Tuesday, 15 December 2015

Dragonmeet 2015

Saturday the 5th of December was Dragonmeet 2015.

I, along with my friends, Richard, Alex, Dave and Drak decided to go. All of us, with the exception of Drak, turned up about an hour and fifteen minutes before the doors opened. We hadn't expected to stand quite that long in the cold as, last year, the organisers let us in an hour early to shelter from the elements. It was a good job that we did turn up so early as Alex, Richard and I had decided that we wanted to get a couple of roleplaying sessions in during the event. Apparently, many people who didn't turn up as early as us and who were someway further back down the queue complained because the sign up sheets for the R.P.G.s were full by the time they got to them in the foyer. We signed up for two sessions, the first, set to begin at 2pm was called Twisty Tales, Star Wars Episode 6.5.; The second, planned for an 8pm start, was a Sci-Fi, Cthulu combination, the premise being that we (the player-characters), wake up on a star ship travelling through space with no idea of our identities or how we got there. Revelations would come, along with (it being a Cthuluesque game) horror.

Before all that though, it was time to have a look at the bring and buy tables, the Trade Hall and the demonstration games room. Dave and Drak (who turned up sometime later) were not interested in roleplaying at the event and had decided instead that they wanted to play some demo games. Dave was particularly interested in trying out some new releases that had made their debuts at this years Essen Spiel (Europe's most influential board and card game convention)

I had brought along all of my Advanced Fighting Fantasy rulebooks (which I had purchased at a couple of previous Dragonmeets) as Steve Jackson and Ian Livingstone, the guys who created Games Workshop and Fighting Fantasy (among other things) were going to be doing a signing. They kindly signed my entire collecton.

Over the last two Dragonmeets, more miniature gaming (think toy soldiers and tiny starships) has been showcased. One game that had a demo table this year, was Terminator Genisys (yep, that's how the movie people spelled it). I first came across this game in Darksphere (a great discount wargaming shop) several months ago. I was immediately put off by the theme.
To be fair, I haven't seen the film but the original is my second favourite film of all time (after another James Cameron classic Aliens) and I also very much like the second one.
The third film, eurgh, don't get me started, was just terrible, I mean, really bad and an insult to what had come before. It doesn't sting my mind so much now though, as in the first two episodes of the brilliant series, Terminator: The Sarah Connor Chronicles, everything that happened in the film was erased from the Terminator timeline by the use of time travel.
The fourth film in the series, Terminator Salvation, was watchable but out of continuity with the rest of the franchise. However, near the end of Season 2 of T:T.S.C.C., the writers had begun to play around with alternate timelines. This is where I think the show really started to loose its way after a meandering second season as a whole. Another thing about Terminator Salvation, Christian Bale was a terrible John Connor. Terrible.
So, the theme had put me off of the game. Also, looking at the back of the box to see the game components, I was less than enticed. The models appeared crudely sculpted and the paper play mat and flimsy looking cardboard terrain just looked cheap. And with a price-tag of £56, even with Darksphere discounting it from £70, it just appeared to me to be a pretty bad deal. The only thing that appealed to me was the limited edition Kyle Reese figure that was included in the box. Kyle is one of my favourite movie heroes and was played by my favourite actor, Michael Biehn.
I wanted to have a closer look though so Richard and I wandered over to the demo table. I found that I had been wrong about the quality of the model sculpts. They are actually nice and detailed and look pretty good. I think Riverhorse (the people that make the game) need to get a new photographer or printers or whoever it is that had made the models pictured on the back of their game's box look so rubbish. Richard suggested we try out a game and I agreed. Being such a Kyle Reese fan, I had to take the Human resistance fighters, including the man himself, which left Richard with the T-800s. The game is very simple for a wargame/skirmish game. After playing two rounds overseen by the nice guy from Riverhorse who was instructing us how to play, we picked up the basics and were able to play with very little additional help. I beat Richard (I must admit that I had some lucky dice rolls) but he satisfied himself by killing Kyle.
River Horse's slogan is "Sophistication Through Simplicity". I'm afraid I found the game a bit too light and simple to keep me interested though. Later in the day, Richard did buy the rulebook for £20. And, just before starting to write this blog post, I shelled out a fair bit of money on some of the models from River Horse's website. I just had to have the Kyle Reese and I'm a sucker for limited edition stuff. So I guess that I will end up playing it. Here's the link to the River Horse website if you fancy taking a look.

