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Transcript of SnakeEyes Aprill 2015
ISSUE # 18 APRIL 2015
GARAGE GAMERS GROUP
S N A K E E Y E S 2
Snake Eyes is evolving. Each
month we try to make it better
for you, the reader to enjoy.
Sometimes it presents chal-
lenges, (like getting it out the
day I want to), and other times
it flows like...well you get the
picture.
Snake Eyes magazine is still
free, and based on that alone I
could write just about anything
I wanted to providing no laws
are broken. I appreciate that
you take the time to read the
editions that come to you, or
perhaps you found on the Fa-
cebook page of Garage Gam-
ers Group. It doesn’t matter,
save to say that you are appre-
ciated. Keep sharing the mag-
azine, if you are one of those
readers.
We attempt to keep regular
columns and regular contribu-
tors. If any items come into my
view to put into Snake Eyes I
sometimes attribute it to the
regular writers, who look after
that area. Recently, I did a call
out over some 25 groups on
Facebook that I belong to, re-
questing interest in submitting
either a one off, or regular
submission. I received some
people willing to have a go and
see there name in print. Two of
them are new in this issue, and
I look forward to sharing more
of them and our regular con-
tributors with you in future
issues.
Garage Gamers Group has
topped 200 members. Am
very stoked about that, so
great effort everybody, well
done.
I am tying down some final
preparations for PentaCon,
our annual tournament, so
you can expect the date for
that will (finally) be out next
issue. There are more tour-
naments Snake Eyes is and
will be promoting for the
gamers out there. Eventually
the plan is to create a calen-
dar, showing the game sys-
tem, the location and the
dates. If you wish to have
your tournament promoted
wherever in the world you
are, please feel free to send
in the details.
Shane Blomberg, the man
responsible for the 40k
Knight conversion either
owns or has access to a 3D
printer, which is how he was
able to create the head,
hand and weapon pieces for
the excellent piece.
I hope you all have a great
month, and will see you next
issue.
Send your submissions in to:
garagegamersgroup@
gmail.com and put Editor in
the subject line.
SEE YOU THERE
Garage Gamers Group (GGG)
G A R A G E
G A M E R S
G R O U P
SNAKE EYES A P R I L 2 0 1 5 I S S U E 1 8
Cover: Knight Con-
version by Shane
Blomberg
Editorial
Reviews on the Run
Gaming Tips
The Collector
Penny for your
thoughts
Dog County Range
Wars - Final
Eyes Around the
World
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
Battlefront site at some future point. The second one is that, other than helicopters, there are no air support elements detailed or listed; again, maybe there is a another book in the works (maybe if this one takes off?), which will include this integral ele-ment? Unusually for a Flames of War supplement, the respective forces are not all divided into their own separate sections. The 'Free World' forces (U.S. Army, ANZAC and ARVN) are, but the PAVN are divided across each of these, to provide 'a force in context' to the respective FW force in question. As a gamer aid, I can see this being irritating, as you might have to search the entire book to find some minor unit of your force during a game if you're playing PAVN... For gamers new to the period though, it presents an historical and contextual opponent for the relevant forces - not something FoW is typically accused of. Overall the forces included in the book are those I would expect to see represented in the Vietnam War, but bearing in mind that FoW is a 'toy heavy' system, there are also those forces which were somewhat less typical. The option to create an armoured or mechanised force is available for eve-ry combatant nation represented in the book, the PAVN's being associated with the ARVN section, so as to allow their use from 1971. Obviously you aren't tied to this, so you can always play the 'what ifs' of US Armoured versus PAVN armoured, for example. The oft-complained of 'beardy' elements are no-ticeably lacking. There is an option to deploy M132 flame-tanks in most FW forces and also the option to use the Shillelagh gun-launched missile by the M551 Sheridan (this is pointed out as unhistorical though, as is a US-PAVN armoured clash). The field-modified prototype to the M163 Vulcan (using a 7.62mm Mini-Gun) and other small oddities get a look in too, but so what? When they start talking about M103 tanks and Davy Crockett rockets, I'll shout "Whoah!" with the best of them... currently though, not a big deal at all in my opinion. The Americans get the most lists, with the ex-pected 1st Cavalry (Airmobile) and the 25th 'Tropic Lightning' Divisions forming the umbrella formation for most of them. Besides the expected Airmobile, Armoured and Mechanised Companies that you would expect from these, you can now also field a full Air Cavalry Troop, an Armoured Cavalry Troop and a straight honest-to-God Rifle Company, with somewhat limited support. ANZAC has the option of Armoured, Cavalry and Rifle Companies and the ARVN has Tank, Armoured Cavalry and Rifle Companies. So largely the full range of units possi-ble. The PAVN get the basic B3 Front list (c.1965) as appeared in the 'Ia Drang' articles, with the dubi-ous (to me anyway) inclusion of a Tank unit in sup-port. To be fair though, if you were fighting a non-historical opponent, a non-historical support unit would redress any imbalance. There is a list for PAVN Sappers and even a Local Force list, which was a gem to me, as it was complete with low quality units, booby-traps as fortifications and even
