From: Indy Kochte <kochte@s...>
Date: Tue, 5 Apr 2016 21:01:53 -0400
Subject: GZG ECC XIX - AAR (long!!)
Ground Zero Games East Coast Convention XIX â April 1-3, 2016 [Note: This covers pretty much the entire weekend convention, so it isâ¦long. Read at your own peril :-D ] Itâs been 19 years since Jon Davis and I first conspired to organize a small gathering of folks who like to play GZG rules (Full Thrust, StarGrunt, Dirtside, etc). We werenât interested in the large multi-hundred to multi-thousand person conventions, where a myriad of games were played, and GZG games were lost in the noise. We were interested in a like-minded set of folks who wanted to play GZG games and not be distracted by other things. Over 19 years times and outlooks can change, and the GZG ECCs opened up to be inclusive of other game systems, to the benefit of the convention. 19 years, and the convention is still going strong, albeit still small (20-30 persons on average attend). Weâd like a bit more, but, we donât want to become the multi-hundred large convention either. Itâs nice to be able to know everyoneâs name at the con, for there to be few, if any, strangers amongst the group. And weâre small enough that when new folks do come to attend, they are welcomed with open arms, rather than the âregister here, go find a game, play and have fun, then go homeâ feel that larger, less personable cons seem to exude. Itâs likeâ¦weâre a family of sorts. So, here we are, 19 years later, and we have moved the con from February to March/April in hopes of having better weather, so people would not be hampered dealing with blizzards and ice and other rotten winter conditions that have prevented more than a few folks from being able to attend on some years. This year would be my shortest time attending the con. Typically I come Friday afternoon, and stay through Sunday afternoon when all is said and done. This year, however, with so many other irons in the fire (among them working on a new starship combat game system called Emerging Suns, and working on updating my climbing guidebook to Maryland), I would find myself having to leave early on Sunday. But that still gave me Friday evening, and all day Saturday, to just be at the con. Whether or not I got to play (which I rarely do, given how busy I am with everything else during the con) was moot. I was enjoying the comaraderie and company of friends whom I only get to see once a year. This year we had a handful of new faces. Among them was Ken Burnside of Ad Astra Games, who came as a vendor, and also was demoing his 3D starship combat game Squadron Strike and playtesting his generic campaign game, Stars At War. Also attending were Ben and Nathan Bentley from Wash, D.C., who were demoing their new game, Silent Fury, which will be published through Ad Astra Games. Plus a few others whom I really didnât get to meet, what with everything else going on. Friday evening Noam Izenberg was hosting a scenario for our game of Emerging Suns: Starship Combat Manual (ESCOM for short). His scenario, âEye of Orcusâ, is becoming our showcase testpiece for illustrating boarding action combat in ESCOM. He had a full table of players, and while the humans ended up mopping the floor with the alien Udrenu, everyone seemed to have a great time. My role was to be an assistant to Noam should the players need someone else to consult for rules questions, but after Noamâs masterful explanation of how the game played, no one really needed me to be there, which freed me up to do prize distribution to the various games being played (including a pick-up game of Tomorrowâs War), shoot photos, and socialize a bit. And sit in on the Squadron Strike demo (which I wanted to do anyway, since I had picked up a copy of it from Ken that evening). We did get some additional feedback thoughts from the players on a few things, including some considerations on tweaks to be possibly made to the boarding action combat. Ken had warned me a couple months back that Squadron Strike is pretty much on the other end of the complexity scale from Full Thrust, and he was very right. Also, since I donât do higher level math in my head like Ken can, Iâd probably not play this during a convention when I am time-constrained, but rather at home or at a game shop with friends when I have more time to relax about it. (but not distracted with other stuff â okay, so maybe just at home instead of the game shop, knowing how the âoooo shiney!