ISSUE # 11 SEPTEMBER 2014 GARAGE GAMERS GROUP
Nov 22, 2015
ISSUE # 11 SEPTEMBER 2014
GARAGE GAMERS GROUP
feedback. We love to hear
what your thoughts are and
what you may have liked or
(dare I say it) didnt like.
Feedback allows us to keep
up a great presentation for
you, and keeps us proud to
be doing this service for
gamers all over the world.
Tank War is available
soon from Warlord, SAGA
Crescent & the Cross from
Gripping Beast, Pirate
Rules from Osprey, Nagash
is back & Archaon is having
another Chaos invasion into
the empire in Games Work-
shops Warhammer Fantasy,
Battlefront is churning out
the WW1 tanks, more
fantastic miniatures from
the Perrys, & RiverHorses
Tarot of Loka...what a great
time to be a war gamer...
Send your submissions in
to:
Garagegamersgroup@
gmail.com and put Editor in
the subject line.
SEE YOU THERE
Hi Everyone,
I hope that you all had an
outstanding month.
First off Id like to clear up
any possible confusion from
last issue. On the Last Minute
Column on the last page of
issue 10 of Snake Eyes I
showed Alessio Cavatores
Tarot of Loka, as produced by
his gaming company
RiverHorse. In my description
of this product, I may have
unintentionally alluded that the
cards were part of a the game
rather than the game itself.
My apologies if anyone read
this the wrong way.
I would like to extend an offer
to any budding artists or exist-
ing ones as well, that should
you wish to promote your
work, send any artwork to us
for an opportunity to be pro-
moted on the front cover of
Snake Eyes. While on the sub-
ject I would also like to put a
call out for any GGG member
who might be interested in
writing a column for Snake
Eyes covering Blood Bowl,
Epic, Ancients, War Machine,
Bolt Action, or any game of
choice please let me know.
This Issue of Snake Eyes we
will open the floor to one of our
core games, namely the Old
West. This is the first time that
Snake Eyes has offered an
interactive game. Id like to
say more here, but theres
simply not enough room.
More on this exciting event,
inside this issue.
I can remember people
remarking many years ago,
about this hobby of ours, that
we should Get a life. I have
always tried to fit in the
things that I enjoy doing into
my work/life balance, as I
believe that we all do. Gam-
ing is, and has always been a
huge part of my life. If I was
able to afford it, I would be
running a hobby shop right
now. So I settle for the next
best thing. I love the variety
of games that are out there,
and I strive to have a taste of
them all.
My secret dream is owning
an empty warehouse that I
could fill with tables of
scenery for different games
and invite gamers from
everywhere to play there. It
still could become a reality.
If you have people telling
you to get a life, tell them
next time, that why should
you change what is already a
great life, and give them a
copy of Snake Eyes.
As we strive to make each
issue of Snake Eyes better
than the last one, what we
need from you the reader, is
Garage Gamers Group (GGG)
G A R A G E
G A M E R S
G R O U P
SNAKE EYES S E P T E M B E R 2 0 1 4 I S S U E 1 1
S P E C I AL
P O I N T S O F
I NT E R E ST :
The games
we play
Game
reviews
Gamers Tips
Members
Sales page
Members
Gallery
Game
spotlights
Members
Collections
Contacts
Promotions
Member
Spotlights
Store Finder
S N A K E E Y E S
2
GGG-Members
GarageGamersGroup-The Games We Play Warhammer 40k
Warhammer Fantasy Roleplay
BattleCry
StarWars X-Wing
Old West
Zombiecide
Axis & Allies
Warhammer 40k Roleplay
American Civil War
Apocolypse
AD & D
Arkham Horror
Necromunda
Dreadfleet
Man O War
Bolt Action WW2
Mordheim
Flames of War
Pathfinder
Napoleonics
Warhammer Fantasy
Blood Bowl
Demi Federoff
Jamie Federoff
Sean Federoff
Aaron Fleming
Rod Franze
Bryan Gagen
Duane Gardner
Matt Garside U.K.
Jason Goodliffe
Courtney Halverson
Paul Hannouf
Joshua Harbort
Andrew Holloway
Ian Houlihan
Henry Hyde U.K.
Albert Kas
Malagen Khaine
Hayden King
Nathan Long U.S.
Nate Jurgs
Robert LaBrie
Simon Machin
David Markwell
Andreas Massonne GER
Simon Mayes
Duane McAndrew
John McDonnell
Jeff McArthur
Cameron McCormack
Nigel McDermott
Kris McKiernan
Jarrod McKiernan
Zac Mehta
Richard Moore
Mike Murdock
Sean OHanlon
Michael Orton
Daniel Paynter
Tim Prenzler
John Pope
Stephen Randall
John Ross
Brendan Ryan
Don Sargent U.S.
Dwayne Schwede
Carl Sciscio U.S.
Zachary Seib
Stuart Shaw
Michael Stamp
Troy Standen
Rob Sutterby
Mark Sykes
Chris Taylor
Glen Taylor
James Taylor
James Taylor U.K.
Steve Tobias
Peter Toh
Shayne Treasure
Paul Treichel
Garry Wait
Matt Walford U.K.
James Wallace
Cameron Webb
Clint Lee Werner U.S.
Danny Whitehead
Drew Williams U.S.
Ross Williams
Michael Wright
Alan Anderson
Jeremy Anderson
Tony Arthur
Alex Barrett U.K.
Steven Azzopardi
Brittanie Ball
Sean Beggs
Drew Birkmyre
Marcus Blackman
Kieran Bowman
Steven Brittle
John Brotton
Kaz Brotton
James Cachia-Garrett
Alessio Calvatore U.K.
