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Author Topic: Wargamers bunker  (Read 2946 times)

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Offline Aether

Re: Wargamers bunker
« Reply #25 on: January 17, 2009, 01:16:59 AM »
I cut my teeth on FASA's Battle Tech in '93.  I have been addicted to tactical table top ever since.  Historical or otherwsie.  I have played it all, space, air, dirtside.  Rules?  beer and pretzels comes to mind, though its been too long to recall much more.  Centurion. Interceptor. Leviathan.  Battletech.  Heavy gear.  Crimson Skys.  Battle Fleet Gothic.  And lots of other rule sets I cant hope to name that were historical vs fantastic.

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Re: Wargamers bunker
« Reply #26 on: January 17, 2009, 07:47:08 AM »
One thing I would like to find, and haven't so far, is a tabletop game of the 4X computer game genre.

Ideally a space based one, building up from a single planet, exploring, developing new tech, and being able to engage in fleet actions against enemy players that had some degree of tactical worth.

Unfortunately the ones I know about, they tend too heavily towards the strategic at the expense of the tactical, or vice versa.

Anyone know any games that might fit my bill?

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Re: Wargamers bunker
« Reply #27 on: February 13, 2009, 10:51:56 AM »
Probably a long shot, but what the heck ...

I've decided to do my IG force as Adeptus Mechanicus, and am looking for Rogue Trader era robots to put into it. I expect the chances of anyone having any of these, and being willing to part with them, is pretty slim, but you never know :)

Don't suppose anyone has any hiding around that they're not using?

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Re: Wargamers bunker
« Reply #28 on: April 18, 2009, 05:56:17 PM »
So very, very wrong  ;D


Offline The Overlord

Re: Wargamers bunker
« Reply #29 on: April 19, 2009, 07:26:38 AM »

Mecha-jackal-bunny?

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Re: Wargamers bunker
« Reply #30 on: April 19, 2009, 07:28:21 AM »
Pikachu the ork stompa

Offline The Overlord

Re: Wargamers bunker
« Reply #31 on: April 19, 2009, 07:41:17 AM »

It's like Warhammer 40K meets my neighborhood crack dealer.  :o

Offline Cherri Tart

Re: Wargamers bunker
« Reply #32 on: April 19, 2009, 12:25:37 PM »
i'd play war games if i could have giant yellow bunny mechs like that! :D

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Re: Wargamers bunker
« Reply #33 on: April 19, 2009, 12:27:37 PM »
Bunny mechs are few and far between .. that one stands about a foot tall .. though I do recall seeing a Playboy Bunnys type bloodbowl team.

Offline Aether

Re: Wargamers bunker
« Reply #34 on: February 02, 2010, 03:58:18 PM »
*longs for any miniature based combat game just about now*

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Re: Wargamers bunker
« Reply #35 on: February 02, 2010, 05:24:00 PM »
What have you played, or want to play?

Offline DrakeCaven

Re: Wargamers bunker
« Reply #36 on: February 02, 2010, 05:44:38 PM »
I'm quite a 40k player myself, though I must admit to bein' somewhat awful. I favor the Tau myself, and if anyone 'ere has Vassal I'd be glad to play.

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Re: Wargamers bunker
« Reply #37 on: February 02, 2010, 05:48:41 PM »
I've been playing 40k since Rogue Trader days :)

I'm not playing much at the moment though, but have 3 different Chaos forces, Tau, IG and Orks. I started on the Orks after the renegades codex screwed up my Chaos armies. Never tried Vassal though.

Offline Aether

Re: Wargamers bunker
« Reply #38 on: February 02, 2010, 11:00:48 PM »
Hehe

I was going through old posts and read through this and was gettin ancy just reading it.  I have rules for battle tech (FASA circa 80-90s), Centurion/Interceptor/Leviathan, and this wonderfully little generic minis game...

Havin people to play across from is the struggle.

Offline Polymorph

Re: Wargamers bunker
« Reply #39 on: June 09, 2011, 03:56:45 PM »
Well, I know this is an old thread, but...

Putting together a fantasy army based on Greek myths. The core is Amazon hoplites, supported by female Greek mythological races. Finished three units so far. Satyr, Minotaur and Harpy units still need painting.








