Despite being very busy, I am getting a fair number of miniatures games in this year, but at the same time I'm doing so alongside a number of board games, something I like to talk about from time to time. Not too often, y'know, this is a wargaming blog really. But then three of the following games at least bear some links to that subject at least, so let's carry on.
Imperial Assault of course is just some 3D terrain away from being a full fledged wargame, after all it does contain a head-to-head skirmish mode. However, here it is another episode of our ongoing campaign, with the players trying to break an imperial agent out of a cell before the Empire can pump him for the information needed.
Fortunately for them, he staggered to freedom, and it was another victory for the Rebellion. In fairness, despite several of the games to date being closely balanced, so far the players have managed to win all of them. The strength of the Imperial Assault campaign system is that it balances very well to the gradual improvement of the characters, indeed a large portion of the cards and upgrades in the game appear specifically there to allow this. The way elements are drip-fed to both player and games master alike are its greatest strengths.
AS a palette cleanser afterwards we had a quick game of Kharnage:
This is not a complex game, it does not take much to explain or understand, but there is just enough subtlety and tactical nuance to be hold an interest for its short duration. The artwork is pretty good to and there are a few nice surprises amongst the card. Overall not a bad little game.
By comparison, Letters from Whitechapel features no combat, and is a far more intellectual exercise.
And that of course mentions the energy mechanic. On the heroes turn - and they all activate as much or as little as they want at the same time - they spend energy to carry out a variety of actions in any order, even teaming their actions to set up attacks. However energy spent is recouped very slowly, so there is a gradual exhaustion unless a hero rests, doing virtually nothing for the round. But if needed a player can throw it all into one glorious attack, and - for example - kill a mighty serpent with a single mighty blow.