Showing posts with label munera sine missione. Show all posts
Showing posts with label munera sine missione. Show all posts

Saturday, 26 May 2018

Whip It!

In an early post about our changes to Munera Sine Missione I said that we had added special rules for whips, rather than simply treating them as a lasso. I have been testing them with a lasso figre up until now, but I decided to convert one of my existing figures to wield a whip instead.

Here she is.


She's called Alba. I can't remember if she's featured on this blog before. I got her a while ago, and she's been painted for years - she's a Shadowforge Viking Berserker. In her original incarnation she had an axe in her right hand, and was raising her shield over her head. This is probably a great pose for a berserker, but looked odd in a gladiator, so I tended to leave her on the sidelines. Now she has a new lease of life, with a whip replacing the axe and a sword replacing the shield. The axe will see a use elsewhere.

She's had a few fights, with mixed results, but I can say for certain that the whip is a fun weapon to use.


Now I just need to find a suitable male figure to arm with one.

Update: Here he is. Rodan is from Castaway Arts, and was originally a retiarius, with a trident in his raised arm and nothing (I guess you were supposed to provide your own net) in his left. The whip was made from wire, whilst the sword is from a batch I 3D-printed last year.



Tuesday, 22 May 2018

Munera Sine Missione - Final Testing

The update to Munera Sine Missione hasn't been forgotten. Both Victor and I have been busy this past week or so, and we haven't has as much chance to discuss things as we;d like. However the main rules are finalised, bat renaming one of the terms in the game, and the solitaire campaign rules re done. All that's left is some final tweaking to the multi-player campaign system and some confirmation of how one or two of the more exotic weapons will work.

The exotic weapons are ones which will dismay purists, but which are included because of their presence in some popular figure ranges. First up is the cape, which we used to run as a poor-man's net, but which now acts to distract an attacker and improve a lighter gladiator's chance of survival.


The second weapon is the whip, which we used to treat as a lasso (and which is depicted here as one, since I don't have suitable figure) however it's now a weapon in its own right which has little chance of scoring real damage, but can annoy by inflicting critical hits, knocking away weapons or tripping an opponent.


I played some games using both weapons earlier this evening, and they seemed to work OK; not too powerful, but not so weak as to be useless.

Monday, 7 May 2018

Munera In The Country

I have little gaming to report this weekend; whilst the weather has been unseasonably nice we squeezed in a last camping trip. Winter will be on us soon, so that will be it until September. So this was our view.


And this.


I packed a few gladiators, though, and did some more testing for 'Munera Sine Missione'. I didn't get as much done as I'd have liked; despite the nice weather, at this time of year you don't get a lot of daylight to play by, and the fact hat we were camped in a hollow surrounded by trees and hills didn't help there at all.



Anyway, I think the basic rules are in a state I'm happy with, and we just need to tweak and finalise some of the campaign rules and other trimmings.

Tuesday, 1 May 2018

Munera Sine Missione - Update


Things have been quiet on this blog for a few days. But they haven't been quiet on the gaming front, as Victor and I have been thrashing out the latest set of changes to Munera Sine Missione. The changes are sufficiently radical for us to consider the next update, when it comes, to be a brand new version - Version 3.0.

So what can you expect to see?

Well, the core game is still basically the same, so rest assured that you'll still recognise the game of gladiator mayhem you all know and love. The biggest change we have made is to how Fatigue is managed. this had a knock-on effect into most of the core mechanisms, and gave us a chance to tweak and refine a few things there that weren't quite right. At present Fatigue is something a gladiator acquires randomly, and is a figure which is compared against their stamina to see if the gladiator is fresh, tired or exhausted. In the new version a gladiator chooses to acquire fatigue in order to gain extra actions. However instead of the fatigue total being compared against the current stamina, there are situations where the fatigue is cancelled and converted into stamina loss. In other words we have (i) made fatigue something a gladiator chooses to acquire and (ii) combined the effect of wounds and fatigue into one statistic. This opens up extra choices for gladiators, and makes the bookkeeping easier as well.

The new mechanism allowed us to change some of the Special Events, and also led to a method by which lighter gladiators can try to avoid damage by dodging. Where possible we have tried to use existing die rolls to drive any changes, rather than adding in new tests and checks. This means that the game still flows quickly and smoothly.

