Friday, 28 September 2012

GamesReport 23-Sep-12: Memoir '44

"Beaches Sir? Will I need a bikini?"
We were taking it easy in the KoffeeKlub last Sunday evening, rolling out a few scenarios of the very light Memoir '44.

GaryB and Michael hadn't played before so I ran through the rules quickly and got them started on one of the beach scenarios "First Assault Wave" (Omaha Beach) from June 6th, 1944.

"First Assault Wave" (bottom) and "Suomussalmi" (top)
They picked it up quickly and the beaches were soon under pressure from the waves of Allied troops and armour. In the end though the Germans won by 6 medals to 4, leaving Mr Bingers more Pvt Benjamin than Cpt Miller!

A second reversed scenario was played, but I'm not certain as to who won that one... I was too busy fighting off the Finnish ski troops in one of the winter scenarios "Suomussalmi" vs. Chris.

As I said a lighter evening than we've been use to recently. Memoir is fun if you're looking to relax a little, but I can't wait to get back to some meatier wargames.

Thursday, 27 September 2012

Off The Shelf - Shifting Sands

We're building up a head of steam in our "Off The Shelf" series, having covered Hammer of the Scots and Twilight Struggle already. Our latest dusty game is Shifting Sands, by MMP games. Shifting Sands represents MMP's first attempt at the popular card-driven-game format and covers the war in North Africa from 1940 through 1943.

“Sweat saves blood, blood saves lives, and brains saves both.” - Erwin Rommel

Shifting Sands
#3 Shifting Sands

Designer: Michael Rinella

Publisher: MMP Games (2006)

Players: 2

Playing Time: 4 hours

Type: Point-to-Point / CDG / Wargame

Ranked: 119th in the wargames category on (BGG)

Historical background & Overview

For the Allies, the strategic significance of North Africa and specifically control of the Suez canal simply couldn't be overstated during World War II. They had few military successes to celebrate in the early war years and although the Battle of Britain (July-Oct 1940) proved to be a real shot-in-the-arm for morale, Churchill knew that they would need to control in North Africa in order to ultimately exploit the "soft underbelly of Europe".

The Nazis were well aware of this potential threat and Hitler assigned Erwin Rommel, one of his finest Generals to turn the tide of fleeing Italians in North Africa. Rommel arrived at Tripoli in early 1941 and succeeds in pushing the Allies out of Libya and back into Egypt, indeed only the heavily fortified Tobruk would hold out in a stalemate that would last until November 1941.

On November the 18th 1941, the British 8th Army pushed West into Libya, but are almost undone by a German counter-attack to their rear. Heavy fighting ensues and the British hold on, but can't prevent the Axis from holding open a coastal corridor allowing most of their at risk units to escape. By early 1942 a German convoy arrived in Tripoli and Rommel's counter-offensive was imminent.

They British are forced back to the east, with Rommel taking Ganzala and Tobruk finally being held up at El Alamein.

Rommel's push deep into Egypt stalls at El Alamein (July 1942)
  On October the 23rd, 1942, General Montgomery launches the second battle at El Alamein and after 12 days of heavy fighting Rommel retreats west with the 8th Army in pursuit. The British take the Libyan capital Tripoli on the 23rd of January, 1943, moving across the Tunisian board a short time later.

Operation Torch saw further Allied ambitions come to fruition as they landed units along the Moroccan and Algerian coast, leaving only a small pocket around Tunis in Axis control. Despite one final major offensive in the Kasserine Pass, Rommel is finally defeated. The Allies declare victory on the 13th of May 1943 capturing 275,000 prisoners of war.

An Allied victory in N.Africa
Shifting Sands lets you play through some of these struggles and create some new ones of your own. It tries to keep the flavour of the period through the many event cards, used to drive play.

In The Box

Inside The Box
One thin map (22" x 32")
36-page rulebook including 18 pages of rules and the rest of examples of play and card notes.
Two countersheets - one 5/8" and one 5/8" and 1/2" mixed
2 decks of 55 cards - one allied and one axis
2 player aid cards
Some dice

Sample Counters

German and British Decks
The components are generally good, although I would have liked a better quality map.


Special Ops #1 (Summer 2011)
At the time of writing version 1.03 is the latest release on the living rules for Shifting Sands.

You can also find a video introduction here, although I plan to cover some rules points in my first AAR.