I bought three games at Dragonmeet this year and only one of them did I pay full price for.
That one is called They Come Unseen. Here is it's Boardgame Geek page. It's set during The Cold War and sees N.A.T.O. submarines attempting to carry out secret missions while evading Soviet destroyers which are trying to hunt them down. It was designed by a former Royal Navy commander who served aboard a number of subs during The Cold War.
Leisure Games were again at the convention and, as last year, they had a discount shelf. They had some amazing bargains and, for less than half the original price, I picked up a copy of Grind. It is a Science-Fantasy sports game made by Privateer Press and features warjacks from their popular skirmish game Warmachine. Warjacks are magic imbued steam powered robots controlled by a warcaster, a soldier-sorcerer and in Warmachine they are deployed on the battlefield. In Grind, they are the players. Here is the B.G.G. page for Grind and here is the one for Warmachine  .
The third game I bought, which I picked up really cheaply from the bring and buy,  is called Asteroyds ( I can only assume that the name "Asteroids" already was copyrighted, maybe by the 1980's arcade game). Here's it's B.G.G. page. I first played this at my Wednesday night boardgames club, Isleworth Boardgamers, here's our B.G.G. guild address. If you're ever in West London on a Wednesday evening and enjoy board and card games, feel free to join us, all the info of how to, is on the guild page. There are a number of different modes of play in Asteroyds, as yet I have only played the first, a race scenario. Players each have a tiny spaceship which they must navigate around an area filled with asteroids, viewing pods, and which is surrounded by more rock. Sound pretty simple right? Well it would be but for the fact that the asteroids keep moving. Dice rolls determine where they move and you get to see these but the rocks aren't moved to their new positions until after the players have programmed their ships' next five or six maneuvers, oh and they only get fifty seconds in which to do this. It will  furrow your brow but it's great fun.

After some lunch, Alex, Richard and I went to our Twisty Tales Star Wars roleplaying session. We had a bit of trouble finding the room it was to be held in at first as the games master had had to request a bigger table and was moved to the Pathfinder Room. (Pathfinder is a D20 System fantasy roleplaying game.) He still wasn't entirely happy with the table we ended up on as he had been promised one twice the size. The reason he needed such a large table was that he had an absolute load of Star Wars Lego which he was to set up as a Tatooine thoroughfare.
Here is just a small section of it. (I apologise about the blurriness of the picture but I only had my phone on hand to capture it.)
We had to wait for about half an hour for our G.M., Dicey Dave (a great name for a G.M.) to set the table up, but the scene that awaited us was worth it.
After Dicey Dave and Myself, Richard, Alex and the other players were seated around the table we had another delay before the game itself started. At every other roleplaying session I've taken part in at Dragonmeets over the years, the players have been given a choice of pre-generated characters to choose from and play. This time, all we had to choose from were six archetypes, which we then had to customise ourselves. We got to choose the race, appearance, abilities, flaws and a whole host of other bits and bobs to really make the characters our own. I chose, The Force Warrior and made him a former Imperial Sith who had fallen on hard times since the fall of the Empire. After this, we had each to tick, from a three page list, two plot elements that we wanted to see in the game. We then discussed further what the scenario might be. The character creation and plot choices took about an hour but when the game actually started, the real fun began.
We, the players, had decided that we would be working for the Black Sun Syndicate, a criminal organisation in opposition to the Hutts. We had been sent to Tatooine to retrieve a force power enhancing crystal for our bosses. Our first stop was a cantina (the front of which can be seen in the above picture), as one of our number was to meet a contact there who could provide us with useful information. After bribing our way past the Gamorrean guards, we got in. All of us except for our Jawa. Jawas were only allowed in this particular cantina as unwilling participants in games of Toss The Jawa. While most of the party were retrieving the info, my character, Calix and Alex's character, another fully dark Sith (who's name I can't remember) decided to pick a fight with two Jedi in a side room. Echoing Episode four, we used the previously chosen plot element "He doesn't like you.". The pair we picked on looked very much like Old Ben Kenobi and a young Luke Skywalker but, as this adventure was set 20 years after the end of Episode 6, it turned out that it was in fact Old Luke and his young apprentice. Old Luke attempted to use a Jedi mind trick to pacify me but I had chosen the "Immune to mental Force powers" move (moves in this game are a character's unique skills and abilities). With our lightsabers, Alex's character cut Old Luke in half up the middle and I cut his apprentice in half laterally.