'local resistance' groups, who have some quite clever rules to boot! The last PAVN list is tied in with the ARVN lists and represents a 'Third Phase' force, complete with armoured and mechanised forces. While more able to go toe to toe with the ARVN and US armoured forces else-where in the book, I found this somewhat light on equipment variety to be honest. This com-plaint not withstanding, the forces do seem pretty well balanced with respect to their op-ponents, even if, ironically, lacking in any individuality or choice. There is no mention of the BTR-152 or BTR-40 personnel carriers, nor the BRDM1 in the mechanised units, who are uniformly equipped with the BTR-50. The cut-off date for the supplement is 1971, so the later BTR-60 or BRDM2 wouldn't be included in any case, but the other two are a sad omission, especially given the space devoted to US oddities. You do get the ZSU-57-2 for your AA units though, so it's not all bad. The Special Rules Section seems a well con-sidered section. Beside rules for 'Med-Evac' and other period specific rules, you also get specific ANZAC and ARVN rules, so when you play them, you aren't just playing a 'US-Lite' force. Okay perhaps a little anachronistic and stereotypical, in the same way as the other supplements have been, but they seem like fun. Don't like them, don't use them. The PAVN get a ruck of special rules, which I feel are warranted, particularly the more low-tech lists, to balance the odds. Some of these are quite clever (admittedly no great recommen-dation coming from me) and cause an hin-drance to the FW player... so thumbs up for these! The book rounds off with 8 missions, which reflect the typical styles of action in the Vi-etnam War and come in similar proportions. For example there is only one of the elusive 'Stand Up Fight' style of missions which the US so desperately sought. The others are more mobile or defensive in nature for the respective forces. Overall I feel that the book offers a lot for the
potential FoW Vietnam gamer. It's neither
perfect or comprehensive for the War itself
(there isn't much space wasted on the histori-
cal background to the war - there are plenty
of good books and web sites on this after all
though), but what it sets out to do, it does
well. It's slimmer than the usual hardback
supplement, hence its lower price, but no
space is wasted. I thought the £16 I spent on
it was money well spent and I don't even play
FoW... if you do play it and want to get into
Vietnam, buy it!
By Jim Hale
What I have found is that the rule supplements are themselves are often quite good; they are usually quite accurately researched, contain a lot of eye-candy and are well laid out, so at a glance you can see the organisational layout of the forces they are covering. That last detail can be quite useful to folk like me, who tend to obsess over unit organisation details. Much of the data is of course meaningless if you don't play the game of course, but on a single page, or two, you can often find, in an easily digestible form, in-formation that you could spend a whole book reading to find out. As the Flames of War community is also quite vocal and quick to jump on errors in the books, I'm actually more confident in the information given in them, than I would be in the typical Osprey book, which don't have to deal with such vicious peer-review and to my cost, I've found to be wrong (Osprey uniform and equip-ment details are usually spot-on, organisational details often less so... trust me on this). So the book... 133 pages, soft cov-ered and printed in full colour throughout. I get the impression that they had a lot to squeeze in, so the period 'special rules' carry right onto the inside back cover. I could be wrong, as I don't own the items, but I believe that a portion of the book is composed of re-edited and present-ed versions of the original 'Ia Drang Valley' magazine articles and the previous FoW booklet 'Tropic Light-ning'. Nevertheless the remainder of the book is packed with new content and the corresponding special rules to go with it. The first glaring omission that leaped out straight away is that there is nothing on the Marines; US, South Vietnamese or Korean. I'm guessing that they might be getting their own book, or lists will go up on the
S N A K E E Y E S
5
REVIEWS ON THE RUN With GGG Member Peter Toh
KINGS of War - As with most other wargames, each
player has an army that equals a points value, so you can create a balanced force consisting of your normal units, war machines, cavalry, heroes… that’s pretty standard stuff in a lot of games. Each unit has a set of stats: Speed is how far they can travel in a turn, adjusted for terrain and haste. Melee is the hand-to-hand target number the play-er has to score on a number of six-sided dice. Range is the missile target number for the same D6 roll. Defence is the target number the player has to roll with every successful Melee or Ranged roll, and Attacks is how many D6 they roll at a time. Nerve decides what the unit does once they are hit, and finally Points is the value of a unit, how much it will cost you to have it in your army. The basic rules work like this; Speed decides how far a unit can move in inches per turn, adjusted for difficult terrain or how fast the unit is moving. Then, if the units are able, they can make a Ranged at-tack, followed by a separate Melee attack. To attack an enemy unit, you roll the same number of six-sided dice as your Attacks score. For every die that rolls