Ken Carr
Ben Chase
Claude Chase
Darian Chase
Kellie Chase
Kirstyn Chase
Nick Chase
Terry Clayton
Sam Corvi
Matt Crosby
Rodney Cross
Eddie Crompton
Paul Dale
Evan Dennett
Martin Dorney
Frank Doslik
Alan Doyle
George Elliot
Abby Federoff
Craig Federoff
S N A K E E Y E S
AXIS & ALLIES WW1
This is not World War II. Progress
during "The War to End All Wars" was
measured by yards, not miles. The
Italians were on the side of the Allies,
while Turkey then at the center of the
Ottoman Empire was one of the
members of what was known as the
Central Powers. Imperial Germany and
the Austro-Hungarian Empire were the
two other main Central Powers.
The major Allies, sometimes referred to
as the Entente, consisted of the British
Empire, France, Italy, the United States,
and Imperial Russia. The alliance includ-
ed other historical members, but they
more or less fell under the command
and control of one of these great pow-
ers. In fact, had General Pershing not
insisted that its integrity be maintained,
even the American army would have
found itself as simply being replace-
ments for French and British.
Axis & Allies: WWI 1914 puts players
in charge of one of the major powers,
each with its own infantry sculpt; other
sculpts represent the artillery, tanks,
aircraft, and naval line-up of either the
Allies or the Central Powers.
As designer Larry Harris notes, "While
playing this game, you will quickly
realize that this is not World War II.
There are no massive sweeps across
continents with blitzing armored divi-
sions and aircraft. Instead, there are a
series of determined offensives resisted
by equally determined armies dedicated
to holding the line. You will find that
your depleting resources of men and
artillery must be deployed with great
thought and efficiency. You will be
fighting pretty much the way man has
been fighting with each other for thou-
sands of years only this time the
ability to kill your enemy, and for him to
kill you, has become intolerably effi-
cient."
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A tale of too many armies...
P A G E 4 I S S U E 1 1
always been in your, will do it
later pile. Now make a list of
these items, and have a think
about whether you can use them
anywhere in your collection.
Maybe you can make them into
some terrain feature. Can you
add them to existing armies, or
can they make up a separate
force?
If you are coming up with no
answer to the previous ques-
tions, then I suggest you sell,
trade or donate, these unwanted
items in your collection. This will
allow you to possibly purchase or
trade for more of a type of item
that you can use now or at least
be a part of your collection.
You can even start a new col-
lection. You could give them
away to a friend who is intro-
duced into the hobby, or
might be less cash fortunate.
The big mistake would be
selling off all of your collecti-
bles. Outside of later remorse,
you will never recoup the
money, time and enjoyment
of getting them in the first
place. Keep your favourites,
and who knows, hopefully
along the way you will redis-
cover why you loved them so
much, when you first acquired
them. Good luck.
My advice is to start small
and look for something that is
achievable. For instance you
may decide that you want to
collect figures from a certain
sculptor or company.
Chasing small numbers of fig-
ures is more likely to get a
collection completed than say,
Im building this massive army
and I need 40 mutant goblins
from the old GW range. Peo-
ple who only have a couple of
figures left over from a collec-
tion or project will more than
likely sell for a reasonable
price.
This small purchase tactic lets
you sneak under the radar of
avid (I call the greed)
collectors, however if you are
really trying to build an army
of 40 mutant goblins and if you
are getting them a couple at
the time, the next hurdle is
shipping.
Postage costs may be a killer,
particularly if you are here at
the a*#e end of the world
(Australia), and you are
purchasing your collection
from a hobbyist overseas.
There is no sure way to beat
this, and ebay post packs are
not the answer. Hopefully you
have relatives overseas that
can forward them on to you.
So in this hobby I can only ad-
vise slow and steady wins the
race.
Can a novice who has decided
to start collecting have any
chance to succeed? Well yes
they can if they have the
money and will power to chase
the needs they have.
Today collecting is an expen-
sive hobby (on the whole).
Thanks to many shows on pay
to view channels like Foxtell,
you can see the greed factor
openly displayed, as people
just prove what tools they can
be. Thirty plus years ago you
could easily acquire items
within a reasonable price
range. Today you really have
little hope unless you run into
people who are genuine good
guys, and believe me they are
as rare as hens teeth.
From the Collectors Vault
There are
many gaming
systems out
there...all you
have to do is
find one that
suits you
S N A K E E Y E S
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Normally I say that you can
never have enough miniatures
but in some cases this does not
turn out to be true.
I read of one persons lament
the other day, where they were
considering selling off all of their
collection. I feel for this persons
situation, having experienced it
myself in the past.
The main thing about it, is that
I have found that it is a tempo-
rary feeling. I found that the best
way to combat it, is to have a
look at what you have in your
collection. Find what you may
have bought on a whim, items
that you may never use, or has
The Collector is a gamer
with over 40 years in col-
lectable games and war-
gaming...
S N A K E E Y E S
5
Forward Scout
By GGG Member Glen Taylor
A successful history doesn't guarantee a successful future.
I heard this the other day and boy did it strike home. Games Workshop, for one example. Now before
some protest, yes they are still here and selling, but if you look back to what they did in the eighties and
nineties, you might start to see what I mean by this statement.
I was lucky to have started gaming in the eighties and had the time of my life, but along the way they, and
by they I mean GW, lost me. For those who are new I'm back playing 3rd edition Warhammer Fanta-
sy Battles and loving it, thanks to OLDHAMMER boyz.
Again some still might howl so what, each to their own. This is true but it made me think about all the
things out there for us today. So many great games and figures from all round the globe. If you are like
most of us, youll want everything and want to build massive collections. Some never even see combat or
get out of the packet.
