Sunday, 30 October 2016

Showcase: Flesh Golem by Reaper Miniatures

Fresh off my paint table is this Flesh Golem by Reaper Miniatures. This figure was sculpted by James Van Schaik, a person local to my gaming convention scene. I bought the Bones version of this Flesh Golem through RAFM Miniatures.

I will admit, that I am not a top notch painter, but these pictures will give you an idea of what can be done with the figure by someone okay with painting miniatures to a "tabletop" standard.

Happy Halloween!!!
This Monster has been sewn together from the strongest and largest parts of the Necromancer's Enemies. This is one of the few miniatures where I bothered to paint the eyes (if you have tips for painting eyes, please leave them in the comments section of this post).

Happy Halloween!!!
The deep crevices in the muscles on this miniature are great as it allows for a real opportunity to use shading and highlighting techniques. 

Happy Halloween!!!
A view of the monster from the side. I might have highlighted the forehead and top of the miniature a little too much. I wanted to make it look like he was being illuminated from a light on the top right of the model through painting techniques. I guess, it could also be said that the skin from bald head is from a different body with a paler complexion than the rest of the figure. 

Happy Halloween!!!
This final picture is of a higher angle to show off two things. One, my base with snow, rock and static grass added. Two, the shading and highlighting I did to make it look like the light was coming from the top right of the model. That was done by paint, not by the lighting for my photograph. 

I plan to use this figure in Frostgrave as one of my Necromancers Golems. He is also large enough to be used as a Zombie Troll in Thaw of the Lich Lord. Outside of Frostgrave, I could imagine him being used in any Zombie related game or RPG.

For those wondering about where I acquired the base, I bought it from the guys at Six Squared Studios. They do great wood bases at very affordable prices. Now, the reaper figure itself does have an integrated base (which is pasted directly onto the wooden base and covered with terrain), but I like to mount all of my figures on bases for wargames.

I hope that my readers have enjoyed this quick showcase.

Until next time, Happy Gaming Everyone!!!

Friday, 28 October 2016

Reminder: Forgotten Pacts Campaign Ends Tuesday

Today, I would like to give everyone a quick reminder that North Star Military Figures is doing its final push for the Frostgrave: Forgotten Pacts crowdfunding campaign this weekend. It ends Tuesday, November 1 at 10am BST, so be sure to buy in before then if you are interested in the special deals. North Star is throwing in free miniatures for anyone that buys in at Level 2 or higher. These miniatures include the following (all images from North Star's Forgotten Pacts Nickstarter Page)...

Frostgrave Wizard
The New Forgotten Pacts Wizard.

Frostgrave Apprentice
The New Forgotten Pacts Apprentice.

Frostgrave Tokens
The Forgotten Pacts Treasure Tokens.

Frostgrave Werewolf
The New Forgotten Pacts Werewolf and Severed Head Token.

Frostgrave Failing Wretch
This Miniature is the next free miniature if the campaign reaches 35,000 Pounds. Currently, the funding level is very close to unlocking this miniature. 

Backers of this project also get the opportunity to add on the Forgotten Pacts Soldier Bundle. This bundle gets the buyer (at a discount) all 4 of the new metal soldier types and 2 Cultist Captains. People who buy this bundle also get entered into a draw for figure below. This figure is made from parts from a plastic Frostgave Soldier Box, but his head and hood has been hand sculpted, making this a unique model. What a neat way to add something special to a Warband.

Unique Prize by North Star Games
This unique miniature with a custom sculpted head and hood is a draw prize for whomever buys the Forgotten Pacts Soldier Bundle. Pretty Cool.

Be sure to take another look at the campaign this weekend and jump on-board if you are interested. If you live in America, the same Nickstarter deals are available through Brigade Games. For those in Canada that missed the Nickstarter or are only interested in the book, below is a link to Amazon.

Until next time, Happy Gaming Everyone!!!

