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    Tallahasse, Florida, United States

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  1. Well, I'm not really sure what I want out of the game. But I love painting, I'm flexible with rules, have storage space, love expansions and collection/modelling ect. It just looks really cool but I don't know much about the game. I guess what I would want is not something too complex with plenty of action.
  2. I'm looking at getting the game but I'm not really sure. Why should I buy the game? I really want it so please convince me!
  3. We've been though three raffles now, has ANYONE won ANYTHING(maybe some gum or something)
  4. I won as the french once. But it was the first time we'd ever played and we didn't have all the rules right. One of which being the fact that we thought that archers couldn't score flags. Meaning they couldn't make the opponent reatreat. I massacered him.
  5. I guess I should have prefeced the reviews by saying that I didn't right them. I'll go back and edit that in. This was from a diffrent site and I posted it here so that people could better decide on the game and if they want to get it(also so mabye FFG will start a review forum)and just in good faith I was going to post this seperatly but I decided to edit this post and say it here so I wouldn't go up in the post count or points(unless you get points for edditing posts. I just changed most of them so they say that I didn't write them. Sorry about that. It wouldn't let me change some of them though.
  6. Yeah I guess I should have prefeced the reviews by saying that I didn't right them. I'll go back and edit that in. This was from a diffrent site and I posted it here so that people could better decide on the game and if they want to get it(also so mabye FFG will start a review forum) and just in good faith I was going to post this seperatly but I decided to edit this post and say it here I just changed most of them so they say that I didn't write them. Sorry about that. It wouldn't let me change some of them though.
  7. I'm wondering the same thing as my dice begin to fade.
  8. I'm sorry wrong forum I can't delete this post so if a mod could.
  9. guys I want to preface this review by saying that I did not right it. This was taken from RPG.net and you can read them there as well as here. I highly recommend RPG.net for there reviews and forums. I posted these here so that people interested in the games can get a better understanding of them and they decide whether they want them or not. I know that I will not get a game till I have read severale reviews so instead of refering you to some site I posted them here. REVIEW OF TIDE OF IRON I think it’s safe to say that Tide of Iron (Fantasy Flight Games, 2007 – John Goodenough) is one of the most anticipated games of 2007. It seems to be the culmination of a dream that many gamers have had for a long time – a solid wargame with beautiful components (including plastic pieces). Of course, a game of this magnitude is certainly going to fall under heavy scrutiny. There is the chance that heavy wargamers will probably not be satisfied with the quality of the wargame, while gamers who prefer lighter fare may find the rules to be too overwhelming. Coupled with the gigantic enormity of the undertaking (the massive box will dominate any shelf it’s on), Tide of Iron certainly has a lot to live up to! I’m not a wargamer, although it seems to me that I play a lot of light wargames these days. So I was curious myself to see what my reaction to the game would be – wondering if it the plastic pieces and beautiful scenery would ease me into what seemed by description to be a heavier game. But I honestly found the game fairly easy and enjoyable! It may not be as accessible as other light wargames, such as Memoir ’44, but it is the first tactical wargame that I’ve played that I had quite a bit of fun with. The rules weren’t overbearing, and the game allows one to ease into them in the scenario book. Tide of Iron is easily expandable, but the base game itself allows for hundreds of possible interesting scenarios. 1.) Components: The game comes with a massive amount of pieces, including 216 plastic figures and hundreds of tokens and cards. However, the box, which is the one of the largest available on the market right now, could easily hold all the components in half of it. I assume the larger size is to allow for the large amount of expansions promised by the company. The plastic figures themselves are very nicely designed (actually begging to be painted, I think), and are large enough to be easily handled on the board. The tokens for the game are all very clearly printed, and most are easily definable with no language dependence. There are piles of tokens that are needed for the game – but surprisingly enough, the game still feels a lot less “fiddly” than other games with piles of counters. The entire affair – from the board to the plastic pieces to the scenery – really brings each battlefield to life. 2.) Board: Each scenario takes place on a map created from twelve or less double-sided boards that fit together to form a hex grid. Each board has a variety of scenery printed on it, but there are also twenty-eight double-sided overlay pieces that can be used to modify the boards. This is a very effective, quick way to build a huge variety of scenarios. My boards were slightly warped, but Fantasy Flight has announced that they will be delaying the production of the game until the boards are fixed – so this is a non-issue. 