Archive for the ‘Gaming’ Category

Joe, Ian and Brad are back to discuss, unbox, test and review the Deadpool and the Mercs for Money Fast Forces set for Heroclix! Check out the review above, and check below for the uncut playtest footage: 


Despite being a big fan of WizKids’ other collectible franchise in Heroclix, dice games such as Elder Sign, and Deck Building games such as Legendary Encounters, it seems weird to me that I have never given Dice Masters a go. So it is great that WizKids have released a stand-alone version of the game straight out of the box but can also be compatible with previous versions should you wish to have the Turtles take on Marvel and DC as they have done with Heroclix. So, as a 90s kid who used to love the cartoon, this seems like an ideal starter set to introduce me to the system.

The game reminds me of similar deck building games such as Magic or Legendary in the sense that you start off with weak cards that generate energy which you can then use to buy characters and more powerful dice to level up as you play. However, because there are a lot of different abilities – especially with cards working with other cards, as the Turtles should – this allows for a lot more strategy as you use resource management and chaining your abilities to either increase in power or mass a large attack to seriously damage your opponent. Alternatively you can hold dice back to exchange for other powers that can be used to enhance your defence at the detriment of not being used for another attack later on.

It was this resource management that made me feel like there was more strategy and synergy in the combination of characters than in games like Legendary but there was also more chaos due to the randomness of the dice rolls which adds that little bit of luck factor that can force you to adapt your strategy on the fly if you don’t get the result you want. Some people don’t like an element of randomness in their strategy games, but I for one like the idea of things going wrong and forcing you to adapt. I also thought that despite some unlucky rolls, I never really felt truly cheated out of victory if I was unlucky as there was always a feeling that it could be turned around.

Some downsides to the game are that it feels as though it is chiefly a one on one game for two players, like a lot of collectible game engines and the inclusion for the ability to play with up to four players feels tacked on so I would mainly keep this as a two player only game personally, especially as I feel there are better four player dedicated games that can hit the table instead. Also, as the game is typically a collectible style game aside from this stand-alone version, I’m not sure how the characters and dice in this game would work if you combined it with other sets, as I would worry that these would be trounced by super rares and chase variants a la Heroclix, but without playing other versions I wouldn’t be able to confirm this, so my fears may be unfounded.

Despite this, TMNT Dice Masters seems like an ideal set to get you into the system without falling into the money pit that is hunting for gravity feeds, especially if you are a fan of TMNT in general. So check it out if you are fan of Turtles or Deck Building games.

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Blake Harmer is a regular contributor to The Crazy Train and The Gamescast at emotionally14.com. You can follow him on Twitter at @fucksakeblake, but there’s no real point in doing so.


Wings of Glory has long been one of those games that I’ve seen people play at conventions or on social media, but due their – rather unfortunate – inability to keep starter kits in print consistently, it’s taken until now for me to actually play a game.  For this review, I teamed up with Brick Fury‘s Ian Harmer, who as well as being a Heroclix nut is rather fanatical about military planes, too.  As he also had a few games of Star Wars: X-Wing under his belt, I figured that he’d be a good person to try this game out with.

The game comes packaged very nicely, in a sturdy box that not only displays the figures nicely, but the vacuum-formed insert inside actually also works very well in terms of storing your components after you’ve punched a prepped them all!  If only all game boxes could be this accommodating.


The planes themselves are absolutely superb.  The detail is great, and the paintjobs are excellent.  They feel suitably sturdy, and should endure many years of play with ease.  They have a decent weight to them, and are a joy to “fly” around the tabletop.  My only criticism would be that there’s no way to tell planes of the same type apart – some sort of marker or distinguishing feature would help a lot.

The rules are super easy to get to grips with.  We were playing with the basic game after a few minutes, and after just one game of that, we feel ready to tackle the full blown ruleset – hopefully with some extra planes added in, as well.  You also get a huge scenario book, loaded with ideas and missions that’ll keep you occupied for quite a long time.


The game itself is incredibly easy to get your head around.  Players plot their moves secretly, and once everyone has placed their selected move face down, they then have to simulanaeously move their planes around the playing area, trying to out guess their opponent and get into a good firing position.

Comparisons with its much more successful cousin, X-Wing, are inevitable and – for what it’s worth – I think I prefer Wings of Glory. I enjoy both, but Wings of Glory feels much more streamlined, and simultaneous movement and shooting goes a long way towards making the game much smoother.

