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Confrontation

 Post subject: Confrontation
PostPosted: Sun Oct 02, 2005 3:47 pm 
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Quote (CyberShadow @ Sep. 30 2005,16:19)
- Formation. You can change your formation structure (are you listening GW) to column, open order, close order, etc.

Oh, GW knows this all too well.. they just forgot it. Back in WFB 3rd edition (single hardbound book for those of you old enough), you could use different formations...


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 Post subject: Confrontation
PostPosted: Mon Oct 03, 2005 2:41 pm 
I guess that what I am looking for is the old Realm of Chaos stuff - warbands that evolve and grow over time, extra followers and gifts and abilities are added as they battle. That kind of thing. I will need to hunt around as I am sure that I have both RoC books somewhere - then I will just use Rogue Trader and polay those.

Is there anything similar in Sci Fi or Fantasy around right now?

Also, what makes Maelstrome so different exactly?


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 Post subject: Confrontation
PostPosted: Mon Oct 03, 2005 3:46 pm 
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Quote (CyberShadow @ Sep. 30 2005,10:19)
Quote (Mojarn Piett @ Sep. 30 2005,14:35)
But what ees thees Battlestorm? Is it something commercial or your own rules?

Now you have got me started...

Battlestorm is an interesting rule set, which was released a fair while ago and which is now deader than Epic! YOu cant buy the rule book new, only second hand. It has a few interesting twists for a fantasy wargame:

- Formation. You can change your formation structure (are you listening GW) to column, open order, close order, etc.

- Initiative. Each formation activates in a similar way to Epic, but when a formation comes within a certain range of the enemy, or performs a certain action, it halts and the enemy formation activates to interupt it. (This can, in turn, activate other enemies, etc... leading to a battlestorm!)

- Striking initiative in close combat is done by the weapon length. Pikes strike before swords, which strike before daggers, etc.

Overall, it is a very interesting game with a few problems:

- It uses D30. Enough said!

- It started to edge more towards roleplay and got bogged down in the detail of wounds, etc. I guess that it would work for what I am looking for, but I got hold of it on its merits as a larger scale game.

There is an ongoing (and by that, I mean that it has taken years to go nowhere) resurrection project, but that is also heading more to RPG lands.

Hi!

I remember this game, not bad at all.

The D30 was a bit much though....  :;):

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 Post subject: Confrontation
PostPosted: Mon Oct 03, 2005 3:49 pm 
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Quote (Magnus @ Oct. 02 2005,10:47)
Quote (CyberShadow @ Sep. 30 2005,16:19)
- Formation. You can change your formation structure (are you listening GW) to column, open order, close order, etc.

Oh, GW knows this all too well.. they just forgot it. Back in WFB 3rd edition (single hardbound book for those of you old enough), you could use different formations...

Hi!

Very true.

They seem to "simply" things quite a bit...

...in another decade you'll just roll one D6, higher roller wins the game....  :;):

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 Post subject: Confrontation
PostPosted: Mon Oct 03, 2005 3:50 pm 
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Quote (CyberShadow @ Oct. 03 2005,09:41)
I guess that what I am looking for is the old Realm of Chaos stuff - warbands that evolve and grow over time, extra followers and gifts and abilities are added as they battle. That kind of thing. I will need to hunt around as I am sure that I have both RoC books somewhere - then I will just use Rogue Trader and polay those.

Is there anything similar in Sci Fi or Fantasy around right now?

Also, what makes Maelstrome so different exactly?

Hi!

Cant you do that sort of thing with Mordheim?

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 Post subject: Confrontation
PostPosted: Mon Oct 03, 2005 5:33 pm 
Quote (primarch @ Oct. 03 2005,15:49)
...in another decade you'll just roll one D6, higher roller wins the game.... ?:;):

Or, as we like to call it, the roll for first turn in 40K!  ???

It is true that Mordheim would do this kind of thing, I guess, but I have never liked the background of the game... and it is another GW product! I guess that I am really looking for a return to the old Realms of Chaos rules. I was very disappointed that the recent four (and a half) BL Chaos books had nothing like this, and actually had no rules at all!


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 Post subject: Confrontation
PostPosted: Mon Oct 03, 2005 6:15 pm 
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Quote (CyberShadow @ Oct. 03 2005,12:33)
Quote (primarch @ Oct. 03 2005,15:49)
...in another decade you'll just roll one D6, higher roller wins the game.... ?:;):

Or, as we like to call it, the roll for first turn in 40K! ????

It is true that Mordheim would do this kind of thing, I guess, but I have never liked the background of the game... and it is another GW product! I guess that I am really looking for a return to the old Realms of Chaos rules. I was very disappointed that the recent four (and a half) BL Chaos books had nothing like this, and actually had no rules at all!

Hi!

LOL! Oh, yes I forgot the 40k first turn initiative advantage....  :;):

Why not just use the old Realms rules then? If you got them use them.  :)

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 Post subject: Confrontation
PostPosted: Mon Oct 03, 2005 6:31 pm 
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Quote (CyberShadow @ Oct. 03 2005,14:41)
Also, what makes Maelstrome so different exactly?

The command system. Officers actually matter as officers and not as superheroes.

The command hierarchy has three levels: Warlord (the overall commander representing the player on the tabletop), General (commands two or more units, a "hoste") and unit officers.

The idea is that units are capable of moving and fighting on their own, but if they are in command they can receive "orders" from the higher officers, i.e. cards with different bonuses and thus  function more efficiently. Both generals and warlords have cards. General's cards affect only the unit to which they are assigned but warlord's cards affect all units commanded by the general who received the card.

This makes the game unpredictable and also very tactical, you have to plan forward for the correct moment to use the cards and yu never know what cards the enemy has.

No unit can have more than one general's card in play during a single turn, although they could be affected by a Warlord's card also.

The amount of cards a warlord or general has is dependent on his experience level.

If a unit loses its officer it can't receive any general's cards. If a hoste loses its General it can not receive any Warlord's cards or, obviously, general's cards.

The magic is handled differently in that there are no fireballs & such. Instead, magic helps the generals & warlords to better control their troops, or hinder the enemy ability to do so.

The rules system is actually the same as used in "Slaughterloo", a fantasy Naopleionics game by the same manufacturer.

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 Post subject: Confrontation
PostPosted: Tue Oct 04, 2005 11:45 am 
This sounds along the same lines as Vis Bellica. Each level of commander gives a certain number of command points - which are used to change the orders of the units, expending one for every 15cm (I think) range to the unit. It leads to very interesting issues.


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