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  • Tim Snoddy
    Participant

    I have got half a dozen or more games under my belt now and have to say this rule set is definitely growing on me.  It is light, movement is a breeze, die roll modifiers are few, but there are a lot of tactics.  When you get to activate there are often tricky questions on what to do for the best or the situation most deserving of mitigation.  All the troop types seem to have their uses and all have flaws.  On the down side there is a lot of luck, more so than most games I would play but being easy and fast to play I can live with that.  As ever you wonder if points for some units can possibly be right.  Archery can seem overwhelming when the dice go the archers way.

    in reply to: Squadhammer and Laserstorm #143238
    Tim Snoddy
    Participant

    Thanks for the update Ivan. All the work is appreciated and I do realise how difficult it can be.

    in reply to: Squadhammer and Laserstorm #143208
    Tim Snoddy
    Participant

    Looks like they’re both still available at Wargame Vault Squad Hammer https://www.wargamevault.com/product/222978/Squad-Hammer-Dirt-simple-gaming-for-many-settingsor-all-of-them?manufacturers_id=5701 Laserstorm: https://www.wargamevault.com/product/157157/LaserStorm-6mm-grand-warfare?manufacturers_id=5701

    Ivan had mentioned that Laserstorm was getting a new points system and a unit builder for Squad Hammer.  The hammer system has been developing with each era supplement that came out.  Hammer of Democracy took things to another level with support points and how they interact with support weapons.  When Squad Hammer core came out Ivan said there was a plan to do an advanced version or options pack but it has never materialised.

    in reply to: Fantasy Rules #139566
    Tim Snoddy
    Participant

    Sword and Spear fantasy is a fantastic game but for me has a couple of game breaking flaws.  I was a huge fan for a couple of years.  It is actually a better game than the historical rule set it came from as fantasy traits allow better differentiation between units types.  It uses a dice draw system for activation (every unit fielded contributing one die to the bag) and there is more tactics involved in one round of dice allocation than in the entirety of some fantasy rules I have played.  Units are activated from both sides in order of the lowest dice placed so better quality units tend to activate first.  So you often found yourself answering questions like should I activate this unit with the highest dice possible or a lower die to get a quicker activation  before a nearby enemy?  Dice can be stacked to give a bonus or aid defence.  What made me fall out of love with it?  The points system is iffy, the rules get a bit hazy in places.  The deal breaker for me was the game breaking mass of tat ploy.  You could field a load of low cost units never intending to fight with them and use their dice to make your other units fight much better than they normally would.  I house ruled some limits on that.  A lot to enjoy in the game.

    in reply to: Fantasy Rules #139562
    Tim Snoddy
    Participant

    In my opinion Oathmark is a way better rule set than Dragon Rampant. Dragon Rampant covers exactly the same size of battles as Oathmark, mass skirmish with a few hundred combatants. Dragon Rampant has a major split personality, at times it appears to want to be a skirmish game and at others a mass battle game where as Oathmark knows exactly what it wants to be and is written accordingly.

    That’s funny because I think the same thing applies to Oathmark. It is described by the publisher as a mass battle game but the battle reports I’ve seen seem to be large skirmishes, there is figure removal and units seem to sometimes fight to the last man.

    Yes, the advertising for Oathmark is “funny” describing it as a mass battle game, I can totally see how you would find it confusing if you have not played.  I think it is described by the publishers as mass battle to distinguish it from the numerous skirmish games involving a handful of figures on the the market but yes you are right it covers mass skirmish or as you put it large skirmishes rather than mass battles.  The difference between it and Dragon Rampant is that Oathmark knows what scale of battle it is covering and the rules are written with that in mind.  You can easily avoid single figure removal by using markers or dice to show casualties.  Fighting to the last man is possible but not probable except for units with very high stats and for those types of units would seem reasonable to me.

    in reply to: Fantasy Rules #139014
    Tim Snoddy
    Participant

    In my opinion Oathmark is a way better rule set than Dragon Rampant.  Dragon Rampant covers exactly the same size of battles as Oathmark, mass skirmish with a few hundred combatants.  Dragon Rampant has a major split personality, at times it appears to want to be a skirmish game and at others a mass battle game where as Oathmark knows exactly what it wants to be and is written accordingly.

    in reply to: Dragon Rampant – the new HOTT? #137742
    Tim Snoddy
    Participant