Wednesday, 26 October 2016

Frostgrave: Sellsword - Review

Today, I am looking at the Sellsword mini-expansion for Frostgrave by Osprey Publishing. I purchased this document for $6 Canadian through Osprey Publishing. It is also available from Amazon for a slightly different price-tag. Regardless, this purchase will not break the bank.

By Osprey Publishing
The Cover of Sellsword.

Sellsword has got to be one of my favourite mini-expansions for Frostgrave to date. What I like about it is that it adds a new soldier class for people who want a stronger soldier type - the Captain. This soldier comes with a lot of options for customization. If one wants a "shooty" Captain, that is just as possible as creating a melee master.

When creating a Captain, the player may choose one stat to increase from its baseline and may choose two buffs (called Tricks of the Trade) for their character. These tricks may each be used once a game and give a slight increase to a single roll. The exception to this is Sprint (which gives 2" extra movement for a turn) and Leadership (which allows up to three soldiers to group activate with the Captain).

The player also gets to choose the Captain's starting gear. Do you want to make the Sellsword fast and nimble or slow and well protected? These options can be fine-tuned by purchasing equipment for them. Like the Wizard, a Sellsword may carry more equipment than other characters. Other hirelings are allowed to bring only one magic item with them, while the Sellsword can bring up to five items. The catch is that if a Sellsword is given an item, he or she will never give it back to the Warband. That item is theirs forever! Because of this feature, I have not yet armed my Captain with magical items.

Meet Deserie. She is the Captain in my Cultist Warband. For her stat increase and buffs, she increased her speed and took Sprint (Moves +2" for a turn) and Furious Attack (+3 to one attack roll). She is still a first level Captain and has killed one apprentice so far. She is armed with two swords, leather armour and a bow. 

The Captain can group activate another soldier during the soldier phase. Despite being able to group activate with another soldier, the Sellsword needs to be well compensated. After every game, a portion of the total treasure gets divided out and given to the Captain. This reduces the total spending power that a Wizard has between games. Should the Captain become wounded, the captain rolls a survivor check just like the Wizard and Apprentice. The Sellsword can also level up to a maximum level of ten.

This is an image taken from North Star's Facebook page showing off their new Cultist Captain models being offered in their Nickstarter (pre-order) Campaign. I really love this figure, but did invest enough to recieve it. The Nickstarter Campaign runs until Tuesday November 1 at 10am BST. 

In Frostgrave: Sellsword, there are 3 missions that string along to make a short campaign. These missions all have elements that reduce the potency of magic in some shape or form, making the Captains more essential. The missions themselves look enjoyable and were interesting reads.

This expansion has 8 pages of content plus a re-designed Warband sheet that can be printed off to include the Captain into the group. I believe that this product is worth a buy just for the rules on the Captain.

Until next time, Happy Gaming Everyone!!!

Update: September 4, 2017

The best way to get the Sellsword is through the Frostgrave: Folio book. It is also still available through various online services such as DriveThruRPG.

Must Contain Minis has a sales affiliate relationship with DriveThruRPG and the Wargame Vault. If you make a purchase from either of those sites after using one of the links on this site, a portion of the sales goes to supporting Must Contain Minis. 

Cthulhu Mythos - Available Now @

Wargame Vault

Tuesday, 25 October 2016

Council Fires 2016 Convention Report

This past weekend, I attended Council Fires 2016, a gaming convention in Brantford, Ontario, Canada. What an awesome event! I would guess that there were over 100 people in attendance and I really liked the venue that they chose. This post is a summary of that event with plenty of pictures of the hosted gaming tables.

"Welcome to a fantastic event. We have many tables set up and ready to go with games of all sorts. There is Fantasy over there, Sci-fi over there and over here, we have plenty of historical games. Please, be my guest."

