ScrapYard Armory

A BattleTech weblog

Aug-12-2008

GenCon 2008 Here I Come

Wednesday morning I will be on a plane heading to Indianapolis for GenCon. I am very excited. It will be my first GenCon and the biggest convention I have ever or possibly will ever be at in my life.

I’ll be playing in a few Classic Battletech games over the course of the day but will also devote a good chunk of time to the exhibition room.

Pictures Uploaded Each Night!

I plan on uploading pictures at the end of every night. For those of you out there who can’t make it to GenCon this year, please leave a comment if you want me to grab a specific picture for you. I will do everything reasonable within my power to answer as many requests as possible.

So let me know! Leave a comment to this post or any of the GenCon posts to come. Looking forward to hearing from you!

Posted under News
Aug-8-2008

Will Draw Anything, Battletech Edition

I saw this website and just couldn’t resist.

In a nutshell, there is this web artist who will draw anything you want for a paltry $2. It is only a five min or so sketch but I figured, what the hell, why not? Here is my request in all it’s glory.

Posted under Misc
Jul-27-2008

Historicon 2008

I am back from Historicon and I had a blast. I only attended on Saturday to take in a few games I was interested in as well as to go shopping in the massive dealer room. In fact, I spent pretty much the entire morning working my way through trying very hard to keep my wallet in my pocket. By the time I got to the Iron Wind Metals booth, I could last no longer.

Here are a few quick pictures of the Battletech miniature display. As always, Iron Wind Metals brought with them some amazingly painted miniatures. Makes my 2nd Freemen (keep reading for more on that…) look like crap on a hex.

Please bear with me for the rest this post as I will be talking about a few game systems that have little to do with Classic Battletech. (You mean their are games out there besides CBT? GASP!)

Painting Contest

Historicon has a bring in painting contest each year to go along with their epic Iron Paintbrush challenge (paint a given mini in one hour using tools on hand!). I decided to toss my hat in the ring in the Single Figure Other category. Other simply means non-historical. Therefore, I was pitted against all the other fantasy and sci-fi minis.

Here is my entry, a Flashman in Second Freemen colors. I am proud to say that I got second place. Keep in mind that there were only five or so entries in my category.

CBT Grinder and Benjamin Take 1

The morning session of games had a Grinder and a big game featuring the Draconis Combine versus the Word of Blake.

I sat down for the Grinder before heading off to lunch. I randomly selected a Cougar A to start off with and I made the most of it. I ended up getting four kills before prematurely ejecting because I was hungry.

Combat!

The crying shame of the convention was that I forgot to take any pictures of this gaming session. I was having so much fun actually playing that I just forgot.

Combat! is a lightweight WWII skirmish game that cares more about the individual soldiers, like Vinny who wants to run a car wash after it’s all over, than the exact specifications of weapons, grenades, and the like.

The system is fast and easy to learn and works using a deck of cards, a system I found very clever. The game itself is being developed and tested and may be available commercially sometime next year. If it does go to print I will be sure to pick up a copy. It is a fun system that you can play with your friends when you need a break from Classic Battletech.

Iron Winds of War – The Peasants are Revolting!

Iron Winds of War is a light weight fantasy and medieval ruleset sponsored by Iron Wind Metals. The rules are based on Rules According to Ral, ala Ral Partha.

The game itself plays very fast while providing a good amount of strategy. In about two and a half hours, we fought a huge battle to an acceptable conclusion.

The scenario we played involved a peasant uprising. Seems the ‘Man’ has been drunk on power and has been spending all his free time oppressing the poor serfs. The ‘Man’, represented by a Bishop looking character is out and about when the peasants, helped by a group of rebel warriors and a mysterious group of black clad knights, finally have enough and decide to do in the Bishop.

The stage is set. The Bishop is caught away from his castle with an imposing group of rebels in his way looking to slit his throat. The battle commenced and casualties started to pile up. Through most of the game, the Bishop was heavily protected by a group of four foot knight units. Near the end of the game, after a series of disastrous personal challenges, the Bishop was forced out of hiding to rally routed units.

In the end, the peasants did not have the lasting power to close in on the Bishop and they fled only to be oppressed some more.

I played on the side of the Bishop’s forces in the scenario. I apologize to my opponents for rolling so damn well. Seriously, I wish I could roll as well during my Battletech games. I’d be getting headshots every other hit. And then there was the single mounted knight that just… wouldn’t… die… It fought off a full strength group of warriors three times!

