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Viewing 40 posts - 1 through 40 (of 54 total)
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  • in reply to: Postage gets you #55555
    Pijlie
    Participant

    Have you sold it yet? If not, I’d like it.

    http://pijlieblog.blogspot.nl

    in reply to: Sudden Urge to play Indiana Jones #54909
    Pijlie
    Participant
    in reply to: Mechafront 6mm Mechs as Small Walker #48727
    Pijlie
    Participant

    I used some of the EM4 Mechs.

    http://3.bp.blogspot.com/-WkSR-j4pErI/UHAff_acC3I/AAAAAAAAAvU/fX8Xo0Tjb74/s320/P1040897.JPG

    http://pijlieblog.blogspot.nl

    in reply to: I Can't Paint That! #48448
    Pijlie
    Participant

    Nope. It’s always good to have a challenge. And I only need to meet my own standards. I know I am no Golden Demon winner, but I am reasonably good. And if I don’t like the result, I strip it and start again.

    http://pijlieblog.blogspot.nl

    in reply to: Building two Martian Sky Galleons #48391
    Pijlie
    Participant

    Thank you for the kind words!

    I hope the ships will inspire people to build their own. The next and last phase in the project will be a large tower based on the Red Tower of Helium, to complete the table for PolderCon 2017.

    http://pijlieblog.blogspot.nl

    in reply to: Rounds of Fire #48303
    Pijlie
    Participant

    IIRC all three parties roll for Reaction. The winner fires first, then the next successful test et cetera if still possible.. Unsuccessfully testing units do not react. So if your Initiative unit tested successfully it would be allowed to fire on one or both of the enemy units (by splitting its fire).

    http://pijlieblog.blogspot.nl

    in reply to: Rather unusual Imagi-Nations #48246
    Pijlie
    Participant

    These are lovely! They remind me of the models of an acquaintance of mine. Perhaps you two should start correspondence 🙂

    He doesn’t have a site but you can view him and his work here

    http://murphysheroes.nl/?p=3818

    http://pijlieblog.blogspot.nl

    in reply to: Rules? #48245
    Pijlie
    Participant

    Ancients: WAB 1.5, War and Conquest

    Dark Ages: WAB 1.5, War and Conquest, Dux Brittaniorum

    Thirty Years War: Pike & Shotte, Witchfinder General, En Garde!

    Colonial/VSF: The Sword and the Flame, GASLIGHT, Homegrown (PEWPEW)

    WW2: Chain of Command

    WW1: WH The Great War, Through the mud and the blood

    Fantasy: Frostgrave, Dragon Rampant

    Pulp: GASLIGHT, The Chicago Way, Homegrown (PEWPEW) En Garde!

    Modern: Force on Force, Black Ops

    SciFI: Tomorrow’s War, Horizon Wars, Battletech, Stargrunt II, Full Thrust, Necromunda

    http://pijlieblog.blogspot.nl

    in reply to: Building two Martian Sky Galleons #48181
    Pijlie
    Participant

    Awesome!!!

    Got any building plans/templates for them?

    I’d love to try and build some in 6mm scale.

    I am afraid not. I made a few templates for the parts that had to be repeated a few times like the wings and the ribs, but I drew most of the shapes directly on the MDF, straight from the sketch.
    However, the pictures on my blog, especially in part 1, show the construction quite well I think. It is relatively straightforward.

    And thank you for the kind words, of course!

    http://pijlieblog.blogspot.nl

    in reply to: Rajah Brooke in 15mm #35386
    Pijlie
    Participant

    While it is not exactly an answer to your question I did the entire period in 20mm. And quite some fun I had with it too!

    Here are pictures and pointers should you want to try out that route.

    With Rajah Brooke to Serawak!

    http://pijlieblog.blogspot.nl

    in reply to: Pirates 'Sub-Genres'/Games #29711
    Pijlie
    Participant

    As Fate will have it we are playing a lot of Legends of the High Seas lately. While OOP (and pretty costly because of that) it remains the most pleasant pirate system around. It has campaign rules, crew lists and ship rules and even simulates sailing to a pleasant degree (if not very realistic).

    We did try On the Seven Seas for a short spell but found it lacking. To flat and simple to be interesting.

