• During our ongoing Pathfinder campaign, with the large 10 player group, we encountered a challenge.  The group, having advanced a bit in levels, and acquired a bit of treasure, entered the city of Magnimar.  Very soon, the thought became “what can we spend out money on?”  For an experienced group, not a big deal, everyone would grab their rulebooks or already know what they were interested in.  For a brand new group of players however, many of which do not own the rulebooks, the game immediately ground to a halt.

  • When we play Armada, one difficulty we have faced is that the damage cards, which sit on the side of the table in a small stack, have a tendency to get knocked over and slide around.  Especially since I have them sleeved in plastic, they are a bit slippery at times. To solve this, I found a fun little addon from CorSec Engineering, the Starfight Damage Deck holder.  Just a simple acrylic box, designed to hold the cards and keep them from sliding around.  And overall, a very nice solution for the problem, and gives me a bit of a…

  • Since my prior post regarded Invisibility and house rules in my gaming, you might be tempted to think yesterday’s post is missing since it was invisible.  In reality, I cant claim that, I simply didn’t have time to post anything thanks to my day job (which is filling my nights as well).

  • In the many years that I have played RPG and other games, one of the most difficult to balance and implement, without making it either too powerful or too weak for either the player group or the NPCs, has always been Invisibility.  Each game has its own definitions of how to implement, how to use, and how to defeat such an ability, but it almost always leads to problems.  Either the players take advantage of the power, or the NPCs are too strong, or invisibility is made so ineffective as to be nearly worthless.

  • In an effort to maintain my self-imposed goal of posting daily, I am forcing myself to post something, even if later than I typically would do so.  However, due to my ongoing work load at my day job, and a general lack topics to discuss, I dont really have anything of any consequence to discuss.  So consider this a virtual placeholder for all the deep thoughts within your own mind.

  • A solid game with some seriously good rolling.  Per our house rule, we randomly selected the mission from the entire set, and ended up with the Targeting Beacons mission.  The Empire opted for the 1st player role, giving the Rebellion to mission advantage.  Initial setup was fairly basic, with both sides lining up pretty much face to face.  Perhaps not the most original tactic, but certainly would insure a quick combat. The battle started as expected, both sides drifting forward towards each other.  The Empire unfortunately found it at a range penalty, giving the Rebels the opportunity to fire first as…

  • In partnership with the Rebel Fleet, I prepared a similar fleet list for the Empire.  Same parameters – make it easy (no upgrades), and make it relatively easy to split between two players for a 2v2 game.  And limit the options to ship and squadron I currently have available.  The end result is as follows: EMPIRE FLEET (384 points) Victory II-class Star Destroyer (85) Victory II-class Star Destroyer (85) Gladiator I-class Star Destroyer (56) Arquitens-class Light Cruiser (54) 2x TIE Bomber Squadron (9×2) 2x TIE Interceptor Squadron (11×2) 8x TIE Fighter Squadron (8×8) Fab’s Fleet Generator List

  • In preparation for the upcoming training game of Star Wars: Armada, I spent a little time coming up with a very basic fleet list, suitable to a 2v2 game.  The first half of this is the Rebel Fleet, able to be split fairly evenly between two players.  Intentionally, this uses no upgrade cards, only the basic ships and squadrons, in order to make it a bit easier for the players to understand.  It is also limited to what ships I have available, so no doubt there are other options. REBEL FLEET (386 points) • Nebulon-B Escort Frigate (57) • Nebulon-B…