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ISSUE # 19 MAY 2015
GARAGE GAMERS GROUP
S N A K E E Y E S 2
games (in my opinion at
least) of the time. Man O’
War was a Fantasy Naval
game. Dreadfleet was
never a reboot of Man O
War but the same philoso-
phy. Mordheim was a simi-
larly styled game to Necro-
munda but with Fantasy.
BFG was a game based
upon battles in space with
the gigantic ships of the
40k universe.
Epic 40000, was 40k un-
der different rules and us-
ing tiny figures, tanks etcet-
era but also Titans and
Monstrous figures in huge
battles.
Space Hulk and Blood
Bowl were board games.
Space Hulk has recently
had it’s 4th release, with
Terminators versus Gen-
estealers, set in a Space
Hulk, and Blood Bowl used
Warhammer Fantasy
teams, in a Grid Iron style
of game, although some
people assumed it was set
in the Warhammer Fantasy
arena, but, not true.
Play any of these games if
you ever have the oppor-
tunity as they were all
great. I wish they were still
as readily available now as
they were back then, in the
dim dark days of the 80’s
and 90’s.
SEE YOU THERE
Just back from a nine night
cruise of the south pacific is-
lands and am refreshed and
ready to game… I trust in hope
that everyone has had at least
a good month.
This issue includes more of
what the critics have asked
for, for criticism is good as
long as it’s constructive.
As mentioned last issue,
Snake Eyes is forever a work
in progress, with new addi-
tions this issue and if well re-
ceived will be a mainstay.
I love the cover of this issue,
once again thanks to Michael
Colclough’s great work. A lot
of advertising Anzac Day is
normally done in the lead up to
the event. We think that it
should be remembered al-
ways.
Was exploring Facebook
groups that I belong to, con-
sidering a niche for GW spe-
cialist games now out of print,
but found that there was/is
already such a group being
run by Stephen Bissett.
Say what you like about
Games Workshop games but
in their heyday they did pro-
duce some excellent games,
and WH40k of course is still
here. But what about the for-
gotten games, not the Old-
hammer style stuff (Older ver-
sions of Warhammer and
WH40k), but the games that
held their own, like Necro-
munda, Man O’ War, Mord-
heim, Battle Fleet Gothic,
Blood Bowl, Space Hulk,
Epic, and Warhammer
Quest.
There were pre versions of
Necromunda and BFG such
as Confrontation, and Space
Fleet. Dark Future, was an-
other oldie, and the oppor-
tunity to own them or even
play them was before my
time in GW wargaming, how-
ever there are still gamers
that do.
But, back onto subject, you
can still grab hold of most of
these games. Even board
games like Heroquest and
Space Crusade, their expan-
sions and Advanced series,
are all out there if you can
afford it, if you don’t already
have access to them. There
is still a special joy to old
players and new, when you
get these games out and
have a go.
These old games had so
much potential. The expan-
sions and reboots could
have kept GW at the top of
the list in this genre of
games.
Necromunda, a gang style
game set in the Hive Primus
(picture a city, called a hive,
that has expanded up, not
out), allows players to have
one off and campaign games
against a single or multiple
opponents. It was an old 40k
spin off, and one of the best
Garage Gamers Group (GGG)
G A R A G E
G A M E R S
G R O U P
SNAKE EYES M A Y 2 0 1 5 I S S U E 1 9
Cover: Michael Col-
clough - Lest We
Forget
Editorial
Reviews on the Run
Playing for a Reason
The Collector
Penny for your
thoughts
Special Feature
Battle Reports:
Bolt Action &
War Machine
Member Spotlight
S N A K E E Y E S
3
S N A K E E Y E S
4
REVIEWS ON THE RUN With GGG Member Peter Toh
TERMINATOR GENISYS: THE
WAR AGAINST THE MACHINES
Contents:
Full-colour rulebook: 128 pages
Exclusive metal Kyle Reese model
(brings special abilities, command options
and heroic feats)
10 Terminator Endoskeletons (Two differ-
ent posses, advancing and… relentlessly ad-
vancing!)
5 Terminator Crawlers (You thought the
ENDO was done?!)
16 Resistance Soldiers (with a selection
of weapons from missile launchers to plasma
rifles!)
Quickstart rules: 16 pages
2 punchboards: Includes all the scenery,
tokens and gaming aids needed to play!
1 full colour double-sided 2’x3′ gaming
mat
1 full-colour double-sided rules reference
sheet
13 colour-coded dice: 2 sets of D4, D6,
D8, D10, D12, D20
1 custom made metal colour Fate die
River Horse and Warlord Games want to
make sure that this game was everywhere so
more people would discover it and start play-
ing, even those who have never wargamed
before! The twist and push-fit components
eliminate the need for hobby tools making it
the perfect introductory product for those that
have not yet discovered the wonders of war-
gaming.
With this in mind we have created Ter-
minator Genisys: The Battle for the Fu-
ture. The main difference is that this sim-
plified product only includes plastic min-
iatures and a 16 pages ruleset to play
with the components in the box. We did-
n’t want to scare newcomers with a 100-
odd page rules or metal miniatures. We
leave that for us wargamers!
You can expect to see Battle for the
Future truly everywhere, not only in spe-
cialised hobby and games stores, allow-
ing us to reach those that have yet not
discovered River Horse and our great
games through a comprehensive and
approachable starter set.
BATTLE FOR THE FUTURE
Contents:
10 Terminator Endoskeletons
5 Terminator Crawlers
16 Resistance Soldiers
Quickstart rules: 16 pages
2 punchboards: Includes all the
scenery, tokens and gaming aids needed
to play!
1 full colour double-sided 2’x3′ gam-
ing mat
1 full-colour double-sided rules refer-
ence sheet
13 colour-coded dice: 2 sets of D4,
D6, D8, D10, D12, D20
1 custom made metal colour Fate
die
Warlord Games is the exclusive distribu-
tor of The War Against the Machine, a
skirmish miniatures game designed and
produced by Alessio Cavatore’s River
Horse Games, based on the upcoming
Terminator Genisys movie by Paramount
and Skydance Productions.
Assasinorum Execution Force
Well I made the mistake of walking into my
LGS on the first (official) day of the release
of the new GW boardgame Assassinorum
Rebel and Imperial fleets fight
for the fate of the galaxy in Star
Wars™: Armada, the two-player
miniatures game of epic Star
Wars space battles! Massive Star
Destroyers fly to battle against
Rebel corvettes and frigates.
Banks of turbolasers unleash tor-
rential volleys of fire against
squadrons of X-wings and TIEs.
Engineering teams race to route
additional power to failing
shields. Laser blasts and explo-
sions flare across the battlefield.
Even a single ship can change the
tide of battle.
In Star Wars: Armada, you as-sume the role of fleet admiral, serving with either the Imperial Navy or Rebel Alliance. It’s your job to issue the tactical com-mands that will decide the course of battle and, perhaps, the fate of the galaxy.
