So, it's been a while since I last posted. Largely because I haven't really had much to contribute, but partly because I've just been a bit busy recently.
Anyway, as a bit of a catch-up this is what I've been up to recently at the club.
The Judge Dredd campaign continues. I had a couple of games against Dan and his two robot forces. The first one was a complete whitewash that lead to my ape gang dropping out of the campaign due to the number of fatalities and serious injuries they picked up facing off against Dan's more experienced force. The second was much more enjoyable, I took a brand new Justice Department force against Dan's less experienced robots. This was a much closer fight which I eventually won due to heat seeker ammunition ignoring cover.
I also managed to get in a few games of Ogre, the new "designer's edition" that I backed on Kickstarter. Great game, easy to play but very tactical and a lot of fun. Thoroughly recommended, if you can find it anywhere.
Last week I got in a game of Star Trek Attack Wing, the Wizkids game that uses the same rules as Star Wars X-Wing (but with cloaking devices). Turns out Romulans can be really annoying to try to draw a bead on, and that teaming up Kirk and Picard in their respective Enterprises is really quite effective.
Tonight I continued trying to get new players interested in Dreadball. First off, I refereed a game between Mike and Dale, neither of whom had played before. Mike has his own team, the Asgard Valkyries, playing in the colours of his beloved Minesota Vikings. Dale borrowed my teratons and proceded to pummel Mike into the floor, then lose by a landslide. The moral of this story: while you don't have to always play the ball, it helps if you don't ignore it completely.
After Mike left, I took over for the second game. I wanted to try out my new Zee team (I finished painting them in the early hours of this morning) while Dale kept the Teratons. This was much closer. Dale kept pounding on me but couldn't advance the ball. In the end, he won by a singke point as I failed a last minute attempt to even the score.
1: Zees are incompetent on a level I hadn't truly appreciated, but a lot of fun.
2: The "Monkey Business" special rule gives you a random number of free coaching dice each turn. This is great unless you're me and manage to roll 0 dice for 5 consecutive turns.
3: Teratons really are a bad match-up for a Zee coach.
Net result though, Dale's now talking about getting his own Teraton team. Looks like we'll have 8 players for the league we're starting in the new year.
Ultimate DreadBall next week!