Again each to their own but as I get back into the hobby, I am trying to fight with each army as I build it. I
want to use each troop type at least once, and above all photograph it. Some of this effort has already been
shown in Snake Eyes and posted on various sites on facebook.
Back to the title, and what it means to me. I did enjoy my gaming so much in the past. I formed clubs, and
ran them with others. I organized tournaments and travelled to as many as I could. I just loved it and if you
stopped to talk to me back then I wouldve talked your ear off about gaming.
Then it all changed. People went off and did their own thing. Friends I gamed with stopped gaming for
their own reasons and moved on to something else.
Now as I wander back down the road, I will make every effort not to rest on my past glory, and to continue
to work hard on my gaming whenever I can. Old alliances have been re-established. New friends have
been made. By doing this gives me success in my future. Gaming.
May your dice roll high
S N A K E E Y E S
Napoleonic Battle - Prussians versus French
After a long hiatus I have returned to playing Napoleonic battles with my old friend Andrew R. Normally Tuesday evenings is the best
for both of us, we were scheduled for this evening but the G20 had other plans for Andrew. Was going to put off till next week, but
Andrew decided that it was best be strike straight away, probably less chance of me finding an excuse to put of a good flogging!
Right as mentioned in another post we use the WRG rule set Wargames Rules 1685-1845. Yes they are 30 odd years old, but I don't
have a problem with them, neither does Andrew.
Here is my Prussian List for the day.
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S N A K E E Y E S
Headquarters
Commander in Chief - 1 Element
Chief of Staff - 1 Prussian Staff
Grenadier Battalion - 10 Elite Line Infantry
2 Elite Line Infantry trained to skirmish
1st Infantry Half Brigade
Infantry Commander - 1 Prussian Staff
Hussars - 6 Trained Light Cavalry
Field Artillery Battery - 13 Trained Gunners
(Six 6 pounder guns and two 7 pounder howitzers - Can be
deployed in half batteries)
4 Light/Medium Artillery Pieces
4 Horse Limbers with Trained Drivers
Regular Infantry Regiment
1st (Musketeer) Battalion - 12 Trained Line Infantry
2nd (Musketeer) Battalion - 12 Trained Line Infantry
3rd Fusilier Battalion - 10 Trained Line Infantry
2 Trained Line Infantry
11th Reserve Infantry Regiment (2nd Silesian Regiment)
1st (Musketeer) Battalion - 16 Raw Line Infantry
2nd (Musketeer) Battalion - 16 Raw Line Infantry
3rd Fusilier Battalion - 16 Raw Line Infantry
2nd Infantry Half Brigade
Infantry Commander - 1 Prussian Staff
Hussars - 6 Trained Light Cavalry
Field Artillery Battery - 13 Trained Gunners
(Six 6 pounder guns and two 7 pounder howitzers -
Can be deployed in half batteries)
4 Light/Medium Artillery Pieces
4 Horse Limbers with Trained Drivers
Regular Infantry Regiment
1st (Musketeer) Battalion - 12 Trained Line Infantry
2nd (Musketeer) Battalion - 12 Trained Line Infantry
3rd Fusilier Battalion - 10 Trained Line Infantry
2 Trained Line Infantry
Landwehr Infantry Regiment
1st (Landwehr) Battalion - 12 Raw Line Infantry
2nd (Landwehr) Battalion - 12 Raw Line Infantry
3rd (Landwehr) Battalion - 12 Raw Line Infantry
Cavalry
Cavalry Commander - 1 Prussian Staff
Dragoons - 12 Trained Heavy Cavalry
Landwehr - 9 Raw Lancers
S N A K E E Y E S
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Im hoping Andrew will supply me his French list which I shall include as an edit. Here are some photos of the
day. Needless to say I was flogged good. My die will be binned, as they failed on all fronts except one, where on
barrage from the right flank artillery butchered 6 out of 12 French troops. Pity I could not keep that sort of luck up!
S N A K E E Y E S
8
My opponent Andrew and his French! My left flank advances.
My right flank decide to stay put and let them come to us. Advance, always move forward, unless the artillery spoil you day.
Right flank continue to observe the French advance. Advancing to engage those French. Cavalry ready to charge.
S N A K E E Y E S
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S N A K E E Y E S
Finally movement from the Prussians on the right flank.
French chase of the artillery crew. Hussars mauled by French artillery.
Right flank, nothing happening prior to artillery phase from French. French advancing on my artillery. Lancers ready to engage.
Dragoons peel off from flank to support the Lancers
Lancers countercharge the French dragoons. Prussians learn that
not all charges ram home.
S N A K E E Y E S
John McDonnell runs his own blog site called Hammer & Banner which has over 3600 views. He is a veteran gamer with many years
in gaming...
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S N A K E E Y E S
Lancers bolt with the French hard in pursuit. Left flank starting to crumble.
Death by musketry. Flank certainly lost. Right flank broken. Landwehr hiding in stone building and refusing
to come out.
S N A K E E Y E S
Dark Heresy is a role playing game set in the grim darkness of the 41st Millennium, the decaying dark
future of Warhammer 40,000. Below is the continuing background story of Bekki Imam, GGG member
Simon Machins character in Dark Heresy, continued from last issue.
Sister Krankies diaries Part 10
My name is Bekki Imam, I am an Acolyte of the Handmaidens of the Emperor, an Adepta Sororitas.
We move as fast as we could, heading towards the turbo shafts that would take us down into the bowels of the
ship, as we made our way to the Engineerium section, and to the area where the murdered victim was found. The
squad shouldered their way through the startled occupants of the gangways that were not quick enough or smart
enough to make way for our group. Eventually we reached the Engineerium.
We investigate the area surrounding the body, but can only determine that the murdered crewmen were killed by
the use of one or several sharp instruments. Some, where pierced through, and given the lack of defensive wounds,
the attack was quick. Inhumanly so.
