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16  Community / Off-Topic / Re: [WH40k] We are the Imperial Guard... no longer on: May 14, 2014, 12:05:35 AM
Aaannnd a new edition of 40K comes out this month....

The Auld Grump
17  Community / Off-Topic / Re: Deadzone on: May 03, 2014, 07:42:38 PM
A Cube is in three dimensions - and helps explain the extreme modularity of the terrain - most pieces of large terrain fill a Cube - and a Cube is also assumed to be the exact size of a shipping container. (Space travel and colonization uses container ships... the containers then get used for, well... everything.)

Determining range is also fast and loose - You measure across, then you measure up or down - use the higher number.

The dice and combat mechanics are interesting, and pretty fast.

All die rolls are made with D8s - ad 8s explode.

Two types of actions - Long Actions, which take all of a models actions for a Turn, and Short Actions, which a model can perform two of.

Move is a Short Action and Shoot is a Short Action - so a model can Move and Shoot in the same turn.

Fight (in hand to hand) is a Long Action - so a model typically does only that in its turn - at least if it starts the turn in hand to hand.

BUT a model that uses Move to enter a Cube with an enemy model MUST immediately Fight - so charges are still possible.

Sprint is a Long Action - but Plague get to use it as a Short Action. They can cover an awful lot of ground.)

Combat Actions get dicey (ba-dump-bump-tish!), with most rolls being opposed.

Typically three dice are rolled for most actions - with the target number being determined, well, by the target.

Shoot is three dice, compared to a three dice Survive check by the target.

Aim is a Short Action, adding another die to a subsequent Shoot action.

Cover is assumed, as long as there is some inside of the cube - BUT if the entire model is visible from the firing model then another die is added, as the model is in the open.

Better cover, a longer range, these affect the shot.

The amount, if any, that the Shoot action beats the Survive roll determines damage.

Armor protects against damage - so if the character has 1 armor, is hit for what would have been 2 wounds, the model only takes 1 wound. (A good thing - models only have two wounds....) 

A Blaze Away Action is suppressive fire - and works better against models in cover... (I like this wall... it is my friend. I am going to hug this wall... at least until the shooting stops....)

The Auld Grump
18  Community / Off-Topic / Re: Deadzone on: May 02, 2014, 09:17:16 PM
Mostly the X-Com rules are banter on Dakka Dakka and, I think most importantly, on the Mantic Forums. There is a preliminary document. Feel free to join in! It's been quiet for about a month now.

I think that the most involved part would be the research trees - so that tech improves over the course of the game.

That said... they are coming out with official Deadzone rules for the Mars Attacks miniatures.... (To which our spokesMartian had this to say: Ack! Ack! Ack! Ack! *Blasts camera with heat ray*)

As an aside... I am using Not-Firefly miniatures for some of my Rebs, I think. Their coats are definitely going to be brownish....

The system looks nicely robust - and very tweakable.

The Auld Grump
19  Community / Off-Topic / Re: Deadzone on: May 02, 2014, 02:20:41 AM
Before I go to sleep - I went digging around on YouTube and found this Battle Report, which gives a good overview of Plague and Enforcers.

I have been playing Plague - but I want to get the Rebs. (My girlfriend and I diced for who would get first choice of the figures in the starter box - she won and chose the Enforcers.)

The Auld Grump
20  Community / Off-Topic / Deadzone on: May 02, 2014, 02:04:59 AM
I've been finding the rules for Warmachine very inspiring for general RPG skirmishing. The pinning thing you describe for Deadzone does sound slick. Any other highlights/twists to share?
I have not yet gotten to play nearly enough Deadzone - just four games, over the course of two months.

That said - Deadzone is a great game.

Science fiction skirmish level battles - with campaign rules that track experience etc..

One major twist - battles are between matched point forces. As your team gets more experienced the points cost of the models goes up, so your force, for a given scenario, gets smaller. The advantage of an experienced team is in flexibility and choices, not in power.

Which means that a starting force is not facing impossible odds.

The starter set comes with two forces - small armies for Enforcers (heavily armored jump infantry) and Plague (a lot like the old Genestealers from 1st edition WH40K - but looking nothing like them).

The abilities of each model are listed on cards that are included with the miniatures sets.

After purchasing their force each player draws an objective from their deck - the opponent does not get to see the objective! So you can hold off telling your opponent what your objectives are until after you have accomplished them. (Sorry Bob - my mission was to kill your Engineer... and he has just been sprayed across the wall as a red smear....)

Measurement is fast and loose - a number of 'Cubes' (both horizontal and vertical). Anywhere within one cube to anywhere in another cube is treated as the same range.

The dice mechanic uses D8s - a fair number of them.

Play progresses in Turns and Rounds. A modified I Go, You Go system.

Each player draws a number of cards that can be used to grant temporary advantages or inflict temporary disadvantages on the opponent. These cards are also what determines when the game ends - when one player runs out of cards the scenario is finished.

A player can activate a number of models in each Turn equal to the leadership of his commander.

Then the next player gets his Turn, and does the same.

Then the first player gets to activate a number of models that have not acted yet this Round and so on.

A Round is finished when both players have activated all their models.

The dice mechanic is something that I will get into after I get some sleep, I think....

