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About Fritz40K

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    , New York, United States
  1. Interesting that you bring up a go-between with the Highlands and Woodlands. Would be easy to POD with an easy profit for FFG, rabid fans would pick it up right away, and for those bitten by the Talisman bug as the build their collection it would help push them to buy both big box expansions to connect it. Would also add yet another awesome place to explore, while keeping down on the board clutter...although if you have all the expansions in play you are pretty much past that...
  2. What’s your best TOAD moment? Sucks when it happens to you, but endlessly hilarious when your buddy gets todafied. I always try to keep a Random spell in reserve for a last ditch attempt to toad somebody when they make the run for the Crown of Command- drop that Talisman and BAM! Best RECENT toad moment? From a recent game with the guys here: https://www.youtube.com/watch?v=0NKPCubUJJU Fast forward to 31.41 for the magic moment.
  3. Borrowing from past ideas, I'd like Talsiman to go vertical again... ...how about a 3-D card expansion that fits together or is stack-able, perhaps a Wizard's tower?
  4. We all have our favorite draw- what is yours? Base game I enjoy the Wizard for his spells, and if all the xps are in play I love playing the Gladiator- the 3+ armor bonus with a re-roll gives him some real longevity, especially when you are down to your last life or two and have to wade through some strength encounters, and of course amassing an army of trained followers to help him battle in combat reminds me of Angron from 40K.
  5. I often wondered why FF doesn't sell these as an extra set on their store- much like X-Wing and WFR dice? I know guys like me who need to have everything match would buy an overpriced set...
  6. The green mat is actually a wargaming terrain mat, kind of like a grassy fields. I find putting the game out on it really helps both frame it, and allows a little friction to keep the cards and boards from moving around.
  7. Now that the Woodlands are out and Talisman is “complete” (already ready for the next expansion!) a test drive of ALL the expansions both big, small, and on demand, at the local gaming club was in order: Battle for Salvation, White Plains NY. Consider this an invite if you are in the area and every want to get in a game of Talisman or RELIC. An email invite was sent a few days before and Monday night had us sitting down with three players as the setup began. Talisman is epic, and with all the expansions and the physical presence it commands it quickly started attracting the attention of many of the other club members. For me it’s a personal policy to never turn away somebody interested in playing any game, especially the people who might be a little shy, but are unsure of the rules, or how to play. “I’ve never played before, how will I know what to do?” “No worries, after two turns of the game you will understand….” Three players became six, and six ballooned to eight, and eight grew to ten. TEN! Now, for this game I was going to be more than just a player, and it was time to step in as what I will call the caller. Experience running large wargames and big RPG sessions was going to lead the game… The first step was to set a hard ending time for the game since the gaming club closes at 10 PM. There was a very good chance that unless the planets of Talisman align, or somebody takes a power-run through the dungeon or something that we were going to have a player make it to the crown of command. Next was onto drawing characters- with so many players and characters each player was randomly given five characters where they could then pick the one they like. This was important since not only does the game need to keep moving , but I wanted to keep the players engaged as much as possible, I didn’t want the down time between turns to devolve into Runebound. By drawing from five there was at least a good chance to grab a character that matches your play style. If, or should I say when you die, a single random character is drawn and you are injected back into the game- getting the player back in without looking at new characters and spending time to pick one out etc. And with that we are off! A few observations? The biggest hit of the evening was the death himself- the Grim Reaper. With that many players a “1” on the movement roll was bound to come up, and somebody was going to be in range of death. One of the highlights was activating death to go after the Troll, only to have him fall short of the movement and land on the Warlock, who rolled the die and was killed- only to spend a fate point to send death to another character, who then rolled and send death to the Troll, who rolled and found out Death had plans for him and boosted his strength. Sideboard speaking the Woodlands was naturally very popular since it was a new expansion and the Druid and Warlock spent most of their time there, and from my observation the Woodlands was very deadly, perhaps more so then the dungeon? The Troll headed off into the Highlands with his massively jacked up strength, got smacked down by a goat, found some trinkets, blew his fate, made it to the Eagle King, got smacked by him, and then kicked out. The most popular sideboard was the city, which quickly filled up with cards finding a number of characters spending some time in Jail… …and as for the Dungeon, it wasn’t until the last two turns that a player entered it just because they were there- was it the reputation of the dungeon? Character wise, the Tavern Maid was the MVP of the night with her ability to grab gold from such a player rich environment, which was then spent in the city buying more potions and gear. Second to that was the Highlander who managed to miss a ton of monster encounter draws, while only picking up magic object after object. When the game ended many of the players were quite far along, with the Warlock trying to pass the portal of power, Talisman in hand, ready to make his run for the Crown of Command. (We were playing with the standard ending, but I can imagine the fun if it was a random ending with the black void.) Logistically, as the game played having a caller kept it not only moving but kept everybody engaged. I’d announce who is up for movement, and as the player drew an adventure card they had to read it out loud to the group. If it was combat I handed the opposing dice roll off to another player who looked like they might have been drifting for a moment to bring them back into the game- naturally bringing in a few extra D6’s was key. Also having the caller manage the bank of extra craft, life, gold, etc. next to them to hand out to the players as needed kept the clutter and fiddling around to a minimum. Awesome game, awesome night- back to a “regular” game next week…