We talk to Magos Zeul Howe and examine the dead servitors lying around or near the damaged engine. A typical
Techpriest, Magos Zeul Howe is furious at the destruction of his servitors and the damage to his sacred machine.
We find the organic components of the servitors are missing. We all feel on edge, as the feeling of something awful
is near. We spread out to search the engineerium.
I start to pray to the Emperor for strength, when the presence of the disturbance makes its appearance. Its the
flesh daemon. It has made its way here. The daemon we destroyed on the space hulk had somehow made its way
onto our ship.
It cackles with glee, unsheathing long bladed knives, but now I see, the blades are the daemons appendages. It
attacks us, immediately. The squad is steeled to the threat this time and open fire. Fear or loathing has made them
more resolute than ever and they hit the daemon with some of the best shooting I have ever seen from them, solid
rounds and beams simultaneously blowing chunks and crisping flesh. I pray to the Emperor for strength and
righteous fury and charge it, but before I could even close the distance to the daemon, Brawn, Carno and
Adamantus, shred the daemon into strips with their firepower. The daemon tries to slither away. I step up to it and
use my faith to bring forth the "Light of the Emperor". The Emperor blesses me and I glow with the brightness of
Faith. I bring forth the light from me and into the daemon. The daemon wails in agony and is burned to ashes.
We all gather and pray and give thanks. The Techpriest, Magos Zeul Howe is impressed. We check the area and
are sure the daemon is banished completely. Just after we start to leave the area we get a message via our sub
vocal communication chip.
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S N A K E E Y E S
"This is Hastus. I have taken over the ships bridge. Give me what Inquisitor Arrazmus stole from me, and you
promised to give me. I have bomb here ready to detonate."
We were all startled by this. We talked amongst ourselves and agreed that we have to stop the Techpriest, and we
head back toward the bridge of the ship, to confront the Techpriest. On arrival, we find Hastus standing in the centre
of the bridge, close to the Captains chair. The captain is dead on the floor next to him. The crew of the bridge are
huddled in the corner.
He says "Give me what was promised, or Ill blow the ship up".
Brawn shouts No and opens up with the brawn gun. He shoots and the round slams into the Techpriest. The
concussive force of the shot knocks Hastus several meters away from the bomb, yet did not kill Hastus, only tearing
away the robes of his midsection. Sparks fizzled from the Techpriests torso. The shot revealed that Hastus was a
fully mechanized being.
Hastus yells "You stupid flesh creatures know not what youre doing. I will destroy you weak fleshlings".
I, the Magos and our Techpriest, immediately realize that the creature is a tech heresy and must be destroyed.
Hastus it turns out is so badly damaged he cant fight back. Brawns shot hit a critical location and has immobilized
the creature. I tell the Magos that we must destroy this thing. He disagrees, saying that we must keep it alive and
study it. I am uncertain but I am aware of his background from the Inquisitor, and give him leave.
The Magos went to the creature and crackled some binary cant. He then cleaved the head from its neck, in one
quick move. Magos Zeul Howe smiles, lifting up the head of Hastus and checks it.
He says "I wanted it to think I meant it no harm so it would not erase its files".
I smile and nod appreciatively. "Is the data is still intact"? I asked.
"Lets see." he replied.
He leads the way to my new quarters and he plugs the head into a holo-table. A lot of images flash by, mostly of
some men like him and some others with strange green glowing eyes. The Inquisitor is seen to capture it and the
data feed ends.
The Techpriest exclaims loudly "Men of iron, what blasphemy, and Necrons".
I remember a discourse I once had with a Techpriest on why servitors have brains, and he mentioned an old war of
men versus the Men of Iron.
The Magos says he will need to check up on this and get back to me on the findings. I thank him and tell him I am
glad for all the assistance he can provide. He smiles and says that we have just made an important discovery for
both the Inquisition and the Adeptus Mechanicus.
Innocence proves nothing"
Membership to Garage Gamers Group is free. You can be approached by a member
either directly, or electronically, and asked if you wish to join, or turn up and play in one of
our games.
12
S N A K E E Y E S
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S N A K E E Y E S
14
facebook page has been set up, to allow
players to read up more thoroughly on
the rules, and become familiar with the
game terms. In this issue we will show
you a brief overview of what to expect,
and in future issue will publish the game
map, showing all player movements.
We would like to introduce you to
something new this month, in the
form of a very enjoyable game that
we have put together. Dog County
Range Wars is an interactive game,
allowing you to join us in playing. A
SNAKE EYES
S N A K E E Y E S
15
Dog County Range Wars
Free land they said? First, I had to line up and race against
mad people for the good spots. Nearly rolled my wagon,
killing my family. Nearly lost the lot. Then the weather and
the savages all had a go to kill our dream, and now this... a
range war. Well I can tell you that this time I have had it.
Not only will I defend whats mine. This time I want theirs
as well."
Welcome to our Wild West campaign!
Its is simple once you get the hang of it. If you have played either
Risk or Civilization board games, then you will have a good start.
Whats it about?
Expand your ranch by claiming new hexes of land and taking hex-
es owned by others. Some may be explored for more fertile land
for your cattle, and in turn produce more income. You may dis-
cover Silver mines on your property, or take over one belonging
to someone else. The winner at the end of the campaign will be
determined by your land and income. That player gets to name
the new territory.
You will begin the game with your Ranch (named by you) in the
centre of six hexes. This represents your initial land grab. Until
game play starts and you get to see the whole map, you will only
know the hex co-ordinates of your own territory. You wont know
which direction the rivers are, or how close your neighbours
might be until the map with all gamers is shown. This allows eve-
ryone to have a fair start. You will also have $300 to spend.
