Archive for July, 2014


So the new weapon ranges for 3rd ed have been released, well a few of them anyway! It makes for very interesting reading as you can see some immediate winners and losers.

3rd Edition Weapon Previews

3rd Edition Weapon Previews

Below is a quick break down of the weapons:

HMG: Surly the most anticipated change to any weapon in 3rd ed, the HMG see’s a nerfing or more accurately a re-balancing. In 2nd ed the HMG is a university powerful weapon, firstly as it’s almost always within a favorable range modifier and secondly as it has a high burst. The 3rd edition sees the range modifiers completely change with a -3 within 8″ and 0 within 16″ . This means if a combi rifle gets within 16″ of a model with a HMG, it will be at a significant advantage. This is a real game changer and HMGs will no longer be a panacea. So although the HMG still retains a high burst and decent range, I think the rule of the HMG is finally at an end!

Pheasant Rank Imperial Agent with Sniper Rifle

Pheasant Rank Imperial Agent with Sniper Rifle

Sniper Rifles: These have the same close range bands (well within 16″ anyway!) of the HMG, but has a much longer optimum range band of +3. In fact the sniper rifle can shoot at an optimum range from 16″ to a massive 48″ (the length of a standard  Inifnity table!). This gives the sniper rifle an extra 16″ of optimum range over a HMG! I can see models armed with sniper rifles being excellent to place within your deployment zone to give covering fire and hunt down those pesky HMG wielding adversaries.

Grenades: These can now be thrown up to 8″ with a nice +3 modifier (an extra 4″ than before). This should help warband troops with smoke grenades get to where they are needed, as well as make all other grenades more of a threat.

Rifles and Combi Rifles: Both rifles have mainly stayed the same, although is usefulness has improved as other weapons have had their short range bands negativity effected. That said the rifle is only at a -3 up to 32″, rather than the previous 24″. This will give the humble rifle some chance of engaging longer ranged weapons.

Aswang with shotgun

Finally it’s great to use the Aswang with shotgun, rather than proxy as a combi rifle

Boarding shotgun: Possibly the biggest winner from the 3rd ed weapons. The shotgun now has a (massive) +6 within 8″. This is the only weapon (currently anyway) that gains such a  massive modifier within its optimum range. Because of this shotguns will truly be deadly at close range, even if it only has a burst of 2.  I expect this currently rare weapon to have a massive rise in popularity. Indeed the old “shotgun tax” saying has surly been put to rest.

Spitfire: This is currently one of my favorite weapons, but it does see a slight nerf in 3rd. Notably when within 8″ the spitfire is no longer at a +3, but instead a flat zero. That said the spitfire still for fills a useful mid way point between rifles and HMGs and I expect will remain popular.

Pistol: Most models have a pistol but never use it, unless absolutely forced to! Now pistols have a use because the ranges on other weapons, like HMG and sniper rifles have changed. In particular pistols will help models armed with HMGs and sniper rifles defend themselves when opponents get within 8″.

Intruder

An intruder with his improved sniper rifle and now useful pistol!

Final Thoughts

It looks like weapon ranges are far more specific in 3rd ed, which will lead to player wanting to maneuver their force into the optimum range of their weapons, whilst ideally getting your target into a less favorable range. This should lead to more dynamic games where maneuvering  is more important than ever. Interesting I also see dodging coming up more often, as models will find themselves at a  range disadvantage more often than in 2nd ed.

I also expect to see far more diversity in weapons used on the table. In fact I expect many list to consider having a variety of weapons to suit as many range bands as possible. In particular sniper rifles and shotguns are looking really appealing!

I am really looking forward to seeing more changes from 3rd ed. Indeed the changes so far seem really well thought out and will (hopefully) lead to an even more tactical and enjoyable game.

 

 

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Mini ITS Tournament

A few weeks ago me and three mates got together to play a friendly ITS event. It was as simple as buying an ITS tournament pack and organizing two tables worth of terrain. With three games and four attendees organised, we set down to gamming!

