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I feel a bit bad that this is my first post here on Reaper Forum advertising a kickstarter. I used to go by the Moniker Kaybee or Kaybee81 (can't remember) but as I'm known as beefcake on other fora I thought it best to go by the same name everywhere. Anyway here is a link to some STL files for purchase.
The Wizard's Tower contains stackable tower sections to create your own unique Wizard's Tower.
Files have been scaled for 28mm miniatures but, as with all 3d printable files, you have the ability to scale them up or down to suit your gaming needs.
The initial reward consists of 7 different modular tower pieces and a ladder. All of which have been created on Blender, run through a repair tool, to check for any non-manifold parts and other errors, and printed.
[li]Single window tower section[/li]
[li]Tower section with door[/li]
[li]Tower bridge (2 bridge sections link together)[/li]
[li]Double window tower section[/li]
[li]Windowless tower section[/li]
[li]and a ladder[/li]
[/list] All for NZD $10 (roughly USD $6.80)
The tower pieces can be oriented in almost any direction to provide a different look each time you game.
Hmm, search function claims there's no hits on this forum for 'war', so I may be simply missing it, but I don't seem to see anyone mention this has relaunched:
Z War One - Damnation "episodic, comic book miniature board game"
Only difference as far as I can tell is more stretch goals. Might've made sense for them to try to have a third episode ready, but doesn't look like it so far.
By Knight of the Dinner Table
This Kickstarter campaign is a collaboration between legendary game designer Jennell Jaquays and sculptor Darcy Perry, following the appearance of ducks in the previous Star Hat Miniatures Kickstarter: Delvers Lost in the Dungeons of Doom III.
This is also an opportunity for YOU to contribute! With the Legendary Hero pledge, YOU can collaborate with us to bring new characters to the Quack Keep module and gaming table.
This Kickstarter will provide funds for Quack Keep - inspired by classic game adventure modules of the past but written to be more approachable for a new generation of role-players and workable with a wide range of game rules thanks to the 5th Wall Generic Rank System. It even comes with a fold-out GM screen as a cover!
The title is a nod to Quag Keep, the first novel based on a roleplaying game, published by Andre Norton in 1978 - around the same time that Jennell Jaquays began producing Advanced Dungeons & Dragons and Runequest modules for Judges Guild. The Caverns of Thracia and Dark Tower are both best-selling examples of her early work, both still in print after almost 40 years.
The later inspired Legendary Duck Tower and other Tales, which included a ducky-pastiche of her original Dark Tower cover. It was due to this and her work for Chaosium that Jennell Jaquays "was pretty much labeled as that designer and artist who did the ducks."
The Grey Moulter. Join us for an adventure with Ducks Lost in the Dungeons of Doom IV: Quack Keep!
Legendary Duck! YOU be the HERO! Stretch Goals
There is a Stretch Goal unleashed for every 1k funding goal reached and each one is a game changer: a new Duck will appear! Either a new Duck Hero or Legendary Duck will be made available for you to choose as part of your pledge.
1k Stretch Goal Unleashed: Oduck!
2k Stretch Goal Unleashed: The Quack Knight!
Glen Fidduck is almost a must-have for me ;)
By Savage Coyote
A few nights ago I managed to get a game of CAV in with MiniAddict and is son at Texas Toy Solider in Carrollton, TX. Because of the three player nature we were faced with, his son and I were a team with each of us taking 3k points and MiniAddict taking 6.2k or so points! We set up long ways on the table and the only modification due to the terrain type we had was to play "true line of sight." Our terrain wasn't leveled well as it was more 40k/Fantasy terrain so this seemed to work. Forces were all "mercenary forces" by the rules due to composition/unit types"
4x Lion II's
Catamount (Jaguar model)
3x Puma's (blue Cougar models)
We also decided to use individual model activation with the cards as opposed to section activation.
So Turn one was pretty much everyone rushing forward and/or moving forward and activating ECM to discourage target lock pot shots. The Templar force was a little more cautious in it's approach than our side I think.
Turn 2 was really more of the same, though we had our first suppression with my Catamount suppressing the Spartan that had used it's ECM. One of the Javelins Run 'n' Gun'd and dropped four damage on my Cougar while the heavy tanks dropped a Javelin on the far left side.
For all intents and purposes, the game ended on turn three. We were positioned to be able to do a lot of damage and lucked out in the card deck draws. We had five or six cards turn in row. I took charge, activated the Catamount, and fired off his Active Phased Array 2, which netted all of the forward Templar elements. Next, two Chieftains raced up to the center Spartan (he's behind the rock in the center of the board) and killed him with medium PBG's. Next, my Thug moved over to put six damage on the far right Shootist. The Shootist attempted defensive fire and did maybe one damage. Everything else that shot at the Thug missed (honestly I thought I was trading the Thug to severely hurt the Duelist!). My Lion II's move up and gain line of sight to the second Duelist and kill it with one burn out (marked with a yellow 1.). Three chieftains peel left and kill the second Spartan while the other two Chieftains race over the left side Duelist and inflict some damage. Our heavy tanks move forward and kill the brave Javelin, while wiffing on the other. In MiniAddict's defense, his dice were about as cold as you could get. All night. It was painful for him and honestly for us because, in situations he should have inflicted damage or killed something (my Thug should have been dead) he'd only hit once or not at all. The only glimmer of light was one of his Centurions putting six damage tracks on one of my Lion II's. So there was that. My Puma's all used their ECM 2 and we moved on to Turn 4.
Turn Four was mainly advancing and cleaning up for our side. My Catamount activated APA2 again while my Thug brought down the Duelist (though he burned out and I retreated back around the corner before his Centurion could engage again. My Lion II's advanced forward and brought the center Centurion down to six damage tracks while follow up Chieftain hits brought it to 12 damage tracks. On the other side, the heavy tanks damaged the lone Javelin and the Chieftains played tag with the left side Duelist slowly wearing it down, though the Duelist did manage to kill one of them and severely damage the other. I lost a Lion II to a Centurion but my other three soldiered on.
We called it after turn five, as the Lion II's and three Chieftains finished off both Centurions, the Duelist fell to the LBG of the Puma, and the Javelin was smoked by a Poltergeist or Wolf. All in all MiniAddicts cold dice made this a lopsided game! There were a lot of lessons and questions for this game and we look forward to playing again!
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