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Category: 6×6 gaming challenge 2017 (Page 2 of 4)

CabinCon Cup: Part 1, Monza

As I recapped earlier, we were able to run a small 2-race CFR championship at our game gathering, CabinCon.  Since we had some new players, we ran a quick demo of the track through the first turn.  I showed the rest of players how to crash out in spectacular fashion by pushing my car 60 mph over the top cornering speed and rolling boxcars (12).

With a couple of turns under their belt, everyone was ready to build their cars and start up the actual race.

We bid out for position: Sterling in Red, James in Silver, Jeremy in Yellow, Reese in Blue, me in Green, and Colton in Black in the very back.  It probably would have been good to record the driver car layouts but I forgot.  I didn’t really build for a “rear strategy” but there I was, looking at the 5th spot.

After the first two turns, I was able to crowd the line with Reese and Jeremy to fight for second place before the first turn.

I then decide to push hard and ditch the line spending as much wear as possible to beat Reese and Jeremy.

I push hard again and cut off Sterling in the lead.

Using my higher speed and better acceleration, I push out ahead of Sterling to take the lead.

The pack tightens up behind us and start battling for 3rd place.

Colton is tired of trying to fall in line behind the 3rd place fighters and pushes hard to skip the optimal line and go toe-to-toe with Reese in the blue car.  Sterling sticks with me through the corner.

I decide to push in these corners again and create a gap between Sterling and I.  Colton isn’t able to capitalize on his fight with Reese and falls back to deal with James.

Colton drops back to 5th as he loses his fight with James and I maintain my one space gap on Sterling, insuring he can’t draft off me.

I decide to keep my speed up through this little turn and Sterling is able to close the gap while James starts to battle Reese for 3rd.

We make a bad rules call not realize that Sterling could accelerate while in the turn’s last space and it puts him 2 spaces behind me.

I get through the turn easily while James and Reese battle some more and Colton swoops in waiting for someone to make a mistake.

We wrap up the first lap with Reese, Colton, and James in a 3-way spread for 3rd while I maintain my gap on Sterling.

Sterling plays the lead up to the turn slow and Reese decides to push and pass through Sterling. The gamble pays off and he squeezes past Sterling to set up a good start for attacking 2nd place.  Colton decides again to ignore the line and pushes to battle for 2nd.

The fight takes it’s toll. Colton pushes hard to gain on Reese, taking 2nd, Reese is forced off his line and Sterling is forced to chance and spins out.  I smile as my lead widens.

The racers form up and Colton pushes a little faster than Reese and gains some breathing room.  Jeremy starts to battle James for 5th place as he starts to make his move, spending his nice bank of wear tokens.

Reese closes the gap on Colton and the bottom half of the players start to bunch up.

Everyone bogs down slightly in the corner and I push to increase my lead to a comfortable margin.

James isn’t able to take the corner and Sterling and Jeremy push past, knocking James down to the 6th spot.

Coming into the final turns, Colton gets jammed up in a corner as he forgets which card was his current speed and which was the new speed and ends up spending his last wear token in the penultimate corner.  Reese still has enough in the tank to capitalize and charge into 2nd place.

I sweep the corner easily and since we fixed the corner rule mistake, Reese is able to accelerate out of his corner while Colton is stuck at his previous speed and loses ground on Reese.

Colton tries to push this corner to take Reese but without a token, he has to dice it.  He ends up in a spin with a horribly 20 mph start speed.  Jeremy is solidifying his 4th place bid at the time and now eyes a very worried Colton.

The dice Gods are not pleased and Colton tries to push his start speed but ends up jamming gears and goes nowhere. Jeremy pushes the corner and also spins out allowing James to catch up and Sterling to overtake into 4th place.  Reese and I easily cross for 2nd and 1st, respectively.

Colton and Jeremy both start back up and are neck and neck but Jeremy is on the faster outside.  Sterling breaks away from both for a solid 3rd place and James tries to make a move but also ends up in a spin.

Colton is able to stay with Jeremy all the way through the finish and takes a photo finish 4th place.  Monza completes and we have the initial standings.

We decided to make a custom scoring system to keep the points tight race to race:

  • 1st: 3.0 pts
  • 2nd: 2.1 pts
  • 3rd: 2.0 pts
  • 4th: 1.2 pts
  • 5th: 1.1 pt
  • 6th: 1.0 pts

This system kept things from looking bleak between last and first place and allowed for some slight tie-breakers with the fractional points.  After Monza, we tackled Nürberg.

