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  • in reply to: Painting nice camo in 15mm? #9135
    Avatar photoIvan Sorensen
    Participant

    Barks – fantastic stuff. The one thing I am noticing for all of those is that they are ridiculously simple patterns if you look closely, but they look great in aggregate.

    Avatar photoIvan Sorensen
    Participant

    Sounds great! You’re not making it easy Ivan…

    To be fair, it kinda is my job to make it harder for you 🙂

    in reply to: Allen E Curtis has Passed. #9094
    Avatar photoIvan Sorensen
    Participant

    Gutted 🙁

    in reply to: Painting nice camo in 15mm? #9078
    Avatar photoIvan Sorensen
    Participant

    Mine look like a mess…sorry.

    See, I can already make crap camo that looks like an indistinct mess 🙂

    in reply to: What's on your painting desk/table/corner #9074
    Avatar photoIvan Sorensen
    Participant

    I spray paint/ base coat in black then do uniform or light dry brush . Then colors, it is faster for me and if I don’t get paint in a crease or crack it’s black shadow…

     

    Totally. I like that it mutes the colours a bit too and since I play mostly 20th century, everything is some shade of mud, olive or grey anyways.

    in reply to: What's on your painting desk/table/corner #9069
    Avatar photoIvan Sorensen
    Participant

    You prime in black? I knew I liked you for a reason.

     

    Though I’ve been moving to off-whites and greys for smaller figures but black works super well.

    in reply to: What's on your painting desk/table/corner #9066
    Avatar photoIvan Sorensen
    Participant

    Eureka modern Russians with some QRF mixed in, Eureka modern Australians and QRF west Germans. Grabbed some spray primer from the local store that I’ll test out on some old fig’s before mass primering these guys.

     

    Also got about 40 new Laserburn guys but not sure what to do with those yet.

    in reply to: My No End in Sight Vietnam AAR #9064
    Avatar photoIvan Sorensen
    Participant

    Awesome, glad you liked it 🙂

     

    Movement sticks are a great idea. You could use a standard one that’s 3″ and have a 12″ grenade stick. Still need measuring for rushes but you can indicate 1 through 6 inches on the grenade stick.

    I’ve been pondering making little explosions for pins. Not sure if it’d get too cluttered though.

     

    For your questions:

    If a pin is allocated to an already pinned figure, they fall back 3″. They don’t get “double pinned”. (Double pins don’t break the game or anything, but it does make it much harder to push enemies out of a position)

    And you are right, the SAW is +2. The ref sheet is wrong, I’ll fix it. (though I suppose +1 might work for something like an RPK or a ww2 BAR).

    The 3″ moves catches people off guard but once everything clicks and you realize that you’ll get multiple moves, it works out. Its mostly a concern if you set up way too far apart and have to spend a long time moving into position.

     

    Cover is indeed everything. You’ll realize just how big a problem one guy with an RPK can be, if he’s in the wrong spot and you need to get past.

     

    If you’re up for doing an index, go for it. Make sure it has your name and the name of the game at the top is all.

    in reply to: My No End in Sight Vietnam AAR #9044
    Avatar photoIvan Sorensen
    Participant

    Very interesting game. Having everyone be self-motivated is a very interesting perspective but makes perfect sense for a special forces type of affair.

    Looks like a tense game too. Super interested (and slightly nervous) in hearing your feedback and feelings. 🙂

    in reply to: No End in Sight. Game mechanics breakdown #9000
    Avatar photoIvan Sorensen
    Participant

    Read this post….bought the rules. Thanks for the explanation. -Eli

     

    Aw, thanks 🙂 Let me know if you have any questions at all.

    in reply to: No End In Sight…Oil Pumping Station Zebra. #8973
    Avatar photoIvan Sorensen
    Participant

    Nah, I wouldn’t do business with someone who was rude to me either. Part of why I avoid one of the gaming stores here in town (actually they were rude to my wife, while I was in the store buying stuff).

    in reply to: No End In Sight…Oil Pumping Station Zebra. #8963
    Avatar photoIvan Sorensen
    Participant