Good game. Good enough for me to go out and buy a few clamshells from the Iron Wind Metals booth. I am not going to be giving up CBT for anything but this is a fast game that would be easy to buy into once and be able to play with friends for those Battletech breaks.

More CBT, Grand Melee and Benjamin Take 2

My hat goes off to Commando ‘Speck‘ again for a great con. His games are always well attended and he does a fantastic job bringing CBT to the masses. There had to be almost twenty people participating in the two evening events, maybe more. I didn’t end up staying till the wee hours. I had to get back home before it got too unreasonable an hour. All together a great Con. I am looking forward to many more!

Posted under After Action Report
Jul-22-2008

AAR: NJCon08 Grinder

No convention is complete in my opinion without a good old fashioned Classic Battletech Grinder!

NJCon08 was no different. My good friend and I were on hand to dish out ‘Mech blasting goodness to the masses. We had two takers on Friday evening. Not a stellar turnout but those that did were very enthusiastic about the game.

The terrain used included a game mat from Hotz ArtWorks with 2 inch hexes. The woods and water were made out of stiff felt available at any arts and craft store. The trees included a mix of pre-made woodland scenics and custom made ones. The hills were made out of pink insulation foam that was cut, shaped, painted, and flocked. Quite a bit of work but worth the effort for terrain that will last several years (hopefully!).

While it wouldn’t make sense to give a play by play like the other CBT events, there are more than a few highlights to mention.

Early on in the game, the new players began to feel out the game and get a sense of movement and how not to open yourself up to back shots.

Once a few of the light ‘Mechs went down, the mediums and an early heavy came out to play. In a two turn sequence, a Thunderbolt sought out partial cover by dipping into the level 1 water in the middle of the board. A Griffin positioned himself carefully and got ready for a bull rush if the Thunderbolt stayed in the water.

Sure enough the Thunderbolt remained stubborn and took his chances in the water. The Griffin ran into position and promptly kicked off the Thunderbolt’s head in the physical attack phase.

A few turns later that feisty Griffin was still on the board when the first Assault ‘Mech started play. It took no more than three or so turns for the Battlemaster to take two head hits. The second one was from a LRM volley by the Griffin for the kill. It was the only time in the game that the Griffin ever hit with the LRM20.

Here are a few pictures from the event. Thanks to all the players for giving it a go. Each walked away with the complete lineup of introductory PDFs on CD.

Back Shot!Griffin takes cover in some woodsThe Centurion stalks around the battlefield

Boot to the head!A Ghost in the woodsThe Griffin and Battlemaster face off

The Battlemaster surveys the battleThe Centurion and Ghost face offThe Jad Hawk picks a target

Posted under After Action Report
Jul-5-2008

Mechwarrior Dark Age Figures For Use in CBT

A recent post on the official Classic Battletech forums got me thinking today. The Click-tech Mechwarior game is on the ropes. No new products have been released at all in 2008. Supported organized play is also coming to an end this July.

Mechwarriors troubles can be to our benefit however as the market floods with cheap miniatures that can be used to play out games with Classic Battletech.

I have personally converted over a battalion worth of Mechwarrior miniatures to use in Grinders. And all of them are ‘Mechs! There is a wealth of infantry and vehicles that can be easily used for a combined arms experience.

Mechwarrior Figures for CBT

Lets look at some of the reasons Mechwarrior figures can be a worthwhile addition to your Classic Battletech collection.

Cheap and Plentiful

The market is flooded. eBay is ripe with good deals and lots of online resellers are flush with unsold Mechwarrior inventory. Flea markets at the last several conventions I have attended all had Mechwarrior figures for sale for pocket change.

When I decided to brew up a Grinder with Mechwarrior figures for NJCon08, I paid out $60 for a full batallion of ‘Mechs from an online reseller. An equivalent number of figures from Iron Wind Metals would cost well above $300.

No offense intended to Iron Wind. Metal miniatures are always going to be of superior quality and detail.

Easy to Throw into a Game

They are already pre-painted and ready to go. If you wanted to get fancy as I did, then you can pop them off their click-base and mount them on a hex base but that is all extra. All you really need are the figures, a 2″ hex map, and your usual Classic Battletech utensils.

A Bridge for Potential New Players

There are going to be disenfranchised Mechwarrior players out there potentially searching for a new game. What better way to get them into Classic Battletech than presenting them with something familiar to wet their appetite?

