NeoSoviet fleet
This blog comes with the intention to develop a campaign set in the 1889 GDW universe The idea is to narrate the events that occur universally in the last decade of the nineteenth century And by the way, improve my English, so that corrections are also welcome Thanks and Bon voyage
martes, 21 de diciembre de 2010
sábado, 27 de noviembre de 2010
Sticks and Stones - Savage Worlds
INITIAL DEPLOYMENT
STATS
4xCAVEMEN:
A: d8, Sm: d4, Sp: d6, Str: d6, V: d6 Fighting d6, Shooting d6, Throwing d6
Gear: Spears (Damage STR+1D6) Pace: 1 Hand; Parry: 5; Toughness: 5.
CAVEMEN LEADER:
A: d8, Sm: d8, Sp: d6, Str: d8, V: d8 Fighting d8, Shooting d10, Throwing d10
Pace: 1 Hand; Parry: 6; Toughness: 6. Gear: Big Club (Damage STR+1D8)
3xMAMMOTHS :
A: d4, Sm: d6 (A), Sp: d6, Str: d12+4, V: d12 Fighting d8, Intimidation d12
Pace: 1 Hand; Parry: 6; Toughness: 15; Large: +2 to be hit; Tusks (Damage d12+4)
Round 1
Dealing the cards:
Group A -> 6 Group -> 8 Leader -> 10 Mammoths -> Q
Activations
The groups are activated in card order (Ace, King, Queen, and so on). All of them run, so they add 1d6 to their distance. They roll a 6, so they advance 6 Nails (fingernails are used for movement instead of Knuckles due to the smaller figure scale). The cavemen all advance toward the Mammoths. The Mammoths move randomly; two head toward the cavemen, and one runs away.
Round 2
Dealing the cards:
Group A ->K club Group -> 4 Leader -> K spade Mammoths -> 2
Activations
The Mammoths move randomly again; two head away from the Cavemen, but one Mammoth continues to run toward them.
Groups A and B move forward. Both throw spears. They each roll 1d6; they must get a 4+ (4 is the target number for all ranged weapons). Their roll is modified by -2 because they are at Medium range, but +2 is added because of the Mammoth’s size and an additional -2 to this attack since running.
The Leader, apparently still sleepy, just advances.
Round 3
Dealing the cards:
Group A-> 5 Group B-> 3 Leader-> Ace Mammoths-> 6
Activations
The Leader holds his action. He doesn’t have ranged weapons, so he prefers not to enter into mêlée until his men have shot the prey.
One stand from Group B throws Spears; they roll 1d6 +2/-2 and get a 3, so they miss. The Leader decides to come off hold and charge the Mammoth at this point. He rolls his Fighting (d8) with a +2 bonus (for the beast’s size) against the Mammoth’s Parry. He rolls a 1, so his total of 3 misses.
The other stand from Group B now throws Spears and gets a 6 to hit, so they roll again (any time the highest number on a die is rolled, the die is rolled again and the new roll is added; this is called an Ace). They roll a 1 on the second die, so their total is 6+1+2 = 9; this is a raise since it is 4+ above the base number to hit (4). They roll their Strength (1d6) + 1d6 for the Spear +1d6 for the raise. Their luck fails as they roll three ones for a total of 3, so they miss.
Group A now charges the Mammoth to help their comrades. The first stand rolls a d6 and gets a 5; with +2 added (bonus to attack a large creature) the total is 7, which hits (the Mammoth’s Parry is 6, so the roll had to be > 6). They roll to wound and get 3+1=4, which is far less than the 15 needed.
The Mammoth then attacks the hunters in Group A. It rolls a 5 (on its d8 Fighting die), so it hits. It rolls its Strength (d12+4) to wound, getting a 9+4=13 – enough to eliminate a stand. The leader, saddened by the loss of his men, decides not to do anything this turn.
Round 4
Dealing the cards:
Group A-> Q Group B-> 10 Leader-> 4 Mammoths->; 6
Activations
The Leader summons his courage and charges the Mammoth with his Big Club. He rolls 1d8 (for Fighting) +2 (size bonus) +3 (gang up bonus) and gets a 6, which is barely enough to hit. He rolls 2d8, gets 7+8, rolls a d8 again since he got an Ace, and ends up with 20. The Mammoth’s Toughness is 15, so this is a raise, and it kills the Mammoth!
The furthest Mammoth moves randomly again, and the nearest Mammoth charges the hunters. He rolls 1d8 and gets a 3, which misses (the hunters’ Parry is 6).
Group B gives back the attack and rolls 1d6 +2 for the Mammoth’s size. They roll a 2 for a total of 4, which misses. [I added the +2 here, but lowered the roll. Also, should Group B get a gang up bonus?]
Group A charges the Mammoth, and one stand attacks with 1d6+2 for the gang up bonus and +2 for the Mammoth’s size. They get a 7, which hits. Their damage roll (2d6) is only 5, so they don’t hurt the Mammoth.
The other stand in Group A now attacks and gets an 8. When they roll damage, they get an 18 (2 lucky raises), which Shakes the Mammoth.
