13 March 2017

A Patriotic Charge!

This past week my father came over to play with some toy soldiers. We decided on Chain of Command (28mm WWII) by Too Fat Lardies as our game for the day and I set about setting up the table.

I set up an entire 12' x 6' table with a river down the middle. We only played one side of the river but this setup allows me to get a couple different games in on the same table. We chose the more built up side to push our figures through.

The table featured a number of buildings, including two churches, fields, walls, a stream, and plenty of foliage.

For the game we pulled out my 1944 SS Panzergrenadiers and my 1944 Soviets. I elected to play the Soviets seeing as they have not yet won a single game and I was determined to break their curse. We then set about performing the patrol phase (scout teams recceing each other) and establishing our jump-off points. With this un-photogenic process complete we chose our support options. Because of the sheer firepower of the SS Panzergrenadiers I was granted 10 support points automatically. The scenario granted me a further 6 and the Germans 3. In the end we each had the following:

Soviet Platoon
1xSenior Leader
3xRifle Sections (10 Men, 1 LMG)

     1xNaval Infantry Squad (10 Men, 1 LMG)
     Pre-Game Barrage

German Platoon
1xSenior Leader
3xGrenadier Sections (10 Men, 2 LMG)
1xPanzershreck Team

     1xPanzershreck Team

With the German's ears still ringing from the bombardment the Soviets brought on the naval infantry section first with the intention of capturing one of the jump-off points in the middle of the table.

In response the Germans deployed a section into the largest church. This was impressive as the pre-game barrage made it difficult to deploy.

The naval infantry advanced around the buildings on the right side of the street trying to stay in cover.

Hoping to block the Soviet advance, the Germans deployed a section off of the target jump point, into and around a small stone house.

The Soviet commander pondered his situation for a brief moment and then decided that more firepower was needed. The T-34 made its debut.

As the German eyes were on the T-34 making its entrance, the naval section managed to scurry one more bound forward. They were now very close to the opposing grenadier section.

With the naval section becoming more of a threat, the German lieutenant made the decision to move across the street to the other section. As he reached the church doors his hat fell from his head. Confused, the Ober sturm furher then heard the crack of a rifle. The Soviet sniper had revealed himself and missed the SS officer. With little hesitation the officer ducked into the church.

This single rifle crack set off a firefight between the naval infantry and the opposing grenadiers. Miraculously the Soviets won the first moments of the firefight and set one of the SS teams running.

The LMG team retreated back behind the stone house. In the next few moments the remaining team in the building would be shot to pieces and sent running as well.

With this victory the Soviet commander deemed the time was right to support success and commit another section, especially since the T-34 crew had apparently decided that it was lunch time.

To counter this move the German commander committed his last section in a paddock down the street. From their vantage point they could dominate much of the center of the town.

However, with the grenadier section on the left currently running away and yelling Mutter, there was the possibility they could be flanked.

Then, as if on que, the crew of the T-34 finally finished their lunch and decided to participate in the firefight. With the fresh grenadier section in their sights, the crew began lobbing HE shells into the enemy position.

With no defence against the incoming shells, the grenadier section was forced to back out of sight. But the German commander was not out of options. Deploying a Panzershreck team into the paddock he fired a rocket at the T-34 but did not destroy it. The incoming rocket had, however, stunned the Soviet gunner.

Sensing that it was time to grasp the nettle, the Soviet commander then charged his naval section across the street into a desperate melee with both the grenadier section and the panzershreck team. Submachine guns roared and bayonets clashed and when the smoke cleared 22 dead men lay on the ground, a lone naval infantry men running down the street in panic being the only remaining witness.

Amidst this carnage the German commander revealed a surprise, he had purchased a second Panzershreck team! In vicious desperation another rocket was fired toward the T-34. Whether due to the bloody sight around them or the tank's bullets striking ground near them, the team's aim was off and the rocket missed. In retaliation an HE shell was thrown at these two hapless Jerries. One of the two men fell over dead while the other remained standing only for a sniper's bullet to take him down moments later.

With these kills both the Soviets and Germans stood on the brink of defeat (both at only 2 morale points) and were finding it difficult to control their remaining forces.

However, the Soviet commander managed to maintain enough composure to attempt a flank with another section. This threatened to undermine what little battlefield control the Germans had remaining. Before the German commander could react to this move a redemption occurred.

