Publica tus comentarios, quejas, sugerencias, anécdotas o lo quieras decir al concho o a la comunidad universitaria enviándolo vía e-mail a la dirección que aparece aquí arriba, es decir:

comunidaduc.corcholibre@blogger.com



viernes, 28 de febrero de 2020

Hello. Only today Databases 700million email addresses.

To unsubscribe send us an email with the topic 'unsubscribe'
Hello. Only today. Price $190
Databases 700million email addresses. All World.
No cheating. First a database, then money.
Write now and get a holiday discount.
email.business.group@gmail.com

lunes, 24 de febrero de 2020

Post Oblivion Faction Choice

In my last post I opined on what I'd want to see for the rest of the faction spoilers and what my pro/cons were for each faction.

Well it's been a little less than a week since Oblivion dropped and I've been mulling over what to play for the next few months and I've reached a decision...


Legion!


So why Legion over Trolls and CoC? Well I've got a few reasons and it's easier to start with the reasons I'm not going with Trolls or CoC rather than what I'm going for in Legion.

Why Not CoC?

Convergence was what I was playing before Oblivion and it's what I have been inclined to keep with after the changes, but there are some things that made me decide shelving them for a bit.

The Dynamic Update changes for CoC were pretty minor beyond the (massive) theme changes, only the Colossal's got points drops and the Developers stated that they want to do more, especially with the medium based infantry (which I love), but they can't really test that until all the new stuff that is coming in a few months is also being tested. As such things are mostly the same, though we're far more likely to play in Clockwork Legion, even for Vector heavy based lists.

In the Steamroller I went to a few weeks ago I played two DI lists in my pairing and while I could manage threat ranges to get up on attrition, I had trouble contesting with new scenarios and lost on scenario before I could capitalize on the attrition win.

If you're in DI, you've got no screen of infantry or much in the way of throw away items, and our heavies are still pretty expensive for what they do.

The other changes that have me excited to play CoC is the Void Archon in Clockwork Legions being in the theme - except it will not pre-release at Gencon and so I'm waiting till October before I can really start playing the lists I want to be playing anyway. By that point we will be very close to the CoC new CID

The final reason I'm putting my CoC down for a bit is because I just know that major changes are coming to the faction in a few months and it feels kinda meh to play them in their current state when everyone including the developers knows there are problems with things as they are and the changes are a short time away. So why not take a change of pace with stuff I already own?

Why Not Trolls?

Trolls are interesting to dojo for me, because the faction revolves around so many different buff pieces which I just like the general approach of, it's just that there are two main problems I see.

First and foremost is the Krielstone and SR2019.  With one third of scenarios having very wide spread zones, and those being "new" scenarios more likely to see play in events, Trolls are going to suffer, especially the kind of brick list I typically enjoyed.

I went and mapped out what it would look like with a max (barring spending an additional 9 points on sorcerers) stone aura would look like if it could stand in the center of the table. The results are not very consistent.


The other problem I have is that the infantry units are just...not great. Fenns + UA are 20 points and our mainline gun units that I'd want to run are only RNG 8 (Highwaymen or Raiders). That's not inspiring. The beasts are also just very expensive, 19 point Bombers are rough. Our lights are also pretty expensive for what they do. Compare that to beasts in Grymkin or WM heavies and it's just painful.

Again this seems to be something that is recognized as a bit of a problem by the Devs with the idea that after a while Trolls will get looked at in more depth.

No More Support Taxes!

One thing I learned from playing Clockwork Legions in events (and what I know from Trolls), is that I'm kind of just tired of paying for support that is effectively essential to my army functioning but generally doesn't do much else.  Especially when said support requires a tight spacing.

Clockwork Legions troops are not very great, because they can recur. The medium based troops are very expensive and not great, because they can recur. But then I also have to pay 16 points...in order to recur. That's kind of a double whammy.  I also need to stay moderately tethered to the Foundries for it all to work. It hurts the more you spread out, because canny opponents will overload on one flank to fill the foundries covering that flank and start permanently killing models. So unless you can have a nice bunker in the center, the strength of recursion can be more easily mitigated.

The Krielstone is very similar, and once you're out of the stone, which can happen if you're looking to build high threat range lists, our beasts really suffer compared to what they cost.

I'm just...tired of having to take expensive support and want a change. This brings me to...

Why Legion?