    Cutlass is being contemplated.

    http://pijlieblog.blogspot.nl

    in reply to: Heave to! Build a pirate ship in 28mm! #26583
    Pijlie
    Participant

    Oddly enough most OOP GW rulesets circulate as PDFs somewhere, but not this one. Still it seemd very popular at the time.

    http://pijlieblog.blogspot.nl

    in reply to: 200th Anniversary & UK TV #25864
    Pijlie
    Participant

    For one moment I thought the UK had known TV for 200 years. No wonder Dr Who is the longest running series ever…. 

    http://pijlieblog.blogspot.nl

    in reply to: Out of touch view of young gamers #24228
    Pijlie
    Participant

    While we seem to have stumbled upon the gender discussion I would still like to share some of my own experiences.

    Some 15 years ago I was very much into computer games. Around 2001 however I moved towards tabletop wargaming (and back towards boardgaming) for a large part because of the social aspect of those games that I missed in PC games. So I actually turned to tabletop- and boardgames because PC games lacked the social aspect. I was not young anymore at the time however  (35) although I liked to think so.

    Since then I have hosted dozens of participation games, a lot of them at conventions. Usually this is the Ducosim convention, which is predominantly about boardgames and cardgames. The audience at such events is quite mixed gender/age wise.  I like to host my games there especially because most people there do not know wargames but are usually willing to try that “big boardgame with miniatures”. I usually play skirmish games, which makes it easier to identify yourself with the game.

    It turns out about 1 in 3 players I get is a woman. Their playing styles are as different as are the men’s. Some are RPG oriented and devise stratagems and “winning” scenarios, but others just play very aggressively in true “hack and slay” style that would put a 1989 D&D player to shame 

    It turns out that the age range I get starts around 8 years old and ends around 60. While older players tend to play a bit more thoughtfully than the very young, there really is no discernable difference in playing styles between old and young.

    So my experience tells me that women are about as inclined to play wargames as men as soon as the treshold is gone and play them in about the same way. The same goes for younger people. This is no science mind and I do not pretend it to be. These are just my own observations over the years in the Dutch gaming community.

    A final note on PC games that mr Zimbardo seems to have missed. As I was contemplating this response last evening my son upstairs was laughing and shouting at his friends while playing Grand Theft Auto with three of them. On a PC. There was a lot of conversation, sharing and swearing going on through Skype, which is a development mr Zimbardo seems to have missed completely. If this had been available around 2001, who knows what hobby I would have now ….

    http://pijlieblog.blogspot.nl

    in reply to: Real Life Wargaming Casualties #24188
    Pijlie
    Participant

    I once impaled my index finger onto the steel mast of a 1/2400 WW1 dreadnought. Into the bone. It was the HMS Inflexible, incidently….

    http://pijlieblog.blogspot.nl

    Pijlie
    Participant

    It must have been 1986 and the game was the Raid on Chatham 1667 played with the Wooden Ships & Iron Men rules but with 1:2400 scaled ship models and buildings I made to fit the board. Instigator was Bram of freshly opened FLGS “De Draak” in Nijmegen and I am grateful to him ever since. We played the game in his shop over the weekend. Great memories!

    http://pijlieblog.blogspot.nl

    Pijlie
    Participant

    First of all thanks very much for your extensive feedback. You have taken quite some time to respond so the least I can do is respond in kind.

    Designing this add-on for FFOKF I used several design specs (which are of course purely a matter of taste):

    – the rules had to be as simple as possible
    – the rules had to use the FFOKF mechanisms as much as possible
    – the rules should require as little bookkeeping as possible, preferably none at all
    – the rules should use as little counters and table cluttering as possible (except when they can look as terrain, such as fire and smoke)
    – Consulting tables should always be rewarded with something exciting or spectacular.
    As to your points:

    1. It is in theory possible that a player rolls 3 Activation dice and gets no success at all. His turn is then over and he may not move at all. FFOKF turns are not fixed periods of time (in which something always MUST happen) but merely alternate opportunities (that may be missed if your opponent is “quicker”). So missing an opportunity may mean that you cannot move your car and your pursuer gains on you.

     

    1. Speed and turns: yes, this is true. However there are more variables than just relative speed. Motorbikes turn faster for example and a driver might miss Activation rolls which will cost him speed. Losing control also may cost speed (if it doesn’t destroy the car outright!) because the car usually deviates from its course away from its pursuers and may stall.

     

    1. Possibility of losing pursuit by losing sight – Approaching this point from the viewpoint of simplicity, I concluded that as soon as a pursued vehicle gets more than 1 table length between it and its pursuers, two things happen. First, you can no longer “recycle” table lengths without getting really confusing. There is after all only one table. Second, I assumed that the pursuers lose sight of their target since the distance is now too great and the target may take an unseen turn and be lost.

