Maksim's Blog: |
Magnus
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Post subject: Maksim's Blog: Posted: Fri Aug 19, 2005 6:52 pm |
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Joined: Sun Nov 14, 2004 2:30 pm Posts: 462
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Peter,
If your wife has the strength to play Civilization (an ageless classic, but a very long game and definitely "a gamer's game"), you may well want to try these for "quick but still serious multiplayer games":
Puerto Rico El Grande
and for than fun, quick 2-player game:
Ticket to Ride Lord of the Rings: the Confrontation (this one is being re-released in a deluxe version, you may want to get that)
I'll second the recommendation for Settlers too, with one caveat: when all players are good, it gets down to pure luck. This happens after many games though.
As for TI3, I've been very tempted but all accounts say that it's horrendously long (6+ hours). But if you have enough stamina for Civ....
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primarch
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Post subject: Maksim's Blog: Posted: Fri Aug 19, 2005 6:57 pm |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
Thanks Magnus. I have heard MANY good things about the Puerto Rico game, I beleive Maksim as mentioned it to me too.
We are looking for a family game, to also involve my 13 year old (although we D&D together) and the wife.
All these seem like good recommendations.
Oh, by the way Magnus, I got the file you sent me and I have quite a few of the models you need, so give me a few days to take pictures of them.
Primarch
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MaksimSmelchak
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Post subject: Maksim's Blog: Posted: Sat Aug 20, 2005 7:14 pm |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA
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Quote (primarch @ 19 2005 Aug.,18:36) | Hi!
Do we get to see pics of it soon?
You seem to be doing something I wish to try at some point, doing an IG army in non-GW minis. So it will be nice to see your proxy choices.
Primarch | Hi Primarch,
You've already seen much of this proxy IG army, which I originally designed to be the PDF army from the early E-A playtesting. This army eventually became the Siegemasters army from the Swordwind book.
If you hadn't guessed yet, this is my Jopalli IG army.
It currently has:
INFANTRY FORCES: - x2 infantry companies (Scotia) - x1 heavy infantry company with support weapon stands (Scotia)
SUPPORT FORCES: - x6 quad anti-tank batteries "Rapiers" (Irregular with Scotia infantry operators) - x6 large artillery weapons (Haven't decided which piece they'll be)(GW Squat Thunderfires) - x6 heavy mortars "Mole Mortars" (GW plastic Mole Mortars with Scotia crew) - x6 armored tranport vehicles (GW) - x12 stands of com-bots (Mechwarrior - rebased plastic "clickies")
AIRMOBILE STRIKE FORCES: - x1 airmobile infantry company (GZG) - x6 airmobile transports "Valkyries" (CAV) - x12 airmobile gunships (Silent Death custom-modified)
It's been an ongoing project.
Shalom Shalom, Maksim-Smelchak.
P.S. I have photos of much of the infantry and will see about posting them here.
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MaksimSmelchak
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Post subject: Maksim's Blog: Posted: Sat Aug 20, 2005 7:19 pm |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA
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Hi Magnus, Primarch and Gang,
Quote (Magnus @ 19 2005 Aug.,18:52) | Peter, If your wife has the strength to play Civilization (an ageless classic, but a very long game and definitely "a gamer's game"), you may well want to try these for "quick but still serious multiplayer games":
- Puerto Rico - El Grande |
"Puerto Rico" is a great game, but it tends to be a bit long-winded and the learning curve is a bit steep for many non-gamers to take a like to it. I like it, but it isn't one of my "most favorite" games.
The card game version of it "San Juan" is much easier for non-gamers to pick up and I recommend it more than I do "Puerto Rico."
I've never played "El Grande."
Quote (Magnus @ 19 2005 Aug.,18:52) | And for than fun, quick 2-player game:
- Ticket to Ride - Lord of the Rings: the Confrontation (this one is being re-released in a deluxe version, you may want to get that) |
I haven't played "Ticket to Ride" either.
I'm not sure if your LOTR game is one I've played. there are so many out there. I don't like the one I own. It's too complicated.
Quote (Magnus @ 19 2005 Aug.,18:52) | - I'll second the recommendation for Settlers too, with one caveat: When all players are good, it gets down to pure luck. This happens after many games though. |
I agree, but skill is a big factor in "Settlers." Initial placement and development of the third settlement are very telling.
One of the things I like about the set map of "Settlers of Canaan" is that it leads to set strategies. This can be fun.
"Settler of Cataan" also has some historical scenarios with set maps that are also fun.