Surveying the carnage of the previous few minutes the SS Ober sturm furher lingered in the open for just a moment too long, this time the sniper's round did not miss and with a thud the German officer was dead. This spelled the end for the Germans as their morale promptly hit zero.

I have to say this was one of the more entertaining games I have played in a while, and not just because I broke the curse with my Soviets. Most of the time when I play Chain of Command we view being at 5 or less morale points as pretty much the end of the game. Yet, my father and I played a solid hour with both of use lower than that threshold and it was hilarious. Even though I technically won I would like to think that really I just lost a little less than my father did.

The rules we used can be found here: http://toofatlardies.co.uk/

My father's blog can be found here: http://spqrdave.blogspot.ca/

04 March 2017

Cloak and Dagger

Adam contacted me earlier this week and proposed a game on Friday at our friendly neighborhood gaming store. Agreeing to the game, Adam then told me the details. The game would take place in 2343, two decades before the next generation, along the edge of Klingon space. Remember that this is before the battle of Narendra III so the Klingons have been stirring up quite a lot of trouble. Adam would command a group of Starfleet ships sent to investigate Klingon marauders along the border. I was told to bring an equivalent force of Klingons. To make this game interesting we decided to have the cloaked Klingon ships be represented by tokens such that Adam would have to guess as to my exact fleet makeup.

Adam's Starfleet force consisted of the following:

Excelsior Class Explorer Beta Model - USS Hestia
Constitution Class Heavy Cruiser Beta Model - USS Nero
Constellation Class Cruiser Beta Model - USS Cassiopeia
Soyuz Class Monitor Alpha Model - USS Gagarin
Miranda Class Destroyer Beta Model - USS Renown
Miranda Class Destroyer Beta Model - USS Redoubt
Miranda Class Destroyer Beta Model - USS Resolute
Miranda Class Destroyer Delta Model - USS Cardiff (Saratoga Variant, Counter-Cloak)
Prospero Class Destroyer Alpha Model - USS Coyote (Miranda Variant with 4 Nacelles)
Tempest Class Destroyer Alpha Model - USS Montreal (Miranda Variant with 2 Torpedo Pods)

My Klingon force consisted of the following:

2xB'Rel Class Cruisers D1 Model
6xK'Tinga Class Light Cruisers D9 Model
12xD'Gavama Class Scout D10 Model (Standard Bird of Prey)

As required by the rules we rolled off using the command quality die of our respective flagships to determine deployment. After a series of terrible rolls on Adam's part, he had deployed his entire fleet and I had only deployed 1/3 of mine. This left me with an opportunity. Adam's fleet had two ships that were especially dangerous to me. The Excelsior was a beta model, fitted with powerful sensors and tracking systems that could help to cut through my cloak. The delta model Miranda was also a counter-cloak variaNt, though less powerful than the Excelsior. Adam had deployed his Excelsior in the middle of his line and the Miranda delta on his left flank. This meant that his right flank was more vulnerable.

While it cannot be seen here due to the use of tokens, I had deployed all twelve birds of prey in the middle to distract the Excelsior and her escorts. Meanwhile, my heavier units would swing through Adam's right flank under cloak and close with the Excelsior. That was my plan at least.

As the game began the Klingons spared no engine power in their drive to close the distance with the Starfleet prey. Detecting the subspace signatures of the cloaked ships but unable to get a target lock, Starfleet began to indiscriminately fire photon torpedoes in the direction of the sensor blips. Torpedoes soared across the void again and again as the sensor blips became closer, none achieving any appreciable effect. Then, as frustration grew among the Starfleet tactical officers, a single torpedo struck a target on the right flank. For a few seconds the Starfleet crews waited to see if the ship would de-cloak, but alas, it continued on its way.

In the midst of their flurry of torpedo fire the Starfleet Admiral had seemed to miss two sensor blips on his far left flank that were moving apart from the rest of the fleet, and considerably slower too. Missing this detail was understandable as at that moment, almost as if in retaliation for the single torpedo hit, twelve Birds of Prey de-cloaked at close range and opened fire on the center Starfleet squadron. No critical damage was achieved by this move but shields flared and collapsed on a few ships granting possible opportunities as the seconds wore on.