    Good point.  I have bought Oathmark but not had a chance to play before lockdown.  It is advertised as a mass battle game but is definitely a mass skirmish game.  Units only activate one at a time, combats are one unit versus one unit, multiple unit combats are not allowed.  I really don’t know if I will like it or not until I play it, quite hopeful after reading the rules.  One thing you can definitely say for it is it has a clear vision of what it wants to be.  My point about Dragon Rampant is that to me it seemed a poor mix of rules some suited to mass battle and some to a skirmish game which did not blend well.

    in reply to: Dragon Rampant – the new HOTT? #137705
    Tim Snoddy
    Participant

    I don’t usually feel the need to criticise games, we are all looking for different things but I feel compelled to say Dragon Rampant is one of the worst games I have ever played.  Superficially it looks a lot like HOTT but it lacks all the tactical finesse.  See that unit of goblins over there with the big friendly ogre ready to bash anyone who comes near them?  Well that is actually a huge tactical mistake, as a friendly unit being near is just as bad as an enemy if you have to retreat.  Rolled a 2 on 2D6 for morale, a quarter of your army has just been lost.  It also falls between two stools not quite being a skirmish game and not quite being a mass battle game.  Only fantasy rules I have played that are worse are Of Armies and Hordes.

    in reply to: Squad Hammer Unit Stats #136969
    Tim Snoddy
    Participant

    Ivan has said on his blog that a he has someone creating a unit builder.  I sure hope it includes points values.  I hope the game mechanics are brought up to the high standard of Hammer of Democracy allowing for support points and support units.

    in reply to: Looking for non grav infantry transports #133602
    Tim Snoddy
    Participant

    I would second Gaz’s GZG suggestions above; otherwise, have you considered the Marhaf from Plasmablast Games – I think their design might be a match for the Okami: https://plasmablastgames.com/product-category/6mm-marhaf-legion/page/2/

    Thank you so much yes, I think those are perfect.

    in reply to: Polyversal generic rule set #133564
    Tim Snoddy
    Participant

    I have two proper games under my belt and I would definitely give the system a big thumbs up.  Skilful play definitely has more influence on who wins that what you bring to the table.  In my last game I did a demo at my local club with three participants.  They all got the gist of the rules very quickly.  It is a neat system and I can see two experienced players being able to play very large games in a reasonable timescale.  Most combatants are lost when a unit’s morale breaks and the entire unit which could be 10 infantry or 5 tanks is eliminated.  Be careful to explain the move rates, they are huge compared to some rule sets.  If anyone has facebook and is interested I have photo AAR’s up. https://www.facebook.com/podsy.mcpod/photos_albums

    in reply to: Polyversal generic rule set #132236
    Tim Snoddy
    Participant

    I asked the author for the current situation re availability.  PDF and online unit builder access is to be launched march 10th for 25 dollars.  Printed rule book not available yet, price not yet fixed.  75 dollars was for Kickstarter, including dice and other bits, book on own may be less.

    in reply to: Polyversal generic rule set #132235
    Tim Snoddy
    Participant

    I am not responsible for the much delayed Kickstarter or current marketing.  I have the PDF, it is 172 pages and I presume the printed book is the same.  I know models have been delivered, I think the book is still being printed.

    in reply to: Polyversal generic rule set #132216
    Tim Snoddy
    Participant

    First off a big caveat.  I have only played one game, I like what I see but it usually takes me a few games to see the flaws in the system.

    I prefer generic games to proprietary ones.  Since I got interested in sci fi I have changed rules four times but I kept the same model collection.  If I was playing 40K where I need exact models or Star Wars Legion where I need unit cards I would have had to buy new figures every time I changed rules.  Yes you could use anything to represent anything but it would not look right.  Polyversal lets you stat up models with a vast number of options.  So you should be able to get a model to behave in game as you imagine it would in the fictional lore.  There is an online unit builder which is a doddle.  It produces hex shaped tiles which you use in game for stat reference and to house any counters applying to the unit.  I produced my first tile in minutes.

    Why am I liking it so far?