Random maps makes for great replayability, but you can't "return" to a scenario you liked since it's random everytime. " The "Seafarers" expansion also has aset maps and scenarios, but isn't as well balanced as the original game.
"Stone-age Settlers," (Or whatever it is called) a related game, is also a lot of fun.
Quote (Magnus @ 19 2005 Aug.,18:52) | - As for TI-3, I've been very tempted but all accounts say that it's horrendously long (6+ hours). But if you have enough stamina for Civ... |
TI-2 and TI-3 both have huge problems with the rules and a player that knows them can easily break them. Some units are not balanced. Playing a 6+ hour game that is not balanced is not my cup of tea. I think the TI series is really neat, but I've found the gameplay to be lacking... at that point, you might as well play a computer game... I really recommend Space Empires IV, a fabulous 4X game.
Shabbat Shalom, Maksim-Smelchak.
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Magnus
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Post subject: Maksim's Blog: Posted: Sun Aug 21, 2005 3:42 pm |
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Joined: Sun Nov 14, 2004 2:30 pm Posts: 462
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Quote (MaksimSmelchak @ 20 2005 Aug.,20:19) | Hi Magnus, Primarch and Gang,
"Puerto Rico" is a great game, but it tends to be a bit long-winded and the learning curve is a bit steep for many non-gamers to take a like to it. I like it, but it isn't one of my "most favorite" games.
The card game version of it "San Juan" is much easier for non-gamers to pick up and I recommend it more than I do "Puerto Rico."
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I don't think it is too long, actually. Then again, I play it online, where all the fiddly bits are automanaged by the computer. Still, an online game of PR is usually completed in 35-40 minutes, even less than that if it's a 3-er. I can't see how the face-to-face version can last more than 1h, 1h 15 min. max.
As for the learning curve, that is not a problem if all the players start at the same time. Of course, if someone like me (150+ games) were to play with newbies, that would result in a very lopsided game ending in a crushing defeat for the newbies. But as far as I can tell there's no such situation for Peter.
I never played San Juan. I hear it's good; I believe it is a 2-player game though. That would put it in the second category.
I've never played "El Grande."
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Area control game. The information is basically total (the only things you don't know regard some simultaneous selections). Subtle, brutal, and great. More info on boardgamegeek, as always.
I haven't played "Ticket to Ride" either.
I'm not sure if your LOTR game is one I've played. there are so many out there. I don't like the one I own. It's too complicated.
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TtR is a nice, easy, fast 2-5 player game. Very good for non gamers. I own the TtR:Europe variant, which someone prefers as being the second release in the line seems a bit more refined.
The LotR game I'm referring to is a Stratego variant. It is absolutely great. Very fast (about 20-30 min. for a game), very easy to teach, and yet subtle. It is all about second-guessing your opponent. The ultimate filler.
I agree, but skill is a big factor in "Settlers." Initial placement and development of the third settlement are very telling.
Only if there's a significant differential. Besides, you can find yourself blocked right from the get-go, for example if you start third and the other two players both screw you with their second settlement. Been there, done that. Great game, but the fun just "caps" after a while.
TI-2 and TI-3 both have huge problems with the rules and a player that knows them can easily break them. Some units are not balanced. Playing a 6+ hour game that is not balanced is not my cup of tea. I think the TI series is really neat, but I've found the gameplay to be lacking... at that point, you might as well play a computer game... I really recommend Space Empires IV, a fabulous 4X game.
I agree, I heard significant complains which for a game of this size, length, complexity and price are unforgivable. But FFG put lots of variants and amendments online, so supposedly you can cherry-pick the right one for your tastes. Of course, cherry-picking involves playing several 6-8 hours marathons just to understand which variant is better...
I'm tempted, but I already know that this one would end up gathering dust.
MaksimSmelchak
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Post subject: Maksim's Blog: Posted: Fri Aug 26, 2005 7:21 pm |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA
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WARGAMING: Star Wars Ground Combat!
Hi Guys,
I am pleased to report that the Yahoo Star Wars E-group I started a few months ago is flourishing. It's now up to almost 140 members and is the proud home of a number of rule sets, counter sets and a variety of other resources in its files section.
The E-group can be found at this URL:
SSSW ? SSSW (Small Scale Star Wars) Wargaming E-group
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One of the most recent conversation topics has been a discussion of designing ground combat games based in the Star Wars universe (There are several starfighter games already in the files section).
