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  • in reply to: Strike Legion Tactical #167279
    madman
    Participant

    I used to play modern air combat at a very high level back in the day. So in order to be able to make sound judgement in game play and help with including new aircraft, I did a lot of research including some on electronic warfare. There are many different ways electronic warfare can be used and I like the idea, maybe not getting that picky, of including many of them as specific actions and reactions in game terms. We used to do so in the air games but the effects were shown in game terms. Still the differences between range gate pull off vs barrage jamming is real and not too hard to implement. If you care about the differences between armour types (not just thicknesses) then the different effects different applications of electronic warfare approaches can, and do, hold my interest and would like to have them in my games.

    in reply to: Strike Legion Tactical #167273
    madman
    Participant

    I also have this and am waiting for you to let us know how it plays.

    I was very put off when right away the rules state you have to be within 1″ (don’t remember the game scale it is a good distance but not long (I think much less than a kilometer). Thinking back to the second Alien movie (Aliens), and Striker, your commanding troops didn’t have to be close to the action if the grunts were equipped with sensors or video that they could access. So this whole “gotta be right close” felt wrong and frankly I couldn’t get past it to check out the rest of the rules.

    One other thing, and I don’t remember if it was these rules or another set, another game I read had an overly simplistic game effect of electronic warfare. Basically each side decided on how many “points” of EW and whether it was attack or defend, or I guess a mix. The net result was a + or – applied to all combat rolls that game turn. Too simplistic for my tastes although possibly a good representation for a very streamlined game effect. Anyone remember where this came from?

    in reply to: Irregular Miniatures Soviets #166840
    madman
    Participant

    Commented on your blog. But I also like Irregular. Not as detailed as GHQ or H&R but cover a much larger range in 6mm and well my eyes are not as young as they once were so very good for my needs.

    in reply to: No End in Sight for Twilight 2000 #166839
    madman
    Participant

    Well, it will be for that as well! But one use for this is to try and use it for RPGs based on the ideas of Cyberpunk, Shadowrun and Twilight 2000 (which my kids like) but with a relatively speedy combat resolution on top of it.

    Well frankly I do not know the combat systems of the games you mentioned. But FoF is reasonably quick and easy BUT you again are rolling for a fire team, definitely not individuals.

    Also FoF uses many dice, not quite buckets full and you roll to hit then roll to save. Not one of my favorite procedures but one I am having to live with. Battlespace on the other had is a really simple procedure. The insurgents (in this case) have a “threat level” which is the number the soldiers have to roll equal to or less than on a D20. Only a couple modifiers for cover and soldier’s skill. Most insurgents can take a single hit and then are “out of the action”, some two. The soldiers can take 4, 3 makes them unconscious and out of the game. Soldiers have medics and first aid which can either remove wounds or keep them from dying. The work would be yours to determine what the opponents threat levels would be for the game. Also when the insurgents return fire the soldiers roll that number or greater to keep from being wounded. One relatively simple roll with quick results. The work is determining the opponents treat level. I would suggest playing a few games first to become familiar with the system then a few more giving the opponents differing threat levels and see how that affects game play.

    in reply to: No End in Sight for Twilight 2000 #166828
    madman
    Participant

    Now why on earth did I think this was for solo play with you?

    in reply to: No End in Sight for Twilight 2000 #166739
    madman
    Participant

    AA and FoF the base game unit is a fire team of about 4 people. You consider what each soldier is equipped with but play it as a fire team. So each side has a number of teams. Organized and played as squads but handled as teams. Perhaps that matches what you are looking for?

    in reply to: Those Rules You Use #166668
    madman
    Participant

    Not miniatures (yet) but clean and clear. In Conflict of Heroes to hit rolls are 2D6 + attacking unit’s combat value + if adjacent or in the same hex a close bonus. The defense value of the target is the unit’s defense value (front or flank) plus any terrain modifiers. To hit the modified roll has to exceed the defense value. If it exceeds by 4 or more the unit is eliminated. If hit but not eliminated pull a chit and apply the “damage” effect. Quick and simple and easy to remember.