However, battles between capi-tal ships are fought on a massive scale all their own; the more powerful your ships, the harder it is to adjust their actions on the fly. Capital ships can’t easily vary their speeds or execute hairpin turns like the star fighters that buzz around them, so successful admirals must learn to master every aspect of the ships in their fleet and learn how best to im-plement their strategies well in advance of the initial engage-ment.
STAR WARS - ARMADA
S N A K E E Y E S
5
Execution Force. Admittedly I had not heard of
this game at all so it was a bit of a surprise to me.
Also not much fanfare in the store either – ad-
mittedly it wasn’t a GW store so that may explain
things.
First impressions: Very expensive (RRP $210) but
also very heavy and very shiny. The sales rep,
being a very good sales rep, allowed me to open
one up, “obligation free” to have a look at the
contents, because even though it was heavy it
was a rather thin box (about ½ the height of
Space Hulk) so I was really curious about what
was in it. I shouldn’t have done that – I was sold
at that point. Resistance was futile. The almost
20% off RRP helped here.
Now at this point I must admit that I balked at
Space hulk because of the price (and because
having previously owned it I didn’t feel like spend-
ing that much), but this was worse. It was new, it
was shiny, it has ASSASSINS!!!. (There has been
some mention of “exclusivity” of the assassin
minis to this game, but meh… wasn’t a selling
point for me)
So unboxing. All the minis came on sprues ( 4 as-
sassins,1 Chaos Sorceror Lord, 1 Chaos Familiar, 3
Chaos Marines, 6 Chaos Cultists with autopistols,
and 9 Chaos cultists with autoguns). You do need
glue and have either clippers or a hobby knife to
properly construct the first 5 minis, the others are
snap together. Some will see this as a major
downer, but hey it’s GW; and to be honest any-
one who has done any plastic kit modeling at all
(minis, aircraft etc.) will find these no trouble at
all. Only people who are expecting to unbox and
immediately play will find this a problem.
The boards are very thick and heavy (they are
most of the weight in the box), and the tokens
and tiles are in good thick punch out card stock.
Only the character reference cards and event
cards are of normal card stock – I will have to try
to find protectors for those, but they are an unu-
sually large size. And all are glossy.
Gameplay – there have been some negative im-
pressions about gameplay bandied about because
of a couple of factors:
Static board – there is only one board con-
figuration, so it I assumed after a few
games you will know the best tactics to
move around the board with ease.
The AI for the renegade enemies is simplis-
tic compared with some other sys-
tems.
Only one scenario provided.
There is a lot of luck involved with the
dice rolls (GW+WH40k = duh); mainly
because there’s not many dice used (I
think max 3 for any rolling, usually
only 1 or 2
A lot of people are saying these will restrict
the re-playability of the game.
My impression is that it won’t. I haven’t
played some of the other AI board games,
but imo the game gives enough randomness
with its mechanic, and it’s 40k, so I don’t
expect it to be a cakewalk.
The first game:
Well the learning curve wasn’t too bad,
though the line of sight (LOS) rules were a
bit different to what I am used to, and we
played them incorrectly until after I did a re-
read after the game. It made it a lot messier
the way we played it (read as harder for us
to win), but perhaps more in line with what
most experienced gamers would expect
from a game like this.
Game rounds were easily managed and
moved through reasonably quickly once we
got the hang of it (took 2 rounds).
The four assassins (one from each of the
major schools, Calidus, Calexus, Eversor, and
Vindicare) each have their own special abili-
ties as would be expected. Additionally each
has character specific “tactics”, but they can
only be used a limited number of times per
game.
The AI model wasn’t too bad, but without
the random events thrown in would be quite
boring.
The need to “search” for specific rooms be-
fore you can move to the endgame does
make the game more random and challeng-
ing. All rooms are kept in a face down pile
until you “search” a room to discover what it
is, at which point you may draw between 1
to 3 rooms, and will place the lowest num-
bered room and replace others to the pile,
which is then re-shuffled.
CONTINUED BACK PAGE
warpforged@gmail.com
Assasinorum Execution Force
Playing for a reason With GGG Member Lewis Cairns
P A G E 6 I S S U E 1 9
unfortunate circumstance of not having a local store. Any models/paints/brushes and accompany-ing items are purchased online. Yet this hobby lives on for me because of the dedicated com-munity that Warhammer, Kings Of War, Dreadfleet, The Lord of The Rings, BloodBowl and almost every other game has. Through online forums I have managed to keep my passion alive – with each post we grow together, building our confidence and trust in our abilities.
To actively search for this sense of belonging and community I created a YouTube channel. The channel (so named “The Solitary War Gamer”) is dedicated to interaction. To fun. To furthering my own enjoyment of the game through camaraderie and con-versation.
Lets be honest here, a dedicated War Gaming channel was never going to challenge Pew Die Pie for subscriber count or channel views. But the channel has given me is a sense
of being with my hobby. It sounds clichéd, but to be able to engage with like-minded people has rejuvenated this hobby in my life. Instead of buying novels or video games, I find myself saving up for an Imperial Knight, or just one more Warjack (it cant hurt, right?) just to show those few subscribers and active community members I have.
In retrospect I have never had a community for war-games – untill now. The game has come alive to me once more and the fun has once again returned to those little plastic models with so much potential.
If my community keeps on growing, in few months time I shall have to re-name my channel from The Solitary War Gamer to The Truly Humbled War Gamer.
In creating my community I put my neck on the line. By uploading videos I left myself to vulnerable to the entire
in whatever genre you are
searching. There are many
sellers that utilise this area so
have a look for your bargains
there.
If you find something on
ebay have a look at the sellers
other items for sale. If you
intend to purchase several
items the seller will most times
offer a bulk discount on post-
age.
If you are looking for a no
auction style sale, there are
many pages now on Facebook
that sell and buy via a first in
first served, or the first to PM
with the right price environ-
ment. These generate quite
quick sales, and you don’t have
to wait, but I recommend us-
ing Paypal or similar to pur-
chase to offer protection
against the unscrupulous. I
recommend Lefty’s Historical
Wargames Trading Page, War-
hammer Australia Buy, Swap &
Sell, MiniTrades, Rogue Trad-
ing: Warhammer 40k buy sell
and swap. Good luck...
Where do you get those ob-
scure games and miniatures
from. I’ve mentioned ebay and
swap meets and other trading
sites to go to before. So I
thought this month I would
help you hone in on those bar-
gains...well not always.
Did you know that if you
were searching say for Necro-
munda figures on ebay, rather
than type Necromunda in the
search bar, search instead for
OOP (Out of Print/Production)
Necromunda, or place an OOP
From the Collector’s Vault
S N A K E E Y E S
6
Last month I spoke about the very beginnings of my War Gaming hobbies – this week I would like to talk about my most recent ventures.
Last week I told the tale of my early battles and failures, and the truth is, in recent times War Gaming has both changed and remained the same for me. Prices have hiked, paints have been renamed and the miniatures have a frightening level of detail now and yet, the game remains the same for me. I can’t play a lot – my local store has closed down. Most of my friends no longer play War Games – so recently I found myself asking the inevitable question “Why do I keep it up?”