The painted part of my Bakunin Force

The painted part of my Bakunin Force

The missions we be playing were Lifeblood, Seize the Antennae and Quadrant Control. This meant two objective-based missions and one area control / kill style mission. My two list are below:

300pts Bakunin List 1

Combat Group #1

Avicenna  (32|0)

Sin-Eater Spitfire (32|1.5)

Reverend Moira HMG (39|1.5)

Reverend Custodier Lieutenant (38|0.5)

Zero Observer (21|0)

Zero Observer (21|0)

Bran  (36|0)

Moderator Combi (9|0)

Chimera  (21|0)

Pupnik  (1|0)

Pupnik  (1|0)

Pupnik  (1|0)

Salyut Minesweeper (8|0)

Zondbot  (3|0)

Zondbot  (3|0)

Combat Group #2

Sin-Eater HMG (34|2)

 

300pts Bakunin List 2

Combat Group #1

Reverend Moira HMG (39|1.5)

Reverend Moira E/Mitter (30|0)

Reverend Moira E/Mitter (30|0)

Reverend Custodier Lieutenant (38|0.5)

Sin-Eater HMG (34|2)

Moderator Combi (9|0)

Avicenna (32|0)

Zero Minelayer (19|0.5)

Zero Minelayer (19|0.5)

Salyut Minesweeper (8|0)

Combat Group #2

Salyut Minesweeper (8|0)

Morlock Chain (7|0)

Morlock Chain (7|0)

Morlock Chain (7|0)

Morlock Chain (7|0)

Zondbot (3|0)

Zondbot (3|0)

 

Round 1: Lifeblood

My first game was against the Japanese Sectorial Army (JSA) using my 1st list, playing the lifeblood mission. This would be my first go at Lifeblood, a mission with a very large random element as the objectives are scatted (similar to using Ariel Deployment level 3) from the center of the table. Thankfully after scattering the objectives they were all fairly evenly distributed between our two tables half’s.

The game was a test of my Nomads defense against the JSA brutal offence.  The JSA has two Raiden, armed with a heavy rocket launcher (HRL) and the other a spitfire. These were tasked with tacking down the Sin Eaters, who had a controlling view of the table. With heavy weapons and camo the Raiden are well suited to this role, unfortunately only one Sin Eater (the one armed with a spitfire) was downed by a Raiden. This left a Sin Eater with HMG surveying the battlefield.

As for the objectives, my Nomads used zero visibility smoke from the Chimera to allow the Zero to reach the supply box without taking fire from the JSA force (which included a remote with MSV2). From the second turn onward the pumpnicks shined, as they used their double action close combat attacks to destroy the objectives. The JSA reached and destroyed a few objectives using Yuriko Oda (it’s nice to have a model that is both a specialist and capable of destroying the objectives!). However this was not sufficient to contest the Nomads lead.

Avicenna

Avicenna

The game ended a Nomad victory, with me scoring a total of 9 points. A lot of the game came down to the Sin Eater with HMG surviving the Raiden HRL attack, which was pure luck. It would have been a very different game if the Sin Eater had gone down, as the JSA bikes would have been able to get into the Nomad (soft) back lines.

The game really highlighted the difference between very aggressive and defensive armies. I found that as my Nomad force was defensive, I could spend my own orders reaching objectives and completing the mission. In stark contrast the JSA really needed to kill enough of my army early on and then complete the objectives once my army was unable to fight back. Anyway the game was great fun and really showed how different armies play within ITS.

 

Round 2: Seize the Antennae

This game was against Haqqislam using my 1st list, playing Seize the Antennae mission. The game started with my Nomads trying to get into position to look over the central objective and claim the objective within my own deployment zone. This went well with the use of smoke grenades.  In addition I sent Bran to take down a Lasiq sniper, who was in a very commanding position on the table. Unfortunately this went bad, as Bran was gunned down by the Lasiq sniper.

The game soon went from bad to worse as both the Sin Eaters were downed by a Lasiq sniper, who had the range bonus on both of them (sniper rifles and x-visors are a nasty combination!). I was certainly feeling the fall out of Bran’s botched mission to kill the Lasiq off (which to be fair was a bad move in hindsight)! To further increase my pain a Djanbazan wounded a Reverend Moria with HMG. This left me with almost all of my models with SWC points either out right dead or wounded on the ground!

sam_2672

Me playing against the Haqq force

Thankfully with some use of smoke I was able to heal my Moria with HMG, thanks to a zonbot controlled by Avicenna. This allowed the Moria to take revenge on the Lasiq sniper, who to be fair had already done a fantastic job.

