Wednesday, August 15, 2012
Finishing up that Full Thrust review...
Seems that my last post, a supposed review, didn't actually review anything.
Full Thrust is flat out the best space combat game I have ever played.
There are several reasons for this (in no particular order);
1. Free - 'nuff said
2. Build your own ships! - the point build method seems fairly balanced with every option having a counter of some sort.
3. Cinematic movement with a nod towards inertia - movement is life or death
4. Range and facing matters.
5. Dead simple basic mechanic - gets you playing within a few minutes.
6. The options, oh God, the sheer amount of options that you can use to add to the basic game. Objects, bases, minefields, stealth, sensors, repair parties, towing, and even more!
7. Scaleless - You are not locked into a given scale and you can even use markers or chits instead of miniatures.
8. Hexless - no special board required to play - you are not constrained for instance you could turn the living room floor into a huge battle space.
9. Equipment light - dice, ships, movement record sheet, ship status record (you can fit 12 on a regular page), measuring tape, turning template (made from and old CD), and a pencil. I already owned all of this stuff for other games, except for the turning/vector template which I made from an old AOL CD and a sharpie
10. Tons of resources. Even a Facebook fan page.
11. Alternating activations/integrated turns
The system lends itself best to each side having less than 10 ships per side. I got my gaming buddies to play and we were knocking out games within a few minutes. No game lasted more than 20 minutes and that was with 3-5 ships per side. We played six games before calling it a day.
We did not play with fighters and I have heard that "paper" carriers can break the system at some level. I don't have enough experience to say one way or another.
In the end I cannot recommend Full Thrust enough. Hell, its free, you're not risking anything to try it out.
Saturday, May 5, 2012
Bring the Rain! - A Full Thrust Review
I have been interested in playing a space combat game for a while.
I tried Star Wars Starship battles when it came out but, in the end, found it to be too simplistic.
I have purchased and played the quite excellent Battleship Galaxies when it came out. It is a really nice game with some unique resource management challenges built in as part of the game play. My only real gripe is the set up time involved and the somewhat limited play area (even though two game boards are included). I never felt like I got a real chance to outmaneuver my opponent.
I received some Firestorm Armada ships for Christmas and they are very beautiful ships. Unfortunately I am not interested in purchasing another rule set or learning it. Especially one that requires cards, tokens, and dice.
So, I hit the interwebz hard and found several free rule sets that seemed to fit what I was looking for. Of all the choices available, the most popular seems to be Full Thrust.
Full Thrust was originally published in 1991 or thereabouts. A second edition was released circa 1995. Jon Tuffley wrote these rules. Jon is well know for running Ground Zero Games and authoring several rule sets such as Stargrunt 2 and Dirtside 2. Don't be thrown by the age of these rules! They have stood the test of time and survived.
Full Thrust is non-setting specific. So, you can play practically any background you can come up with. Conversions can be found throughout the Internet covering setting specific ships and fleets for old favorites such as Star Trek, Star Wars, Starblazers, BSG, BFG, and Babylon 5.
There are many Full Thrust resources out there;
http://fullthrust.star-ranger.com/
http://www.homegame.org/siefert/uftwwwp/
http://www.spinwardstars.com/ft/
Ammund Runec
Wednesday, October 12, 2011
5150: Star Army

For my first foray into 15mm sci fi gaming I decided to use Two Hour Wargame's 5150: Star Army.
This book is a revamp of the original 5150 and centers exclusively around military combat from skirmish up to company level.
For $25 I received a comb bound soft cover book of 97 pages. The front and back cover are color with a black and white interior. A .pdf copy was also included for free. I happen to carry my .pdf copy on my phone.
Inside we are treated to a genre specific treatment of the Chain Reaction 3.0 rules. This is not an IGOUGO set of rules.
Truth be told, even on your activation not much seems to happen. The beauty is in the reaction system. As you meet the enemy (or THINK you do) things begin to happen. Sometimes involuntary movement triggers new reactions which cascade into a whole different set of reactions. This is all handled very simply and moves quite quickly.
In the end it is not impossible that you discover the enemy and the initial contact quickly reaches a crescendo of violence that leaves one side or the other quite dead. This is roughly what happens in the real world. As the old military axiom states, "No plan survives contact."

