Home Forums Medieval 6mm Medieval Fast Play Game

Viewing 7 posts - 1 through 7 (of 7 total)
  • Author
    Posts
  • #4595
    Allen Campbell
    Participant

    Just ran a 6mm fast play medieval game with about 20 units per side on a 2′ x 3′ table. Units were single DBX style bases all 15 x 40mm. Game played in about an hour. Here is a link to a few shots of the game. I used my “Vows of Iron” rules with the fast play optional rules. Sorry for the poor photos in some of the shots.

    http://s210.photobucket.com/user/rampantlio/library/?sort=3&page=1

    Allen

    #4600
    Mike
    Keymaster

    Hiya.

    Can’t see any 6mm on that link…?

    #4620
    Allen Campbell
    Participant
    #4624
    Mike
    Keymaster

    Interesting, what can you tell us about the rules, more specifically the fast play variant?

    I am interested.

    #4626
    Northern Monkey
    Participant

    Yeah I’d be interested to see your rules too, owt for a quicker game, especially for club nights where we spend more time talking crap than gaming

    My attempt at a Blog: http://ablogofwar.blogspot.co.uk/

    #4690
    Allen Campbell
    Participant

    The rules are unit based and on an army level game, not a skirmish game.  The basing is very flexible as long as both players are based roughly the same way.  Emphasis is on the melees, which often last several turns and have ebb and flow to the combats (it is a little less so in the fast play variant…quick and bloody).  I use six sided dice of different colors, but they are not standard D6 and they have different values.  The dice were produced in a way so that they are not expensive and are included with the game.  The idea is that instead of modifiers add to dice rolls, the player merely rolls a different dice color based upon the situation and the number rolled is the number used.  This does speed the game up a little according to players that have been involved in the games.  Most players have the rules down by turn 2 or 3.  This is not to say that there is not some depth to the rules, and players have a lot of decisions to make during the turns.  Activation is card based by commands and dice rolls are opposed, both things keep players engaged during the turn phases.  I will try to get more info out as I get closer to a release date.  There are still a few things that I am cleaning up with them.

    Thanks   –   Allen

    #5815
    Graham Minshaw
    Participant

    Some interesting ideas there- look forward to seeing them.

Viewing 7 posts - 1 through 7 (of 7 total)
  • You must be logged in to reply to this topic.