Why do I keep spending money on models I will agonise over for a week and then lock away for the rest of their lives?
The simple answer is – the War Gaming community is one of the greatest communities in the world.
I have found myself in the
The Collector is a
gamer with over 40
years in collectable
games and wargam-
ing...
world of War Gamers, yet, they embraced me. Those who didn’t like what they saw simply clicked away, leaving not so much as a thought. Those who liked it stayed, and my war gaming hobby and quite simply, my life has been made so much the better as a direct result.
Keep on War Gaming.
Lewis Cairns.
S N A K E E Y E S
7
S N A K E E Y E S
Forward Scout
By GGG Member Glen Taylor
Anzac Day has come and gone. This one was the 100 year anniversary, so important to us here in Australia,
and our neighbour New Zealand, for the memory of the loss of armed forces in the Great War, and of course
in the memory of the other nations involved, and the people back home.
Anzac Cup was run by Ty Casey, of the ADF Wargaming Association in Brisbane, last month. A successful
tournament in it’s 3rd year saw Bolt Action, Star Wars X-Wing, Infinity, Warhammer 40k and 30k, and
Warhammer Fantasy, have great player support for the weekend of competitive gaming.
The other great news is with this tournament all proceeds go to Legacy. Players had a huge amount of priz-
es to compete for, donated by multiple suppliers. I’d like to share the tournaments players and ratings with
you here. At the time of printing I could not get my hands on the Infinity list, but here are the others.
For more info and photos, visit https://m.facebook.com/profile.php?
id=431274870332782&__mref=message_bubble
I love the fact that a local tournament can have the variety of
games, players and prizes, that we have seen at this event. Don’t get
me wrong, Brisbane has great tournaments, and very competent
event organisers, but the tournament is usually only what type of game. For example Rod Franze runs ‘The
Gauntlet’ which is a great tourney but is 40k only. There are many tournaments of War Machine and Hordes
every weekend. Star Wars X-Wing and Bolt Action events create many high calibre tourneys.
S N A K E E Y E S
8
S N A K E E Y E S
May your dice roll high,
Glen
S N A K E E Y E S
9
www.riverhorse.eu
Terminator Genisys: The War Against the Machines features 31 stunning plastic miniatures designed to be ready for
action in minutes. No glue is required, thanks to their push-fit design, and they come in two clear different plastic colour
(metallic grey for the Terminators and army green for the Resistance) to make sure you recognise your forces easily amidst
the fog of war.
As a bonus, The War Against the Machines includes a superbly sculpted metal Kyle Reese character to join the Re-
sistance fighters, providing them with special command abilities and heroic traits, Kyle Reese is a perfect to lead the brave
Resistance soldiers against the endoskeletons.
Terminator Genisys: The War Against the Machines includes a 128 pages rulebook that allows you to explore every game
possibility; starting from the contents of the box but allowing you to expand with the upcoming range of heroes, command-
ers, troop types and vehicles expected during the year ahead. We will keep you well informed about all these new exciting
releases.
While you can play on your regular gaming table, we have included a 2’x3′ double-sided gaming mat, cardboard measuring
templates and a set of cardboard terrain to make it a game truly ready out of the box, so you’ll be up and running in no time
at all.
Finally, the unique dice game system invites you to play without the need of modifiers or tables and the chaotic “Fate acti-
vation system” ensure you’re always involved in the action.
You will be able to get Terminator Genisys: The War Against the Machines and all the upcoming new releases directly
from Warlord Games’ online store or through your local store. Pre-orders for the game start in May.
S N A K E E Y E S
10
No Senator's Son
Going Upriver with the Brown Water Navy
with Mike Haught
It’s hot and unbearably humid as the boats wander up the river. Each sailor and soldier is
on high alert, fingers tensely pressed against their weapons’ triggers as they scan the
riverbanks for anything out of the ordinary. A small movement in the bush is all the warning
the Brown Water Navy gets before a salvo of rocket-propelled grenades smashes into the
convoy…
For US armed forces in Vietnam, 1965 was a year of rapid expansion. A major communist
offensive was narrowly defeated by the rapid deployment of Free World forces to the Re-
public of Vietnam (South Vietnam). It was quickly recognised that one of the major keys to
the enemy’s success was the ability to supply the communist National Liberation Army via
the waterways of the Mekong Delta. This allowed the armed forces of the National Libera-
tion Front, also known by their enemies as the Việt Cộng; a contraction of Việt Nam Cộng-
sản (Vietnamese communist), to move war supplies from the famous Ho Chi Minh Trail in
neighboring Cambodia directly to the gates of Saigon, the nation’s capital.
While the South Vietnamese navy marginally patrolled the region, it was clearly not up to
the task of stopping these supplies, let alone taking on the enemy’s armed forces directly. Reinforcements and a new approach would
be needed to conquer the Mekong.
The Brown Water Navy
During the reoccupation of French Indochina, the French pioneered the use of a brown water navy, so called to distinguish it from blue water navies that operated at sea. The concept was to interdict enemy supplies, allowing conventional land and airborne forces to take care of the weakened enemy directly.
The French Dinassauts, as the patrol detachments were called, succeeded in their mission and when the US Navy arrived on the scene almost 10 years later, they took the knowledge and experience of those units to form their own river assault squad-rons. Basic WWII landing craft were modified with arms and armour to serve as a riv-er-based flotilla, backed by heavily armed monitors and fast patrol boats. These were
further reinforced by the addition of the 2nd Brigade, 9th Infantry Division, an Army infantry unit. Together, these were known as the Mobile Riverine Force, a truly unique formation.
While fast patrol boats interdicted enemy supplies being trafficked on the river, the MRF’s mission was to directly assault enemy
strongholds and secure the Mekong Delta region.
S N A K E E Y E S
11
The Viet Cong
In the communist camp, the failure of the 1965 offensive led to a period of rebuilding and posturing. The arrival of the US and ANZAC forc-
es meant that more careful planning and patience would be needed before the next major offensive (which would be eventually known as
the Tet Offensive). This involved secretly moving more supplies into forward positions near Saigon and the other provincial capitals of
Vietnam.
The Việt Cộng were the military arm of the National Liberation Front, made up of local communist ‘volunteers’ and reinforced with a
cadre of soldiers and leaders from People’s Republic of Vietnam (North Vietnam). The units got to work recruiting, rebuilding, and preparing
for battle. This put them on a collision course with the recently arrived Brown Water Navy.
A New Tour
The arrival of Brown Water Navy represents Battlefront’s fourth tour in Vietnam wargaming. It takes Flames Of War into uncharted wa-
ters, so to speak, with the arrival of boats and adds a whole new dimension to amphibious combat. New models and challenges await veter-
an and new players alike in Brown Water Navy.