Additionally the designer, Michael Rinella, has published an excellent article on Shifting Sands "To The Pyramids" in MMP's Special Ops #1 Summer 2011 magazine.

Given the recent increase in KoffeeKlub numbers it's likely that our first game of Shifting Sands will be fought out over VASSAL. This is not a bad thing, but it's always nice to catch-up face-to-face and see the whites of your opponent's eyes!

Try these links for VASSAL and the Shifting Sands module.

Shifting Sands through the online VASSAL engine
AARs will appear on the site shortly to cover our progress and provide some comments on how the game plays.

Tuesday, 25 September 2012

KoffeeKlub Evening 30th of September

This Sunday we're trying to get the numbers together for A Game of Thrones. Post a comment here or through the KoffeeKlub Facebook page and we'll see how many we can gather. 3/4 more should be enough.

We'll be at WeeGamers in Whitehead Primary School from 7pm to 11pm.

Oh and judging by the storms out there...

"winter is coming..." - Everyone in A Game Of Thrones

20 Questions AndyA

Aliens vs Warships
1. Favourite Wargaming period and why?
Science Fiction There is infinite possibilities that can happen and infinite weapons + vehicles at your disposal. Great time to play within.

2. Next period, money no object?
Steampunk With the same ideas of the SciFi answer. This time, take the past and add a sprinkle of the future and you have a Dystopian Universe that is brilliant.

Is this gonna be a standup fight,
sir, or another bughunt? 
3. Favourite 5 films?
Aliens, Jaws, Mad Max, Boondock Saints, Bladerunner

4. Favourite 5 TV series?
Eureka, Dr. Who, Warehouse 13, Supernatural, Monkey

5. Favourite book and author?
The StandStephen King When I started to read this book, it was the year that Bird Flu started to appear. If you match that with the story of the book, shitting yourself would be an understatement. This book has left a huge mark in my memory as a result.

6. Greatest General? Can’t count yourself!!
Hannibal 2 words. Elephants. Alps.

7. Favourite Wargames rules?
Dystopian WarsSpartan Games. Q2 for the reason. Big robots using steam? Yes please!

8. Favourite Sport and team?
WGC – Team UK I am not a sportsfan by any means. I have always had a solid interest in computer gaming and has had played a huge part of my life. When the WGC was formed, I became a follower and a patriot to follow my own country into the games. Best year for us happened to be 2010. 

Yes I'm a robot. Is that going
to be a problem?
9. If you had a only use once time machine, when and where would you go?
The end of time at the final event. I would like to know, why we are here and the purpose behind it all.

10. Last meal on Death Row?
Chicken Maryland I love this meal. Had it when I was a child and can’t seem to shake the want for it when in restaurants. 

11. Fantasy relationship and why?
Sean Young as Rachel in Blade Runner.

The Hangover's
Zach Galifianakis   
12. If your life were a movie, who would play you?
Zach Galifianakis

13.  Favourite Comic Superhero?
Batman Simply as he out thinks other heros. He will do the research into what it will take to defeat his opponent. By far my favourite comic hero.

14. Favourite Military quote?
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his."- Attributed to General George Patton Jr Not a truer word was said.

15.  Historical destination to visit?
41°43′32″N, 49°56′49″W When you find out where this is, then you will know the reason why its this destination and when, if I could go there at that time.

16. Biggest Wargaming regret?
Leaving it for 15 years before coming back.

17.  Favourite Fantasy job?
Director I have forever dreamed of working behind the cameras. I have even written a few long lost, best forgotten, unseen screenplays in my time. I love hearing and telling stories so if I could tell the story on the screen I would. Alas I am now resigned to tell these stories in the form of RPG’s scenarios.

18. Favourite Song Top 5?
Enigma – Saddeness,  Hero - Enrique Iglesias; I like too much music to pinpoint 5 songs but those two have a deep meaning behind them.

They mostly come at night ... mostly
19. Favourite Wargaming Moment?
Upon returning to a tense moment in the Aliens RPG. The guys have been thinking of what they are going to do all week. Then, it is revealed to them that the immediate threat they have been worried about was a simple hologram. The one thing they did not expect.

20. The miserable Git question, what upsets you?
When fixing a computer at someones house and they ask, “While you are here, can you have a look at…” If I knew I was going to look at something else I would have brought the necessary tools/equipment for it.

