726

(11 replies, posted in Aces at Dawn)

Which counters are you going to use?

Dan just called me about some 1/72 aircraft (but I forgot to ask who the manufacturer was)

I've been using the C-in-C miniatures for playtesting, but they're a little small for the conventions.

Hopefully, the planes I ordered from hobbyline will be here before too long so I can paint them and take them to rock-con.

jim

727

(3 replies, posted in News)

well, there's actually two whole books there, one full color witha cool background and the other a more print-friendly version with no background.

but I hope you like.

I have been using C-in-C miniatures but I want to get some 1/72 plastics to use cause they'll look better at conventions smile

jim

728

(11 replies, posted in Aces at Dawn)

but...

who are you smile

729

(3 replies, posted in News)

In August of 1914, the airplane had barely made its tenth anniversary, and had only just become a weapon of war. The Italians had used air power (if it could be called that) in North Africa in 1911, and Louis Blériot's famous trip across the English Channel was still a fresh memory.

The Great War was a time of heroes and villains, a war where everyone knew who was fighting whom and for what cause. Both sides had their great victories, pyrrhic defeats and plenty of trench foot. While this game is designed to simulate the greatest battles over the trenches of the World War I battlefield, we should not forget that men and women died for their beliefs and for their countries. Heroes were born of this combat on both sides.

At no other time in our warring history has there been such a change as the airplane. Not only did combat change forever once our soldiers were airborne, but a whole generation became enamored of this newest weapon in our military arsenal. Even into the twenty-first century, the romance and joys of those first years in the air evoke the deepest respect for these new knights, these men of the airways.

Aces at Dawn is a game of quasi-historical combat in the skies. Set at the turn of the century, the game models the man-to-man combat of the World-War I flying ace and his dreaded enemies. As with all Majestic Twelve games, Aces at Dawn is fun and easy to play, works with any line of miniatures, and encourages players to use their imagination and have fun, which is the way wargaming is supposed to be.

With 36 planes at your disposal and a fully-customizable points system, you can build existing planes we haven't included and also try out designs that you think would have wreaked havoc in the skies of France.

The flexibility of the system allows players to recreate the man-to-man air jousting at the turn of the twentieth century. A simple combat and maneuver system means you can dispense with complicated maneuver charts and intricately detailed plane record-keeping. What's left on the board is just plain fun.

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730

(11 replies, posted in Discussion)

I was impressed that they captured the feel of the TV series and it rocked.

731

(2 replies, posted in Discussion)

Sure!

It's a wrestling game.

The sumo, for all his size, is very agile. and gets a +1 to throw the opponent.

jim

732

(4 replies, posted in Starmada)

I imagine dan might be convinced, Dan??? hellloooooo (lo) (lo)


if not, I'll host it on tablegamer

733

(7 replies, posted in Miniatures)

Well then, you can come to Archon the next week smile

jim

734

(7 replies, posted in Miniatures)

I think you should come to flatcon!

735

(55 replies, posted in Starmada)

I think a starmada/defiance cross-platform sourcebook would be a great addition to both lines.

Count me in!

736

(5 replies, posted in Starmada)

The way in which Starmada point costs are determined (multiplicative rather than additive, with that pesky square root involved) means that there is no reliable way to have 'swappable' components without re-computing the entire point cost for each configuration.

That's a cop-out Dan smile

I like Noel's idea, of adding a "Swappable" special ability which flip flops the "load" of the weapon. 

and to point cost it, you would use the same formula as you have now. But give swappable a .75 multiplier. with the limitation that you can't have a swappable weapon that uses a special ability with a multiplier less than 1.

What it amounts to is a limitation in the weapon rather than a "value-adder".  In other words, imagine, if you will,

1/1/1 extra hull damage/ignores shields/swappable

Normally, I would use the ignores shields AND the repeating abilities simultaneously, however, I must now choose between the two. Thus I am less effective than the weapon as a whole, but somewhat more flexible. And it allows you to model the hot swap loads of various missile systems.


jim

737

(55 replies, posted in Starmada)

Hey, I'm listening man!

Green Crew (x): Sometimes a ship must leave dry-dock slightly ahead of schedule and long before the crew is ready.

    All attack rolls are made at -1.
    Hyperdrive rolls must exceed 12 before the engines engage.
    Ship may not attack more than one target per turn.
    Ship must move 2 hexes forward before turning.

I dunno, just some thought starters

738

(13 replies, posted in Starmada)

Hay, now,

I liked the background material, and I think we've got similar stuff with the brigade book.