The recent optional rules for the referee and for gaining favour with the crowd have been made part of the core game, as we found they add significant colour and that we weren't ever playing without them.

As ever, there have been several tweaks to weapons in order to better depict a range of gladiators from all eras of Rome's history. Victor has put together a list of gladiators by historical era, including their equipment and opponents. But the game still allows you to quickly determine game stats for any figures you have, even if they aren't entirely historical.

The biggest addition will be the campaign rules. Victor and I have both developed a system for running a single gladiator through a career in the arena, and regular readers of this blog will know that I have a similar system which allows a number of players to run gladiator schools against each other. Neither system is that sophisticated, but we thought that the time had come to at least include them in the published rules.

I'm very excited about these changes, and think they greatly improve the game, whilst keeping its original flavour. And you'll be the first to know when we finally get around to publishing it.

Friday, 27 April 2018

Maurice Part Deux

Gary and Caesar finally played their Maurice campaign game last night, completing the first round of our campaign. Gary defended with the Ottomans against Caesar's massed French columns.


Gary seemed to get off to a good start. His laid a dense terrain, which gave his massed artillery plenty of protection, but which also allowed his irregular cavalry to do a sweeping flank attack on the French infantry as it advanced. Caesar managed to stabilise that situation, and eliminate the Ottoman horse, but had suffered plenty of casualties. Eventually, though, his infantry met that of the Ottomans and a firefight ensued in which the Ottoman line slowly crumbled. Gary's artillery did fearful execution on the French cavalry, but it was too late; the Ottoman morale collapsed, giving the victory to the French.

Gary was part of the same alliance as Peter and myself, so his loss means that the war continues into another round, with many of us fighting with armies made up of hastily-raised conscript replacements. So the next set of battles look like they might be interesting, but short.


John and I played a few bouts of Munera Sine Missione, with a lot of the rules being in my head owing the the major rewrite they are currently undergoing. We ran a campaign setup, but only played out the first Games. We each had a school of six gladiators; two lights, two mediums and two heavies, putting two challengers forward each and matching them with something suitable from our school for a total of four bouts in the 'day'.

My fancy arena really only allows one bout at a time, so that's what we did.

Bout 1: I used Hero against the spear-using Alumnus. Alumnus couldn't get past Hero's armour, whilst the heavier gladiator slowly wore his opponent down and eventually forced him to his knees to seek mercy from the crowd. They spared him, but that meant there was a negative modifier on the next gladiator to appeal that day.


In the second fight, I used Bremusa against the dimachaerus Spiculus. Bremusa is armed as a thraex, but since Spiculus doesn't have a shield her sica simply counted as a sword (In MSM a sica is specialised for circumventing the opponent's shield).

This was probably the best fight of the evening, with both gladiators ending up wounded. It went for ten rounds before Bremusa finally backed Spiculus into the arena wall and ran him through, mortally wounding him.


The third fight was between the heavily armoured contra-retiarius Telamonius and my school's retiarius, Titan. Titan got in an early net attack, but couldn't exploit it before Telamonius cut his way free. However his agility mostly kept him out of trouble, and eventually he managed to fell Telamonius with a mighty blow from his trident. I'm hazy on what happened at that point (our notes are incomplete), but I think poor Telamonius fell victim to the crowd's desire for blood.


Finally John used the lasso-using Gracchus against my other heavy gladiator who, at some point, has lost his name label, so was called Anonymous for the evening. John had appalling AP rolls in this fight, to the point where Gracchus simply gave up trying to use his lasso, dropped it and fought with his trident in both hands, just so he stood a chance of getting in some attacks.


Anonymous had better luck with Action Points, and took down Gracchus fairly quickly. Like Alumnus, he was backed against the wall, and killed instantly.


We called a halt at that point, since John had lost all four bouts and decided that his school would close in shame.

The various changes we were trying out seemed to work OK, but Victor and I have plenty of work to do tying everything together, agreeing on terminology and (in at least one case) agreeing on mechanisms.

There were actually two other games on offer last night; Peter and Geoff played a big DBA game, whilst Ralph ran some Team Yankee at the back of the room. I didn't get photos of either of those games, so you'll just have to take my word for it.

Tuesday, 24 April 2018

The Mighty Mongo - Part 2

This post concludes the career of the gladiator Mongo, who you saw in action yesterday. When we left him he had taken part in four bouts, winning one, getting one draw and losing two. he had some experience and a little bit of prestige, but was still early in his career.