Local Forces
Initially featured in Tour Of Duty as a support option for the PAVN infantry battalion, the Local Forces are a force in their own right in
Brown Water Navy. These dedicated troops represented the main opponent of the MRF during its tour, so it made sense to include them
here, fully expanded and developed.
The army plays similarly to the PAVN infantry battalions, but they rely more on hit-and-run tactics. To that end, they have the ability to
ambush closer to the enemy than other PAVN forces and can preserve attached weapons when the company returns to Guerilla Reserves,
so that they can be repositioned for another ambush. This means that the Local Forces companies can hit a riverine column, then fade back
into the jungle to set up another ambush further along the riverbank.
S N A K E E Y E S
12
They also have their own boats in the form of Sampan miniatures. These act as resistance teams, allowing the Việt Cộng player to not only use the Resistance Fighters abilities on the river, but also create river traffic that can interfere with the MRF’s movements.
The concept of the force is simple: strike the enemy when the odds are good, then fade away. Do it again and again until the enemy tires
and is defeated.
Riverine Boats
The opportunity to make boat models was too great for us to resist. They are impressive and imposing models on the battlefield, with
guns pointing outward in any which direction! Riverine warfare is a truly unique style of combat. It’s like traditional amphibious assaults, but
with land surrounding the landing craft on both sides, which gives the enemy more opportunities to ambush and thwart the attack.
To deal with this threat the French, and later the Americans, relied on overwhelming firepower. The hallmark of riverine craft, including
troop carriers, was high rate-of-fire machine-guns or cannon. Gunboats would combine that with a versatile high explosive weapon, such as
a flat-trajectory 81mm mortar, or flame-throwing weapons. The boats were also armoured, first with plates and then later with more effec-
tive stand-off bar armour.
Each boat was a floating fortress. Heavily armed and armoured, they could go anywhere up and down the dangerous waters of the Me-
kong River and its tributaries.
The Boats
The ASPB
The Armored Support Patrol Boat (ASPB) were known as Alpha
boats, owing to the A-designation on their hull numbers. These
were the only boat in the MRF purpose-built for the riverine mis-
sion and they entered service in September 1967. Each river divi-
sion could rely on eight ASPBs to lead patrols upriver.
The ASPB had the unenviable responsibility of leading the col-
umn patrol because of its radar equipment and reasonable re-
sistance to underwater mines. Alpha boats were built durable,
with layered armour plates spaced by styrofoam to make them
virtually unsinkable. Two turrets were placed with excellent
fields of fire and a mortar pit was emplaced in the stern.
Compared to the ATCs and Monitors, the ASPB was fast and
could rapidly respond to enemy threats, leading to them being
referred to as the MRF’s “destroyers”.
S N A K E E Y E S
13
Armoured Troop Carrier
The Armoured Troop Carrier (ATC) was a rebuilt WWII-era LCT-6(M) landing craft. The ATC served as the MRF’s primary transport and sup-
port boat. It could carry a full rifle platoon, a single artillery piece, or a single transport, such as an M113 tracked vehicle. They were known
as Tango boats due to the T-designation on their hull numbers. A river division had up to 13 ATCs available to move a battalion of infantry
upriver.
However, experience in-country led to upgrading most of the ATCs with the helicopter pad so that troops could receive supplies from UH-1
Huey helicopters. The helipad also served as overhead protection against mortars and falling debris. The ATC(H) were known as the “world’s
smallest aircraft carriers”.
S N A K E E Y E S
14
Monitors
The Monitor was based on the ATC, but the boat’s ramp was replaced with a blunt-shaped bow and the forecastle extended. Known as the
MRF’s “battleship”, it could carry a large number of weapons. A river division had up to three available for operations to provide serious
firepower to patrols.
Four Monitors were equipped with a pair of M10-8 Zippo turrets and the mortar pit was replaced with a 1350-gallon (5140 litre) tank
(compared to the 200-gallon tank in an M132 Zippo half-track!). These were given the designation ATC(F).
Each river division had a Command and Control Boat (CCB), which was a modified monitor. The boat served as the Navy’s division HQ and
the Army’s battalion HQ for the battle and coordinated the efforts of the assault from the command bunker in the middle of the boat.
Patrol Boat (Riverine)
The Patrol Boat (Riverine), or PBR, was a common and iconic sight on the Mekong Delta. The PBR fleet was a part of Operation Game War-
den, whose mission was to patrol the rivers and interdict communist supplies along the waterway. Occasionally, their mission overlapped
with the MRF’s and the two worked together.
The PBR was immortalised in the popular film Apocalypse Now, as Captain Benjamin Willard wound his way upriver in search of the de-
ranged Colonel Walter Kurtz.
S N A K E E Y E S
15
Skyraider Redux
The US Navy supported its task forces with everything they had, including the venerable A-1H Skyraider. This model was introduced in an
issue of Wargames Illustrated using the usual aircraft rules. While that certainly still works for ad-hoc or limited flight time air support mis-
sions, it didn’t capture the feel of the Skyraider’s imposing and certain presence on the battlefield.
This also gave us the chance to refine the Skyraider’s incredible payload. You can fit rocket pods, napalm canisters, Willie Pete smoke
bombs, bomblet dispensers, and mini-gun pods to the planes ‘basic’ 20mm cannons and high-explosive bomb load. WIth 15 hardpoints to
load ordnance, you’ll be sure to find the right combination to support your force!
Free world players can now rely on the Skyraider’s impressive arsenal to keep the enemy’s head down. The
Pocket Guide to Vietnam gives all Free World forces access to either the new On Station aircraft or normal air
support from A-1H Skyraiders and brand new A-4E Skyhawk jets.
The Mekong
The Sông Mê Kông (or Mekong) and the Sông Hậu (or Bassac) rivers are the setting for the battles featured in Brown Water Navy. The river
is a unique battlefield and adds new challenges for all players. It can make simple objectives suddenly more difficult, and force players to
change tactics and open up new opportunities.
The Jungle
The common image of the Vietnam battlefield is of thick, impassable jungle. While this is certainly true in some places, it is far from accu-
rate of the Mekong Delta. This region is the most heavily modified by human endeavours. Less than 10% of the entire Delta region is classi-
fied as forested, the rest being predominantly rice paddies, canals, and rivers.
However, much of the Delta’s riverbanks are lined by dense patches of nipa palm where the local population has cleared the area immedi-
ately behind for rice cultivation. These strips of jungle are narrow, but provide excellent cover for ambushes.