    I think PP makes straight up foreign legion too, so maybe it’s them. They’re nice figures, provided you don’t mind the “running with mouth open” look they have going 🙂

    in reply to: My No End in Sight Vietnam AAR #8938
    Avatar photoIvan Sorensen
    Participant

    Love the idea of the cards. Can’t wait to see how it goes.

    in reply to: No End in Sight. Game mechanics breakdown #8906
    Avatar photoIvan Sorensen
    Participant

    A chubby nerd with long hair. I think the ladies will be able to resist

    in reply to: No End in Sight. Game mechanics breakdown #8902
    Avatar photoIvan Sorensen
    Participant

    Going to be handy having you explain stuff Ivan.

     

    The one benefit of me doing this for a living is that I’m never far from my computer 🙂

    If I could figure out my camera, I might try doing a little video or something.

    in reply to: No End in Sight. Game mechanics breakdown #8898
    Avatar photoIvan Sorensen
    Participant

    1: From the rule book: “Any given figure may only be activated once per turn. However, a figure can be activated again by another activation roll during the same phase.”

    Does this mean that a figure can only be activated once per turn, unless subordinate commanders also use their activation points on the same figure?

    i.e. I roll a 2 for the Platoon Commander, and he activates two soldiers within command range. I then use the Platoon SGT, who can then use his activation points on one or both of the soldiers activated by the Platoon Commander.

     

    This probably needs to be cleaned up a little. All it means is that when you activate Sergeant Bob, he can’t activate  soldier John twice on that activation roll.

    But Bob could activate John again the next time he makes an activation roll, and Captain James could activate him a third time (and fourth and so forth)

     

    2: do I only use one leader to roll for activation points for the whole turn, or is a turn rolling for activation points for any leader figure in my force?

    Your turn, you pick one leader to roll for.

    Then I pick one leader to roll for.

    Then you pick one leader to roll for (can be the same guy, can be another guy)

    When every leader has failed their roll (Exhausted) or been voluntarily exhausted, the phase ends.
    Think of it like a “alternating activation” game like Stargrunt, but you can go back to the same leaders again.

    So the turn is you picking one leader and rolling to activate him.
    The phase is when both of us have exhausted every leader we have.

    Make more sense? (I am realizing that most games would use those terms in reverse, so maybe thats where people get confused. The idea is that it’s a “phase” of the overall battle.

    in reply to: My No End in Sight campaign setting #8895
    Avatar photoIvan Sorensen
    Participant

    A map showing areas taken by NK. The red is NK held areas the green is National held area. This indicates where the invasion has developed by the time Coalition forces make unopposed landings to the North East of the country. By unopposed I mean no land forces to stop the landings. Air and naval battles operations conducted/ongoing leading up to this point. The way the campaign will be conducted is to fight a battle with my platoon and tally the victory points after each battle. I will match the points to the campaign chart on p51 of the rules to determine if the Coalition forces have captured the area and can move on to the next one etc. I have decided to use victory points rather than dice rolling results. This might make for a very long campaign, but I can cope with that. It will keep me off street corners

     

    As long as you document it as you go along 🙂

    Are you going to roll up characters for the various leaders as well?

    in reply to: My No End in Sight campaign setting #8877
    Avatar photoIvan Sorensen
    Participant

    Nice find. I guess it’d depend a lot on whether the NK’s are fighting on their own turf or not. If they are attacking, odds are a lot of it will be commando types. On the defence, every man who can carry a rifle and probably a few who can’t either.

    in reply to: Tactical Rules for '73 AIW? #8875
    Avatar photoIvan Sorensen
    Participant

    Modern rules don’t tend to do “1 base = 1 squad” that much it seems. I was going to say Command Decision or Spearhead but they’re both “1 base = 1 platoon”. Command Decision is quite detailed though, so it might satisfy in any event. If you squint a bit, I think it’d probably do okay.