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Re: Wargamers bunker
« Reply #40 on: June 09, 2011, 04:01:56 PM »
Not bad. Who produces those models?

Offline Polymorph

Re: Wargamers bunker
« Reply #41 on: June 09, 2011, 04:21:18 PM »
The rank and file of the phalanxes are Wargames Factory, the command figures and Centaurs are from Shadowforge. Other figures still to be painted are from more from Shadowforge and units of Wargames foundry, Hasslefree and Games workshop.

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Re: Wargamers bunker
« Reply #42 on: June 09, 2011, 05:02:48 PM »
Most of my stuff is GW, but I have some of Mongooses old B5 stuff, and Spartan Games Firestorm Armada. The Dystopian Wars looks nice, but I want to compare it to Leviathans before starting something else.

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Re: Wargamers bunker
« Reply #43 on: June 20, 2011, 09:07:33 AM »
6th ed 40k rumours

No idea of the validity of them, but some interesting concepts at least

http://bloodofkittens.com/network/members/rideroftheerk/

I was told in privacy but can’t vouch for the accuracy. Corrected some
spelling errors from icq conversation:
>>I am really pissed! The recent shift in GW’s marketing strategy is only the beginning. The goal is to completely control every bit of information that is going out and make every advance sneak peek look like an accidental leak. Think of Apple and you know what they are trying to achieve. They simultaneously try to keep the internet crowd happy with some leaked bits here and there and the store crowded focused on the next release. Prepare for more of these infamous “you see one eighth of the miniature and should stand in awe” pictures. The restructured White Dwarf will be the only place for “official” news. The days when Games Days were a good source for exciting news are gone. No more seminars. Independent shop owners will get the info at the same time as the public. From autumn on product codes will be chiffres and retailers have to order bulk packages for new releases without knowing what is in it if they want to get the releases on the first day. If they want to buy the boxes individually they have to wait two weeks until GW releases the chiffres. Mail Orders won’t arrive on the day of release, they will be SENT on the day of release. So no more accidental early arrivals. If you want to buy a product on the day of release you have to go to a GW store or one of the shops that have bought the release package. There is no chance to get the products via an online store on time. The retail embargo for the southern hemisphere were initially planned for every single country, so no more exports from UK to continental Europa, but GW’s law division stopped this as it would have violated EU laws. So now they will introduce two boxes for every release with exactly the same content but different boxes. One is for the retail in a single country and comes at the standard wholesale price. The other box has all the necessary taxation and regulatory clearances for export. These boxes are virtually the same but GW is charging an extra fee for them. Online shops can choose to stop exports or accept a serious blow to their profit margins.
We, the gamers, are sitting on the receiving end of this dishonest
policy once more. We are treated like children and that is exactly the
goal of these changes. So here are some of their plans, as long as the
info is available, to spoil some of their surprises:

* first 6th edition codexes, but release before or with rulebook,
small release with single or two waves: Black Templars (1 waves: 2x
plactic, 2x Finecast), Tau (1 wave: 3x plastic boxes, 4x Finecast),
Necrons (2 waves)

* first real 6th edition codex: Codex Chaos Legions, really big
release in three waves, doesn’t invalidate Codex Chaos Space Marines
which gets extensive White Dwarf update as Codex Renegade Space
Marines

* two starter sets, each with rules, dices, movement markers, mission
booklet, one with Dark Angels and fitting scenery, the other with
Black Legion and Chaos scenery. You can combine both to play the
campaign or use one set alone to play a selection of dumbed down
scenarios against every other force, first starter set that comes with
a model for a well established special character

* 6th edition is finished rulewise for some time now, the overall goal
is to fix some of the long time problems of the game system. Expect a
lot more fundamental improvements than last edition. The rules were
even more ambitious at some stage of development, but didn’t get
approved as they were too far away from the established rules. The
main designer left company and his successors brought the rules back
in line with the existing codexes. The rules are nonetheless a bigger
step forward than from 4th to 5th. Changes are so big that the next
edition relies partial on erratas to fix old codexes. Development
relied heavily on feedback of veteran playtesters. You can see some
results of this new approach by the way the FAQs were handled in the
last months. All codexes since Codex Tyranids were written with the
new rules in mind, especially the new mission and reserve structure.