As for the objectives, there was a fierce fight brewing over the central objective (as usual in Seize the Antennae). This included my Chimera attacking a Halqa, only to find out it was none other than Yasbir (thanks to holo projector)! The combat went from an easy kill to a fierce fight that saw Yasbir slaying the Chimera, definitely not what I was expecting! My Nomads retaliated by using a mine sweeper remote to take control of some of the Haqqislam mines paced around the central objectie. In the end one of these mines actually killed Yasbir, but not before he planted a smoke grenade on the central objectives. This allowed a hidden Murabid to reach the central objectives, which was covered by central Nomads.

Nomads in action!

Nomads in action!

The game ended a Haqqislam win, but still I managed to score 4 points. I felt the game was very well played by my opponent, who supposedly was the least experienced player there! I thought he’s use of smoke grenades and TO model to get that last turn grab of the central objective was an excellent tactic. The use of the Lasiq sniper and Yasbir was also very good.

 

Round 3: Quadrant Control

Going into the final round I was on 13 points, the Haqqislam player was on 15pts, the JSA player was on 8pts and my last opponent (playing Tohaa) was on 1 point. As such there was all to play for in this game. However as the drinks started flowing, you could not tell it!

As mentioned the final round was against Tohaa, using my 2nd list playing Quadrant Control. The game is a bit of a blur as we laughed a lot and drank a lot! I do remember my Nomads were able to draw on quadrants with the Tohaa during the first and second turn, mainly using my Moria link and Zeros. Also my Morlocks proved a thorn in my opponent’s side, as they prevented him from moving aggressively up the table.

On my last turn I pushed my Nomads up and managed to grab three quadrants. This allowed me to score a respectful 6 points.

 

Final Standing

In the end I finish the tournament with 19 points. I found out that the JSA had done well against the Haqqislam which meant the Haqqislam and JSA players both finished with 16 points and the Tohaa player 3. Somehow I had managed to get the highest points, which was nice surprise as I had fully expected the Haqqislam player to win overall.

 

Final Thoughts

The day was great fun and I really enjoyed playing three games against three great opponents. I would highly recommend anyone who can get four or more gamers and a place to play to have a go at running their own ITS event (or any other gaming system for that matter!).

Fellow gamer and blogger 2screeens wrote a fantastic report of the same event, which can be read here. 2screeens is also to be thanked for the photos and hosting the event.

Operation Icestorm

It’s been months of teasers, but finally we can see the contents of the Operation Icestorm. It’s completely been worth the wait! As a Nomad player, I just wanted to show off the Nomads that are in the new two player box set. Enjoy the visuals!   10537775_10154425658140013_4377115117862340810_n 10403187_10154425653925013_5026486684985282867_n 10534742_10154425655015013_7222202419181433146_n 10514512_10154425654265013_425277838942977015_n 10386251_10154425653200013_3946464824129650020_n 936659_10154425652550013_8586240856753444075_n 10583954_10154425655455013_5027678299679275557_n 10492469_10154425655960013_2059574038623314214_n

Below are photos of remotes and an engineer from my Nomad collection.

Clockmaker

Clockmaker

With a wip of 15 the Clockmaker is among the most accomplished engineers in the game. I went for my usual red and black Nomad color scheme. I then painted the skin ebony as I felt this suited the model better.

Lunokhod

Lunokhod

The Lunokhod is one of my favorite Nomad remotes, as it’s highly mobile (move 6-4 and climbing plus) and armed with devastating short ranged weapons (shotgun and heavy flamer). In addition the Crazy Kolas provide area control and defense for the Lunokhod.

Salyut

Salyut

For the Salyut I added a large checkered pattern pattern to the front section of the model.

Salyut

Salyut

On the table the Salyut’s EVO repeater makes them a utility tool for hackers as well as improving the accuracy of landing aerial deployment troops (using level 3). These abilities really suit Nomad play styles so I often use the Salyut. The fact that the remote has baggage is a bonus as well!

4-man ITS Day Aftermath

Here is a report from the mini ITS tournament I played in this weekend. It was great fun, especially the last game when the drink started flowing! I will be writing my own mini report on the day soon!:)

2screens

This weekend, myself and three friends had a little ITS event at my flat. There’s enough space in our open plan living room/kitchen area to put up a second 4×4 table, and luckily, my friend Adam’s table is completely collapsible and (fairly) easy to transport.

We’d been planning this event for quite a while, and July 12th was the date settled on where we could all get together to game. We’d discussed before the day which missions we would play, and we’d divided the cost of a full tournament pack between us, which meant we all got something out of it too (aside from bragging rights over who the best player was!)

