Details of the next CSRA Gamers Association meeting

The next CSRA Gamers Association meeting will be Saturday March 27th in Augusta Georgia.

From their announcement:

CSRA Gamers Association Meeting Saturday March 27
Comics Books and Games 1650 Gordon Highway, Augusta GA
Theme Ancients and Fantasy

Planned Games

Warhammer Fantasy Battles
Warhammer: The Game of Fantasy Battles (formerly Warhammer Fantasy Battle and often abbreviated to Warhammer, WFB or WHFB) is a tabletop wargame created by Games Workshop. It is the origin of the
Warhammer Fantasy setting.

The game has been designed with regiments of fantasy miniatures. It uses stock fantasy races such as humans (The Empire, Bretonnia, Kislev), Elves, Dwarfs, Undead, Orcs and Goblins, Vampires, as well as some more unusual types such as Lizardmen, Skaven and the daemonic forces of Chaos. Each race has its own unique strengths and flaws; Wood Elves, for example, have the most powerful archers in the game but have poor overall defence and Bretonnia have the strongest cavalry but weak infantry.

Since first appearing in 1983, Warhammer has been periodically updated and re-released with changes to the gaming system and army lists. The current official version is the seventh edition, released on 9 September 2006.

Warhammer Ancients
Games of Warhammer Ancient Battles model hypothetical battles between representative armies throughout history. Players collect armies of miniatures, which are produced by a number of manufacturers. The game is played on a table laid out with model scenery to look like a battlefield, on which the units of miniatures are maneuvered. Dice are rolled to resolve combat, providing the unforeseen elements of luck, but the use of appropriate tactics makes a substantial difference towards winning the game.

Several of Games Workshop’s staff had begun experimenting with using Warhammer rules to play historical games before Warhammer Ancient Battles was written, and Wargames Illustrated magazine included some articles that had been written on the subject. This led to the development of Warhammer Ancient Battles as a spare-time project.[1] It was published under the name “Warhammer Historical Wargames.”

Perhaps because of its well-known predecessor, Warhammer Ancient Battles proved popular among wargamers, and Games Workshop eventually brought the project back in-house, with Rob Broom running the Warhammer Historical Wargames department that promoted an increasing number of books.

To accusations that the rules were only a throwback to an earlier era of wargaming, Jervis Johns pleaded guilty. The rules, he said, were intended to be fun and informal, rather than dominated by requirements of super-detailed historical accuracy. And, the designers had rejected the approach of contemporary rule sets as being too abstract.[2]The result is a blending of the beer-and-pretzels type of game, with enough authentic detail to satisfy history buffs and serious researchers.

The game rules were heavily based on the fifth edition of Warhammer, with magic dropped and more detail added for ancient weapons and formations. The two games have developed in different directions since. Warhammer Ancient Battles is still in its first edition, but modifications to the core rules have been included in some of the more recent supplements.

Arcane Legions
In the year 42BCE, a mysterious magical force was unleashed upon an unsuspecting world. The miasmic shockwave of pure otherworldly magic spread outward from a point somewhere in the middle east, and in a few short hours plunged the entire globe into chaos. In those terrible moments, human civilization changed forever.

Magic infused their very bones, manifested in their children, came unbidden to the fingertips of their women, and plagued their countryside in uncontrolled bursts of power. Ordinary beasts of the wilderness were turned by these bursts into fanciful creatures of legend. Entire tribes of humans from all corners of the world were altered by the flood of uncontrolled magic, changing before the very eyes of their friends and neighbors into elves, dwarves, orcs, trolls, centaurs, and even minotaurs. Creatures that normally existed between our reality and others were shunted into this one, leaving ghosts, faeries, and other magical creatures stranded in our world in ways they were never intended to be. Even remnants of the Old World, gods of the ancients and their ken, were awakened from their immortal slumber through this great cataclysm to trouble mankind once more.

The world had changed forever.
The year is now 37BCE and the middle-east sits at the center of a vast struggle to control humanity’s fate. Three powerful nations have harnessed the power unleashed by the day of chaos, and they struggle to claim dominance over the known world. Their arcane legions are now yours to control.

If you ever wondered what happened to the guys from WizKids just take a look at this game and you will know what they have been doing with the downtime after WizKids closed their doors.

