It looks like we only need to sell 8-10 copies of something to crack the e23 top ten list...
It's down to 6 copies before we crack the top 10 -- come ON people!
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It looks like we only need to sell 8-10 copies of something to crack the e23 top ten list...
It's down to 6 copies before we crack the top 10 -- come ON people!
Anyway, attached design - wadda ya think?
I like it ... although (nitpick mode on) it is 5 SUs over the limit, and I wonder why the two separate weapon types have identical stats? (Except for range.)
done it as a pic as xls not allowed??
You can ZIP it and the forum will allow the attachment.
> From: mj12games@yahoogroups.com
> [mailto:mj12games@yahoogroups.com] On Behalf Of kevinsmith67206
> Subject: [mj12games] Dungeon bash games
>
> I had the fortune of playing the new (it's actually been out
> a couple of years) dungeon bash game by Adiken over the
> weekend. It's called "Nin-Gonost." I'm guessing the reason it
> still seems new is that the price tag of $150 probably scares
> off a lot of potential customers. So it probably hasn't
> gotten a lot of exposure.
> The game itself was interesting. It's set up as a straight
> dungeon bash in the spirit of Space Hulk. Each scenario is a
> mission where the adventuring party is merely trying to
> survive and get "X" number off the board. The "bad guys" are
> trying to stop the party.
> I remember thinking to myself as we were playing that the
> mechanics were okay... but the MJ-12 could do better. *grin*
> What I was envisioning is that the scenarios could be set up
> in such a way that existing commercial dungeon tiles could be
> used. In other words, all of those Warhammer Quest or
> Advanced Heroquest, or any other dungeon tiles that people
> have collected over the years could be used.
>
> So the question is... is there a desire to see yet ANOTHER
> dungeon bash game?
> Just curious.
Yes, please.
Dan?
Yes?
For example: Battery A has a weapon with 4 facings, AB, AB, CE and DF. There are three targets that the player would like to fire on. One target is in the A Sector, one in the C Sector and one in F sector and the player wants to fire 2 weapons at the target in A, and one each at the targets in C and F. Is this legal to split the fire of the weapons in the same battery?
Yes.
Anyone know of a good freeware font for Japanese kanji? Preferably one that uses the JIS coding...
(If that makes no sense to you -- don't worry. I don't understand it either...
:?: )
Never mind...
http://www.travelphrases.info/gallery/Fonts_Japanese.html
Anyone know of a good freeware font for Japanese kanji? Preferably one that uses the JIS coding...
(If that makes no sense to you -- don't worry. I don't understand it either...
:?: )
In case anyone else is reasonably excited about this project, the contents of the first two volumes will be:
VOL1: WORLDS AT WAR
(All by H. G. Wells)
The War Of The Worlds
The Crystal Egg
The First Men In The Moon
The Stolen Bascillus
The Empire Of The Ants
VOL2: LIFE ON MARS
The Planet Mars by Giovanni Schiaparelli
The Certainty Of A Future Life In Mars by L. P. Gratacap
Mars by Percival Lowell
Is Mars Habitable? by Alfred Russell Wallace
Some more refinements, and a preview of the second volume:
http://www.mj12games.com/graphics/isl01.png
http://www.mj12games.com/graphics/isl02.png
I think Jim and I have resolved our "differences" on the graphic design...
Dan
go to bed earlier Tony
Nah, Tony... stay up as late as you'd like! Good stuff...
Dan
I agree, it' sa little um boring compared to the other IS books.
Perhaps, but then I'm trying to emulate something very specific. It's not meant to be comparable to the IS rulebooks; this is supposed to be a formal "library" of works from the Victorian/Edwardian period.
Does this pique anyone's interest?
I should maybe clarify-- this would be a collection of stories by Wells that establish and expand the Iron Stars background.
It's not a "game" per se...
Dan
http://www.mj12games.com/graphics/isl01.png
Does this pique anyone's interest?
Dan
http://theminiaturespage.com/news/12315/
These will be useful for many different games. Kudos!
MANY DIFFERENT GAMES?!?
Starmada is the ONLY true starship game...
All hail Starmada.
Dan
P.S. Steve, they ROCK! I'll take 2,321 of 'em...
...but there's GOT to be a way to work this into a game:
http://theminiaturespage.com/news/pics/2005/may/72339a.jpg
Dan
You represent a clan vying for power in the "old timy" era of the aztecs and early native americans.
Each player's task is to build a Stonehenge before the infidel and smelly opponents do.
Do you have specific rules for us to see?
Also, would this be more a "serious" German-type game, or a tongue-in-cheek thing?
It looks like we only need to sell 8-10 copies of something to crack the e23 top ten list...
*hint hint*
But rather than cluttering the game with morale rolls, you could simply state that IF the FAC goes kamikaze, the controlling player is going to lose a certain % of the craft's VP value. A 9 pt Harpune, for example, would award the other side 5 VP (9/2 rounded up) if it deliberately crashes into an opposing hull. I don't know how much damage it would do, but regardless, that action better be worth it, because if you don't end up inflicting any structural damage, you're not balancing out that VP loss.