This is a nice set of "loose" rules. They move fast and do not require a ton of time to learn. Ed (the author) has also included a little "STOP" point at the end of each major section with a suggestion to play with the new pieces and parts until you are comfortable before continuing.
These rules do not have points values assigned to the units. Period. This is not a tournament set of rules. It cannot be played that way.
What I like is that the rules can be played head-to-head, solo, or cooperatively. In fact the rules mostly seem to revolve around the solo gamer. Which is why I picked this set of rules. You do not need anyone to play against and the "enemy" army plays realistically even though dice rolls decide their actions from moment to moment.
Oh, one other thing, you only have a modicum of control over your own forces. Once the Chain Reaction is set off, your forces can fight bravely or even flee the board whether you want them to or not. The one exception is your Star. He is your, "in-game" avatar and will do what ever you want every time.
Miniatures scale is left deliberately vague and the rules work quite well with either 15mm or 28mm (the two scales I game with).
Terrain, buildings, cover, concealment, and vehicles all receive their due and are quite comprehensive.
There are seven premade army lists and a brief fluff/background section that I cheerfully ignored because I brought my own. The background is based off a RPG setting written by Wes Davis. So, you could always go there to learn more if you wanted to.

My gripe. My only real gripe is the editing. I would love to edit this rulebook for Ed.
The sections seem illogically placed for roughly 75% of the book. The are are no real section breaks in terms of page breaks. One section stops and the next immediately starts. Even though it would have made more sense to continue on a new page. Campaign rules are before the mission rules, etc. Just seems to me, to be illogically laid out in most places.
Charts...Ed loves himself some charts. They are neat and easy to read and I fully understand why they are needed. What I would have liked to have seen is ALL of the charts compiled at the back of the book so I could print them out as a booklet of only charts. That said, most of the charts aren't even needed in a typical game but, it would have been nice.
However, I would not let those two things discourage you. For the price you get a very flexible and robust set of rules. There is a very active Yahoo Group that supports these games and publishes a lot of user content that you can drop right into your game.
I give this set of rules a rating of 75%. Damn good with room for some improvements.
Sunday, September 11, 2011
9/11 - 4 month update
My feelings on GW have not changed.
However, I have continued gaming.

I am not only running a Pathfinder game set in Eberron, I am also playing in one. I had forgot for a long time how much enjoyment I get from a good RPG. Not to mention the price point to play is much, much lower than tabletop war gaming.

I have been playing Warmachine quite a bit more. I bought a Khador starter box ($50) and received another $80 worth of Khador stuff for my birthday. I can field a good 35-40 points. This makes for a fast and yet very tactical game. good stuff. Now that Privateer Press has released (or soon will) a 2-player starter box it is only going to get better. I have not even read the fluff concerning the Iron Kingdoms but, I am still having fun.

My Battletech fever has tapered off a bit. However, I am planning on getting ti going again pretty soon. Getting in at least one game each week is my goal. I find the depth of detail to game play a real draw. I actually enjoy more of minutiae than I thought I would.
I hope to start posting more often. I have considered changing the name of the blog to something a little less 40k-ish. I wonder if I can do that in Blogspot?
Tuesday, May 17, 2011
Take this job and shove it...
Trade Embargo and a price increase?
I have roughly 5000 pts of SM/BA, ~2500 pts of Tau, ~1500 pts of Necrons, and ~1000 pts of Orks.
I have no need to buy anymore to continue to play the game.
eBay will be my source of any new models from here on out.
I have only been playing for two years and it is clear that GW does not like me.
So, I am moving on. I'll still play 40K but I won't be buying anything else directly from GW.
Battletech is my new passion. My $50 starter set came with enough stuff that six people could each field a platoon's worth of mechs. Two players could run a battalion vs. battalion level battle.
Battletech has been around longer and is still on the "first" edition. Sure there have been some revisions along the way, most of those clarify or add something to the game.
So long GW. It has NOT been fun.
P.S. Your rules suck and the constant power creep with each codex release will NOT make me start a new army. Rather, I will start a new game.
Fuck You, very much.
