Showing posts with label miniatures. Show all posts
Showing posts with label miniatures. Show all posts

Sunday, February 2, 2014

Executive Sandbox Construction Zone Review

Executive Sandbox Construction Zone
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This was a Christmas present I sent directly to the recipient and he loved it! The recipient is an executive and I brought it for his office as a reminder of our childhood playing with his Tonka toys on a dirt pile. We had hours of fun for many years. It was meant to be his "moment of Zen" after a stressful day at work dealing with clients.

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Scoop it up and haul it away! Little boys have enjoyed playing with front loaders and dump trucks for decades. Who says you can't play any more' Relive those good 'ole days with this executive desktop construction set perfect for the kid in all of us. Includes hardwood sandbox, pearl white sand, two die-cast construction vehicles, three mini boulders, bag of gravel, digging shovel, and two construction cones. Measures 9.75" x 7.75".

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Wednesday, December 25, 2013

Claustrophobia Review

Claustrophobia
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This game unpacks and sets up very quickly, and the quality of cards, tiles, and miniatures is incredible. Unlike many similar games, the miniatures come already painted. I have to disagree with the reviewer who said that the two matching pairs of characters have no distinguishing features... it's true that the miniatures themselves are the same, but they are painted such that one of each pair clearly has blond hair and the other has brown hair. The character cards are similarly differentiated.
The first time my husband and I played this game, it took us less than two hours from set up to play to clean up. Compared to other dungeon-crawl, miniature-type games, that's *fast*. We had tons of fun exploring different character and card abilities. The game comes with numerous scenarios to extend playability, but the first one is a good learning exercise. We will play the first scenario several more times to make sure we have the rules down pat, then we'll tackle the more complex ones. I highly recommend this game for those who enjoy Fantasy Flights' Descent (TM) but want a shorter game.

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Hell gates are open, there's no escape. 1634. Humanity wants more, Hell is the next target. In this tactical survival game, one player controls the human group that explores the infernal underground and confronts a steady-stream troglodyte's army, and your opponent plays the demon group who tries to stop them. In this game you will find high quality materials with pre-painted figurines, combined with easy to learn rules that allow you to set the game up quickly. This game takes some of the best features of Euro board games mechanisms, (character skill management) as well as American (random combat resolution). Be ready to make Claustrophobia you're next favorite head-to-head board game. The six scenarios included in the game will provide you hours of gaming in the dark and gloomy New-Jerusalem Underground. When the scenarios no longer have any more secrets for you, you will be able to create your own or go on the Claustrophobia website where you will find unseen scenarios and a FAQ. If that is not enough, Croc himself (the author) will provide you some advice to help you on your Hell's adventures.

