Friday, May 31, 2013

Liberty Village Board Game Meet Up - First Event

Hey folks!  One of our regular players has moved down to Toronto and started a Board Game Meet Up in Liberty Village.  If you are interested, check out their facebook group here:

Their first event is coming up on Tuesday, June 4.  For more information, go here:

Thursday, May 30, 2013

Concept work for Privateer Boardgame

Faced with the reality of having to come up with original artwork for this game, I've been mucking about with concept artwork to communicate clearly what we want to accomplish.  I want to make sure the game has a familiar feel to fans of the Wing Commander games, but at the same time, bring something new to the mix, that re-envisions some of the new aspects of the game.  For example, you can fly military and Kilrathi ships and deal in Contraband and piracy.  These added elements have changed some of the dynamic of the game, despite sharing its core elements with the Privateer/Freelancer games.

Once again, we are looking for more input from people on the game and how it is developing, so shoot me an email at privateer.boardgame(at) if you're interested in participating.

Friday, May 24, 2013

BGMM Tournament Rematch

Adrian offered to replay the first round of the tournament against me, so I obliged.  Obviously!  He nearly tabled me with his Absylonia list, so I was glad to have the opportunity to show him what Shae could really do.  Well, that didn't really happen, with Adrian securing a very decisive win.  Both sides played defensively to start, which meant that Absylonia got up the table and positioned behind a wall.  This made it very easy for her to drop Blight Field on my Galleon every turn.  Having the backbone of my army essentially shut down for the majority of the game made it difficult to put any damage on Legion.  The Seadogs made an impressive charge on Archangel, putting 34 damage on Archangel.  But, Archangel crushed my Galleon and Shae shortly after.  It was a challenging game with Legion neutralizing all threats, and then healing 50 damage boxes on Absylonia's feat turn.  Good game Adrian!  Here's the new score:

Josh - 1 V, 39 Destruction Points
Adrian -1 V, 35 Destruction Points
Jason - 1 L, 15 Destruction Points
Jer - 1 L, 8 Destruction Points

Wednesday, May 08, 2013

BGMM Club Theme Tournament Begins

The BGMM club got together last night to begin a Theme Tournament based loosely on the Machinations League Scenarios. Jason, Adrian, Jer and Josh brought their chosen casters, that they are locked into for the first half of the story.

Josh - Constance Blaize - Cygnar
Adrian - Absylonia - Legion of Everblight
Jer - Shae - Mercenaries
Jason - eHaley - Cygnar

Our first scenario was "Ghost Town".  In the middle of the board were 3 caches with random effects when plundered by a warcaster.  Victory was by caster kill.  Additionally, Josh and Jason's game had the "Whispers in the Wind" region effect, wherein a warcaster would gain a 3" movement on a roll of 6 at the start of their activation, while Adrian and  Jer's battle had no regional effect.

Armies were limited to 35 points, but that didn't stop Adrian, Jer and Josh from fielding their colossals/gargantuan.

Both tables were densely covered by the ruins of the town, buildings, linear obstacles, raised terrain and lots of cover.  It would be a spooky encounter.  In the end, Shae had lit his army on fire from a booby trapped cache, which was surprisingly enough to finish off the Galleon.  Absylonia's feat proved frustrating for him, and it was Legion that captured the town.

In the Cygnar confrontation, Constance's Stormwall was destined to be in a constant state of repair.  An agressive charge by her Stormguard made it possible for the Lightning Towers to knock out Gorman and even put some hurt on eHaley.  Between his Hunter and Avenger, the Stormwall was stalled and pierced by shells, making its right side useless.  Constance became tough from a cache, and more lightning finished eHaley off, granting victory to Josh's Morrowans.

Here's the breakdown:

Josh - 1 V, 39 Destruction Points
Adrian -1 V, 35 Destruction Points
Jason - 1 L, 15 Destruction Points
Jer - 1 L, 6 Destruction Points

Saturday, May 04, 2013

Our next Warmachine Tournament

Our next tournament is about to begin!  This time we are playing a selection of revised Machinations League Scenarios.  Here are the proposed rules.  FULL SCENARIO DOCUMENT HERE