    AND no roll to hit then roll to save crap.

    in reply to: No End in Sight for Twilight 2000 #166666
    madman
    Participant

    AA can be gotten on Wargamevault. So can a lot of FoF stuff, but I recently bought a few pdfs direct from the ambush alley web site. I was nervous, as Ambush Alley Games hasn’t done much recently,  but the purchase went off fine.

    One drawback is the solo rules (suggestions really on how the opposing forces would behave) have the insurgents being very combat avoiding. Makes sense as a realistic way they would behave but makes for a dull game. In my first game I played them as I would have reacted and it was more enjoyable. So I think if your T2000 group is up against local thugs or self congratulating militia they would behave thusly and you could move through the area with little danger. If you would be meting near peer forces from either your own side gone rogue or the Soviet block then run them as regular soldiers and “wing” how they would behave.

    Please note I am familiar with the concept of T2000 but never played it so how encounters would play out is not in my sphere of knowledge. I assume you are trying to get from what was the front lines to “some other place” be it home, headquarters or a safe place one of your group knows, or has heard, about then a lot of highly variable encounters would make sense. Each encounter would have their own objectives, some would want to steal your stuff, some want to defend “their” territory (be it really theirs or what they have taken over), some would be willing to aide you on your way (for trade goods I assume) and some would want just to take what you have, sell you into slavery or kill you outright. Perhaps I am wrong but I get that this would be the direction of your campaign.

    I am very big into another post apoc RPG (the Morrow Project) and have always wanted to game the border wars between the main antagonists. You could also turn many of the RPG encounters into games as opposed to RPG sessions as well.

    One last set of rules which promised a lot but I felt it didn’t deliver when we tried playing it is Hell & Uncivil Disorder. Seems like a lot of great ideas but not a complete set of actual rules. So many questions I asked, many answers were not satisfactory. The feel I got was somewhere between “well me and my mates have been playing my games for years so we know how to handle things” and “me and my mates played XX in the past so this was similar therefore WE knew what was meant”. In either case I think it was only playtested by the designer and his buddies who either knew how he thinks or he house ruled answers at the time which never made it into print. If you want to create lots of real answers to “what the [email protected] does he mean by that” sections, or use them from elsewhere, a really interesting set of ideas.

    Hope some of this helps.

    in reply to: No End in Sight for Twilight 2000 #166662
    madman
    Participant

    Yes, but it will do squad, especially in it’s Ambush Alley version. AA is also more of an asymmetric oriented set of rules. Battlespace is fireteam level but can be brought up to a couple teams or more. I didn’t find NEiS as fun when actually taking it to the table is all. Some issues and a lot of feel.

    in reply to: No End in Sight for Twilight 2000 #166638
    madman
    Participant

    Played NEiS a few times. You need massively dense terrain and many of the rules are not finished or appear as an idea only. I would try Force on Force/Ambush Alley or Battlespace myself.

     

    in reply to: Has anyone ever played MAATAC? #166454
    madman
    Participant

    There is a very detailed review in the BGG site by Eric Hotz. Just scroll down a little bit.

    https://www.boardgamegeek.com/boardgame/10227/maatac/ratings

    madman
    Participant

    I really wish we could pick his brain for what he had in mind. Even as direction and not specifics. I think I went through every thread and made a file of alternate and house rules plus treated some threads and posts as FAQs.

    I like the system but feel it could use some of the massaging along the lines he was mentioning. Anybody have his ear we can maybe see what he had in mind, or get some “half done” rules or revisions? I would have no issues helping bring these rules further along.

    madman
    Participant

    Hmmm. Watched a “what was great about waterworld video on Youtube yesterday. I am getting those vibes from your work. Fun!

    in reply to: Of tanks and trees. #165342
    madman
    Participant

    Thank you. Googled 1/87 T62 and found a source or two (German manufacturers I think). In any case I found 2 companies making plastic models at that scale. One did a T-62 and a T-72. Both as plastic model kits. Another did a T-62 and a handful of other military vehicles (only 2 or 3 more) and they were already assembled. They seemed to be poorer quality (scale fidelity).

    in reply to: Of tanks and trees. #165180
    madman
    Participant

    Where do you get 1/87 T-62s? I use HO minis and structures with my 15mm modern figures so am interested. Thank you.

    madman
    Participant

    OK but my main question was bunches vs bunches. One die per bunch or one per figure? I assume one per un-pinned figure.

    madman
    Participant

    Read it again and have the following questions.