Players each field “bases” of variable sizes (Sortie/small and Formation/large) with individual figures inserted into starting positions on the base. The goal is to control victory point areas and inflict losses on the opponent. Movement and battle resolution are conducted through a unique formation management mechanic that allows players to move figures around on the unit bases to increase either movement/melee/ranged combat at the cost of losing capabilities in the other areas.

Figures are highly detailed in about 1/72 scale. Common figures are unpainted with colored tempo prints on banners and shields, while all the uncommon, rare and Commander figures (Booster Pack contents) are fully pre-painted. The game is designed to use both types. There are 9 different unpainted common figures for each faction and at least 20 different fully painted premium figures for each faction. If you buy a legion bundle of a faction you receive around 70 prepainted figures, whereas buying one of each army pack gets you about 54 unpainted figures.

All Arcane Legions products (with the exception of the Starter) can be purchased faction specific.

Command and Colors Ancients
Commands & Colors: Ancients is a board wargame designed by Richard Borg, Pat Kurivial, and Roy Grider, and published by GMT Games in 2006. It is based on Borg’s Command & Colors system using some elements similar to his other games such as Memoir ’44 and Battle Cry designed to simulate the “fog of war” and uncertainty encountered on real battlefields.
Commands & Colors: Ancients focuses on the historic period of 3000 BC – 400 AD.

The core game includes several hundred high-quality wood blocks in two colors for the Roman/Syracusan armies and Carthaginian army. Sheets of stickers representing different unit types must be affixed to the blocks prior to initial play. 16 small wooden blocks representing “victory banners” and 7 larger plastic dice must also have stickers applied. Extra stickers are included for use as replacements. The game also contains a full color rule book, color scenario book, and two colorful two-page double-sided “cheat sheets” for players to reference during play for dice results and unit statistics. The board is a folded card stock which is laid flat for play. Hexagonal terrain pieces are laid on the board when called for by a scenario. A deck of command cards is included.

Units are arranged on the board according to maps and scenario descriptions in the scenario book. Players are dealt a number of command cards equal to their “command value” for the chosen scenario. Often players have different command values and therefore different amounts of cards. Players take turns playing their cards to “order” units, generally allowing the ordered units to move and conduct combat. Cards often refer to a section of the battlefield, either left, center, or right, or some combination of these.[1] There are also many special cards that allow very specific actions. Play continues until one player earns the requisite number of victory banners for the scenario. Victory banners are earned each time a player completely eliminates an enemy unit or leader.

Lord of the Rings
The Lord of the Rings Strategy Battle Game (abbreviated to LotR SBG), and often referred to by players as Lord of the Rings, is a tabletop miniature wargame produced by Games Workshop (GW). It is based on The Lord of the Rings film trilogy directed by Peter Jackson, and the book that inspired it, written by J. R. R. Tolkien.

The game was initially released in 2001 to coincide in with the movie The Fellowship of the Ring. New box sets with updated rules were also released for The Two Towers and The Return of the King movies. Later, beginning with the Shadow and Flame supplement, Games Workshop began to add content that was featured in the original book but not in the film adaptations: eg. Tom Bombadil, Radagast and Glorfindel. Games Workshop has also expanded its license with original material on areas such as Harad and Khand, with mixed reactions. The most recent complete edition of the rules, often called The One Rulebook to Rule them All, was released by Games Workshop in September 2005, while a compact edition entitled The Mines of Moria was also released.

War of the Rings
In early 2009 Games Workshop also released an expansion to the original game called War of the Ring which, according to the company, allows players to emulate the large battles included in J.R.R. Tolkien’s The Lord of the Rings by streamlining the game system.[2]This expansion differs from the main game in a several ways. Firstly War of the Ring uses a larger number of models but the models are placed on movement trays with two cavalry models or eight infantry models on each. This allows for much easier and quicker movement of large numbers of models at once. These are called “companies”. Larger creatures such as Ents and Trolls are treated as separate models and do not use movement trays. Combat within the game is also treated differently. In the original game players both roll dice to determine who wins the fight and then the victor rolls to see how much damage is done. In War of the Ring only dice to determine damage are rolled. Also in War of the Ring heroes are treated more like upgrades for their company rather than individual models like in Strategy Battle Game