 

Batman Miniature Game: Bane’s Bane

In prepping for our CabinCon weekend, I pushed through and painted up a few more minis in case we decided to play a bigger 200 point game.

First up was getting Gordon ready.  Here he is with my final block painting.  I threw a dark wash on him after to give him a little more depth.

Next, Batfleck joined the ranks. Again, a final wash happened later.

And finally, Pandaman gets a paint up to join my Joker crew. Dark wash came later. I think this is my favorite mini from the Suicide Squad set as I really like the Panda + Assault Rifle juxtaposition.  I immediately thought he was a great character to add in the movie and works well in miniature.

We can’t play on a bare table, now can we? So I printed out a bunch of tiles from my Fat Dragon city pack and taped them together in a modern, diagonal setting (something I’ve been seeing more and more of and really like the aesthetic).

For the game, I don’t recall the scenario but in the end, we had to heavily modify so I’m not sure it mattered.  We ended up doing another 150 point game so I grabbed the same Joker (Leto) + Eyeball Man and Colton wanted to see Bane in action after he painted him up.

Using out new light-up lamps, we played around with some photo ops before we began the game in earnest.  As you can see, I’m leaning heavily on my B/W Walking Dead terrain.

We set up the board with my Joker crew on the left and Bane on the right.  Batfleck swoops in to watch.  We have objectives in the central area as we realized pretty quick that Bane likely can’t win an objective-based scenario all by himself and the game would quickly devolve into a pretty lame experience.  After looking at everything, I’m still a little worried it won’t be a very compelling game with this set up but we push on.

I start out by quickly running to one of Bane’s cash objectives.

Eyeball Man picks it up for one victory point at the end of the round.

Colton decides that Bane will take too long to cross the board on foot and descends into the sewers. This creates a pretty weird game where Bane does nothing first turn, will spend a whole second turn in the sewers, and then finally act in round 3. Joker (Leto) also has a power to remove an opponent’s initiative chip from the round bag, shortening our six round game to five. 40% of the game, Bane will spend in the sewers. We’ll see if it pays off.

Bane’s sewer ploy does create an interesting dilemma where I could go run around and get objectives but that would likely split my forces and Bane could pick me apart. If Bane focuses on Joker, I’d likely lose quickly.  I opt instead to force Bane to enter in a way that will force him to engage Eyeball Man.  I block the closest Sewer grate with both figures (necessary since Bane is a big model) and have Joker (Leto) on the side with the car blocking any straight attack vectors.

As predicted, Bane enters round 3 on the opposite side with initiative.

But Bane falls just short of being able to engage Eyeball Man directly due to having to spend some counters moving out of the sewer.  With so few rounds left, Bane is also Titan Dosing every turn.  Luckily, there is a Titan Dose objective of his right near me so he can start earning VPs as well.

I have a pretty good position so I decide to see just how tough Bane is.  Eyeball Man unloads three shots into him and hit once. Bane takes a wound. Good thing he has… TEN Endurance. Ugh. Maybe Joker can do better. Nope, Joker misses all three of his shots.  Bane has 9 life left and I just unloaded with about the best I could do. Valor was never a villains strong suit anyway so time to switch tactics.

I did have the decision that I could have stood my ground and with a 50/50 chance of getting the next activation, try this whole “shoot the big guy” strategy again but I didn’t want to risk it.  I would have needed to hit with all my shots in the next in round in addition to winning initiative and I just didn’t see that happening after going one for six shots earlier.

I end up getting initiative anyway. I stay the course though and leave Eyeball Man as fodder for Bane and move Joker further out of the way.

Bane goes after the easy Eyeball Man target.

Bane inflicts 2 damage on Eyeball Man but doesn’t pull off a pin.

Eyeball Man is only able to use his activation to move further away (he’s been carrying Bane’s Cash objective the whole time so his action are limited).

Bane gets the initiative in the next round and engages Eyeball Man again.

This time, Bane does was Bane does best and smashes Eyeball Man unconscious.