They are walking around a convention or friendly local gaming store and instantly recognize figures they used to play with, being used in an entirely new way. Their curiosity is piqued, and they ask a few questions. The rest is history. The snowball has started down the hill. Before they know it, they are on the Classic Battletech leap page, then picking up an Introductory Box Set, then Total Warfare. Another gamer joins the ranks!

Mechwarrior figures can be an invaluable tool for the Classic Battletech community. Mechwarriors loss can be our gain if we are conscious enough to take advantage of the opportunity.

Posted under Articles, Minis
Jun-29-2008

AAR: Twilight of the Clans, Battle 1

Federated Commonwealth vs Clan Smoke Jaguar

This battle represents the first battle of the Great Refusal. The game was played at NJCon08. For this battle, Clan honor rules were in effect.

Federated Commonwealth

  • Archon-Prince Victor Steiner-Davion (2/4) – Daishi A
  • Danai Centrella (3/4) – FLC-8R Falconer

Clan Smoke Jaguar

  • ilKhan Lincoln Osis (2) – Elemental Battle Armor Point
  • Star Colonel Kit Furey (1/2) – Masakari C

Fed Com vs Smoke Jags - Turn 1Turn 1 – Clan Smoke Jaguar wins Initiative

The Falconer jumps up to a high point on the canyon while Victor throttles his Daishi forward. The Masakari drops down into a woods filled depression and disembarks it’s mechanized elementals.

The Falconer issues a challenge to Star Colonel Kit Furey in his Masakari who accepts.Closing the gap

The Masakari opens up with two ERPPCs and two Large Pulse Lasers, all of which hit and melt armor from the Falconer at a quick pace. Danai barely keeps her ‘Mech standing. All of her return fire misses wide.

Fed Com vs Smoke Jags - Turn 2Turn 2 – Federated Commonwealth wins Initiative

Star Colonel Furey stays put, confident in his superior position. The Falconer jumps toward the Clan position behind cover. Meanwhile, the elementals jump from one side of the canyon towards Victor in his Daishi. Cautious of being swarmed, Victor slows his advance and awaits the outcome of the current challenge.

There is no line of sight for either side.

Turn 3 – Federated Commonwealth wins InitiativeElementals remain cautiousFed Com vs Smoke Jags - Turn 3

Seizing the initiative, Danai uses her jump jets to power her Falconer over top the stationary Masakari for a rear shot. Victor move up the canyon closer to the evading elementals who again chose not to break cover.

Reaching back with one arm, Star Colonel Furey makes called shots to the center torso with both ERPPCs. Both hit their mark, collapsing the heavy ‘Mech’s armor but without doing critical damage.

The Falconer alpha strikes in return ignoring a rapid spike in heat (+13). The gauss rifle and two medium lasers miss but everything else hits dead center. The rear armor of the Masakari melts away and the ‘Omni’s XL engine and gyro take damage.

Amazingly, all pilots made their rolls to stay upright.

Fed Com vs Smoke Jags - Turn 4Turn 4 – Clan Smoke Jaguar wins Initiative

Overheating and forced to make a decision, the Falconer stays steadfast in the face of the heavier Clan ‘Omni. Star Colonel Furey turns his Masakari around to face his attacker. All the while, the elementals slowly stalk Victor’s Daishi, staying close but always out of sight.Face to face

Without jumping heat to worry about, Danai opens up again, this time hitting with her gauss rifle to the leg. Her ERPPC misses and the rest of her lasers pepper the torso of the Masakari.

Sensing the end, Star Colonel again calls his shots against the already broken center torso of the Falconer. His ERPPC strikes another location but even without the aid of the targeting computer, one of his two large pulse lasers finds the center torso coring the ‘Mech.

Fed Com vs Smoke Jags - Turn 5Turn 5 – Federated Commonwealth wins Initiative

Victor challenges Star Colonel Furey who accepts. Victor brings his Daishi to the edge of the canyon while Furey turns his ‘Omni to face. Free from the threat of return fire for now, the elementals jump up from hiding and daringly watch the Daishi above them, ready to pounce if needed.One down, one to go

The Masakari is overheating slightly and chooses his fire carefully this turn to cool down. No called shots are made, but ERPPC and pulse lasers scatter across the Daishi’s torso, arms, and legs without much effect.

Victor fires on the Masakari, hitting with all three large pulse lasers, raking the ‘Omni’s torso. The gauss rifle misses but both short range launchers lock on and riddle the Masakari with tiny explosions, including one to the head, rattling Star Colonel Furey.