    I’ve rarely heard people say bad things about the Battlefront game. Just seems to have slipped from the public eye.

    in reply to: In Defense of the Tiger! #8864
    Avatar photoIvan Sorensen
    Participant

    It’s not so much the Tiger on its own but there’s the “WW2 power goon” type that has a platoon of tigers, a completely full strength platoon of Waffen SS types all brimming with Stg and Panzerfausts, all wearing snazzy camouflage cloaks and of course rated one step above Rambo in terms of morale and skill.

    Not accusing the OP of that, mind you, but I think we’ve all run into that guy.

    I do like the idea of Germans disguising a PZ IV as a tiger to freak the enemy out.

    in reply to: No End in Sight. Game mechanics breakdown #8852
    Avatar photoIvan Sorensen
    Participant

    A lot of questions have come in, so I figured I’d answer some of the more common or interesting ones.

    General questions about the game:

    What scale of miniatures works best?
    Any scale can work as long as you can identify which figure is which. You need to be able to tell who has the SAW or RPG and who is the squad leader.

    The ranges and whatnot are roughly intended for 10-15mm<i> </i><b> </b>but people tested the rules with 28mm and it worked fine.
    For the big figures, you might want to increase the base movement rate a little.

    How many figures do I need?
    The aim is platoon level gaming, so figure 3 squads of 8 or so miniatures each, plus a few vehicles supporting them if you like.

    We ran tests with a full platoon of 3 squads, 3 APC and a tank on each side and had no problems though pushing above that might get a little busy. You’ll have a lot of leaders to keep track in particular.
    Smaller games could be done easy enough. Take a US infantry squad, treat each 4 man team as its own squad with its own leader and put them up against 15 or so insurgents and you could have a nice little skirmish.

    What size of playing space do I need?
    Not terribly big. 2×2 or 3×3 feet will work fine. Troops should be deployed one or two moves before contact, rather than setting up far from the enemy like you usually do.
    No End In Sight is about the actual fire fight. The entire table is maybe 100-200 yards across.<i></i>

    Supplements, expansions, scifi, bunnies, I want it all!
    Multiple people asked for a hard scifi version almost immediately upon seeing the rules, so I am obliging that.
    I’ll ask for testers once we get closer to having a workable product but it’ll be pretty exciting. It’s still several months away but nothing prevents you from playing some near-future games right now.<i></i>

    Other than that, you guys will have to tell me what you want. WW2 isn’t out of the question and there may very likely be a WW1 variant in the not too distant future. If people want big, long lists of vehicle data, you’ll have to send me some booze.

    Rules questions:

    Vehicles seem very fragile.
    They are. This is intentional.<i> </i><b> </b>On a 3×3 foot table, you are essentially at point blank for vehicles. Even a T55 presents a threat at that range.

    If it still bothers you, bear in mind that we are playing for effect. A “hit” with an anti-tank weapon means you hit the target and inflicted some type of result on them. Missed shots may have scratched the armour with no effect (this is why RPG have a hard time hitting in the game).

    Why don’t insurgents take stress from casualties?
    I wanted insurgents and regular troops to feel different. In many cases, it seems insurgent forces are less likely to cease combat to tend to wounded than trained soldiers are.
    My research indicates that taking multiple wounded will often slow or stop a squad from operating effectively and I wanted the rules to reflect that, so stress builds quickly.

    Insurgents are more likely to leave the wounded to be recovered after the fact. However, to reflect their brittle nature, they have to make a “casualty check” to see if any of them bail when they take losses.<i> </i>
    This means insurgent units can often start big, but if they get hit hard, they will tend to melt away.

    I can’t hit a **** thing!
    Ranged fire won’t inflict a lot of casualties. You have to either get in assault range, severely outgun the enemy or drive them off through suppression.
    This mirrors accounts of fire fights in modern warzones. A platoon can go through a brutal fire fight, get kicked in the teeth and fall back and only have taken 3 or 4 actual casualties.</div>

    in reply to: In Defense of the Tiger! #8841
    Avatar photoIvan Sorensen
    Participant

    Hi Ivan :) Fancy meeting you here ;) I’m looking at getting some modern troops so I can get “No End In Sight” looks the Biz

     

    Don’t tell anyone but you could probably play it with WW2 guys too 😉

    in reply to: No End In Sight…Oil Pumping Station Zebra. #8831
    Avatar photoIvan Sorensen
    Participant

    Get your shots and bring clean water!