Most support is caster driven, so I always have it until the game is over. When there is support taken, it's generally self sufficient. If I take Anyssa with Raptors, the Raptors aren't completely screwed if she's gone and she can just follow them around. If I take a Grotesque Assassin with Grotesque Raiders, it similarly just is tethered to that unit, not my entire force.

The other sad thing is that if I want to play a brick/aura list, I have options to do that. Primal Terrors with a Blightbringer provides a similar experience, and while it costs 20 points more than a Krielstone, it also is much harder to kill, is a melee anchor for late game, and has a decent gun turn after turn.

Similarly I could play Thags1 with his aura and some Carniveans to put out an ARM22 brick of heavies.

There's also the fact that guns not only abound in this faction, but they're far longer range as well. Strider Rangers got buffed, and with Ravens of War opening to all beasts again, we have good shooting options plus Hellmouth's to give scenario presence and tools to give advantage in heavy trades.

Oh and there's the fact that everything has flight or pathfinder. I loathe not having that, especially on heavies. Eyeless Sight is also nice to avoid any cloud problems and stealth issues, plus the faction brings a lot of boostable sprays to the table as well.

Beasts are expensive except for rare cases, but the character beasts in Legion are particularly compelling.

There are certainly weaknesses, particularly to guns, but there are some answers that can be taken to account for that.

Plus when I was going through to look at models I saw my old stuff and was reminded of how much I liked the look of them.

So for at least the next few months, I'm back on Legion!

domingo, 23 de febrero de 2020

Italian Wars - The Movie


The last post on the blog covered our first on table adventures in the Italian Wars and in that piece I did some written explanations of the rules we were trying out, Furioso. A link to that post below,

https://yarkshiregamer.blogspot.com/2019/12/lets-play-italian-wars-furioso-style.html

In addition to that I did some video run throughs of a small set up game just to make things easier to grasp.

The first video gives a basic introduction of the rules along with an description of the Initiative phase which is the prime driver for the rest of rules.


The second video covers the first move, before units get into real action and shows how the moves sequence works and covers some basic shooting and Artillery.


I noticed the odd dice missed off the odd throw in that run through, it's a new set of rules and I'm talking without a script, that's my excuse 😎


The third video is quite long (half an hour) but goes into a bit more detail as in the second move units get into contact, there are run throughs of three seperate melees which hopefully illustrate the process involved.


The final video in the series covers a few parts of the rules that I didn't cover in the videos, some stuff we didn't use in our tests and some thoughts on some house rules we used.


All in all a positive experience and hopefully the videos and previous post will give you an idea if the rules are for you. Thanks for watching.


jueves, 20 de febrero de 2020

GGDA Meeting At KSU (And SIEGE Volunteer Meeting)

Presentation from Joe Cassavaugh: "How to Survive and Thrive in Game Dev." CGDD students faulty and chair attended.


28Mm Italian Wars Pike, Gendarme And More


I've not been posting much on the Italian Wars Project as it grows and with a few units added to the ranks it was time to reveal them to the world.

TAG Pike Block 


Where as all of the foot figures I have used so far are from the Perry's these are from a Company called The Assault Group or TAG as they are more commonly known. Still 28mm and similar in proportion to the Perry figures they are slightly smaller and a lot "cleaner" (there is a comparison at the end of the post).



I have to be honest and say that while I was painting these I really wasn't very sure how they would come out, no criticism of the figures but the flatter less contoured sculpts of the TAG line don't really fit well with my painting style and I wasn't sure on the faces either. However when I came to photograph them I was more than pleasantly surprised by the outcome.


The pike on the rear ranks are quite upright and the figures have a bit more armour on than I would like for this far back in the Block but I'm nit picking. 8 figures per base on 60mm x 50mm mdf. Flags are Petes a Borgia Crest in white and the Papal Cross Keys in Red.


Middle ranks have a slightly lowered poke and we have another Borgia Papal flag this time in Red and then a Family Flag. The eagle eyed will notice I have placed the flags in the rear at the top of pike and then reduced the size of the flag pole in the middle ranks so that all four flags are visible from the front.


Front ranks on the extended bases I used on the other block although TAG don't do levelled pike figures these are around 45 degrees. I have been quite loose with the clothing in the Block using mostly Red, Blue, Green, Yellow and White as per the flags.


So that's 3 pike blocks of 48 figures so far, obvious a group shot required.


