Friday, January 27, 2012

Tactical Assault: Combat Cards

Saw a post and a blurb on one of my favorite blogs, Tiny Solitary Soldiers, about a game by the same name of the title of this post.

It sounded cool and Spacejacker has never led me astray, so I checked it out at the Tactical Assault Games website. I liked what I saw, in fact something about had me quite taken with it. I plucked down a mere eleven bucks, made some copies, and the rest is what you see here.


The rules, a solid QRS, and two decks of the Combat Cards

Why was I taken with these rules right off the bat? I mean really, there's tons and tons of rules out there, so why these? There was just an intangible quality about them. My curiosity was piqued when I saw solo scenarios and mechanics. Then I had to raise an eyebrow when I saw the game required zero dice. Genre ranges from WWII to modern to near-future, it's up to you and what you've got on hand, so far so good.

It helped that the rulebook itself is free, here's a direct link. Sure, you get what you pay for, but these rules are well laid out, compact, and efficient. They get the job done in a no-frills manner in a simple, to-the-point style that said to me that this game is one of those that will be easy to get the hang of it and get on the tabletop quickly enough without a high learning curve.


After reading the rules, the overall package struck me as the love-child between Piquet and Hordes of the Things; two games that I absolutely adore and could play all the time. In Piquet the fog of war is always in full effect and just because you may want your troops to do something at an opportune moment, it doesn't mean they will. You have to wait on the right cards to come your way, and that's where the dice-less beauty of Combat Cards comes into play as well.

Each side of the conflict utilizes a combat card deck turn in and turn out. Here's a breakdown of a sample card. Playing these cards on your unit is what makes them 'go', be it moving, shooting, close combat, engineering, and more. If you don't have a move card in your hand, then your troops aren't moving that turn.

Other card mechanics including interrupt effects too like over-watch fire. The dice-less part comes into play when "rolling" for damage. When a unit shoots another unit, the top card of your deck is flipped over and you apply the combat result on that card to the target. This is further modified by steps up or down the combat result track depending on things like cover, firepower, and the like.


There's a list of units in the rules, each for a certain point value, and descriptions of what that unit does. There's also examples of what the unit could be, key word being "could". And this is where Combat Cards strikes me as Hordes of the Things, the units themselves are abstract, so really you can use anything you have on hand...or paint up specific units to match, it's up to you.

Scale is up to you as well, either you're throwing down on a skirmish level (one figure is one unit) or on an army level (five tanks is a single unit). A mechanized unit is pretty much anything that is augmented in the movement department, you define it by what you put on the table. In the long run, personally, I think it would be fun to paint up some 15mm sci-fi specifically for use here, putting multiple figures on a base and throwing in some mechs for good measure.

I think I've gone on enough here about the game, hopefully you get the idea! We've got a test battle lined up this week between a couple of 28mm skirmish platoons, so I'll be posting that batrep soon enough. Maybe I'll get in one of those solo games too...

Thursday, January 26, 2012

LEGO Thursday: NPC Adventuring Party


Adventuring parties full of people's characters are well and good, but what about the NPC adventuring parties out there? Someone's gotta be neutral competition every now and then. You and your party of PC's can't always be the only tough-looking group of hombres in the tavern on that stormy night can you?

When dealing with NPC parties, they tend to lean on the side of two-dimensional. Above you have the stern and honor-bound warrior monk woman, the sneaky and deadly Elf rogue, and the quirky, absent-minded Gnome wizard.

Friday, January 20, 2012

Messiah Bold


He'Brew Messiah Bold, yes, it's the "beer you've been waiting for". No, it's not kosher, I'm pretty sure it's all marketing. Puns aside, and not one to pass up a new beer, no matter its origin, soI tried this one out. Wow, I was very impressed! First of all, it's a dark porter for sure, look at the photo, it's just like a Guinness. Its got a thick head and strong caramel aroma right out of the pour. The taste is just as lovely, strong in the roasted grains department and with a smooth finish. This is a great beer and if you like full, dark beers, I would definitely give He'Brew a shot.

Thursday, January 19, 2012

LEGO Thursday: Convention Gaming


Here's a Historicon 2011 shot of some French-Indian War action using LEGO (of course). Thanks to Andy sending this to me a while back.

Wednesday, January 18, 2012

There's a Fire Beetle in my Narcotic!


Well I'm happy to say that our official game of Legends of Anglerre, the fantasy FATE engine has officially kicked off and we have the first session under our belts. Unlike a lot of the mid-week roleplaying games we do from time to time, this one is not a limited run or a one-shot. For this FATE romp we've ambitiously made a go at an open-ended, ongoing campaign.

When I posted the write-up for the Bulwark a while back I was getting warmed up for it to be part of the overall atmosphere. One cool thing we did, prep-wise, for this campaign was use the world creation, standalone fractal RPG, Microscope, to hash out all of the background details. I liked doing it this way because the world creation by itself was a fun side adventure, and it always guarantees that all the players are on-board with the backdrop since they all had a hand in creating it.

Another item in the 'trying something different' department is that we're using the Obsidian Portal RPG wiki site to host all of our characters, legends, NPC's, items, and more. The name of the campaign is The Tainted World, and you can find it here. We're going with a magical-infused, alternate reality Earth where the ruins of the civilization we all know and love (and currently reside in) are all around. Rather than copy and paste the first adventure here, if you are interested in reading, you can check out the adventure log here.

A couple of other quick notes, since FATE does use some specialized dice, and instead of borrowing all the time, I did pick up my own set of these very cool Fudge dice from Q-Workshop. Also, as usual, the Minions of the Monster Master have recorded a lot of this material in actual play, and extremely explicit, podcast episodes. If you check them out, you've been warned!

That's it for now, I'll try to get some stuff posted about my character, items, and what-not soon. I think a blog is about the only socially acceptable place to talk about your characters, right?