S N A K E E Y E S
16
Dogtown howler 7¢Edited & Published by Jacob Adams Esq.- Journalist & Photographer - Established 1867 Dogtown County - Member of Professional Newspapermen of N.Y. May 1869
Tournaments for the Month
Ace Comics Annerley
Magic Tournament
Sat/Sun 16 & 17 May
Irresistible Force Tanah Merah
Super Series (War Machine/Hordes)
Saturday 23rd May
The Dark Magician Ipswich
1500 point 40k Battle Forged Tournament
Sunday 17 May
Club: 2nd Legion
Located at Uni Club building near Carpark 5 at the
University of the Sunshine Coast at 90 Sippy Downs Drive,
Sippy Downs
Club Times/Days: Every second Sunday
Membership Cost is $2 per meet
Plays: Large selection of GW games, but also variety of oth-
er games
Club: Pubhammer
Located at The Junction Hotel at Annerley, Corner of Ips-
wich Road and Annerley Road
Club Times/Days: Every Sunday night 1800-2230
Membership cost is a gold coin donation
Plays: Warhammer 40k, Deadzone, Werewolf, Malifaux,
Kings of War, Cthulu Wars, War Machine, Bolt Action and
board games
Club: Bray Park Alliance
Located at Bray Park Community
Church, 10 Youngs Crossing Road,
Bray Park
Club Times/Days: 1st Sunday of every
month
Contact: Jason McDougall
0421 283 044
Membership Cost is $6 for the day or
$15 family and includes lunch
Plays: 40k, Zombiecide, Star Wars X-
Wing, The Hobbit
Club Tournament The Hobbit
0800hrs Saturday 16th May
500points
$20 entry fee
Club: Blind Pig
Located at the Finnish Hall, 62
Newnham Road, Mt Gravatt
Club Times/Days: Every second
Saturday - May 16th and 30th
0930-1630
Membership cost is $10 for the day
Plays: The Blind Pig encourages any
game system that can fit the terrain
tables supplied by the club. Games
played at present cover a wide spec-
trum, the forum on WAU is the best
place to see what games are being
organised by members, it can also be
used to seek games from others.
NB Swap Meet this weekend
Shop: Irresistible Force
Located at Colonial Square, Shop 16, 2 Grevillea Street,
Tanah Merah
Contact: 07 34584324
Hours of Business: Monday to Friday 1000-1700
Every second Tuesday until 2100 and Saturdays 1000-1600
Plays: Has gaming area for 16-25 gamers Bolt Action, Star Wars
X-Wing, War Machine
Stocks: Bolt Action, War Machine/Hordes, Star Wars X-Wing,
Flames of War
NB: Conducts in store painting classes
Shop: Ace Comics Annerley
Located at 478 Ipswich Road, Annerley
Contact: 07 3848 7362
Hours of Business: 7 days 1000-1730
Weekends 0900-1700
Wednesday night until 2230 & Friday nights until midnight
Plays: Has gaming area to provide for up to 75 players
Stocks: Comics, board games, card games, X-Wing, Role playing
games, Miniature games, War Machine
Shop: The Dark Magician
Located at 1 Bell Street, Ipswich
Contact: 0426 732 577
Hours of Business: Wed-sun 1000-1700 Thu/Fri open late
Plays: Has a gamers area for up to 30 players
Stocks: Warhammer 40k, Board games, Yu Gi Oh, Magic the Gathering,
Vanguard, Pokemon, Infinity, Star Wars X-Wing, Dropship Commander,
RPG books and games
NB New Magic the Gathering Modern Masters launch Friday 22nd
S N A K E E Y E S
17
BOLT ACTION BATTLE REPORT
The Battle for Carenille Farm
This battle report presents a turn-by-turn, blow-by-blow account of an actual game between the Germans and the Americans. It gives a good
overview of how to play Bolt Action as well as a few tactical tips!
The players are Andrew Chesney – Bolt Action veteran – and Graham Davey – an experienced gamer but new to Bolt Action. Their armies
are based around the contents of the Bolt Action Starter Set: D-Day Firefight, plus a selection of other models chosen using the ‘Requisition
Points’ system from the rulebook to create evenly matched sides.
Andy: Having played Bolt Action from an early playtest stage there was a lot of pressure on me to show this
young whipper snapper how we do things round here! I always enjoy putting armies together from what is at
hand, and in true Old School Battle Report fashion I was happy to select from the expertly painted figures avail-
able in the studio.
I started by adding two more full units of Infantry with light machine guns (LMGs). The extra dice these weap-
ons add to a fire fight could be invaluable. My command options were simple, a Lieutenant with his bodyguard,
a Medic to keep all my infantry alive a little longer and a Forward Artillery Observer. He would be crucial if I
wanted to stall the American advance. An MMG, a flamethrower, medium mortar and a howitzer light artillery piece added fire support. The
whole thing was rounded off with an Sd.Kfz 251/10 Hanomag and a Panzer IV – one of the most iconic tanks of the period, and a pretty de-
cent Sherman hunter.
Graham: While I’ve played lots of 40K, Warhammer and other wargames, this is my first ever game of Bolt Ac-
tion so I’m intrigued to see how it plays. It’s also cool to be trying out a World War II wargame – it’s a genre I’ve
enjoyed on film, TV and video games but never on the table-top.
The first step was assembling my force of brave US troops. I included a good amount of infantry, with a Lieu-
tenant to lead the army and specialist support such as heavy machine gun (HMG), mortar and bazooka teams. I
also went for an M3A1 half-track to carry one of the infantry squads into action, a solid M4 Sherman tank and a
57mm anti-tank gun to take on enemy vehicles. Lastly I added an Air Force Forward Observer after Andy generously pointed out that these
are particularly good in US armies (more on that later).
S N A K E E Y E S
18
TERRAIN We were lucky to have a fantastically modelled board and beautifully painted terrain pieces to play over, including the ruined building from
the starter set. We set everything up to represent a small farm with a few ruined out-buildings and surrounding woods. We also used sec-
tions of stone wall to mark out some roads leading up to and through the farm.
SCENARIO
We chose the first scenario from the Bolt Action rulebook, that involves one side trying to bypass and envelop the enemy by moving units
across the table and off the far side of the board. We quickly decided that the Americans should be doing the enveloping, imagining that our game was part of the historical Allied advance
following the D-Day landings. The Germans would have the task of defending the fictitious Carenille Farm and resisting the US attack – their
objective was simply to destroy as many enemy units as possible and prevent the American advance.
S N A K E E Y E S
19
ORDER DICE Before starting we took one Order Dice for each of our units – choosing green dice for the Americans and grey for the Germans – and put them
in the dice bag, and with that we were ready for battle.
DEPLOYMENT Following the instructions in the scenario, Andy set up half of the German defenders up to 12″ on to the board with the rest of his force waiting
in reserve to enter the battle later. Not knowing where the weight of the US attack would fall, he spread out his forces and left his more mobile
vehicles off the table.
The entire American force remained off the table at the start, apart from the Air Force Forward Observer, whose special Hidden Set-up
rules allowed Graham to deploy him already in position in the woods.
S N A K E E Y E S
20
PREPARATORY BOMBARDMENT Graham was pleased to discover that the scenario allowed the attacking forces to call down a bombardment to soften up the defenders before
the battle. After rolling the dice, a number of German units were inflicted with Pin Markers, including Andy’s mortar team up on the hill.