I played one quick fight this morning, in which he fought Crixus, a gladiator similar to himself  but with a smaller shield. The two fighters traded blows for a while, and Crixus took a decent hit, but it was obvious that they were evenly matched and the referee eventually called a halt to the proceedings, giving Mongo another draw. A pity, as Crixus was the favourite, so if Mongo had defeated him it would have earned him much prestige.


During the day I had a brainwave, and ended up rewriting the fatigue system in 'Munera Sine Missione' as well as bits of the wound system. This is still a work in progress, but I got enough of it sorted out during my commute and lunch-break to feel confident enough to try it out in the remaining games.

Mongo's sixth fight saw him face a similar gladiator to Crixus, the flamboyant Margareites. despite the crowd being behind him, Margareites was no match for Mongo, who was keen for a victory. he wore down his opponent and denied the mob of even a chance to spare their hero, by backing him up against the arena wall and running him through.


This gave Mongo another skill; he replaced Margareites in the crowd's affections, becoming a Crowd-Pleaser. He also gained another point of Prestige, going up to 3.

In his next fight he was pitted against the barbarian Andromache. She was unarmoured but carried a sturdy big shield and a sharp sword. Despite her lack of experience she outfought Mongo from the start, dodging out of his reach and then darting in to hit him with thrust after thrust. Eventually Mongo was forced to appeal to the crowd, who spared him despite his not landing a single hit on his opponent. However his reputation suffered; losing to a less-experienced foe cost him a point of prestige.


Looking to build up his reputation again, his lanista arranged for him to fight a retiarius called Cupido. Needless to say it was only moments before Mongo found himself trapped in Cupido's net. He fended off the ensuing attacks, cut free, and took the fight to his lighter opponent. However he couldn't quite finish him off, and seeing that he was too exhausted to be entertaining, the referee stopped the bout and declared it a draw.


The ninth fight of Mongo's career saw him fight another spear-armed gladiator, the agile Spicula (sister of the dimachaerus Spiculus). She got in an early hit that saw Mongo seriously wounded, but he rallied and managed to cut his opponent to ribbons, forcing her to appeal to the crowd. Entertained, they spared her. Mongo gained no prestige or skills from this fight since Spicula was less-experienced than he.


Gannicus was Mongo's tenth foe. Under the campaign rules I was using, Mongo would be freed if he won this bout. He went in aggressively, but tired quickly even though he inflicted wounds on his opponent. Gannicus took advantage of Mongo slowing up, and felled him with a mighty slash of his sword, forcing him to seek mercy from the audience. They were happy to spare a gladiator who had kept them entertained for years.


Gannicus had the same number of skills as Mongo, so there was no loss of Prestige.

And so on to Mongo's eleventh fight. This time he was up against Flamma the thraex, who was very much the favourite; strong and skilled in defence, Mongo was going to have a hard time wounding his foe.


Mongo fought like a man possessed, fending off his opponent's sica, and driving him back across the arena. His steady attacks produced plenty of cheers from the crowd. A lucky blow saw Flamma wounded, and Mongo spotted his chance. Exerting himself to the full, he charged, sidestepped and, to the cheers of the mob, downed Flamma with a  mighty sweep of his sword. There was no question, after such a spectacle, that Flamma wouldn't be spared.


Having won the bout Mongo was granted the rudis, the wooden sword of freedom. For beating Flamma he gained 2 Prestige, bringing his total to 4, as well as an extra skill - he chose Stamina, although would never use it in the arena.


This is the first time I've had a gladiator survive at least ten bouts in a campaign. Mongo had fought eleven times, won four fights, lost four and drawn three times.

The new rules and changes didn't seem to be seriously broken, and just need a little refinement. Incorporating them into the main rules is going to be a fun exercise, however, as they will require modification to pretty much every section, and some major redefinition of key terms. If they prove viable, then it looks like the next version of 'Munera Sine Missione' will be a full v3.0 rather than a sub-version.

(The campaign system used for these bouts will also be part of the new version, as well as the one I use for multiple players. Those will be a major addition.)

Monday, 23 April 2018

The Mighty Mongo - Part 1

This weekend my son moved down the coast for a new job, as an announcer for an FM station in Bega. Since his licence won't cover him to drive a hire truck, he co-opted us into driving his stuff down, packing it on Saturday and doing the 450 mile round-trip to deliver it on the Sunday. Needless to say we're shattered. And that's why I didn't post much in the way of gaming stuff this weekend.