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Friday, December 6, 2013

Twilight Imperium 3rd Edition Review

Twilight Imperium 3rd Edition
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Twilight Imperium is one of the best games I have ever played. As a student at college, my friends and have 1-2 board game nights per week; with Twilight Imperium and Acquire being the most played games. I would highly recommend this game, though the learning curve is rather steep (an hour at to learn the rules) and the game takes a long time to play (4+ hours). If you are looking for a conquest game like RISK, stop reading now. Twilight Imperium is based on maneuvering, preparation, and diplomacy with few significant battles in the game.
The game is played to victory 10 points and unlike most war games, conquest is not the only means of victory. Points are acquired through capturing planets but also "researching" technology, and political decisions. The method of determining turn order is also quite original. Each player chooses a card (1-8) which in addition to being the order in which the players play, gives each player a special ability for that round. To further add interest each card has a secondary ability which all the other players can use when the player owning the card uses it. As a result not only are broad discussion (like conquest or technology) important but every turn can be critical as the players ability to ace often depends directly on when and how the other players act. This may seem as if it would slow the game, but a restriction on how many turns a player can take per round keeps the game moving nicely but keeps strategy extremely important through out.
This is not to say I don't have a few complaints about the game. The first couple of times we played we noticed some imbalances which led to certain having a definite advantage and the game always trending in the same way. There are 3 ways to get these points. Every player can complete common objectives, a new one being revealed each turn. A player gets 2 points every time they get the 8 card, and a player has a secret objective which can be worth two points. Our problem was that everyone accomplished the same common objectives. Because the 8 is so valuable, whoever went first had to take the 8, the person on their right then always took the 1 (and so they chose first next turn), so they could get the 8 next turn. Anyone who failed to follow this pattern automatically became 2 points behind, and never could catch up. The result is that there is little strategy to taking the 8 or the 1. Finally the secret objectives vary greatly in difficulty. As a result players who got easy secret objectives, or got to go first were far more likely to win. In fact in our first 3 games (5 players), the player who went first won 2 of them, and the only player that completed his secret objective in the 3rd game, won that one. At this point we were ready to give up on the game but instead we played around with the rules and came up with a slightly variation which greatly helped improve the game. If you do buy this game I highly recommend trying this variation after playing the normal rules a couple of times.
Rule Variation:
Many of these rule variations were taken from the Twilight Imperium Rule Variations which can be found (...)
1) The 8 card's text has been modified to the Game Option: Ancient Throne which gives a player 1 point for controlling Mecatol Rex. This modification greatly increases the strategy in choosing the 8 or 1.
2) Long War Variant: Play to 14 victory points. This will be necessary due to rule change # 3.
3) A player receives 2 victory points if they capture a planet in an opponent's home system. A player may only get points for a home system once. If the owner of the home system was not in control of the planet when it was captured this is reduced to 1 point. The reason for this rule was to encourage conquest (something that was seriously lacking in our previous games). The point reduction rule is to help prevent two players from allying to take a home system (since one of the players will not get all the points).
4) Every player receives 2 secret objectives. After creating the board but before the first turn each player must choose and discard one of them. This rule helps reduce the problem of unbalanced (in terms of difficulty) secret objectives.
5) You may only complete public objectives if you control all the planets in your home system (you may complete other objectives however). This allows players to slow down a player who gets too far ahead.
6) Destroyers get 4x Anti-fighter barrage. Destroyers are the weakest units in the game; this makes them a little better, but still hardly worth using.
7) The common objectives are laid face up on the table (you may still only complete the first after the first turn, second after the second, etc). This reduces the luck involved near the end of the game, as every one knows what is coming.
8) Technology can be purchased with influence or resources (but no combination). This rule helps balance the planets so everyone has more equal resources.
These rules seem to be very effective. While most players still get all of the common objectives, winning the game now depends on controlling Mecatol Rex, completing secret objectives or taking home systems. Players have been very successful using any combination of these three methods, and no race has done better or worse than any other. While these may seem to lead to large amount of conquest, this has never been the case, with only 3-10 major battles occurring in 4 player games.


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An age of twilight shall once more spread across the galaxy. A broken empire shall once more be re-forged. Hidden powers from dark space shall come forth to make an ancient claim. War shall rage across space. Secret treaties, political whispers, and devious plots shall again echo through the halls of the imperial city on Mecatol Rex.TI3 is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression. With new oversize geomorphic board tiles, finely detailed plastic miniatures, hundreds of cards, and a massive plurality of options, TI3 will ship in a massive, epic-size box, with more than 200 masterfully sculpted oversize plastic miniatures - the typical TI units (Ground Forces, Cruisers, Dreadnaughts, Carriers, Fighters, PDS, and Space Docks) as well as two new units (the massive War Sun, and the Destroyer). TI3 contains new oversize board tiles, more than 400 cards, every known civilization of the Twilight Imperium universe, almost every expansion rule and component ever published for TI, a gorgeous graphical overhaul, and an impressive full color rules set. The TI gameplay has been refined and redone by original designer Christian T. Petersen. The new design features faster gameplay, and involves players in a far more active game experience with much less down-time. In addition, TI3 will include the new Race Cards, as well a dramatic new approach to the structure of the gameplay itself using the new Command system.Are you ready for another age of Twilight?

