Axis & Allies Miniatures: North Africa

Axis & Allies Minis North Africa is the newest set to appear at a gaming store near you on March 28, 2008. The set is part of the 1939-1945 revised series that Wizards created for the game. 1939-1945 issued some fixes for the game including a larger size tank, which puts the tanks more correctly in scale with everything else from the game. The new set is North Africa, which issues units from the famous North Africa Campaign.

If you’ve ever wanted to be the Desert Fox or thought you could destroy the Afrika Korps this expansion is your chance. The set is composed of 60 pre-painted durable plastic models including the German 88 and British Matilda tank.

Be sure to read the North Africa 1939-1943 FAQ before you buy the set. It answers all your questions covering rules changes. Additionally, you’ll want to pick up the North Africa 1940-1943 Map Guide. Long time AAM players will likely have the Advanced Rules and this map guide is very similar. It features three new double sided hex maps and two new scenarios.

CWF-2008-3-13 News, Blog Changes, Rising Phoenix Games, Bloodninja, and Robby Roadsteamer

Episode 35 with Jonathan as your host discussing News, Blog Changes, Rising Phoenix Games, Bloodninja, and Robby Roadsteamer. Explicit content from 20:21 ending at 24:48. Skip to 24:48 if you don’t want to listen to explicit content.

Show Length: 37:52

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00:00 Theme, Zombie by Devin Anderson (Electronic)

01:20 News

01:28 Empire Total War

Press Release

02:55 Event Countdowns @ CWF

War @ Sea at Battleground Games on Wednesdays

‘Ard Boyz Tournaments for 40k

WordPress 2.5 Releases in 4 Days

Anime Boston in 8 Days

Quake City Rumble’s Warhammer Fantasy GT in 12 Days

GameStorm Con in 15 Days

Havoc XXIV in 22 Days

Total Confusion XXII Presents All Day Boardgaming at Rising Phoenix Games in Leicester on April 19th

8:47 Battlegrounds Special Offers

D&D 4th Edition Offer – Pre-order & pre-pay all 3 core books and be entered to win a free case of D&D minis.

Battleground d20 20% Off Coupon

10:16 New Fantasy Wargames Newsletter Available

Read the March 2008 Issue

12:23 Music to Game By Check Out “Tree of Hope” by Robby Roadsteamer

15:59 Rising Phoenix Games Joins CWF

Announcement Article

Official Website

20:21 The Saga of Bloodninja Part 2 (EXPLICIT)

The iMac Tells Saga of Bloodninja Thread at SWSimForum

25:23 New England Podcasters Promo

33:16 Articles for the Blind

28:33 Blog Changes

Impended Changes

36:37 Please send us feedback. E-mail it to cwfgamecast [at] wargamingforums [dot] com. Use the Contact Us Page. Go to iTunes and leave a comment. Send an IM to cwforums on AIM.

37:05 Next cast will be Thursday March 20, 2008

37:18 Exit Theme, Pop Science by Devin Anderson (Electronic)

Inside No Quarter #15 Nov. 07

Wondering if the new No Quarter is worth purchasing? The table of contents below tells you what issue #15 covers. There’s great terrain articles in the form of Terrain: Staging the Battle plus a worthy look at the future of Warmachine by Matt Wilson.

Over 90 pages of Privateer Press goodness all for just $5.99 plus a great special offer for a limited edition Eiryss. You need issues 14, 15, and 16 for the Eiryss model. Decide for yourself but issue #15 is the worst No Quarter I’ve read. I waited 5 months for it because a customer at my FLGS buys 6 copies of every issue. Due to that the store didn’t have one for me, all I ask for is one issue of this and one of WD, and the store couldn’t get a back issue. I had to wait for Privateer Press to have it on their website where I paid my $5.99 plus shipping, how it killed me to pay shipping, and when it arrived it was crap. To make sure it wasn’t just me I conferred with friends who regularly play Hordes and Warmachine. They confirmed that issue #15 is craptastic. Therefore, CWF is giving it the Avoid At All Costs award.

  • Fire in the Hole p. 2 “Letter from the Editor-in-Chief.”
  • Bosun’s Call p. 4 “Letters to the Editor and general shenanigans.”
  • News From the Front p. 6 “Events and important news from around the world.”
  • New Releases p. 8 “The latest Privateer Press products for November and December.”
  • 2007: A Look Back p. 12 “A retrospective of all the cool stuff that happened in 2007.”
  • Formula P3 Grandmaster Painting Competition p. 14 “A gallery of this year’s winners and top contenders.”
  • 2007 US Nationals Championship p. 36 “A look into the strategies and smack talk of the US Nationals champs.”
  • Hardcore, Hard Results p. 41 “The winners of the 2007 Hardcore championships speak.”
  • Guts and Gears: Trolls p. 46 “How the trollkin turned walking stomachs into killing machines.”
  • Modeling & Painting: Trollkin Thumper Cannon p. 53 “Four easy steps for painting any models. Plus, trollkin faces and skin.”
  • Terrain: Staging the Battle p. 60 “Part 1 in a series of making and using your own gaming table.”
  • The Pendrake Encounters: Sludge Brute p. 65 “Why you should have paid attention in Chemistry class.”
  • 50 Users For A Bodger p. 69 “Hammer plus rivet gun plus imagination equals..?”
  • Advanced Deployment p. 70 “Get the scoop on the 2008 Call to Arms League – with new terrain!”
  • Hordes Challenge: Acceptable Losses p. 74 “Sometimes you need to lose a little in order to win.”
  • Warmachine Preview: Bartolo Montador p. 75 “The last preview before the release of Pirates of the Broken Coast.”
  • …And a Bottle of Rum p. 78 “Some tips and tricks for using Privateers with other factions.”
  • The Future of Warmachine p. 84 “Matt Wilson discusses what the future holds for Warmachine.”
  • The Gavyn Kyle Files: Sorscha Kratikoff p. 86 “Read the secret dossiers of the Iron Kingdom’s master spy.”
  • Parts Bin p. 90 “A look at individual parts available in the Privateer Press Store.”
  • Drawn & Quartered / Player Gallery p. 93 “IK inspired comic and some of the best fan-based paint jobs around.”