At the door, all attendees were given a free miniature by RAFM Miniatures. This was a nice touch and I really appreciated that the event planners were able to give everyone a free mini. A couple of years ago, all attendees to Council Fires got a free mini from RAFM's Norse Saga line. This year, everyone got a miniature from their Airship Pirates line. I got the Kristina Erickson miniature, and I will be using her in Osprey's upcoming game, Rogue Stars. I could also imagine this figure being used in any number of games.

The miniature pictured above is the figure I received just for attending the show. Of course, mine came unpainted and did not have the keyboard. Still, I am very happy with what I got. They did not have to do this and the fact that they did adds a nice touch to the atmosphere of the event. I will make use of the figure in Rogue Stars, but I could imagine her being used for a variety of games. The image above is from RAFM's Online Store and is listed as "Kristina Erickson."  

RAFM Miniatures
This miniature is the figure I received a few years ago when I last attended Council Fires. I painted him up myself and plan to use him in Frostgrave. He could also be of use if I ever get into SAGA. 

Inside the venue, there were participation games of all sorts (from Fantasy and Sci-Fi to Historical). Participation games and vendors tend to be my favourite part of local gaming conventions. I really like that people volunteer at these events to run games so that others may try out other rule-sets without having to buy into the game. It is a great way to see what one likes on the market. Below are some pictures of the gaming tables at Council Fires.

This game looked really neat, but I have no idea of its name. Great table. The fully crewed ship was especially impressive. 

A Commander from the game above. I like that the Game Master went through the trouble of tagging all his minis to help players identify what is what. The old school boardgamer in my loves that touch.

Miniature Wargame at a Convention
This table ran a game of Dragon Rampant by Osprey Publishing. I actually partook in this game, so a Battle Report post featuring my initial thoughts on the system will go up in the future.

Charlie Company also made an appearance. Charlie Company is a great game that I played at the Summer Over The Top 2016 Gaming Convention earlier this year. I wrote a Battle Report about that play through and shared my thoughts on the system. While I did not get to play the game this time, it was great to see it on the table at Council Fires.

What an awesome table
This table looked absolutely fantastic. I did not get to play, but it looked to be an American Civil War Game.

I simply love the fences that they built.

The detail on this table is superb. To whomever took all the effort to build this, amazing work!!!

Just breathtaking!!! This would have been a fun game to try.

This table was humongous!!! I took a picture of it just because I was impressed by the sheer size of the gaming surface.

Another Massive game underway. Figured I would get a close shot in before showing off the table.

Look at all these minis painted to the same quality as the photo above. Simply fantastic!

I do apologize that these images are a little blurry. I was experimenting with a different camera. For general shots, my phone unfortunately takes better pictures. I still wanted to include this picture to show off the scale of the table. 

Battle Tech also made an appearance at the show. I've played this game a number of times and it tends to go very well in groups of people where each person controls one mech.

Sponsored by RAFM Miniatures and Six Squared Studios
The guys from Six Squared Studios ran Frostgrave again at this convention. They do a wonderful job and I happened to play Frostgrave with them at Over the Top earlier in the year. If you wish, you can check out my previous Battle Report about that game. Now, I did notice that the game was being ran with different miniatures this time. This game was sponsored by both Six Squared Studios and RAFM Miniatures. Players were rewarded with Reaper Bones miniatures for participating. How cool is that!!!

Although the camera I was using was not taking great table pictures, it did work very well at a macro level. Above is a picture of one of the figures being used for Frostgrave. What a great paint job! 

There were many more games running, but these are the only ones of which I got pictures. On top of the participation games, three tournaments took place. The tournaments were for Warmachine / Hordes, Flames of War and Bolt Action. I did not get any pictures of the Privateer Press tournament, but I did get pictures of the Flames of War and Bolt Action tables.

Sherman Crabs for Flames of War
A platoon of Sherman Crabs in Flames of War.

A Flames of War Table.

Another Flames of War Table.

More Flames of War.

One of the four Bolt Action Tables. Since I partook in this tournament, more posts about this competition will go up on this blog at a later time.