  8. Nebulon-b first... Then a Start Destroyer... THEN other factions! So Sayest Me!
  9. Very sweet, and inspiring! I come from a 40K background also and all that time spent highlighting space marines and painting power weapon effects has paid off. Although I will confess, painting some of my own ships was quite an odd feeling at first- painting marines, and Eldar, and then transitioning to ships took some getting used to.
  10. Related, but not really related I find the most important thing for a big/epic game is a caller. The miniature club I play at is quite big, and it is not uncommon to play games with 4-5 players on each side with 100-200 points each. Lot's of ships, and now lots of capital ships. We designate one player to be the caller- all PS 9 ships move, all PS 8 ships, etc. and then the same thing for shooting- keeps the game and action moving and cuts down on the "opps" I forgot to move, shoot, or take an action, etc.
  11. Compared to 40K, and amount of $$$ spent on X-Wing is next to nothing! AND the stuff comes painted- which isn't as much of a big deal for me, coming from a 40K, historicals background I would NEVER play with unpainted miniatures, but there is an entire culture of mini-wargamers now that see no problem playing with bare plastic or metal- it is an epidemic in 40K in some places. Pre-painted means that every game I play has painted miniatures that look great, and I can work on my ships with my 40K modeling skills and make them even better.
  12. So I got in my first play with the Tantive IV last night at the club with some interesting observations. I messed up a ton of things on the tactical side, despite knowing better, but overall I came away with some good points to build on. For the match we were playing 100 points each player with 3 Imperial Navy players and 3 Rebel players. I took the Tantive, the second Rebel player took a transport, and the third player took some X and A wings. The Imperials took all TIE fighters, a squadron of TIE bombers, and a shuttle to throw in some token support. First mistake- where was the screening force for the Rebels? I learned this when the transport first came out- as tough as it is, it needs ships to screen and stop the bomber runs or TIE spam spitting out attack dice. It needs a chance to regenerate shields with the energy before it starts loosing hull. We should have dropped the transport and spent the points on more X/A Wings, but the other rebel player wanted to get the transport on the table. Second is deployment- which is where I dropped the ball. I played the Tantive conservative, rather than aggressive, especially with a lack of fighters against a fast moving TIE swarm and bomber pack. I deployed to the left, with the intention of slowly working up and around to the center of the table so I could always build up energy by moving slow. Wrong. I should have been in the middle of the table, pushing forward, shooting, and trying to ram the TIE packs since they needed to together for the free target locks and re-rolls being handed out like candy. The physical footprint of the model should have been a weapon- with the transport behind it. Deployment is deployment though, and there is no do-over once the ship is down. Thoughts on the ship? It’s faster than it looks, especially if you only take upgrades like the turbo-lasers and plan on spending your energy on that alone. Shooting 5 out was kind of fun, and only scary to the Imperials the first time ,but against fast moving TIE packs that range is quickly closed and they are shooting at you. Quad laser cannon strafing along the side are another story and can be quite scary. Which leads to the cost of the ship itself- for the game I only had 100 points to spend, which means next to nothing on upgrades, crew or titles. It’s like I really want 150-200 points to get the flavor and full threat of the ship on the table. But then what about a fighter screen. 200 points on the Tantive and 200 points of TIE fighters and bombers, and I still don’t feel confident I could stop them. 300 points- 100 on a fighter screen and 200 on the Tantive and I still don’t know. Thoughts? Obviously I need more than a few more games in with it, and first impressions on the table are just that, but I do need to figure out a good balance point as soon as possible since out group tends to play big games with a few dozen fighters on each side. Plus I love the model, and can see myself all heroic on the command deck looking out, and that alone is worth the price of admission.
  13. Hell yea, go for it! Guys I know bring their sounds effects and custom ships, so why not. I'd give you mad props for it.
  14. Imperial ships and lists are doing fine in the club I play at and in the competitive tournament scene. True Imperials lack some of the fancier cards and upgrades but that is slowly changing. What imperials do have is quantity over quality which has it's own charm- plus it's fun to play the good guys.
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