3.) Rules: The large rulebook has forty-seven pages and is chock full of illustrations, examples, pictures, and the like. I wasn’t overwhelmed by the rules, but only because of many of the concepts I’ve dealt with in other games. The game certainly takes no chances on newcomers not understanding the rules, however, and explains everything in great detail. It’s a wonderfully put together rulebook – with terms explained, and the sections clearly delineated. Whenever I was confused about a rule, it was fairly easy to look up. Two reference sheets are also included in the game, which cover enough of the basic rules that I was able to use them for the majority of the game rather than constantly consult the rulebook. As to teaching new players, the game comes with some basic scenarios that allow a player to ease into the game. While not for everyone, I really do think most of the rules are intuitive. 4.) Men and Tanks: I certainly like the feel of little soldiers on the board. It’s reminiscent of the times I set up all the plastic army soldiers as a child, and now there is a solid rules set to back it up! The tactical feel of the game is rather intuitive, and the feel of the troops moving across the field certainly comes through because of the aesthetics of the game. I remember hearing about the Advanced Squad Leader starter kits, and the excitement that tanks might someday be added to the game. With Tide of Iron, the tanks are there from the beginning, and they certainly add something to the table! In fact, I often found myself concentrating on the tanks as the main part of my battle force. Still, the combat squads are also incredibly important, and each piece has a different “feel”. Especially the German Tiger I tank – what a powerful vehicle! 5.) Scenarios: I was slightly disappointed that only six scenarios are included in the game, although there is work on a program to design your own – and I expect dozens of them to show up on the internet shortly. Still, the six scenarios included are completely different – each with a unique feel. I’m fairly certain that they aren’t perfectly balanced – but that’s something that doesn’t bother me much, and I like asymmetrical games anyway. The scenario book is very helpful explaining how to set up each mission; but between the large amount of pieces needed for a game, along with a decent amount of customization, setup takes a good amount of time – maybe up to thirty minutes. 6.) Squads: Any game that allows me a degree of customization always makes me happy. The scenarios allow this to a degree, both with cards and the squad themselves. Each scenario gives a certain amount of troops that can be put in different combinations on the squad bases. There are mortar troops, machine gunners, leaders, and more – and can be combined in several different ways – hopefully for maximum effect. I will say that the removing of a troop from a squad can severely affect the performance, helping drive home that aspect of the theme. Each squad also has a place at their base, which allow a token to be placed in, giving them another feature – such as flamethrower or anti-tank. Now, honestly, you can only mix and match so much in each scenario, but the ability to have that slight degree of customization adds more replayability and gives the player a feeling of more control. 7.) Cards: Tide of Iron is NOT a card driven game. Yet there are some cards involved that help give it a unique feel – one of the strongest points of the game. There are some Operations cards, which players may receive at the beginning of a scenario, allowing them to have a special ability, or showing the effects of weather, etc. However, more importantly are the Strategy card decks. There are several of these decks included with the game, such as Morale I, Ground Support I, German Reinforcement I, etc. The scenario will dictate which decks each player uses, and how many cards they start the scenario with. For example, in the Crossroads scenario, the Americans get the American Reinforcements I and Artillery I decks, and start with four strategy cards, which can be drawn from either or both decks. These cards are placed face up in the player’s play area and can be activated over the course of the game to give the player special abilities. The decks’ cards will typically have the abilities to match the name of the deck (i.e. the Reinforcement deck brings in extra troops, the Artillery deck bombards the board, the Supply deck upgrades troops, etc.) These cards are not game-breakingly powerful, but they are important enough that a player cannot ignore them and add yet another bit of customization to a player’s army. 8.) Command Objectives: In each scenario, there are several command objectives scattered over the board – some for the Americans, some for the Germans, and some for either player. If a player controls any of these points at the end of each game turn, they will receive command tokens equal to the sum of the number on the objectives they control. These command tokens can be used to purchase new strategy cards to use on future turns, or to take the initiative on future turns. They also often correspond directly to victory conditions, making them invaluable. They give each scenario a bit of focus, and much of the battle will center on taking and holding these points. 