Here's a nice picture of my character with his victim.

The information lead us to a Gungan who knew the whereabouts of the crystal. Unfortunately for us and him, he was due to be executed by the Pizza The Hutt (yes, I know it's a cheesy name for a Hutt (and from Spaceballs) but I didn't choose it) that day. The plot element "The Gungan must die" was triggered. We had to act fast.
Our team located and infiltrated the facility where the Gungan was being tortured and was due to be executed. After entering, Alex and my character's hung back. Using The Force, Alex psionically plucked the location of the crystal from the Gungan's mind, then activating the plot hook "There is a traitor among us", we set the alarms off and ran, leaving the rest of the party to die at the hand of the Hutts. I was the one who, in the preparation stages of the session had ticked "There is a traitor among us" and had pretty much decided at that point that, if the opportunity presented itself,  it would be me. At the point our characters had gotten to the facility, Alex and I had begun muttering among ourselves and had formulated the plan to stitch up the rest of the party and take the prize for ourselves. I had also decided that, if I could, I would stitch up Alex and attempt to be the sole claimant of the Force crystal. Please don't think to harshly of me. After all, I was playing a Sith and, as it turned out, Alex was thinking the same.
We had found out that the crystal was in a safety deposit box in a casino across town. We bribed our way in. Rolling spectacularly highly on a test we got to the crystal which split in two, giving us a functioning piece each. Trouble then came our way. Our former associates, who we had left to die, had survived, reached our location and had alerted the casino's Wookie guards to our presence. Faced with a group of Wookies, Alex decided to betray me and using a wall walk move, ran over and past them leaving me to fight them alone. Again, rolling spectacularly and aided by a move that meant I didn't suffer any penalties when fighting up to nine opponents, I disarmed and then cut down half of their number. The high dice roll meant that I was then able to dictate what happened next. I decided that the surviving hairballs had become demoralised at the sight of their comrade's deaths and would run away. I was about to make my exit when the rest of the party turned up. They demanded that I hand over the crystal. That wasn't going to happen. Playing some of the flaws that I had taken for Calix at character creation, those being, quick to anger, reckless, violent bloodlust, and very arrogant, a fight with my former comrades was inevitable. First, the pesky Jawa fired his bazooka at me. Using my lightsaber, I deflected the bolt back on to him, nearly killing him. My early success wasn't to last however. With two opponents armed with blasters and Richard's character who had a lightsaber of his own to face, I was outnumbered and met an end on Richard's character's blade.
All the other characters made it off of Tatooine. Calix had died but playing him true to his flaws, I had had great fun. I rarely play an evil character in roleplaying games unless forced into it but Calix was very entertaining. At the end of the game, the players who's characters had survived got to make one last dice roll to determine how those character's lives would turn out. A couple of the players rolled badly and this meant that their characters didn't meet with success in the long run. As a bonus, as my character had died, I was allowed to embellish this. I made it just a little bit worse for them.