The Auld Grump - I really wish that I had gotten into the Kickstarter for this game - it is a lot of fun.
21  Community / Off-Topic / Re: [WH40k] We are the Imperial Guard... no longer on: May 02, 2014, 01:44:18 AM
Starting a new subject for Deadzone - I have hopes that the discussion will continue. Smiley

The Auld Grump
22  Community / Off-Topic / Re: Reaperwatch 2014: Can't be as bad as last year on: May 01, 2014, 05:07:58 AM

%*!&, I watched a video about Who Framed Roger Rabbit yesterday.  Sad
Holy crap - I just watched Who Framed Roger Rabbit with my girlfriend last night. Sad

The Auld Grump
23  Community / Off-Topic / Re: [WH40k] We are the Imperial Guard... no longer on: May 01, 2014, 05:05:29 AM
At least there is a decent Warhammer alternate - I play Kings of War two times a week (and generally get in two games each time).

Balanced armies, rules with no arguments, decent prices.... Yeah. I do not think that it is likely that I will return to Warhammer.

Deadzone, on the other hand... really is not a Warhammer 40K alternate.

A great game that I have not been able to play nearly enough - with what might be the sanest pinning rules that I have seen in a tabletop game. (Cover makes it harder to wound a character - but makes it easier to pin the character. Once in cover a character kind of wants to stay there.  Wink )

But nothing like 40K. (But there is talk by some folks about making an X-Com version....)

The Auld Grump
24  Community / Off-Topic / Re: [WH40k] We are the Imperial Guard... no longer on: April 29, 2014, 08:55:11 PM
Overall... I really do not like what I have seen and heard of the new Not-Imperial-Guard-No-More.

I hate the Ogryns (I have some of the original Bob Olley Ogryns). I hate the Taurox. I do not like the Military Weather soldiers. (Bad Latin for the win! Cripes, GW... at least get somebody that knows Latin to come up with the danged names!)

On the flip side - FailCast is being phased out...

The problems with Finecast came into focus with this video -
(Warning some bad language - from a man that really does not like swearing.)

Bear in mind - right up until this video the creator has always defended GW... but the trials and tribulations of working with a bad Finecast model finally did him in....

Been a few years since I have bought anything from GW... I don't see that changing, any time soon, at least.

The Auld Grump
25  Community / Off-Topic / Re: Do your game characters tend to be your gender or opposite gender? on: April 29, 2014, 12:49:09 AM
I am male - and I play male characters.

I play humans more than dwarfs, and dwarfs more often than elves.

My characters often have Irish names, with very occasional German or Dutch names. (I am 15/16 Irish descent - and have no Dutch or German ancestors that I know of. I blame three years of Technical German and Van Nostrand's encyclopedia of science.) 

The Auld Grump
26  Community / Off-Topic / Re: KickStarter thread on: April 13, 2014, 09:53:26 AM
Ten days left in a Kickstarter to produce a new edition of The City State of the Invincible Overlord.

The City State and the Wilderlands of High Fantasy were the first published RPG setting. (Gygax and TSR had decided that there was no way players or GM would be interested in settings... Judges Guild had other ideas... Judges Guild was right.)

I have the Necromancer Games edition of The City State - and once upon a time I had the ancient Judges Guild setting. Necromancer Games had the misfortune of printing a 3e setting just after 3.5 was announced - excellent material, but sales did poorly. (But the copies that show up on eBay go for a small fortune.)

The City State is not a nice place, and has some of the best city maps for gaming, even to this day. (Far closer to Lankhmar than any of the published Lankhmar settings have been.) Twisting alleyways, a tyrannical despot, and a wraith haunted undercity.

Perhaps we will see the Wilderlands rise anew as well. ($150,000 stretch goal.)

The Auld Grump
27  Community / Off-Topic / Re: April Fools! on: April 01, 2014, 05:18:28 PM
If you play Minecraft... be warned.

Just... be warned.

The Auld Grump
28  Products / Spycraft 2.0 / Re: Both are great but which do people prefer on: March 29, 2014, 04:50:21 PM
Spycraft 2.0 is one of the most flexible games that I have ever seen.

I use it for steampunk on a regular basis.

I have run Delta Green using the game - and found that Delta Green is a better fit for SC2 than it is for Call of Ctulhu.

I have run Fallout 3 as a setting.

I have run XCom.

One of these days I intend to run an Elizabethan espionage game.

I have strapped on magic systems from d20 3PP. (Elements of Magic: Mythic Earth for the most part - but I will also be using Goetic magic for the Elizabethan game.)

I have stolen entire sections of Fantasy Craft and stitched it onto the NPC system from SC2.

And the horrible but well loved Frankenstein's monster that is my game keeps getting up and going back into the fray.

SC2 is not only my favorite of the two, it is also my third favorite RPG of all.

The Auld Grump - only Call of Cthulhu and Ars Magica rate higher.
29  Community / Off-Topic / Re: Reaperwatch 2014: Can't be as bad as last year on: March 29, 2014, 04:41:42 PM
David Trampier

Sadly, it appears that he was getting ready to finally publish that Wormy book that we've been waiting for since 1988.
His cover for the original AD&D Player's Handbook remains my favorite cover in the industry.

Player characters at their best and their worst, greed and mystery.

Rest in peace Mr. Trampier.

The Auld Grump
30  Community / Off-Topic / Re: Reaperwatch 2014: Can't be as bad as last year on: March 22, 2014, 09:24:53 PM
A moment of silence.

Fred Phelps, founder of the Westboro Baptist Church, has died.

A moment of silence, to honor the number of people, and the number of times, that wished that Fred Phelps would shut the **** up.

The Auld Grump
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