The Flames of War and Bolt Action tournaments were sponsored by Forbes Hobbies while the Warmachine / Hordes Tournament was sponsored by Privateer Press. Of course in addition to all of the games running at the event, there were also an number of excellent vendors on site. J&M Miniatures, Crucible Crush, RAFM Miniatures, Six Squared Studios and Tanks an Trees Custom Terrain by James (Jim) Whyte were all vendors that took a few moments to chat with me during their busy day. There were also a few more vendors that I did not manage to get to including one company that specialized in Steam Punk Miniatures.

While I was visiting vendors and waiting for the Bolt Action tournament to start, I met Youtuber Teri Litorco of That Teri Girl and Geek and Sundry. Now, that was super cool to bump into someone that I recognize from the Youtube. She was very personable and we talked a little bit about blogging, vlogging and games. Currently, she is into Malifaux, Privateer Press and loves Strange Aeons, but I got the feeling from chatting with her that she just loves games in general. Recently, she published a book called The Civilized Guide to Tabletop Gaming.

It was very exciting to meet Teri, but it was also great to see and chat to all of the people that keep coming to these events. Everyone that I chatted to at Council Fires was very friendly and inviting. To end off, I would like to thank the organizers, volunteers, sponsors and everyone else that was involved in executing this fabulous event. I had a fantastic time!

Until next time, Happy Gaming Everyone!!!

Sunday, 23 October 2016

Showcase: British 6 Pounder Anti-Tank Gun for Bolt Action

Today's showcase is of a freshly painted British Six Pounder Anti-Tank Gun for Bolt Action by Warlord Games. In my humble opinion, any British player should take this gun with them instead of the PIAT. I often play with PIATs, but I have yet to kill a tank with one in Bolt Action. The points for this unit are not terrible, and in Bolt Action 2, guns got a bit of a buff in that they can rotate on the spot and fire with an advance order. In the earlier edition, one could not fire a gun if it has to rotate to meet the target.

Below are pictures of how my Warlord 6-pounder model turned out. I am not a top award winning model painter, but I am happy with how it looks.

Gun for Bolt Action by Warlord Games and Osprey Publishing
A British Six Pounder Anti-Tank Gun by Warlord Games.

Gun for Bolt Action by Warlord Games and Osprey Publishing
A site no tank commander wants to see! An Anti-tank aimed an ready to fire.

Gun for Bolt Action by Warlord Games and Osprey Publishing
Ready, Aim, Fire!

Gun for Bolt Action by Warlord Games and Osprey Publishing
A profile shot from the side. This gun comes with three figures and some extra bits like ammo boxes and gun shells.

Gun for Bolt Action by Warlord Games and Osprey Publishing
A close up of the loader.

Gun for Bolt Action by Warlord Games and Osprey Publishing
The gun from the British side. Not as intimidating, but looks nice. I laid some black "soil" terrain by the wheels to give the impression that the gun is seeing some movement while it fires.

Gun for Bolt Action by Warlord Games and Osprey Publishing
Another shot from behind.

Personally, I like this gun a lot and think that it turned out great. In the last tournament I went to, I took a PIAT launcher. I got no kills with the PIAT because its range is so short. I would have been better off spending the points on this gun. I think it is a good choice for any British player to take in their list.

Until next time, Happy Gaming Everyone!!!

Thursday, 20 October 2016

Prepping for a Tournament: Bolt Action

I find myself sitting here tonight thinking about a Bolt Action tournament coming this weekend. This tournament is for the second edition of the rules, so I should be reading the rules instead of writing. To be honest, I learned to play both X-Wing and Frostgrave at gaming Tournaments / Events, so why not learn Bolt Action 2 the same way.  :)

The tournament's point limit is 1000 points and I find myself wondering what lists to expect. Many of the players will be from out of town, so I have no idea what to expect from them. Because of this unknown factor, I am thinking I should make a balanced list, yet find myself wanting to go the extreme one way or the other with a very static or very mobile list.