I didn't get an un-blurry picture of the main floor in the cantina but it did have a Gungan's head on a spike.
In the  picture below, you can see a bag of pawns. Each player was given two large ones to start the game with. These could each be spent to add an extra die to a two six-sided dice roll. In addition to this, each time we roleplayed one of our flaws for the first time, we received a small pawn. These could be spent to add one point to a dice roll, for instance turning a roll of seven into a result of eight.
the most important thing in the picture below though is the Gungan in the Sarlacc Pit.

Pizza The Hutt and his court.

A side room of the cantina. The thing that looks like a Malteser is actually Han Solo's head. Look, he's got his blaster out and Greedo hasn't. Proof...Han drew first.

Wait...What?...Wrong franchise.

Unfortunately, we didn't get our evening roleplaying session in. Unbeknownst to us, it had been moved to a 4pm start. As we were messing around on Tatooine then, there's no way we could have made it. It was a bit disappointing but as the Star Wars game had been so great, easily one of my top two roleplaying sessions at all the Dragonmeets I have attended, it was okay.

I'm already looking forward to next year.

Friday, 28 August 2015

Kings Of War at H.A.T.E..

On Tuesday the 13th of this month, I headed to H.A.T.E.. H.A.T.E. stands for Hackney Area Tabletop Enthusiasts and is a very busy and lively, weekly wargames club. The main game played there is Games Workshop's Warhammer 40,000, although when I went, there were a couple of games of G.W.'s Bloodbowl, a game of Forbidden Stars from Fantasy Flight (the company that has the licence to produce boardgames based on GW's intellectual properties) and a couple of games of Infinity also going on. I was there for another game entirely though. Ronnie Renton, head honcho of Mantic, a fairly new wargames company and a couple of Mantic's Pathfinders (Pathfinders are Mantic's demonstration team) came down to show off some of their games.

Ronnie was demoing Dungeon Saga but I was interested in trying out a proper game of Mantic's fantasy battle game, Kings of War. I say "a proper game" as I had, with my friend Richard, played it once before using GW movement trays with paper notes on each, saying which represented what type of unit. Richard had brought his G.W. Warhammer Fantasy Battle Dark Elves to use in a game. I believe that Mantic began as a company that provided affordable fantasy miniatures that could be used in other army level fantasy wargames. By "other", most people that I have spoken to about it think that this meant Warhammer. Along with the main rules for Kings Of War, Mantic now provide free to download army construction rules on their website so that you can use many armies that you might have bought to play Warhammer, in Kings Of War.

I was to play my friend Alex. We were told the rules and assisted by a great Pathfinder called John. A decent guy who had previously worked for G.W. but had left due to the way that they treat their customers, something that I can totally understand. He provided two armies for Alex and I to use (pictures below), Undead and Abyssal Dwarves. I opted to use the Undead as I already had a sizable army of them, albeit unbuilt and unpainted, and had more on the way due to the Kings Of War Second Edition Kickstarter that I had helped to fund. (Kickstarter is a crowd funding website). That left Alex with the Abyssal Dwarves. The game is very easy to learn, fluid, fast and fun. With a couple of lucky shots from my catapults, I quickly gained the upper hand over Alex. He managed to recover from his early losses however and, although the game was close, managed to beat me in the end.

I really do recommend Kings Of War. Compared to many other wargames, it is ridiculously cheap to get into. In Mantic's Spring Sale last year, I was able to buy the Mhorgoth Rising box set (dwarves vs undead, luckily the two armies that I wanted) for just £29.99. That is 95 troops and two war machines for less than half the price of G.W.'s starter set for Age Of Sigmar which only has 47 models in it. (At least, I think it's 47. I just counted the models in the picture on the G.W. website and the models appear very small on my monitor.) And it's fun.

Now, pictures.

As I've done on this blog before, I apologise about the bad quality of these pictures. They were taken on my phone and all the ones of the undead were when the battery was low enough that the flash wouldn't fire.