    The combat system uses 3 dice from D4 through to D12.  To hit you add all three together.  One dice represents effectiveness (morale and training), the second the targeting system of the firing unit and the third the damage effect of the weapon depending on the target.  When you hit you retain the scores.  One or more dice give you the total damage value which you then reference to a damage track.  The maths behind it is fiendishly complex, but it all happens under the hood.  Players only need to be able to add 3 dice. Unless you have three high dice you are unlikely to knock out an enemy vehicle with average weapons but you have a reasonable chance of causing stress (suppression). I really like the rules on stress. You needn’t worry about that mega super unit being invulnerable. The bigger it is the easier it is to hit. Get enough hits on it and stress will soon mount up which affects how effective it is in shooting or assault and you can even force it to leave the field if you stress it enough.  This is the core of the game.  Whole units are removed if a unit gains sufficient stress.

    There is a reasonably sound points system.  You can min max but if you stat stuff according to the guidance you should get a good game.  For example this vehicle only looks to have light armour, I really want to give it heavy armour as that is the most bang for buck choice but I shouldn’t.  Best guide I have seen to creating units anywhere.  I let a friend who delights in breaking indy rules systems freely create units and there was not anything that could not be countered.

    There are rules around target priority which seemed strange at first but they are game devices to allow infantry and smaller vehicles a chance.  They don’t seem very “realistic” but I can absolutely see why they are there to enhance game play.  Every type of unit from the lowest infantry grunt to super heavy vehicles seem to have a role and circumstances where they can shine.

    The game rewards skilful play.  You give orders at the start of a turn.  Give the wrong order to something and you are stuffed.  I have had several Sammity Sam moments already cursing myself for giving daft orders.

    The command and control system is great.  You can’t change orders if out of command.

    in reply to: Polyversal generic rule set #132194
    Tim Snoddy
    Participant

    Being generic is not the USP of this rule set, although I think it does it in a pretty unique way.  It does have other USP. I will reveal all when back at keyboard tonight.

    in reply to: Polyversal generic rule set #132191
    Tim Snoddy
    Participant

    it is out.  First Kickstarter failed, second one succeeded. Goods are in their way to backers and pre orders.  You can use any figs.  6-15mm.  Very innovative system, liking it a lot so far

    in reply to: Oathmark Kingdoms and Armies #131284
    Tim Snoddy
    Participant

    There has been a reasonable amount of info come out on the blogs.  I like most of what I see.  The only bit that worries me is the alternative activation. I hope there is a mechanism for moving a battle line of multiple units at once.  The campaign stuff with the lands supporting various troop types and unit development looks intriguing.

    Tim Snoddy
    Participant

    Lovely looking table and great report as ever.

    Tim Snoddy
    Participant

    Yes I have played them twice and to be honest, thought they were awful.  The second game was to confirm I had not missed something vital in the first play.  Charging gave a 50-100% advantage in most fights.  If you lost a combat you had to yield ground which gave your opponent a chance to charge you again.  To me it was just a game of who could manage to charge first because there was no defence against it.  Combined with the limited army building as described above and really slow movement rates definitely one to avoid IMHO.

    in reply to: Bandwagon? #129495
    Tim Snoddy
    Participant

    This drives me bonkers.  I am not a regular attender at any wargames club but do occasionally attend one and I follow what it is doing online.   The churn factor is unbelievable as people chase the latest shiniest release.  Games are lucky to see the table twice before attention moves on to something else.  Usually games are of an introduction nature or the first scenario and struggles are made to understand the rules.  In other words games rarely get explored in any depth.

    Do I personally buy big releases.  Yes and no.  No not on release for the intended purpose.  But yes I have bought a lot of second hand Age of Sigmar, Star Wars Legion and Bolt Action figures for use with other rule sets.  You can pick these figures up for a steal 6-12 months after release.  I did buy into Mantic’s Warpath expecting it to take off like their fantasy game Kings of War but it didn’t in my local area.  No wonder it is a terrible game IMHO.

    For me the game is everything and I plough a lonely furrow trying to interest people in indy rule sets.  My conclusion is it is nigh on impossible.  People just don’t seem to care that a different rule set may give a better gaming experience.  I bought Bolt Action figures to use with Nordic Weasel’s excellent Hammer of Democracy rules knowing that a lot of local gamers had Bolt Action armies they now rarely use but I can’t convince anyone to take a serious interest even though they have perfect figure collections sitting gathering dust.  I now print out QRS sheets on A4 photo paper as it seems to give a game more kudos.