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Friday, November 15, 2013

Tide of Iron Review

Tide of Iron
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I've heard this product described as Tide of Plastic...and it is very true. This game comes with a huge number of litle plastic pieces. Luckily, they are all really well done. This is a fun game to play. Set up for a normal game is about 30 minutes and the games themselves last from one to two hours. If you're looking for a quick pick up and play game, this really isn't it. Strategy is a huge part of how you set up your pieces, so that is why setup is so long. As you become more familiar with each unit's strengths and weaknesses, setup time will probably be cut in half. One thing to note is that many of the basic scenarios that come with the game seem to be too one sided, with one of the armies seemingly unable to win, based on how the mission is made. I don't really have a problem with this, it seems to make the historical mission more accurate in my opinion. Tide of Iron is a super fun war game and its play mechanics are more accessible than more hardcore games in the genre. I recommend it.

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World War II was the greatest mobilization of fighting men and machines that the world has ever seen! Tanks and soldiers combined into a veritable tide of iron that changed the world. Now, the largest and deadliest conflict in history comes to your tabletop in Fantasy Flight's game of World War II squad-level tactics! This epic game grants two to four players control of either the American or German military forces. An innovative game system allows players to customize their squad compositions, make both tactical and strategic decisions with the unique "command" system and engage the enemy through the planning and execution of WWII battlefield tactics. Tide of Iron provides players with a vast array of high-quality modular game boards, terrain overlay pieces, various battlefield fortifications, operations and strategy cards, as well as 17 unique unit types, and features hundreds of detailed plastic figures, including soldiers, tanks and other combat vehicles. For up to six players (divided into two teams).

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Saturday, November 9, 2013

Doom: The Boardgame Review

Doom: The Boardgame
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I recently purchased this game and played it with a bunch of friends. I can safely say that, as long as you enjoy a dungeon crawling type game, you should enjoy this. The rules are not convoluted or terribly confusing (But for a few things the rules are not explicitly clear on). The marines have many strategies open to them (and the more marines there are, the more strategies that can be used). It would require an incredibly lengthy review to go into the mechanics of the game in detail, so I'll just give the basics.
One person plays the Invaders. They control the demons and use action cards to try and mess up the marines (like Dud, that makes one of their ammo disappear, or Jammed, which jams a weapon for a turn). Everyone else (up to three) play Marines. The more marines there are, the harder the game gets. More enemies are spawned. The marines start with less health, etc. Yet, using teamwork, it gets just as hard for the Invader player if they are good at working together.
The goals: The invader has to kill the marines a number of times, dictated by the scenerio. The Marines (usually) have to navigate the map, find the red key, and escape the red door, before that number of kills is reached. Pretty basic.
The map itself is most of the fun. It is constantly being built, since the marines cannot see what is behind a door. They take a risk opening a door, revealing a new area and new monsters for the invader to take control of.
Anyway, if that sounds like your kind of game, this is one of the best in the genre. I know we all thought it was worth the money. (Though, I'd suggest splitting on it with your friends.)

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With Doom: the Boardgame, Fantasy Flight Games brings one of the most famous computer games of all time to the tabletop.

