Tag Archives: Information

Work in Progress (09/08/15)

Hey guys, so I am in the middle of several projects at this time but I wanted to show you a couple that I am doing specifically for the club.

 

First we have some Age of Sigmar models getting prepared for the school club that runs before ours on Friday afternoons.

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First I’m going to start with the Chaos forces as I am a known worshiper of the Chaos Gods. These are lovely models and am looking forward to getting these guys on my painting table.

Next we have something special that I’m not sure people have had a chance to play. A while ago we were lucky enough to receive a couple of starter kits from Mantic games for the Mars Attacks! tabletop game and they have been in the school cupboard for a while but I thought I would bring them home and get them painted up in case anyone wanted to give it a go. In the starter kits we got several playmats and loads of terrain pieces. I have put together a couple of playmats of my own from some cork boards which are the same size as the ones that we were given. This is one of the mats I have in progress with some of the models we have.

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This is going to be a fun little project and I will be posting some more photos of it over the next few weeks.

Hope you enjoyed this post.

HHH.

Club night (07/08/15) Bolt Action, DzC and DOOM!!!

So another great night  on Friday! We had loads of people down and other games being played.

So let’s get into it.

So first we will head to a controversial battle between the forces of USA and the British army. Must be a training exercise.

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Looks like this American tank has a tasty morsel in it’s sights. To good an opportunity to miss.

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The Americans slowly make their move forwards, forcing the British on to the defensive.

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Unfortunately, the power of the USA is too much for the British and are wiped out to a man. No wonder they are considered the greatest power on the planet.

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Next we continue a few miles away where things can only be considered as a major “friendly fire” incident, as the USA face off against the USA.

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We start things off with Scott’s army in a line formation and George’s army in  a more scattered formation, both of them with their tanks in the open ready to do some serious damage.

 

As the marines make their way forward George quickly move his tank to the centre of the board. During this time the foot soldiers make mincemeat of each other.

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Scott’s tank get lucky and escapes incoming fire from George’s and heads out to assist his dwindling allies. By the end not much is left on the table, but the only victor is the true enemy from the East.

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Me head many years into the future where the warfare has advanced but there is equally as much death. With Daniel’s UCM forces preparing for a defensive fight, while Roger’s Shiltari launch an invasion force to wipe out any resistance.

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Time for some futuristic skirmish action. DOOM!!!

Ollie and I have once again joined forces to survive and escape this hellhole station and it’s evil task master Dan Kirk (the anti-christ of DOOM).

 

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As soon as we head out from our starting point we are instantly attacked by the invaders. With my upgrade cards I can quickly cut through any enemy that I come across while Ollie can back me up with his range and damage advancing upgrades.

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We head towards the next section of the station and come across a Mancubus but thankfully due to our combined strength we rip through the bastard.

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Things look all clear for now as we head through the next door…

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…AMBUSH!!! The ultimate evil has laid a trap and has cut me off from Ollie! But luckily with my trusty chainsaw and Ollie making it through the door allows us to make short work of the Imp and Zombie that are sent to kill us.

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We make quick work of any invaders we come across till we find the portal that leads to the final section of the station. Ollie is attacked by one if his mortal enemies, a Demon, but is lucky enough to avoid its attack and we regroup to finish them off, gather supplies and head through the portal…

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… To pure HELL! We come across multiple enemies in the form of three Imps, two Mancubus and worst off all a Cyberdemon. I was unlucky enough to have my chainsaw broken in a previous fight and was knocked back through the portal by the Cyberdemon. Ollie is left to defend for himself. He takes out the remaining Imp’s and holds his ground against the Cyberdemon as I make my way through the portal, Ollie passes me his chainsaw and we chop the Cyberdemon to pieces then make quick work of the Mancubus.

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This leaves us alone in the final section to get our barrings and take some time to regroup and recuperate. We prepare for the next invasion.

So it seemed to be a great night with some great games played. As always this makes me look forward to next week even more.

As always I hope you enjoyed this post, see you all next week.

HHH.

Club night (31/07/15) BOLT ACTION NIGHT!!!

Alright guys! So we had a good night on Friday, even though it was quieter then usual. We had all out war happening on the gaming tables.

Here’s some photos of the nights action.

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Daniel’s perfectly laid out terrain looks amazing but i’m not sure how long it will last once the bullets start firing!

 

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Steve’s army is soon to invade this German held town .

 

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George’s Americans are heading further into the countryside to bring the fight to the Daniel’s German army.