Fantasy Wargames Newsletter

The latest Fantasy Wargames newsletter is now available at my site.  News and views on Games Workshop, Ebay, 40K and the Ebay auction of the week.  Something for everyone!

All the best

Kerry

Fantasy Wargames is the top site to help you find those Warhammer bargains on Ebay.

War at Sea Scenario: Lions, Tigers, and Bears

A long time ago in a galaxy far, far away we discussed a War @ Sea scenario depicting the battle at Guadalcanal. This time we have another official scenario to share with all you Axis & Allies Minis fans. The scenario is titled Lions, Tigers, and Bears: The Battle at the North Cape and was composed by Paul Rohrbaugh. You can find this scenario on the official War at Sea website. But, we thought it’d be fun to discuss it with you and share some links.

Firstly, there are some required equipment that you will need to play this scenario. Take a gander at the list below to make sure you have everything.

  1. Maps. All of the maps from the Starter Box
  2. Scenario Rules. Download them, read them (you need the free Adobe Acrobat Reader), and print them.
  3. Ships and Planes. Allies take 1 HMS Rodney, 1 HMS Ajax, 3 HMS Javelin, and 3 SS Jeremiah O’Brien. Axis roll 1d6 to determine fleet composition. 1-2 is the 1 Bismark, 1 Admiral Graf Spee, and 1 Z 20 Karl Galster. 3-4 is 1 Admiral Graf Spee, 2 U-510, 1 Koln, 2 Z 20 Karl Galster, and 1 FW-200 Kondor. 5-6 is 1 Koln, 3 U-510, 3 Z 20 Karl Galster, 1 FW-200 Kondor, and 1 Ju 87b Stuka.
  4. Dice, tokens, and other standard accouterments.

The scenario takes place in 1942 so there are some changes to units and their rules. All of those are shown on page 3 of the scenario rules but the most notable affects the Kriegsmarine. If your fleet includes Kondors you are not allowed to use their special ability granting a single range 1 bomb attack per game.

Before we get into more of the scenario I’d be remiss if I didn’t share information on fleet composition. I rolled 100 dice to see the probability of getting Force A, Force B, or Force C for the Axis player. Out of 100 dice here is the breakdown. Fifty of the dice were a 1 or 2. Thirty of them were 2’s and 20 of them were 1’s. Thirty of the dice were a 3 or 4. More exactly 20 were 3’s and 10 were 4’s. Lastly, 20 of the dice were a 5 or 6. Ten dice were 5’s and 10 were 6’s.

I was not a math major nor am I a mathematical genius but even I can make some deductions on that test. Firstly, if you’re the Axis player you are most likely to receive a double edged sword. Half of the time you’ll get the Bismark (representing the Tirpitz…at least until Set 2), the Graf Spee (representing the Scheer) and a Karl Galster. That means half of the time you will have a lot of surface firepower but you are also more likely to experience a tougher game. If you have the Bismark you need to accomplish your other goals while ensuring she doesn’t sink. That’s no mean task.

Next, 30% of the time you’ll have what I consider to be a really strong fleet. One battlecruiser, some u-boats, a cruiser, a bomber, and a couple destroyers isn’t a bad deal. The Allies have no air support but their ships do have anti-air batteries. If you’re thinking of taking that Kondor and killing the Rodney easy as pie you may want to think again. Don’t forget it has 7 dice for AA. In fact, all of the ships are decent at anti-air. Each Javelin has 5 AA dice plus their nifty smoke screen special ability. The obvious target for the quick win are those transports. Naturally, the Allied player should protect the transports with some destroyers.

Lastly, 20% of the time the Axis player has everything and the kitchen sink. There will be two air units that you can either stagger on air missions or send together for the knockout blow. The extra u-boat will be helpful but don’t forget that 3 sub hunters will be on the map for the Allies. The major downside of Force C is the exclusion of big ships. The biggest ship available to the Axis player in this force is a cruiser. The Koln is decent, no doubt about that, but can it really handle a range 4 battleship?

As an Axis player I am most excited by Force B with Force A as a close second. Force A has risks involved due to the Bismark’s appearance but it has some serious hitting power. Force B provides a lot of varied units including my beloved u-boats.

As a means of wrapping up this article I’d like to share the optional house rules. There are three of these rules that can impact the game. They are recommended, by WotC, to be used only for increased realism and/or when players of vastly different experience are battling. One alters the damage roll when firing on a ship larger than yourself and it also removes the 6 = 2 hits rule. Another affects secondary batteries whereby they do less damage in addition. The last increases the lifespan of destroyers by giving all destroyers the Chase the Salvoes special ability.

So, you’ve read all this and you want to know how to win the scenario. That is quite simple really. As the Allied player you need to get as many of your transports, the SS Jeremiah O’Brien, off the map through Row A (where the Axis player setup). It is a sliding scale with all 3 = Decisive Victory, 2 = Moderate Victory, and 1 = Marginal Victory. If you also manage to sink the Bismark, aka Tirpitz, you bump your win up a category. That makes a Marginal into a Moderate and a Moderate into a Decisive and a Decisive into Slaughter Victory. For the Axis player to win he or she must prevent the Allies from winning. Kill all the transports and don’t let the Bismark sink.