You will have ten level one Cowboys and a level six Boss, (thats
you), to start your game. You will have one ranch, and a bunk-
house that will sleep your 10 cowboys. Income is produced by the
hexes of land you own, with various levels of income based on the
fertility of the land, anywhere from $25-$100. You will start the
game with an even mix of differing land values.
As the game progresses, players will explore new areas and take
over land to farm your cattle. You might be the first to discover
mountain ranges, mines, rivers, timber forests and other features.
In the case of you being the first to find these things, an email will
be sent to you so you can name that river, mountain range or
mine. That name will then remain on those features in the new
territory, irrespective of whether you are the winning player or
not.
Your income can be spent on training your Cowboys, new
bunkhouses, and Chuck Wagons.
Every new item must start from your Ranch hex and then
move out from there. Cowboys being trained up any levels
must do so at the Ranch hex. Chuck Wagons are built at the
Ranch Hex. Bunkhouses however can be built on any hex of
your choice, with the exception that only one Bunkhouse can
occupy one hex.
Bunkhouses can support 10 Cowboys and can supply to all
surrounding hexes from its own hex. You can build as many
Bunkhouses as you have money to do so. If you buy more
Cowboys you must have a Bunkhouse to house them. The
Bunkhouse costs $300, and can be built on any of the sur-
rounding hexes of your Ranch if you so choose. Building a
Bunkhouse in any hexes beyond the six that surround the
Ranch needs a Chuck Wagon to be converted.
Chuck Wagons cost $150 and are mobile, however they only
support 5/6 Cowboys. When you want to build a Bunkhouse
two or more hexes away from your Ranch, you state that
you are converting the Chuck Wagon to a Bunkhouse and
paying the remaining $150.
Cowboys are $30 to hire. For the sake of a simplistic set of
rules, this is the only cost outlay to hire a Cowboy indefinite-
ly. They are hired with the skills at level 1.
You, the Ranch Boss can nominate Cowboys for training.
This occurs at the Ranch, and Cowboys are trained up one
level each turn. Cowboys can be trained to a maximum of
level 5, representing a veteran. The level costs are as fol-
lows:
Level 1 Cowboy $30
Level 2 Cattleman $60
Level 3 Outrider $100
Level 4 Horsemen $200
S N A K E E Y E S
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Level 5 Trail Boss $400
These level skills are what matters in combat
with enemy Ranchers.
Income can be derived from several sources if
you are lucky or vigorous enough.
Land will produce the majority of your in-
come. Even if you lose the hex to an enemy
player it will still produce one last payment
for you from that turn. Payments are repre-
sented by the land type. Land values are bro-
ken into four main types. These are arid, graz-
ing, abundant and lush. Arid earns $25, Graz-
ing earns $50, Abundant earns $75 and Lush
will earn you $100. These are paid per month.
Timber can earn you $50 and halves the cost
of any one building for the turn it was discov-
ered.
Mines can be found around river basins and
in the foothills of mountain ranges, and if
your luck holds with you, these will provide
you with $200 per month. The mountainous
land has no other real value, outside of cre-
ating a defensive bonus. Mines can be
searched for each time you find a new
(unsearched) mountain hex.
Movement is all within your territory. That
is to say, you can move any or all of your men
within your territory owned, provided they
have a Bunkhouse or Chuck Wagon to support
them. (see turn example) You may also
choose to have your men explore or if occu-
pied, raid an adjacent hex.
As your Ranch expands its land ownership, it
may become big enough to support a trading
post or even a town, may come into being.
Combat in the campaign is kept quite simple.
Defenders will have a +1 bonus if they occu-
py the hex. If both raiding groups enter a hex
on the same turn, then neither has the defen-
sive bonus and will both lose casualties.
Combat is based upon having the numbers
to win. If a level 1 (Cowboy) moves into a hex
that is occupied by a level 1 Cowboy, then the
attacker will be killed, because of the defen-
sive bonus. If the attacking player has two
level 1 Cowboys, then the first is lost, THEN
the defending Cowboy is lost, leaving the
attacker as the winner, who then may take
over the hex, providing the attacker has a
Bunkhouse or Chuck Wagon in an adjacent
territory.
Level 2 Cattlemen are equal to two level
1 Cowboys. In the example given above,
the attacker would need at least three lev-
el 1 Cowboys to defeat a Level 2 Cattleman
defending a hex. This is because the first
Cowboy is lost to the defensive bonus, and
the remaining 2 Cowboys are now the
equal of the level 2 Cattleman. So the or-
der goes, attackers loses one, defender
loses one, then the process is repeated.
Losses are always taken from the lowest
level first. Imagine that as a Cowboy is
trained up a level, they get an extra
wound.
This would indicate that it is a good idea
to have good numbers, or higher levels on
your side when expanding your ranch.
As an example of play, have a look at the
map pictured which shows the starting
location of the other players.
The map will show all of the starting play-
ers, that will be randomly allocated their
starting positions. Each player will be given
the location of their Ranch on the map
when you join the campaign, in a num-
bered hex format. The Ranchs are shown
by the black hex. The green hexes sur-
rounding the Ranch hex are the lands that
each player starts with. Now if your Ranch
was the one with the star, you have the
option of threatening your immediate
neighbours to your right or lower left.
The game uses compass points, so in this
case it would be your neighbour to the East,
or to the South West.
In the first turn, you might spend $300 on 2
Chuck Wagons, and send 5 Cowboys to the
South West with the new Chuck Wagon, and
do the same in the East, so the end of your
turn 1 might look like this if every Rancher did
the same.
In the game map, you will see the colour
change of the expanding ranchers but you will
not see where the other ranchers have their
Chuck Wagons. Lets assume that the two
hexes you have taken over are grazing lands.