Monday, April 11, 2011
Dear GW: Thunderwolf Cavalry
I am writing this letter because I love you. I feel you are currently in a self-destructive phase with the bad behavior you have been displaying since we met.
Price raises, corporate tinkering with the stores, a substandard ruleset...
Despite that I still like you...a lot. I want to help. Let me give you some advice.
First, you have screwed the pooch (pun) concerning Thunderwolves. Your players really like them. They like them so much that they have been busy converting them, kit-bashing them, and buying alternative models from your competitors. Yup, classic capitalism in action, there was a void and someone filled it. Several someones at the time of this letter. Let me tell you, your competitors are churning them out. Fast, pretty, and inexpensive.
Flat out, you are losing the market share. Sure, you might exert some will and ban alternatives from 'ard Boyz or Adepticon but, that is only a stop gap measure.
You need to get off your bum and get your own product out. Of course, I have some qualifiers. Allow me to illuminate them.
1. They must be pretty. You already do this really well.
2. They need to be plastic. Again, something you can do.
3. They need to be packaged advantageously. This means five to a box, with enough bits to customize them.
4. They must be inexpensive. You really really suck at this part. This will be painful but if you want to win back the market share you have to be prepared to lose some profit margin. In the end, you can only ever blame yourself. Also, your competitors are selling them for about $7-8 per model.
I know this has been painful for the both of us. I am only telling you this because I love you.
I won't mention the 25th Anniversary BattleTech Introductory Box that has 26 models in it and all of the supporting material for only $50. I think I'll cover that next time.
Yours,
Brother Vizlani
Monday, April 4, 2011
What a Day!
What I did do on Sat. was take part in my local GW's tournament.
2000 pt Last Man Standing
The rules are simple. No reserves unless they deep strike or outflank. No walking on from your board edge. Three turns or 30 minutes, whichever comes first. If it dies, it does not go into the next game. Same with immobilized or weapon destroyed results, they carry over into the next game. Using a techmarine you can repair damage "in game". Reloads are available for one-shot weapons (combi-, hunter-killer, etc.).
The goal is to be the, "Last Man Standing".
I won't bore you with details except to say, I placed third. I survived the seventh and final game with 522 points of BA intact. Dark Eldar took first with 943 points. Black Templar finished second with 602 points.
Fun was had by all. The F-bomb was dropped on several occasions. Someone got chewed out. Like I said, a great time.
For my troubles I scored a box of Death Company. Using all the bits in the box I intend to kit out a full assault squad and dress up my BA (bone-stock SM miniatures) like proper Angels of Death.
Look for another post soon, with my views on how GW can still pull a win concerning Thunderwolf Cavalry.
Saturday, March 12, 2011
The Future is...Grey
Ok.
http://www.motifake.com/image/demotivational-poster/0901/grey-knights-grey-knights-warhammer-40k-space-marines-demotivational-poster-1231564907.jpg
Played my first game against Grey Knights today.
I ran a 2000 pt Deathwing army;
Belial
5x 5 man Terminator squads with a mix of TH/SS, Power Fists, 2x Assault Cannons, and 3x Cyclone missile launchers.
2x Tactical squads with a meltagun apiece.
Land Raider - stock
10x sniper scouts
He ran 2005 pt of the following;
Draigo
10x Terminator Paladins w/a Apothecary
Land Raider - stock
Dreadnaught w/ TL Lascannons
10x Grey knights
Paladins were carrying a mix storm bolters, 3x psilencers, 1x psycannon. The regular squad also rocked a psilencer and a psicannon.
1x Vindicaire Assasin
1x Culexis Assassin (I think that is the name, the one that comes out of YOUR squad)
We played annihilation from the short table ends. Deployment zone was 18 inches deep.
He walked everything. LR was empty.
I had mucho terrain to hide behind. I castled up and let him walk to me. I shot him up the entire walk, AND he did walk for about 30 inches.
Krak Missiles WILL double out paladins IF he fails his armor save AND his FNP roll. Final tally - 16 missile shots (13 total hit and wounded) resulted in ONE paladin death (7.69 % success rate).