â distractions can pull players away, even when they are fully engaged in a game). The other thing I wanted to see in action was Stars At War, since Ken wants Noam and I to work up hooks to it for ESCOM. Iâve read the SAW rules a few times, but reading rules and seeing something in action are sometimes two very different beasts, and this was no exception. I picked up a lot from just talking with Ken and watching the intermittent turns being played over the weekend vs. sitting at home trying to read the rules. Now Iâm on the hook to work up the ESCOM links to SAW, but Iâm actually looking forward to seeing what I can come up with for him. Back to the con! There were several other games being played Friday evening: Bolt Action, StarGrunt (based in the StarGate universe, and devolved into a Cinegrunt game very quickly, allowing some science types to b!tch-slap some attacking aliens to goo), and Tomorrowâs War (giant mechs vs infantry and tanks!). They all looked fun, and all were pretty full with players. Saturday came all too quickly after the late night Friday, and Jon Davis, his son Greg, and I hiked up to the nearby hole-in-the-wall diner for breakfast. It was a chilly but pleasant morning that promised to be a nice day, despite the forecasted threats of rain-to-snow said to be coming that afternoon/evening. After breakfast, back to the convention room! Bunch of games being run this morning: Tomorrowâs War (nice to see multiple instances of this game being played, even if I didnât get in on any of them), Gruntz, Pulp Alley, and an actual Full Thrust game! This latter pitting a fleet of Klingons D7s against a fleet of Federation heavy cruisers. All games were pretty full up from what I could tell. I did my usual prize distribution thing to the various games being run, then bounced between tables taking photos and chatting with Ken about Stars At War. Then I got pulled into the Full Thrust game, as Noam was running four ships, covering for someone who hadnât shown up yet (everyone else was running two ships), so I got to get in on the game with two Klingon ships (ironically, Noam would soon be pulled away to resolve a tactical battle using Full Thrust for the Stars At War game, and I would end up running his ships in addition to my own :-D ). Now the Klingons were armed with Beam-2s (phasers) and Grazer-1s (nominally disruptors). The Feds with Beam-2s (phasers) and pulse torpedoes (photon torps). Those who know me historically from Full Thrust know I canât hit the broad side of a barn with p-torps. Moreso than most any other game where rolling high is good, low is bad, in FT I often roll low. When it comes to p-torps, I can count on my hands the number of times Iâve actually HIT with them in the past 20 years. (even at point blank range, where you only miss on a â1â, I will invariably roll that â1â). Now grazersâ¦I havenât really played much with grazers since they were in playtest mode, and even then my involvement was minimal short of just exercising the mechanic. Today I would get the opportunity to fire some grazers. Only, âtodayâ came right quicker than I thought, as we finished the movement phase of the turn I joined the game, there were Fed starships RIGHT IN FRONT OF ME!! Oh, and though we (the Klingons) lost initiative, when it came to us (after I survived against the first pitiful salvo from one of the Fed cruisers), I let loose with one of my Klingon D7s. Beams sliced and diced, but the grazersâ¦well, burned the ship from stem to stern with the repeated rerolls I was getting! Scratch one Feddie! The next opportunity I got to fire my other ship put some serious holes in the other Fed ship before me. Yeahâ¦I like grazers. :-D Now, that said, I missed with several grazer shots later in the game, and some hits were minimal damage, but more often than not when I hit, I hit hard. In the end, however, the Feds were able to win the day, as at the end of turn 10 they still had four cruisers (one pretty crippled, the other three in various states of light to moderate damage) left on the table to two Klingon ships (both damaged to some level, one of them mine). Ahhh, but it was not an easy victory for them! During this time submissions were coming in for the miniatures painting contest which I also oversee, so I periodically had to step away to attend those. After the game most people had their minis submitted for the contest, and that meant a quick lunch run to Subway before the afternoon games kicked off. This afternoon I was running another ESCOM game, this one âThe Martians Are Comingâ. The Silent Fury brothers had their game going as well. Heck, we had I think five of the six tables of games running, all mostly full up with