equal to or higher than your unit’s Ranged or Melee score you get one hit, and you keep the number of dice that attained this score. You roll these dice again, and for every dice that rolls equal to or above your enemy’s Defence val-ue you have scored one point of Damage. Once this happens you make a test against the enemy’s Nerve by rolling 2D6 and adding the number of Damage points you have scored (this is cumula-tive). This then decides whether the enemy unit is Steady (still fighting), Wavering (disordered and disrupted) or Rout! (annihilated, captured or chased off the field). These simple results means that you don’t have to worry about having the wrong number of models in your unit as the result affects the complete unit and not individual mod-els. This means you could use one model to repre-sent ten warriors. Units also have Special Rules that give them bo-nuses to dice rolls or special attacks, and there are magical artefacts that can help, too. There’s a small use of magic but this is covered by the Spe-cial Rules, so although you can have mages blast-ing the enemy in the game there’s no special multi-page section with dozens of spells available. The rules are incredibly simple to learn and you can have a basic full-scale battle kicking off in about an hour once you’ve cracked open the book, if that. There’s no tables to continually refer to or templates to use, just a quick, intuitive game with easy rules that allow for a plethora of tactical choices. My first game took ten minutes to set up
and two hours to play through, with two five hundred-point armies. Considering the com-plexity of many games out there, that’s great and perfect for me as I don’t like to spend hours poring over rules and tables so that we get a few turn’s worth of gaming in over sev-eral hours. They’re exceptionally clear and well written, and great fun to use. And then there’s the options, and this is where Kings of War begins to shine. Along with the basic rules you get rules and guide-lines for: Timed Games – so you can use a chess clock to move the game along and stop your opponent from spending an hour or two mak-ing up their minds on what to do next. This is something I used in my second game and it was both brilliant and nerve-wracking. Expanded Terrain Rules – to simulate dan-gerous locations such as tar pits, swamps and living forests. Multi-Player Games – so that you can have more than two armies at the table. I haven’t tried this, yet, but it looks like it could be an amazing experience. Siege Warfare – complete rules for laying siege to and defending strongholds. I can’t wait to try this out. Campaign Rules – for ongoing wars and tak-ing objectives such as towns and cities. It’s a great way to give the battles a long-term story and means a lot of commitment. I can see the multi-player games benefiting from this as players dominate and defend their territory. The book then moves on to Force Lists, ar-mies and their histories, backgrounds and statistics, with any applicable special rules and details. The armies you can choose from are Dwarves, Elves, Men, Abyssal Dwarves (evil dwarves), Goblins, Orcs, Twilight Kin (evil elves) and Undead. There’s plenty of units, war machines, heroes and monsters to choose from so pick your force wisely. I have an 800 point Elven army which is doing okay, and right now I’m working on a 500 point Free Dwarf force. There’s more than enough here to choose from to keep you in games for months. Finally, the book rounds off with Tournament rules so that gamers from all over can wage war with each other in fair, balanced and offi-cial ways. All in all it’s a fantastic game, and what you get in the rulebook pretty much covers every-thing you’d do in a fantasy warfare scenario. There are no long-winded or complicated rules, and there’s no beating around the bush - the rules and options are laid out simply, cleanly and with minimum fuss. The produc-tion values of the book don’t really matter when you’re given such a solid, playable and fun game with lots of options you really want to try out.
By Jonathan Hicks
S N A K E E Y E S
6
BRISBANE BASED, AND AUSTRALIA’S DIRECT
SUPPLIER WITH SOME OF THESE PRODUCTS,
CAMPAIGN BOOKS & GAME LOGISTICS, WILL
SERVE YOUR GAMING NEEDS FOR ANY OF THE
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REASONABLE POSTAGE PRICES. CONTACT
BARNABY DIRECTLY FOR ANY ASSISTANCE YOU
NEED. CLICK THE LINK BELOW.
Playing for a reason With GGG Member Lewis Cairns
P A G E 7 I S S U E 1 8
assembling and fielding armies, imagining grand and glorious campaigns that each war band would progress through. Gener-ally, I would lose.
Without a firm grasp of the rules it seemed that there was always some Deus Ex Machina that pre-vented my Orcs from finally lop-ping off Aragorn’s head or trim-ming Gimli’s beard. But it wasn’t about the winning, and it never was about the winning. War gaming can seem like a frus-trating hobby to those who are unfamiliar, they see it as a frivo-lous expense of plastic models, yet, to me, I was building worlds. I was shaping the face of Middle Earth with my dreadfully unlucky Orcs. More so, as the months progressed I began to know my army as if it was one of my friends. I knew how many Orcs would die if the mounted riders of Rohan charged, I knew how many men would die if I could push my large force cross the board and met the elves in com-bat, I knew that if I was fighting Dwarves then I sure as hell better bring some bows, because throwing Orcs at dwarves in close combat was similar to try-ing to erode a brick with a pi-
pette of water!