I had marginally better luck with the lascannons. I managed to take eight lascannon shots against him. This resulted in three paladin deaths (37.5% OVERALL success rate).
He lost no other paladins to me. Period.
He ate four of the five terminator squads. Flat out killed them. The psilencers (12 shots per round) killed me. When in range he was getting off 50 shots (36 psilencers, 1x psicannon, and 12 storm bolter shots). The psilencers were getting 16-18 wounds on my five man terminator squads by themselves. Even 2+ armor saves cannot hold up to that type of punishment.
My own rolls for the day ran in the 38-46% success range, so a little below the statistical average.
In the end we played out 7 full turns and I had killed one assassin and five paladins. I had Belial and his terminator squad left, as well as an immobilized LR that had a TL heavy bolter left.
Perhaps armoring up will be a better tactic.
Against the paladins you either need to kill them with weight of fire, which frankly, any type of space marine has trouble doing. OR go for the double out using high strength low AP weaponry.
Either way, expect a LOT of grey knight armies to be showing up in the future.
Sunday, February 20, 2011
Multiple Vehicle Explosions
When multiple attacks against a vehicle results in multiple penetration rolls and more than one of those penetration rolls results in a Destroyed - Explodes! results, what do you do?
I stand by the position that each explosion result is counted as a hit against all passengers and all models inside the blast radius.
I have found in the rulebook or a FAQ or something that this is indeed the case. The only problem was that in the heat of the moment, I was unable to find it in an official document.
It came down to a roll off which I won. Since then I have been perusing the FAQs and forums searching desperately for the exact wording so I can highlight the hell out of it. I might even sticky-tab it.
I have read the various opinions in some of the forums. Some say only roll once others agree with my take on it.
I feel for the folks that think you only roll once. I mean to basically paraphrase their arguments, "how many times can a vehicle explode?".
On the surface it would seem vehicles can only explode once. However, if we look deeper the prevailing logic might be flawed.
Vehicles (and presumably high-tech future war machines) are packed full of potential explosion factors. Just off the top of my head I thought of the following; ammunition, fuel tanks, high-pressure systems, exotic energy plants, charged power capacitors, etc.
If only one of these were to explode it would be enough to destroy a vehicle. However, if more than one of these systems should critically fail in an explosion the force or power of the explosion has a high probability of increasing as well.
This would be replicated in-game by the multiple explosion results resulting in multiple hits against all relevant parties.
So, if any of you have the relevant page reference to an official rules document, please drop me a line in the comments section.
If you agree or just think I am totally off my rocker. Please do likewise.
Wednesday, January 19, 2011
Stromraven, Furioso, and Battleforce for preorder
Head over to GW's newsletter and check it out!
Monday, January 10, 2011
Does GW hate God?
I have no idea if GW does, in fact, hate God but, I do have some observations about GW that I want to share.
First, lets establish my base so we have a common frame of reference. I am an old fart, ex-military, Christian (more on this later), white, from the South, and middle class. I was raised Catholic and upon gaining adulthood, promptly left the church. My absence from organized religion lasted for 18 years before I, "came back into the fold". I did what all reformed Catholics do and became a Baptist. It goes without saying that I believe in God. I (try) to follow his teachings and live a good (what I judge to be good) life. I don't recruit people into the church. I have barely read 1/20th of the Bible.
I am also a sci-fi/fantasy nut. I have played Dungeons and Dragons (and other RPGs for that matter) for 25 years. I have been quite active in 40K for about two years. Active, meaning I play between 40 and 60 games per year. So, I know what our hobby is all about.
I am also old enough to remember when every well-meaning parent was hell-bent on "protecting" America's youth by obliterating DnD completely. Seems the overzealous religious types got there nose bent out of shape about "demons" and alleged "satanism/witchcraft". It was pure poppycock. Were there some troubled, depressed, and impressionable young people that took it too far? Yes. Much like there are troubled youth still to this day, busy taking things too far.
Parents are protective of their children (duh). Even the hint of danger, real or perceived, will turn a parent against you.
I do not know at what age GW intends to recruit its customers. All indications would point to children between 10-14 years old. This is purely based upon my own observations around the 3-4 local game stores that I frequent. However, GW is not doing itself any favors if that is its intended "new customer base".