In order to protect their now damaged forward shields, the Starfleet center squadron turned to starboard. As they did so the Birds of Prey began to swarm about them like locusts. Disruptor fire continued to be poured into the Starfleet ships but again no critical damage was incurred. In response, carefully targeted photon torpedoes (careful of that splash damage!) and phaser banks eviscerated four Birds of Prey.

Meanwhile the USS Cassiopeia, Gagarin, and Coyote had turned into the Klingon left flank, searching the skies with their phasers. After several misses, the tactical officer on board the Cassiopeia (Constellation Class Cruiser) reported he had hit something. Although they didn't know it, Starfleet had just accidentally knocked out the primary sensor array on a cloaked B'Rel Class Cruiser.

On the other flank the USS Nero, Cardiff, and Montreal were finally responding to the two lone blips. They reached out with photon torpedoes and phasers but did not have the luck of their brethren on the other flank.

At this point the Klingon heavy units on the left flank (2xB'Rel Class Cruisers, 4xK'Tinga Class Light Cruiser) de-cloaked and began to fire on the USS Hestia (Excelsior Class Explorer). First came torpedo volleys from the K'Tingas crashing against the forward shields, already weakened from the Birds of Prey. In short order the forward shields had collapsed, scorched hull panels across the saucer section indicating hull damage. Next came the torpedoes of the B'Rel Class Cruiser, the other B'Rel had her sensors knocked out earlier. Crashing into the hull of the saucer, duranium hull plating and tritanium bracers were tossed into space as matter met anti-matter. As the last torpedo landed, the saucer section was a twisted wreck of blackened metal and sparking circuits. Unwilling to show any mercy, the B'Rel then fired her disruptor cannons into the secondary hull of the Excelsior piercing holes through and through, sucking men and material into the black.

After this intensity a number of criticals were required to be rolled for on the Excelsior. Nearly every system went down across the remains of the ship. However, amazingly the ship was left with thrusters, its secondary sensor, and its forward torpedo tubes. Theoretically the ship, what was left of it, could be fought from engineering. Unfortunately the chief engineer, probably the highest ranking officer left on the ship, decided that this was not in his best interest and decided to save the ship. Trailing debris in its wake, the USS Hestia, minus a good portion of her saucer section, limped out of the battlespace at low warp.

Adam reacted to the departure of the Excelsior in the only way he knew how. I think he believes the little pieces of resin can understand sign language. With the flagship gone the rest of his fleet was required to make morale checks as well. In an amazing series of rolls Adam managed to fail seven of nine checks leaving only two ships to prosecute the battle further.

The cowards of the game were lined up after the battle so that they could feel shame together. Over the course of the game Adam hadn't lost a single ship. In fact I had lost four, and yet his fleet ran. That's what I call shock and awe!

The rules we used can be found here: http://metaverse.battlespacepublishing.ca/

Our facebook group can be found here: https://www.facebook.com/groups/battlespacepublishing.ca/

25 February 2017

Battle of Minos Korva

My old friend Matt stopped by for a game last night on his way to visit family. I invited Adam to attend as well and I setup a scene from the Cardassian Border wars for us to play. For this game we would be fighting over the hotly contested system of Minos Korva with roughly equal forces.

Minos Korva III is an M class planet and the focal point of our game.

The forces available to Starfleet were as follows:

USS Kodiak (Steamrunner Class Light Cruiser)
USS Iberia (Challenger Class Light Cruiser)
USS Dakota (Cheyenne Class Frigate)
USS Herbert (New Orleans Class Frigate)
USS Thefel (New Orleans Class Frigate)
USS Mjolnir (Norway Class Destroyer)
USS Pompey (Springfield Class Frigate - Torpedo Pod Loaded)
USS Sixx (Saber Class Scout)

The forces available to the Cardassians were as follows:

CDS Gadacz (Galor Class Cruiser Type 3)
CDS Kraxon (Galor Class Cruiser Type 3)
CDS Bralek (Galor Class Cruiser Type 2)
CDS Kenzha (Galor Class Cruiser Type 2)
CDS Moddan (Galor Class Cruiser Type 2)
CDS Parn (Galor Class Cruiser Type 2)
CDS Rekleen (Galor Class Cruiser Type 2)
CDS Terak (Galor Class Cruiser Type 2)
CDS Vetar (Galor Class Cruiser Type 2)
CDS Irathrane (Lakat Class Destroyer Type 1)
CDS Otheon (Lakat Class Destroyer Type 1)
CDS Vermarn (Lakat Class Destroyer Type 1)

Adam chose to play Starfleet while Matt and I split up the Cardassians. As per the rules we began rolling off to deploy squadrons onto the table using the Command Quality of our respective flagships. Unfortunately for Starfleet the Cardassian admiral was a professional (D4 vs D2) and a series of rolls later, Adam was forced to deploy the entire Starfleet force first. Naturally, the Cardassians were deployed to make the best of this advantage.