Crucially, all of us found a new world to explore, a Middle Earth that had not been elab-orated upon in the films, and with that came endless possi-bility.
In my opinion, it is the endless possibility and promise that keeps war gaming alive. It’s the “What ifs?” and the “Yeah, but’s” and of course the “Oh my god” moments where things go so perfectly right that you feel like a hybrid of Bismarck and Napoleon.
But of course, War gaming is about the fun. For many years, as a youngster, war gaming offered an escape from the stress of a tumultu-ous world of danger. War gaming allowed us all to be-lieve, just for an hour that Orcs and goblins and magic and trolls posed more of a threat than any real life prob-lem outside.
As time passed my friends began to discard their hobby, opting to chose sports, study or girls as more meaningful past times. Whilst I too left
together, a WW1 set, a 1942
version and I had to have them
all. But I digress, the point I am
getting to is, whether it’s a
magazine, that you may buy
on a month by month basis if
you don’t subscribe, or you
have more than one gaming
table, and I bet you have more
than one favourite computer
game, or console game? Well
guess what? You are a collec-
tor. It’s almost OCD sometimes
when you HAVE to buy it,
trade for it or make it yourself,
just to have the complete set.
So many games, miniatures
etcetera and so little leisure
time. Thank your games club
next time you’re there for
making your hobby that much
better.
The great thing I love about
being a collector is the broad
hobby that it is. We have spo-
ken about collecting within the
miniature gaming aspect, but
what about the fringes? I loved
the Axis & Allies game when it
first was released. Since then
there has been a second edi-
tion, sort of a fast play ver-
sion, as well as a Pacific and
Europe set, that can be joined
From the Collector’s Vault
S N A K E E Y E S
7
I was ten when I first heard the call of war gaming.
There was a hysteria flowing through my friends for days. We were Lord Of The Rings crazy, playing out the battles in the playground with sticks every lunchtime. So the thought of controlling vast armies appealed to all of us, and it was just a bo-nus that we wouldn’t be hit with any sticks whilst doing it.
Within a week a box of Isengard Uruk-Hai had been ordered and suddenly we were thrust into a world we knew nothing about. There were glues to be bought, clippers, a modelling knife and don’t even get me started on the painting. For a ten year old this process could seem daunting, however, when the first Uruk Hai was assembled and his broad shield and sword looked identical to the ones we had been pre-tending to wield every lunchtime, we fell in love.
Suddenly, instead of taking to the School Fields at lunchtime we were to be found inside, two study desks pushed up against each other to form a straight plain. Twenty unpainted models facing each other. For months we expanded our armies, crudely
The Collector is a
gamer with over 40
years in collectable
games and wargam-
ing...
war gaming behind for years, I sporadically came back, once every year or so, to see what had changed, and to feel that familiar joy of seeing my Orcs get crushed into paste.
War gaming is so much more than moving over-priced plastic miniatures about a study desk, shouting the names of special rules you don’t quit understand. War gaming is a safe vacation from reality that chal-lenges you numerically and tactically whilst sim-ultaneously pushing your imagination to work in overtime.
In my humble opinion, there are very few past-times to rival the ingenui-ty four ten year olds can muster with a box of twenty Orcs and five die.
Long live War gaming and may it live forever.
S N A K E E Y E S
8
S N A K E E Y E S
Forward Scout
By GGG Member Glen Taylor
May your dice roll high,
Glen
Kindness and fun...
Yes, in war gaming? We are supposed to kill each others army? Wipe them out to a man. Well yes that the one side
of our hobbies, but just today I had the pleasure of seeing the above shine. I was lucky to get an invite to the
Koodiminda Gaming Club WarMachine tourney Saturday the 28th of march. I would like to share my day.
The morning started with a early departure because the call had gone out that breakfast would be served for those
souls who arrived early. I had asked what I needed to bring and was told, “nothing”. So, I thought I would pick up
some Danish pastries to go with breakfast. Well four bakeries later and no luck. When I arrived breakfast was toast,
eggs and bacon, plus beans, and fried tomatoes. Massive servings for those about to do battle.
The first game was a good one and though I lost, I had great fun. For those not familiar with the WarMachine com-
munity, they video tape the games and this was the table that the camera was above. Like a star I shone bright then
burned out.
Then it was lunch time and the BBQ was cooking. Steak and sausages plus salad and bread rolls. At this point I was
thinking of boarding here.