P I N M A R K E R S In Bolt Action pin markers represent the suppressing effect of incoming fire, as troops fear for their lives and keep their heads down instead of
doing what they’re told. The more pin markers a unit has, the less likely it is to follow orders! Pinning is a great way to keep an enemy unit from
bothering your troops even if you can’t destroy it outright.
TURN 1
The players started to draw dice out of the dice bag, one at a time. Whichever side’s colour is drawn, that side gets to choose one of its unit and
give it an order to do something like moving or shooting. This means that you never know who will get to act first or how the action will unfold! As the US force had started off the table, almost all of Graham’s units were ordered to Run, to get them into a good position as fast as possible.
The bulk of the force moved towards the crossroads where the fields of fire were more open, while Graham also sent two infantry squads ad-
vancing down the right flank where the buildings gave more cover. The Sherman tank was moving on a road, allowing it to go even faster and
lead the advance.
Andy’s German forces were also mainly still getting into position, and his Panzer IV tank and 251/10 both rumbled on from reserve to meet
the threat of the American Sherman head-on.
S N A K E E Y E S
21
The German medium mortar team was already in a good spot so Andy gave it an order to fire. However, as the mortar had a pin marker
from the preparatory bombardment, Andy first had to take an Order Test to get the unit to do what he wanted. Unfortunately, with a -1
penalty to his roll thanks to the pin marker, Andy failed the roll, and instead the mortar team went ‘Down’, too rattled to stick their heads
up and fire their weapon!
Finally in Turn 1, Graham’s Air Force Forward Observer radioed for an airstrike. This is a special kind of Fire order, and meant that a war-
plane might appear at the start of a subsequent turn…
O R D E R S
FIRE: The models in the unit do not move, instead they open up with their weapons at their chosen target at full effect.
ADVANCE: The unit can move and then fire its weapons. The unit’s shots will be less accurate than if it chooses to remain stationary, and
some of its weapons may not be able to fire at all. RUN: The unit moves at double speed, but cannot fire any of its weapons.
TURN 2 The US airstrike promptly arrived at the start of Turn 2, in the form of a strafing Allied fighter plane flying in low over the farm buildings. It
targeted the German infantry defending the farm building. The pilot’s poor aim (Graham’s bad dice roll) meant that there were only a few
casualties but the squad was severely alarmed by the sudden attack and took 2 more pin markers, giving it 3 in total.
Next, the opposing forces started to exchange fire as both players issued Fire orders and Advance orders to various units. The Sherman’s
machine gun killed two of the German howitzer’s crew but the remaining crewman meant it would stay operational. The Panzer IV moved to
get line of sight to the Sherman – its shot was accurate but failed to do any damage. Infantry squads and machine guns exchanged fire re-
sulting in various casualties and pin markers for either side.
S N A K E E Y E S
22
The German medium mortar once again failed its Order Test to fire and stayed Down!
Knowing that his heavily pinned Infantry squad was even less likely to follow orders, Andy chose to give them a Rally order, allowing him to
remove more of the pin markers and get them back into the fight.
Lastly, the German Forward Artillery Observer called in a bombardment. Just like the American airstrike, this would arrive in a later turn.
O R D E R S
AMBUSH: The unit does not move or fire. Instead, the soldiers take up firing positions and wait for a target to present itself.
RALLY: The unit does not move or fire. Instead, the troops pause for breath, patch up the wounded, pass ammo around and regroup ready
for the following turn. DOWN: The unit does not move or fire. Instead, the troops hit the dirt and keep their heads down as far as possible, making maximum use of
whatever cover is available.
TURN 3
Andy rolled for the arrival of his bombardment but the result was Delayed – he would have to roll again at the start of the next turn. The battle was now really hotting up as the US forces surged forward. Leading the charge, the Sherman drove between the farm buildings to
keep out of sight of the Panzer and straight through the German infantry squad taking cover there. This is worked out as a special Assault
order, and quickly saw the German troops scattered (or crushed!) and removed from the table.*
* V I C T O R Y P O I N T S Each scenario sets out how the victor of the battle is decided. In this case points are awarded for achieving objectives. You don’t have to add up
victory points until the game finishes but it can be quite fun to keep a running total.
For this scenario, the Germans receive 2 points for each enemy unit removed from the table. The Americans receive only 1 point for destroying
enemy units as that’s not their main goal. However, they get an extra 2 points for each US unit in the enemy deployment zone (the last 12″ of
the table) at the end of the battle, and 3 points if a unit has moved right off the far side of the board.
S N A K E E Y E S
23
Poor shooting meant that the Panzer IV was unable halt the advance of the US Halftrack, which then opened up with its machine gun on the
German squad defending the crossroads. Its cargo of US infantrymen then leapt out and gunned down the remainder of the enemy squad at
close range.*
Andy in turn sped forward his Sd.Kfz 251/10 Hanomag from which disembarked a flamethrower team. The lethal weapon unleashed gouts
of burning fuel into the US infantry, and though it only killed a single man, the horrible effects of the weapon inflicted 4 pin markers and a
Morale Test. With the -4 penalty from the pinning, the unit failed the test and ran from the battle.*
Elsewhere, the US anti-tank gun hit but failed to penetrate the Panzer IV’s armour, while on the other flank, Andy moved a Hanomag
carrying his last infantry squad to counter the US advance through the garden into the courtyard.
S N A K E E Y E S
24
The US Mortar found its range and killed two of the German HMG team – the remaining crewman failed his Morale Test and the gun was
out of the battle.*
Andy groaned as his medium mortar yet again failed its order to fire, despite still having just 1 pin marker on it. Finally Graham took advantage of the US Army’s special rule which allows its Air Observers to call in a second airstrike (as opposed to the
normal one per battle). The team spent the rest of the battle cautiously advancing through the woods towards the German lines.
A R M Y S P E C I A L R U L E S Each country in Bolt Action has a couple of unique special rules that apply to the army as a whole. For example, German armies have the
Hitler’s Buzzsaw rule, reflecting their superior machine guns, while US armies have the Air Power rule giving them access to extra airstrikes.
V I C T O R Y P O I N T S : US – 3
Germany – 2
This battle concludes in the next issue of Snake Eyes
S N A K E E Y E S
25
Misfire by Brian Solomon
WarmaHordes Battle Report – Skorne vs. Cygnar – 50 pts
This battle depicts the forces of Alex and Ben, going head to head, as recorded by Mr Mayhem.
Alex’s list:
Rasheth (Chain Gang – Tier 4)
Bronzeback Titan
Titan Sentry
Titan Gladiator
Titan Gladiator
Min. Beast Handlers
Max. Gatorman Posse
Min. Bog Trog Ambushers
Min. Farrow Bone Grinders
Paingiver Task Master (utilizing Mortithurgy-powered, thermo-opitc camouflage in the pic below)
Agonizer
Agonizer
S N A K E E Y E S
26
Ben’s list:
Stryker1
Stormwall
Lancer
Max. Long Gunners
Stormblades
Rangers
Aiyanna & Holt
Journeyman Warcaster
Squire (yes, not fully painted…)
The Piper of Ord
Deployment:
Alex won the roll off and opted to go first, with Ben choosing the side of the board with the hill. From the top down, Alex deployed: Bone
Grinders, Gladiator, Beast Handlers (one behind each Titan), Agonizer, Sentry, Rasheth, Agonizer, Bronzeback, Gladiator, Gatormen and the
Task Master, with the Bog Trogs Ambushers, believe it or not, ambushing. From top to bottom, Ben deployed: Long Gunners, AD’d Rangers,
Styker, Squire, Stormwall, Aiyanna & Holt, Lancer, Journeyman, Stormblades and the Piper.
