Showing posts with label club. Show all posts
Showing posts with label club. Show all posts

Thursday 27 July 2017

Lucky Dice? - B***dy Dice! - An article written 8th March 2004

When we started the Madgamers club we decided to run a small in house magazine, we called it Insanity.

I have rescued for your entertainment and mine some of the nonsense I wrote back then, this, the first I found to post but not first article, was most definitely triggered by some of the people I played against. I didn't just imagine all these traits.


Lucky Dice? – B****y Dice!
Many things can influence a player’s success on the field of battle:
  1. The way he places his forces on the table, in relation to the enemy’s units.
  2. His use of cover and terrain to its best advantage.
  3. His placement of units so they support each other, giving covering fire etc.
As everybody knows all games demonstrate the player’s skills and have nothing to do with luck.
The fact that the opposing general has had an appalling sequence of dice throws and therefore loses in no way detracts from the winner’s skilled play and disposition of his forces.
The cry of, ‘He had all the luck, his dice throws always give him what he need,’ should be ignored. The loser’s dice rolls were probably just as lucky or unlucky as the winner’s. The winner ‘merely’ managed his luck ill or good better than you did! Remember Napoleon is reported to have said, that he only wanted Generals who were lucky. However in truth a lucky general is one who has planed ahead and is prepared to take advantage of his luck and arranged his forces to limit the damage in the event of bad luck.
Rubbish this only applies when you are winning!
Everybody knows it was the role of the dice that made you lose, a one or six at the crucial point would have made all the difference in the world. If you had had his luck and he your ill fortune, naturally you would have won.
In gaming the roll of dice can really can influence a game, especially if you’re the sort of player whose tactic is to rely on the throw of the dice. As a result of the fickle offerings of lady luck many of us have developed techniques or quirks that improve our luck. Some of these are listed below, you may recognise them, I trust you don’t use all of them!
I dropped it!      A player picks up his dice and ‘accidentally’ drops one or more of them. If they fall correctly he calmly rolls the rest in such away that it appears to be a single roll. If they fall badly, he calls out, ‘I dropped that’, picks them up and rolls again.
Oops, sorry!       His dice roll scatters into your unit knocking them back, as he generously stands your men back up, he place them within assault range of his troops. Where he was rolling armour saves then naturally they will now be out of range and you will be unable to assault him!
Scatter roll.        The player rolls his dice in such a way they collide with dice resting on the table. Any sixes within the scatter range can be claimed as rolled that turn. If there are none he can claim that the collision of dice affected the outcome or that he can’t tell which are his dice and re-roll all his dice. (The collision claim is also useable in Oops, Sorry!)
Jelly drop.          The dice are picked up in such away that if skilfully dropped they will not roll, but rather land with the desired number face up. Heavy dice are ideal for this as is a soft sticky landing pad, jammy bread is perfect.
Tilt!                    A dice that rolls with the correct value face up is not tilted even if the degrees of tilt exceeds 80o, however if the roll is wrong a tilt of 5oor less, is deemed sufficient to warrant a re-roll. The keener player will come prepared with a level for this and will argue over a list of one degree. The correct application of a level is not printable on these hallowed pages.
Rough ground.  A variation of ‘Tilt!’ almost as if it were master crafted! The rough terrain with its lumps and bumps will offer many more tilting opportunities; hence more dice will be available for re-roll or not as required.
Too many.          Pick up more dice than allowed and roll them into resting dice, identify only those with the right result, ignore others. Best used in conjunction with the ‘Scatter roll’.
How many?       When instructed to roll five armour save dice, refuse those offered by the opponent, (see quirks #1), instead pick up individual dice, counting slowly, fumble and drop dice and begin counting again, enquire as to the number of dice e.g. ‘Four wasn’t it?’ then roll the four dice. If they all save and the opponent doesn’t query continue with the game, if challenged roll one more. If they fail to save recognise your error e.g. ‘Sorry it was five wasn’t it?’ then re-roll all five dice.
Quirks.
1.      Never accept dice rolled by an opponent, you don’t want his aura to affect your roll.
2.      Always hide his lucky dice and use them yourself.
3.      Don’t let him touch your lucky dice reclaim and hide them immediately.
4.      Pick up sixes when you want to throw a one, conversely pick up ones and twos when a six is required after all a dice wont roll the same number twice will it!
5.      Roll dice one at a time, each can then be individually blessed, blown on or kissed.
Well I hope that all helps and has perhaps raised a smile.
But please remember this, if you’re winning and luck is going your way shut up and enjoy. Don’t gloat.
If luck is not going your way, grin and bear it. Even if there is no way you will win and the game is pointless, continue to the bitter end. Why?
1.      This may be the first game your opponent has won in a long time and why shouldn’t the poor sod enjoy full sweet victory. (You’ll want the favour returned wont you.)
2.      Remember the dice will change, especially if you hide his lucky ones.

