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Buried Gems of the Ameritrash Rehabilitation Movement
What were your gripes with Mutant Chronicles? I remember you going through them at one point...But don't remember them. I still love the game personally and really like the way the "one" in the all vs one rotates.
Anyone have experience with Blood Berets or Fury of the Clansmen? FotC is a bit of a step up from SotC. And then BB a step up from there and closer in mechanics to the full WarZone game. FotC really interested me but never have had the chance to play.
Also - Speaking of the GW/MB marriage...Does anyone have BattleMasters bits? My son got into my set and broke off a few weapons. I don't remember what off hand but if someone has bits I'll put together an inventory.
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VT: do you need a yellow weapon or a yellow marine? I've got a shitload of spare Space Crusade parts [it's amazing how often rare SC parts show up in cheap 40k Space Marine "bitz" job-lots on ebay. I managed to part together both the Dreadnought and Eldar expansions fairly cheaply by buying up those batch lots whenever I spotted primo SC bits mixed in.] so PM me with the part you need
I *think* I still have a Battle Master box. I found a single box with a really battered set mixed in with a nearly unpunched set of BM sprues at a thrift store a while back. Not sure what I still have, but I'll try to hunt that up, too...
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That'd be awesome on BattleMasters. Just left it too long on the floor with little hands that were just starting to crawl so I have no one to blame but myself.
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- Erik Twice
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I can say some very good things about Escape from Colditz, but standing the test of time is not one of them. It was a radically innovative game when released but its design technology is 1950s mass market like and it shows.Last Alchemist wrote: Escape from Colditz has this as the "Do or Die" cards, which is a mechanic every game should have.
If you haven't played Escape from Colditz do yourself a favor and find a copy to play ASAP. A Classic game that has stood the test of time.
LA
You can tell that the designer was not much of a gamer because the most obvious strategies causes the game to break or run into difusse rules. Trading too much destroys the early game. Blocking is banned but it's clearly the best strategy so players try to get as close to blocking as possible without breaking the rules. The German player will never win and the "Do or Die" cards are an automatic victory because it's very easy to get a head start and then roll a good bunch of dice for the last section if needed.
An even then, it's a really long for a game with so little strategic depth, when it comes down to it it's a game about going from A to B by rolling 2D6 and that's not really interesting. The theme is amazing, the manual and art design is tremendously evocative and the ideas presented really put your imagination on overdrive but it's simply not a good game.
It's one of those games that really need a remake. A video game set in the castle would be so amazing...
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Erik Twice wrote:
I can say some very good things about Escape from Colditz, but standing the test of time is not one of them. It was a radically innovative game when released but its design technology is 1950s mass market like and it shows.Last Alchemist wrote: Escape from Colditz has this as the "Do or Die" cards, which is a mechanic every game should have.
If you haven't played Escape from Colditz do yourself a favor and find a copy to play ASAP. A Classic game that has stood the test of time.
LA
You can tell that the designer was not much of a gamer because the most obvious strategies causes the game to break or run into difusse rules. Trading too much destroys the early game. Blocking is banned but it's clearly the best strategy so players try to get as close to blocking as possible without breaking the rules. The German player will never win and the "Do or Die" cards are an automatic victory because it's very easy to get a head start and then roll a good bunch of dice for the last section if needed.
An even then, it's a really long for a game with so little strategic depth, when it comes down to it it's a game about going from A to B by rolling 2D6 and that's not really interesting. The theme is amazing, the manual and art design is tremendously evocative and the ideas presented really put your imagination on overdrive but it's simply not a good game.
It's one of those games that really need a remake. A video game set in the castle would be so amazing...
The one guy I know who has it always plays to a set time, say 60 or 90 minutes, with clear objectives: escape with 5 guys in 60 minutes or something. The game still works and the flaws you mention are just moot.
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- ChristopherMD
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No one really played it because it is in truth a DOAM/AT game, I think, but it was published by GMT in a historical pacific islanders setting.
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Mad Dog wrote: How difficult would a DIY copy of Thunder Road be to make?
I would think it'd be easier/cheaper just to pay $60-$70 for a copy unfortunately. Finding cars in the correct sizes, as well as helicopters will probably cost more than that.
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