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Made in gb
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Yvan eht nioj






In my Austin Ambassador Y Reg

So following on from the Incursion sale that was on recently, I got my copy from West Wind for £15. When it arrived, I was suitably impressed and thought 'what the hell' and bought some starter sets and a pack of zombies which arrived a few days ago. Loving the minis, extremely characterful, especially the barrel jumping Blitzhund:



The zombies are also excellent - a goodly mix of former US and Wermacht soldiers, suitably rag-tag.

Anyway, I convinced the wife to have a game last night and we had a blast, learning the rules as we went. The mechanic is similar to Space Hulk but with a little more flexibility in that you get to choose your forces for each mission. You also 'bid' command points on going first per turn so that adds a little tactical nuance.

Anyone else take advantage of the Incursion sale? have you played the game? What are your thoughts? Post them here and lets see a little Incursion love!

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I haven't played Incursion, but I did buy a LOT of stuff for the Table Top Game set in the same Universe - Secrets of the Third Reich.

I LOVE me a Weird War II game, but this one, sadly, hasn't seemed to take off like I'd like it to have done.

Maybe DUST WARFARE will?

And, of course, I'll be able to use all these lovely miniatures in that game too!

Maybe...
   
Made in gb
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Yvan eht nioj






In my Austin Ambassador Y Reg

Funnily enough, now that I have played a few games of Incursion, I am also casting an eye over Secrets of the Third Reich too (it helps that the miniatures are interchangeable between the two).

Next purchase will be the MI-13 starter set so I can play some of the scenarios in SNAFU.

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I have been playing Incursion since it was a print and play beta and IMO it is what Space HUlk should have become in 3rd edition.

Anyhow, I too advantage of the sale, mainly to get the second mounted board for those big missions in SNAFU.

I would recommend going to the Grindhouse site, where you will find not only great downloads eg the standees and markers for SNAFU (plus those extra cards you need) but a great community. Best of all the games designer Jim Bailey is a real gent, always there to support his creation
   
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Yep, went there last night on the pretext of finding some answers to rules queries I had and ended up doing some reading there!

The wife and I played the second mission last night, this time I managed to win by sealing the German entry points. The wife rather foolishly left her Greta Von X standing directly in front of my HMG APE and subsequently took a battering. Both of us are still coming to terms with the tactical nuances afforded both by bidding CPs for the turn initiative and from adding/removing battle cards.

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Teesside

I took advantage of the sale. Our copy arrived Monday, and I've had 3 games since -- basically playing the intro mission 3 times, with 3 different people. I won all of them, but then, I'm a very good Space Hulk player.

I did a mini-review, reproduced here:

It definitely hits the same sweet spot as Space Hulk (that is, it's a squad-based, claustrophobic, tactical wargame, involving lots of tunnels, lots of rending, and a fair bit of napalm), but with Nazi zombies, SS werewolves, mad scientists, and plucky, pneumatically powered, armoured GIs. It's so far better than any edition of Spulk, though, as a game. There are more choices for both sides (and, more meaningful choices). There's more control over what would in Spulk be randomness (notably, command points and reinforcements), and an extra element in the form of card play to boost your units' powers or let them do special things. Great stuff -- looking forward to playing this one some more.

My one criticism, 3 games down the line, is that the LOS rules aren't all that clear, partly due to the nature of the printing on the board. More examples would have been good, notably to show whether you can shoot a diagonally adjacent square when there's a wall on one of the two squares that's orthogonally adjacent to both your shooter and your target. In theory you measure from centre to centre, but since some of the wall squares are printed to be slightly "bigger" than others (i.e. overlapping the corner point by a tiny amount in some cases), this would lead to the inconsistency that sometimes you could shoot round a corner, other times, not. We've just played it so far that you can shoot a diagonally adjacent square.

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Ian Sturrock wrote:. We've just played it so far that you can shoot a diagonally adjacent square.


Which is correct.

Also, a little secret: once you have a few games under the belt the first mission is difficult to win with the zombies. It was primarily designed to: showcase the 2 main troop types, teach the rule mechanisms and to help the SWD player learn that most vital of skills: "Zombie Management". You have 6 zombies to try and squeeze out and limited CP to use.
   
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Teesside

Thanks, Robert. Yeah, most games of this type do allow diagonal shooting, and it makes sense from a game balance perspective, I think. From a strict reading of the rules, though, you'd need to check each time you wanted to shoot, to see if the "wall" graphics went over the crossing point of the lines... which definitely would be too much hassle.

Ah, I thought that about the 1st mission. I'd happily play the 2nd one, but in each case my opponent was new to the game, so the intro one seemed best. I did win as zombies, though, the one game I played with them. Managed to get behind both Grunt APEs and get my horde bonus going on.

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Made in gb
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Yvan eht nioj






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Incidentally, if anyone missed out on the Incursion sale recently, it seems Wayland also have some on offer still:

http://www.waylandgames.co.uk/Secrets-of-the-Third-Reich/Incursion/INCURSION-BOARDGAME/prod_7582.htm

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