This seems a good starting point.
Now the tough question -- how much damage does a FAC inflict?
This is a more gentlemanly time - wouldn't the crews of stricken FACs be picked up by their vanquishers ? There are plenty of examples in WW1 and 2 of ships stopping to pick up the survivors of sunken enemy ships. The idea of kamikaze attacks doesn't fit in the timeframe for me. Leaving the crews to freeze / suffocate 'just isn't cricket'
I agree. But the biggest problem with kamikazes (IMHO) is not from the setting -- as Matt has demonstrated, we could easily explain why the rules are different for ether crews -- but rather with the game mechanics themselves. Obviously, players are going to want to perform suicide runs MUCH more often than would be the case in "reality", even in desperate straits.
Probable (even inevitable) death is a different animal for most people than immediate and certain death -- i.e., under what conditions can we expect that a "reasonable" pilot/crew would be willing to commit suicide in a last-ditch effort to do what would be, after all, a minimal amount of damage?
The reason kamikazes resonate so much with Western culture is that the idea is so -alien- to us -- to throw away one's life, not to save others, or in the heat of battle, but as a deliberate, pre-meditated act of honor, sacrifice, devotion, or faith.
We as players are more than willing to commit our pieces of lead to certain doom -- except in the most cut-throat of games, we're going to get them back, after all.
But how to model the idea that it should take a LOT to convince a FAC crew to perform a suicide run? A "morale" roll?
I'm not dismissing the idea, just saying I'm not willing to allow kamikaze attacks whenever the mood strikes a player.
But which one is priced wrong, the Wurger or the Meteor, hmmm?
They should each cost 9 points.
Dan
> -----Original Message-----
> From: mj12games@yahoogroups.com
> Hi to one and all. What I'm wondering is if it possible to
> build ships larger than 20 If so is there a table out there?
It is possible, although no table exists. You can make use of the formulae provided in section A.1.3:
The number of space units is determined by the following formula:
Hull Points x 10 x (9 + Hull Points)
The engine factor is determined by the following formula:
(Space Units x 0.01)1.3 x 3
The shield factor is determined by the following formula:
(Space Units x 0.01)0.5 x 25
1) FACs have a very limited menu of weapons and equipment they can choose from, including Congreve rockets and their variants. Hales are clearly included here, but are Fire Arrows a variant for purposes of this rule? I'm guessing yes or someone would have said something about the Spiral design in the ship depository already, but I'd like to be sure.
Fire arrows are indeed a rocket variant, and may therefore be mounted on FACs.
2) FACs don't have an armor value at all, right? They can't buy themselves up to a one, unlike real size one ships...I think.
A FAC may never have an armour value.
3) Are gyros really forbidden on the little guys? They probably don't really need them, but it would be nice to have the option...especially when facing size three VS gyro-ships who can actually out-turn you.
Actually, a VS ship with a gyro is merely able to turn as well as a FAC, not better than one. A FAC may turn up to 180* regardless of when during its move the turn occurs.
4) Do FACs always start play attached to a ship, or can they begin deployed? For that matter, can you field FACs without carriers? I'm guessing not, from the fluff about Fisher's failed scout-plane concept.
FACs may not begin the game on the board, unless specifically stated in a scenario.
Dan
So, I just added the following as our company "bio" on e23... whaddaya think? Too much?
Dan
Majestic Twelve Games was founded in 1788 by a Viennese shopkeeper who little suspected the juggernaut into which his wenig Liebhaberei would develop. Initial forays into the infant Kriegspiel market were disappointing, such as the violently negative response to MJ12's first product, Wars of the Swedish Impressionists, which resulted in the company's warehouse being put to the torch.
While this was regarded as a minor inconvenience by the excessively-optimistic MJ12, it unfortunately resulted in a 200-year hiatus before the company's next release. In 1994, Starmada was unveiled to the general public as a "freeware" game via the rec.games.design Usenet board. As this event did not trigger widespread rioting and/or arson, MJ12 considered it a resounding success.
Since then, MJ12 has become a leader in the small-press wargaming community. Starmada is regularly cited as a favorite among starship combat gamers, and games such as ARES: Minatures Wargaming System, For The Masses, and Iron Stars have carved out sizeable niches among discriminating leadheads. The release of Defiance: Vital Ground has brought the MJ12 brand of easily-understood, statistically-balanced, universally-adaptable rule systems to the sci-fi skirmish genre.
WW2 = realll big guns, squadrons of FACs, and all kinds of cool stuff. The Axis powers meets Starblazers
On the one hand, I have Mr. Dugan lamenting the fact that we're leaving the Victorians behind, on the other I have you pushing towards WW2...
Sheesh.
Starmada and Iron Stars are now available via e23:
http://e23.sjgames.com/credits.html?t=publisher&n=Majestic%20Twelve%20Games
More products to come soon.
mj12games.com/forum → Posts by mj12games
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