I’m looking forward to what else the system can offer, but so far, this Starter Set is superb! Ian shared my views, and was browsing extra planes on eBay within minutes!

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Brad Harmer-Barnes is a games journalist and comedy writer from Kent, England, and has written for (among others) Miniature Wargames magazine, Fortress: Ameritrash, Emotionally14.com and Suppressing-Fire.Com, which he also edits. You can follow him on Instagram and Twitter @realbradhb.

Joe, Ian and Brad are back, and this time they’re unboxing, reviewing and discussing the new Guardians of the Galaxy set for Heroclix. 

For the full, uncut play test footage: 


Runewars: The Miniatures Game is Final Fantasy Games’ newest big game system, and it is looking to be huge. Set in the Runebound universe, players fight for dominance on the battlefield, using sword and spear, magic and huge beasts to vanquish each other, and rule the fantasy realm of Terrinoth.

First things first, I know absolutely nothing about the Runebound Universe, and so this review is likely to miss a few marks and infuriate some die-hard fans. Sorry! Feel free to track me down and message me incorrect facts about things I like!

Runewars is an interesting hybrid of a game. Mixing troop-based ground combat with the Flight Path System used in games such as X-Wing, it presents itself as something familiar to fans of existing games, yet different enough to not feel like a simple re-skin. Much like games such as X-Wing and both variants of Attack Wing, this starter set contains enough for two starter forces, one of the noble Daqan Lords (read: generic high-fantasy humans) and the other re-animated forces of Waiqar the Undying (read: skeletons, monster worms and other gooey nasties), and all the miniatures, dice, tokens and assorted gubbins needed to addict you and and a friend to your newest set of plastic crack.


Opening up the hefty box, we are presented with three booklets and some cardboard sprues full of token style things. We immediately fling those to one side, because Holy Tolkien, this thing has some beautiful miniatures! On a quick look, there’s forty-six assorted soldiers and cavalry and things, and two huge monsters. All of them have some exquisite detail, and I am immediately drawn to something called a Rune Golem. It’s a big rock-like man-thing with tasty looking swords and the box art tells me that it has an internal blue glow, and it is very tempting to just stop this review right now and go paint it. No. I won’t. I’ll finish this first. I hope you understand how tough this is for me.

Unlike some other FFG titles, the models in this set come unpainted and need some assembly. 

The tokens are nicely designed, all in cardboard, as are the movement templates and range ruler. The dice are 8-sided, and contain some nice custom symbols.

Back to the three booklets, we have Learn to Play, Rules Reference and Lore Guide. I’m a big fan of this format, as it’s a really good way to get into the game. Learn to Play gives you the basics of the system, how to build a force, how to move, how to fight, and a simple one-on-one skirmish scenario. It introduces some more complex elements, but focuses on getting you to grips with how to play the game. The Rules Reference is a wonderful idea. I’ve seen it in other FFG releases, and it’s the closest thing to an “argument settler” that you’re going to get. What happens is my Rune Golem flanks your Archers? It’s in the book. What if I can’t work out how many dice to roll? That’s in the book too.The Lore Guide is pure chrome, and if the other books introduce you to the game, this introduces you to the world that that game exists in, and the factions at war within it.


I’m not going to dive too in-depth into the rules, that’s what the rulebook is for, but I’ll try to convey the general ideas. 

Each unit in your army has a double dial thingy that sets what that unit will be doing that round. It doesn’t define what direction the unit will be moving in, like X-Wing, but defines what type of action that unit will perform, such as moving, attacking and shooting. The second dial can modify the first, adding attack dice, bolstering defence and the like.

Movement uses movement templates almost exactly like every other game that uses the Flight Path system, to guide the position of your troops. The difference comes when one unit meets another. All the other versions are based in space or aerial combat, and the aim is not to bump into your opponent, but to line up clever shots and angles on them. This is not so in Runewars. You actually want to crash into your opponent, charging into their forces and attacking them head on, or even forcing a flanking attack, catching a unit unawares. This is the largest difference, to me, from Runewars‘ contemporaries, and it adds a small amount of complexity. Troops perform a function called “squaring up” where they literally form lines against each other, and this doesn’t use any kind of movement template, therefor allowing for exact positioning, and a freer range of movement on the battlefield.


