Wednesday, August 23, 2023
All Systems Greene - Washington's Wars AAR
Wednesday, December 14, 2022
Teste of Strength - Battlefleet Gothic AAR

Repulsive-class Bringer of Despair (Sam B)
Acheron-class Chaos Eternus (Phil)
Armageddon-class Hammer of Light (Robert)
Tyrant-class Zealous (Sam W)
Retribution-class Cardinal Boras (Tim)
At the end of the game, the Cardinal Boras was the last Imperial ship on the table, with none of the Chaos ships having even been crippled, let alone destroyed. This ended as a disastrous ambush for the Imperium, and the losses would hinder the Imperium's effort in the sector for a long time.
This fight was an uphill battle from the start for the Imperials, from Robert's bad luck at the start and their scattered approached to the Chaos battlegroup. This allowed the Chaos ships to dodge their torpedoes and pick the Imperial ships off one at a time. John also pointed out to me that the Chaos fleet likely had too many points for what was supposed to be an ambush. Potentially swapping out the Desolator for a cruiser like a Murder would make the Chaos fleet less likely to engage in direct combat.
The only suggestion the players had was allowing a little more freedom in placing torpedoes.
John's adaption of the rules to a grid-based system was fantastic. It took all the ambiguity out of movement and shooting, which made running a 7 player game relatively easy. I would absolutely consider doing the same for Castles in the Skies. John's game also reinforced my thought that less is more. Had each player been running 4-5 ships, this would have been a mess.
Wednesday, August 17, 2022
Bollock's Bluff - Homebrew ACW AAR
Robert's dismounted cavalry was the first to engage the Union infantry, with both sides trading somewhat desultory fire and minimal casualties.
Wednesday, March 16, 2022
'One' for the History Books - To the Strongest! AAR
Wednesday, July 28, 2021
Skirmish at Żywiec - Bolt Action AAR
Not content to let their armor do all the work, the Polish commanders brought on their infantry squads for a late game appearance.
By then, however, the spearpoints had run themselves out of steam and the two sides withdrew to regroup. When the dust settled, the Poles had a slight advantage in victory points, gained mostly from their sniper that had survived the initial fighting.
All-in-all, it was a great game for the club to return to. The limited order dice kept the game moving and forced both sides to consider where they needed their command resources most. We can also adjust the number of dice to show once side having a better command initiative.
If I could change anything, it would have been to have the two forces deploy along the long edges instead of the short edges. With the scenario only lasting 6-7 turns, only a few infantry units managed to see any action before the game ended. Had we included more transports that might have been a problem, but the foot-bound infantry found themselves ignored in favor of the faster tanks, armored cars, and motorcycle troops.
I do, however, think we can call the first in-person meeting of the year a success, and we're set up for the campaign to start properly in September.