Fed Com vs Smoke Jags - Turn 6Turn 6 – Clan Smoke Jaguar wins Initiative

The Masakari maneuvers back, hoping to bring more terrain between him and his opponent next turn. The Daishi, lacking jump jets, cannot close the gap and remains steady despite the elementals seemingly dancing at his feet.

The Masakari pours damage into the Daishi left leg, hitting with both ERPPCs while a lone pulse laser burrows into the center torso armor.

The Daishi critically hits the center torso with his gauss rifle, hitting the engine shielding and spiking the Masakari’s temperature. Another two pulse lasers manage to crit the left torso, damaging two separate double heat sinks.

Fed Com vs Smoke Jags - Turn 7Turn 7 – Federated Commonwealth wins Initiative

After taking an engine hit and losing two heat sinks, the Masakari is dangerously overheating and cannot move to a better position. The Daishi remains stationary, confident of his range.

Sensing the end again, Star Colonel Furey fires with everything but this time, he calls his ERPPC shots on the Daishi’s left leg. Both ERPPCs and one additional pulse laser hit and tear the leg off.

The Daishi gauss rifle and one pulse laser rips into the Masakari’s center torso, finishing off the engine shielding.

Missing a leg, Victor cannot break his ‘Omni’s fall, and takes damage. He remains conscious and watches as the nearby elementals ready themselves for the kill.

Fed Com vs Smoke Jags - Turn 8Turn 8 – Federated Commonwealth wins Initiative

With the initiative to the Federated Commonwealth, the elementals chose to pick their fight and dodge behind cover, wary of the still dangerous Daishi armament.

Turn 9 – Clan Smoke Jaguar wins InitiativeFed Com vs Smoke Jags - Turn 9

With the initiative in their favor, the elementals rush the grounded Daishi, knowing that the Daishi cannot return fire inside his own hex.

The elementals launch their SRMs and pepper the Daishi with small lasers.

In an act of desperation, Victor thrashes his ‘Omni around, striking and killing two elementals outright and damaging two more. (TW pg. 151 ouch!)

Turn 10 to the End

The remaining few turns were a flurry of dice rolling. The elementals needed to stay at the back of the Daishi to avoid weapons fire, but they also could not survive another thrash attack.

Down but not outVictor decides to force the issue and attempts to stand each of the next few turns at a 9+.

The first attempt fails and Victor takes damage but remains conscious. The elementals stay at his back and spread damage on the Daishi with missiles and lasers, hoping to find the kinks in the armor.

The second attempt to stand fails and Victor takes another hit but makes his roll again for consciousness. The elementals continue their attack with lasers now that their SRMs are depleted. The damage from falling and the elementals is beginning to add up. The left torso armor is gone. The right arm has only two remaining points of armor and center torso only four.

The third attempt happens while Victor has the initiative. The ‘Omni struggles to stand but cannot. He falls again, taking damage again but remains conscious. This time however, the fall lands him directly facing the attacking elementals.

Perching on one arm the Daishi raises up three pulse lasers and both SRM launchers and disintegrates the remaining battle armor. The last volley from ilKhan Osis and his remaining elementals manages to hit the Daishi in the head. The fourth wound to Victor knocks him out.

Victor would awaken three turns later to realize the battle was won.

Posted under After Action Report
Jun-28-2008

AAR: Twilight of the Clans, Battle 5

Free Worlds League vs Clan Star Adder

This battle represents the fifth battle of the Great Refusal.  The game was played at NJCon08.

Free Worlds League

  • Colonel Dana Briggs (2/3) – P1B Perseus
  • Force Commander Nisa Geller (2/4) – MR-5M Cerberus

Clan Star Adder

  • Khan Cassius N’Buta (2/3) – Kingfisher D
  • saKhan Tabitha Paik (1/2) – Cauldron-Born Prime

FWL vs CSA Turn 1Turn 1 – Free Worlds League wins Initiative

Both sides advance towards each other over the rolling green hills, careful to not get caught with easy shots this early in the battle.

Both sides decide to split their fire, scattering auto cannon shells and laser fire across torsos and limbs. All of the gauss slugs miss their target this turn.

Turn 2 – Free Worlds League wins InitiativeFWL vs CSA Turn 2

The Cauldron-Born and Kingfisher both find a grouping of trees to fire from with the Cauldron-Born leading the attack. The Cerberus moves down, behind the cover of a hill while the Perseus pilot bravely charges down hill towards the Clan ‘Omnis.