Your income for the month increase by $100
($50 each), for a total of $400 for the month.
As each Chuck Wagon supports 5 ranch-
hands, you raid the adjacent hexes to the
Chuck Wagon, WITHOUT attacking the pre-
sumed location of your neighbours at this
time, but understanding that your neighbour-
ing Ranch Bosss are planning their move-
ments as well. In this example your immedi-
ate neighbours will attack you.
Your move on the eastern side will be to
raid the hexes adjacent to the Chuck Wagon
location. They are the north, where you send
1 Cowboy, the South East where you send 1
Cowboy and the South where you send 1
Cowboy. The remaining 2 cowboys stay with
the Chuck Wagon.
Your move on the South west will be 1 Cow-
boy each to the north, north west and west,
and 1 to the south east hex, leaving only 1
cowboy with the Chuck Wagon. Your expan-
sion is represented by a darker green.
S N A K E E Y E S
17
The south west neighbour sends 1 Cowboy
into each of his adjacent hexes, leaving 1
with his Chuck Wagon, as shown by the
red colour. His other Chuck Wagon takes
adjacent lands with no opposition, as
shown in orange. Likewise the neighbour
on the eastern side has their expansion
shown in blue.
As a result of their attacks on you, with 1
Cowboy against 1 Cowboy , your defensive
bonus means that their attack is foiled and
you remain in the expanded territory hex
with your Cowboy.
Then end result of turn 2 is that you, and
your neighbours have all expanded their
territory. The eastern neighbour has in-
creased their land by 5 hexes. The south
western neighbour has increased their
land by 6 hexes, and you have increased
your land by 7 hexes.
To play in the Dog County Range Wars,
interested Land claimers send an email to
Tell us the name of your Ranch, what you
would like to spend your $300 on, and
where you would like to move your Cow-
boys for turn 1.
Snake Eyes Magazine facebook page will
be the site where it all happens in between
turns. Rules and extras will be posted on
here as well as the game map, and updates
on new mines, rivers and mountain ranges
discovered. Have your say online by posting
your thoughts about Dog County Range Wars,
or maybe just harass your neighbours.
Dont forget that you can name discoveries
that you make, putting your name in the his-
tory of this campaign.
Snake Eyes monthly magazine will show the
top Ranchs in the game as well as a local
Newspaper that will announce any news on
the Range Wars...
Aim High...
S N A K E E Y E S
18
Dogtown howler 5
Dogtown County opens up new land
grabs...New land is up for sale in Dogtown
County, and would be ranchers are lining up
at the land sales office hoping to purchase
some prime property.
Six months ago, this land was populated by
our small town, and savages on the plains,
said town Mayor, Alistair Dumphrey.
Now it will be populated by peaceful, good
Christian white folk.
Town Doctor, Johnathon Weeks, said
that Dogtown had its first infant born in
town in nearly a year. Things may be looking
up for the town as many see this event being
the start of a run of good luck.
Shuttered shops are now re opening their
doors to greet the new Ranchers as they
make their way around town.
Edited & Published by Jacob Adams Esq.- Journalist & Photographer - Established 1867 Dogtown County - Member of Professional Newspapermen of N.Y.
Glen Smiley McTaylor
Already threats have been made against our peaceful com-
munity. Glen Smiley McTaylor made threats against the
Land Sales office and the local authority, Sherriff Reo Krey.
Only the fact the the gunman was unarmed at the time,
allowed the Sherriff to remove him from the town bounda-
ries. McTaylor begrudgingly left Dogtown with the words
Its my land. Not the Indians, not the ranchers.
New Ranchers come to town as land
opens up in Dogtown County. Folks
are coming from all over the place to
secure a future. The Lands office in
Dogtown is overrun as Pioneers queue
for their chance of some cheap land.
Dogtown hotels and Bunkhouses have been booked out for
days, and townsfolk are even offering their houses for rent
to the newcomers. Business is booming as they say, with
the added possibility of finding a silver mine on their prop-
erty. Silver was the reason Dogtown is here, named after the
late Reverend Stanley Dog. Some old timers say that the sil-
ver is far from played out. This writer hasnt seen any action
yet, but according to banker Milus Freyton, several people
have opened new accounts at the bank with silver ore. The
old mines are scattered all over the county, so anyone could
be lucky if they stumbled over one. It could be that a silver
rush could be the greatest thing for Dogtown to bring it
back to its former glory.
Dogtown wilder beginningsDogtown wasnt always this
quiet on the streets...No sir-ee, proclaimed long time resi-
dent, and town drunk, Bob Tonic Brown. I can remember
a time when even the town Deputy was crooked. He ended
up gittn himself killed by the lawman, at the time...Cant
quite remember his name. Helluva town Mayor back then
too...Cant remember his name either...If youre buyin
mebbe I can recall a story or two of back in those
days...You aint seen a fight til you see a Chinaman
fight...Wow whod a thunk they could fight like
that...Where were we? Oh yeah, Dogtown...wasnt always
this quiet...at least, not in the old days...six months ago
For Sale Lookie Tay Lor Laundry
Interested Parties only
No Chinese
Worked Sites Available - Old mine ridge (3), Deadmans
Grove (17),Dimity Hollow (6), Indian Graveyard (7), Tuncur-
ry (4), Questors View (2), Dusty Pickings (3). All mine
lodgements must be paid for in advance with NO returns.
Owners may re sell the Ownership rights back to this office
at the current market price. No mining is allowed on site
until all lodgement fees have been paid. Any breaches of
this arrangement may result in forfeiture of mine holdings.
Railroad might be coming to
town. Mayor Dumphrey has
had a town meeting last week,
over the possible location of a
railway station for the town.