    Can’t wait to see how this unfolds.

    in reply to: In Defense of the Tiger! #8829
    Avatar photoIvan Sorensen
    Participant

    Well, the Tiger that is on the table is probably the one that didn’t run out of fuel beforehand 🙂

    Nothing wrong with fielding Tiger tanks. There’s a reason the Brit’s starting putting a Firefly in each Sherman platoon.

    I remember playing the old Steel Panthers. Soviet campaign and feeling a sense of dread the first time Tigers showed up. As it was, my engineers managed to ambush them in a city but watching those beasts rumble towards my little brown pixels was intimidating.

     

    (And hi Panda 🙂 )

    in reply to: My No End in Sight campaign setting #8779
    Avatar photoIvan Sorensen
    Participant

    All good points – it seems this war is becoming a very big thing And the good thing is I don’t need to play the whole war – just my little area of it.

     

    Yeah. I always figured a campaign where you’d jump between different hot spots would be fun to play, especially if you have a few different forces available.

    in reply to: My No End in Sight campaign setting #8776
    Avatar photoIvan Sorensen
    Participant

    If Russia seem to be breaking up, it’s highly likely that China will make its presence felt.

    If we’re projecting several years out, assume the western economies have kept stagnating while China has found solutions to its problems, evening out the tech levels a little. North Korean aggression would almost certainly draw some type of response. NK decides to go out in a blaze of glory? South Korea decides to remove their troublesome cousins once and for all?

    If Russia is in dire straits, don’t underestimate adventurous Georgians, vengeful Ukrainians and opportunistic Poles in Eastern Europe.

    Tons of opportunities for small detachments of soldiers here and there.

    If you want to make it really interesting, ponder US reactions to a China ascendant and poised to dominate the region completely. Rangers and Spetsnaz in the dark against Chinese mechanized infantry ?

    in reply to: My No End in Sight campaign setting #8769
    Avatar photoIvan Sorensen
    Participant

    Australia retired the Leopard around 2007 some time and use the Abrams now. Of course you are right about the t-55, which NK has more of than any other tank. I wont be getting many tanks for my game – maybe one or two per side. I just wants them!

    yeah, they make fun focus pieces for a force 🙂

    in reply to: Articles #8768
    Avatar photoIvan Sorensen
    Participant

    I think any of the people who make toy soldiers would be fun. In addition to the ones listed already, Jon from GZG is super nice. There’s also Geoff from QRF, the Khurasan miniatures guy, Keith from Armies Army and no doubt plenty more.

    Rules guys, I’d love to see interviews with the Ambush Alley guys, the people behind Gruntz and if anyone thinks I’m interesting, I’d be happy answering questions too.

    in reply to: Do you focus your gaming and why or why not? #8766
    Avatar photoIvan Sorensen
    Participant

    15mm though with some excursions into 6mm and 10mm.

     

    Not a ton of interest in gaming that doesn’t involve guns so it’s WW2, cold war and scifi. I have interest in WW1 and RCW from a historical perspective but haven’t found rules I really liked.

    in reply to: Strap Line – Slogan – Motto #8765
    Avatar photoIvan Sorensen
    Participant

    Revenge of the gamers

    A miniature too far

    Little metal men

    Gaming for the masses

    Gamers on the prowl

    in reply to: My No End in Sight campaign setting #8764
    Avatar photoIvan Sorensen
    Participant

    I thought the Australians had Leopard 2? Am I mistaken in that?

    If the NK’s have gotten things together to invade somewhere, presumably they could also buy some new kit from China or Russia as well 🙂

    A couple T55 is pretty much a sound decision no matter where in the world your game takes place 🙂 It really is the AK47 of tanks.

    in reply to: Scratch Built Bio Spaceship Fleet #8737
    Avatar photoIvan Sorensen
    Participant

    yeah, these are excellent and a bit creepy too. Nice work.

    in reply to: My No End in Sight campaign setting #8698
    Avatar photoIvan Sorensen
    Participant

    Just placed an order for Eureka Australians though I may end up doing a “25 years from now” thing as well. It’s funny, this game essentially is my introduction into modern gaming as well (though I suppose it could work for WW2 just fine as well)

    Peace-keepers operating in the ruins of the second American civil war, fighting for turf? (The losers are stuck with New Jersey).