     

    1. Very good point! Announcing your intentions is not mandatory, so this rule needs to be amended.

     

    1. All the options you name are already available on a table filled with terrain. A car that “Loses Control” will usually deviate from its course and drive off the road or into incoming traffic. The ensuing collisions with buildings, market stalls, other cars et cetera will result in many Hollywoodesque crashes and are dealt with in the rules of Vehicle combat/Rams. For simplicity’s sake I kept the consequences simple: a car either crashes into something and is disabled (and players usually play this out as spectacularly as possible!) or in the best scenario skids to a halt with the possibility to resume the chase or be overtaken.

     

    1. All figures in the car may shoot, if and as soon as they are Activated. This does not happen at the same moment as the car/driver is activated. So the driver may make a Move with his car (and shoot as well, if he has enough Actions) and then the passenger may Activate and shoot as well (or the other way around of course).

     

    1. I only aimed at emulating car chases on a gaming table (and I am lucky to have a 6×4 ft table) but your suggestion to use maps like those from http://drivethrurpg.com/product/132363/Mapping-Cards–Guide-to-using?src=cart_also_purchased is actually a very good alternative if such a table is not present or the players feel simply restarting the chase on the opposite table edge is awkward.

      However, FFOKF games are such that most of the action is concentrated around the main character so if the main character(s) engage(s) in a car chase this will usually mean the entire game revolves around that chase. In case this is not so, you can always play out the chase first and the rest of the game (which after all happens “somewhere else”) second.

     

    1. Quite true. “Car Combat Table” not only sounds better than “Table A” but it is also more obvious what the table is for.

     

     

    http://pijlieblog.blogspot.nl

    in reply to: Games you wanted to like? #20443
    Pijlie
    Participant

    Have to second Dystopian wars. Beautiful stuff but a very clunky and repetitive game.

     

     

    I really wanted to like In her Majesty s Name but the endless adding and subtracting of rolls and modifiers just ground away all the fun.

     

    http://pijlieblog.blogspot.nl

    in reply to: I'm so Happy I have TWW !! #20441
    Pijlie
    Participant

    I echo all the above sentiments. Very glad to have this place next to LAF and the few trader forums I frequent. The interface still takes me a bit getting used to but that will be allright.

    http://pijlieblog.blogspot.nl

    in reply to: How do you like my Trenton 1776 game? #16678
    Pijlie
    Participant

    I knew neither, but the blog looks well worth the read. Thanks!

    http://pijlieblog.blogspot.nl

    in reply to: Fictional ancient wargaming: gaming The Sunbird #15332
    Pijlie
    Participant

    Haha. It must be my purist nature. I never played Ancients in any other way as historical opponents against each othter.

    http://pijlieblog.blogspot.nl

    in reply to: Winter table for Trenton 1776 #15235
    Pijlie
    Participant

    Yes I did! It turns out my Trenton terrain has more mileage than I thought!

    http://pijlieblog.blogspot.nl

    in reply to: Games with "Lingering" Combats #14429
    Pijlie
    Participant

    Why would they have to be firefights? For centuries soldiers have relied mainly upon close combat weapons and there are examples of long melees dating from ancient times until modern ones.
    Pijlie:

    Well, I am saying that from an 18th and 19th Century view point, most all commanders saw it that way.

    That seems a rather limited approach, given the scope of the OP. I can imagine that to have been the case as soon as firearms became moderately efficient, but not before that.

    However, I, like Tempest pointed out, also believe that the span of time men can fight at their maximum efficiency is limited. However, in combats involving units instead of groups of individuals a unit may hold out much longer than any individual, either because the men fighting at the front mutually support each other (like in a phalanx), rotate out of the front line (like in a manipel) or die and get replaced by the rear ranks (that’s why the front line was a place of honour and high risk). The disproportionate losses on the losing side were usually caused (as far as sources go to tell us) once the losing formation broke and was scattered, pursued and cut to pieces. Proportionate losses were usually the result of a successful retreat by the losing side.