I then have Joker get to my Ammunition objective and end the game 5 VP to 3.  We didn’t really think this could go any other way unless Bane could have gotten a hold of Joker and pounded him down.  While the game was pretty pedestrian in the results, it was good to see that Bane didn’t just keel over from a hail of gunfire and that having him catch you wasn’t an automatic death sentence.

For future games, we’ll take into account the fact that some of these 150 point demo games likely can’t be used in a real scenario objective game.  We’ll probably need to bump up the points to 200 to get a little bit more strategy involved.

Walking Dead COMIC Wednesday: Solo City

It’s been awhile but my Comic Wednesday is back with another issue of The Real Adventures of Rick and Glenn!  This time, we go back to Atlanta to explore the old stomping grounds of Rick and Glenn in another scenario from the Days Gone Bye expansion.

Chapter 4: City Slicker

If you missed the previous issue, you can find it it my Comics link in the top menu.

Dropzone Commander: Bringing Tanks to an Infantry fight.

A couple weeks back, I was able to get in another game of Dropzone Commander at Funtastic Games‘ Dropzone Commander monthly get together.  This time, my friend and I went to a 999 point Skirmish battle.

I don’t recall the name of the scenario but it featured a reinforced bunker in the center that was used to house an objective marker and two downed UCM Bear transports to use as focal points.  I decided to go thematic with an Allied Resistance force who was trying to recover the wounded UCM soldiers and get the last bits of intel reports from the bunker.  My friend had his Scourge force coming in to sweep out the area.

We both knew that this game was going to center around that bunker.  The grey pieces on the side were the only entrance points to the structure.

I actually messed this game up by starting on the wrong corner of the map.  We decided to let it play as we were already through the first round before we realized the mistake.  My Lifthawk trundled in to get as close as possible to the bunker.

Followed by the rest of my forces: a duo of Cyclone Helicopters, a Thunderstorm commander craft, some Anti-Air units (Gun Wagons and Gun Technicals) in their Kraken hovercrafts, and some Attack ATVs and Freeriders to take up the rear.

My friend brought in his Scourge Prowlers to stalk the side of a building with car debris as cover.  Then he drove on a whole division of tanks from the board edge two sets of Anti-Air Reapers and two sets of Anti-Tank Hunters.

By the start of round 2, he was able to get one group of Warriors into the bunker at the cost of their light transport.  That transport thought it was going to be a badass and stay “to the deck” but must have clipped the bunker taking off as it spun out and crashed to the ground.

My Kraken launched a bunch of Gun Technicals to take down more light aerial transports but only got one.  The Prowlers came in to respond, one even trying to take a leak on my shiny Gun Technical.

Bastard.

The Scourge are able to get a second group of infantry into the Bunker as I drop all three of my infantry groups inside.  I definitely have the numbers to hold out in there but we’ll see if the Scourge can find the objective next turn and get out before the battle gets too pitched.

Round 3 starts with the infantry battle and I wipe all the Scourge clean down to one lonely Warrior on one final infantry stand. I send my APC’s around the side and ‘nade that last stand but it totally fails.

My Cyclones get in on the action after seeing the Scourge Anti-Tanks come around and shred my Thunderstorm command unit.  I can’t have those Hunters running free so my Cyclones go full out and wipe out three tanks.  At this point, each Hunter unit is down to one tank.  My Cyclones fall quickly to the Scourge Reapers but it was worth it.

And I get a lucky Objective find and get an infantry group out of there and head home.

Meanwhile my Freeriders have been hopping building to building until they got over the far focal point, where they will camp it out.  The Scourge only have a Reaper to try to claim that focal so I’ve locked that one in.

My Attack ATVs try uselessly to weaken the Scourge Reapers but get taken down instead.

My objective is still trying to make it home while I repair my Thunderstorm and keep my Gun Wagons covered, waiting for the Scourge Overseer to try to come out and make it’s final push for the focal point.

The Overseer comes out but shrugs off most of my Gun Wagon hits.  It won’t take the focal point so my side has this one secure.

I run my remaining APC over to the far side focal point as insurance and take this one at the end of the game as well.

Finally, my Lifthawk makes it to my starting zone and takes the objective home.  The final result for this one were firmly in the hands of the Resistance. I got some really lucky rolls in the mid-to-late game that took out a few key Scourge tanks but I think the biggest thing was being able to overwhelm them with my infantry. With only one objective, this swung the game pretty well in my favor and starting in the wrong corner next to a focal point didn’t hurt either.