As many people are aware, one of my New Year's resolutions was to run a Battle of Hoth game for a large group of friends or at a gaming convention. To that end, I have collected models, read a large number of books and tried out several Battle of Hoth games. I wasn't sure what kind of rule set that I wanted to use, but I'd already had a side project (That had been running for many years) designing a set of 6mm sci-fi rules that could be generic, sort of like GURPS is a generic RPG system adapted to many different backgrounds.
I started my original design back in the 1980s and have steadily developed the rule set. I think of my rules, which are still un-named, as a sort of odd relative to L-4's evolving set of Epic rules!
Seriously, I have been adapting my rule set to the Battle of Hoth game I plan to run soon and ended up with this conversation over at the SSSW E-group:
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I have modified the original post a little to incorporate a few new ideas and fix some typos.
Hi Bob, Steve and Gang,
I've been experimenting with a number of things with my Battle of Hoth rules. I have a list at my home computer that is more comprehensive, but here are some ideas that I wanted to incorporate off the top off my head:
------ VICTORY POINTS / SCENARIOS:
- Scenario based game. Equal points are not mandatory in any sense of the game.
- An option to base victory /scenario points off a formula equalling a ratio or percentage of points plus scenario numbers... e.g. 2 to 1 with 50 scenario goals points = a marginal Imperial victory.
- I have toyed with idea of having battle result victory points and objectives achieved victory points as separate rather than a combined value with the idea that you could be winning battles by losing the war.
- Unit points based on capabilties using a simple formula... e.g. movement + firepower + armor = point value or something like that. I've been experimenting with formulas to find a good one.
------ CAMPAIGN OPTIONS:
- A campaign system that is a series of linked games or games based upon a tree chart.
- The winning player of a campaign game can add points as improvements to availible units to the next game's total.
------ TURN MODES / SOLO-Multiple Player GAMES:
- Options for both simultaneous and "I go-You go" turn modes.
- Options for solo as well as multiple player games. Solo games use a unit action chart to indicate movement against a human player.
------ MOVEMENT OPTIONS:
- Movement will have two options: hex or graph-based (for quicker movement plotting) and measurement based (for miniature games).
- Unit data cards will have a unit's movement marked out in inches or centimeters for miniatures play on unmarked maps and in hexes or graph boxes for play on marked maps.
- I have considered just having hex-based movement instead of graph box movement, but one of my guiding principles has been to keep the game as flexible as possible.
- Measurement based movement is a necessity for miniatures game and must be included.
------ INITIATIVE CARD IDEA:
- An experimental idea to use initiative cards with maximum card numbers based on unit type with more speeder units having more options to get extra initiative or action cards and this move or shoot more... e.g. strafing speeders or speeder bikes.
- The intiative card idea has cards drawn randomly from a deck to indicate when actions or movement should be taken. The old WEG "Battle of Hoth" game uses this idea and I like the mechanism. It has a lot of advantages over "I go-You go" games and can easily be player-customized by adjusting the ratio of the cards within a deck.
- I have been playing with the idea of having initiative or action cards purchase-able with point totals.
------ INDIVIDUAL UNIT DATA CARDS:
- All units have their own data cards that has all of their pertinent information located at an easy "at a glance" format making it easy to distribute unit cards among a multiple player game. All weapons, armor, special abilties and other values are located on the card, with a rule brief sheet also availible with the game.
- As well as unit card, intiative or action cards are availible for each unit.
- Having random action cards drawn from a deck makes multiple-player games more exciting because a player can't walk away from a game since his turn can up at anytime within a game round.
------ CHARACTER RULE MECHANISMS:
- Meaningful characters that can act as force (But not "the Force!") multipliers for more standard infantry units (Morale and or leadership bonuses as beginning ideas).
- Character are given a rating (And point total) based on the bonuses they impart and/or special abilties they have... e.g. a Class-One hero can give a single point leadership roll bonus. A Class-Two hero can give two points of leadership or morale bonuses or a single bonus to both leadership and morale rolls.
- Figuring out how to adjust the values of heroes has been part of the experimentation process.
- The idea is that a powerful character can face off hordes of lesser units, but will still be vulnerable... i.e. Luke can face off Jabba and minions at the Sarlacc Pit, but he isn't invulnerable and can still "buy the farm."
- Characters are the only infantry unit in the game so far that acts well as an individual unit or as part of a squad.
------ FORCE RULE MECHANISMS:
- Force use as a weapon (Added combat abilities such as force push, force dodge, etc.) as well as a personal combat multiplier "Use the force, Luke" (Reroll dice or add extra dice to rolls).
