If you're going to stick my 'ancestor' in there, at least change it to 'O'dunagan' or some such.
(Yes, I've had ancestors in the military, I'll not go further than that)
Done.
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If you're going to stick my 'ancestor' in there, at least change it to 'O'dunagan' or some such.
(Yes, I've had ancestors in the military, I'll not go further than that)
Done.
Gaining wings.
November 08, 1911. A mechanical problem stops cold in the ether a German transport convoy in his return voyage to earth from the KF Cluster. The freighter with the mechanical problem is escorted by the German warships, two cruisers and three destroyers. As the two freighters bridge each other for repairs, a Portuguese training fleet detects the convoy. The Portuguese Fleet Commander sees the target as far too good to be wasted. After the German invasion to Cap Verde, he wants to offer some reciprocity. The Portuguese crew is new and green, but as the German cruisers and destroyers shield the freighters, they feel that the pounding they are receiving it's not only the enemy crew capability as anger. Though the battle drags to a draw, the Germans decide to leave the damaged Freighter in Portuguese hands and escort the other transport ship away from the battle.
Portuguese Forces: 2 Tejo Class Cruisers: Tejo (42 points), Vouga (42 points); 6 Golfinho Class Destroyers: Golfinho (11 points), Faro (11 points), Lagos (11 points), D. Luís (11 points), Diu (11 points), Zambeze (11 points)
German Forces: 2 Cruisers: AMS Vaterland (48 points), AMS Altestadt (70 Points); Destroyers: 3 Az.3-class Destroyers (17x3 points); 2 Medium Freighters.
Setup: The German put their ships first, in the middle of the board map. The freighters must face opposite directions and the warships must face different directions. Starting momentum of zero. The Portuguese start the game in one of the table edges at no less than 24' from the German freighters with momentum of five.
Special Rules: To simulate the effect of a green crew, the German player can make the Portuguese Player reroll one die every turn. The Freighter point cost rules has no effect in this game. Each turn, the damaged freighter can roll a D6, in the event of a 5+, can start moving again.
Victory Conditions: If both freighters leave the board, and both cruisers are not destroyed it's a major German victory. If both freighters leave the board and just one German cruiser is intact it's a minor German Victory. If just one of the freighters leave the board and both German cruisers are intact it's a draw. If none of the Portuguese Cruisers are destroyed and both freighters are destroyed it's a major Portuguese Victory. If one of the Portuguese Cruisers is destroyed and both freighters are destroyed it's a minor Portuguese Victory.
From the diary of the Lt-Captain Afonso Miranda Teles, Captain of the Light Cruiser "Cidade de Lisboa" and Commander of the Venus Expedition:
October 23, 1911.
I ordered all ships to port in the vast plains near the city of Uiarn. Half the men will be in the party today, as the other half was in the party yesterday. The Ainduren attended by the thousand and the men enjoyed it until dawn. I fear that my intentions were fully met and I, as an officer and a gentleman, am not very proud of it. But the Ainduren need new babies and the men aren't complaining with the task that I secretly set for them, so I want to let it go of my mind. If only I could. Commander O'Dunagan, the American Captain of the Destroyer "Edward" has already voiced his disagreement with my actions. He told me that I acted in a much mundane way and put at risk the entire fleet. He´s right about the second complaint, but I could do nothing. As it is now, twenty eight of our sailors want a leave to marry a Ainduren woman. Four of them American.The tragic is that I feel obliged to accept their request.
Even I was in the mood for marriage yesterday, as the soft grass pierced my clothes and Sa'atia blue lips touched mine. What to do now? More and more I learn things from this world and more and more I get scared with the future of the Ainduren. After some discreet questioning I discovered that the number of all the Ainduren in this world doesn't reach ten millions. Very few to stand fast against the Earth powers. Germany or the Austria-Hungarian empire will have enough power to subdue the Ainduren. What the Martians couldn't do, will we, the Earthers accomplish? Will it be treason to give the knowledge of space faring to Sa'atia's people? What will do the other captains to me if I do this? Mutiny? Order me jailed? My men would surely try to intervene. I would bear not fights between the fleet. And yet, looking for the past of our nations, I feel I must protect the Ainduren.
If you edit this post, you'll find two identical uploaded jpeg's. Delete one and it'll be fine.
After its first scan in the KF Cluster, the Magalhães is visited upon by the SMS Matthius Corvinus. After a brief dance in the ether, the Magalhães returns to its tour of duty. Most of the crew in the heavy cruiser only had three weeks of experience in the ether.
[attachment=0]In Deep Space.jpg[/attachment]
The Magalhães-class is fitted with experimental "Pedro Nunes" target aqquiring system.