The army that I normally play is the British and I just finished painting an MMG Team and a 6-pounder gun. I would love to get those items out onto the gaming table. I have over 50 painted infantry, so a stand-and-shoot army would be completely possible.

I also own 3 Bren Carriers, 3 Shermans, a Wolverine and an Otter, giving me plenty of options to put armour on the table. In fact, I could do an army where every one has a ride if I wish using the Bren Carriers, a Sherman (or Wolverine) and an Otter. Below are pictures of some armies that I have used in the past.

Infantry and Universal Carriers for Bolt Action
This is a 600 Point Platoon that I took for an Allied Game in an earlier Battle Report

British Bolt Action Force
This is a 1000 Point Army that I took for a doubles game in a previous Battle Report. 1000 points makes this army viable for the tournament, but I am thinking it might be too few boots-on-the-ground for a competitive event. What do you think?

500 Point British Bolt Action Army
This is a 500 Point Force that I used for a previous Battle Report.

So what do you think? Should I go all boots-on-the-ground? How about all Mobile Armour? In my local meta, the guys often play Tank Heavy (fitting 2 to 3 tanks into 1000 point lists). If that is the case at the tournament, my three carriers would not last long. I wonder how the guys out of town will play. It is going to be a blast at Council Fires this year!!!

Until next time, Happy Gaming Everyone!!!

Wednesday, 19 October 2016

Review: Konflikt 47

This review has been a long time coming. Osprey Games sent me Konflikt '47 to review for my site roughly a month ago. It has taken me a little bit of time to review because I wanted to read the book cover-to-cover before formulating an opinion and sharing that opinion with the world.

First off, this book is gorgeous!!! The artwork within is fantastic and really gets my imagination going! Check out these pictures...

Konflikt '47 Published by Osprey Games - Review
This is a picture of the Soviet's Mammoth Heavy Walker. For those that follow my blog, they would know from a previous post that I really like the look of this walker and would love to have a Soviet Army centered around this monstrosity. The artwork for this Walker is just awesome! Picture posted with permission from Osprey Games.
Konflikt '47 Published by Osprey Games - Review
While the Zombie makes this picture a little cartoon like, I think it sets a great atmosphere for the game. The dark castle in the background with American GIs fighting against German Zombies really portrays a Castle Wolfenstein feel that captures my imagination. Picture posted with permission from Osprey Games  

This book is full of great artwork like the two examples above. For me, these images really spark my imagination and invoke a strong Weird War feel for the setting. For those that like "fluff," the book has 21 pages of background information explaining the alternative history of the gaming world. Personally, I would have never read the "fluff" if Osprey had not sent me this book for review purposes. "Fluff" is not normally my thing. Generally, it is the imagery, mechanics and cool looking units that draw me into a game. This book has done well in all of those aspects as well as the "fluff."

Here is a quick summary of the "fluff" presented in Konflikt '47. Experiments with Nuclear Weapons open a Rift in the fabric of space to an alternative dimension. Through this Rift comes messages of unknown origins. These messages tell each of the Nations how to upgrade their technology in new and exciting ways to aid them in the war effort. With jealousies around the new technologies, the Soviet Union breaks away from the Allies and goes down its own path. Hitler has similar issues with Japan, but decides to share his technology. There is no army list for the Japanese in this book, but there is "fluff" for them. The Japanese basically take what technology they were given from Germany and make it better. I believe they are slated to be in the next Konflikt '47 book whenever that may be released.

The rules themselves are very much like the First Edition of Bolt Action. In-fact, I think of this game as Bolt Action 1.5. Are the rules good? Yes. I know for a fact that the rules in Bolt Action: First Edition were very enjoyable. That is part of the reason why over 23,000 copies of the first edition rule-book were sold. To make things more interesting, there are some alterations to the rules for Konflikt '47.