The scenario for this game was Outflank which, though we used the recently released SR2015, hadn’t changed in the slightest. Starting on the
second player’s second turn, 1 control point can be scored for controlling a zone, 2 for dominating a zone and both zones can be scored simul-
taneously. The terrain is all fairly obvious, consisting of an obstacle (the house), a hill, a patch of rough terrain (the crater), two linear obstacles
(the walls) and a forest. Due to Alex playing Rasheth’s theme force to tier 4 he gained an additional 2″ of deployment zone, his Gatormen
gained +2 SPD turn 1, his Agonizers began with 3 fury each and the point cost of each his Titans was reduced by 1.
S N A K E E Y E S
27
Skorne turn 1: As turn 1 began, the Gatormen ran forward after using the Dirge of Mists prayer and the Task Master advanced and gave them
Tough, with the Temper Flesh slave driver special action. Rasheth then used the Rush animus on the Sentry and Bronzeback, waddled up slight-
ly and channeled a Breath of Corruption through the lead Gatorman (dealing 1 point of damage to it) at the center Ranger, but the AOE deviat-
ed harmlessly near the center wall. Both Gladiators used Rush on themselves then trampled forward and the Sentry and Bronzeback ran, with
the Sentry still slightly in the rough terrain. The Agonizers and Bone Grinders simply ran up a bit.
The Skorne Army moves up
Cygnar turn 1: Stryker allocated 3 focus to the Stormwall, 1 to the Lancer, advanced onto the hill and cast Snipe on the Stormwall. Next the
Rangers advanced and took some shots. One picked off a Beast Handler, two either missed or failed to damage, but two other Rangers shot at
an Agonizer, hit and, with some crazy damage rolls (needing to do 8 damage at dice -5), killed it outright. The Stormwall then advanced up 5″
and fired both big guns at the remaining Agonizer. It missed the first boosted shot, but hit and killed it with the second. It then dropped a Storm
Pod into the zone to it’s left and placed one covering fire template in front of the Stormblades and one on the hill between the Long Gunners
and the board edge for a little Bog Trog protection. The Journeyman advanced and cast Arcane Shield on the Stormblades and the Piper gave
them Heroic Call. The Long Gunners maneuvered slightly and almost effortlessly killed a Gatorman with a 3-man CRA and some more stellar
rolls. Aiyanna & Holt advanced and stealthed up and the Squire shuffled.
The exposed Agonizers get picked off early.
S N A K E E Y E S
28
The central Agonizer in the sights of
the surprisingly deadly Rangers.
A Skorne perspective
A Cygnar perspective
Skorne turn 2: First off, the Trogs spring up exactly where
they were expected.
Rasheth reaved fury, leaving 1 on a Gladiator who had no
fear of frenzying courtesy of the Bronzeback. The Bog
Trogs got a run/charge order and went into the Long Gun-
ners, killing 3 and engaging others. The Posse got Tough
from the Task Master, prayed for Dirge of Mists again and
charged, took no damage from the covering fire and killed
3 Stormblades, the Storm Pod and 2 Rangers (who passed
their CMD check). The Bone Grinders missed a Ranger
with an Arcane Bolt and Rasheth waddled out a bit from
behind the crater.
S N A K E E Y E S
29
Next, he channeled a fully boosted Sunder Spirit through the forward most Gatorman at the Journeyman to kill him and then cast Castigate,
camping 2 fury. The Sentry cast Locker on itself and charged, but, as it was not Rushed and still in the rough terrain, didn’t get as far forward as
Alex would’ve liked. The Bronzeback (the wood-colored, 50mm base with the red upkeep token with “Bronzeback” written on it in the pic be-
low) ran up next to the Sentry and the Gladiator on Rasheth’s left charged a Ranger and eventually killed it. Lastly, the Gladiator on Rasheth’s
right ran into the forested zone.
The Journeyman gets spell sniped
and Gators charge in and clear the
right zone
Cygnar turn 2: Stryker unsurpris-
ingly let Snipe drop, took 1 focus
from the Squire and allocated 3 to
the Stormwall. Aiyanna & Holt acti-
vated first. Aiyanna advanced and
cast Kyss of Lylyss on the Gators
and Holt aimed and blew away a
Gator. The Rangers went next;
some advanced and one aimed.
One failed to damage a Trog, one
killed a Bone Grinder and one
rolled box cars to kill yet another
Gator. The remaining Stormblades
killed one Gator as well and then
the Long Gunners activated. The
ones in melee failed to do anything,
though the others were able to
shoot 4 of the 6 Bog Trogs, forcing
them to take (and fail) a CMD check. Stryker advanced to the center of the hill, used his feat, killed a Bog Trog in melee and channeled an Earth-
quake through the Lancer (that was outside of Rasheth’s CTRL area) at the Sentry, knocking down the three side-by-side Titans. The Stormwall
then charged the Gladiator in the hill adjacent zone and, using all it’s focus on attacks, killed the Gladiator. It also shot a Pod into the forested
zone and did 2 damage to the remaining Gator. The Piper Heroic Call’d the Stormblades again and ran into the zone, hiding in/behind the for-
est. The Lancer advanced into melee, but missed it’s initial attacks.
Gators get whittled, Trogs get busted up and
Stormwall squashes a Gladiator
Game continued in next issue of
Snake Eyes...
S N A K E E Y E S
30
S N A K E E Y E S
31
I've been asked to provide a "brief" expose of my gaming life. How can
one who has lived as long and gamed as long be brief? Oh well I shall try,
if I succeed, who knows.
I have been gaming since the 1960's, becoming an active participant in
the gaming community from 1978. I've been involved with more clubs
than I can sometimes remember, sometimes with fondness, other times
with bitterness. So here's a list of clubs I've been part of; Griffith Universi-
ty Tacticians and Strategists (early 80's), Queensland Role Players, Club
Tanelon (founding member), QMGC (Warhounds), The Praetorians
(founding member), and currently with Blind Pig.
I have been involved on many levels of gaming, as a designer/play test-
er, club executive, tournament/event organiser, organised play demon-
strator, and the list goes on. My family have been involved in the game
and hobby industry since the 60's. Being involved with Hobby and Toy-
land, Exec-u-games/Leisuretronics (my wife worked there), Napoleon's
Military Bookshop (yes my wife worked there again), The Emperor's Le-
gion and a number of other businesses that have consulted with me over
the years.
