Showing posts with label weird war II. Show all posts
Showing posts with label weird war II. Show all posts

Thursday, July 12, 2012

Tannhäuser - RIP...



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I have been madly crafting awesome stuff to screen in Hall H at San Diego Comic-Con and missed this news - just saw it on Miah's site...



 FFG has announced that Tannhäuser is going on hiatus following the announced releases of the Union hero Edison, the Reich hero Frankenstahl, and the 2nd novel, "Operation: Night Eagle."

This is not a shock as I don't see the game on tables everywhere being played, but I am please they are going ahead with these last items. There really is a huge amount of stuff to play with for the game and I will enjoy it (as with Heroscape) for years to come.

Here are the final items to be released:




















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Tuesday, January 3, 2012

Tannhäuser Tuesday - Operation Hinansho Released

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Operation Hinansho is released and in stores now!!!




Miah - where does TH18 fit into your list?



I skipped over the parts of the rulebook that FFG put out as a PDF. Here are the 9 new scenarios.





New stuff to spruce up your older maps!





There is an entry point in the middle of each edge for your 3-4 player games.

Who left the radio out in the woods?!?

A nice spot for a secret passageway token...




Lots of places for locked doors.


Entry 1

Entry Point 2

Entry Point 3

Entry Point 4


I think the new maps are great and I like that there is support for 2-4 players now. That is a major plus for getting more people to try Tannhäuser.





I feel U-Chronic!!!

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Tuesday, November 15, 2011

Tannhäuser Tuesday - Operation Hinansho Detailed

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Operation Hinansho

This expansion contains:

Two-Sided Map :

Kitamon Research Base in Japan



Union Airplane Crash Site on Okinawa Island


The new maps have paths that follow a new basic rule - if the base of a character can fit in the space between two circles without touching them, then they are NOT adjacent.



 New Rules for the new map features and tokens.

Bunch of Tokens including those for new rules like Volatile Rubble, Locked Wooden Doors, and Locked Reinforced Doors. There are also the full Faction Tokens for the Shogunate - Objectives Tokens, Command Point Tokens and Flag Tokens. The remaining tokens are for Story Mode, and Covert and Gate tokens.

New Circle Types:

Locked Door
Sniper Circle
Covert Circle
Volatile Circle

There are a number of new circle types in this expansion.

Locked Doors
When a Locked Door token is on the appropriate circle, the door is locked and characters may not move into that circle.  The Locked Door tokens contains 2 skill icons; green and red. If a character adjacent to the locked door has a skill matching the green icon, they can spend one movement point to open the door. If they do not have that  skill, the door is unlocked by using 3 movement points.Anyone next to the door can spend one movement point to close it and it is locked again. Any character adjacent to the locked door with a matching skill to the red icon may try to smash the door, permanently destroying it. Reinforced doors require the Mechanic skill and Wooden doors the Athletics skill.





Covert Circles and Tokens
Now they're getting tricky. Covert circles can target Sniper circles if their icons match in color. They may also target characters in circles that match the color of the covert targeting icon (green in the example picture. Additionally, the character inside the covert circle can be targeted by anyone they can target, BUT… only Natural 10's count as hits when attacking the character in the Covert circle.

Just to make it more fun, grenades thrown from a Covert circle and using the Covert ability don't bounce. Grenades thrown at a Covert circle follow the normal rules.

There are also Covert Tokens that can be placed in certain scenarios.




Volatile Circle and Volatile Rubble
Before they are activated, characters pass through these circles normally. Once activated, all characters that share the volatile path take three automatic hits and a volatile rubble token is placed in the circle. Any character that passes through this rubble takes 3 automatic attack successes (in addition to the movement penalty of the rubble.)




Gate Tokens
You can now connect two maps together using these new tokens. Put two maps next to each other and place a couple of these tokens down to bridge the gap between the two maps.

I think you could also use these to connect the stair cases on the original maps to allow an upstairs and downstairs to be easily identified…



The rest of the rule book is not included, but the Gate Token section mentions you can play these big double maps with "Large Teams" - 5 Heroes and 4 Troops, or with 4 teams.


The Cost
I am not sure why FFG did not release the Shogunate items as one big box set like the Matriarchy, but it probably has to do with price.

$29.95 - Operation Hinansho
$12.95 - Iroh
$12.95 - Mizu
$12.95 - Itami
$19.95 - Troops
$85.85 - Total - I don't think the included Equipment Cards raise the price by $25.90 over the Novgorod set which is also a full Faction. Being able to buy them piecemeal also spreads the payment out into manageable chunks, instead of the one big hit.

$59.95 - Operation Novgorod
$69.95 - Base Game


Operation Hinansho and the Matriarchy Natalya pack are currently listed as being 'On the boat' which typically means 4 to 6 weeks.

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Tuesday, October 11, 2011

Tannhäuser Tuesday - Shogunate Itami and Mizu Report

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Mizu and Itami, the final two figures in the initial Shogunate release are here and bring a few interesting wrinkles to the faction.

ITAMI
 


Itami's primal scream is so disturbing that he can cause his opponents to run away in terror. He can also force his will upon an adjacent figure an force them to take an action. He is also strong enough that any enemies next to him have to overpower him just to move and he gets stronger for each adjacent enemy character.













Itami also includes a Bonus Pack for  Ramirez which includes his MK 19 Mod A1 gun, a AN-M11 Thermite grenade, and a FR19 grenade which puts out a sticky fire retardant that puts out fires and prevents future fire grenades in that Path. It also causes a +1 to movement for each circle in the path.



MIZU





Mizu is ninja-like in her ability to evade and confound her attackers. She can attack a character twice in the same turn, counterattack without spending a command point, throw smoke in reaction to being attacked, and can ignore the effects of smoke. If that isn't enough, she can dodge attacks.









 



Mizu Kage also includes a Bonus Pack for Irina that includes 3 new Liturgies. The first has Irina reduce the defense of opponents figures on the same path, the second lets her do direct damage from a Mental Duel, and the third has all non-Matriarchy figures moving one circle less.






 All in all, these are fun sounding packs and I am looking forward to playing them.



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