28 February 2013

Lighting the fire again...

Despite the fact that I am having a lot of fun working with my fantasy projects over at my other blog, the treadhead in me is still around, wanting to get in some armored action.  The MAATAC miniatures are still some of my favorites, but I really do not want to play on an undecorated kitchen table!

So, I have placed a poll at the top of this page and I am looking for some input from the other microscale gamers out there.  What do you think?  I have some ideas but always willing to read others...

24 February 2013

A little more organized

Just rambling on here - no pretty pics this time!

It is becoming more apparent to me that I really need to concentrate on just a certain few projects.  If one was to have a look-see at the collection of miniatures and models that I have, scattered amongst several rooms and boxes, one would find several unfinished projects that all seem nice but do not really fit together coherently.  So I am coming up with a list of items that need attention.

Focus - Too many projects spoil the gaming (unless you are an incredibly fast painter, there are some out there), so I need to start selling off some of the shiny stuff that I have collected over the years.  This will help fund new Tékumel stuff, and clear out some storage space that is needed.  A list of necessary Tékumel materials is needed also.  I have a lack of an opposing force for my Tsolyáni - except for the Hlutrgú for skirmishes.  And sets of rules are handy also for the actual gaming part.

So, what to do next?

I have bases on order from Litko, two rules sets that will handle the mass-battle side of games, and an inventory of Tékumel miniatures that I possess.  Then, in no set order:

1.  Sell off old stuff for space and funds for new Tékumel stuff

2.  Paint what I already have

3.  Get more Tékumel goodies - miniatures as well as books/games

4.  Settle on rules


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18 February 2013

Sérqu, Sword of the Empire part 3

My Sérqu miniatures have been long neglected!

Here is a pic of a couple of them with a splash of blue paint:


They are not nearly done, but this is helping me accomplish a couple of goals:  1 - keep some momentum on getting miniatures painted which will lead to getting units completed which will lead to getting in some gaming!; and 2 - keep up a posting schedule on this blog.

Also included in the pic are some more of those Ahoggyá as I try to sort out their weapon/arm situation, some brand-new paints to be used on some future projects (shhhh! top secret stuff but might be obvious), and, alas, some more miniatures that need attention.

The paints were purchased at a relatively new store (well, new to me) in Seattle - Gamma Ray Games.  It is a small but nice place - they have the full line of Privateer Press P3 paints, which I am finding to be to my liking, along with Warmachine/Hordes miniatures as well as card and board games.  They have also recently accomplished a successful Kickstarter to help fund the renovation of a nice gaming facility just a block up their street, something I did not discover until after getting home.  Since the store is an easy bus ride and stroll away, I hope to return to have another look.


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10 February 2013

An overview of MAYHEM

There is a new entry into the fantasy mass battle game market, and that is MAYHEM from Bombshell Games (available from Wargames Vault).  Here, I am just taking a quick look and giving first impressions... please note that I have not played the game yet.

The download from Wargames Vault is a zip file, with four PDF's  -  a 21-page rulebook, a Quick Reference Sheet, an army worksheet, and the General's Compendium with sample unit/army builds.

Basing for MAYHEM is centered around elements.  The recommended scheme for standard units is 40mm squares for 6mm/10mm, 50mm squares for 15mm, and 60mm squares for 25/28mm miniatures.  Heroic units, i.e. generals and the like, should use round bases to aid recognition.  However, I believe that any basing scheme should work if the units of each side are based in a similar fashion - one could use two rectangular DBx-style bases for one MAYHEM unit.

Units have three different stats - movement, combat, and traits.  Movement and combat are differentiated by dice type - D4, D6, D8, D10, D12, and D20 are used.  For movement, the bigger the dice, the farther one can move.  For combat, the smaller the dice the more effective - low rolls are good for combat results.  Traits, such as different weapon types (melee and ranged), can modify this, and there are traits such as 'Fear' and 'Ranked Fighting' which can further modify the results and give a lot of potential for designing unique units.

Movement is based around the 'Overdrive' system, which uses Command Points (CP).  A major design feature for MAYHEM is the use of CP.  Units are not limited to one move per turn.  As long as there are CP's to use, a unit can perform multiple moves during a turn, and these moves can be in a non-linear sequence, i.e. one can use CP's to move a unit twice, conduct melee with another unit, then return to the first unit and continue moving as long as there are CP's to use.  Of course, there is an additional CP penalty for multiple moves but fortune favors the brave!

Combat is based around rolling lower than your opponent in a melee.  The unit that rolls the highest is disordered; ties have no effect on either unit.  A roll of '1' is a critical strike and eliminates the target!  Traits and weapons do have an effect on combat, typically modifying the dice type that the unit rolls, or causing the target to fall back farther than usual.

Ranged combat is based on the specific weapon type.  One rolls for a hit, then again for damage.  To hit a target, the distance is measured to the target from the firing unit, as modified by terrain and such.  A roll lower than the range is a hit.  To damage, the weapon's damage dice is compared to the target's quality, with a low roll disordering the unit (and yes a critical hit is seen with a roll of '1'!)

Almost forgot  -  in most circumstances where dice need to be rolled, the unit can use the 'default' value  -  half of the dice value, i.e. the default value for D6 is 3, the default for D20 is 10.

Magic is not dealt with in MAYHEM; probably the only omission in the basic system.  It is promised in the next supplement for the series.



(Please note that this is a very basic overview of the rules!)



I am a bit impressed with MAYHEM.  For your US$7.99, you get an interesting system that has a lot of potential for the design of unique units and unique armies.  The 'Overdrive' system can be used to set up some very intricate maneuvers, if given enough CP to accomplish them.  The traits and weapon categories are varied enough to provide for a lot of variation, while the system is simple enough to not slow one down.

Hopefully, I can delve more deeply into MAYHEM soon with a view to make a more Tékumel-flavored set-up.


02 February 2013

Ahoggyá, part 2

One of the big questions with the new Ahoggyá miniatures for Tékumel is assembly - how should I put them together?  The large variety of arms make the process fun, with just a bit of thought involved also.



The above pic shows most of the arm pieces available.  A key observation to consider when choosing the arms is the bend of the 'elbow'.  Now, with single-mounted miniatures it is not a problem, but I want to put these beasts onto element basing, and the more straight the elbow, the more space is taken on the base.  I can see that the axe arms - in the center - are fairly straight and will need careful placement.  I am also thinking of chopping off some hands ... ouch! ... from some arms and pinning them to others to get a more varied look, and to combine the armored and unarmored arms better.


Here is a pic of the business end of a pair of Ahoggyá:

 
You can see that the axe on the far left extends beyond the limit of the base.  It is not bad but I will need to watch for that when it comes time to assemble the elements.


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