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Tuesday, November 5, 2013

The War of the Ring Board Game Review

The War of the Ring Board Game
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War of the Ring may be the finest board game I have ever owned (and I own many). And if not, it's certainly the best war game. And it's not just the Tolkien fanatic in my talking; this is some of the most fun unplugged gaming you can have.
This is primarily a two player game, but up to four can play. One player/team plays the Free Peoples of Middle Earth (Rohan, Gondor, The North, Elves, and Dwarves), the other plays the Shadow (Sauron, Isengard, and Southrons and Easterlins). There are two was to win: Military of Ring victories. A ring victory means that the Free Peoples player will need to get the Fellowship to Mordor and cast the ring into Mount Doom, or the Shadow player will need to get 12 corruption points on the ring bearers. A military victory means that you will need to capture enemy settlements to gain victory points (10 for Shadow, 4 for Free Peoples...it's not as easy as it sounds!).
The thing I like most about this game is that it stays interesting through the whole game. Every turn is exciting. This is due to the core mechanic. Each turn, players will roll dice with symbols on them. Each symbol gives the player a variety for options they can take with that die. Players take turns choosing actions based on what they rolled (one at a time, so there's hardly any player downtime). The number options available would be overwhelming, but the game includes two reference sheets that makes things very easy. All the options you'd want in a war game based on LOTR are here. The game starts will all nine companions in the fellowship, but you'll be able to break them up, so they can persuade the nations of the Free Peoples to go to war. Which brings me to the Political Track. The game starts with each nation in the political position they are in in the books. Companions can activate them, and by using dice or being attacked will push them closer to war. Combat is similar to Risk, but with a few added twists, such as leaders, characters, and defending Strongholds. There's alot going on in this game, but it's all fun.
As far as the rules go, there really isn't anything that brings the game down. The odds are against the Free Peoples, but it is possible to win. (The Expansion fixes this) But there are flaws with the production and presentation. The rulebook itself is somewhat confusing. Not until you've finished reading it will you understand things you read in the beginning. This will cause your first few sessions to be a "feeling it out" experience. The pieces are another problem. All of the Free Peoples pieces are either blue or grey, and all the Shadow pieces are orange. It's difficult at a quick glance to tell which piece belongs to which nation. To add insult to injury, there's colored borders around each nation, so it make you wonder why FFG just didn't mold them in the corresponding colored plastic. I (and many other players) paint their pieces to fix this.
But again, none of the flaws found really bring the game down in the long end. The game is a total blast, and the 2-3 hours it takes just fly by. Every aspect is intensely interesting, and is fun regardless of who wins.Aside from the afore mentioned problems, the rest of the production and presentation is extremely high (what else would you expect from FFG?) Tolkien fans, this is a MUST buy, but everyone else will still find alot to enjoy. I love this game, and give it the highest possible recommendation.

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While the Fellowship of the Ring advances towards Mordor, the Dark Lord Sauron seeks the location of the Ring-bearer, while unleashing his armies against the last strongholds of the Free Peoples in this grand strategic simulation of Tolkien's Lord of the Rings trilogy. Featuring easy-to-learn, dice-based mechanics, this impressive game comes complete with a massive gameboard depicting a large full-color map of Middle-Earth; 200+ plastic miniatures representing the armies and characters of the War of the Ring, including the Nazgul, each member of the Fellowship of the Ring, and the Minions of Shadow; 135 die-cut cardboard counters; 100+ Event and Character cards; and over 20 dice.

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Thursday, October 10, 2013

Dungeons & Dragons Heroscape Master Set: Battle For The Underdark Review

Dungeons and Dragons Heroscape Master Set: Battle For The Underdark
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I have been playing heroScape since the beginning - I own and use almost every single set and expansion, and recently picked up this new D&D expansion set.
Honestly, I was not looking forward to this expansion - one of the things I like most about the original game is the simplicity of the play. After a couple of games with this new set, I can definitely say this is a great addition to the core gameplay.
Aside from a couple of new rules and terrain effects, the major addition is a campaign mode. The included campaign is set up as four "rooms" that connect to make a dungeon. Each room has a condition that must be met before the players can go on to the next, and it is possible to gain and lose characters from the party. The included play scenario is a lot of fun, and I think it will inspire players to come up with campaigns of their own.
An additional campaign can be downloaded at Playdnd.com, and there is an another exclusive campaign available at Heroscapers.com.
The detail and paint of the figures are great - they seem like WOTC took existing D&D Miniatures and scaled them to the heroScape system. New terrain includes Shadow Tiles (which give a +1 to defense) Rocks (repainted glaciers) and dungeon tiles. The creatures (such as the feral Troll) are a LOT more difficult to kill, and the new Heroes seem perfectly balanced.
One of the best new rules in my opinion, is the trap roll for glyphs, and the ability to carry/drop glyphs. Made for some interesting fights.
This set doesn't really change the core game play, it just adds a new twist - campaign instead of typical deathmatch or capture the flag. All of the official master rule scenarios have always had victory conditions, but I think this is going to get people more focused on creative ones.
As a long time player, I was skeptical of WOTC taking this franchise over, but I think they have done a great job with this. My only reservation is that I am concerned they will ultimately try to make this a "collectable" game with blind purchase figures. Let's hope not - The exclusives were bad enough (although they have rectified this somewhat with the recent expansion - now re-release the flag bearers in a reasonably priced set!!!)
I Highly recommend this to anyone who enjoys HeroScape and wants to try something new.