The most obvious of rule differences between Bolt Action: First Edition and Konflikt '47 is that surrounding Assault and Reactions in general. The rules have changed so that a unit without an order die already assigned may attempt a reaction to an enemy's order. Reactions include...
  • Go Down (Unit becomes harder to hit - No test required)
  • Stand and Shoot (Fire at an assaulting unit)
  • Escape! (Run away from an assaulting unit)
  • Firefight (Fire at an enemy unit with a Fire order at ranges up to 20")
  • Run to cover (When shot at, a unit may run to better cover or out sight)
I think the above re-actions add a unique element to an already rich game. Do you let the enemy do what they are doing or do you try to interfere in some way? Before the only way act in an enemy's turn was with Ambush, Stand and Shoot or Going Down. Now players can take any of the actions in the above list as a reaction to an enemy unit; however, there is another new mechanic here too. In the past, Stand and Shoot was automatic if the player didn't have any dice already assigned to the unit. I believe it is also automatic in Bolt Action: Second Edition. In Konflikt '47, the player must roll a reaction test to Stand and Shoot. The reaction test is against your morale value modified by pins. If this test is failed, the unit takes one pin and may not react to the action in question. This makes pins even deadlier than before!!! 

Review of Konflikt '47 by Osprey Publishing
Some of the Reaction Rules in Konflikt '47. Picture posted with permission from Osprey Games

So why place a unit in Ambush with these new reaction rules? Ambush still confers certain bonuses to units that take the order. The most obvious being that with the firefight reaction the attack happens simultaneously with a 20" range limit whereas Ambush does not have the range limitation and shoots first. Like before, a morale test needs to be made to see if your reaction will go off if you are in Ambush. The same penalty of failing a reaction is also applied when one fails an Ambush roll - the unit takes an extra pin.

This reaction system is quite neat and adds an extra layer of strategy that was not in the original game. It also lends itself nice to what follows in Close Quarters Combat (CQC). When a unit declares an assault, the other unit may attempt a reaction to that assault (either Escape or Stand and Shoot). In assault, there are now two options. A unit may either conduct Point-Blank Shooting or enter Hand-to-Hand Fighting. The assaulting army declares which one they will do before the defender. Point-Blank shooting occurs before Hand-to-Hand Fighting. Point-Blank Shooting is subject to the normal firing rules while Hand-to-Hand is slightly different. In Hand-to-Hand, each pin attached to a unit reduces its attacks by one to a minimum of one die. If combat continues in CQC, all combat is considered Hand-to-Hand after the first round. This dynamic adds another choice in how to deal with assaults. Unlike the original rules, entering into Hand-to-Hand combat does not clear all of the pins off of a unit. The timing of who attacks first is also different in Konflikt '47 or Bolt Action and something to be aware of for people that wish to play both games.

Much of the other rules in Konflikt '47 are very similar to the original Bolt Action. The Force Selection is a little bit different though in that players are allowed to take two Anti-Tank Teams instead of one in Konflikt '47. The actual units available are also different because there are plenty of new Weird War options to take in Konflikt '47. A player doesn't need to take those units to play Konflikt '47 (a standard Bolt Action army will do), but those new units certainly add flavour. Please refer to my previous posts for more information on what is newly available in each army.
Overall, this is a great book that is well worth a purchase. The artwork is gorgeous, the game is solid and the units are interesting and cool. I especially like the look of the German Heavy Infantry, British Automated Units and the Russian Mammoth.

Although it is a fantastic book, I do have some criticisms of Konflikt '47 that I would like to discuss.

The first criticism is that this book was released very close to the launch date of Bolt Action: Second Edition. If I remember correctly, Konflikt '47 had just a one to two month head-start on Bolt Action Two. With the two books released so closely, it is my feeling that they should have both incorporated the same core rules. That is, Konflikt '47 should have been based off of the 2nd Edition Rules. This criticism has been addressed on Warlord Games' website. Konflikt '47 was designed and play-tested on the original edition and it is not necessarily intended to be the same game. The guys go further and explain that they are okay with people mashing the two rule sets together if they wish and that they may take the best elements from Bolt Action: Second Edition and apply them to Konflikt '47 in the future. 