 

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Looks like the hamster in running furiously on his wheel in Chris’s head planning ahead to repel Steve’s American’s.

 

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Seems like the German tank is slowly but surely making its way down the field taking out as many Americans as it can. Things are starting to look bad for the Allies.

 

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Where as Steve’s Americans are making quick work of Chris’s German tank.

Seems like the War will continue to go on… till next week.

 

Well like I said not the most active night but we got some ferocious action from the world of Bolt Action.

 

Here’s looking forward to next week.

 

HHH

 

Introducing Halo Fleet Battles

What I will be talking about today is something that I have been looking forward to since Salute 2015, the release of Halo Fleet Battles, from Spartan Games and 343 Industries.

So you know i’m not going into too much detail in the rules, but I will explain the basics of the game.

What I will start with is some photos and descriptions of the contents of the boxset.

Lets start with the fun part, the ships.

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As you can see above you get plenty of ships in the box, although I actually have two boxset’s worth of Covenant ships.

The ships are easy to put together and come on the sprues in such a way that you barely need the instructions to put them together (although the Paris class Frigate comes in one piece).

The ships you get in the boxset are:

  • UNSC (32 models)
    • 1 Epoch-class Heavy Carrier
    • 4 Marathon-class Heavy Cruisers
    • 27 Paris-class Frigates
  • Covenant (17 models)
    • 1 ORS Class Heavy Cruiser
    • 2 CCS Class Battlecruisers
    • 14 SDV Heavy Corvettes

The boxset gives you more ships for the UNSC but that is mainly due to the fact that the Covenant ships have much longer range and much stronger weapons. The UNSC have the obvious numbers advantage plus they can move faster then the enemy ships.

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*An example of a game setup of Halo Fleet Battles*

Next lets talk about the rulebooks. The core rulebook as shown on the right is absolutely packed full of amazing lore information, pictures from Spartan Games own collection of Halo ships (Including the beautiful Assault Carrier that should be out by the end of the year), and of course all the rules you will need to play the game. The other book has game setups and special scenarios to play the epic space battles that lead up to and decide the fate of the UNSC fortress world of Reach.

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OK, so now lets talk about who will lead your fleet.

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*Vice Admiral Michael Stanforth*

 

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*Supreme Commander Rho ‘Barutamee*

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The photo above shows the Commander cards that have the special rules for the character who will lead your fleets. They explain their rank, command ship names, standard rules and special rules (which are used in the game to give advantages to your fleet) plus that commander’s UNIQUE ABILITY, a special rule that the commander can use mid-game. Next to these cards are the special ORDER DICE, these are used in game to play the standard/special rules and help in deciding who has initiative.

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These are the ship profile cards that come in the boxset and explain all details of the ships that you will need to play the game, ex, ships type, movement, damage track, weapon profiles and special rules. They also show the different formations you can have the ships in. You can either have a UNSC Epoch class Heavy Carrier alone, or you can have it supported by a Paris class Frigate, this give you the advantage of having more firepower and better defenses while having to pay slightly more in the army list. You also get the profiles for the squads of fighters that are launched from the larger ships,  bombers and even boarding craft, some of which can contain Spartans or even Elite Zealots.

Below is an example of the ship templates, that have an easy to use profile listed on it as well as showing the different arcs of fire that the ships can use. Some weapons can fire in Fore, Port or Starboard arc, and some weapons can fire multiple arcs.

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Lets talk about Tokens.

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The photo above shows examples of the tokens that you will use in the game. The top line are used for Covenant interceptors, boarding craft, bombers and the Zealots that can be sent to attack enemy ships. Then we have the UNSC variants, bomber, boarding craft, two types of interceptors (which have slightly different profiles) and the spartans which can cause some serious damage if allowed to get aboard an enemy ship.

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Next we have the playing dice that will be used in the game. In the boxset you get 20x special D6 and 2 x D6, (these are used to decide initiative and rolling for damage dealt against boarded ships).  The special dice are 6 sided but only have 4 types of symbols, these are (2) 2 successes, (1) 1 success, Miss and FAIL! These dice can actually have differing results when shooting against other ships as there is a special rule called ‘FIREPOWER RATING’ where certain weapons or space phenomenon can effect where on the rating chart you roll giving you better or worse chances of doing damage.

Next we have the terrain templates that come in the boxset.

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I think these are great! Great detail!! And some great rules. They can effect movement, shooting and even damage ships. Better be careful when moving near those planets, one misstep and all they’ll find of your ship is a massive crater.