    I was playing a game of Star Wars Squad Hammer using a legion figures at the club.  I noticed someone taking an interest and started chatting.   They loved the figures, thought the game play was excellent from what they had seen.   But as soon as I said I was played Squad Hammer and not Legion they lost all interest.  I really can’t understand that attitude.

    Tim Snoddy
    Participant

    Thanks for all the input again everyone.  I have actually tried a lot of the games suggested but they fail one or more of my tests for what I am looking for.  Going to have a look at With Sword and Shield and To the Strongest.

     

    in reply to: Ebay still a thing? #129146
    Tim Snoddy
    Participant

    I would agree with what has gone before.  Not so great for selling stuff.  Charges by ebay and paypal eat into your profit margin significantly.  But sometimes there is no local market for what you want to sell or a suitable facebook trading group.  I find it great for buying stuff.  Painted scenic items at very reasonable prices.  I find saving searches very useful if looking for a specific item.  I got into a new scale with 28mm for WWII gaming with Nordic Weasels excellent hammer of democracy.  Sure enough if I waited long enough I was able to grab painted figures at very reasonable cost eg £1.25 for painted infantry.  I also use Star Wars Legion figures for Squad Hammer and again you can always pick up bargains after a few months from release.  I got a painted core set for 60% of the cost of an unpainted set at RRP.

    in reply to: Hammer of Democracy- SMG squad costs #127082
    Tim Snoddy
    Participant

    I am not that great at seeing the wider implications of points changes but as a general thought yes inexperienced and demoralised troops are very fragile.  A widening of the gap is certainly called for.  Being wary of making it so big a horde always wins.  A two point gap between light and medium seems too low to me.  Probably 3 or 4.

    Tim Snoddy
    Participant

    Cheers, really useful to get that insight.

    in reply to: All quiet? #124202
    Tim Snoddy
    Participant

    Great, I will put some thoughts down over the weekend and email them to you.  Not sure how coherent or useful they will be…

    in reply to: All quiet? #123990
    Tim Snoddy
    Participant

    Yes, I would be hugely disappointed if support points did not make it into Squad Hammer and yes I think they are a core mechanic.  They are a unique selling point for the system, what makes it different to other rule sets.  Being able to tweak how good a side is by activation dice AND support dice and then feed that back into points (as detailed in Hammer of Democracy) is brilliant.

    I wasn’t sure what direction you intended for Squad Hammer, you shared a revised version with me just over a year ago and it is very different to Hammer of Democracy.  At the moment I am playing Star Wars using HOD as the basis with some minor adjustments and lots of renaming!  To a large extent I think all pulp sci fi is world war 2 in space with extra bits.

    If this is the intended direction of travel I have lots of ideas on how to convert things in HOD to sci fi and what sci fi elements need to be added and how some of them could be done.  More than happy to send them to you directly if they would help at all.

    in reply to: All quiet? #123862
    Tim Snoddy
    Participant

    Any news on Squad Hammer tool kit?  Is it being worked on or now pushed behind other projects?  Is the special project that might appeal to me still on the go? I am guessing maybe something connected to a galaxy, far, far away?

    Tim Snoddy
    Participant

    Thanks for the input everyone, still open to suggestions.

    in reply to: A great week with the Hammer family of games #122290
    Tim Snoddy
    Participant

    Yes Ivan, red crystals for Hit Points lost.  Looks better for sci fi but I couldn’t be bothered finding something more appropriate for WWII.  Telzy Amber, yes the white vehicles are 3D prints of the Imperial Troop Carrier, not in the movies but featured in some of the animated series.  Troops ride in those sort of pockets on the outside for some reason.  There is a lack of APC type vehicles in Star Wars, none in the Star Wars Legion range of models as yet.

    Tim Snoddy
    Participant

    Thanks again for that further insight John.  Hammer of Democracy is part of the Hammer stable of games whose tag line is “dirt simple wargaming”.  It doesn’t differentiate MMG/HMG otherwise in the rules hence why I am keeping them together on this issue when in reality there is separation as you point out.  That is unless anyone comes up with a clever solution of course.

