http://straightfromtheboxtotable.blogspot.co.uk/?m=1
iOS went cranky on me and android did not want to step up!
thanks for follow this far, this project is a load of fun, also should be good to follow, hope to see you all on the flip
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I've had to move the new project spawned from Don Featherstone rules to
http://straightfromtheboxtotable.blogspot.co.uk/?m=1 iOS went cranky on me and android did not want to step up! thanks for follow this far, this project is a load of fun, also should be good to follow, hope to see you all on the flip
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sorry folks will try and post a coherent example, had to delete the last as it went all wrong!
love technology honest! So I thought I would create a whole new section for this so people could find it with ease. It works great and is a fast paced game. I thought I would write down here the basics used. First a quick guide to get you set up. Depending on where things take me, I do fancy maybe adding and testing ideas with this project, so all will be here to find. I used the living room floor, so , you will need a large play area. Forces must be set 3' apart and within the 3'x4' no man's land, set 4-6 pieces of A4 terrain. Instead of just blasting away at each other, prepare some objective counters and set out 6 of these, though not in terrain. As a guide I made a few counters with values between 1-4, which I drew at random and placed so the value was hidden. A little of initiative and activation of troops.
I created some initiative counters, (a deck of cards would do), you will need enough for every troop involved, these will be mixed up and drawn randomly. Troops act in that order starting from 1. When activated a unit may do one of the following •Move 6" •Charge 8" •Shoot After all troops have been activated, start a new turn, set a limit of turns, 6 is about right. Shooting. You roll 1d6 per 5 figures at 1-6" -1 per die result at 7-12" -2 per die result at 13-18" -3 per die result The total equal casualties. Troops in the open save on 6's and troops in cover save 5+ on 1d6 Melee. 1/ Roll 1d6 per 5 figures 2/ Total/2 equal casualties 3/saves 5+ on 1d6 4/1d6 x survivors lowest result is loser, loser retreats 6". I have been plagued by problems from the technical, to the day to day living.
Rest assured I do have something coming your way! I have started another category, so keep your peepers open for it, as all that I test and think of will be in there! So far I have something very interesting for you however life is dictating I am not getting to post yet.
I'm trying to do a play from the box (airfix/revell) WW2 with some modified Featherstone rules. The ideas are interesting enough and should be very payable, however the miniatures are taking forever! So stay tuned! Quick over view of this fast play fantasy battle system is comparison of attack rolls in melee and shooting, modifiers are to be taken off each die result. so not much different from featherstone rules, still using my home made measures in paces. this one is very stat driven. so shooting at 100 paces -1, 200 paces -2 and at 300 paces -3. for melee you roll the attack dice, from the totals the highest wings and the list applies the difference as casualties. the loser will recoil basedepth or on draws both troops do. 1d6 roll offs decide which force will start first /second. modifiers +1 for each of the following on die result. -horse shock of charge -@ flank/ rear modifiers -1/2 defendable ground charging gives the troops an 100 pace movement. although a very sketchy outline, this was fun! As the stats really dictate how things go. I think I like it enough to continue further tests.
These are the nuts and bolts, so to speak, of what I change in DBA to play test the elf vs dreaded dark forces. Most of it will be the DBA you know. I played with six elements per side, so the winning side would be the one which destroyed or made 3 enemy elements flee by the end of a bound. movement wise, beast men and dark riders move 300 paces, with cavalry moving 400 the rest 200 paces. I allowed the elf cavalry to fire 200 paces and the elf bow to fire 400 paces (note I was using modified distances). Dark riders +3/4 Elf Cavalry +2 Beastmen +3/2 Elf bow +2/4 Warriors +3 Elf spear +4 I changed the results to simply beaten by one = recoil beaten by two = flee beaten by 3+ = destroyed A little on the pip system. I rolled for both sides, the highest score, winning, then pip'd as usual. On draws the side winning last bound won. For movements I allowed unspent pip's to be used on 100 pace moves. On movement I made my own range sticks and bases from lined pad paper, the bases are 4 lines wide by 2 lines depth. Paces are measured in 2 line increments. All in all made it quick and easy, as with the new set values, the tester was done in 15 minutes which for me was great as that is all the time I had.
if I am honest I can see it falling over at some point so, maybe not one to follow up, though some aspects I could use for solo play -6 element forces -Pip's So 1 month along and I've been jotting down some interesting concepts, there were two main ideas I wanted to try, the aim is on quick solo material. Time is not an issue, as well, if I'm painting miniatures it may take a while, oh yes I said miniatures! So the main aim is to still play straight away, on a very low budget, fast play games. The second aim is to create something visual but fast easy concepts to entertain the kids.(also rules, reading and arithmetic will not hurt!). I'm hoping to be showing you some games at some point, with a kind of walk through. The rules I will post, please feel free to have a go at and use, above all have fun! Dem As always real life comes first and I must have my attention on home and hearth! I will try and be back like the Phoenix! I have ideas and projects all written down so hopefully I will post now and again some wargaming gold for you. But for now thank you for following folks and happy gaming! Didz. |