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Dungeons and Dragons meetsHeroscape in the Battle for the Underdark Master Set 3. 10 detailed miniature figures and 50 interlocking pieces are included in this build and battle game system. Unique heroes include Tandros Kreel of Einar, Erevan Sunshadow of Jandar, Darrk Ambershard of Aquilla, and Ana Karithon of Einar. Play one of five select games or customize and create your own. Contents of Heroscape - Battle for the Underdark Master Set 3: 2 Dungeon Tiles (24 hex) 3 Dungeon Tiles (7 hex) 2 Dungeon Tiles (3 hex) 2 Dungeon Tiles (2 hex) 2 Dungeon Tiles (1 hex) 3 Rock Tiles (7 hex) 2 Rock Tiles (3 hex) 1 Rock Tile (2 hex) 1 Rock Tile (1 hex) 3 Sand Tiles (7 hex) 1 Sand Tile (2 hex) 1 Sand Tile (1 hex) 1 Grass Tile (3 hex) 1 Grass Tile (2 hex) 1 Grass Tile (1 hex) 12 Water Tiles (1 hex) 8 Shadow Tiles (1 hex) 1 Rock Outcrop and Base (3 hex) 3 Rock Outcrops and Bases (1 hex) 10 Painted Figures 8 Army Cards 4 Treasure Glyphs 23 Wound Markers 8 Order Markers 8 Combat Dice 1 20-Sided Die 1 Rulebook.

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Monday, September 9, 2013

Bag O Zombies Babes Review

Bag O Zombies Babes
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When playing Zombies!, I always hoped that the world would not be ageist. I kept telling other people that a brave world would emerge from the wreckage and, amongst other things, people would find themselves faced with new dilemmas. We saw echoes of that in movie after movie and, now, we see that in the Bag o Babes!
Variety and Pacifiers - when you need both of those then you know you have a good thing!
Obviously, the Bag O is an addition to Zombies! and not an expansion. With this one and the Bag O Dogs, you gain undead and you add variety. This can be helpful if you have a lot of players, if you have a lot of expansions for the series, or if you just want to never have to recycle the dead in the midst of combat. You can add a Bag O Zombies to the fray as well, kicking up the numbers any way you see fit.
Regardless, if you are to play then you need to have a few zombies and why not have some little tikes?
I love the direction that goes in.
For people who play a lot, you need more undead. For people who play a bit but want to play, you need more undead. The expansions never have enough, some walk away or get thrown at people depending on playing practices and on the level of sobriety, and you can always use more.
The cost is good, the game is grand, and this is my favorite to put the hurt on.
Check out Zombies!Zombies!!! to see how boards can be a breath of not-boring in a world that is almost ADHD at every turn.

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Bag O' Babes features 100 of the newest female zombie figures featured in the Zombies!!! 2nd Edition board game!