I will give it to Warlord that Bolt Action: First Edition was a stand-up game. That said, I did notice a similar discrepancy in the Konflikt '47 rules to the rules in version one of Bolt Action. In Bolt Action One, these rules were FAQ'd, but the original problem returns in Konflikt '47. The rule in question is what happens to a weapons team when the person carrying the special weapon is killed. On page 55 of Konflikt '47, it states under Exceptional Damage that, "If the target is a weapons team, for example a bazooka or medium machine gun team, then exceptional damage indicates that the weapon itself has been damaged or rendered inoperable in some fashion, so remove the weapon and its firer as a casualty." On page 64 under Team it states, "In the case of a non-artillery team weapon unit - such as a mortar, bazooka, and so on - when the model carrying the team weapon is destroyed, the entire team is considered destroyed. All remaining crew models are removed as casualties and the unit is destroyed." There is a contradiction here and in the original, the rules as written made snipers overly powerful before the FAQ. In the FAQ of the original, this instant team kill was toned down to just as it is on page 55 (just the soldier and weapon are destroyed and the rest of the squad fight as rifles). It would have been nice if this was caught as it was fixed in the original version but reappears in Konflikt '47. Once it is FAQ'd, this issue will go away.

The final criticism that I have of the book is questioning whether it should have been released as a supplement book rather than as a core rule-set. I believe that this could have done as a supplement if the company wanted. There is a lot of repeated information from Bolt Action: First Edition. I wonder if the key differences could have been parred down to fit into a theatre sized book. At the same time, I am sure that a sound business decision from Osprey, Warlord and Clockwork Goblin went into making Konflikt '47 a standalone game.

Off the top of my head, I could think of a few good reasons to keep the games separate. I am not saying this is their reasoning, I am just saying that if this is part of the reasoning - I can fully understand the decision.

  1. To not alienate existing Bolt Action players. There are plenty of players out there that want to keep their games fully historical. Changing the core system to allow Weird units might make those customers want to leave Bolt Action. A while ago, I wrote an opinion piece that touched on both Bolt Action and Flames of War. In it, I discussed the reactions that I get at tournaments (and general gatherings) to my German Flames of War army. It carries an Occult theme. I went further and asked readers how they would feel if I painted a German army in black uniforms for Konflikt '47 and used that army to double as a Bolt Action army. I received a lot of Internet hate over that article (link to article). By keeping the two games separate (yet compatible), I believe that the publishers can completely avoid the backlash from existing gamers that want keep Bolt Action a "purely historical" game.
  2. To lower the cost of entry. For those already into Bolt Action, it would cost a few dollars less to sell the book as a supplement, but to a new player, selling the product as a rule-book means that there is just one book to buy. One book to buy means a simpler and more affordable way into the game. I believe that part of the reason for this game is to attract new players that wouldn't normally be into World War 2. Let's face it... with Jump Troops, Large Walkers, and Power Armoured Soldiers - it seems like a short stretch for someone to make the leap into this game from another popular gaming system out on the market.  
  3. There is a lot of content in this book. Outside of the core rules, this book contains fantastic full-page artwork along with some new rules, 21 pages of "fluff," and 72 pages of Army Lists. That is a lot of content to par down into a theatre sized book.
To me, it makes sense that Konflikt '47 comes along as a standalone rule-book even though I questioned the reason to start. This book is well worth a look by anyone interested in Weird War and/or has thought about getting into 28mm World War Two miniatures. For those already into Bolt Action, all you need is this book and you can play Konflikt '47. The armies from Bolt Action are fully compatible with Konflikt '47. Add in a couple of unit purchases from Konflikt '47 and an existing Bolt Action player will have a solid army with a Weird War feel. 

I would like to thank Osprey Publishing again for sending me this great book.

Until next time, Happy Gaming Everyone!!!
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