Monday, 24 September 2012

First Play: Eclipse

I have been trying to get a hold of this game for a while now after reading a positive review of it on BoardGameGeek, however finally at TableTopNorth I was able to get a play of Ecilpse from Asmodee games. This article is intended to be an indication of my initial thoughts regarding this game and not a full blown review.

Eclipse is a 4X space opera style game with players taking their place as the leaders of galactic empires vying for solar systems full of resources to exploit and scientific discoveries to find. As well as the other players there are ancient aliens to fight guarding random treasures that can give your empire a boost.

Each player gets a race worksheet to record their current resources in the form of credits, science and production, the current allocation of population to resource production, the technologies researched, spaceship blueprints and the orders taken each turn.

The race worksheet handles resource
management elegantly

There is a lot to keep track of on the race sheet but the game is designed to take a lot of the complexity out of the record keeping and tedious bean counting is kept to a minimum. For example I like the way that you stack up your population cubes on your race sheet (the little white cubes on the picture above) and then when There'sallocate the blocks onto factories on the game boards this will uncover a number under where the cube was representing the level of your production in that resource. An elegant method of keeping track of things.

Exploration and Expansion is managed through the placing of hex tiles each representing a star system with differing resources available for you to Exploit. Travel between system is marshalled through wormholes which appear on some of the edges of the hex tiles. As you need matching wormholes to be able to transport ships between tiles by careful placement you can isolate your empire from aggressive opponents or open diplomatic channels to your friends.

Large hex tiles are drawn at random
to make up the galactic map

There is a scientific research system which allows you to modify the blueprints of your spacecraft making them tougher and more deadly. Other scientific discoveries allow you to improve the resource production rates of your empire or otherwise improve your civilisations.

You can of course choose to Exterminate your opponents through building the strongest or most numerous space fleets and bomb their planets to goo. The victor is the empire with the highest points awarded for the various aspects of the game from exploring and settling worlds to scientific excellence in a given field or through participating in galactic genocide. Their are many ways to win this game.

I was very impressed by this game for the way it simplifies what is normally a complex genre and was most impressed by the playing time which was very close to the thirty minutes per player estimate in the rulebook. Even in our very first play we were able to complete a game in under three hours. I intend to bring this game up to the Koffeeklub Sunday night meeting soon so expect a full AAR presently.

Saturday, 22 September 2012

KoffeeKlub Evening 23rd of September MkII

It looks like there'll be a slight change of plan for us this Sunday evening due to certain work commitments delaying the introduction of Shifting Sands by a week or so.

That being said we'll have a few interesting alternatives lined-up... Memoir '44, A Few Acres of Snow or A Game of Thrones, should we get the numbers. As usual we'll be at WeeGamers in Whitehead Primary School from 7pm to 11pm.

"Take time to deliberate, but when the time for action has arrived, stop thinking and go in." - Napoleon

A Few Acres Of Snow (Part 2) - Cards & Opening Move Options

This is my second in a short series of blog entries on Martin Wallace's A Few Acres of Snow. In Part 1 - Starting Up, I looked at the initial board set-up, the British and French starting decks, locations and scoring.

Here in Part 2, I will provide an overview on the available cards and look at some first turn options for the French and British players respectively. GaryB (French player) and I (British player) will also give you a feel for our thought process over the first turn of play.

Remember that I'm not trying to re-write the rules here, Treefrog have done a good job with that already. Instead I want to give you a feel for how different elements in the game work.

Empire Cards

As you begin the game only the French player has empire cards in his starting deck, a Trader and a Regular Infantry. The Trader, when played as an action with location cards that have the fur symbol, will provide the player with 2 money for each fur card played. The Regular Infantry provides two levels of military support during a siege, but is vulnerable to Indian ambushes (the small Indian head symbol).

The two empire cards in the French starting deck
Both players can use actions to add empire cards directly to their deck, paying the associated cost as required. As with location cards the British/French players have their own stock of empire cards in their colours, but both players have access to the three (neutral) green empire cards.

Neutral green empire cards available for both players to claim
The green Settlers card costs seven money to purchase and can be used when settling a location that requires a settler to be claimed, or when developing an existing location from a village (cube) to a town (disc). The green Fortification card costs three money and has a dual function; If played with a location card the location can be fortified and protected from Indian raids. It can also be used to block Indian raids if it is discarded during an attack. Finally the green Native Americans card (which is FREE) can be used to ambush military units held in a player's reserve or in their hand, to raid settlements not protected by a Fortification or to block raids/ambushes from an opponent.