Time-lapsed Game Session

I got in another game of Championship Formula Racing, this time the human drivers outnumbered the Historical AI ones.  While it was likely too “artsy” for a good session report, I really liked my “simulator” session.  This time, however, I opted for a more traditional approach. We also messed around with recording the game in a time-lapsed format, which is linking after the main report.

Since this game was the first for a few players, we started with a warm-up test of a few rounds to get us through a couple of the track turns so that everyone could get a feel for how they wanted to set up their cars.

After the test, we made up our cars and decided to add in an AI driver to tighten the board a little more.  I put out an easier Historical driver, Jochen Rindt, and just like my last report, he was using the Front A strategy. We opt for a nice 2 lap race on Monte Carlo.

Jochen ended up out bidding all of us for poll position and soon the race was on.  By the time we got to the first turn, Jochen (black Lotus 77)  had the lead and we stacked in line behind.

We continued to give chase while Jochen kept aggressively spending wear to push ahead.

At this point, I’m in second (red Ferrari 312T) and I feel like I can keep pace with Rindt even with him spending wear tokens like he has an unlimited supply.  My friends (orange March 761 and blue Tyrell P34) had other plans.

Colton in the Orange March 761 pushes past me on the tight no.3 curve even though I try to block him out.  It eats up wear on both cars but he is able to make it.

Reese in the blue Tyrell P34 uses the opportunity to push his car a bit and not follow the line while I end up playing conservative.  Jochen breaks away from us.

I’m out maneuvered again and take up the sad rear in just a few of the opening curves while Jochen wastes no time pushing well past us.

I end up out of that last curve way too slow and watch as everyone else shows me how to race this game.  Niki Lauda would not be pleased.

Jochen clears the first lap of two laps and I’m able to make up a little lost ground but mainly on my friends.  Jochen’s car isn’t really built for the straights though so the game tightens up a little as we get into the first curve again.

We still don’t quite have the hang of it and Jochen is off again leaving us behind.  I am finally able to do some good by pushing both my acceleration and topspeed beyond their max and end up one behind Colton’s orange March 761.

Jochen, however, has really overspent his resources maintaining this lead and is forced to play very conservative. This allows us to close the gap on the tighter 2, 3, and 4 curves.

Colton is low on wear as well and tries to push through curve 5 but ends in a spin.

Colton is still able to maintain his footing and Jochen’s conservative demeanor doesn’t allow him to capitalize on the misfortune. I still can figure out this damned curve and end up way in the back again and can only watch as my friends charge a waning Jochen.

As they battle, Reese takes a spin trying push through the next curve.

This allows me to catch up while Colton tries to take on the unstoppable Rindt. The two lead cars battle the final curve…

…only to see Rindt push too hard on inside line and spin out. I don’t think I played that AI strategy correctly but had Jochen played conservative, he would surely lose against Colton’s faster car.  We have our first lead change of the race!

Colton clears the line while Reese and Jochen leave me the slightest sliver of a chance to take that center line and possibly take second play overall.  It was a long shot as I’d need to push through that final curve, then push my acceleration and topspeed to outpace Reese. I ended up spinning out in the curve instead.  Had I played conservative, I likely could have beat Jochen but definitely wouldn’t have beaten Reese.

As it was, Reese easily takes second and Rindt limps into third place.   The game worked out very well and was a lot of fun.  We debated later about how much time the Historical driver takes and whether we could have a 6 car race with 3 AI and 3 humans.  I initially thought the AI drivers would be faster but I think they turn out to be slower than humans since the player has to make their turn then consult all the AI rules that govern its current turn.

I think the AI system is fantastic, especially for solo games but I wonder if they are too complex to use as filler cars in a timely fashion.  I might experiment a little on “dumbed down” Historical racers to see if they can be run without a strategy card (or if anything, an overly simple one) just to expedite their turn and focus back to the actual players.  I wouldn’t use that for solo play but I think there is merit to this simplification when using them to only fill out a few extra roster spots.


Also, as promised, here was the full time-lapse of our 2 lap Monte Carlo race.


Last but not least, I ordered another set of cars from Shapeways, this time from the 1957 era. I had a chance to prime them:

…and work on some base colors.

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