Back into the breach. Jim and Steve played the 1sr Airborne while Lee and Jerry were the Germans. The game basically came down to the Germans trying a long range firefight in the open with the Americans who were hold up in buildings. Buildings won.




Back into the breach. Jim and Steve played the 1sr Airborne while Lee and Jerry were the Germans. The game basically came down to the Germans trying a long range firefight in the open with the Americans who were hold up in buildings. Buildings won.




Thursday afternoon, Lee, Brian, Mel and I played a Mansion of Madness scenario called Gates of Silverwood.
The Gates of Silverwood Manor scenario begins with a phone call from Officer Tetsuo Mori, the policeman assigned to a number of disappearances occurring in the town. The missing people come from all walks of life, yet have one small thing in common: Each of the victims had stayed in the manor house shortly before they went missing. Officer Mori is suspicious about the place and has asked us to join him in investigating it.
Our arrival to the gated property is relatively uneventful, and the view from the outside doesn’t give us any particular misgivings, so we proceed up the winding drive in search of our contact. The front door of the home stood ajar, and Officer Mori was nowhere in sight, so we figured the best course of action is to begin the investigation of the house on our own, hoping we will find him inside or that he will catch up to you soon.
Our initial exploration of Silverwood Manor felt much the same as our past investigations. We begin in a room, filled with items to explore and doorways to peek through. As we continued our search for both Officer Mori and clues regarding the many disappearances, we began to lose track of where we’ve been and where each room can be located. The door that previously obscured a hallway may now conceal a mystery, the hallway having moved to an entirely different location in the house.

When a tile moves, not only will a location we’ve visited be shrouded in darkness yet again, but the room that occupied the space before may have moved not just behind another door, but rooms away—rooms we’ll have to explore if we want to get to the moved tile, or rather, to get away from it. When a room moves to another space on the board, it will carry with it all figures, tokens, and cards, meaning we may also be transported within the mansion, forced to explore new areas to find our way back to our fellow investigators.
After moving from room to room and the rooms moving, Mel couldn’t handle it and went mad and got beat up so bad she almost died. The worst part for Mel was she had to follow Brian’s orders during the latter part of the game. The game madness actually crossed over to real having to listen to Brian’s craziness. In the end, we also were lost in the endless movement of the rooms never to be heard from again… except for the screams of Brian being endlessly tortured by Mel as our rooms shifted within hearing distance.
The Germans although initially confused by the American Airborne operations in the early morning, their force is now organized and heading to attack Sainte MereEglise. Scouts report that Neuville–au–Plain was seized by what appear to be American paratroopers only a few hours ago. As the leading element, they were tasked with securing the commune quickly so that their forces can push on quickly to Sainte MereEglise. They have been assigned a good deal of support to help spearhead your attack and crush any resistance.
Landing the night before, the American Airborne successfully reached their objective of Neuville-au-Plain. After a brief fight in the morning they seized the small commune and established a defense. Scouts report, however, that a much larger German force is heading your way from Montebourg to the North. Scattered paratroopers are rallying in Sainte MereEglise, but command needs the platoon to hold here until defenses can be established. Delay the enemy advance as best you can and then withdraw to the South.
A quick game of Chain of Command. Wigs Graves, a local gamer from a long long time ago who now lives in a galaxy far far away.. Arizona, came to town. Wigs and Jim played the evil Nazis.. The righteous US paratroopers were played by Brian and Lee while an armour attachment of Shermans was played by Richard. After the initial contact, the Germans lost interest in the exchange due to catastrophic loses.

The first Zeppelin mass–produced version to fly over the battle field was the impressive Zeppelin–Staaken R.VI, with a wingspan rivaling that of a WW2 Superfortress. Flying at night with a deadly bomb load up to 4400 pounds, R.VIs were used in bombing raids, bringing destruction and terror to London until the late spring of 1918.