The missions we would be playing were Lifeblood, Seize the Antennae and Quadrant Control – two objective-based missions and one more kill-oriented.

Lifeblood is an interesting one due to the random nature of the Crate Drops, and also…

View original post 1,175 more words

I recently went to the infinity Summer Challenge with my Nomad Corregidor force.

It was a fantastic day where I played against some really friendly players, each one giving me a fun and tactical game. The three missions I played were Quadrant Control, Supplies and Seize the Antennae. A photo of my army and both army lists that I used are below.

 

Corregidor Tournament Force

Corregidor Tournament Force

List 1 (300pts)

Intruder HMG (44|1.5)

Intruder HMG (44|1.5)

Lupe Balboa (23|0)

Wildcat Lieutenant (19|0)

Wildcat LFT (19|0)

Wildcat LFT (19|0)

Moran Observer (24|0.5)

Moran Observer (24|0.5)

Lunokhod (29|0)

Gecko Mk12 (55|1.5)

My 1st list was designed to be more of a “kill list”, to be used in the Quadrant Control mission. As Quadrant Control does not rely on specialist reaching objectives I could afford be a little light on specialist.

List2 (300pts)

Intruder HMG (44|1.5)

Hellcat HMG (29|1.5)

Moran Observer (24|0.5)

Moran Observer (24|0.5)

Clockmaker Engineer (18|0)

Wildcat Hacker (31|0.5)

Wildcat Lieutenant (19|0)

Wildcat LFT (19|0)

Gecko Mk12 (55|1.5)

Hellcat Paramedic (28|0)

Zondbot (3|0)

Zondbot (3|0)

 

My second list was designed for the Size the Antenna and Supplies mission. Both of these missions require specialist to reach objectives. As such my 2nd list includes more specialist. It also includes a AD3 specialist, the Hellcat paramedic, which I hoped could be used as a wildcard to reach objectives when least expected.
ShasvastiiSymbol_zpsb35c8e30

Game 1

My first game was against Shasvastii, a sectorial of the Combined Army, playing the quadrant control mission. My opponent decided to choice deployment and took the better table side and deployed second. This left me with a tricky decision as going second in quadrant control is very beneficial (you know where your opponent models, which means you know where to put your own), but after I deployed first going second seemed like a double whammy of disadvantages. With this in mind I opted to go first.

My first turn saw each Intruder happily take down a Q-Drone, whilst the rest of my army advanced into position with the aim of claiming the two nearest quadrants to me. The Shasvastii retaliated in their first turn by using an Ikadron to take the hits from the crazy Kolas which were protecting the midfield of the table. As soon as the Kolas were out of the way a camo marker moved an ominous 6/4, highlighting that a Sphinx was on the move! Thankfully the Sphinx could not go on a full rampage as his order pool was slightly depleted. Even so the Sphinx managed to kill a Intruder, Moran and my Gecko!

Table for game 1

Table for game 1

Recovering for the loss of a lot of points I knew I have to deal with the Sphinx. It was a desperate move, but Lupe could get line of sight to the Sphinx and decide to use her Panzerfaust. The Sphinx decided to try and dodge the shot, but was unsuccessful and (somehow) the missile hit causing two wounds on the TAG. The damaged TAG elected to fail its guts test and go out of sight from Lupe. This stroke of luck changed the game as now the TAG was wounded. To take advantage I moved my Wildcat link team up to where the Sphinx was hiding and used their light flamers to finish the TAG off. Feeling relieved I got a bit cocky and used my Lunokhod’s shotgun to shoot down both an Ikadron and subsequently hit a camo marker behind it (it’s great when shotguns work out!). The camo marker turned out to be an Aswang, as well as my opponents lieutenant.

Unfortunately my good luck backfired as I had managed to do so much damage my opponent was in retreat at the start of his second turn, causing the game to end prematurely. This unfortunately prevented me from picking up any more tournament points in the third game turn.

I ended picking up 4 points in the game. In hindsight I should have eased off my opponent as soon as I killed his TAG (a lot of his points where held up in that machine), but instead I got carried away and ended up with a fairly low score. Still I will take the points whenever I can get them, so was overall happy with the result of my first game.

Ariadna

Game 2

My second game was against Ariadna playing the Supplies mission. My opponent opted to go first and I so I decided to set up second and take the table side with a high vantage point. This was especially useful as the table was light on terrain. Notable deployments include my opponent setting up a camo marker next to each supply box (that’s Ariadna for you!), whilst I placed my Intruder with HMG onto the high vantage point.