I just thought it wasn't the most important part of the game. And some of it was sorta goofy smile

jim

739

(19 replies, posted in Starmada)

I can say for sure that I have whined about mines, more from a "you roll HOW many dice" aspect.

I don't see the range being an issue at all, but we can make it 6 when we play next, see if it makes a difference.  I'm not sure it will.

jim

740

(19 replies, posted in Starmada)

this is the "future" and as such does not follow the same rules

I see land mines in the "future" deploying as a JiT asset (ooo, corp-speak) right in front of the convoy, or tanks or infantryman or whatever.

Activated electronically, controlled by a simple AI, and deployed quickly, these spider-like devices will take the place of the static mine.  A side benefit being these mines should be easy to recover, simply deactivate them and tell them to "run home forrest"

Here's the very beginnings of this.  Look for better solutions in the next 5 years, esp. if the so-called war on terror lasts as long as I expect it will.

http://www.globalsecurity.org/org/news/2005/050411-matrix-mines.htm

of course the "activists" don't like land mines cause they are squeamish about non-combatants.  JiT deployment helps, I can't see why they have trouble with better technology. These ain't claymores, that's for sure.  (Though they probably still say FRONT toward enemy)

Here's a couple of reactions to the issues with mine deployment.

The distance is offset by the fact that they must be "launched" at the end phase (check the FAQ), providing most vessels the opportunity to simply move a couple of mega-kliks out of range.  Additionally, minesweepers are then given the opportunity to sweep the next turn.

That also changes the "untargetable" drones issue as they have to sit through an entire turn before they detonate.

jim

741

(1 replies, posted in Starmada)

whoah baby!

you are THE MAN!

742

(25 replies, posted in Game Design)

This was fun, but needs some work.

http://mj12games.com/forum/download.php?id=25

jim

Why, yes, I did smile almost four sets to be specific.

Using modified 3+Def combat Mechanic and Optional Large Creature rules.

We played "To Hold Misturn Pass" yesterday.  It was an eye opener for me as far as scnario design.  It really wasn't balanced at all, mostly I think because the elephants were way too powerful and I didn't have nearly enough archers.

The object of this scenario is to have a Boreal Horde enter form the north and the dwarves set up a blockade in Misturn Pass. (Map Attached) North is on the right. Noel: Tiresome Boreal Horde Jim: The Laudable Dwarves of the Pass.

The Horde set up with a vengence, damn that's a lot of minis!

The stoic dwarves realized their doom had come, but must hold the pass. They rolled a d4+2 to see when reinforcements would arrive and turn four it was!

The first turn ran uneventfully and the dwarves repositioned themselves and the boreal slowly trotted forward singing evil songs.

The second turn ran much the same, with the Hideous creatures the Boreals force into war with them running forward to attack.

Third turn represents the beginning of the end for our heoric dwarves.

Initial contact with the monsters was harsh for the dwarves, they lost a few stlawart warriors in the first contact, but remained realtively intact.

Until Turn 4 that is.  There is something about a creature 6 times as tall as you running toward you with javelins and bows a-firing that turns a drarf's heart to ice.  The first waves of dwarves didn't slow the beasts at all, they were trampled underfoot like a bunch of short, hairy, densely-packed grapes.

Luckily for them, there were re-incforcements.  The toughest unit of dwarves yet lined up to face the elephants.

Turn 5, the dwarven tough guys were not very. They went poof too. It was at this point my personal morale was beginning to fail, so the rest is a bit of a blur, suffice it to say that I'm probably going to make a couple of changes to the way monsters are played for second edition.  At least the point costs will be modified to reflect their value.

Overall it was very informative, and I regret not taking puctures, but the wife had the camera.

it was quite instructive and I'm glad it got played finally as it's what I hope to play at the conventions this month.

745

(10 replies, posted in Starmada)

This isn't as helpful now as it was back in the day, but here's the starmada font I did a hundred years ago (sept 2003 to be specific)

Hm.

I know we've played "regular" ARES with at least thirty figures perside.

However, I will not argue that it's a fabulous system for skirmish battles.  I use the Megablocks warriors for our ARES and that's a great-looking game to open up at a Convention with.

Nothing tops Kevin's penguins though.

jim

You could try the fast play variant, I know kevin's got one somewhere...

perhaps thos variants could be housed in the mj12games wiki/faq

http://www.mj12games.com/faq

748

(13 replies, posted in Grand Fleets)

I'm here to please

749

(13 replies, posted in Grand Fleets)

So, ericrrrm

Are you asying that nobody else is worried about agreeing with Kevin, or that nobody else actually acgrees with him smile

750

(10 replies, posted in Starmada)

Did I mention that I added that to the FAQ

http://www.mj12games.com/faq