After lunch came two more games for one win and one loss. Both games had their ups and downs, but I learned
some things for next time I played. This was followed by the awards and aftermath where war stories and future
plans are talked.
I was on my way home by 5.30pm, but what a day of gaming, and the kindness of our hosts was so good. A lot of
work to run and organise and still they played in the comp as well. How, I don’t know? So that’s how it was and I
would like to thank all who made my day a good one.
Well all that’s left is my little bit of something of interest. The American Indian dog soldiers made sure they fought to
the last. Each year, four soldiers where chosen to wear a length of leather called a dog-rope. During battle each sol-
dier would attach the free end of his rope to the ground, pinning himself to the spot. He would not free himself until
his comrades were safe.
S N A K E E Y E S
9
DREADBALL
The futuristic sports game
The Blind Pig gaming club is running a
Dreadball League!
Started 21st February
Finnish Hall
62 Newnham road
Mount Gravatt QLD 4122.
9:30am to 4:30pm.
ANZAC CUP 2015 Will run on the 18th and 19th of April 2015. The venue for this tournament is the Enoggera Barracks, with proceeds going
to Legacy. It is a well run tournament, operated by the boys from WW40k, GGG members and for a good cause. See Facebook Anzac Cup
S N A K E E Y E S
10
Dogtown howler 7¢Edited & Published by Jacob Adams Esq.- Journalist & Photographer - Established 1867 Dogtown County - Member of Professional Newspapermen of N.Y. April 1869
Glen Taylor, Garage Gamers
Group & Snake Eyes, would
like to thank the following
participants; Without the as-
sistance of these GGG Mem-
bers, Dog County Range
Wars could not have been as
enjoyable, challenging and
informative as it has been,
and Glen has asked me to
applaud your efforts.
Warhammer Quest Chaos Warrior
(unpainted) Sale or Trade - $25
Red Duke GW Vampire (without
mount) unpainted $15 sale/trade
Necromunda Van Saar Juves NIB for
sale or trade $35
GW Brettonian Green Knight
(Undercoated) Sale/Trade $35
40K Sisters of Battle/Adeptus Sororitas Army - $600 Sale/Trade
Warhammer Steam Tank - Metal Trade/Sale $60
Warhammer Grand Theogonist on Wagon (Metal) painted Sale/Trade
$50
WH40k Space Marine Vindicator Tank (painted) Sale/Trade $45
scale, as well as a larger map for more inclusions, like
weather, disasters and happenings that one might ex-
pecting the old days of the west. The game structure itself,
as mentioned in a previous Issue of Snake Eyes, will allow
future creations of similar turn based games but with each
having a unique theme. I will hold my tongue there, save to
say I am still looking forward to the Pirate themed on,
which will be played over several maps. Keep an Aye!, out
for that one... Other themes are in the works now that we
know what needs to be tweaked, to make it more playable.
Steven Azzopardi,
Tim Prenzler,
Drew Birkmyre,
Jamie Federoff,
Michael Orton,
Simon Mayes,
Simon Machin,
Courtney Halvorsen,
Ross Williams,
Alessio Cavatore,
Sean O’Hanlon,
Martin Dorney,
Shane Heirdsfield,
Bryan Ansell,
Cameron McCormack,
Gregory Peatey
The Dogtown Howler will go on, as an advertising page in Snake Eyes. This will be a funded page, and the items listed are the property of the editor. Items listed here may also be listed on Mini Trades. Any person, member or other-wise may advertise miniatures for sale here. Please contact [email protected] for details. Items listed are for sale or trade. Price does not include postage and handling, though local sales/trades may be picked up.
Karloth Valois, (left) a Scavvy
gang Character option for
Necromunda. Item for sale/
trade is unpainted - $25
Bolt Action: Tank Wars & Hard Cover Rulebook for sale only,
Unused and in excellent condition $60 for both.
White Dwarf Weekly’s $3 each, contact for Issue numbers
Location for all items on page are Ipswich, Queensland.