As is standard, troops are bought with points, and given upgrades such as special weapons and character traits. This set contains plenty of such upgrades, and it doesn’t take long to spot some great and effective combos.

Again, I’m really breezing over the rules here as I don’t have a tonne of games under my belt, but it also includes effects such as Boons and Banes, which can help or hinder your troops, panic reactions, and varying levels of magic, that can ruin the best laid plans, or pull victory from a seemingly definite defeat.

In summary, Runewars seems to be a very in-depth, rewarding experience. In terms of complexity, it definitely ranks above X-Wing, in a similar area to D&D: Attack Wing or Star Wars: Armada. It’s not, by any means, a difficult game to learn, but keeping track of the various multipliers and game effects at once will take some diligence, and I doubt the rule book will be far from hand for quite a while. If this sounds like a negative, it really isn’t, it’s actually to the strength of the game; you won’t feel like there’s nothing left to master any time soon, and it will keep you coming back to try new tactics time and time again.

Realistically, the price tag may seem a little scary to fans of X-Wing and Star Trek: Attack Wing, but the contents are not comparable. Both space games contain three miniatures. Runewars contains many multi-part, multi-size characters screaming for customisation. Which is what I’m off to do right now.

Can I Fit LEDs in a Rune Golem?/10
Ömer Ibrahim is a regular contributor to Suppressing Fire and you can check out his modelling work on Facebook and Instagram.

Brad and Ian are joined by special guest Rob Wade (of Emotionally14.Com) to unbox, discuss and review the DC Joker’s Wild set for Heroclix!

Brick Fury’s back with the latest Fast Forces pack: Uncanny X-Force! Featuring Deadpool, Wolverine, Cable and more!

Check out the review here: 

And full, uncut gameplay here: 

Brad, Ian and Ömer unbox, review and discuss the latest TMNT release for Heroclix!

Mystery, secrets, and betrayal. Marvel Legendary’s twelfth expansion steps into a universe where superpowers are replaced by gritty stories. This hundred card small box expansion hosts Heroes, Schemes, and Villains in a way never before seen in the Legendary universe. This is Legendary: Noir.

It seems a fair while since there has been an expansion for Marvel Legendary, and this one is rather a strange one. This time, it’s focused on the Marvel Noir universe – a parallel timeline of the multiverse that sets everything in a 1920s Noir setting, with some steampunk thrown in for good measure.

At a hundred cards, Legendary: Noir feels substantial enough to add some character (and characters) to your games, without getting stretched too thin (something the Secret Wars double pack was criticised for). The artwork is all nicely evocative, and suits the mood of the set, yet is no so different that it seems jarring alongside your other cards.

The five new heroes are new takes on Iron Man, Spider-Man, Luke Cage, Daredevil and Angel; although Spider-Man is probably best known, due to his prominence in the Spider-Verse crossover a couple of years ago. The new heroes do synch well together, and you’ll have fun with their combinations.

The Masterminds are Noir versions of The Green Goblin (here envisioned as a mob boss), and an evil Charles Xavier. They have some tough combat abilities, and their accompanying gangs of Sinister Six and the X-Men are nicely done and highly thematic.

The new Investigation ability, which allows players to examine, draw and rearrange the top cards of their decks is a very nice one, and is perfect for helping to set up combos of superpowers later in the game; especially if combined with Phasing.

Unfortunately, what holds the expansion back is what a niche area of the Marvel Universe it covers. Secret Wars was a massive event, covering every character, running for months. Ditto for Fear Itself and Civil War. Noir, as great as it was, was several years ago and only ran for a short period. As a result, the more casual Legendary player may struggle to find much of interest here.

That’s a real shame, because the card art and the mechanics absolutely nail the Noir theme. It’s just that that theme will likely only appeal to Marvel zombies and legendary completists.

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Brad Harmer-Barnes is a games journalist and comedy writer from Kent, England, and has written for (among others) Miniature Wargames magazine, Fortress: Ameritrash, Emotionally14.com and Suppressing-Fire.Com, which he also edits. You can follow him on Instagram and Twitter @realbradhb


Brad Harmer-Barnes, Ian Harmer and Ömer Ibrahim inbox, review and discuss the latest Fast Forces set for TMNT Heroclix!