The Great Families of New England have spent centuries keeping their people fit and happy, and kicking out those who sow discord in order to protect their quiet and comfortable way of life. They carefully mold all who seek to have a government position in the New England Federation, and then they carefully craft the elections so their chosen candidates win and eventually do what they are told. Which is of course to provide for the people of New England everything they need to be quiet and happy citizens of the richest, most advanced, and most generous nation in all the worlds. Happy citizens do not place rich heads under guillotines after all. Nor do they tar and feather government agents, or hang Presidents in effigy. And any member of the government class who seeks to reform this comfortable relationship is quickly educated on the facts of life.
The history of what exactly the New England Federation did during The War has been carefully suppressed. They certainly do not teach it in their schools. AIs are bad after all, and their official position is that they do not avail themselves of the services of Rogue AIs. And only a Rogue AI would enjoy the kind of destruction they were sent to visit upon the Shang. The Federation government has also never admitted to sending the AI drones out in the first place. They have roundly rejected the suggestion in fact. In this case, they are actually telling the truth. The Federation government did not send Rogue AIs to devastate the Shang homeworlds. The Great Families did. And the more you understand the difference between those two, the more understanding of how the Federation works you will get.
We remembered Pearl Harbor last week. Not as many remembered it this year as previous years if the lack of coverage on the news channels is any indication, but those of us who study history certainly remember it.
It was the day a first world nation and military power with the best planes and the best ships decided to start a war with another first world nation. They were confident the other nation would not have the drive and stubbornness to fight them back. They were wrong. They were so very wrong.
Their wrongness resulted in many of their biggest cities being firebombed into oblivion, and when they fought on through that, the nuclear bombardment of two of their cities. The devastation was horrendous. Cities destroyed. Families wiped out. Millions of people dead.
That is the risk any nation takes when they swagger up and hit the big red button of war.
I have to hand it to WNRP for putting on a good tournament. The basic rules set makes games generally equal and fast. 80-minute games with time to setup between them allows us to easily get 4 games in an 8-hour period with time to eat and relax. Note that since we had 18 players in 1v1 matches, that made 9 games at once, or 36 unique games in that 8-hour time period. Do not underestimate just how impressive an achievement that is.
The army building rules are good, with many provisions aimed at rules lawyers. Even people like me who like to use the maths to tweak out every point and parcel are held to a hard limit, especially when certain tactics are shown to be TOO effective. WNRP are not afraid to plug holes in the rules. This keeps things fun for people who show up with the unit they put together because they liked the looks of the minis. I heartily approve of this idea, as I like seeing new players.
The terrain sets Andrew put together can easily support the 18 people we had playing, while each battlefield looks visually different and unique. I will note that the pictures of my battles show four entirely different fields of battle, with terrain types that feature different special rules for each. Bringing in the setup rules where the players take turns placing the terrain however they want, it helps to make each battle feel like a new experience.
We also had a good home at the old Fantasy Flight Games center. They are close to food, have food there, and have plenty of tables we could spread around on. Other than the one game of Warhammer that setup in the middle of the zone Andrew reserved for us, we had an entire side of the gaming area we could run back and forth over. The organizers could easily point us to the exact table and map the tournament software selected for us, which allowed us to quickly move to our next fight and place our armies without confusion. It made for a fun, fast, and organized event that I was happy to attend.
In the final game of the day, I sent my main Battle Lance into a stand up fight, and my opponent used one of the tactics I love to use. Battle Armor carried by fast units to get behind the battle lines and harass the enemy. Me.
The first round saw us engaging in ranged fire that killed my Uziel and critically wounded the enemy Mad Cat. I finished it off in the second round, but the enemy moved a Dasher and its BattleArmor behind my lines. My Marauder BattleArmor killed the Dasher in a volley of short range firepower, but I lost my Javelin and the BattleArmor.
I managed to kill the BattleArmor and the enemy tank in the rounds that followed, but lost my Warhammer and Shadow Hawk IIC in the fighting. That left my Warhammer IIC facing the Man of War and his BattleArmor alone. I killed the BattleArmor and wounded the Man of War, but my Warhammer IIC was no match for both capable opponents.
That is how I lost the last battle of the day to the winner of the whole tournament. It was a good game, and he played it well. We both had our bouts with cold dice, but I knew it would be an uphill battle the moment I saw his force. It was a good force, with a tactic I’ve not seen used before. Oversized BattleArmor units to increase both armor and firepower, combined with skill level 2 abilities so they could take cover and still have excellent attack numbers. It was a good strategy that my Battle Lance had no effective counter to.


Forge of War on Amazon
Angel Flight on Amazon
Angel Strike on Amazon
Angel War on Amazon
Wolfenheim Rising on Amazon
Wolfenheim Emergent on Amazon