Mk1 Rhinos for sale/trade at
$20 each, several items, un-
dercoated. Metal/plastic Mk2
Predator $30 (1 only)
LOTR Fellowship of the Ring
sprue (multiple items) $20
Paul Skuse,
Darian Chase,
Shayne Treasure,
Tony Arthur,
Andrew Wylie,
Sean Federoff,
Mick Thornes,
John McDonnell,
Startling News...The Range Wars are
finally over...Dog County Range Wars
was a game tester, meant to play
over 12 months. Sometimes the one
turn a month was too much for
some, too long between turns for
others, but in the end the game crea-
tor, Glen Taylor, decided there was
enough data gathered and time to
shut the door on the interactive
game. The winner at the time of
game finish was Darian Chase. The
winning Rancher required the most
land combined with the most in-
come. As owner of the GGG Ranch,
and looking after the map turns, I
could only expand so far, but enjoyed
watching the moves unfold. As this
was the tester game, Dogtown can go
to new ways in the future, both ex-
ploring a game that exists in a town
S N A K E E Y E S
11
As part of our ongoing club visits, in this issue of Snake Eyes we went
and had a look at PUBHAMMER. It was a wet and dreary night in
Brisbane when I hopped in the car on a Sunday night to make my
way to The Junction Hotel, formally known as (The Muddy Farmer),
for a look at a club that only games at night. The first thing I did no-
tice were a lot of the gamers had pub meals before gaming, and had
various drinks with a waitress appearing every so often to bring said
meal or drink and taking the empties away. Could this be the secret I
thought. I chatted with a few of the gamers, gleaning what was the
norm at Pubhammer. I was introduced to the man behind it all,
Kieran Bowman. He told me that the gaming club had moved around
a bit before making a central location for their usual members. The
location at the pub was free, as from the business perspective, more
people in an unused area equals more food/drink sales. There are
two main gaming areas, which had enough room for the gamers that
were there. It would not take many more to fill it up, however.
Top right shows a game of Cthulhu Wars
being set up by Hassan and Devin, while
below that, Trevor and Sam are into a
battle of Kings of War. Having not played
either I was quite interested. Kings of War
seems a viable option along with earlier
editions of Warhammer, to make use of
all of those miniatures collecting dust.
Only when a function is booked for the
upstairs area at The Junction, do the gam-
ers at Pubhammer have to cancel their
night, but plenty of notice is given in this
case. All the gamers that were there
where either involved in a game, or sitting
around talking about games...
Kieran, facing camera, talks with
fellow gamers whilst they enjoy a
game of War Machine, below.
S N A K E E Y E S
12
A game of Malifaux in play. The pigs on the right were hand made by the player that owns
them. Unfortunately I did not get his name and his opponent wished to remain anon.
Adam Kunde, an old gamer from my old club, The Warhounds, was on hand
to talk about Pubhammer as well. He had turned up with some board
games, pictured, ready to take on some opponents, or to fill a gap if some-
one turned up looking for something to play.
This is a great attitude at any club, and sure to keep members coming back
and new attendees becoming members.
Pubhammer was a good venue, and unusual being a night venue for those
who may not have the opportunity to play during the day for whatever rea-
son. Most of the people I spoke to were friendly, if a little guarded but that
may have been me being a stranger taking photos everywhere...
S N A K E E Y E S
13
Nick and Adna with their Menoth versus Cryx (WarMachine) above left, whilst Michael and Callum above right, play a game of 40k, Blood
Angels Space Marines vs Chaos Space Marines
Pubhammer has Warhammer 40k, Deadzone, Werewolf,
Malifaux, Cthulu Wars, War Machine, Kings of War, the
occasional Bolt Action and of course, board games.
The club meets every Sunday evening from 6 PM until
around 1030 PM, unless another event has been
booked.
Food is available from the Hotel kitchens until 8 PM.
They have a 40k League running
There are 15-25 active members with 100+ on the Face-
book site.
Entry is a gold coin donation with goes back into terrain
and game purchases, otherwise free entry.
The Junction at Annerley Hotel is located at the corner
of Ipswich Road and Annerley Road. Pubhammer is on
the upper floor. Contact Kieran Bowman on Facebook or
under Pubhammer for details.
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www.riverhorse.eu
Star Wars X-Wing : Building YOUR lists
By GGG Member Adam Gill
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Luckily, X-Wing is neither 100% list building nor 100% dice.
It’s a fine combination of preparation, skill, and randomness.
This means that there is no single rule-it-all win-it-all list. As
well as your prep work, and your luck, there are other factors,
which some can be learnt such as being able to visualize
moves in your mind, being able to fly both high and low Pilot
Skill (PS) for blocking other ships, or being able to arc dodge.
Now for someone who is new to X-Wing, might look for a list
that is forgiving, and straight forward to use. An Example of
this would be: Luke and Tarn with R7, a Gold Squadron with
an Ion Turret and a Blue Squadron B-Wing with Fire Control
System. Now this list has two of the most survivable X-Wings,
and two high hit point ships, one with a turret.
This list is based on flying with in the current X-Wing Meta,
it is a simple list to fly, and in practiced hands can be a dan-
gerous list to face.
Another list with a smaller model count, which has just as
much fire power, and uses a big ship would be what is called
Chewie and the Blues, with the smaller ship count, it means
there is more room on the table, but there is a big ship which
means you will need to get used to the big base (which is a bit
harder to fly then small bases) – This list would look like YT-
1300 Chewbacca with Gunner and Recon Specialists, and 2
Blue Squadron Pilot with Advance Sensors.