Table for game 2

Table for game 2

The first Ariadna turn was a lesson in how cheap and nasty para-commandos are, as 4 of them tried to get onto the battlefield and into my lines. Thankfully I placed a Moran with Crazy Koalas on the flank they were entering, plus the open terrain meant my intruder had a good view of most of the table. I was able to kill off two of the commandos before a third with HMG went on a killing spree, finally ended by my Intruder. I lost both my Morans and a Wildcat, which was a lot less than it could have been considering the number of AD troops thrown at me.

After recoiling from the Ariadna alpha strike my Nomads dusted themselves off and prepared a counter offensive. The Intruder was able to take advantage of the sparse terrain and gun a few Ariadna line troops down. The Intruder also detected and shot down one of the camo markers near to a supply box. I then made a rash decision to bring my para-medic Hellcat down to grab the uncontested supply box. The Helcat landed and proceeded to grab the box and hide next to a small building.

With the death of three of the four para- commandos the Ariadna lacked range to do a lot of damage to my Nomads and the Intruder kept them at bay, killing a few more in reaction to their attempts to move up the field.

In my turn the Intruder kept on his killing spree and detected and killed off another Ariadna infiltrator skulking next to a supply box. I also moved my Gecko up to attack another Ariadna infiltrator who had place mines around a supply box. The Gecko withstood the mine blast and rifle shoot and managed to gun down the infiltrator. This removed all three Ariadna infiltrator from the supply boxes. I then moved the Gecko up to act as a body guard to the Hellcat, who was hiding behind a small building with the supply box.

The last Ariadna turn was tense as they desperately tried to get to the Hellcat with the supply box or grab one for themselves. However the Gecko valiantly protected the Hellcat, although he was eventually taken down by a Kazack doctor (who somehow managed to take 3 MK12 hits and kill a Gecko, he should certainly get a promotion!). Still the Gecko did his job as the game ended with me having one supply box.

With the Supplies mission denying your opponent any supply boxes, whilst capturing a least one still provides a lot of points, so I ended up pickling up 6 points. Needless to say I was surprised and thankful that my army withstood the test of four AD troops! I must say that I was helped out a lot by some good rolls from my Intruder and the sparse terrain. On another day, or if we had played with denser terrain I think the game would have been very different!
PanOceania

Game 3

For my last game I was up against Pan-O, playing the Seize the Antennae mission. The game started with my opponent deciding to take deployment and table side. I decided that even though it was a big disadvantage I would go second as I wanted the last turn to try and flip the antenna to my control. This put me on the back foot, but hopefully would set me up for a last turn grab of objectives.

Table for game 3

Table for game 3

My opponent’s first move went unexpectedly bad as a total reaction remote with HMG fired into a Gecko only to completely miss and take a blitzen hit, disabling the remote. My opponents luck did not get any better after a three failed attempts to control the antenna within his deployment zone. My opponent then moved a TO camo marker and for the second time that day, a TO marker moved an ominous 6-4. This could only mean that I would be up against another TO TAG! However this time it was the Cutter. The Cutter attacked a Moran and a Gecko, leaving the Gecko heavily damaged but alive and the Moran dead. The Gecko elected to fail its guts roll and retreat behind cover. The Cutter re-camoed and the Pan-O turn ended with a lot less damage than I had anticipated.

My turn started with detecting the Cutter (with a zondbot no less!) and opening up on it with my Intruder. At the Cutter was in the open the odds were with me. However after spending several orders trying to damage the TAG it managed to get into cover and then proved too resilient, even for a HMG. Realising that I could not take the TAG down with only the few orders I had remaining, I had to think of another plan. I had spotted that my opponent had a very likely candidate for a lieutenant (a fusilier) sulking at the back of the table. I hoped that this was the case and with my few remaining orders went for an assassination run with my Hellcat paramedic. With a successfully drop onto the table the Hellcat proceeded to gun the fusilier down. I then just had to hope that it was his lieutenant!

Thankfully the fusilier was indeed my opponent’s lieutenant, so his second turn was over quickly as he selected a new Lt and used a hidden TO troopers own order to place a mine next to the central objective.

