• No Quarter Prime 1: Urban Ambush

    In the back pages of the new No Quarter Prime magazine from Privateer Press, three Trencher themed scenarios offer some narrative-style gameplay.  Each scenario offers a method of winning outside of the normal Steamroller packet, and includes terrain options that push players outside their normal six piece comfort level. Scenario Elements The Urban Ambush scenario offers a moving capture the flag style game with no warcaster or warlock to muck things up.  Deployment areas and terrain selection helps sell the idea of a group of reinforcements carrying a small but valuable package to a nearby encampment.  The reinforcements win if

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  • Games change. Suck it up and press on.

    Games change.  Games based on War change pretty frequently.  In a way, the evolution of wargames parallels how the wars we simulate also evolve.   Over the last year, two of the biggest fantasy/sci-fi games underwent some pretty severe changes.  Games Workshop got rid of an entire world, advanced their 40k storyline and started some heated arguments over round vs square bases.   Privateer Press made a sweeping change last summer, releasing the third edition of their game.  Three changes in 15ish years isn’t bad in the wargame life cycle.   I don’t know why, but any time the games

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  • X-Wing: First Time Out

    We (me, my kids and wife) tried X-Wing for the first time last weekend. We had a blast. The game mechanic ran smoothly, with each side allowed to move and attack in turn, per model. Imperial gets to move a tie fighter, rebel gets to move an x-wing, then one gets to shoot and the other shoots. So even though you may be running several pieces on the game table, the game moves back and forth so that it feels faster. That’s a huge difference from Warmachine/Hordes, where one side moves and attacks with all their models, then play switches

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