The Lakats were deployed to the extreme left flank opposite the Starfleet flagship, the USS Thefel (New Orleans Class Frigate).

The Galors were formed up into two squadrons of four (minus the flagship) and deployed opposite the heaviest grouping of Starfleet ships.

The heaviest group of Starfleet ships included the USS Herbert (New Orleans Class Frigate), the USS Dakota (Cheyenne Class Frigate), and the USS Iberia (Challenger Class Light Cruiser). This was the primary target of the Cardassian heavy squadrons.

At the opposite end of the battlespace the Starfleet flagship was lonely, the nearest ships being 1/2 a light second distant.

The opening moves saw the Cardassians maneuvering to the right of the planet and Starfleet announcing a charge of their warp drives. The Cardassians incorrectly predicted that Starfleet would perform a Tactical Warp Jump and engage the Galors in a point blank furball. As it turned out they jumped out of the battlespace. Apparently Adam was not happy about having to deploy his entire fleet before the enemy and intended to perform some shenanigans in response.

With the battlespace temporarily theirs, the Cardassian ships settled into an orbital patrol pattern around Minos Korva III. They then awaited the inevitable return of Starfleet.

A few turns later a warp signature was detected at the far right of the battlespace. Predicting that this would not be the entire fleet, the Cardassians maintained their patrol pattern.

Moments later the Starfleet flagship emerged from warp alone. This was certainly a tempting target, however, the Cardassians judged that Starfleet may be using this lone ship as bait. Adam certainly had guile to use his flagship in this way. The Cardassians slightly adjusted one squadron of Galors' flight path to bring fire on the ship. The exchange of fire between the ships had negligible effect on each other.

As predicted, Starfleet then had the remainder of their fleet jump in at the opposite side of the battlespace. Had the Cardassians turned their fleet to chase down the flagship, they would now have the bulk of the Starfleet ships behind them.

The Cardassian squadrons began to make their orbits tighter, using the planet's gravity to swing them into firing positions on Starfleet.

Meanwhile, in preparation for the upcoming firefight, Starfleet was closing its ranks to bring maximum firepower on the rapidly orbiting Cardassians.

The Cardassian ships did not ignore the Starfleet flagship during their rapid maneuvers, at every opportunity photon torpedoes were lobbed at long range towards the lonely vessel. A supreme example of fleet gunnery (very lucky dice rolls) produced a number of hits on the flagship, tearing down its shields and knocking out its port thrusters. However not all was going well...

In an attempt to orbit as fast as possible, the Lakats had made their turns as tight as possible, too tight in fact. The CDS Irathrane skimmed the atmosphere of Minos Korva III suffering extreme shock, eventually disintegrating, and raining debris onto the surface.

While admittedly annoying, these maneuvers did swing the Cardassian fleet around the planet rapidly and inadvertently placed a squadron of Galors into a game winning position. Having suffered light damage and being alone, the Starfleet flagship decided to perform a Tactical War Jump to bring it across the battlespace and into the lines of the rest of the Starfleet force. Unfortunately, the flagship's helm officer programmed the jump a couple of nanoseconds too short (bad die rolling) and only jumped about half way. This left it in prime weapons range of four Galors. These ships opened fire and caused severe damage to the little frigate but she wouldn't go down. The famed Starfleet engineers kept her operational and the game progressed to the next turn.

The rest of the Starfleet force accelerated to full impulse and desperately tried to reach their hapless flagship.

Not wanting to waste the opprtunity, the Cardassian ships left their flanks open to the rest of the Starfleet force and pursued the Starfleet flagship. Continued fire from the ships, including the Cardassian flagship, eventually caused a warp core breach. The USS Thefel (New Orleans Class Frigate) was lost with all hands. In revenge the Starfleet force concentrated fire on two Galors, collapsing their shields and causing heavy hull damage, however, both ships managed to limp on.