These are Ghouls. I really like the way that Pathfinder John has painted them. At Salute this year (the countries biggest Wargames fair) I bought some light but vivid blue paint for mine as I wanted them to look like the White Walkers from Game Of Thrones. Seeing these guys though has given me second thoughts about my planned colour scheme.

Skeletons. Seeing these models unbuilt and unpainted on their sprues, I wasn't too sure whether I liked them or not. However, seeing them built and painted in front of me made my mind up. they are great miniatures.

Zombies. As with the Ghouls and Skeletons, the faces on these guys are great.

Two Balefire Catapults, the artillery of the Undead army.

This is Mhorgoth The Faceless, a special character for the Undead army. A really nice model.

After firing a couple of shots from my catapults at them, my Skeletons engage Alex's Abysal Dwarf Halfbreeds.

Not content with just playing, I've recently finished building all the Dwarves from my Mhorgoth Rising set. They are really nice kits to put together, simple but with lots of scope for variation between individual models.

Here is the front line for my Ironclad. It features a leader a musician, a standard bearer and two normal troops. The musician and standard bearer are not used as upgrades for a unit in the second edition of Kings Of War, but if I ever want to use the models to play Warhammer, they will come in very handy.

Finally my Dwarf Cannoneer who I call Ramrod. The picture isn't great but you might be able to make out the tankard I've stuck onto his base. I like the idea of a drunken dwarf in charge of a cannon.

Friday, 29 May 2015

Assassinorum Execution Force.

Games Workshop recently released a new limited edition board game, Assassinorum Execution Force.

The so-called limited edition nature of it may be a bit of a fib though. In 2009 I shelled out a fair bit of money for the limited 3rd edition of Space Hulk. I was very pleased to have gotten it before it sold out. I had fond memories of the game from when I used to frequent Games Workshop Ealing and the components are lovely. Last year, 2014, GW re-released it, identical but for a few extra components, as 4th Edition. I did feel a bit cheated.

Here's a look at the boards with a few of the included unpainted minis and box for A.E.F..
The board components are heavy weight and well printed with nice graphics. The models consist of standard Warhammer 40,000 models, a load of Chaos Cultists, some Chaos Space Marines, a Chaos Sorcerer, a Chaos Familiar and the four new Imperial Assassin models which, I've been told, will only be available with this game. You also get a card for each assassin which details their powers and abilities, some dice and plenty of tokens to keep track of various game elements.

This is a rather blurry picture of the four assassins on their starting spaces (they can be put on these spaces in any order). From left to right we have the Eversor (a combat-drug fueled close-quarters monster), the Callidus (a shape-shifting stealth specialist), the Culexus (anti-psyker) and the Vindicare (a sniper). These models can be used in the Warhammer 40,000 wargame. However, 40K uses true line-of-sight rules. If you can see a targeted model from the viewpoint of a model firing a ranged weapon at it, you can hit it (assuming you roll a high enough number on your dice). The Eversor and Callidus models have scenery pieces as part of them that would quite significantly increase the visibility of it on a 40K battlefield making them much more visible and, thus, vunerable.