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Sunday, August 25, 2013

Heroscape Expansion Set Heroes of Nostralund Review

Heroscape Expansion Set Heroes of Nostralund
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The Heroes of Nastralund includes 5 figures all single hex in size. Most of them are a good value for their point cost and they definitely add some strategy to the game.
Concan is probably the simplest to use - he's a Kyrie warrior who flys and enhances adjacent knights and sentinels. At 80 points he's pretty inexpensive for a hero.
Deathwalker 7000 combines the stealth dodge of the Krave with a neat "self-destruct" ability which will usually do 2, sometimes 4 and rarely (on a 20) do 8 unblockable hits to adjacent enemies. 100 points is a little expensive for a bomb and once your opponents see it in action, they won't group up so nicely.
Johnny Shotgun Sullivan has the same problem - his special ability lets him hit groups of adjacent figures (even without line of sight) but he's underpowered for a hero. The good news is he's only 65 piotns.
Saylind the Kyrie Warrior is another flyer. She has the spear of summoning which lets her move a friendly figure to an adjacent square. She's great for transporting slow moving figures over difficult terrain. She's tough enough to survive a few trips and costs only 80.
Alistair MacDirk is a human champion. His big ability is the chance to swap a wound for an extra action. This comes in very handy, particularly if he's the champ your MacDirk Warriors are bonded to. He's 110 points and worth every one of them as long as you get the MacDirks.

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Time to bring in the big guns? These powerful warriors may be just what the General ordered. Johnny Sullivan Shotgun Blast can blow away several enemies at once, and Alastair MacDirk repeat attacks can provide nasty little surprises. Kyrie warriors Saylind and Concan protect and empower their fellow fighters, and Deathwalker 7000 may be the most deadly: he can inflict up to 8 wounds on all nearby foes, and can block all enemy damage with just one shield!

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Monday, August 5, 2013

Heroscape Expansion Set Collection 5: Ninjas and Samurai Review

Heroscape Expansion Set Collection 5: Ninjas and Samurai
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These melee squads can hit hard and have the ability to punish the enemy when he hits back. Both are essentially standalones. Unlike many bonding units and common squads, you can drop this one pack into your collection and see good results without needing to team them up with specific, rule-mandated allies.
The Ninjas have a good balance of mobility, attack, and defense. With a move of 6 and Disengage/Ghostwalk, they can move to, through, and away from enemy troops at will. They attack with a respectable 4 dice. When an enemy threatens a Ninja with a normal attack, he has an annoyingly high chance to ignore the damage (causing the attack to be wasted) and move 4 spaces for free on the enemy's turn. The only thing the Ninjas fear is a multiple special attacker like Kaemon Awa or Nilfheim.
Although they do use the Counter Strike power, the Kozuke Samurai are definitely more specialized in attack. They can boost their move from 5 to 8 if they use the extra spaces to engage an enemy, and they hit him with 5 dice each. They are most efficient against enemy heroes or particularly tough, boosted squads, as chances are they will waste many precious skulls against low-defense squad members.

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Wednesday, July 31, 2013

Heroscape Expansion Set Assortment Gorillas & Hounds Review

Heroscape Expansion Set Assortment Gorillas and Hounds
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The Gorillanators are a great unit - they have good range and attack and a high move of 7. They always have 1 shield on defense (plus whatever they roll) which comes in handy. Overall they're a solid, if not really exciting addition to the armies of Vydar.
The Marrden Hounds are another unpredictable unit. They roll a d20 to add to their move each time they activate and can have a movement of 2, 4 or 8, with 8 being the most common number. They also have a special ability that can inflict a wound before battle, making them fun against squad level opponents. They definitely benefit from having Su-Bak-Na in play since he gives them +1 to both their abilities. One odd thing about them - they're a two space, large figure with a size of 4. Guess they're not very good climbers.
This is a solid expansion with some good options. Not the best of this wave, but definitely worth having.

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Add the power of Gorillas and Hounds to your Heroscape army!They're Fierce, Fast, and Full of SurprisesThese powerful squads from teh planet Marr may just give your army the edge it needs. Vydar's Gorillinators can move in quickly, strik from afar, and booste their defense power when attacked. Utgar's Marrden Hounds gain extra powers when traveling in packs - and they can suddenly and unexpectedly infect the enemy with a deadly plague!

