Club Mongoose

Want to play Mongoose games? Want to socialise with other players of Mongoose games, and prove you are the best?

Starting May 12th, and on every second Saturday of every month, we are throwing open our doors at Mongoose HQ in Swindon, and inviting one and all to come play!

We already have a Traveller game set to be run, and there will be leagues/campaigns for A Call to Arms: Star Fleet/Noble Armada, and Judge Dredd.

Everything will be run pretty loose and freeform, so if you have a hankering to play, say, Legend, Armageddon 2089, or Victory at Sea, turn up on the day and we’ll rouse the other attendees to join in! It is an open house, with you being free to play pretty much what you want, when you want – the only rule is that it is a day for Mongoose games!

Doors will open at 10am and close around 6pm, and all play is completely free. Just bring yourself, any relevant books or minis (both of which can be provided if you are lacking!), and enjoy some fun-filled days with your favourite games.

As well as May 12th, we will also be running Club Mongoose on the following dates;

June 9th
July 14th
August 11th
October 13th
November 10th

As always, Mongoose HQ is in Swindon, and a map with directions can be found here.


‘That’ Point in Game Design

Most of the core rules in the new Victory at Sea are more or less straight, and the fleet lists are slowly being built up to their final forms (still need a lot of playtesting in that area though, as there are a lot of ships in this game).

I am now reaching the point of game design where lots of ideas of ‘cool things to add’ keep popping up. This has the effect of making me wonder whether the rulebook will ever be finished, if I spent the next year working on it. Happens with every game, without fail.

I’ll give you an example.

Just been adding rules for coasts, coastal defences and land in general to the new version of the rules. Land is pretty easy to deal with in a naval game; don’t let ships sail over it. Punish them big time if they do.

You then need Shore Batteries added, which is fine, some big guns on the coast to keep marauding ships at bay, and we already had the core of those rules in Order of Battle. Just needed streamlining down a little, plus more specific examples added. Simples.

Anti-Aircraft Batteries get added next. Simplicity itself, just need to use the same rules for Shore Batteries, make them a bit lighter and mount different weapons in them.  Easy to write but this means, for the first time in Victory at Sea, we can now do pure aerial attacks on ports where only one side has ships and their opponent has nothing but aircraft – and have it make for a good game! Expect to see scenarios for Taranto and Pearl Harbour in this next edition.

And that was all I was going to add to that chapter, for now at least.

But it occured to me that some nice resin harbour buildings, warehouses, command towers, hangars, etc, might be a nice touch – and they would need rules. Well, static buildings we already have rules for with Shore Batteries, so they can be easily appropriated. Just a case of typing up some descriptions (a warehouse, a place where you store things…) and working out suitable Armour and Damage stats. Done!

Then I get thinking about using them as objectives in scenarios, where they have to be protected or destroyed. And if we have buildings, Shore Batteries, and all the rest, why can’t we have troop landers?  What about some rules for handling amphibious assaults? Could we get St. Nazaire into Victory at Sea? Would we want to?

The aim was to make the next Victory at Sea so complete it would never need a supplement. It may just be the case that we need to review exactly what should and should not be in a game about World War IInaval warfare!