The object of the game is to infiltrate a captured Imperial facility and assassinate a Chaos Sorcerer before he can complete a dark ritual.
One to four players can take on the roles of the assassins whilst another player fields the Chaos side.
There are four large board sections included with the game. The first three go together to form the main part of the facility. The last piece represents the inner sanctum of the Chaos Sorcerer. To get to this last section, the assassins must work their way through the main facility exploring rooms until they find  their primary objectives, a teleportation platform and the platform's control room. The main board has many areas on it which represent unexplored rooms. When an assassin gets to a doorway of one of these, a stack of smaller board tiles are shuffled and one chosen at random. This smaller board tile is then placed on the main board in the room space and shows what the assassin has found. This usually turns out to be a number of Chaos Cultists but just might be one of the two aforementioned primary objective rooms. In the game that I played, these two turned up as the antepenultimate and penultimate rooms and, so weakened was my force of assassins, that I was unable to make it to the Sorcerer's sanctum and slay him. This revealing of rooms reminded me happily of my very first foray into a GW game, Hero Quest, which was co-produced with MB Games.
Choas Cultist patrol the board in a semi-random way until an Assassin comes into their line of sight at which time their controlling player can use them to take more direct action. Patrolling models move a number of squares equal to the roll on a six-sided die (as do the Assassins). During this move, they may land on a square with an arrow or arrows on it. In the case of a single arrow, they will continue in its direction. In the case of more than one arrow, a die roll will determine which way they go. These aspects of the game remind me somewhat of a game I read about on Boardgame Geek a while ago called Nuns On The Run, in which senior clergy attempt to track down novices who have escaped their rooms in the middle of the night and are roaming the abbey in which they live.
A.E.F. also contains a deck of cards that feature random events that may help or hinder a player. One or more of these cards are revealed at the beginning of a turn.
The Assassins each have a unique set of abilities that really capture the flavour of their rulesets from 40K. The most amusing of which, I found, is the Eversor's Bio Meltdown, which sees him exploding, damaging those around him when he looses his last point of health.
As the Imperial player, it doesn't pay to dawdle. There are only a fixed number of turns in which to find the primary objective rooms, teleport into the Sorcerer's inner sanctum and kill him, before he completes his ritual and you loose.

This is a picture from near the end of the game that I played. My last surviving assassin, my Eversor, faces a conga-line of death in the form of many cultists and a Chaos Space Marine (in the bottom right hand corner).

My verdict.
It's a fun game but definitely not worth the hefty £75 price tag as I think you would only play it a couple of times (once as the assassins and once as the Chaos force) every six months or so.

Monday, 25 May 2015

Salute 2015.

Saturday the 27th of April this year was Salute 2015.

Salute is the country's biggest wargames show and I try to go every year. It features a ton of traders plying their wares, a handful of participation games and some beautifully put together display tables.

I don't have a great deal to say about this years event but I thought I'd share some pictures from it with you.

You get a few cosplayers turning up. This first picture is of a Blood Angels Space Marine and a Cadian Imperial Guardswoman. They are from Games Workshop's Warhammer 40,000 wargame.

This second picture is of some Star Wars Stormtroopers who, I think, call themselves the 105th after a platoon first mentioned in a suppliment to Star Wars: The Roleplaying Game called Wretched Hives Of Scum And Villainy. A dad decided that it would make a cute picture to have his little girl snapped with the Troopers. One of them decided it would be funny to mime shooting her teddy bear.

 Whilst approaching the queue for a Salute several years ago, these minions of The Emperor saw that I was wearing my Rebel Alliance t-shirt and arrested me. They searched my bag for contraband before sending me on my way. If only I'd had my light sabre with me, they wouldn't have gotten away with it.

As I mentioned above, you get to see some truly beautiful display table at this event. Here's one of my favourites form this year.

Apologies for the blurriness but I only had my phone camera to take photos with. This is an amazingly detailed pirate town. I don't know what game, if any, it was showcasing but I thought it was beautifully done.

Here's a closer look showing more of the detail.

Another nautical themed table. Again, beautifully done. And again, I don't know what game for.

Dropzone Commander is a fairly new game (about three years old I think) by Hawk Wargames. It has some very nice miniatures and is, I've been told, very fun to play. The thing that put me off of it though was the price. It has come down with the change from resin to plastic miniatures for some of its range though.

This picture is of a huge spaceship that is in scale to the 10mm wargame. Along it's side are openings containing dropships that are actual game pieces.

Saturday, 16 May 2015

Tabletop Day 2015 and Dungeons And Dragons Attack Wing.

The 11th of April was this years Tabletop Day, so off I trotted to The Wayland Games Centre (formally, Tabletop Nation)

I took my camera along, as when I had gone in 2013, there had been loads of demonstration games going on featuring lovely looking miniatures and I thought I'd get some great pictures. I was mistaken. There was but one demo table there on the day which consisted of a couple of participation games of a new title called Guild Ball and the opportunity to buy it. I was pretty disappointed. Guild Ball is a fantasy football game. The models are nice enough but it didn't really appeal to me.