* The main design goals are: one book to rule them all, heroic
characters, visceral combat, streamlined mechanism, cleaned up
presentation and strategy before chance

* strong narrative focus on Chaos, perspective shifting from the
Empire to the struggle between free races and the Warp

* the biggest rule changes:
- similar ballistic to hit chart as wound chart: compare BS to
target’s speed and unit type. BS 3 hits moving infantry on 4+, but
lightning fast jetbikes on 6+ and stationary tank on 2+… HUGE
- victory points are back, but with another twist: you get two victory
points if an unit holds an objective for an entire game turn, if a
scoring unit holds one, you get three and one if you destroy a squad
leader or vehicle
- before the game there is a bidding contest for the opportunity of
the first turn, if you bid more strategic points you can go first, but
the enemy can spent these points on stratagems as in Cities of Death:
22 generic stratagems – for example for one point you can decide on
night fighting or place an automatic gun, for four you can shift your
reserves, most expensive stratagems are at 12 points and are really
drastic, every unspent point can be used once a game for a reroll
- new turn sequence: prepare-movement-assault-shooting-consolidate
new phase “consolidate” phase for random movements, jetpack movements,
pursuits, morale checks/effects and resolving shooting reactions
assault before shooting – big units are real roadblocks!<<

Some more examples for the development doctrines
One rulebook for all:
- flyer rules are incorporated in the main rules
- narrative rule section that expands core rules: formations, super
heavies, gaining experience
- modular rules, core rules can easily be expanded by narratives rules
or another expansion set

Heroic characters:
- independent characters more powerful, armour save and invulnerable
save at the same time
- squad leaders more important, no more 50% rallying threshold, unit
can rally as long as squad leader lives
- independent characters can snipe

More visceral combat:
- standard cover only 5+ now, Feel No Pain (1) only on 5+
- slow slogging units very vulnerable
- some weapon types are specialized in taking out specific unit types
and are incredible good at doing this (sniper vs. infantry without
armour), but on the other hand ordnance vs flyer isn’t going to do
much

streamlined:
- no more random movement at all
- 5 general types of psychic powers
- wound allocation like 4th edition on unit basis, but attacker can
chose every 5th wound to go to a single model (sniper weapon every
second wound)
- artillery is normal immobile vehicle squadron, crew has no other
game purpose than to be a counter for rate of fire and attacks

clean up of combusted rules:
- there are tiers for most of the special rules. Instant Death (2)
circumvents Eternal Warrior (1) for example. Feel No Pain (1) is 5+,
Feel No Pain (2) is 4+ and Feel No Pain (3) is 3+. If no value is
given, the special rule is tier 1.
- no more difference between leadership test and morale test
- terrain rules on a single page, true line of sight, non-vehicles
models are ignored altogether, rules for special terrain like bunkers,
ruins or deathworld mangroves in narrative rule section

less randomness, more strategic options:
- more elaborate reserve rules, can nominate turn of arrvial and has
only small change to arrive earlier or later, or can intervene behind
enemy lines, arrives randomly but can hinder enemy reserves, must be
distributed evenly between turn two and three, later arrivals only
randomly
-no more random game length
-no roll for first turn
-deep striking units more than 18” from enemy away don’t scatter, but
landing in 6” is much more dangerous
- movement impairing effects from pinning weapons even if morale check
is passed (if roll is above halved Ld), Fearless not immune to this,
but only effected if rolled over full Ld
- more reactions to shooting than going to the ground depending on
unit type and special rules. bikes can evade (3+ cover as same as
before, but cannot assault or shoot next turn), jump troops can fly
high, units with Stealth can attempt to vanish, …


Offline Craz

Re: Wargamers bunker
« Reply #44 on: June 20, 2011, 02:13:18 PM »
*looks at some of the 6th ed stuff*

Could be cool. I used to play 40K. But it got too ridiculously competitive for me. Now I play Flames of War(ground based company level WW2 gaming), Victory at Sea(Naval World War 2), Mordheim, and I have an Uncharted Seas Fleet on my painting table waiting for me to use it.

Offline Hemingway

Re: Wargamers bunker
« Reply #45 on: June 20, 2011, 02:43:06 PM »
Tau!

I got so depressed when my Tau got completely butchered by ridiculously overpowered Tyranids, due to the difference in editions. Maybe I can get some payback ... err, in a while.