The Perry and TAG figures look fine side by side, I wouldn't mix them in the same unit but as part of the same Army no problem.



Gendarme


I've added a couple of 6 figure Gendarme units since the last YG blog post, both 28mm Foundry Figures with Petes Flags. The above photo includes my first Command Stand, two figures on an 80mm round base. The officer figure is metal Perrys whilst the Standard Bearer is from the plastic Light Cavalry box set. It was a bit of a light bulb moment realising that the plastic set included 12 perfect mounted flag carriers !


The second unit uses the same figures, this time with some Papal Flags, these Foundry Figures have been around for years but still cut the mustard. Good excuse to put all 6 units in the same shot.


Artillery 


Just the one Artillery piece to date, this one from Foundry.

Sword and Shield 


These figures are from the metal Perrys Range, described as Light Italian Infantry, they are armed with a sword and a oval shield. I have painted them up in a the red and white theme I have used earlier in the project.


I also kept up with the Command Stand push adding a Papal themed base with two figures from the metal Perrys Range and another plastic flag bearer.


Stradiots 


I also revisited my Stradiots adding another 6 figures to the 6 I already had making a 12 figure unit.


It was also a good excuse to get a Command Stand done for my light Cavalry, this time both figures are from the plastic Light Cavalry box set.


So there we have the latest Italian Wars Project updates, the first phase of building the army is nearly done, I have a couple of Infantry units left along with 1 more Gendarme and a couple of light Cavalry units to go before the initial metal pile is spent. Just waiting to get them on the table now.

Ragnarok: Temple Of Doom

You win some, you lose some.
           
Ah, roguelikes. There's no other sub-genre in which this kind of narrative makes any sense:
           
When I walked into the room, I saw a deadly asp on the other side of it. I didn't want him to get too close, so I killed him with my shurikens. I wanted to eat his corpse to get intrinsic poison resistance, but I didn't have any artificial resistance, so I knew trying would kill me. I had three unidentified rings, one of which might have been a Ring of Immunity, which would have protected me from poison while I ate him, but I only had one Scroll of Identification, and I was hoping to hold onto until I found a Scroll of Blessing because blessed Scrolls of Identification identify everything in your pack. I tried one of the rings blind, but it turned out to be a Ring of Relocation, and it teleported me to another part of the dungeon. While I was trying to make it back, I stepped in quicksand and started to drown. The only thing I could think to do was drink an unidentified potion, hoping it was a Potion of Phasing, but it turned out to be a Potion of Lycanthropy, and my character dropped all his stuff when he changed into a werewolf, then ran around the dungeon killing everything he encountered for a few minutes. Eventually, he turned back into a man, but I got killed by another deadly asp before I could get back to my equipment. C'est la vie.
                
There's so much to learn, and enough that works differently from NetHack that I'm not sure if my previous NetHack knowledge is a blessing or a curse--an apropos phrase, as I spent forever trying to figure out how to use Holy Water to remove curses and/or bless things before coming to the conclusion that it simply doesn't work that way in this game. As far as I can tell, Holy Water just increases your luck. You have to find Scrolls of Dispel Hex and Blessing to do the other things. But if you do find a Scroll of Blessing, a good use for it is to bless your Scroll of Identification, because blessed Scrolls of Identification identify all your items, not just several as in NetHack. To find monsters on the level, I don't want a Potion of Monster Detection; I want a Potion of Depredation, which sounds like a bad thing. If you do find any "bad" potions, don't save them to throw at enemies because that doesn't work here.
          
And maybe stay away from mushrooms entirely.
            
The worst part is the monsters. While NetHack and Ragnarok have a lot of overlaps in terms of equipment, the bestiary is almost entirely new. It makes good use of Norse mythology, yay, but I've got to learn every enemy's special attacks and weaknesses again. I started keeping a list of enemies to particularly avoid, but it ended up including almost all enemies. Jacchuses give you a disease that prevents you from healing. Kalvins pluck your eyes out. Pale Mosses destroy your brain tissue, which causes you to forget potions, scrolls, and such that you've already identified. Ramapiths toss fireballs. Red oozes devour your weapons and can't even be killed by regular weapons. Ulls disorient you; Predens give you fevers; Retchweed makes you hungry; Gas balls deafen you; Pelgrats suck charges from wands that you carry. I've barely gotten started.
           