    I really can’t see the relevance of this information you are missing. When I play a battle with the BP rules, use historical tactics and the battle evolves in ways I would expect it to given my knowledge of these tactics and their effects in reality, the rule set works for me and it seems to have been written well. I care little for the information that has gone into it, but very much for the experience that I get out of it.
    Pijlie:

    I wasn’t attempting to pose BP as the perfect wargame, but as a ruleset that portrays prolonged combats rather well, which is the context of this quote. BP certainly has it quirks, like you point out, but these have little to do with the topic of the OP. And might warrant a thread all of their own…

    http://pijlieblog.blogspot.nl

    in reply to: Why blog? #14390
    Pijlie
    Participant

    Blogs get read by a lot more people than those visiting the forum (or at least mine does)

    To be perfectly honest, this line should read: … than those visiting the thread…

    http://pijlieblog.blogspot.nl

    in reply to: Why blog? #14385
    Pijlie
    Participant

    Threads get hijackded, fall off front pages, become unfindable or get deleted because someone says something the mods do not like. Blogs get read by a lot more people than those visiting the forum (or at least mine does) and have steady readers who tend to contribute quite well. Also you can post lots of pictures, also not always possible on a forum.

    http://pijlieblog.blogspot.nl

    in reply to: Games with "Lingering" Combats #14369
    Pijlie
    Participant

    I have no idea what we are calling “long” or if there are even enough reliable sources to determine how long most battles lasted but then again I didn’t have any interest in a time scale. now did I? But Thermopylae, Pydna and Cannae come to mind from ancient times. Stamford Bridge from the Dark Ages and the stand of the Black Band at Pavia from the Rennaissance. I am sure there are many more from the times and occasions when missile weapons were not destructive enough to force the decision and melee was necessary to achieve this goal.

    http://pijlieblog.blogspot.nl

    in reply to: Games with "Lingering" Combats #14360
    Pijlie
    Participant

    I think that prolonged combats for infantry would be firefights, not melees from all that I have read.  

    Why would they have to be firefights? For centuries soldiers have relied mainly upon close combat weapons and there are examples of long melees dating from ancient times until modern ones. I think defining projectile firing as the “destructive” phase and melee as the “decisive” phase is too simple. Many melees were “decided” after prolonged close combat fighting by exploiting breaches in enemy lines or reinforcements arriving.

    Personally, I can’t say what Black Powder does well as I don’t have any idea of what history and information the rules are supposed to emulate. There is a lot of both out there. I’d be guessing what they’d used.  The designers do say they wanted to create ‘a convincing portrayal of real combat’ but I’d have to know what ‘real combat’ they were using as a template to have some basis for any conclusions. 

    I really can’t see the relevance of this information you are missing. When I play a battle with the BP rules, use historical tactics and the battle evolves in ways I would expect it to given my knowledge of these tactics and their effects in reality, the rule set works for me and it seems to have been written well. I care little for the information that has gone into it, but very much for the experience that I get out of it.

    http://pijlieblog.blogspot.nl

    in reply to: Games with "Lingering" Combats #14340
    Pijlie
    Participant

    It actually seems a horrible idea to play a game that requires bookkeeping of elapsed time periods of varying length to determine what your troops can or cannot do. Such a game would also require variable movement rates, firing rates, ordnance used… brrr it boggles the mind. The question for a time scale (which was not the OP question as I read it) seems completely irrelevant to his original question: how do you play lingering, prolonged combats in a satisfactory way?

    Me, I am not looking for the perfect battle simulator but rather for the perfect war game. In such a game I would not want to emulate any time scale since, let’s be honest, for most of the time in a battle very little happens except troops watching each other across the field and tossing bullets, cannonballs, spears or arrows at each other for quite a while. That would be very boring.

    I would rather have a game condense these boring parts and play rules that enable me to get to the exciting parts as quickly as possible, without over-simplifying things. Which would be quite a feat in itself, but I digress. Back to the question of playable prolonged combats, I would say that prolonged cavalry combats should be rare, because of their fluid and clashing nature. Prolonged infantry combats should be more common, especially when attacked frontally. Flank and rear attacks should decrease the chance for a prolonged combat since units would often be broken and scattered by such attacks. Also, even in a prolonged combat the side that wins the upper hand more often than the other one should have an increased chance of eventually winning the combat.

    I think the rule sets of the Black Powder stable do this rather well. Units accumulate points in a combat based on kills, support, troop type end/or winning previous rounds. The loser is obliged to take a Break Test, modified depending on how badly he lost. Cavalry combats only prolong when ending in an absolute draw and there is no loser to take a Test. In all other cases the loser, broken or not, withdraws.

    Infantry combats tend to last longer as the Testing loser may get a Hold and Fight result and fight on. However, winners of the previous round get extra points for the following round, setting up a disadvantage for the loser. Flank and rear attacks further enhance this disadvantage, creating a bigger chance for an instant break-and-retreat.