players. I originally had six signed up to play ESCOM, but two dropped out to join another game (some âkill all monstersâ game, iirc), but one new person signed up to play so I ended up with five players. Of the five, two (Steve Barosi and Martin Connell) were veterans of past ECC playtests, one (John âRedâ Connelly) was a new veteran having played his first game the evening before in Noamâs scenario, and the other two (Aaron Newman and Jerry Acord) were totally new to ESCOM (and as I understood it, neither had actually played FT or Babylon 5 in a few years). As a lot had changed with ESCOM from the 2015 ECC, I went over the rules again with everyone so they were up to speed. As Aaron and Jerry HAD played Full Thrust before, they picked up the nuances of ESCOM very quickly. Red was very familiar with the rules from the night before, and Steve and Martin were familiar with the rules from the work theyâve been doing with their Victorian Age SciFi gaming, adapting ESCOM to that era. Still, they were a few versions behind so had a few new things to pick up, but the whole group grasped everything very quickly, and after the first turn or two, my presence was mostly superfluous. They pretty much ran the game themselves. :-) Which freed me up to go off and do photos and coerce people to get up when they had some downtime in their games to vote in the minis contest. Still, I kept tabs on my game, to see how this crop of players would play it. Everyone who has done the scenario has had different tactics and ideas on how to best achieve their objectives. Sometimes they workâ¦sometimes not so much. On this day, despite the valiant single ship stands against the incoming United Mars Provinces squadrons, the German fleet could not stem the tide and protect their freighters. The Marsies stomped on the Neu European Union combat line (though not without getting bloody noses themselves) and dissected the freighters in short order. In this game, the UMP won a fairly decisive victory. After the afternoon session was over most people went off to get dinner. For me, I spent my time tallying up the votes for the minis contest and chatting âshop talkâ with Jon Davis and Jerry Han, my other two con conspirator organizers. So, no dinner for me. Half an hour before the evening events were to kick off, we (Jon and I) did our usual thank you talk to the attendees (most of whom were back from dinner). We reflected briefly on the passing of Ron Walls, who started coming to the ECCs a few years ago and always ran some great scenarios, sometimes two or three over the course of the convention! In Ronâs words, âYou know, when you go to [a gaming convention] you realize that there are givers and takers. I want to be a giver." (Ron was lost to family and friends last August to a rip current during a vacation trip to NC), talked about the future of ECC (next year is our 20th!!), solicited input from the attendees what they would like to see or have done in celebration of the 20th ECC, and then it was over to the prize winners for the minis contest. We had some very nice prizes to give the winners, our prize sponsors being GZG, Brigade Models, and Tactical Games Systems (a newcomer to the miniatures industry, they have some VERY nice 3D printed starship and 15mm SF vehicle minis! tacticalgamesystems.com). To expand on how the voting goes for those who donât know, I do not participate in the voting. Rather, I encourage the con attendees (players and vendors) to fill out the ballot papers to what they think is best in each category. I tally up the votes, and if there is a tie, only then I will then step in and cast the deciding vote between the entries. Otherwise I stay out of it to maintain impartiality. This year there were two categories which had ties (the 25/28mm and 15mm scale categories) that I had to cast the deciding vote. The decisions were tough, as all the entries were high quality, but in the end, the winners podium broke down like so: Scratchbuild (2 entries): Dave Hornung (2nd place) Scott Howland (1st place) 6mm/Dirtside (7 entries) : Noam Izenberg (3rd place) Steve Barosi (2nd place) Martin Connell (1st place) 15mm scale (7 entries): Dave Hornung (3rd place) Steve Barosi (2nd place) Martin Connell (1st place) 25/28mm scale (12 entries) : Steve Barosi (3rd place) Aaron Newman (2nd place) Jeff Aubert (1st place, with this piece, which some people might recognize from the cover of the old ADnD Playerâs Handbook: http://otherworldminiatures.co.uk/shop/demons-devils/dd1-the-demon-idol/ ) Starships (7 entries): John âRedâ Connelly (3rd place) Steve Barosi (2nd place) David Skelly (1st place) After I handed out the prizes and certificates, Jon Davis then brought out the special raffle prizes he had for the attendees. When one registered, they were asked to pick their favorite category. Jon had four prizes, one for each category (starship, 25/28mm, 15mm, and 6mm). We drew the names (I donât remember who all won what, but I do remember JP Fiset got the 3D printed Mars globe, which was AWESOME! https://www.shapeways.com/shops/yo3d). We then did a quick photo shoot of all the winners, then on to the evening games! This evening one of the games I was keenly interested in participating in was Steve Barosi and Martin Connellâs ESCOM-Victorian Age Sf Aeronef game. I was very interested to see what direction they had gone with our rules. One of the things they had retained from an early version of ESCOM (back when it was SMITE) was the opposed roll mechanic (attacker rolls attack dice for the shipâs weapons, the defender rolls defense dice from the shipâs defense level; die rolls are compared and any attacking roll that beats an defending roll gets to do that many points damage to the defending ship). Though we liked the mechanic when we came up with it, we had dropped this a while back as it noticeably slowed the game down. That would be telling in this eveningâs âFalklands 1889â game as well, but otherwise it worked as originally conceived. Another difference they had was character cards. The character cards gave the ship with the character on it certain abilities, but only a limited number of them (like, three times it could be used in the course of the game). Said abilities were âincrease defense die by one die typeâ or âperform a free, unscheduled/plotted 3 clockfacing turn during any movement phaseâ. I was concerned that these might unbalance or be something players would abuse, but over the course of the game this concern did not bear fruit, and I am considering perhaps our adopting it to ESCOM (although Noam and I are already talking about crew quality levels and legendary officers; the character cards could easily be those legendary officers). I was on the side of the British, and we had to travel over to the Falkland Islands and bomb an aeronef base the Argentinians had put in place after they overran the islands. Between us and the island was a line of Argentinian (and a few allied Brazilian) ânefs. We came on in a line and fire was exchanged early on. The Argentinian ânefs had some very heavy guns, but when they took damage, they tended to crack very quickly (fragile buggers, they were). We managed to break most of the defensive line, but never got to the island before the game was called due to the lateness of the hour (and the tiredness of many participants ;-) ). The Argentinians also had a reserve of four Brazilian cruisers coming in, but it was likely they would be too late in preventing our bombing of the aeronef base had we played out a few more turns. After we wrapped the game I retired for the evening. As snow was falling from the skies. The next morning I looked out my hotel window and saw the ground was covered with a blanket of snow. About an inch and a half or so. I packed things up and went out to my snow-covered car and had to laugh. Only on Friday, when I was packing for the weekend, I had taken out my ice scraper. When I brushed the top inch layer of snow from the car, beneath it was a half inch of frozen ice snow. Seriously, I had JUST taken the ice scraper out on Friday! Note to self for next year: keep the damned ice scraper in the car! :-D Ah, well, whatâs an ECC without a little snow? I managed to borrow an ice scraper from Jon Davis later and got the car cleared off. But first some breakfast in the hotel, then in to the convention room to finish packing things away. Distributed the last of the prizes to the final games being played, then I had to take off, as I had to get back down to Maryland to do a climbing photo shoot for the upcoming guidebook at one of the crags while one of our local climbers tackled one of the harder routes in the state. All in all it was a great convention, even if I had to leave early. Next year we will have it on the weekend of March 24th, so if you want to attend, mark that on your calendar now! Photos: none posted yet. Jerry Han will get the whole kit and kaboodle uploaded to the ECC site when he has a free moment to breathe, and Iâll probably post a small selection of mine to the GZG ECC group on FB as well. Looking forward to next year. Hope to see some new faces and games! J Mk