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Sunday, July 14, 2013

Heroscape Expansion Set UTGAR'S RAGE Minute Men & Wolves Review

Heroscape Expansion Set UTGAR'S RAGE Minute Men and Wolves
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The Minutemen are great at ranged combat (range 6) and if you can get them up high and keep them from moving they'll have an attack of 4 (base 2, 1 for height, 1 if they don't move). With 4 figures per unit, that's a lot of dice (mine took down Krug in two turns). They get a bonus if they can mix only with other valiant pieces and it's definitely worth looking up the units to get the bonus.The wolves are also scary - only 3 figures per unit, and they start with att 1, def 4 but each turn they roll a d20 to get bonus attack dice, all the way up to +8. You definitely want to bring Khosumet (also in this wave) along so the wolves don't eat themselves, but rolling as many as 9 attack dice with 3 figures, is an awesome power for only 75 points.This expansion is a good buy if you like ranged combat (4th Massachussets) or hate it (Anubian Wolves). Overall, I don't think it's quite as powerful as the Knights/Swog Rider, but the next wave (The Large Expansion packs) includes some figures that will help the wolves, so I guess we'll see.

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The Battle of ALL TIME!Heroscape Expansion SetUTGAR'S RAGE Minute Men & WolvesCommon Army PackFor use with Heroscape Master Set! Add the power of Minute Men & Wolves to your Heroscape Army!Jandar and Utgar are in search of more support.The valiant 4th Massachusetts Line joins Jandar's warriors while Utgar recruits a squad of relentless Anubian Wolves.The Special Powers and abilites of these warriors will strengthen your armies for all future battles. Contents:7 painted figures2 two-hex tiles2 army cards Collect the other 15 figures from UTGAR'S RAGEDrones & MinionsHeroes of BarrenspurKnights & the Swog Rider AGES 8+WARNING: Choking Hazard- Small parts. NOT FOR CHILDREN UNDER 3 YEARS.

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Tuesday, July 9, 2013

Airfix A01302 1:76 Scale Panther Tank Military Vehicles Classic Kit Series 1 Review

Airfix A01302 1:76 Scale Panther Tank Military Vehicles Classic Kit Series 1
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online it says it's 9X5X2 inches but it isn't it's much smaller then i expected it to be if you want something bigger i wouldn't recommend this

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1-72 Scale. All airfix kits are highly detailed and come with decals, painting guide and detailed instructions. Skill level 2. 97 Pieces. The Panther tank was designed in 1941 as the main equipment for Germany's armoured divisions, replacing the earlier a

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Thursday, June 6, 2013

Airfix A01732 1:72 Scale WWII British Commandos Figures Classic Kit Series 1 Review

Airfix A01732 1:72 Scale WWII British Commandos Figures Classic Kit Series 1
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I must have had about 5 of these sets as a boy (about 35 years ago). The Canoe is great, the ladders just fun. Hours of fun shooting the hun. I've now forced my 8 year old boy to have the set but I may steal it from him.

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1-72 Scale. All airfix kits are highly detailed and come with detailed instructions. Skill level 2. 40 Pieces.

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Tuesday, May 28, 2013

Heroscape Expansion Set Collection 5: Soulborgs Review

Heroscape Expansion Set Collection 5:  Soulborgs
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These are an excellent addition to a heroscape collection. This set includes the Blastatrons, which combine well with the Gladiatrons, which unfortunately come from a different set. You won't want to use them without Gladiatrons -- though if you find these for a good price, snatch them up and get the others later. The other common squad in this set, the Deathstalkers, are somewhat specialized but useful. But it's the Blastatrons that you want this set for.
By themselves Blastatrons look weak, and they really are, but when paired with Gladiatrons this combination is regularly used by tournament-level players as one of the most effective combinations in the game. Fun too, since playing them correctly encourages imaginative tactics and strategy. The only reason not to get these is if a) you already have plenty, b) you don't have gladiatrons to go with them, or c) you don't want to spend money on heroscape. Two squads of these is plenty, though; most people will never use more than two squads at a time, with perhaps 3 squads of Gladiatrons with them.