    Failed tests may not be fatal and may result in a retreat, disordered or not, which gives the winner new options and gains him terrain. So long combats cluttering up the table are not common and the game tends to remain dynamic and manoeuvrable, although BP does not give the option to fire into a melee IIRC. The Warlord rule sets regularly attract criticism for their lack of specific period character, but whether this is justified or not, the combat system is a quite simple and elegant system really.

    http://pijlieblog.blogspot.nl

    in reply to: ‘Anvil Gate’ – How I made it from crud #14232
    Pijlie
    Participant

    Fantastic! Incredibly creative! Does Anvil Base hail from some book or movie?

    http://pijlieblog.blogspot.nl

    in reply to: White Glue vs. Plastic Figures #13988
    Pijlie
    Participant

    Hot glue gun and a thin strand of glue works perfectly.

    http://pijlieblog.blogspot.nl

    in reply to: wargames factory woodland indians #12292
    Pijlie
    Participant

    I am very curious about them. Recently at Crisis I bought Redoubt’s East coast Indians which are nice as well. And reasonably priced. They have the adde advantage that you can by them weapon-wise. So either clubs, or bows. or muskets. Ideal for my Roanoake project.

    http://pijlieblog.blogspot.nl

    Pijlie
    Participant

    Use Dettol, a generally available desinfectant. It will solve most paints and leave the plastic (and the metal) untouched.

    http://pijlieblog.blogspot.nl

    in reply to: Popular Genres #11375
    Pijlie
    Participant

    I am playing pike & shot (P&S, Witchfinder General), horse and musket (BP), Pulp and WW2 (Chain of Command) at the moment. I have armies of Celts, Carthaginians, Vikings and Dark Age Britons, but since  WAB declined I haven’t played them very often. Hail Caesar is my club’s hit ruleset at the moment but it is so dull. Am very enthusiastic about WAC whenever I get the chance to play it. Have a scratch-built Hochseeflotte for General Quarters 2, most Western Front armies for WW1 and various armies for the 19th century colonial period.

    http://pijlieblog.blogspot.nl

    in reply to: Can we have… #11086
    Pijlie
    Participant

    LINK LINK LINK Hopefully that will help. :)

     

    Thanks!

    http://pijlieblog.blogspot.nl

    in reply to: Can we have… #11041
    Pijlie
    Participant

    I’d like a way to see what the latest posted topics or answered topices are. Most fora have those and I haven’t been able to find that function on TWW as of yet.

     

    I also would like an easier way to follow the topics I participate in. I know I can do it through my username, but finding that is a bit of a job.

    http://pijlieblog.blogspot.nl

    in reply to: Freshness #11040
    Pijlie
    Participant

    There is a Recent Posts link? How do I find that one? I am really missing that.

    http://pijlieblog.blogspot.nl

    in reply to: Do you have to make your own convention game? #10867
    Pijlie
    Participant

    Personally, I love to present self-made participation games at events. I tend to be a Rennaissance hobbyist as I build my own terrain, paint my own figures, write a lot of my own scenarios and even use my own rules.

    However, I see no reason to disapprove of someone who spends the money to buy what I make myself as long as he takes the trouble to present it as a good participation game at an event.

    Why this would be “poor form”, as the OP judges it, completely eludes me. After all, he does what someone hosting a participation game is supposed to do and that is making sure people have a good time, getting inspired to wargame and sharing his stuff with other people at the event to enjoy with him. Which is the essence of demo-ing in my opinion.

    The only frustration things like this might cause in me is that at some events professionally built tables (with which I mean tables usually built by -and with the resources of- wargaming companies) vie with club and individual projects for prizes for the best games. And unsurprisingly, usually win them. But then the poor form is accepting the prize, not hosting the game.

     

    http://pijlieblog.blogspot.nl

    in reply to: 28mm Multi-figure Bases: Is That Weird? #9894
    Pijlie
    Participant

    In our club nearly everybody is completely fixated on mass battles with 28mm figures. Never mind it is hideously expensive, takes tons of work to paint and you need a tennis court sized table to play a battle where flank movement is possible: 28mm it is.

    Most of these are mulit figure based. So you’re not te only one 

    http://pijlieblog.blogspot.nl

    in reply to: Looking for Trenton scenario ideas #9291
    Pijlie
    Participant

    Interesting takes on this game. Thank you all!

    http://pijlieblog.blogspot.nl

    in reply to: By Dagger or Talon Available in Print #7449
    Pijlie
    Participant

    If you are into Tomorrow’s War this is a must-buy. A marvellous book with lots of inspiration and possibilities!

    http://pijlieblog.blogspot.nl

Viewing 40 posts - 1 through 40 (of 54 total)