Both Clan ‘Mechs pour fire into the lone Perseus, shedding more than 2 tons of armor combined from it’s right torso and left arm. The Perseus, unphased, returned fire, scoring two large pulse laser hits on the Cauldron-Born, one of which strikes the head. saKhan Tabitha Paik shakes off the wound and remains conscious.

FWL vs CSA Turn 3Turn 3 – Free Worlds League wins Initiative

The Cauldron-Born defiantly stands his ground atop the wooded hill. The Perseus, knowing his lancemate was close behind him, rushes up the wooded hill to face the saKhan. Smelling blood, the Kingfisher inches his ‘Omni closer for a clear shot. The Cerberus manages to crest the hill that hid him a turn earlier, finally able to contribute to the fight.Face to Face

The Perseus gauss rifle finds fresh armor on the Cauldron-Born’s left torso but his PPC manages to crit the left leg, destroying the ‘Omni’s upper leg actuator. The Cerberus misses with most of its medium range lasers but aims true with the gauss rifle, critically hitting the left torso, damaging the shielding of the Cauldron-Born’s XL engine.

The Clans relentlessly assault the heavy Perseus ‘Omni with weapons fire. The Perseus’ left arm is ripped clear off its frame while the left torso armor shatters. Amazingly, no critical damage is scored in the torso. The Perseus continues the fight, minus its two Large Pulse Lasers.

FWL vs CSA Turn 4Turn 4 – Free Worlds League wins Initiative

The Cauldron-Born and Kingfisher both stand their ground. The Cerberus continues down the hill he climbed earlier to face both Clan ‘Omnis while the Perseus backs up and goes prone to avoid being targeted this turn.

The Cauldron born and King Fisher combine firepower and unleash hell on the lone Inner Sphere ‘Mech. More than 3 tons of armor vaporize off the Cerberus ‘Mech without a single penetration.The Cerberus lines up a shotThe Perseus goes prone

The Cerberus fires at the wounded Cauldron-Born striking the center torso for critical damage, completely destroying the ‘Mechs gyro. The gyro destruction wouldn’t matter though, the Cerberus’s volley of medium pulse lasers ravaged the Clan ‘Omni and managed to strike the previously damaged head, killing saKhan Tabitha Paik.

The Cerberus however, was throw off balance by the wave of weapons fire that turn and fell. The ‘Mech bore all of it’s weight on it’s right arm, crushing it and his ERPPC beyond usefulness.

FWL vs CSA Turn 5Turn 5 – Free Worlds League wins Initiative

The lone Clan ‘Omni stands his ground. The Perseus manages to do little else but stand while the Cerberus gets up on a run and rushes up the hill to meet the Kingfisher.Closing the distance

The Perseus misses with all of it’s remaining weapons. The Cerberus groups three pulse lasers into the left torso of the Kingfisher and lands a gauss slug to the left arm.

The Kingfisher unloads on the Cerberus, spiking his heat but hitting with everything. Autocannon slugs tear into the Cerberus’ right torso. Large lasers scour the ‘Mech’s torso, leg, and remaining arm. The gauss rifle takes a critical and explodes, ripping through the ‘Mechs remaining arm internal structure and into the torso, stopping just short of coring the XL Engine.

FWL vs CSA Turn 6Turn 6 – Free Worlds League wins Initiative

The Perseus stays put while the Kingfisher backs up behind a hill. The Cerberus advances on the retreating Clan ‘Omni but takes cover hugging a cliff face. No line of sight for either side.

Turn 7 – Free Worlds League wins Initiative

The Perseus and Cerberus both push their advantage after the Kingfisher is unable to move to a better position.Close to the endFWL vs CSA Turn 7

The Kingfisher desperately fires all of it’s weapons after cooling off last turn. Only it’s lasers hit the Cerberus who loses armor off it’s left torso but fails to breach to the already battered internal structure.

The Perseus lands another gauss rifle slug into the Kingfisher’s left torso. Without any criticals in that location, they transfer to the center where the gyro and ER Large Laser are hit. The Cerberus scores hits with it’s medium lasers, all of which find internal structure without producing critical damage.

The King Fisher lists painfully and is unable to right itself due to a damaged gyro.

FWL vs CSA Turn 8Turn 8 – Free Worlds League wins Initiative

The Kingfisher stands and moves back trying to put more terrain between him and his attackers. The Free World League ‘Mechs stand their ground and line up their cross hairs.