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Saturday, May 18, 2013

Heroscape Expansion Set Assortment Grut Orcs Review

Heroscape Expansion Set Assortment Grut Orcs
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The Gruts come in Blades (4 of them, typical infantry) and Arrows (3 of them). Neither unit is really remarkable on its own - they're pretty similar to the vikings or the romans. The cool feature both units have is "Bonding". Blade Gruts have "Orc Champion Bonding" and anytime you move the blade gruts, you can move an orc champion first for free. In the basic set, that's Grimnak, but if you have Heroes of Bleakwood, you can count Tornak too. The Arrow Gruts have "Beast Bonding" which so far means "Mimring Bonding", but that's not all bad.
Both pieces lead to some fun tactics with being able to keep the orcs and their leaders together (for the blades) and possibly unexpected dragon attacks for the gruts. This is a great expansion.

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With the Heroscape - Malliddon's Prophecy Grut Orcs expansion set you can add the power of Gruts to your Heroscape army!To support Grimnak and Deathwalker 9000 in battle, Utgar has summoned more warriors to join the fight.Now you can build more into your army with a squad of 4 Blade Gruts or a squad of 3 Arrow Gruts.The special powers and abilities of these Grut warriors will strengthen your armies for all future battles.
Please note: A Heroscape Master Set is required for play.

Contents of Heroscape - Grut Orcs Expansion Set:
7 Painted Figures
1 Two-hex Tile
2 One-hex Tiles
2 Army Cards
1 Glyph
1 Glyph Card



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Wednesday, May 8, 2013

Heroscape Game System Expansion Set: Raknar's Vision Heroes of Lindesfarme Review

Heroscape Game System Expansion Set: Raknar's Vision Heroes of Lindesfarme
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First off, I'm a huge heroscape fan and I've purchased nearly every expansion put out so far.
This expansion had me slightly disappointed though. Many of these figures are just too expensive point wise. Hasbro has done a poor job of determining the point costs of several of these figures not unlike some unique units from the orginal base set. Agents for 100 points... comes to mind. :) why use anything else?
*If your new to heroscape, they have a point buy system to determine which forces you use in your army.
For instance, the Giant has a "before you attack, after moving" throw abillity which sounds really cool, however it's nearly impossible to successfully throw anyone and in several gaming sessions it has yet to occur. I would have preferred them give him a special attack that replaces his massive 8 attack dice called 'Throw" and have it use the d20 to determine how far/high the figure is thrown. I'll devise a house rule that changes this. 1 means no throw, 2+ thrown some distance etc. If you have the castle expansion, the giant is a very nice addition to your assaulting forces. He managed to tear threw my door in about 4 rounds!
Outside of the expensive point cost and the disappoint throw attack these figures are really cool. Both dragons look good and snapped together with ease. The flying hippogryph with carry is a very welcome addition and Major Q9's special abillity of 9 attack dice spread as you choose is really cool.
Now if I could just find some easy way to store all this heroscape stuff and these large dragons!
All in all this is a decent expansion, but perhaps a bit pricy for the amount of real use you'll get.

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Heroscape Expansion: Raknar's Vision Heroes of Lindesframe Milton Bradley Hasbro Games. Let these Heroes give your army the edge! These big, bold and brutal warriors will make your enemies beg for mercy. Jotun, the wild sword-wielding giant; Theracus, the winged Gryphillin Scout; Major Q9, whose Queglix Gun can fire up to 9 times in a single attack; Braxas the dragon queen, with her poisonous acid breath; and Nilfheim, the ice-breathing dragon, who freezes his foes in their very tracks. Unleash their pulverizing power upon your enemy!

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