Posts Tagged ‘nathan’

Turn 9 Map, before the fights

Tuesday, October 3rd, 2006

Mat’s M’Tor’Hed forces have lost ground, but may regain some after the fights. Colin’s URINE faction faces battles on all fronts, while Nathan’s Righteous Movement seems to be struck by lethargy as they dig in to attempt to hold onto their gains. Panjo’s Boys from Z’boooooo are picking fights all over the place.

See, that’s what happens when you hit 50!

Turn 8 Map

Saturday, September 9th, 2006

Big gains for Panjo in the north and Nathan in the south. Mat and Colin maintain some land, while Andy is wiped out. (Sorry Andy!)

Turn 7 map

Monday, May 29th, 2006

Big gains for Nathan (Grey) and Panjo(Blue). Mat (pink) and Andy(dark green) lost ground, Colin (light green stayed the same and Zob (red) was wiped out.

AK-47: the Righteous Brotherhood speaks

Sunday, May 28th, 2006

The Religious Movement of Father T’ake De’ P’fromu and the Righteous Brotherhood…
The last battle won over 7 turns against Mat’s Peoples Popular Front ppf, or is that that ppppppfffft as in bunch of farts, killed all but one of his units a frightening group of 3 tank gunned armoured cars that turned up 2 turns before game end, fortunately… phew…
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AK-47: How to lose

Monday, May 22nd, 2006

I love Peter Pig’s AK-47 Republic. It’s a great game, tongue in cheek, a dose of humour, good gameplay and a diverse setting.

Tonight, Nathan (toxic) and I played our last games for this, the battles for turn 7. The victory point system is fairly simple and straightforward. Up to 5 points difference is considered a draw. Over 21 points difference is a major victory in which the winner “writes the histroy books”. Anything between is a fairly normal result. Um, what do you call a difference of 83 points? Ouch?

So, what I’ve learnt.

Range matters

No matter what it looks like, a massive swarm of infantry is useful as the attacker, but useless as the defender. The attacker can just charge forward and hope he’s got enough men left to storm the baricades. That’s how I won most of my initial games against Zob, who is now, by the way, completely vanquished in the campaign. So, tonight, I had two large units of infantry. One didn’t turn up till mid game, but the other? It sat in an objective template, holding it effectively, but doing no damage.

The defender wins by killing the attacker, not holding ground

The attacker has to take the objectives, the defender merely has to destroy the aggressor. Ergo, the defender needs troops able to engage at range and defeat the attacker before he gets close.

Morale Matters- use weaponry that causes tests

The game is won or lost not really on the casualties inflicted, but on the morale tests to chase units off. I killed as many of Nathan’s units as he did of mine in two key engagement. The casualties he inflicter were by mortars and tank guns. Mine were by AA guns, small arms and recoilless rifles. The latter don’t cause tests, the former do. Given that a unit only has to fail three tests total, and can fail up to two per turn, if you take a few casualties in the open caused by mortars or tanks, the unit will be close to running.

So, how to win

When assembling your forces, you can choose to spend lots of points on troops, or spend some on political actions. As a PPF, it’s not worth spending more than 40 points on political as that’s where your best results are. Against religious movements, you’re likely to be the defender. So, assume you are, and take mortars. Don’t waste points on RRs, range of 18″ isn’t enough. Take tank guns, mortars and AA guns, giving you range and morale - consider tank guns as well. Don’t do what I did, spend no points on politics and take an aggressive force, it’s a waste of time.

I love the game, really enjoy playing it. When I’m the attacker, I can win. As the defender? Haven’t run a succesful defense yet. That has to change, Nathan’s religious movement and Panjo’s Colonialists are circling. Still, at least I don’t need to try to figure out what Rob’s up to next turn. Watching from the sidelines, his “President” in jail.

If you’ve never tried AK-47, try it out. Easy to pick up, figures are easy to paint, we use a selection of old toy cars to represent the trucks at times, and it’s quick, simple gameplay makes it fun. I’ll, I suspect, continute to die horribly on a regular basis.

Warmaster Ancients

Tuesday, March 28th, 2006

Last nights saw Mat and Nathan play a game of Warmaster Ancients. Mat was commanding a Successor army while Nathan had control (sort of) of the Republican Roman army. The terrain was a bit of a pain, the core of Mat’s army could not cross the hills in the center of the table, the left was covered by a wood which he couldn’t go through so he had to go down the right.
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The Chuckadice Squad

Monday, January 30th, 2006


Us, in our particularly ugly glory. Left to right, back to front:
Colin, Panjo, Jason, Stumpy, Rob and Mat (seated). Andy took the picture…