British military cards, the French player will have almost identical options in their empire deck
Typically empire cards will help you with military operations (see above), with development or with deck management. It's up to you to balance these out, as every new card added into your deck makes it a little bulkier and perhaps less efficient.

From the military cards above we have covered Regular Infantry, Militia is similar, but only offers one military strength. Rangers are slightly more powerful in that as well as providing one military strength they can also make and block raids/ambushes and are not vulnerable to Indian ambushes. Military Leaders are worth one military strength, but critically do not cost an action to play and Siege Artillery is worth three military strength whilst costing three money to play the card each time, This is on top of the initial purchase price of eight money. 

Some British (non military) empire cards
Other empire card options include Home Support, which allows you to draw three cards from your draw deck as a free action, thus speeding up your deck a little. The Bateaux enables travel along certain routes on the map. The Governor is one of the most crucial cards as it allows you to remove one or two cards (empire or location) from your hand, effectively thinning down your deck. Very useful! Finally the Indian Leader, when played, can extend an Indian raid attempt by one location or steal a Native American card from your opponent's hand.

Some French empire cards

I've included some French empire cards above to give you a flavour for the slight differences from the British empire cards. Coureurs de Bois are the French equivalent to the Rangers and perform exactly the same role. The French Militia card is slightly more powerful than it's British counterpart as it is not vulnerable to Indian attacks and can block raids/ambushes. The French Priest is the same as the British Indian Leader card and the French have one new card not present in the British deck, the Intendant. This card costs two money to play and can be used to take a card from your discard pile and add it to your hand.

Location Cards

Location cards are much more straight-forward and get added to your deck as and when new locations are settled. Remember that you start the game already controlling some locations, so these location cards are already in your deck. Below I walk you through a typical action to settle a location:

Settling "Deerfield" from "New Haven"
As the British player I already own New Haven, so with the right cards in my hand I can settle the valuable Deerfield location. This move will cost me one of my two actions in a regular turn (both players only get one action during their first turn of the game). I first need to play the New Haven card as it has a connection (via Bateaux) to Deerfield. Adding the St. Mary's card, using it's Bateaux symbol to make the journey and completing the settlement with the Boston card for it's Settler* symbol. I can now take the Deerfield card from the location deck and add it to my discard pile along with the three cards just played. I will also add a red cube onto the Deerfield location of the board to show that I have settled it.

* note that some locations do not have settler symbols on the board. These locations do not require you to play a card with a settler symbol in order to claim them.

Opening Hand Options

The board is set-up and each player has been dealt their opening hand and given their starting monies (5 to the French player and 12 to the British player who always plays first)
We've seen from Part 1 that both players start from a pre-set board position, but that they receive a random 5 card draw from separate British and French pre-set starting decks. In this example I'm playing the British and have drawn the following starting hand...

My British opening hand
I want to put some early pressure on the French an use my one action to settle Fort Halifax from Pemaquid. To do this I need to play the Pemaquid card (the starting location) and the travel option required to get to Fort Halifax from Pemaquid, the Bateaux. I don't have a Bateaux card as such, but I can use the Bateaux symbol on the St. Mary's card to do the same job.

Fort Halifax doesn't require me to play a settler as well, so I place Pemaquid and St. Mary's into my discard along with the newly settled Fort Halifax card (from the locations deck). I also add a cube into Fort Halifax on the board. As it's my first turn of the game I only get this one action, so I draw two new cards from my deck and pass over to the French player, GaryB.

I settle "Fort Halifax" as my first turn British action
British player's thinking: By settling Fort Halifax, I can put myself only two links away from Quebec to the north (bringing it within Native American attack range) and I can look to fortify Fort Halifax soon to block both Pemaquid and (the as yet unsettled) Deerfield from potential raids.

... meanwhile GaryB, the French player, has drawn the following opening hand...

GaryB's French opening hand
 The British have taken Fort Halifax early, but I have the Quebec card in my hand and am not too worried right now as I can block any raid on a location by simply playing (and discarding) the card for the location being attacked. I will used the Louisburg card ability to perform piracy as my action and take two money from GaryG's stash! To do this I must play the Louisburg card along with another card bearing a ship symbol in the parchment area.

GaryB performs "Piracy" to claim two money from GaryG as the first French action
French player's thinking: I still have time to protect Quebec from any threat that Fort Halifax will provide, besides GaryG hasn't drawn any Native American cards to make that attack yet. Instead I will try to level up the money situation a little and give myself some extra cash to spend.