XXGB
Luke
Tarn with R7
Gold Squadron with an Ion Turret
Blue Squadron B-Wing with Fire Control Sys-
tem
Chewie Blues
YT-1300 Chewbacca with Gunner and Recon
Specialist
Blue Squadron Pilot with Advanced Sensors
Blue Squadron Pilot with Advanced Sensors
“But I don’t like flying the rebel scum” I hear you cry. Well
never fear, I have your jack boot wearing dictatorship covered.
To start with the Empire generally favors quantity over quality.
There are a few notable exceptions as Soontir Fel and the
Phantoms. They also favor Green dice over Shields. So a good
solid Swarm List would look like “Howlrunner, Backstabber,
Dark Curse, 4 Academy Tie Pilots.” A smaller swarm list would
look like “Howlrunner, Turr Phennir with Push the Limit, Black
Squadron Pilot with Draw Their Fire, and 3 Obsidian Squadron
Pilots”. Now swarms work best with formation flying, which is a
learned skilled, where you keep you ships together nice and
close to maximize firepower. You can practice this by grabbing
4 tie fighter models, and move them around your kitchen table
around cups, plates or whatever other obstacle you have there.
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7 TIE Swarm
Howlrunner
Backstabber
Dark Curse
Academy Tie Pilots
Academy Tie Pilots
Academy Tie Pilots
Academy Tie Pilots
Howling Turr
Howlrunner
Turr Phennir with Push the Limit
Black Squadron Pilot with Draw Their Fire
Obsidian Squadron Pilot
Obsidian Squadron Pilot
Obsidian Squadron Pilot
Now how did I build these lists you ask? Well to start with,
I am sure these are not new lists, and I am not breaking new
ground with these. But they are solid lists. But when building
my own lists, I come at it with 4 steps in mind. These steps
are: Squad Framework, Synergy of Crew, Enhance the
Strengths, Identify the Weakness. Now I will step through and
explain what I mean by that list of steps.
Squad Framework
So the first step is decide which faction you want to play,
Empire, Rebels, or Scum. The choice is here is based mostly
on your personal preferences of background and fluff. Do you
want to be a Lawful member of the Empire, A terrorist part of
the Rebel Alliance, or someone who lives in the grey with the
Scum. But while you are making this choice, you do need to
be aware that each faction provides different ships and crew,
which comes with their own benefits and downfalls.
So you have now decided on the faction you want to play,
you need to look at what ships that faction offers to decided
what you would like to play. When I build my lists, I start with
a ship, theme or mechanic, and then I look at which ships fills
the roles that I am after.
Synergy of Crew
Once you have picked the ship types you want, you need to
look at the pilots and their abilities to enhance the play style
you are looking to play. For example, if you have a lot of high
agile ships that does not have strong firepower, you will look
at pilots that increase firepower across your squad. If you
have a list with a low model count, then you need to find abili-
ties to keep your ships around. Also do not look at pilots in a
vacuum, but as a part of the squad, so you can find combos
such as Dutch and Hobbie.
Enhance the Strengths
Now that you have picked your star squad, you need to look
at enhancements for your ships. These are things such as
elite pilot skills and modifications. These should be things that
help your ship assist achieving your main goal with each pilot,
or assisting another squad member in improving their chanc-
es achieving theirs. This could also be making a power house
to distract your opponent from your main pieces. Titles are a
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great way to give your ships a little boost that is design for each
ship.
Identify the Weakness
Now to find where you list is weak, and the best way to do this
is play, play and play. Either at your local game store, or on Vas-
sal, it doesn’t matter. The more games you play, the better you
know your list. Another good way is to post it on your local and
the FFG forums. But be aware, feedback from these sources are
based on the other members experience and your experience
and meta may be different. If you aren’t having fun playing your
list, don’t feel locked into it. Change it, swap out upgrades.
Change pilots or if you have no other options left, look at a new
ship or a new tactic. In the end all that matters is your enjoyment
of the game, and that is what X-Wing is all about.
To improve your skills and enjoyment of playing X-Wing, it is al-
ways a good idea to run several different lists as often as possi-
ble, unless you are practicing for a tournament, or any stop on
the road to worlds. This will help you maximize what ships you
buy, encourages an evolving local meta, makes you a better play-
er as you learn to deal with new and unforeseen situations as you
run ships that behave differently, and open your eyes to new
strategies that you might miss by running the same squad all the
time.
Adam is a blogger and an avid X-wing player – You can read
more of his writings over at http://teamcovenant.com/noxbestia/
Frederico Nogueira-Dias has created this excellent
diorama, titled ‘Next Stop Normandie’, shown below.
What I love about this piece is the little details like the
dog in the street and the broken window shards in the
building, evoking the wonder of what is inside. The brick
colour is perfect, and the positioning is just right.