    In both Firing and Close Combat do you roll one die for each bunch or for each figure in the bunch? I assume heavy weapons and MGIAT are single items so would only be allowed a single die each, although MGIATs with multiple guns (most WWII tanks carried 3, some modern 1 or 2 and sci fi and a few WWII and interwar tanks mounted many) may roll once per weapon.

    in reply to: The Magnificent How Many? #164920
    madman
    Participant

    Jim

    You are a machine. Getting these rules updated and coming up with all these scenarios. What an effort. Thank you.

    madman
    Participant

    Yes, everything you said. Here and in the rules. I was put off slightly for about 2 seconds. Then it all made sense, frankly in a half fun half serious way as I intend on using it, or hellfire, for African imaginations. Awesome, thank you.

    madman
    Participant

    Late to the party as I have only just had time to read Hell and Uncivil disorder. I am hoping you still visit these older threads to see what is going on as I probably will have questions and don’t care for continually adding threads just to duplicate existing discussions.

    I thought you had some good ideas in Hellfire but this one is head and shoulders above as far as simple yet elegant. I see how you mean it is a totally different system but what a system. I was hoping to bring one of the titles to the table this weekend but a new opponent had the weekend available so another game of Ambush Alley was played. When I do bring this to the table I am looking at using 6mm. I have some 2 to 4 figures per base WWII teams from long ago which I will group on slightly larger bases and intend to use casualty caps (OK rings of plastic straws) to mark losses.

    madman
    Participant

    Me, the entire Great Lakes during the war of 1812 has caught my imagination. Just trying hard not to buy yet another period/system until a little further along with what I do have, plus need to train an opponent. And learn a lot more than a 15 minute Youtube video tells me about the period/theatre.

    in reply to: 6mm Vietnam game Devblog #164561
    madman
    Participant

    Sorry for the delay but I have only just had the time to go over this with some degree of attention.

    So if a unit fails it’s skill check it has no APs at all? I would think they should get, say half, but cannot perform some types of actions.

    Can a squad use 2 APs and move 8″? Or do any action more than once? Is there a limit to the number of times one action can be performed by a single squad?

    You have a task difficulty table but what is it used for? Detection only or are/will there be more tasks? Will you define the difficulty of tasks/ Will the troop quality affect the difficulty or roll?

    in reply to: 6mm Vietnam game Devblog #164069
    madman
    Participant

    Thoughts on activations;

    Each squad of whatever quality or training gets a number. Just for example say poor=1 to elite=3. Then the commander’s quality and/or rank gets a die type. Say a poor 2nd lieutenant gets a 1D2 and so on. Roll the commander’s die and add all the squad numbers that is the number of cards you draw. Discard cards of the other side’s colour. Then every number card (you decide on aces) gets AN action and every face card gets either one or two actions or a special action.

    That way a specialized action (whatever you consider that to be) may or may not be available that turn. Also you never know how many actions you will get, just a maximum down to none with an average about halfway to two thirds of the way between that. You can also spread your actions over as many or few units as you like. As in push one or a few units to do a lot while ignoring the others.

    Just reacting to your above thoughts.

    in reply to: Chicken Coop #163702
    madman
    Participant

    My take on a home built chicken coup. Not as stylish but the chickens still gave eggs until the last one passed away this spring.

    https://barrie.craigslist.org/for/d/keswick-free-chicken-coop/7398204676.html

    in reply to: Down with DRMs! A Modest Proposal #162456
    madman
    Participant

    And then there are opposed rolls. 2 sets of modifiers, a comparison, and a lookup on an outcome table. Considered revolutionary at the time, which illustrates the awfullness of other contemporary methods.

    Please elaborate. I am intrigued, primarily since I am unfamiliar with this approach. If you could mention some rules which use this mechanic it would be appreciated.