However I did manage to fit in the first few bouts of a new gladiator campaign this evening. I realised that, as far as I could remember, I'd never used the mighty Mongo in a campaign. I'd promised myself a run with a heavier gladiator, so this was my chance.

I used Victor's campaign rules (which I haven't posted here, but which are similar to mine but with better thought-out tables).

Here's Mongo - sword, light armour, helmet and big shield. He's a novice, so has no skills.


I selected a pool of eighteen opponents for him, all light and medium gladiators (Victors rules do have the possibility of him facing a very heavy gladiator, but I wasn't sure about that).

In his first bout he faced the spear-wielding Ellenikos, who was more experienced than Mongo, being a canny Tactician with the Attack skill. Mongo knocked him down early on, to the approval of the crowd.


Indeed despite his skills, Mongo completely outfought him. Eventually Ellenikos became so exhausted that he appealed to the crowd for mercy. They were in no mood for mercy. So that was the end of Ellenikos.


Mongo earned both Prestige and a skill from that bout. I went for Agile, since that prevents those awful AP rolls of '1'.

In his second fight Mongo found himself up against a Dimachaerus called Spiculus. Spiculus was also more skilled than Mongo; he also had Tactician and could Dodge. He got in an early hit on his heavier opponent.


The fight then started in earnest, with Mongo deflecting Spiculus's many attacks, and getting in a  few hits of his own. With both gladiators wounded, but no conclusion in sight, the referee stopped the fight and called it a draw. This saw no prestige or skills for anyone.


Mongo's third opponent was another Dimachaerus, the unarmoured Melanippe. She too had the Dodge ability (useful when you have no armour), but never got to use it. As the two gladiators circled each other, she suddenly ducked around Mongo's unshielded flank, and downed him with a couple of swift strikes.

Mongo was forced to appeal to the crowd, and despite the short length of the bout they decided to be merciful.


Mongo's fourth opponent. Who could it be?


Another Dimachaerus! This time it was Drusa, who fought with both a helmet and armour.


Both Mongo and Drusa wounded each other fairly quickly. Again, Drusa had the Dodge skill, but she was also a flamboyant Crowd-Pleaser. She lost one of her swords early on, and had her helmet knocked loose as well, but recovered the latter. Mongo soon had her backed against the arena wall, where her room for manoeuvre was seriously compromised, but she rallied, and a lucky stroke knocked Mongo to the ground and, once again, forced him to appeal for mercy.


The crowd wavered ... but decided that his impressive wounds were enough for them, and they eventually decided to let him live (he made the roll purely because of the modifier for being injured). Once again, though, he picked up no skills and no Prestige.

So, after four bouts Mongo has Played 4, Won 1, Lost 2 and Drawn 1, has 2 Prestige and the Agile skill.

To Be Continued.

Saturday, 21 April 2018

Sylvania

Victor and i have identified quite a few changes and additions to 'Munera Sine Missione', so I thought I'd start a single gladiator campaign, and run it in the few (very few) spare moments I'm expecting to get this weekend.

It didn't work out quite the way I'd hoped.

I ran Sylvania, who is the lightest of light gladiators; no armour, a long spear and a lasso. She started with no skills, of course.

Under my campaign rules she could only face medium or heavy gladiators, so I selected a pool of six of each to draw from. They would get a random number of skills.

Her first opponent was the spear-wielding Spicula. Spicula had one skill - Agile. This enables her to reroll a AP roll of '1', and is a nasty one for a gladiator who relies on speed to face since your opponent is never going to be completely wrong-footed.


Sylvania started well, dodging around Spicula and hitting her with the lasso twice. Once it simply knocked Spicula's spear away, although she recovered it, but the second hit saw her entangled. However Sylvania couldn't finish off her opponent, who blocked follow-up attacks with her armour. Eventually she escaped the lasso and went on the offensive, wearing down her lighter foe, wounding her and leaving her so exhausted that she quit and appealed to the crowd. They were merciful, but only barely.

Her second opponent was the thraex Lucius. He not only had the agile skill, but also had defence, so Sylvania was going to be really up against it.