It is the realism of this diorama by Boris Karbor, shown below,
that I love with miniature modelling. Similar to Roy Well’s work,
as shown in previous issues of Snake Eyes, a quick glance and one
would think that this is a still from a motion picture...
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I’d like to say that I made
this...but I would be fibbing.
Lewis Pruneau created this.
All I can say is WOW maxi-
mum effort...
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Misfire Comic Strips by Brian Solomon will be appearing in Snake Eyes from now on, for a look at them next time your
online, the address link is 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
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Mustafa Bekir made this, see photos, out of bits of cardboard,
toothpicks and a bit of garden wire mesh, and he thinks that it
didn’t turn out too bad...what do you think? Inspiring anyone?
For the non 40k gamers what you are seeing is a scratch built
looted Ork Land Raider, and a very good job of it.
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I never knew that wargaming as it is, even existed. Mostly I had played, and still do a variety of computer and console games. A gaming friend of mine, that I met at work, invited me to his Dad’s place last year to play-test a game. The game was Path To Glory. I was bowled over by the amount of miniatures and games that where there. I enjoyed the game that we had on that day, prompting me to harass my friend about when we were going back, and what other gamers are there to play?
I was shown on the next visit to his fathers place, so many games that I cannot remember them all, let alone have the time to have a game of them all. Space Marines (40k), Warhammer, Old West, Dreadfleet, Zom-biecide, Talisman, Necromunda, and most of these were from one shop. My friend’s Dad said his preference was 28mm miniatures, I learned that other systems existed like Flames of War, Lord of the Rings, Ancients and American Civil War in a smaller scale. Also there are games that can be collected and played in a larger scale again, or large scale figures can be used in current games with some tweaking of the rules belonging to that system.
I have to admit, I was getting hooked by the excitement versus my part time job income of ’How can I afford to do this?’
It was explained that I can go to many clubs around Brisbane and watch games in play to see what ones I liked, and perhaps be invited to play in some of them. I am yet to do this, but it is on my things to do list.
I am intrigued by the variety of games, systems, scales and miniatures that existed without me ever having known about it. The closest I guess was having a friend who played Advanced Dungeons & Dragons, but as I thought he was a bit of a nerd, probably more when he explained it one day, I assumed that all of that time of gaming was ‘made up’ as you went. Now I know that I didn’t even have his game right. Was it the way that he explained it? Or my nerd bias? Maybe both, but I regret now having a look back then, and that friend no longer lives in this state.
So I am now considering which system do I start having a go at? I am interested in playing with the Space Marines, but also would like to have a go of Fantasy as well. That was the nature of the test game we had, although it was not Warhammer, we did use the figures from that game. I imagine that Beastmen would be interesting, or Chaos. Star Wars X-Wing looks good also, but don’t know about the affordability, as they don’t seem much cheaper on Ebay.
There is also a store near me that plays some of these games so I have an option there as well.
At the start of this article I stated that I had never heard of Wargaming. Since then I have had several games of different titles and systems. I am becoming a Wargamer. I actually won a box of tanks last year from enter-ing a survey for Snake Eyes, so was pretty happy to get that, but don’t know whether I am ready for that system yet. I am trying to convince my Dad to have a go at one of the games, but he still see’s them as toys. I don’t know whether I will ever have a collection like my friend's Dad, but at least I will have some.
MEMBER SPOTLIGHT - Scott Henry
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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: [email protected]
Facebook: Garage Gamers Group
GGG or Garage Gamers Group is a collection
of gamers with similar ideals about what
makes a game fun and how to have fun with
it…
Snake Eyes is the GGG magazine, available
for free to members and selected
organisations…
GGG supports a gamers for gamers attitude
Garage Gamers Group
S N A K E E Y E S
Trademark names in the newsletter have been used without permission & only used for promotional purposes for GGG. They include: Games Workshop & associat-
ed trademarks, StarWars X-Wing, Wings of Glory, Zombiecide, AD &D, Army Painter. Eureka miniatures,Warlord Games, Stone Mountain miniatures, Flames of
War, Perry Miniatures and RiverHorse are used with permissions. Pictures are the property of Snake Eyes & have been used with the permission of members of the
GGG. Other pictures have been used with permission where possible to promote event or products.
24
Snake Eyes Creators & Contributors
Editor: Nick Chase
Regular Contributors/Columns:
Glen Taylor, John McDonnell, Kris
McKiernan, Darian Chase, Michael
Colclough, Peter Toh, Roy Wells
This Issue:
Lucas Cairns
Adam McGillivray
For any further information on
where to buy Michael Colclough
artwork please see
http://www.warintheskies.com/
Simon Ford’s Game Board had to be post-
poned until next issue...look for it in May
2015 Issue of Snake Eyes