Fortunately, I had other things to do.

I had travelled with my best mate, Richard (if you scroll down a bit on this blog, you will see a picture of him asleep on a train) and he was to run a couple of Attack Wing tournaments, Star Trek and the newish Dungeons And Dragons. Now, I didn't really fancy the D&D game. I already owned a load of stuff for Star Trek Attack Wing and some for the X-Wing Miniatures Game which is very similar. I didn't need, so I thought, another game using the Flightpath System. Also, having looked at the D&D Attack Wing minis in their blister packs and boxes, I thought that they looked cheap, rather like kid's toys and way overpriced. So, we played the Star Trek Tournament and it was, as it always is, great fun. Then came time for the D&D. I hadn't intended to play in this tournament. However, with the lack of participation demo games going on and the offer to borrow whatever models I needed from Richard (he has bought every release for this and the Star Trek games), I thought, why not.

I had thought the models, when in their packets, cheap looking and childish. But once they were on the table, I understood...They are awesome in a totally over-the-top way. Compared to Star Trek Attack Wing and X-Wing models, they are huge, but all the better for being so. They don't have great build quality but they are just fun.

Below is a picture of the force that I chose to use.
It consists of a Frost Giant, a Stone Giant and a Red Dragon. I didn't know how well they would do compared to other stuff in the game, but I liked them so that's what I went with.

It turned out that they didn't do too well at all. The combination of my lack of experience (this tournament being my first three games) and the not really knowing how to use these models to their best (is that the same thing?), meant that I lost all three games. It was fun though, my favourite moment being when my Red Dragon breathed a cone of fire on three of Richard's Gargoyles, killing them.

 The winning build consisted of a Silver and a Gold Dragon. Here it is.
They made a pretty formidable pair. They were run, one dragon each by two of the Star Trek regulars, Mike and David (who had, as I, not originally intended to play in the D&D). I think these models were also borrowed from Richard. We had been taking the previous Star Trek tournament quite seriously. The D&D though was played with a more relaxed attitude and thus, for me anyway, was more fun. Mike had decided that his dragon, the gold one, was called Steve and came from Lisbon. Why? I don't know.

I have since bought into the game. I bought a starter set very cheaply from Richard (who had bought a second after turning up at Dark Sphere (another awesome discount gaming shop) to play in a tournament and finding that he had left his original one at home). I have added to my collection with prize dragons (As with Star Trek Attack Wing, you can win cool limited edition gaming pieces by taking part in Organised Play events at participating retailers) and from the second tournament that I played in's blind boxed model. The current group of tournaments (which will continue running over the next few months) feature a blind boxed game piece. The official rules are that you have 90 Legion Points (that's what Wizkids (the company that produces the game) have called the build points in this system) to create your force, then an additional 30 points to add to it from the model and cards in the randomly allocated box. This is the same as in the recent Star Trek Attack Wing "The Collective" and "Resistance Is Futile" Borg tournament campaigns. Also, as with each of the aforementioned Star Trek campaigns, there are five models to collect. The ones for D&D are a Human Paladin, a Human Fire Wizard, a Wood Elf Druid, a Human Ranger and a Half-Black Dragon Fighter (the most notable feature of which is that it has a tail).

I am really enjoying this game. I'm taking it a lot less seriously (the models help with this) as I have Star Trek Attack wing in the past and am thus finding it more rewarding.

One more thing...Tiamat. If you know a bit about Dungeons And Dragons, you've probably heard of Tiamat, the queen and mother of evil dragons in this setting. Wizkids have already released a model for her. Here she is in all her multi-headed glory.
I actually think it's a horrible model and at around £40 (that's the very cheapest I could find it), I won't be buying one. But I thought you might like to see it anyway.