    Getting back into the hobby five years ago I was put off by the roll to hit then the opponent “rolled to save”. I soon saw it as a variation of roll two dice to hit changed to the coarser roll one die to hit twice with modifiers (if used with that game system) applied to BOTH rolls as opposed to applied to the single roll. That satisfied for a while. Now I see it as a time waster when players claim to not want games to last more than a couple hours.

    I still stick to my attitude of if the players want to reduce DRMs the designer should replace the need to roll X+ and either oppose roll or roll buckets of dice with a chart. Two D6 can give 36 results if used in a 6 x 6 grid using 2 different colored dice. A handful of 6×6 charts with no more than say 2 DRMs applied, in total or to each die, with the effects listed in the chart. Conflict of Heroes is pretty good limiting DRMs. I think there are no more than 4. One for range (usually not applicable), one for terrain the target occupies and one more for any bonuses the player uses from a pool of “command points” the player wants to apply to that situation. The base roll is 2D6 add your “attack strength (the 4th DRM) and other DRMs and meet or exceed the defense strength of the target. Greatly exceeding eliminates the target while just to slightly results in the draw of a damage level chit.

    in reply to: Build your own universe #162339
    madman
    Participant

    So did you start with some of the world fleshed out beforehand or was it all fleshed out from the two messages passed by the characters to each other?

    in reply to: Build your own universe #162338
    madman
    Participant

    Finally got time to read it and I think it is a brilliant way to introduce yourself to your universe. You know where you are going so I think it is easier to interpolate the few lines of dialog into potential campaign and scenario ideas. Bravo to you. Looks to me like a mental world building exercise but not from the usual (to me at least) point of view, or rather starting point.

    in reply to: Down with DRMs! A Modest Proposal #162287
    madman
    Participant

    John

    If after arranging favorable conditions then the effects are not modeled in the rules either the player has not read the rules or the rules are trash. If one conducts oneself in a manner which in reality would benefit your forces and it is not reflected by the game something is wrong and no choice of game system will change that.

    in reply to: Down with DRMs! A Modest Proposal #162278
    madman
    Participant

    I am confused about this entire discussion. Pardon my ignorance but I see two possible interpretations of Vincent’s original thoughts.

    1. Instead of DIE ROLL MODIFIERS have instead REQUIRED ROLL MODIFIERS. I see no difference between the two other than to confuse if BOTH are need for a single roll or at various times in a single game. Use one or the other everywhere.

    Now my initial thought was the game designer should make up a chart or table of “roll to succeed” values for every circumstance in the game. Other than being a ton of work for the designer and potentially padding a rules book or QRS with pages of charts and tables I kind of like that approach. In my mind it would force the designer to see how many variations they have created with their rules and should result in a more streamlined system in the end as the designer sees where less is more.

    2. Instead of die roll modifiers there should be ONE value for success. All rolls need to roll, say, 4+ on D6 to succeed. Then to increase the chance of success the player rolls more and more dice and every success, or just one has to work, acts like a DRM without modifying the roll.

    Sounds like every variation coming out of England since the ’90s. Buckets of dice which in many cases cannot be held in a single hand. Some rules limit the total number of dice but the end result is the same. Walls of dice descend upon the game table potentially damaging or moving forces, terrain, etc. the only solution is the use of dice trays which for some games have to approach the size of a small game table. Another variation I have seen (Claimed to be in an effort to keep both sides of the game interested) is a roll of dice “to hit” followed by a roll of dice (by the “target” player) “to save”. Sounds like old school D&D and saving throws. If limited to the addition of one or two more dice this may not be too bad, but anyone who has seen bolt action or Chain of Command has seen two handfuls of dice being required for a single “roll”.

