the base set, Hamlet, Farming Village, and Harvest from Cornucopia, Shanty Town and Mining Village from Intrigue, Taxman from Guilds, and Inn and Border Village from Hinterlands. Finnegan and I started in with the Taxmen early on - turning all our coppers into silver and then gold, Keira didn't buy a Taxman until later in the game when it was much to late to catch up... I'm not sure what she was celebrating in the picture above, Finnegan and I had scores in the 40s, while she had 27...? (which is odd, usually she totally creams us at Dominion!)

After supper we played a game of Lords of Waterdeep.

I played the Red Sashes secretly controlled by Larissa Neathal - though I tried to keep the kids guessing by picking up lots of Arcana and Piety quests... I think I managed to get at least one building out there every turn though, so they were pretty sure of who I was by the end of the game. They were less sure for the first few rounds, because some of the building were just so good!

The city at the end of the game - with all my buildings - MWA-HA-HA-Ha-Ha-ha-ha-haaaaa....

Finnegan played the City Guard who were secretly controlled by Mert the Money Lender, and The girl played the Harpers who were secretly controlled by Nindl Jalbuck.

Tuesday, 3 April 2018

On Tuesday we got to trying out one of the Carcassonne expansions we HADN'T played before: Traders & Builders. I REALLY like this one. The Traders part really gives players incentive to actually HELP other players finish off their cities. This is because whoever FINISHES the city (i.e. places the last tile that caps off the city and causes it to score), regardless of who has followers in the city, gets all the trade goods in the city - and whoever has the most of any type of trade goods (of which there are three) at the end of the game gets a bonus ten points!

In the evening we played a game with Amanda. We'd considered introducing her to one of the new Carcassonne expansions, but for some reason ended up playing Dominion instead...? We ended up playing with another set dreamed up by Finnegan which he called "the Royal Architect". This one included Throne Room, Gardens, and Council Room from the Base Game, Plaza and Masterpiece from Guilds, Menagerie from Cornucopia, Stables and Development from Hinterlands, and Courtyard and Great Hall from Intrigue. It played super fast with four - I thought Materpiece would be useless, but Amanda used it to pick up LOADS of silver right off the start and I think started picking up provinces on the third turn!? The rest of us just couldn't keep up!

We seem to mostly used the Base GameHinterlandsIntrigue, and Guilds & Cornucopia. WE actually have TWO MORE Dominion expansions that we've never played with (Adventures and Prosperity). I bought each of them at the last two ToonCon auctions - both brand new, never used - for less than half price - and we've never even cracked them. I think I put Dominion on the list as incentive to do so. We'll have to make the effort to do so for the next time we play. I think at least one (or both?) of them adds a totally new element to the game, which is why we haven't bothered trying that one.

Wednesday, 4 April 2018

Today we tried out Carcassonne: Princess & Dragon!


Yeah, that Dragon came out really early. Princess & Dragon is really nasty. I think it's really meant to be played with more than just the base set. Other than this first turn when the dragon ate my monk on the cloister and Finnegan's Knight in the city, we kind of tried to keep the Dragon stuck in a corner so it couldn't do TOO much damage... for the first half of the game or so...

The Fiary was a nice counter to the Dragon, but not nearly enough.

If there wasn't enough dick moves in Carcassonne with nasty placement of tiles that make it really hard to finish cities, etc - Princess & Dragon takes the screwage to a whole new level... which none of us are terribly fond of... I'm not certain this will see much play at our place.

If it does, we'll mis it in with at least a few other sets, because with just the base set, the princesses and dragons just came out too often. The princesses would just ruin Amanda's plan as she tends to build sprawling megalopolises!

Thursday, 5 April 2018

We didn't get to trying out a new expansion for Carcassonne today, but we did get Amanda to play with Traders & Builders.

It was a SUPER close game! Amanda and Finnegan both scored 80 points, I was just behind with 78 and The Girl was only a little further behind with 74!

Friday, 6 April 2018

Friday morning and afternoon a couple of the kids friends were over and we played Warhammer 40K all day. It was pretty mad. You can read a full report of the ensuing shenanigans - with loads more pictures - here:

Another 40K Friday

Later when Amanda got home we had another go at Carcassonne. Again we didn't try a new expansion - my brain was pretty much mush after 6 hours of running five games of 40K for the kids (on top of ongoing migraine/screwy-head/new medication issues... uuggghhh...). But we did try a game with the base game and the first two expansions (Inns & Cathedrals and Traders & Builders).

It was a pretty freaking epic game - well, epic compared to the games of Carcassonne we've played - and a lot of fun. Amanda crushed it - building THREE sprawling mega-cities and scoring 178 points in the end. Finnegan was second at 124, I wasn't far behind him at 120, and The Girl was last at 120. A lot of those cities would never have been finished off if it weren't for Traders& Builders...