For example;
I got my newest GW Newsletter in my e-mail. The subject line was, "Chapter 666: Hammer of Daemons". Say what?
Now, I know what this means. I play Space Marines and I am always looking to add more power armor to collection.
But. and this is a big one...
The average parent is ignorant. They have no idea what our fictional little universe is about. However, the parent controls the money flow. I also know that the parent is going to key off of certain words and phrases. Let's take a peek into the average parents thought process...
"Hmmm, what to get little Johnny? He likes the 40K thing... Looks okay.
What is this? 666? Isn't that the mark of the beast or something?
Daemons?
What?
What kind of game is this for children?"
Yes, I believe that fairly and accurately represents what the average person probably thinks when they read about GWs product.
or take this from the back of the DE Codex.
"...pure evil in its most sickening and elemental sense..."
"Sadists and murders all..."
"...utterly inhuman, eternally thirsting for the anguish of others..."
The is no effing way I am letting my kid play a game of, "Sadist and Murders". Or so goes the thought process.
So...
If GW is so creative and innovative of a company, why even bother digging into Judeo-Christian pop culture references like, "666"?
Why even have a religious connotation at all?
Was having aliens as the sole antagonists of this story not creative enough? Did they really need to bring pseudo-religious overtones into the story?
If the goal is to get new players between 10-14 y.o., why is there no effort to "win over" the parents? I will tell you, you do not "win" over anyone's parents by seemingly exposing them to and/or promoting occultism.
Seriously, it is only going to take one event involving a troubled youth and 40K and the media firestorm (fuelled by overzealous parents) will blow up this hobby. Look at what the false panic of the 80's did to TSR, the publisher of DnD.
Well, that's it. The rant is over. I just needed to get that off my chest and out there for discussion.
Saturday, January 1, 2011
1000 pt Shrike list
Thursday, December 30, 2010
Random Stormraven Reference
As I was reading through the section on the Storm Wardens chapter, it mentioned the Stormraven.
The mention was set in an account of a battle between Orks and the Storm Wardens.
Could this be an indication that regular Space Marines will be able to take the Stormraven at some point?
Friday, December 24, 2010
Wednesday, November 24, 2010
Jetbikes for Tau
It is a little known fact that after writing the Elite and Heavy Support sections of the Tau codex, Games Workshop outsourced the writing of rest of the codex to Nepal.
I have been thinking about the Tau, a lot, recently and I could not recall what their fast attack options were. Once I cracked open their dusty tome, I discovered that the Tau fast attack FOC is missing something…oh yeah, the fast attack part!
First, the options available now and then some speculation and wishlisting...
Let’s have a look, shall we….
Gun Drones – Jump infantry (Jet Pack) @ 12 points each. Let’s see…jet packs are not truly “fast” in any instance. A 6” “jump” during the movement phase with the option of making another 6” “jump” during the Assault phase. 6” + 6” = 12”….
Space Marines (all varieties) get “jump” packs and make a 12” “jump” during the Movement phase with the option of a 6” “charge” during the Assault phase. Hmmmm…12” + 6” = 18”
Is this the best that a technologically advanced civilization can do again a bunch of Luddites (i.e. Humanity)?
To sum up; Gun Drones = NOT fast. Couple this with a lousy stat line and a relatively shorted ranged weapon that will only hit its target 2/3rds of the time (no weapon upgrades either!) and you have a weak and slow fast attack choice that is a bit pricey.
Next!
Pathfinder Team – standard, albeit pricier Fire Warriors (Shas’la) that MUST take a Devilfish (80 points).
The markerlight, which is the Pathfinder’s stock in trade, is a Heavy 1. The Devilfish is a Tank and a Skimmer and has zero firing ports.
So, let me get this straight…must take a transport that happens to NOT be a fast skimmer, a non-fast skimmer that CANNOT be fired from, and once disembarked they cannot even fire their trademark weapon (the only reason for taking them in the first place) because disembarking counts as moving. Well, hell I can do that in a Land Raider!
In the end Pathfinders are only capable of moving as fast as their transport. The same exact transport available to the rest of the army. A transport that moves as fast as any other vehicle in the game…Nope! Definitely not fast attack.