9.) Actions: I really am not fond of games in which a player can move their entire army, then the next player goes, etc. Tide of Iron takes care of that by giving a player a certain amount of actions per turn (usually three) that a player can take before passing to the other player. The game comes with piles of fatigue markers that are used to mark units that have already moved and/or fired. When taking actions, players can move a unit, fire with that unit, prepare OP fire with the unit, fire AND move (although penalties apply), assault with a squad, use one of their Strategy cards (most have a one time use), or take some other action. This helps keep the game flowing and keeps downtime to a minimum, since players are only moving at most three units on their turn. I thought that this gave Tide of Iron a faster pace and was another high point of the game for me. 10.) Wargame stuff: Line of site, OP fire, suppressive fire, combined attacks, assaults and more are all included in the rules – but all are fairly intuitive, especially to people who have used them in the past. I especially enjoyed that tanks are rarely destroyed in one shot – but, instead, take damage and still have some capabilities. OP fire is also heavily used in the game, and terrain has a huge bonus for defenders, meaning that a player cannot ignore it. The actual combat system is fairly easy –one that involves a lot less stats than many games – one player rolls both offensive and defensive dice, making combat quick and simple. The game certainly rewards strategy and punishes tactical mistakes – as I have found out to my chagrin! 11.) Other games: I have received a lot of questions about Tide of Iron’s comparison to Memoir ’44 and Combat Commander: Europe. The Memoir comparison is made because both games are based on World War II and have plastic figures. But honestly, that is where the comparison should end, because the games have a completely different feel. Memoir is a card driven game that simulates large battles in a slightly more abstract way. Tide of Iron is more nitty-gritty, causing one to care about each troop and vehicle under their command and taking a more hands-on approach. It’s more complicated, longer, and will appeal to those who want a lot of realism involved in their games. After much thought, I think I like Memoir better, if only for it’s simplicity – but it’s really hard to compare the two at all. Combat Commander: Europe on the other hand is much close in feel. The main differences between the two are that Combat Commander doesn’t have all the pretty bits, uses cards more heavily, and emphasizes squads and leadership more. Really, I’m not sure it’s worth having both if you are simply looking for a fun, tactical WW2 game. While CC: E is an excellent game, I think I am swayed towards Tide of Iron if only because it has much better components, a high “toy” factor, tanks, and was a bit simpler. 12.) Expandability: If you watch the video about Tide of Iron at the Fantasy Flight website, which also gives a brief overview of many of the game concepts, they mention that they are planning expansions to the base game. This is also emphasized by the large space available in the box. I think that is a great idea, if only because the game has so many options that can easily be added to it – more scenarios, more strategy card decks, more units, etc. 13.) Fun Factor: Tide of Iron was very enjoyable to me, if only to watch my plans unfold on the battlefield. It wasn’t as rip-roaringly fun as other light wargames (such as Memoir), but could possibly be much more satisfying. I say this because the game lends itself to a story setting – as you care about each and every unit on the board. The rules complexity is about the upper limit of what I’m interested in; and while they were explainable, they will cause the game to be played in fewer situations. Most of my enjoyment of the game comes from the shear variability, the cool pieces, and how much the game feels like an exciting war scenario. I am someone who is always interested in miniature games – although the price is usually the main factor that chases me away. Tide of Iron is certainly not an inexpensive game – although one does get a TON of stuff included in the price, but it has the feel of a miniatures game – with a very tight, excellent rules set. It isn’t necessarily for the casual gamer, although most people could easily be taught the basic concepts, and the game explains itself after only a few turns. It’s a beautiful visual feast for the eyes; and while perhaps not the definitive squad combat game available, it’s much more enjoyable for people like me who aren’t really interested in heavy games such as Squad Leader. I look forward to the direction that Tide of Iron takes in the future and will enjoy several games of it meanwhile (although I expect to lose them all!)