My initial interest in gaming was role-playing. As time went on I be-
came interested in miniatures and wargaming. My favourite role-playing
game is Empire of the Petal Throne. I don't have any particularly favourite
wargame, as I like to dabble in all areas and periods. Historically I enjoy
Napoleonic's, using a set of rules printed in 1979, namely WRG Wargame
Rules 1685-1845. For Fantasy I have started to play 3rd/4th edition War-
hammer Fantasy Battles with my old friend Glen Taylor. With Science
Fiction I have been taken with Deadzone by Mantic as well as Dreadball, a
sci-fi football game.
My collections are many and I have a room dedicated to just painted
figures stored in 40 litre under bed storage boxes, and have too many to
count. My collection spans the decades and I have been reliably informed
that the crowd that will appear at my widow's doorstep when I am gone
will stretch down the street. Nice to be wanted if only after death! Paint-
ed figures would have to be in the 10,000 plus range with that or more
waiting paint. Most in the 25mm+ range. Of course I'd hate to think how
many thousands of figures I have sold or given away in my lifetime.
I currently operate out of the Blind Pig Games Club where I assist the
owner with the duty of internet monitor and publicity manager for club
activities (I like to think of myself as the Master of the Web-"way"). I take
note of what games are played and take photo's of games in play. I do
this religiously, and it surprises me no end that other clubs are reticent to
do so. I take photo's regardless of numbers on the day, sometimes num-
bers are low, sometime high, but it all about showing people gathered
together to enjoy a game or two. The Blind Pig is renowned for being
antidisestablishmentarians, we don't have to worry about elections for
committee and the people who assist in running the club are true volun-
teers in every sense of the word.
What else am I know for? I guess my exceedingly bad luck with dice and
winning games (of any sort), so much so that when I do win a game it is
MEMBER SPOTLIGHT - John McDonnell
often the cause of much debate by others as to how I
achieved this. I play games for social interaction, more so
than any desire to win, that and the chance to show off how
well I can paint. Though with my now advancing years my
quality has dropped to the level of just getting the figures
painted sufficient enough to play with on the table.
I'm also known as a quick and proficient painter, able to turn
out armies in a very short period of time. I did commission
paint jobs when I was younger, but I now find that while I
could make a living of sorts from doing this I find the passion
to paint for others is just not there anymore. If I have to force
myself to paint, my quality of work drops and I am extremely
uncomfortable taking money for a commission in this way,
which is why I don't do it anymore.
What am I currently working on at present? Undead for my
WFB 3rd/4th Edition, Ultramarines for WH40K 1st/2nd Edi-
tion, Normans for SAGA, Undead and Dwarves for Warband
Fantasy Rules, actually far too much to list. Ask me what I
don't dabble in?
Will I ever stop playing games or painting? The answer to that
is simple, No.
ALL THINGS MINIATURE
*Prices listed do not include postage & handling ***Second price indicates Trade value Contact Editor for Item enquiries
**Local pickup available
S N A K E E Y E S
32
Warhammer Quest
Chaos Warrior
(unpainted) OOP &
Rare - $25 sale $30
trade
Red Duke GW
Vampire (without
mount) unpainted
$12 sale $15 trade
Black Templars
Limited Edition
Captain combi
Melta & Power Ax
OOP Metal $20
Blood Angel
Astorath NIB
Finecast mould
$25/$35
GW Brettonian
Green Knight
(Undercoated)
Sale/Trade $30 sale
$35 trade
Warhammer
Fantasy Chaos
Sorceror miniature
OOP metal $15
WH40k Space
Marine Vindicator
Tank (painted)
Sale/Trade $45
Imperial Guard
Catachan Tank
Riders OOP metal
unpainted sale $12
trade $15
Warhammer Chaos
Warrior NIB -
Plastic 3 Figures
$10
Greater Daemon of
Slaanesh - Painted
Sale $45 Trade $55
LOTR Fellowship of
the Ring sprue
(multiple items)
$20 each Sale or
Trade
Karloth Valois, a
Scavvy gang Char-
acter option for
Necromunda. For
sale/trade is un-
painted - $20/$25
Blood Angels
Mephiston without
sword-bare metal
$10
Imperial Guard
Outpost OOP NIB
Sell $60/Trade $75
Imperial Guard
Cadian Officer with
Shotgun unpainted
metal $12
Imperial Guard
Cadian Heavy
Weapons Team
Missile Launcher
Metal unpainted
$15
Harlequin Death
Jester NIB—citadel
finecast $25/$35
Bolt Action: Tank
Wars & Hard Cover
Rulebook
For sale only,
Unused and in
excellent condition
$60 for both.
Mordheim - The
Thing in the woods
OOP painted metal
$45/$55
LotR Samwise &
Frodo metal un-
painted
$20
Praetorian Officer
conversion
$10
2nd Edition
Terminator
Chaplain
OOP metal $20
WH40k
Novels
$6.50 each in great
condition
Multiple Titles
Enquire for titles
available
Warhammer
Novels
$6.50 each in great
condition
Multiple Titles
Enquire for titles
available
Picture
Coming
Soon
S N A K E E Y E S
33
28mm American Civil War from
Perry Miniatures
Alan & Michael Perry have what
you need to cover this and other
periods of war
Check out their website
www.perry-miniatures.com
Phone: 0419 729794
E-mail: garagegamersgroup@gmail.com
Or snakeeyes.magazine@gmail.com
Facebook: Garage Gamers Group
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34
Snake Eyes Creators & Contributors
Editor: Nick Chase
Regular Contributors/Columns:
Glen Taylor, John McDonnell, Kris
McKiernan, Darian Chase, Michael
Colclough, Peter Toh, Roy Wells,
Lewis Cairns , Brian Solomon
For any further information on
where to buy Michael Colclough
artwork please see
http://www.warintheskies.com
Misfire Comic Strips by Brian Solo-
mon http://www.facebook.com/l.php?
u=http%3A%2F%
2Fwww.belloflostsouls.net%
2Fcategory%2Fmisfire&h=ZAQEAS87u
and also available at http://
www.belloflostsouls.net
Continued from page 5
Given that there are only 16 rounds in the game, and 12
rooms to search, you have to be quick more than lucky
to do this effectively.
We died a horrible messy death about round 6, mainly
because we played the LOS rules incorrectly, but it was
actually an enjoyable game. The box states 1-4 players,
but this could easily be extended to 5, or even 6, if you
let one or two player play the renegades turn. This
should also make the game a bit more interesting be-
cause it will bypass one of the sloppy AI issues – what to
do if I have 2 assassins equidistant from a renegade?
All in all I enjoyed this game, and will definitely play it
again. Also, now that I know what I am doing, I will in-
troduce it to others.
For other reviews and opinions, the links below are in-
teresting.
https://boardgamegeek.com/thread/1362654/
assassinorum-execution-force-initial-impressions
http://www.talkwargaming.com/2015/05/product-
review-assassinorum-execution.html
Happy Gaming.
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