Now I had another opportunity to shoot the Cutter, I decided to continue using my Intruder against it. Once again I spend many orders trying to destroy the TAG and although I managed to bring it down to one structure point; in the end it finally hit my Intruder with a crit. Without the intruder I decided to attack the Pan-O back lines with my Hellcat paramedic, in a hope to reduce their order pool. This worked fairly well as I destroyed a few remotes and the killed the TO Order Sergeant, leaving the Pan-O force with just 5 orders (plus the lieutenant order) in their final turn.

The Pan-O player finally took control of the objective next to his own deployment zone. A Kamau then proceed to kill off my Wildcat paramedic which had been running amok in his back lines. After this the Pan-O player castled up to try to prevent me for obtaining any more mission points. This included putting two suppressive fires onto the central objective. My last turn was a blood bath as I desperately tried to reach the central objective. I lost my Gecko, Hellcat with HMG and Clockmaker, but I could not get near the central objective. As such the game ended up a 3/3 tie.

In hindsight I really felt that I got blind sighted by the Cutter. As I had two AD troops that dropped into decent positions, they could have gone through the Pan-O back lines. This would have hopefully left the Pan-O player with a few orders to use on the Cutter and only a few specialist to complete the mission. Instead I must have spent about 10 or more orders (over two turns) trying to kill off the Cutter and failed to even do that! Next time I would defiantly go after the order pool rather than the TAG!

 Nomads

Final Thoughts

My army was good fun to play and I did better than I had expected, ending up 6th out of 15 players. This was my third Infinity event and proved to be just as good fun as the others. I really appreciate how friendly the atmosphere is at Infinity tournaments and how you don’t have to worry about facing some nasty unbeatable “net-list”. Indeed all of my opponents were great fun to play against and I would happily have another game against any of them.

The only possible criticism I could make is that some of the tables were lighter on terrain than I would personally have liked, but I suspect this is due to having to fill out 8 tables worth of Infinity terrain! Regardless of that, I would highly recommend Ian’s (aka the Wargaming Trader) events to anyone (beginner and veteran alike) and am really looking forward to the next event!

 

Disclaimer

The games were played two weeks ago and my memory is not great at the best of times! Hopefully I have not missed anything off or remembered it wrong, but if I played you and I have just let me know!:)

 

 

 

Below is a great report of the Summer Challenge from a fellow Infinity player!

2screens

So, I’ve been harping on about the Summer Challenge in recent weeks, and this weekend just gone the event finally happened. As usual, it was a great event which was run professionally and smoothly, despite the last-minute drop-out of a player, which left us with an odd number.

The pair of lists I took were as follows;

List 1:

ALEPH

GROUP 1
10

SOPHOTECT Combi Rifle, D-Charges / Pistol, Knife. (31)
THRASYMEDES Infiltrator (Infiltration) Submachine gun, Nanopulser, Flash Grenades / Pistol, Shock CCW . (27)
NAGA Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 37)
NAGA Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 37)
THORAKITES (Forward Observer) Submachine gun, Chain Rifle, Flash Grenades / Pistol, Knife. (16)
MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (16)
DEVA (Multispectral Visor L2) Spitfire, Nanopulser /…

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DeathWatch Studios

Commission Miniature Painting For You!

GEMANA

epic miniature madness

NDC Wargames

Wargames Collective Extraordinaire

OSO GRAPHIC

The Art of Dave Monty The Mini Painter

sho3box

Toy soldier wargaming stuff.

Element270

Element 270: Home of the Element 270 podcast; dedicated to Dystopian Wars

The Wolf and the Lion

Infinity the game, Firestorm Armada, Dark Angels

Guerrilla Miniature Games

Out of the Basement and into the Streets.

MayaCast

An Infinity: The Game Podcast by Tom Schadle and Kip Parcell

It Came from out of the Basement

Because Gamers Need Sunlight too

DeathWatch Studios

Commission Miniature Painting For You!

GEMANA

epic miniature madness

NDC Wargames

Wargames Collective Extraordinaire

OSO GRAPHIC

The Art of Dave Monty The Mini Painter

sho3box

Toy soldier wargaming stuff.

Element270

Element 270: Home of the Element 270 podcast; dedicated to Dystopian Wars

The Wolf and the Lion

Infinity the game, Firestorm Armada, Dark Angels

Guerrilla Miniature Games

Out of the Basement and into the Streets.

MayaCast

An Infinity: The Game Podcast by Tom Schadle and Kip Parcell

It Came from out of the Basement

Because Gamers Need Sunlight too