  10. guys I want to preface this review by saying that I did not right it. This was taken from RPG.net and you can read them there as well as here. I highly recommend RPG.net for there reviews and forums. I posted these here so that people interested in the games can get a better understanding of them and they decide whether they want them or not. I know that I will not get a game till I have read severale reviews so instead of refering you to some site I posted them here. War of the Ring was one of the most highly anticipated games of 2004, and for the most part the anticipation has been justified. It was uniquely positioned to ride the high tide of Tolkien’s popularity, or even rehash the old wargame of the same concept. Thankfully (like the majority of games with the Lord of the Rings theme), it avoids both of these pitfalls with fresh mechanics and compelling concepts. Although expensive, the final result is a fun game with challenging mechanics which promises a lot of replay value. In War of the Ring, two to four players attempt to recreate the major events of the Lord of the Rings trilogy, from the time of the Council of Elrond to the destruction of the One Ring in Mount Doom. While this is occurring, the forces of Shadow send their armies to the free lands of Middle Earth to make this resistance pointless. As the ring edges closer to its home, the ringbearer is tested by his burden and may end up surrendering it even sooner. A trio of Italians with several titles to their names (notably X-Bugs and the upcoming Marvel Heroes game) designed this game. John Howe provides the illustrations, so the box and contents have the traditional look of a LoTR product. Presentation An old college friend was fond of “weighing” his game purchases by hefting of the box – and under this standard, War of the Ring delivers. Priced at sixty dollars, the box is larger than most bookcase games and thicker than most popular boardgames. It holds the following components: Board - a 28” x 40” playing surface on two folding panels, showing the relevant sections of Middle Earth as well as boxes for major strongholds and various tracks for monitoring the aspects of game play. Believe it or not, it’s arguably not big enough, as several of the smaller spaces won’t be able to accommodate large armies. Still, small touches like the Fellowship’s path out of Rivendell and the approaches to Mordor show that the board was carefully designed. Cards – four small decks of cards provide the main source of random events during play and unexpected twists in combat. In addition, each Shadow Minion and Fellowship companion has their own card summarizing their game effects. Dice - over twenty dice, including some normal six-siders and seventeen lustrous (and non-standard, with symbols and not numbers) blue and red Action Dice for the Free People and Shadow sides. Counters – two hundred or so sturdy die-cut counters. Many of them don’t play a central role and are provided mostly as supplementary play aids (for example, to save space by stacking identical units). A separate set of Corruption tiles are used to track Frodo’s eroding resistance to the ring’s evil. Miniatures – at least one hundred plastic figures representing regular and elite units of men, elves, dwarves, orcs, and larger creatures (warg riders, cavalry, elephants and trolls). There are also “leader” units for the Free Peoples, eight Ringwraiths & the Witch King, Saruman, the Mouth of Sauron, and eight pieces of the Fellowship (Sam and Frodo being inseparable). The detail on these is impressive, although in large bunches it can be difficult to recognize who is who – and in the case of Sauron’s forces, large bunches are the standard. The Ringwraiths are imposing figures, almost 3” high and astride fell beasts, but they are not well balanced and topple easily (some players suggest gluing washers to their bases). Several pieces in the Free Peoples armies are hard to distinguish without close inspection, depending on spear angle and flag position. Given that the various types need to be separated and placed at the start of each game, it bogs down setup and can give players eye strain. Except for the nitpicks mentioned above, the presentation is top notch. Many players paint their miniatures (Sharpies on the bases of the Free People units worked for me), and the board, when set up, looks great. Game Play Each turn involves the two opposing sides (each of which can accommodate one or two players) rolling Action Dice to determine the range of potential events during that turn, and then resolving them in alternating order. Sauron has both more dice at the outset and a greater number to acquire as the game progresses, but the Free Peoples’ dice are more flexible. To win, either side can triumph militarily or resolve the quest to destroy/reclaim the ring. I have seen odd rolls that could potentially hamstring a player during a turn (I rolled just Character Actions – six of them – as the Free Peoples player in one turn), but there are ways to counter the effects of random rolls built into the game. Before rolling, the Shadow must weigh using some of his dice to hunt for the Ring. Each die he allocates (as well as any that roll that way after the allocation) makes it easier to find the Fellowship or to corrupt Frodo into giving up. Of course, using too many resources in the hunt reduces the advantage of having more dice; an important part of Sauron’s strategy is striking the proper balance between slowing the Fellowship and directing the military conquest of Middle Earth. Too few, and Ring will reach Mordor quickly; too many, and the Free Peoples can counter his military movements more effectively. The Free Peoples can also affect the hunt, because the amount of dice allocated cannot exceed the number of companions traveling with Sam and Frodo. Members