At the end of the turn, with the loss of their flagship, morale checks were required by all Starfleet ships. The USS Iberia (Challenger Class Light Cruiser), USS Mjolnir (Norway Class Destroyer), and USS Herbert (New Orleans Class Frigate) warped out of the system without orders. This left only four ships to face the remainder of the Cardassian fleet. Adam deemed the odds too long and jumped the rest of his fleet out.

I have to give credit to Adam for attempting such a bold maneuver. He used his flagship as a very tempting bait to pull the Cardassian fleet out of position. Had we fallen for it the game would have been very interesting. Had his flagship jumped far enough the game would have at least been an even affair. Don't think you shouldn't try such things again, Adam, fortune favors the bold!

Thank you to Matt and Adam for a fun yet odd game.

The rules we used can be found here: http://metaverse.battlespacepublishing.ca/
The facebook group can be found here: https://www.facebook.com/groups/battlespacepublishing.ca/

11 February 2017

Imperial Guard Syndrome

I'm back with another AAR but his time of a different flavor. This week I finished up that last elements of a painting commission for Adam's Starfleet force, primarily Mirandas, Constellations, and other light ships. With the models needing to be delivered, Adam suggested we get together at our local game store as he wanted to use the models I had delivered in the last batch. Unlike most of our games which have highly detailed scenarios, objectives, and narratives, this was different.

Adam informed me of his point total and declared he was embracing the 'Imperial Guard Syndrome' and he encouraged me to do the same. For the uninitiated, the Imperial Guard Syndrome is manifested in the forces that a player builds or chooses for a game being the most elite that they can. An example of this phenomenon, and one for which the syndrome is named, would be a player that decides to build a Napoleonic French army and chooses to first collect, and possibly only collect, the Old Guard. While there were battles in which the Old Guard made a prominent appearance, it is somewhat uncharacteristic and a-historical to only every play with them.

In Adam's case he has been accused, mostly in jest, numerous times of being a sufferer of the Imperial Guard Syndrome. To his credit he has fought this instinct with great success, but evidently he wanted to throw sensibility to the wind and go all out. Feeling that this could be amusing I readily agreed. Now the question was what should I bring that would be appropriate. My choice will be evident shortly.

I arrived at the local gaming store with Adam's new models in tow (I will do a photo shoot soon) to see this deployed on the table:


USS Advenna Avis (Sovereign Class Explorer Beta Model)
USS Abriel Lafiel (Galaxy Class Explorer Beta Model - War Variant)
USS Libertad (Nebula Class Heavy Cruiser Beta Model - Torpedo Pod Loaded)
USS Haruna (Akira Class Heavy Cruiser Alpha Model)
USS Iona (Akira Class Heavy Cruiser Alpha Model)
USS Kirishima (Akira Class Heavy Cruiser Alpha Model)

As expected this represented the cream of the crop of Starfleet and would no doubt be difficult to tangle with. As my response I brought this:


IRW Atrox (D'Deridex Class Warbird Model D - Plasma Torpedo Variant)
IRW Inclutus (D'Deridex Class Warbird Model D - Plasma Torpedo Variant)
IRW Tekel (D'Deridex Class Warbird Model D - Plasma Torpedo Variant)
IRW V'ashan (D'Deridex Class Warbird Model D - Plasma Torpedo Variant)
IKS Vangshu'a (Negh'Var Class Battleship D1 Model)
IKS Bej'joq (Vorcha Class Attack Cruiser D3 Model)
IKS Chong'pogh (Vorcha Class Attack Cruiser D3 Model)
IKS Maht-H'a (Vorcha Class Attack Cruiser D3 Model)
IKS Vornak (Vorcha Class Attack Cruiser D3 Model)

Under normal circumstances I would have mocked someone for bringing a force such as this with no back story or scenario, Romulans and Klingons working together, never! For this game I am lazy and will simply say House of Duras!

My intention with this fleet was to create a hard hitting alpha strike group hidden behind cloak. I determined two paths to victory depending on how the game played out. If possible I would attempt an alpha strike on the Sovereign Class (his flagship) in order to induce morale rolls on the rest of his fleet and simultaneously remove the strongest ship. Failing that, I would attempt to eliminate the three Akiras as quickly as possible to remove from play their massive torpedo armament.