     

    Looking forward to seeing what you come up with, particularly for vehicles.

     

    Even a 60×60 cm table should give you a decent gaming space. The biggest change will be that you set up “moments before contact” instead of the longer “move into position” phase you tend to get in most games.

    Just remember that the tanks are at point blank range, and you’ll be less upset when they blow up real fast 🙂

    in reply to: No End in Sight. Game mechanics breakdown #8603
    Avatar photoIvan Sorensen
    Participant

    <div class=”d4p-bbt-quote-title”>Ivan Sorensen wrote:</div>
    And I absolutely hear you on 15mm. A full platoon of infantry, 3 APC’s, a tank or two and it’s still in the 50-60 dollar range if you plan things right

    Hah, I thought you might have something to say about that 🙂

    Don’t worry, there’ll be scifi down the road as well 😉

    in reply to: No End in Sight. Game mechanics breakdown #8599
    Avatar photoIvan Sorensen
    Participant

    I just got my Eureka figures in the mail so figured I’d put in my couple of Danish kroner:

    I have modern figures from Peter Pig, Khurasan, QRF and Eureka at this point.

    Khurasan is the largest of the bunch, though they look decent mixed with QRF and PP (both of which seem  very close to each other in size).

    The Eureka fig’s are wonderful when seen “in real life” BUT they are about a head shorter. Putting a crouching Khurasan russian next to a standing Eureka one and they’re the same size.

     

    That’s not good or bad on either side, some people prefer their 15’s bigger or smaller but it IS worth noting. If they were in opposing forces, I doubt anyone would notice. I’ve seen Rebel scifi figures and they seem about comparable with the Eureka guys.

     

    And I absolutely hear you on 15mm. A full platoon of infantry, 3 APC’s, a tank or two and it’s still in the 50-60 dollar range if you plan things right.

    in reply to: No End in Sight. Game mechanics breakdown #8562
    Avatar photoIvan Sorensen
    Participant

    Peter Pig are a tiny bit smaller than QRF from my experience but it’s not terribly noticeable and on a gaming table (particular in opposing forces) no one would notice at all.

    There’s African irregulars in the Command Decision range too but I don’t know if they are any good or not.

     

    It seems at a casual glance, that vehicles are better supported in 15mm, but maybe I just haven’t looked in the right places.

    in reply to: No End in Sight. Game mechanics breakdown #8520
    Avatar photoIvan Sorensen
    Participant

    Our last game was Armies Army “Rusk” versus WW2 German “insurgents” 🙂

     

    edit: Second to last. Last was west germans vs soviets.

    Now, if Geoff from QRF would get on some East Germans 🙂

     

    Been tempted to get some Australian modern figures from Eureka as near-future troopers. The Steyr assault rifles look nice and futuristic.

    in reply to: No End in Sight. Game mechanics breakdown #8518
    Avatar photoIvan Sorensen
    Participant

    Look forward to seeing what you come up with! Let me know if you have any questions.

    in reply to: No End in Sight. Game mechanics breakdown #8387
    Avatar photoIvan Sorensen
    Participant

    Thank you for your purchase 🙂 I hope the game works great for you and holler if there’s anything you’re confused about.

    in reply to: No End in Sight. Game mechanics breakdown #8348
    Avatar photoIvan Sorensen
    Participant

    Thanks for the reply – temptation rising, and the fact it has solo and campaign rules means I will find it hard to resist much longer

     

    It has a LOT of campaign rules 😉

    If it helps tempt you further, there’ll be a hard scifi option in the future too, though I can’t honestly say when. A few months out probably.

Viewing 40 posts - 1,961 through 2,000 (of 2,139 total)