    So if I am out to lunch (often) on my interpretation could someone give me a two line summary of what has been proposed and where the thoughts are going please?

    in reply to: ACOG Equipped #161771
    madman
    Participant

    Thank you for bringing this back up Jorgen and great catch Bob.

    in reply to: 15mm GZG Sci-Fi on Ebay #161396
    madman
    Participant

    It shows you only ship to the UK. Is that correct or will you ship worldwide?

    in reply to: The Steelworks, ASL meets OST #161099
    madman
    Participant

    OST=? Please.

    madman
    Participant

    And bought. From Wargame Vault actually.

    in reply to: Using vintage houses for 15mm terrain #160907
    madman
    Participant

    PMs are convoluted. Go to the main site (not forums). To get there click on the site name top left in the black bar above. Then the vertical menu on the left side. It is 3rd or 4th down. Best to copy the recipient’s name or write it down.

    in reply to: Using vintage houses for 15mm terrain #160870
    madman
    Participant

    I have a couple from, I think, Hallmark. The company started as a greeting card now does “toys”, a TV channel and Christmas tree ornaments (how I got a Star Trek ship being converted into a 6mm drop ship). I have a couple from some series like Sarah plain and tall or some such. But for most of my 15mm buildings I buy HO structures on eBay. You could also try hobby shops who do consignment or similar consignment sites. Scale is close enough with quite a variety of sizes and shapes. Yes now all my towns look like European or North American instead of Central/South American or African. But my imaginations will be based on those buildings.

    in reply to: Dodgson’s World #160830
    madman
    Participant

    Just played a game of Hellfire; the first Dodgsons’ World scenario to be precise. Against real people in real life no less!

    That is it, rub it in..

    And for the record, the Princess was captured.

    Yes, they took her to the Alderaan system to threaten her for info on the unknown rebel base.

    in reply to: Hellfire Campaigns. The Universe at Your Feet. #160826
    madman
    Participant

    With engineering worlds I tried to get something that works without too much paperwork and record keeping. There has to be record keeping but I don’t want it to replace the day job

    Like the way you put that. I am very into Traveller and taught myself programming in order to automate the world building procedure from Grand Survey (alternate publisher still Traveller). Took it far along but didn’t go as far as generating maps and population info. But that was my ultimate goal. Think less your “that looks about right” system and more video game thinking (but not output, can’t get into computer or video games).

    in reply to: Hellfire Campaigns. The Universe at Your Feet. #160819
    madman
    Participant

    Also if you buy figures for the Moghul campaign (Irregular will have suitable) they can always turn up in other Hellfire games as the denizens of backwood planets 🙂

    At first I thought you said Mongol, and went to Irregular’s 6mm site and searched for a while until I found them. But I agree and plan on using ACW in slouch hats painted in olive and/or camo as various low tech troops.

    Bought the campaign rules and am very impressed on your unique way of imagineering worlds. Only a few pages in but looks awesome.

    in reply to: It’s back – Hellfire #160510
    madman
    Participant

    Remember you can roll 15+ because if you get 10+ on the d12, then you roll a d10 AS a heavy weapon which means you can roll up to 22 At half range I don’t say what is actually doing the penetration. It could be that suddenly they’ve come within range of your plasma grenade launcher, or alternatively at this range your bolt action rifle will penetrate

    I keep looking at do not find this. Please reference where it is in the rules. If this is from Tony S’s house rules that is great as well, wait till you see all I want to put in, just trying to find this please.

    That’s the thing about a generic set.

    See second sentence above.

    And remember that ‘close combat’ ‘starts’ at two inches, which is 200m which subsumes a lot of serious infantry anti-tank weapons.

    I haven’t gotten that far yet.

    in reply to: It’s back – Hellfire #160505
    madman
    Participant

    Don’t you 40K me, them is fightin’ words. Mostly powered armour from some novels, etc. in the past and as I said heavily influenced by Traveller/Striker.

    I don’t see this half range means heavy weapons. Please show me where if you don’t mean play as Tony suggested. You keep coming back to 1 or 2 is actually 13 or 14 which is fine BUT you need to roll 15+ for power armour.

    Again I have not gotten far into vehicle combat/defense but again don’t see half range equals heavy weapons. I see improvised armour being early tanks, home made armoured vehicles as in the Spanish Civil War or ISIS improvised armoured vehicles. Therefore light mild steel which CAN be penetrated by bolt action rifles so there should be a chance, all be it small. I agree anti tank rifles, .50 cal sniper rifles and the like would be heavy weapons.

    Glad you got to visit family. I visited my mom for the first time since March 202 last week. I have a cough and sore throat this weekend so am just visiting by phone tomorrow.

Viewing 40 posts - 1 through 40 (of 505 total)