I had lycanthropy for a while. It was worse for the other creatures in the dungeon.
          
I've spent a lot of time debating whether to try to eat slain enemies or not. Ragnarok doesn't seem to have as many enemies whose corpses give intrinsic protection, but they're definitely there. The aforementioned asps will give you poison resistance if you can survive eating them. Fire dragons confer fire resistance. I haven't found much else. What I can tell you is that troll corpses do not confer regeneration, wight corpses do not give you experience, and giants do not give you strength.

Ragnarok seems to offer more items and monsters that rearrange the physical environment than other roguelikes. In NetHack, you could take a pick-axe to just about every solid part of a level, and you can do that here, too, but there are also traps that fill rooms with water or lava, cause the ceiling to collapse, or replace all the external walls with monsters. There's a scroll that summons lava, and another that randomly plants trees wherever you are. There's an artifact called a "disruption horn" that you can use in the doorway of a room to cause the ceiling to cave in, killing whatever monsters are there (you get the experience!). A creature called a "mudman" leaves gobs of mud everywhere. There's a wand that just blasts the hell out of everything you point it at, including floors, walls, and anything in between.
          
Using my horn to collapse the ceiling on a roomful of deadly moss.
           
I spent seven hours exploring the dungeon beneath the forest, and I have nothing at all to show for it yet. It's three levels with nine maps per level--as big as Rogue by itself. Commenters were right: the game got a lot harder once I left the forest. I've been trying not to abuse the backup system too much, but thank the gods it's there. Some of my more amusing deaths include:

  • I stepped on a mist trap, which confused me. Confused characters in this game sometimes randomly use their items, and in this case, I ate a mushroom that turned the whole world hallucinogenic before killing me.
  • I ate some creature that turned out to be made of lava.
  • I stepped on a trap that turned all the surrounding walls into wizards, who quickly surrounded and killed me.
           
At least the hill giant probably won't make it out, either.
         
  • The one below didn't kill me, but it made life hard enough that I reloaded.
         
What kind of potion was that!?
         
One of my most heartbreaking deaths came late in this session, when I had just come across a Wand of Wishing. These are as useful here as they are in NetHack except I don't really know the specific names of the best equipment to wish for. Since I'd already activated the first wish by using it at all, I wished for one of the only high-level items whose name I reliably knew: Mjollnir. For some reason, I got a sword instead. Before I even had a chance to investigate it, a bartok came wandering into the room and killed me with a sonic wail. My previous save was well before this area was seeded with equipment. Lesson learned: save after you find Wands of Wishing.
           
In retrospect, the best answer would have been: "I wish I wasn't so excited about having found a Wand of Washing that I'm failing to notice the dude coming up from the southeast."
       
A lot of my woes are equipment-related. I'm constantly over-encumbered, made worse by the fact that I don't understand how a lot of stuff works. But there are good things to report. I have a full set of armor, including a "holocaust cloak," which protects against fire and I think is an homage to The Princess Bride. I have both a Ring of Locus Mastery and a Ring of Relocation. This means that every 12-100 rounds, I get teleported, but I can direct my destination location. It gets me out of a lot of fights and traps, and if I don't want to move, I can just specify the next square I was going to walk into anyway. It would be nicer to have these powers as intrinsics, but with the ability to equip 8 rings, you don't feel like you're wasting a slot as much as you do in NetHack.
           
Thankfully, my Ring of Translocation will eventually get me out of here.
         
In other good news, a blessed Scroll of Enhancement empowered my silver sword up to +9. In bad news, a red slime then ate the sword. Then I found another blessed Scroll of Enhancement and got a spear up to +15. You have to roll with the punches in roguelikes.

Two Scrolls of Knowledge bestowed my character with the "Terraforming" and "Identification" abilities. I haven't tried the former yet, but the latter seems to render Scrolls of Identification moot. I wish I'd known to wish for Scrolls of Knowledge back when I had that Wand of Wishing.
           
That's one logistical concern I no longer have to deal with.
           
On Level 2, I found an enemy named Scyld, who was so powerful that I assumed he must be some kind of "level boss" and likely in possession of one of the quest items. I reloaded half a dozen times before I finally killed him, but it turns out he didn't have anything special.
            
This seemed like a unique enemy, so I thought there would be more to him.
          