Round 5
Dealing the cards:
Group A-> 5 Group B-> J Leader-> 2 Mammoths-> As
Activations
The furthest Mammoth moves and finishes its movement inside the forest; it is considered out of the battle.
The other Mammoth checks for Vigor to get rid of its Shaken status, and rolls 1d6, getting a 4. This means on its next turn, if it doesn’t suffer another Shaken, it would act normally; however, it does not get an action this turn.
The Leader now assaults the Mammoth with his 1d8 and gets a total of 14, which is a raise. He rolls a total of 15 for damage, so the Mammoth is Shaken again.
Group A now attacks the Mammoth, and hits with an 8. They roll their 2d6 for damage and get a total of 28 (including 3 Aces)! The Mammoth falls, and the hunt is over.
THE END
Miniatures from Irregular Painted and Gamed by Iván de la Osa
(with the fundamental help of Rob Lusk)
You can get a version of the hunting in a .PDF file from here.
lunes, 13 de septiembre de 2010
viernes, 27 de agosto de 2010
Tusk
Summary:
Another day, my personal review. :)
Tusk includes rules for cavemen hunting mammoths using stone age weapons, fire, dogs and also heroes called Og! The mammoths are controlled by a reaction table so Tusk makes for an excellent solo game as well as one played by two or more players (whether in competition to get the mammoths or in co-operation).Beyond mammoths, Tusk also includes rules for prehistoric beats to allow you to recreate Hollywood-esque cavemen versus dinosaur battles.Additional rules allow you to include Victorian adventurers who discover beasts from forgotten ages on distant plateau in South America or Central Asia.
Another day, my personal review. :)
Land Ironclads
Summary:
Other day my personal review :)
Is a ruleset for warfare in an alternative late nineteenth century, concentrating on combat on the ground in the same period. The kings of the battlefield are huge fighting machines, the land ironclads of the title, which cross the landscape on tracks, wheels or even primitive mechanical legs, dealing destruction wherever they go. Small steam-driven machines, known as contraptions (akin to the tanks of the First World War), scurry between the hulking ironclads creating their own smaller form of mayhem. More conventional infantry, cavalry and artillery units, albeit augmented with all manner of fantastic weaponry, add to the confusion. Above them giant aeronef, aerostat and aeroplanes fight their own battles in the sky while raining down bombs on the units below, even as underground infernal machines burrow through the earth into the heart of the Empire. Inspired by the works of authors such as George Griffiths, Albert Robida, William Le Queux, H.G.Wells and Jules Verne, Land Ironclads includes:- full rules for land battles between the Great Powers, and Martian invaders, fully compatiable with Aeronef and Aquanef.- geo-political timeline and military overview of Great Britain, France, Germany, Russia, United States, Austro-Hungary, Italy, Spain and Martian invaders.- statistics for over 200 different troop types and vehicles.
Other day my personal review :)
lunes, 19 de abril de 2010
Basing the British
This week I have begun to base British troops. The first intention was to use 60x60cm stands, as recommend Peter. But after trying these stands on the gaming table, I realized that these occupied too much space, therefore, I decided on the bases of 40x40, which together allow me to deploy huge stands of 80x80.
Here you can see several photos:
Here you can see the stands more detailed, as you see the stands are symmetric, so you can use them joined, or as alone stands.
Well, that's all for now, more pictures later, and some background to give life to the Blog.
martes, 13 de abril de 2010
Stage I: They are here....
Today has arrived the order of Baccus miniatures:
More or less is this:
CZU1 Zulu Infantry - Assegai, Shield
CZU2 Zulu Infantry - Rifles
CBR21 British Infantry 1885 - Marching
CBR27 Camel Corps
EQU12 Pack Camels
CBR5 Royal Artllery 7 pdr
CBR3 Dragoons
CMA1 Mahdist Infantry
CMA3 Mahdist Cavalry
CMA6 Mahdist Artillery
CMA7 Mahdist Riflemen
The idea is to use the British as colonial troops on Mars, the tribal Zulues as troops from Venus or something, in Dinosaur Hunters plan, and make the Madhist inhabitants of Mars, to confront the British.
For now ...
More or less is this:
CZU1 Zulu Infantry - Assegai, Shield
CZU2 Zulu Infantry - Rifles
CBR21 British Infantry 1885 - Marching
CBR27 Camel Corps
EQU12 Pack Camels
CBR5 Royal Artllery 7 pdr
CBR3 Dragoons
CMA1 Mahdist Infantry
CMA3 Mahdist Cavalry
CMA6 Mahdist Artillery
CMA7 Mahdist Riflemen
The idea is to use the British as colonial troops on Mars, the tribal Zulues as troops from Venus or something, in Dinosaur Hunters plan, and make the Madhist inhabitants of Mars, to confront the British.
For now ...
lunes, 5 de abril de 2010
domingo, 4 de abril de 2010
Introduction
Why?
This blog comes with the intention to develop a campaign set in the 1889 GDW universe
The idea is to narrate the events that occur universally in the last decade of the nineteenth century
And by the way, improve my English, so that corrections are also welcome
Thanks! & Bon voyage
- Gallery
- ARR
Under Construction
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