Play will then move onto turn #2 and the British player will complete two actions. In part 3 of this series we will move deeper into game-play in the match between GaryG and GaryB.

<<< Part 1

Friday, 21 September 2012

Our D-Day Operations Campaign for Memoir '44 by Brummbar

Our D-Day operations campaign was run partly using Brummbar's excellent guide, which can be found here in full. The guide is similar to the official campaign books released by Days of Wonder and walk you through the scenarios required for a full D-Day campaign using the Memoir '44 system.

Memoir '44 is at it's best when played using the regular sized maps in a campaign environment. I find that the Overlord system (double sized maps) look more appealing, but that they take something away from what Memoir is to me, a quick an simple wargame experience. Experienced players should be able to rattle out a scenario in around 45 minutes, so it's great to switch sides and play the scenario again for balanced scoring.

The official campaign books also provide good value for money and as you'd expect have a little more spit and polish.

Campaign Book Volume 2

Thursday, 20 September 2012

AAR - Memoir '44 - Sainte-Mère-Église

Memoir '44
The second scenario in our D-Day operations campaign from the war room archives sees the Allies trying to setup a defensive base at Sainte-Mère-Église.

D-Day Operations June/July 1944
Scenario #2 – Sainte-Mère-Église, June 6th 1944

Historical Background:

Establishment of a defensive base at Ste. Mère-Église was one of the key objectives of the US 82nd Airborne Division. In contrast with other regiments, the 505th Parachute Infantry, landing north-west of Ste. Mère-Église, had one of the most accurate drops. Rapidly regrouping and tipped by a French native to the presence of German troops in town, the paratroopers planned to surround Ste. Mère-Église and move in with knives, bayonets and grenades.

In the meantime, to the north, Lt. Turner Turnbull deployed his force on high ground near Neuville-au-Plain, engaging and fighting the enemy to a draw. This bought some crucial time for the battalions around Ste. Mère-Église, giving them a chance to meet the German southern thrust and annihilate several enemy units. This led to an overestimation by German command of American strength in this sector, and as a result, the Germans withdrew.

Sainte-Mère-Église Map


Axis Player(s): Tom & Pete

Axis Instructions:
Take 4 command cards

Allied Player(s): GaryG & AndyB

Allied Instructions:
Take 5 command cards.
You move first.

Conditions of Victory:
5 Medals – no other fixed conditions. The 5 medals will represent the balance of power in the area and ultimately who is forced to withdraw.

Special Rules:
Before the Allied side takes its first turn, the Allied player has an additional air-drop.

Hold 4 Infantry figures in your hand about 12 inches - roughly the height of the box set on its side - above the battlefield.

Drop the figures. If a figure falls off the board or lands in a hex with another friendly or enemy unit, this figure is out of action and placed back into the box. No Victory Medal is awarded to the Axis player on this occasion.

If the figure is not out-of-action, place an additional 3 figures from the box into the Infantry figure's hex. The unit landed safely and is ready for action.

Narrow victory for the Allies by 5 medals to 3 medals. Primary objective, Ste. Mère-Église, was not successfully taken in the planned operation.

Following a highly accurate air-drop by the Allies just north of Ste. Mère-Église, the German forces were hit heavily by an air attack in the north-east corner of the map. Undeterred, the Germans pushed forward in the west gaining significant ground albeit at a cost of a couple of units. Both sides made reasonably good use of their additional elite units, but it was becoming clear the the extra Allied forces were beginning to shift the balance of power in their favour.

The Allies at last turned their attentions towards Ste. Mère-Église, at one point taking control of a section of the town. This however left some of their units in the open and exposed to the might of the German armour. It was becoming clear that if the Allies continued to push for control of Ste. Mère-Église, that they would be risking the whole battle. So, giving up on the town, they finished off some German infantry, north of Ste. Mère-Église ultimately forcing a controlled German retreat.

Ste. Mère-Église would eventually come under Allied control, but almost a week too late. Objective was therefore failed (-1) despite the 5 Medals to 3 Medals victory in the battle.

Allies win with 5 Medals vs. the Axis 3 Medals.

Wednesday, 19 September 2012

20 Questions GaryB

Here is my stab at the Twenty questions game. Enjoy.