- Force points are like wild cards with multiple uses based upon the techniques a Jedi has mastered.
- Jedi characters can have different stats and techniques availible based upon different points in their career or handicapable by removing techniques from a game. Luke obviously has different stat cards for The Battle of Yavin than he would for the Battle of Hoth.
------ D10 & D20 BASED SYSTEM:
- Dice-rolling based on d10 and d20s as the standard chance interval (5% and 10% intervals rather than the roughly 16% chance intervals of a d6).
------ INFANTRY SQUAD IDEAS:
- Different sized infantry squads with stats for a squad based upon the number and quality of infantry within the squad. Squads have break points based on their troop quality at which point they break into less effective single infantry men. Officers and/or leaders can regroup infantry infantry into more effective squads.
- Snowtroopers being an elite unit are highly motivated and have a large number of sergeants and officers that can regroup broken units as well as having high leadership and morale values.
- Rebels, while highly motivated (high morale), have poorer leadership and have much lower break points.
- I experimented in the first few playtests with unit steps as in the old mechanic that chit-based games had, but I like the idea of squads composed of individuals much better. My mechanic is a neat one and simulates infantry combat on a new and innovative way.
------ ARTILLARY BOMBARDMENT IDEAS:
- A concept for bombardment similar to that used in Epic-Armageddon with blast markers that can be combined and stacked for more heavy and thus dangerous bombardments.
- Starfighter strafing runs or starship bombardment values can be used as BM attacks or pinpoint attacks using direct fire values.
------ HOTH BACKGROUND IDEAS:
- The Hoth has been made as a standard scenario with units based on the best background the stories and movie books have offered (5 AT-ATs with a dew AT-STs versus less than a dozen Snowspeeders combined with ifantry and heavy weapon support in a hopeless scenario) and...
- More complex scenarios involving units not present in the movie in "what-if" scenarios. Some of the experimental scenarios adjust the value ratios giving the Rebels a number of unit points equal to the Imperials.
------ GENERIC CORE SCI-FI SYSTEM:
- The whole game is based on a sci-fi miniatures rule system that I have been experimenting with for ages. I keep refining the system to improve it.
- I played the game recently with the head of a game publishing company and he offered to publish the final product. I've had another publisher express interest as well.
- The initial plan is to offer the original rule book as a hard copy product and additional products as PDF downloads. If products sell well and garner a lot of interest, I will publish them as hard copies. I am looking at using a small publisher that can run a hundred copies a pop. This minimizes my losses should a product not be well received.
- I am looking at an initial price of $10.00 USD for the main rules set with add-on modules costing between $5.00 and $7.50 USD.
------- GAME ADAPTABILITY:
- The game is very customizable allowing players many options for play.
- Players are welcomed to make their own scenarios, use house rules and customize the game to their tastes in the same good sense as the classic Dirtside II game.
------ GAME MODULES:
- Add-on modules give specific unit stats and battle scenarios for various sci-fi backgrounds.
- I don't think I could ever afford a Star Wars licence so the "Battle of Hoth" module will use non-copyrighted names in a generic fashion assumeing I publish it at all (Thinking about letting it be a free download).
- I've contacted the estate of H. Beam Piper hoping to do an "Uller Uprising" module.
- I have plans and rough drafts for a number of other modules, but the "Battle of Hoth" and "Uller Uprising" modules have been my focus.
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Well, those are some of my ideas.
*** What has everyone else come up with? ***
Shalom, Maksim-Smelchak. |
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My post was a repsonse to this excellent post by Bob Arnetson, an incredible gamer in canada with a cool web site. Bob and I have been corresponding off and on for some time and I think he's great.
--- In SSSW, "bobbarnetson" wrote: > Bob and Steve, > Thanks, that's quite interesting. > I was kicking around some of the feel the rule set would need to have. > For example, Imperial forces would need to have some sort of advantage based on discipline and perhaps better armour/weapons. > And maybe "cheaper" troops to reflect their numerical advantage. > Perhaps rebel forces would need a morale advantage, yet I wonder if fear of the emperor would be just as inspiring as a good cause? > Rebels might have some advantage when fighting as irregulars (e.g., in an urban setting or ins pringing ambushes). > Then there's the issue of how to incorporate the dramatically different movement speeds and mechanics of flying vehicles (e.g., speeders) into game play. > Anyhow, those are some thoughts right off the top of my head. > What sorts of things do you guys consider important to reflect in the rules? > Bob in Edmonton. |
Maksim-Smelchak.