Saturday, 7 April 2018

While Amanda took The Girl out to dance, Finnegan and I got in another game of 40K. Again there is a full report on that action elsewhere on this blog:

Ambush at Carf Gakl

Later, in the evening, we played ANOTHER game of Carcassonne!

This time we finally did get back to trying new expansions and we added Abbey & Mayor to the base set and Traders & Builders.

Everyone seems to start out with little cities and short roads, scoring four or six or eight points here or there... Not Amanda.

No, when Amanda scores her first points in a game, she picks up the 50 counter to say she's wrapped the scoring chart and passed us all with her ridiculous megalopolises!? (For what it's worth, I capped this off and took the trade goods, though!!)

In the end I finally squeaked out a win with this one - largely due to some last minute BARN/FARMING! WOO! Unlike Amanda's 50 point lead in the previous game, however, this one was very close. I had 124, Amanda had 116, Finnegan had 112, and The Girl had 77...?

Sunday, 8 April 2018

Finally, back to Sunday and one more game of Carcassonne!

This time we tried a quick game with just the River II Expansion.

It was quick with just the base game. Amanda and I actually tied for first with 82!

Whew! Busy week!

Hopefully we'll keep up with the regular gaming all this month. There are two or three more expansions in that Big Box (it's weird... the big box says it comes with 5 Expansions... 1. Inns & Cathedrals, 2. Traders & Builders 3. Princess & Dragon, 4. Abbey & Mayor, and 5. River II, Count, and King & Cult... Except on BoardGamGeek it is counted as FIVE separate expansions River II, The Count of Carcassonne, King & Scout, and The Cult!?  This is why it looks like I have so many games on BGG - I have so many micro-mini expansions for games and each is a game entry... I digress... I do hope we'll get a chance to try them all, and try a few more in various combinations before the momentum wears out...

Looking at our (25+5)x5 Challenge Board (more details of which can be found in the GAME PLAN 2018)...

We are 13 weeks into the year and as that is essentially 30x5 games that's a minimum of 150 games so about 3 games from this list need to be played each week - on average... So far we are doing okay. We're a bit ahead of the game, actually... But we're technically DONE with games like Carcassonne. if we do try out the rest of the expansions and play some MORE games to mix and match and try new combinations, well... that's not working towards completing the challenge... The Challenge isn't everything, though. I mean, the main goal is to have fun, and if it inspired us to get that Big Box off the shelf and FINALLY try all those different Carcassonne expansions after all these years and we don't play another game on the list all year... It was probably a success. I need to keep that in mind.

I WOULD like to TRY and play a few more of these games, though.

The COIN games will definitely be the hardest.

Rather than 5x Pax Renaissance and 5x Bios: Megafauna I should have said 10x Phil Eklund Games... Oh, but High Frontier is on there as well... Hmmmm... Maybe 5x PAX games (which could include Pax Renaissance, Pax Porfiriana, Pax Pamir, or Pax Emancipation- when it comes out) and 5x Bios games (Which could include Bios Megafauna or Bios: Gensis, etc...). Perhaps I shall make it so.

The rest should be pretty easy.

Harry Potter: Hogwarts Battle  is kind of holding us up a bit. A number of them are kind of campaign games - or at least can be played as campaigns (Hero Realms, Mice & Mystics, Shadowrun: Crossfire, etc) and I kind of want to finish Harry Potter before starting in on the next campaign game...

My plan for Firefly and Arkham Horror was similar to Carcassonne - we have a few expansions for each we've never played with I thought each game we'd add one. Unfortunately both those game are considerable LONGER than Carcassonne and so I don't think we'll be banging those out in a week! I should pick a month for each and play a game each Saturday afternoon for a month adding a new expansion each week. I think I had planned to do so last October with Arkham Horror... but the kitchen renovation kind of hindered that plan some. Maybe this year!

Coming Soon to Tim's Miniature Wargaming Blog:

I'm not sure... Maybe another game report. I've been having a hard time focusing enough to paint lately - due to the never ending head-screwiness and some new meds to deal with that (I saw the Neurologist at the beginning of last week and it has been decided that it probably is just a weird chronic migraine that I've been suffering from all along - for SIX MONTHS NOW! I've been given some new medication that I've been taking for the last week, but it doesn't seem to be doing much just yet... I think it may actually be intensifying things a bit...? GAH!? At least I can still play games - sometimes - and ride my bike and type on the computer, though reading fro prolonged periods and reading rules is challenging - which is why we haven't been tackling some of the more complex games on the list just yet!).