Dranask Wolfsbane 

(aka Mark EA Foulds)

8th March 2004  

This article was first posted to the in house magazine Insanity in 2004

Friday 14 July 2017

MAD gamers, or more properly Maidenhead and District Gaming club. [1999 - current]

Frequent visits to GW Maidenhead, an exchange of cash for plastic/metal and I'm an addict.

The store manager noted a few of us frequent older players popping in and suggested we get together to play, as although it was possible to play in store space was limited and often full. so...

Chris Evans - store Manager
Chris Stillman
Mark Davies
Chris Davidson
Russ
Mike Emery
Mark Foulds

We started meeting and playing games, I actually won one or two! A novelty.

In our enthusiasm we started to plan a 40K campaign. Rules were devised a map drawn and the characters of the various wargamers became apparent.
Some were happy go lucky you have to be to play Imperial Guard. Others had to win at any cost, Dark Angels, Blood Marine players, you know the type. Some were right devious an Ork player. I played my Iron Warriors, I can't recall the other armies.

I'm not sure the campaign got very far, too many of us enjoyed a good argument two in particular enjoyed a good wind up, their favourite victim would be argued through a full circle until the two of them were agreeing with and suggesting to him what he had initially said and couldn't see what his problem was.
I thought the pair of them were just being difficult, it was years later it was pointed out to me by one of them that this was the highlight of the evening for them.

I recall one evening session that collapsed into one of these discussions, eventually enough was enough and we started a game at 01:00 finishing at 05:00. Still chuckling now, it was an improbable game six of us on a 4' x 6' table.

In order to play the campaign we had to create army lists with leader which we could position on the virtual map. I needed a name, with a void for an imagination that day. I decided to randomly hit keys on the keyboard a little tweak and a Chaos Lord gaming legend was born; Dranask.

The idea was that each small army group would march across the map to occupy hexs and receive resources, all bar one organised small 100-400 point armies that would survive an encounter with another player so sent forwards about 3-4 armies. One player made up 10 point armies and sent out 20. The rest of us were not impressed.

Mike wanted to start a club, but considered it impossible as the local authority had informed him he would need a gaming licence. At the time I lived next to the Town Mayor, a quick question or two. No we don't need a licence we are a Wargaming club, not a 'Gaming Club', as ever ask the right question.

Mike had the contacts and we started meeting at the Maidenhead Football club. Friday night £1 a night, a constitution was drawn up and the first members were.

Denis Jackman, Mark Foulds, Mike Emery, Chris Davidson, Mark Davies. Other commitments had pulled the other 'founders' away from the area.

The club went well and at one point we had in excess of 80 members.
Sadly due to a misunderstanding we moved away to 'The Rose' lovely pub lovely welcome, but not ideal and at the same time the local shop opened a 'Games Bunker (room) and many younger players drifted away.  We moved again to a local social club, a Thursday night so I was unable to attend and left the club, but it stayed there for many years.
Three factions developed, but two re-joined and are still Madgamers  men with a passion for historical wargames, rather than points driven games and a GW sponsored club that also plays none GW called Maidenhead Reapers meeting on a Monday so we have two clubs in town.

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MADGamers now meet at the North Maidenhead Cricket Club.


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