Lucius outfought her from the word go. She couldn't catch him with her lasso, and eventually he got in close and gave her a nasty wound, slowing her and leaving her vulnerable to a run of attacks which pushed her against the arena wall. At that point Lucius ran her through, killing her outright.


So, a couple of quick fights, but a short career for Sylvania. I'm tempted to try a heavier gladiator in a campaign setting next.

Sunday, 15 April 2018

Net Worth

I played some more retiarus/myrmillo/secutor bouts this morning, as part of my aim of playing out ten fights to see what the overall balance was like. In game terms I used the same gladiators in each bout, but swapped the figures around in order to make a more interesting blog post.

First up was a repeat performance from Valentinus and Mongo. Valentinus swiftly netted Mongo, and then ran him through with his trident. Quick and easy.


For the remaining five bouts I used an idea Victor is playing with of limiting each to ten turns and calling it a draw if it timed out. Draws seemed to be a more common occurrence during some periods of the games, but games tend not to reflect this. I have a mechanism in testing for forcing one when gladiators are exhausted, but Victor's change ends fights regardless of the state of the gladiators. I amended it to make it variable; at the end of the tenth turn and each turn thereafter you roll a D6 and on a 5+ the bout is ended. This prevents any 'Last Turn Syndrome'.

Anyway, for this set of bouts I started the retiarius was Rodan and was opposed by Astinax. In the first game Astinax easily outfought Rodan, who rolled terribly for Action Points, and wounded him to the point where he was forced to seek mercy from the crowd. The refight saw neither gladiator wounded and ended in a draw after ten turns, despite plenty of action.


I switched to Cupido vs Pugnax for the next fight. Cupido got in an early trident hit on Pugnax, which gave him the edge.


The fight went on well past the ten-turn limit. Towards the end Cupido lost both his net and trident, but he recovered. He managed to get hold of the net, then trip up the myrmillo. This gave him time to retrieve his trident as well and force Pugnax him to appeal to the crowd, who granted him mercy.


Finally I matched Thalia the retiarius against Fabia.


Fabia got the initiative early on in their first bout and quickly ran Thalia through with a critical hit.


The second bout lasted longer, but still saw Thalia defeated.

Overall, after ten bouts, the retiarius won two, lost five and three bouts were draws. I might need to experiment a bit more with various matchups to see if there is a disadvantage to being a light gladiator. As I see it at the moment, the biggest issue is that a light gladiator is less able to translate their agility to defence than a heavy gladiator is to simply block damage with armour.

Balancing games. I love it.

Wednesday, 11 April 2018

Valentinus and Mongo


I switched to some different models for a quick Munera Sine Missione test game this evening - the retiarius Valentinus and the myrmillo Mongo. I had planned to use the half an hour I had to run through a couple of games, but the one bout filled most of it, and the two fighters danced from one end of the arena to the other. Valentinus tired more quickly; he was able to keep at a range and make constant net and trident attacks, whilst Mongo couldn't close fast enough to get in a good strike with his sword. He was netted once, but struggled free and, when netted again, sliced the net to pieces, rendering it useless. Valentinus managed to get around his unshielded side and cause a nasty wound, but neither gladiator could finish the other off. In the end I had to create a rule on the fly for the referee ending the bout if both gladiators are exhausted, which I will look at developing further to cover exhausted gladiators accruing more fatigue knowing that there will be no additional penalties.


Tuesday, 10 April 2018

Gladiatrices


Thanks to some prompting from Victor, I got out my gladiators this evening, for the first time in well over a year. It was a reminder that, as always, there's still more tinkering to be done with 'Munera Sine Missione'; in this case it was to try out some thoughts Victor has on how weapons with a long reach work.

My usual test with any changes is to run through a few bouts between a Retiarius and a Secutor type; if the matchup gives a 50/50 split of wins then it's probably all good.

So here are Medusa the Retiarius and Achillia the Myrmillo. I ran though four bouts this evening. I would have done more, but we binged a pile of Gotham episodes, I had to print off a copy of the rules and, I admit, I played slowly because I'd forgotten how the game worked. Still, it's like riding a bike. Or I assume it is; I never really got the hang of bike-riding.