As a warning to anyone who reads my AARs regularly, under normal circumstances my posts are detailed and narrative driven and I hope entertaining, this game was different and shorter.

The opening deployments were simple, Adam put his Akiras in the front with his three heavies in the back, all in one giant block, presumably to maximize forward striking power against whatever target he chose. I deployed my warbirds in line in the middle with the Vorchas to one side and the Negh'Var on the other. The opening moves saw me charge the warp drives on the Klingon ships and turn to face the Federation flanks while the warbirds took their time meandering towards the Starfleet line, all ships cloaked. The Starfleet ships fired torpedoes at long range on targets they weren't really sure were there. The sheer number of tubes on the three Akiras meant one tube randomly managed to hit a target. The IRW Atrox (D'Deridex Class Warbird) took a few photon torpedoes to the bow but was not impeded in her operations. Turn 1 complete.

The Klingon ships then performed a tactical FTL jump and leaped across half a light second in the blink of an eye. This maneuver set me up for what I hoped would be an envelopment of the Starfleet line. Still cloaked I did not fire prior to Starfleet; my crew quality was uniformly higher than the Starfleet ships allowing me to normally open fire first. Adam tried his blind fire trick again but was not lucky this time.

At the last possible moment in the turn the four warbirds unleashed plasma torpedoes into the bows of the Akiras. The plasma energy splashing against their shields collapsed them and scorched their hulls. I hoped that this would motivate these torpedo boats to turn away from my warbirds. Turn 2 complete.

The next movements saw the entire Starfleet force turn to port, desperately trying to keep the damaged Akiras' bows safe. The warbirds closed the range rapidly while the Klingons turned into the Starfleet ships flanks. Success, I had boxed the Hoo-mans in. At the beginning of the combat phase I decloaked all my ships and opened fire (remember I had a higher crew quality so I could fire first). The resulting fire took us nearly 20 minutes to adjudicate. I apologized repeatedly to Adam saying this was the crucial moment of the game and the geometry was complicated, he remained annoyed.

The Klingons fired nearly every weapon they had on the Akiras, the Vorchas from the front and the Negh'Var from the rear. When I was finished rolling one Akira was destroyed outright and the other two had multiple criticals in each section of the ship awaiting his rolls. The Warbirds opened fire on the Nebula and Galaxy with abandon. Sustained disrupter fire from the warbirds and torpedoes from the Negh'Var brought down the Nebula's shields and pierced her primary hull multiple times. The Galaxy withstood the fire gallantly. My shooting was done.

Before commencing his own firing, Adam had to roll the criticals on his ships. The two remaining Akiras were rolled for first. The USS Haruna suffered a warp core breached and disappeared in a flash of blue light. The USS Iona weathered critical roll after critical roll with multiple systems going offline until finally her hull buckled and she drifted away a lifeless hulk. The USS Libertad (Nebula Class Heavy Cruiser) was next. The ship had only received damage to her primary hull but many disruptor beams had pierced straight through the saucer section. With multiple criticals to roll it was with shock that we watched Adam have a Cascade Structural Collapse on the first roll. Bag one Nebula.

Quite irate at this turn of events, Adam unloaded torpedoes and phasers from the Galaxy and Sovereign into a hapless Vorcha directly to the Galaxy's front. The firepower poured into this poor ship would have been enough to eviscerate two Vorchas but Adam seemed determined to enact revenge. With little surprise the Klingon ship disappeared in short order. It then became apparent that the Galaxy was close enough to the target that the torpedo explosions would hurt her as well. Having just destroyed the Vorcha, Adam was now forced to roll damage for his own weapons on his own ship. Photon and quantum torpedo explosions ripped through the Galaxy's remaining forward shields and tore duranium plating off the saucer section. When the die rolling was complete she was left unable to go to warp. Her flagship, the Sovereign, quickly warped out of the system. The House of Duras had a new trophy to take back to Qo'nos. Turn 3 complete.

I am not going to say that this game was entertaining for any of the normal reasons. It was short, brutal, and not in anyway enlightening, but we enjoyed it much the same. I would encourage any gamer of any period to occasionally embrace the Imperial Guard Syndrome and have a silly game. Thank you to Adam and I am sorry buddy!

The rules we used can be found here: http://metaverse.battlespacepublishing.ca/
Our facebook group can be found here: https://www.facebook.com/groups/battlespacepublishing.ca/