The railroad is still some 120
miles from the town, but the
Mayor is confident that an
investment of this type can
only be good for the town. The
old station was burnt down a
year ago and the track sto-
len, or destroyed. The Mayor
expects that the new line will
follow the previous track
plan. More to come...
Thomas Seawall was killed yesterday
after a shootout near Riverhorse
Saloon. Allegedly caught cheating, he
was shot by gambler Matt Batton
who was also wounded in the
shootout. Witness Don Gaskonie
witnessed the event.
Indians on the run...Indians were sighted
again yesterday on the hills overlooking
Dantes Gap. They left soon enough when
one of the newcomers fired his rifle their
way...have we seen the last of them? Artist Andy Bunson re-enactment
S N A K E E Y E S
19
Star Wars X-Wing by GGG Member Stuart Shaw
I asked Stuart to give me some advice, with re-gard to Star Wars X-Wing. I asked if I was new to the game and wanted to collect some miniatures for the system, what would he suggest?
First things first ... purchase 2 boxes of the X-Wing: Core Set ... That way you get 4 x TIE fighters and 2 x X-wings which is plenty to get going in the game, as well as two sets of move-ment templates and 6 each of attack and defence dice. From there its comes down to personal preferences in terms of the way you play and which ships "gel" with you... At the moment with Wave 4 ... as per the article ... the YT (Millenium Falcons) seem to be having their day in the sun as they are proving incredibly effective against the threat of the new Phantoms ... so flying a YT + 2 other ships (i.e. X-wings, B-wings, E-Wings, or Headhunters), would be a strong choice and give you plenty of grit to hold your own as you are learning the game. If you are looking for more excitement then the old TIE swarm with the new "Echo" Phantom is fun to play ... the learning curve is higher though, until you get used to the crazy manoeuvrability. For more ideas on squad builds you can go to http://xwing-builder.co.uk/build Click on :"Tools", and then on "List all Squadrons" ... there you will find thousands of different options. With Wave 4 there are hundreds of different variations, some great, some shit, some that work with only a particular play style ... just like any table top game. The best way is to strap yourself in and roll dem dice ... pew pew pew ... may the force be with you !!!
(Stuart Shaw created the Toowoomba Star Wars X-Wing group, and regularly posts information about tournaments and upcoming releases)
Pictures on the right show a game in progress in Toowoomba, Queensland.
An X-Wing, the IG-2000 (pictured Right), is a powerful, large-base
star fighter with three attack, three agility, four shields, and four
hull. It can boost, it can evade, it can target lock, it can equip two
cannons simultaneously, and it can whip through space at high
speeds while performing the demanding Segnors Loop manoeuvre.
(Wave 6)
S N A K E E Y E S
20
GGG Member Roy Wells has sent in more of these excellent examples of modelling in WW2, using Tamiya kits and VP figures. Roys specialty is creating a realistic backdrop for his masterpieces...
S N A K E E Y E S
21
WarpForged Miniatures
Contact Scott
For commissions
And sales at
MARGARET WEIS PRODUCTIONS
S N A K E E Y E S
22
Eyes Around the World By Glen Taylor
This article for September, promotes an event called Gauntlet. A Warhammer 40k tournament run in Brisbane last month by Rod Franze at The Pink, at Pinkenba. I managed to make it to this one and wish I had been able to enter. I managed to take many photos, but unfortunately can only show some of them here. Adam Nordberg of Alpha Hobbies generously supported this tournament with an excellent prize pool. There is another Gauntlet running on 15th & 16th of November. Still spots available if you would like to enter.
S N A K E E Y E S
23
S N A K E E Y E S
24
GGG Member Stephen Randall
& Bolt Action
The Bolt Action game was played at Ace comics,
Annerley, a suburb of Brisbane on a Wednesday night.
Using a variety of my own terrain such as 4g buildings, an
Italeri church kit some Gale Force Nine trees, and some
home-made blockages etc.
The points limit was 1000 pts each with British
(Normandy 1944) Vs Germany (Normandy 1944). The
scenario was objective based.
Turn 1, saw both sides hold some units in reserve. The
Brits rolled on through the heavily wooded forest whilst
the German force made their way on through the
bocage.
Turn 2 saw the Panther G moving flat out up the right
flank on the road beside the town church with a veteran
grenadier unit armed with assault rifles, supported with a
unit of regular grenadiers. They we're heading towards a
couple of units of British infantry supported by jeeps.
One contains a Flamer.
The left flank saw German command with a couple of
units of Heer grenadiers and a Puma, heading towards a
Centaur, Staghound and a few units of infantry.
By turn 4, the Panther had cleared some infantry with a
couple of HE rounds & MMG only to be out gunned by a
fast moving jeep carrying a Flamer. Four pin markers
were delivered and the Panther failed its morale and
promptly left the board.
German infantry eventually claimed the right flank
objective and were making some good progress towards
the centre objective.
A British sniper was picking Germans with ease.
The Centaur was slowed in the town centre with a shot
to tracks and became a bunker with a big gun right on
the left flank objective and facing the centre of the table.
The Staghound was playing cat and mouse with the
Puma.
The End turn saw some serious hand to hand combat in
the ruined buildings in the town centre, to attempt to
take the left flank objective off of the Brits but was
unsuccessful.
If memory serves me correctly, the German forces won
with Germany 2 objectives to Britains 1 objective.
Cheers Stephen
(Terrain was a mixture of 4Ground, Warlord and a HO
scale church all built by Stephen)
S N A K E E Y E S
25
Biltzs Battlegroup
(GGEAB1)
Years of combat have made your
infantry a tough fighting force. The
cutting edge of your attack is the
imposing A7V Panzer and Stoss
(Shock) Platoons. This tanks is su-
perior to British tanks in practically
every way. Mass them against a
weak point in the enemy lines, and
use its overwhelming firepower to
tear open a gap in Tommys
trenches...