of the Fellowship will not only succumb to the shadow; it’s often wise to send some of the companions out on their own to lead armies, rouse reluctant nations to war, or (in the case of Gandalf and Strider) become more powerful. Thus the Free Peoples must also balance the defense of Middle Earth against the needs of the Fellowship, both in terms of the use of Action Dice and the role of each hero. It is in this way that the fates of Tolkien’s characters can diverge most from the books, with Boromir rushing to Minas Tirith’s defense, or Legolas guiding the Fellowship until his death in Shelob’s Lair. An elegant mechanic involves the movement of Frodo ever closer to his goal. Most games seeking to simulate the hidden travel of pieces do so with copious paperwork or decoy/hidden units. In War of the Ring, the Fellowship figure normally occupies its last known position; only when its current location is declared or revealed does physical movement of the token occur (a gameboard chart keeps track of how many spaces it can travel). There are advantages to both following the actual path of the Fellowship and choosing alternate routes, meaning that each game might have a radically different course. The forces of Shadow hinder the advance to Mordor not by physically catching Frodo, but by sending out armies or Nazgul to increase the chances of a successful hunt. The effects of “finding” the Ring do not result in immediate victory, however – instead, the Free Peoples player draws from a hidden pool of Corruption Tiles. Twelve points of Corruption will drive Frodo into the arms of Sauron. The tiles range from negative numbers, healing the ringbearer, to a die roll and an amount equal to the total dice used for a hunt (potentially ten). Many of the particularly good or bad tiles are contributed to the pool by the players via card play; they represent events and items from the story. Members of the Fellowship can be sacrificed in lieu of getting Corruption, but once this happens, they can no longer help Frodo. Combat is a relatively simple affair, involving one roll and potential rerolls of ordinary dice each battle round to score casualties. No matter how much the Free Peoples prepare for war, they will ultimately be put on the defensive by sheer numbers and the objectives available to the Shadow Armies. It’s possible for the forces of Good to win militarily, too, depending on strategy and the timely draw of cards. Overall, however, the flow of combat will resemble the source material, with sieges becoming epic struggles over several turns. Each card is usable both in the course of larger events and individual rounds of battle. The play of cards in combat can make the fortunes of any fight turn abruptly, although experienced players will be able to minimize the effects of the worst cards (for example, keeping units in Isengard to protect Saruman from enraged ents). War of the Ring is not a wargame in the strictest sense, although even grognards will probably enjoy the strategic side of conflict. In the games that I’ve played, Sauron seems to win more often than not – although it usually happens with the Ring tantalizingly close to the Crack of Doom. In such cases, when a military victory is not on the horizon, it becomes tempting to forego that part of the game and merely play out the last steps of Frodo’s journey. While it certainly can be done, it makes the final result even more dependent on lucky tile draws. Purists will note that most of the characters and events from the epic not represented in the figures appear in the cards (with the notable exception of Eowyn). It’s possible to closely follow the events of the books, but by no means is this method necessary or even optimal. The randomness of the dice and the ability to affect their subsequent use will make each new session unique. Many strategies have been proposed for quick victories on either side, but there doesn’t appear to be a uniform way to succeed every time. Both factors contribute a great deal of replayability for players of War of the Ring. Problems Aside from the issues involving miniatures, small board spaces, and the vagaries of chance (there are four different mechanics for randomization – two types of dice, card decks, and the Corruption tiles), there is very little that drags down this game. Essentially, this is a two player struggle; and although as many as four can play, it’s really only as teams, which can harm either side’s ability to implement a united strategy. Finally, as mentioned before, many of the cards are heavily dependent on specific regions, characters, and even their appearance in the game. Some cards will be gamebreakers if they appear at the right time, while in other games you may be frustrated into burning a card for a much smaller payoff. It’s really the only place where the designers tried to force the events of the book into play. This, along with metagame knowledge, can unduly decrease the value of many cards and frustrate players. Ultimately, however, the flow of play and adherence to the spirit of Lord of the Rings far outweigh any complaints I could express. It’s even possible to play a decent solitaire game by sacrificing only a little of the gameplay, and I’ve seen one variant that starts a little closer to the beginning of the trilogy, with the Ring still in the Shire and Gandalf imprisoned at Orthanc. I honestly couldn’t give any person who enjoys either Tolkien or high-concept games a reason not to play or buy War of the Ring.
  11. I've got to get some of the expansions.
  12. This is definantly not a good pre reading kids game. If your kid is super sharp than maybe but if he's sharp enough to be able to play this game than you should use the time and teach him to read.
  13. Wish we could just pick our own avatar.
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