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Final part of the boxset is the Reference Sheet, giving you all the details you’ll need for easy use while playing and blowing stuff up!!!

This is obviously just a small overview of the game but if you are interested in a more detailed look how about you pop down to the club for an intro game, I’ll be running them anytime someone wants a go.

Also if you are interested in the game you can find it in the link below or from several independent stockists.

http://shop.spartangames.co.uk/ProductDetails.asp?ProductCode=HFBB01

Anyway, hope you enjoyed and look forward to your opinions and responses.

 

HHH

Upcoming post for the weekend of 25th July 2015

Hey guys,

So it’s been an exciting week for me. Not only have I been off work all week but my preorder’s of Halo Fleet Battles arrived on Wednesday and I have been working hard the last day and a half building, painting the models and learning the rules ready for an intro night at the club.

In regards to this I will be posting three articles this weekend, one for the events of club night, including the intro games held for DropZone Commander, my intro games for Halo Fleet Battles and an article on the game in general including my impressions of the models and how the game plays.

Look forward to writing along with plenty of pictures.

See you all soon,

HHH

Hello world! Welcome to 2d6 Lodge!

Welcome to 2d6 Lodge! This is our first blog post!

This group has been opened for all gamers and hobbyists in and around Cambridge who are looking to find a place where they can gather to play their favourite games, have discussions with fellow gamers, build and paint models, or just meet up with people for a chat.

2d6 Opening Night
2d6 Opening Night

All information regarding 2d6 Lodge is listed below, and as time goes by this may be further updated, but until then all relevant information is gathered here!

2d6 Lodge is open every Friday from 5pm-10pm in Drama Studio One (to the left of main reception) at:

Netherhall School,
Queen Edith’s Way,
Cambridge
CB1 8NN

£3.50 per evening (for up to 5 hours gaming!)

  • We only collect a fee from you if you’re actually playing a game
  • Payment received by club Admins
  • Advance payments available if wanted (just ask us for details!)
  • All penny of the funds received go towards the hire of the venue and the running of the club!

All gaming systems are welcome!

Painting stations available!

Gaming tables can be booked in advance.

Wargaming Tables
Wargaming Tables
  • Six Wargaming tables (6×4 feet for 40K, Fantasy, Warmachine, etc.) can be booked for one of two time slots:
  •   5.15pm-7.15pm; and
  •   7.30pm-9.30pm
  • This gives us gamers two hours to set up and play and a little time in between to tidy up for the next gamers!
  • Book early to avoid disappointment!
  • More wargaming tables will be made avialable if there is regular demand!
  • Smaller tables are also available for games not requiring 6×4 feet of tablespace!

Separate tables will be available for card games.

Free parking is available. There is more parking towards the back fo the school, but the gate there is locked at 7pm, so please be aware of this if using the extra parking!

The Cambridge number 1 and 2 buses drop off very close to the school entrance. The number 1 (Citibus) stops directly outside of the school; the number 2 bus at the end of Queen Edith’s Way, which the junction of Wolfstan Way (just a short five minute walk from the school).

The 2d6 Lodge club is run by six administrators (two of whom are staff from Netherhall school).

No membership fee. Just pay when you play!

Disabled access.

Fire safety. Extinguishers and exits are all in place and routinely monitored.

No smoking on the premises. You must exit the school gates, but these are within an easy distance of the gaming hall (Once you are past the school sign on the main footpath, you are off the school premises!)

Food and drink is not allowed in the gaming hall. There is a small area still inside the building, if people want to stay in the warm, but it is still possible to eat outside of the gaming hall.

Toilets are available: Male, Female and Disabled. Please use the appropriate toilet.

Vending machines are supplied on premises so please help yourselves.

A painting table will be available if required. Water will be provided, but you must bring your own painting equipment and tools.

Anyone younger 16 years old must be accompanied by a parent (plus a contact number).

Book club/discussion is available, if the demand is there.

Future trips can be planned. For example, Warhammer World, Games Day, Salute, etc.

Campaigns to be planned (Heresy, Fantasy Legends, Warmachine, etc.)

Regular tournaments are organised through the club.

Practice and advice/tips on games for preparations for official tournaments or general gaming.

Sponsorship of other clubs around Cambridgeshire.

Twitter: @lodge_2d6

Email: 2D6Lodge@gmail.com

Web: http://2d6lodge.co.uk