The real conclusion of the dungeon came via a hole I found on Level 2, which led to some kind of temple, preceded by a title screen. The game strikes a good balance between random level generation and some fixed level content, as this particular level shows. Its enemies are chiefly "guardians," who root in place unless you walk next to them, at which point they become hostile and generally kill me in two or three blows. My teleportation abilities plus careful navigating led me to avoid most of them.
          
Entering the temple. These special screens help create an atmosphere lacking in a lot of roguelikes.
            
I soon encountered a warrior named Hrethel, standing on a stump with a noose around his neck. He pleaded for freedom, but I had options to kick out the stump and do nothing instead of setting him free. (Note that the developers, finding no good way to operate this encounter with the usual game commands, just provided a special options menu. In both this and the graphics, the authors of Ragnarok show more flexibility than a lot of roguelike authors.) Of course, I chose to free him. The grateful Hrethel joined my character, but before I had a chance to figure out what that really meant, the god Vidur attacked and killed me instantly.
           
I like that the game supports these special options in addition to the usual plethora of roguelike commands.
           
In subsequent trials, I learned that Vidur always gets angry and appears if you rescue any of the three captives on the level. If I chug a Potion of Speed, I can act as often as Vidur and can wound him, but he always pounds away my hit points in two or three turns. My Orb of Imprisonment doesn't work on him. Neither (it seems) do several wands. He has no special attacks (so far), but his physical attacks are devastating. I'm going to roam around the dungeon some more and try to build my resources before giving him another run, as I have several unexplored screens on Level 3.

I'm still enjoying Ragnarok, but I have a feeling it's going to be way too long. I also forgot how exhausting roguelikes are. You have to watch every step, pay attention to every message, and stop and think before every combat. Life and death can hinge upon whether you take a beat before entering a room, or whether you take a corner using a diagonal movement key or two lateral movement keys. NetHack taught me to stop, pause, and think between moves, which serves me well here, but it also means that it seems to take forever to get through a level and yet you still have to pay rapt attention.

The lack of permadeath helps, of course. I'm quite careful to save every 200 turns and usually glad that I did. It means that I have a reasonable chance of getting through the game without having to look at spoilers, since underestimating an enemy or misdiagnosing a piece of equipment doesn't mean that I'm starting over from scratch. But 200 turns are more to make up than they sound, and it's especially jarring when, thanks to the nature of randomization, the same stuff doesn't happen the second time.

Because of reader comments, I never did switch to the Valhalla version of the game. It's a more apt name, since far more of my characters will have ended up there than at Ragnarok.

Time so far: 10 hours

miércoles, 19 de febrero de 2020

Cyberpunk 2077 | Release Date,Trailer, Gameplay, News And More.


Cyberpunk 2077 game, cuberpunk 2077 release date, cyberpunk 2077 gameplay, cd projekt red,

Cyberpunk 2077 | Release Date, Trailer, Gameplay, News:

Cyberpunk 2077 is expected to release in 2019 and the publicity is just going to fortify as we take in more about CD Projekt Red's next open-world RPG. Subsequent to taking a profound plunge to discover every one of the points of interest we could in its long gameplay make a big appearance, we discovered that that was only a tip of an iceberg - anticipate that Cyberpunk 2077 will have about the same number of missions as The Witcher 3. Gratefully, you don't need to sit tight for the following enormous information dump from the studio to discover more as  Pro-GamersArena has compiled everything you need know about the game including latest news, trailer, gameplay, release date and more...

Quick Facts :



  • Release Date: TBA
  • Developer: CD Projekt RED
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows
  • Engine: REDengine 4

What is Cyberpunk 2077?


On the off chance that you were expecting a science fiction enhanced variant of The Witcher, you might reel at this moment. Cyberpunk 2077 is an all-new IP from CD Projekt Red, trading Geralt's dream setting for one with a brilliant, neon science fiction stylish. Cyberpunk 2077 utilizations the first-individual point of view to put players solidly in the boots of a low-level weapon for-contract on the cutting edge boulevards of Night City, and it likewise functions admirably with the amusement's propensity for quick paced gunplay. So, 2077 is a long way from a straight first-individual shooter: discourse drains flawlessly into the investigation, hacking and designing abilities can get all of you sorts of spots shouldn't be, and there is even a pack of non-deadly (or just non-weapon) alternatives for battling. In addition, there is still a touch of third-individual amid scripted cut scenes and driving around the city. Remember that all that we've seen so far is liable to change, however, it's all extremely encouraging.