Strangely after even four bouts I'm beginning to think Victor's change has merit. However poor Medusa didn't do too well; in two bouts she was knocked down and had to appeal to the crowd (who failed to spare her) and in one bout she was simply killed outright. This was mostly due to utterly appaling rolls for Action Points on her part, combined with good ones on the part of Achillia. That, and the fact that if Medusa did manage an attack, she promptly tripped over doing it. The fourth bout saw her badly wounded but putting up an incredible fight, netting Achillia and running rings around her. But Achillia rolled armour saves like a woman possessed, and Medusa couldn't manage to finish her before exhaustion set in. Achillia had trouble cutting free of the net, and eventually her wounds saw her exhausted as well, so the referee called it a draw.

I'll try a few more games tomorrow evening if I get chance.


Sunday, 2 October 2016

MOAB 2016 - The Saturday

Saturday at MOAB has now become gladiator day for me, with Victor and I having planned an ambitious program of games revolving around the Roman arenas.

As it was, we played and ran some one-off games of Munera Sine Missione then tried a few linked games, although we didn't get as many of these done as we'd have liked. mostly due to the inexperience of some of the players.

Here's Victor looking thoughtful


And a small show in a big arena.


For later games we put on two fights at the same time.


The fight to the left of this picture was one of mine, with my Greek-armed gladiator fighting a Thracian. The Thracian lost his shield, then his sica but came close to beating my gladiator to death with his bare hands a couple of time. In the end, though, he was spitted on a spear.


We also played a game of Ave Caesar. I've played this before, and found the bizarre crossover raceway a complete turn-off for what was supposed to be a Roman arena chariot race. Victor has solved this by doing his own board, but keeping the rules the same. The game itself involves playing cards from a limited deck or possible movement options, where you have to manage when you play your high-point cards and when you play your low. Certain parts of the track allow you to block other players, forcing them to either use cards they don't want to play, or miss a turn altogether. Also, as I discovered, getting out in front early on is bad, as you can't play your highest cards if you are the leader. However I managed a creditable second place, after I messed up a possible game-winning block on the last curve.


I ran two sessions of Machinas. The game involved one or two players selecting vehicles from some pregenerated pairs, rolling for additional features and assigning stats to the drivers, and then being confronted with a juicy target on the dusty roads of the post-apocalypse Austalian outback. Two players could choose to cooperate, but it was made clear that the winner would be the one that took down the target, so an element of competition was expected. I ran the targets; a possible choice of five, ranging from a lone motorcyclist to a tanker.

In the first game Kelly took two cars, Mr Apollo and Rock Lobster, whilst Martin took the flamethrower-toting Anarchist and his motorcycle-riding sidekick. They were chasing the hobo roadster, Tom Sawyer.


Kelly went straight into the attack, but couldn't line up a clear shot on Tom Sawyer.


It didn't help that, twice, Tom Sawyer's brakes failed, causing Mr Apollo to shoot ahead.


Martin went for the competitive approach. Early in the game he flamed Rock Lobster with The Anarchist, seriously damaging it. When Rock Lobster tried to pass The Anarchist's sidekick, the green-haired punk lobbed a Molotov cocktail at him ...


... and he crashed and burned.


With Mr Apollo out in front, Tom Sawyer was forced into some aggressive driving in order to stay in the chase.


The punk almost got him with another petrol-bomb, but Tom Sawyer's driver extinguished the fire and kept control of his vehicle.


The chase kept on for a few turns after that, but eventually the pursuers became worried about their fuel-levels and broke off.

In the second game, Kelly took Mr Apollo and Rock Lobster again, whilst his friend Liam went for the two rat-rod buggies. Their target was the heavily-armed VW Kombi bus, Meeting Mr. Miandad.


Learning from the previous game, Kelly started whittling down the competition, with Rock Lobster wiping out one of the rat-rods very early on.


The chase continued with much gunfire, and a successful attack on the Kombi by an explosive spear. Possibly confused by their success the buggy pulled out of the chase, leaving the way clear for Kelly.

The cars both got ahead of the Kombi, forcing it to try and overtake in order to survive. It failed once, and was rammed by Mr Apollo, dropping back ...


... but a second failed attempt to pass saw Mr Apollo ram the Kombi off the road, giving Kelly a win.


Both games were great fun, and ran very smoothly. Machinas is terribly random, but creates a good narrative regardless, and everyone seemed to enjoy themselves. I certainly did.

I didn't get much in the way of pictures of other games, aside from this beautiful ACW game (Regimental Fire and Fury), where the troops almost seemed lost in the landscape.


Tomorrow sees me back at MOAB, playing HOTT.
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