BGMM Club Tournament
Based Loosely on the Machinations League Scenarios
Something bizarre is occurring across Western Immoren. A new and unseen threat is on the rise— someone or something that will alter the wars of the Iron Kingdoms forever. The effects are being felt all across the land, whether it be the sudden disappearance of an entire village’s population unnatural seismic catastrophes, or any number of other unexplainable phenomena. Who or what is behind this? Gather your army and face your foes at the sites of these strange anomalies. The truth must be discovered.
List Building
Players must choose 1 Warcaster/Warlock for the duration of the tournament, but may build different lists for each scenario.  Warjack/Warbeast Bonds can be used as the tournament continues, so there is an incentive for keeping the same jacks or beasts in your lists for following games.
All scenarios use Steamroller deployment rules (Player 1 - 7” deployment, Player 2 - 10” deployment) unless otherwise stated in the scenario.
5 Player Round Robin Tournament
Games can be played anytime, anywhere and are scheduled by the players
 In Person Games: 10 min turns with one 3 min extension (+3 min extension if playing a scenario with reinforcements)
No time restriction on game length, only timed turns (*unless otherwise noted in the scenario description).
Vassal Games: No time limit, but keep it reasonable
Points: The player with the most wins at the end of the tournament will win the club trophy.  If two players are tied, the win goes to the player with the most destruction points.
Player Schedule:
The player schedule will be defined by a roll of the dice AFTER all army lists have been submitted.

Round 1
Round 2
Round 3
Round 4
Round 5
Round 6
Ghost Town
The Perfect Storm
Evisceration Via
King of the Hill
Spoiled Soil
Walk Softly

Map Regions
Before each game, the players should determine which map region they are fighting over. A D10 is rolled on the Regions chart below.
• Region 1 – Haunted Mine
The local population has become terrified of the nearby coal mine, claiming that vengeful spirits infest the tunnels. Soldiers passing through this territory are becoming increasingly cautious and paranoid. All models in this region suffer –1 CMD.
• Region 2 – Unstable Grounds
The ground is pocketed with man-sized sinkholes that appear without warning! In this region, whenever a non-warcaster/ non-warlock, small-based warrior model ends its activation on a hill or within a forest, roll a d6. On a roll of a 1, remove that model from play.
• Region 3 – Ultraviolent Aura
Something is causing all warjacks or warbeasts that pass through this area to become highly aggressive and sometimes uncontrollable. Warjacks and warbeasts gain Aggressive and Berserk. (A model affected by Aggressive can run or charge without spending focus or being forced. When a model with Berserk destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.)
• Region 4 – Cranial Distortion
Residents of this area have begun to suffer terrible headaches and hallucinations, sometimes blacking out without warning. At the beginning of each warrior unit’s activation the unit must pass a command check or all models within that unit suffer
–2 MAT and RAT.
Region 5 – Whispers in the Wind
Strange, faint sounds can constantly be heard in this area. They almost sound like someone speaking . . . or is it screaming? Whenever a warcaster or warlock activates in this region, roll a d6. On a roll of a 6, the whispers reveal secrets about the enemy plans, and this model can immediately advance 3 ̋.
• Region 6 – Illusionary Haze
The air here shimmers and twists as if affected by extreme heat, and visibility is severely reduced. All models in this region gain Stealth. In this region, models with Eyeless Sight do not ignore Stealth.
• Region 7 – Kinetic Conundrum
An unseen force is pushing, pulling, and tossing objects around. Whatever this is, it’s strong enough to lift a warjack! At the beginning of each player’s turn, that player can choose any large- or smaller-based enemy model and place it completely within 3 ̋ of its current location but cannot change its facing.
• Region 8 – Dumb Hole
If there are any insects or wildlife here, they aren’t making a sound. Everything is dead silent. There is no game effect for playing in this region.
• Region 9 – Celestial Conflux
The night skies are filled with strange lights that contort and blur. There is no game effect for playing in this region.
• Region 10 – Abandoned Defense
An armed defensive position has been abandoned on each side of this region.  Starting with the first player, opponents place a Gun Emplacement on their half of the board, within 10” of the centre line.  Gun Emplacement rules from Scenario 4 are followed.

Wednesday, May 01, 2013

Playtesting Moves into the Real World for Privateer

We've been playing this game to death, and even my wife has had a blast doing so.  But with the Vassal experience being unlike a real world game, it has come time to print the game and put it through the rigorous testing it needs.
Adrian saw path to victory almost immediately, and very quickly chalked up bounty hunter kills, putting him to 2 victory points in only 10 turns.  Jeremy was flying his newly acquired Centurion, and set for combat when I landed a couple of sweet missions.  One saw me delivering a family and their possessions to Midas, while the second saw me meet up with a damaged Confed fighter in need of an escort.  A rousing battle with the Kilrathi ensued, and I just escaped to land on Rigel, and collect 2 victory points.  Neck and neck, I just beat out Adrian for the third point to win the game.

The game has a variable victory point structure, allowing you to adjust to the needs of your group.  It is recommended to play to 3 points for your first game.

Good times, and in the future I'll remember to have Centurions and a Kilrathi encounter sheet done up!