Cyberpunk 2077 trailer – How's it?







The second trailer for Cyberpunk 2077 is an obvious contrast to the main: it was made inside the preoccupation engine and shows scenes from the entire route crosswise over Night City, as opposed to the essential trailer which was worked with CGI and happened generally speaking in one super-moderate development minute. We see distinctive scenes of life, spreading over from a cable car auto to a city street to inside a corporate office, and a storyteller instructs us concerning how things kinda suck around here yet people keep sticking in at any rate. Turns out the storyteller is our principal character 'V' which we will play or one possible shape, and things quickly uplift with scenes of colossal weapons, lifted shootouts, and auto seeks after. 

Cyberpunk 2077 Gameplay Preview.

Cd Projekt Red RPGs gave you a really conventional take a gander at the universe of Cyberpunk 2077 amid Microsoft's meeting. While past CD Projekt Red RPGs have constrained you to play as a solitary character, Geralt, who you couldn't tweak in appearance, Cyberpunk will give you finish control of your character. You can be either a male or a female cyberpunk, and you can likewise change more granular highlights, for example, hair compose and shading, and in addition including tattoos. Regardless you'll be called 'V' however, that part doesn't change.







The game is set in 'Night City', Located about somewhere between Los Angeles and San Francisco, a tragic megacity loaded up with flying autos, high rises, and obviously sorted out wrongdoing. 

It appears as though the game will depend on you keeping different groups in this city upbeat as you play. From the get-go in the demo, we have demonstrated a group pioneer called 'Drax', who gave us a vocation finding a stolen bit of military equipment and getting it into his criminal hands. 

In spite of the fact that we got the impression you could pursue the road group yourself, our demonstrator included a corporate specialist in the mission's story with the end goal to get the assets to only buy the bot from the pack. 


We just got a little gander at the gear that is accessible in the diversion, however it would seem that there's a monstrous blend of firearms to purchase, overhauls you can buy for existing weapons, and inserts you can buy to upgrade your very own capacities. 

One especially gross and dreadful arrangement of foes had a large portion of their appearances missing with the goal that they could introduce a Splinter Cell-style set of sparkling red eyes. 2077 is a grimy and chaotic world, and it's each piece the grown-up focussed experience we've generally expected from an engineer like Projekt Red. 

When we got into the meat of the mission, it exited no doubt as far as we can tell this is a firm mixture among RPG and shooter, as opposed to a shooter with RPG components. which is gonna be F**king cool!!

Cyberpunk 2077 owes a ton to this great science fiction establishment, however the execution of its open world places it in another class completely. So it's entirely evident that everybody is extremely eager to investigate the 'Night City' of Cyberpunk 2077.

That's all we know about Cyberpunk 2077 till now, but as soon as we get any news we will let you know, Till then keep sharing and stay in touch with 'Pro-GamersArena', " THE PRO-BROS ARENA"

Barbarrossa Pictures

 
A couple of weeks ago I ran a cracking weekend of 3 x 1941 Russian Front games for Big Chain of Command at the Wargames Holiday Centre for Mr Freeth - Here are a few pictures from the weekend, which was based around the German drive to Cherkassy in August 41
A great time was had by all, many thanks for a great weekend played in an excellent spirit

Rubicon T34 supported by Warlord and Crusader infantry  

Ruined building from Charlie Foxtrot

Germans chased out of the factory courtyard

T34 turns into a T26! (the wonders of photography)

Warlord T26, wrecked Opel from Anyscale models 

T26's move up past a Things from the Basement house, re-worked 20mm 4Ground house on the right 

The 2 rear buildings are from Scenic Store




Cat and mouse in the outskirts of Cherkassy






Rubicon Panzer III supports the infantry


Pioneer section moves along a ridge to clear the minefields

Black Tree Design and Warlord infantry, 

Soviets attempt to stop the pioneers clearing the minefields



Warlord and Crusader Soviets

T26 comes off worse from an encounter with a Panzer IV
BTD ATR section waits for a target
Building burns following a Stuka attack

Grenadiers come under fire

Soviets attempt to outflank the pioneers while they clear the mines

Game 2: Patrol phase

Outskirts of Cherkassy - ready for game 3

The table for the weekend
Anti- tank rifle section after scaring a Stug!
Game 2 - Stuka hits a Charlie Foxtrot building in its first game....typical