Next!
Piranha Light Skimmer Team – more expensive than a SM landspeeder but at least tries, as it is a fast skimmer.
Not a bad choice overall and with the option to field up to 15 of them (900 points, no upgrades) you at least have some redundancy. Vehicle upgrades are long in capability and short on weapon options.
Hopefully, the lack of weapon options on all Tau vehicles will be addressed in the new codex (whenever that is). This will make them more versatile. Points should be lowered to compensate for the “open-topped” drawback. SM landspeeders are 10 points cheaper and are NOT “open-topped”.
To sum up; Piranhas = fast attack. A bit pricy for what you get but can get around the board quite fast.
Next!
Vespid Stingwings – a flaccid statline for the same cost as a Space Marine; fleet, skilled flyer, and move as jump infantry (the real kind, not uh, the “jet pack” kind). A nice weapon is provided but, no other options are available.
Their statline means you should stay out of close combat but the short range of their Neutron blasters means that you mostly will not be able to avoid being assaulted.
In short; Vespids cost as much as Space Marines but are not nearly as capable. They are armed with a powerful (yet criminally short ranged) weapon. They do, however, move as “real” jump infantry and therefore fully earn their fast attack assignment in the FOC.
Roughly half of the Tau fast attack options are neither “fast” nor “attacky”.
How can this be fixed?
I feel that adding in some new blood will be the answer. Move the Gun Drones and Pathfinders to where they really belong, the Troop FOC.
I think that Tau jetbikes have epic potential. It would give them a much need boost to their Toughness and truly illustrate their technological mastery over gravity. Plus, if more weapon options are available they could be custom tailored for specific missions.
So, gentle readers…
What do you think?
AND
What should be the fourth option in the fast attack FOC?
Wednesday, November 17, 2010
Dead Killy Tournament Results
For a $10 entry fee and a readable copy of your army list you got into the tournament.
We had a field of ten competitors. This brought the prizes given out to $120 in total (I put up $20 to get the ball rolling).
The prizes given out were 1st Place ($48), 2nd Place ($24), Last Place (Booby)($12), and Best Appearance ($36).
I would say that a great time was had by all. A two-way tie for 2nd place went down as well as three-way tie for last place. We did end up running "playoff" games so that clear winners were found.
1st Place went to a local school teacher named Ryan Degenhardt and his brutal Tau Kill Team.
2nd and 3rd Place went to, two Dark Eldar players. Zach took 2nd and Cody took 3rd.
4th place was, surprisingly, a Necron Kill Team that consisted only of 8 or 10 warriors.
Last Place was a hard fought affair with Ork Lootas, Plague Marines, and Space Marines battling to be the best (of the worst?). Chris' mix of sniper scouts and assault marines took the day and summarily declared that they were the worst of the lot.
Cale's Plague Marines took Best Appearance. We had to go to an outside judge as the three painting judges were tied between the plague marines and Ryan's beautiful Tau force.
My daughter Lauren was the photographer for the day and also did an outstanding job. Unfortunately, she did not take pics of either of the two best painted forces in the tournament.
Thursday, November 11, 2010
BA StormRaven unveiled!!!
Warseer posted some text and picture from the GW website.
Sunday, October 24, 2010
Dice Like Thunder fails their invulnerable save...
Tuesday, October 19, 2010
Dead Killy - Kill Team Tournament
This tournament will be held on November 7th, 2010 at the Tomball Crossing Games Workshop. Entry fee is $10 and all money goes for prizes. Four prizes will be awarded; 1st place, 2nd place, Best Appearance, and the Booby (last place) prize. Come and get some!
The Dante model was a custom build and I found it on Dr. Gabes Miniatures blog. Impressive isn't he?
Played my 2000 point Dread heavy SM list against the new Dark Eldar last Saturday. For the love of God keep they away from you and shoot them! They are brutal in close combat. The dark lances while plentiful did not really have as much of an effect as the wyches and the Augubriel Beil (or whatever his name is). It was like a bad dream. Power weapons were flying everywhere! Marines are going to need to bring the firepower because very little can whoop up on these guys in hand-to-hand.