Your rifle company is well-equipped for assaulting and crushing the enemy. Prepare your assault
with your Mark IV tanks. They will pulverize Jerrys gun nests with high-explosives and rake his
trenches with machine-gun fire. Then send in your highly-trained rifle platoons to clear out the
trenches and breakthrough.
Mitchell's Marauders
(GBRAB1)
Includes 36-page Great War rules
supplement, one Company HQ, two
Rifle Platoons, one Machine-gun
Platoon, one Royal Artillery Gun
Detachment, one Medium Tank
Platoon (with decal sheet).
S N A K E E Y E S
26
Members Spotlight - Alessio Cavatore
I played my first miniature game when I
was ten years old or so. I was using ESCI
HO scale toy soldiers (WWII) and rules that I
wrote for the squares on the wooden floor
of my bedroom. The rules were basically an
adaptation of the ones I learnt from the
Battlegame books of Andrew McNeil.
Much later (during my first years of Univer-
sity) I discovered Warhammer. I have been
gaming now for about thirty years.
My current favourite game is Bolt Action. I
have a Regular U.S. army and Im now
thinking of an Axis force. Im thinking about
building a Finnish force as I like to play with
the good guys, as it seems to me that the
Finns qualify for good guy status, even as
part of the Axis.
I also own Kings of War Undead. Flames
of War Italians. Warhammer Bretonnians
and Skaven. 40K Eldar, Imperial Guard and
Marines.
Obviously I'm only talking about painted
stuff...
I struggle to find time to 'just play'... it's
mostly play-testing. I'm blessed that I often
get to play with the Perry twins on their awe-
some tables with their awesome soldiers!
I also play in Bolt Action tournaments.
It was great working for Games Workshop,
and I've learnt my trade there from the best
designers in the industry. The love story
eventually ended, but without GW I would
not be who I am today. Once while working
with Games Workshop, I was sent to New
Zealand by GW, together with the Perry
twins, Brian Nelson and Gary Morley. We
were on a mission to gather information
about the upcoming Return of the King film
to design the game. There we became
friends with Peter Jackson, Richard Taylor
and the other nice people at Weta Workshop
and were invited to have a cameo as they
were still filming a few extra scenes. Of
course we enthusiastically accepted and the
experience, as a die-hard Tolkien fan, was
one of the best of my life!
My own company, River Horse was born
to create games, then mostly ended up be-
ing used as a 'for hire' design studio by
many other companies, but thanks to crowd-
funding, we're slowly moving back to making
our own stuff! We are working on lots of
stuff... but most has not been announced
yet... Sticking with what I CAN talk about
more supplements for Bolt Action, more
work for Kings of War...
The only armies I am working on at the
moment is the planning stage for my Axis
Bolt Action army... and keeping an eye on
ebay for painted armies...
As far as painting my own miniatures?
Nope. I don't like painting. But I do love play-
ing with painted armies, so I normally buy
the miniatures and then pay/bribe/blackmail
someone to paint them for me!
Alessio Cavatore
Managing Director
River Horse
S N A K E E Y E S
To Sell, Buy & Trade
Some or all of these items may be open to Trade
TAU ARMY FOR SALE WORTH OVER $1100
WILL SELL FOR $500 OR NEGOTIATE TRADE/CASH
DEAL - CONTACT TIM VIA SNAKE EYES FOR DETAILS
27
MiniBuilds
#1 -3 Building Set for Warhammer Town $40
#2 -3 Building Set for Warhammer Town $45
$80 for both sets Pictures coming - Expressions of interest via GGG
EDSLIES PREPS
ANY & ALL MINIATURES PREPPED FROM
CLEANING SPRUE LINES TO FULL ASSEMBLY AND
UNDERCOAT
&
LEWARDS PAINT SERVICES
40k AND FANTASY MINIATURES ONLY
PRICE ON APPLICATION
Wanting to Buy
Old Warhammer Quest Characters
3rd Edition Warhammer Rulebook & Army Book
Necromunda Characters
Flintloque Miniatures for sale
New in Box
Excellent purchase for the collector that missed out as they are
now OOP
MageKnight & Mechwarrior
Hard to get but selling now
Complete your collection
Items going at great prices
Enquire Now
Not for Sale but looks cool doesnt it.
S N A K E E Y E S
28
OldHammer BOYL Tournament U.K.
Last month an Oldhammer event was held at Foundry HQ
in the UK. I have garnered some of the photos, with more
to come next issue...Looks like a brilliant weekend...
Phone: 0419 729794
E-mail: [email protected]
Facebook: Garage Gamers Group
GGG or Garage Gamers Group is a collection
of gamers with similar ideals about what
makes a game fun and how to have fun with
it
Snake Eyes is the GGG magazine, available
for free to members and selected
organisations
GGG supports a gamers for gamers attitude
Garage Gamers Group
S N A K E E Y E S
Trademark names in the newsletter have been used without permission & only used for promotional purposes for GGG. They include: Games Workshop & associat-
ed trademarks, StarWars X-Wing, Wings of Glory, Zombiecide, AD &D, Army Painter. Eureka miniatures,Warlord Games, Stone Mountain miniatures, Flames of
War, Perry Miniatures and RiverHorse are used with permissions. Pictures are the property of Snake Eyes & have been used with the permission of members of the
GGG. Other pictures have been used with permission where possible to promote event or products.
29
Snake Eyes Creators & Contributors
Editor: Nick Chase
Copy Check: Kellie Chase
Monthly Contributors/Columns:
Glen Taylor, John McDonnell, Simon Machin
This Issue:
Alessio Cavatore
Roy Wells
Steven Randell
Stuart Shaw