Carthage v Rome Round 2 Ding! Ding!
1. Favourite Wargaming period and why?
I have recently gotten more involved with World War 2 war gaming through games with TimS and GaryG though previously I would have immediately said Ancients and particularly the Punic Wars. I have an underused Carthaginian army for Fields Of Glory which I must dust off and get back into action.

World War I recruiting poster
2. Next period, money no object?
The Pursuit Of Glory Boardgame has caught my eye recently and I think I will be giving it a go. World War 1 in the Middle East is a period I know very little about and playing a high quality boardgame in his period is an excellent way to learn the historical context.

3. Favourite 5 films?
Bladerunner, Saving Private Ryan, Lord of the Rings Trilogy, Aliens, and Raiders of the Lost Ark

4. Favourite 5 TV series?
24, Battlestar Galactica (2004), The Wire, Band of Brothers, Blake's Seven

Tell me of your Homeworld Usul
5. Favourite book and author?
Frank Herbert's Dune. I have read many many books I love but nothing compares to this classic scifi masterpiece. My tattered original paperback copy of this book is failing apart I have read it so often.

6. Greatest General? Can’t count yourself!!
Hannibal of course. His ability to do the unexpected and turn his opponents strengths against them makes him a great general. He was so formidable on the battlefield that the Roman Empire found the only way to defeat him was to avoid fighting him.

7. Favourite Wargames rules?
Osprey 's Field of Glory is my favourite though Some of the GMT Games we have been playing lately are candidates to take this title.

Stand Up For The Ulstermen!
8. Favourite Sport and team?
Rugby Union. Ulster. I was a season ticket holder at Ravenhill for 10 years and rarely miss a game though mostly due to parental commitments more and more I have to watch on television. RIP Nevin.

9. If you had a only use once time machine, when and where would you go?
I could try to be smart and say ahead 'til the time when they have invented the multi-use time machine but I would love to see the colonisation of the solar system and would have to jump forward a couple of hundred years. Perhaps visit the cloud city cities of Venus or the Martian habitat domes. I know I'm a dreamer.

10. Last meal on Death Row?
Beef Wellington. Odd since I am verging towards vegetarianism but I love this delicous blend of pastry, mushroom and rare beef fillet. Yum!

11. Fantasy relationship and why?
The gorgeous Jennifer Connolly. Somewhat of a secret obsession of mine since I saw Labyrinth as a kid. She has been under-rated as an actress (I am biased) but has made some excellent movies including A Beautiful Mind and Blood Diamond.

12. If your life were a movie, who would play you?
Tom Cruise. He is my double after all.

Give me back my face! 
13. Favourite Comic Superhero?
Rorschach. I mean what's not to like :S

14. Favourite Military quote?
"All right, they are on our left, they're are on our right, they're in front of us, they're behind us ... they can't get away this time" Lewis B. "Chesty" Puller, USMC

15. Historical destination to visit?
Normandy. The landings on D-Day are iconic of the whole conflict of the Second World war and I would love to visit war cemetries there and pay my respects to the heroes who gave their lives for the freedom we have today.

16. Biggest Wargaming regret?
Not getting involved earlier. I was a roleplayer and a boardgamer for a long time before I really became interested in wargaming. I find the challenge of competitive play very exciting and I am, in reflection,  a much better wargamer than I am roleplayer.

17. Favourite Fantasy job?
Computer Games Designer. Ideally back in the day when it was possible for you to develop a game in your bedroom on a ZX Spectrum without a budget of millions and a massive team of programmers, graphic designers, lawyers etc...

Best Lead Singer of All Time?
18. Favourite Song Top 5?
I can't possibly pin down my 5 favourite music tracks but certainly the following tracks are among my favourites

Black - Pearl Jam, Private Investigations - Dire Straits, Come On Eileen - Dexy's Midnight Runner's, Experiment IV - Kate Bush, Fields Of Gold - Sting

Essen 2013 .. For Sure!
19. Favourite Wargaming Moment?
Don't really know. I tend to focus on the next game and not linger on past games. I do remember fondly a LAN party game of Command and Conquer when my team filled the house we were playing in with a impromptu rendition of the Ride of the Valkyries as a massive cloud of attack helicopters engulfed a previously impenetrable base like a plague of locusts. Completely unexpected and completely hilarious.

20. The miserable Git question, what upsets you?
Betrayal and misplaced loyalty. I'll elaborate over a beer or two in Essen and not before.