The Kingfisher’s lasers are ineffective, somehow finding fresh armor on the Cerberus’s center torso. In return the Kingfisher loses it’s autocannon, it’s right arm and another large laser.

The Cerberus makes his shutdown roll after heating up this turn. The Kingfisher is unable to remain standing and falls again.

The Final TurnTurn 9 – Free Worlds League wins Initiative (again?!?)

Despite his damaged gyro, the Kingfisher manages to stand and accepts another volley.

The Kingfisher loses all but one of his lasers and falls again under a constant barrage of fire.

The best Khan Cassius N’Buta can do is to critical the Cerberus’s hip in the exchange. The Cerberus would make his own roll to remain standing.

The lone Clan Warrior, unable to continue to fight effectively, acknowledges the Free Worlds League victory.

The Cerberus had two points of internal structure remaining in it’s left torso. The Perseus had a single shot of gauss ammo remaining.

Posted under After Action Report
Jun-9-2008

NJCon 2008 AAR

NJCon 2008 DisplayNJCon is in the books. It was a learning experience in more ways than one. It ended up being a significant amount of work. I cannot take full credit for the effort. I had a lot of help from Ellis, my friend from college and now Classic Battletech partner in crime.

The GrinderThe Grinder

Friday night was the grinder. We set up rather quickly. I was impressed by how much terrain we actually fit in the small plastic container we brought. We had a little bit of everything; hills up to level 3, water, light woods.

In order to break the ice a bit, Ellis and I started up the grinder and got the dice rolling. It was not long before two people came over and gave it a try.

We ended up playing right past 10PM when both players had to throw in the towel since they had already been up for quite a while. It was after all, a work day. Both had a good time and left with a copy of all of the free introductory PDFs on a snazzy CD. At least one of them loved the game so much that he said a copy of Total War was in his near future.

Twilight of the Clans

Deep CanyonThe big games with the big terrain. Most of the work that went into this Con went into this event. It was a shame then, when we only had one serious player take it for a turn.

We did have two kids come early in the afternoon, but they only made it through one and a half turns before vanishing to a Star Wars mini game. Those kids could talk fast! I believe the conversation went something like this:

OhwowIlovebattletechcauseiveplayeditsomuchlikeallthetime exceptforthetimeIdidn’tplaylikelastweekandIknowhowtoplay Ohwowisthatastormtrooper?

Very cute kids, I’m glad they stopped by even though they did not stay long.

What Now?

I have a heap of content to write up including two after action reports and several terrain tutorials. Be sure to check back often. As soon as I can get these posts written and pictures cropped I’ll get posts up for your reading pleasure. Until then, take care!

Posted under After Action Report
May-25-2008

Enter Interstellar Operations

Tactical OperationsWe have a new book in the core series. It seems as though Tactical Operations was too large a beast to contain within one hardback. From the announcement:

After many, many discussions, the decision was made to insert a brand new rulebook into the previously announced line-up of products (basically splitting TO into two volumes) and to re-orient the focus of the advanced rulebooks, so that each would logical “stage up” from the last.

The good news however, is that while Tactical Operations is widely expected at GenCon, Strategic Operations, the home for linked scenarios, planetary campaigns, and warships will make it’s appearance in the fourth quarter of this year. I’m excited to have two hardback rule books in one year, but still a little bummed out that I have to wait for the revised grand strategic game rules.

My insatiable lust for a well designed and tested grand strategic game will have to wait until at least next year. My only hope is that with the breakup of Strategic Operations into two hardbacks, they will give Interstellar Operations the attention it deserves. Suffice to say, Combat Operations was not the best piece of writing that came out of FanPro. Hopefully Catalyst can raise the bar and deliver a great product to fans that are seemingly screaming for a GSG.

For the time being, it is wait and see. Another hardback core rulebook is also another $40 – $50 out of fans pockets. However, Strategic Operations is going to debut in the fourth quarter right? Can anyone say stocking stuffer?

Posted under News
May-17-2008

Keeping Busy

I have not posted in a while, but that does not mean that I have not been busy. An old college friend and I have been feverishly preparing for NJCon08. We have the bulk of our miniatures and terrain materials in. Here are a few pictures of the destruction construction.

NJ Con Preparation 1NJ Con Preparation 2NJ Con Preparation 3

As you can see there is a lot of activity. We hope to put on quite a show so come out to see us if you are in the area June 6 – 7. Full convention details can be found online at NJCon08.com.

Posted under Minis