Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
August 21, 2014, 09:04:58 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: 1 [2] 3 4 ... 219
16  Community / Off-Topic / Re: The Repeat List on: May 15, 2014, 11:50:34 PM
Hmmm, maybe something for the more supernatural Spycraft games - Make It Bun Dem.

Used in Far Cry 3 - a game that I have never played.

The Auld Grump
17  Community / Off-Topic / Re: [WH40k] We are the Imperial Guard... no longer on: May 15, 2014, 07:23:15 PM
I wonder when we'll see the at-table conversions. When do these new models hit the market?

The Taurox was released a few weeks back, the same week the Storm Troopers mini-dex released.

Googling "Taurox conversion" shows us that quite a few people have gone with a wheeled version, and one has gone the half track route. My favourite is the one mounted on six mechanical legs. Great stuff.

As for Warhammer Fantasy and Kings of War - at least half of our local players have mostly, or fully, GW armies. Personally, I dug out a couple of large boxes worth of Empire minis for my Kingdoms of Men army.
Same here, in regards to the models for KoW. Smiley

One thing that I have noticed, though - the miniatures used all seem to be older models... folks just aren't buying the newer GW models. *EDIT* Correction - the one elf army is made up entirely of models from the Isle of Blood Warhammer starter box - about two or three boxes, I think.

On the other hand....
The ogre player is using a Mantic and Reaper mix for his army.

There are two undead armies that are mostly Mantic, Reaper, and Avatars of War models. (One of them mine.)

Two dwarf armies that have miniatures from all over the place (one is mine and the other is my girlfriend's - but we share models).

There are over a dozen players for the KoW group....

The Auld Grump
18  Community / Off-Topic / Re: Deadzone on: May 14, 2014, 09:26:31 PM
Miniature Market currently has Deadzone for $60 US.

I played against Orx yesterday....

I 'won'... but lost more people than I killed. (Thank the great god Googly Moogly for victory conditions....)

I have since found out that the rules for the Guntrack have been changed - vehicle mounted indirect fire weapons cannot fire directly, which makes missing a whole lot easier.

The Guntrack did almost all the damage.... (The rules change would have affected only one shot... the rest were indirect fire, anyway.)

The other successful kill against my unit was by a goblin sniper... the miniature is doing a little happy dance.... Seriously... the danged thing is dancing, while holding a sniper rifle....



And a sad, sad admission for a Plague strike team... most of the damage that I inflicted was ranged. (The Orx have these exploding dog things... I had to take them out before they reached me. Then, since I was shooting things anyway....)

The dancing goblin also took one in the head. Tongue

If I had not gotten extra XP for my kills... I would have lost that one.

And the game went to the limit - it was close at the end.

The Auld Grump
19  Community / Off-Topic / Re: [WH40k] We are the Imperial Guard... no longer on: May 14, 2014, 08:34:25 PM
Aaannnd a new edition of 40K comes out this month....

The Auld Grump

Abuh? Wasn't 6th just last year? Huh?
I think that it was year before last, but... yeah... more than a little soon.

I think that sales tanked hard - GW's stock lost 25% in a single day, following the most recent financial report.

I know that the most recent edition of Warhammer Fantasy had an enormous effect on the local Kings of War players - we tripled in number....

The Auld Grump
20  Community / Off-Topic / Re: The Repeat List on: May 14, 2014, 07:45:36 PM
Hmmm, let's see... a James Bond theme song, being used for the Eurovision contest.... Gotta be good for Crafty, right? Tongue

(You can blame Scandinavia & The World for this post... but not for the way I was laughing when I saw the video....)

The Auld Grump
21  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
22  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
23  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
24  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
25  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.
26  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
27  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
28  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
29  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 - https://www.youtube.com/watch?v=4hi_5Q-Jc_E
(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
30  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
Pages: 1 [2] 3 4 ... 219


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!