     

    Tim Snoddy
    Participant

    Thank you so much for that illuminating reply John D Salt.  Very interested to hear your thoughts Ivan.  So until I hear otherwise I think I am going to go with the following.  Machine guns can have no effect if hitting armour 3 or higher.  Best result achievable by LMG is stun.  MMG/HMG can fire for effect inside firefight range, otherwise best result achievable is stun.

    in reply to: All quiet? #120138
    Tim Snoddy
    Participant

    Any news on Squad Hammer Tool Kit?  I keep seeing all these other projects in the works and wonder if development of Squad Hammer has stalled.

    in reply to: Are game reviewers critical enough? #119227
    Tim Snoddy
    Participant

    So many good points everyone.  Certainly my expectations of a small indy game are lower than those with the backing of a big company.  I think a lot of reviews happen after a game or two and as such are more first impressions than reviews.   Ideally reviews would happen six months down the line from release after multiple plays but of course that is not when the demand for reviews is greatest.  Yes I can see how people playing a game months after release are kind of self selecting and likely to be more positive.  I do get the feeling that companies are pushing out games on the strength of their name and the good miniatures you get with the game.  Companies thinking we want to release these minis and as long as we have some sort of rules system to go with them no matter how incomplete or broken that is OK. I think explanations of mechanics can be useful so you can quickly say that looks appealing or not for me.

    in reply to: Hammer of Democracy…in Vietnam #118637
    Tim Snoddy
    Participant

    Great report and fantastic looking game.  How machine guns work in a historical fashion is a real shock to some.  I had one Bolt Action player stress out as I could not accept it was suicide to advance across open ground in front of a machine gun with usable support points.  Yep the Hammer series is superb, I am pretty convinced it can be successfully tweaked to just about any period.  I have managed to get up to about forty units on table and still play in reasonable time period, circa four hours.

    in reply to: Hammer of Democracy – Gun Malfunction #118022
    Tim Snoddy
    Participant

    Had a think about it, perhaps the modifier applies when a gun has been silenced?  Couple of other random thoughts.  How are vehicles with a low HE value for their main gun supposed to work.  For example we had a Staghound in our game 37mm (6-2) gun and 3 machine guns.  Can it opt to fire machine guns for three damage?  I know if it only had 2 machine guns the target number would be one higher.  I don’t know what others experience of the time limit for games in the scenario generator is, but it seems very high to me.  Things have been decided before getting anywhere near the time limit.  Perhaps something like roll 1-7 short game, 30 minutes, 8-10, dice x5, 11+ long game sixty minutes would be better.

    in reply to: Hammer of Democracy – First Game #115389
    Tim Snoddy
    Participant

    That is a really interesting answer to the support fire question.  I would have bet my mortgage it was the opposite to your answer.  Honestly not sure which I would opt for.  Quite a different game if support weapons are free to choose their target.

    in reply to: Hammer of Democracy – First Game #115082
    Tim Snoddy
    Participant

    Any thoughts on the couple of rule queries?  Now super stoked for Squad Hammer tool kit.  Any update on it?

     

    in reply to: Hammer of Democracy – First Game #114884
    Tim Snoddy
    Participant


    British gun in trouble from the MMG in the bell tower.


    The German squad rushed for an assault. Infantry versus vehicle assault can be up to 6″ away representing the use of anti tank weapons, grenades etc. Being “dirt simple rules” it is all on one roll. A 10+ needed on 2D6 which they got! At which point the British lost heart and called off the attack. Not sure I got everything right rules wise. Many options to explore and different troop types and grades to investigate. The fact that there are no ranges for weapons speeded things up immensely. Overall being so different and innovative the rules for support fire and return fire can be confusing at first but I was sure I was using a system so elegant it would soon become second nature.

    • This reply was modified 1 year, 4 months ago by Tim Snoddy.
    in reply to: Hammer of Democracy – First Game #114882
    Tim Snoddy
    Participant


    Taking 5 out of their total 7 hits the British squad on the bridge very wisely issued a defend order. Moved back into cover and took off 1 point of damage. The defend order lasts until they are given a different order and means any fire at them is -1 to hit. Alas against super German die rolling it gained them nothing and they were soon shot up.

    The German squad exits the half track and hides behind the terrain.

    • This reply was modified 1 year, 4 months ago by Tim Snoddy.
    in reply to: Hammer of Democracy – First Game #114880
    Tim Snoddy
    Participant


    Attempting a close range attack with hand grenades the British only managed to get a stun result on the half track which meant it could not operate for a turn.

Viewing 40 posts - 1 through 40 (of 88 total)