[attachment=0]Magalhães Hvy Cruiser.jpg[/attachment]
Very nice and clean image.
In the Kaijun vs. Kaijun game mode, I would devide troop type as it follow:
Powerfull central Figure(s):
Colossal Kaijun (Several hit points/several attacks (different and personalized)/breath attacks/power(?) attacks) - All Colossal Kaijun attacks are "sorta" waisted against puny human infantry and vehicles with a few exceptions
Kaijun (Several hit points/several attacks (different and personalized)/breath attacks/power) - All Kaijun attacks are very powerful against puny human infantry and vehicles with a few exceptions
Mecha (Some hit points/several attacks (different and personalized)/Flight or another special ability) - mecha will be sligtly less powerful than Kaijun and can work in groups of several mechas
Super Fighting Teams (Some hit points/one special attack (different and personalized for each member)/Flight or another special ability) - Heroes will be sligtly less powerful than Kaijun and work always in groups of several mechas
Chtulhu "like" gods (What can we say about these, right?)
Side-kick figures (these are important to tactical advantages, have one very specific power and die fast and die ugly):
The Army or "the poor green men" (diversity, numbers, planes, chopters, tanks, jeeps, machine-guns, generals) one hit each, specific powers each, moral, etc)
The good scientist and beautiful scared lady and his corageous gang (the same as army, but with less men and special experimental weapons that can go "uau you freezed the beast" or just "kaboum in your hands"
The Aliens (the sky is your limit in this one, Gort would be a very good central piece, "Klaatu barada nikto.")
Mad scientist and thugs.
Blackronin wrote:1) So, for one type of game, the Kaijun would have statistics of immense power and capabilities that would allow a solitaire type of game, lots of puny humans versus the beast.
Yeah
I'm thinking that Kevin (Underling, IIRC) is right, you'd have to have dice pools, due to the size disparities between units.
That, orf sheer number of hit dice being fired against the enemy.
Blackronin wrote:2) In the other type of the game, the kaijun would be the center piece of the players “army” and the other pieces would be sidekicks of importance and relevance.
Similiar to what Dan was envisioning in "Quantum Legions".
Give me an example of this, please.
Blackronin wrote:c) Units that can attack each other or the Kaijun (doing little damage to the latter). “Don't you understand, Captain, If we kill the woman, they lose control over the Porshezilla!”
I need a better reference, I'm not getting this one....
Units that sole use is to attack other small units and not the Kaijun. Assassins, snippers, thugs, etc.
Its a fantasy game where the players have a bunch of miniatures of Wise Scientists, that enter Insect Cells and fight biological warfare battles with Immunology magically powerer Armours against insect cell guardians and with a minor appearance of... godzilla. :shock: And that's all...
<GASP!> I'm completely astounded that someone would NOT like FtM?
No problem there, can't please all the people all the time. But try it out with any minis you have, somewhere, even, there's non-hex-based rules you can try., it's really about moving units of figures against units of figures. You can use 25mm minis as well as 15mm...
as far as AAD, the movement system is card-based, that's what I was trying to say. It's a great little game to play and you can get through 3 games in an afternoon so give it a go.
Okay. I'll try out both if I can convince someone to do it. As I'm always trying to convince someone to try a new game or system, some times I end up playing with myself or against a two years old kid to whom I ask if he wants to do this or that and that have a lot more luck than me with dice.
I'll try first AAD and then FtM. Just teasing...
The Naturalist Guide to Venus by the Poet Fernando Pessoa
The Voltoro
“…as the beast charged against us, what impressed me the most, was, not only its power and presence, but the sadness of knowing that it would be killed. Impressively enough it fell half an yard from us. Its last elephantine call shadowed my heart.”
The voltoro is, as far as I can understand by my limited naturalistic skills, a shellfish. Its yellowish skin is like the skin of a snail, wet to touch and soft. The beast has tremendous muscles, but no bones or internal skeleton of any kind, with the exception of teeth and horns. At first I thought it was herbivorous, but after speaking with several Ainduren, I come to understand that it is omnivorous; eating the low grass of the open fields and some small snail-like creatures that live in that same grass.
Its numbers are still great in Atra'tia, the North Pole Continent, living in small packs or alone, and the Ainduren hunt it carefully, for meat and leather. In some other islands near Atra'tia there are small numbers of voltoro, but to the south there none o these beast.I was also informed that these creatures are truly hermaphrodite, and during mating season, they fight each other and the winner decides if it wants to be male or female. The voltoro are born from a big leathery egg, and each litter is composed of six to ten eggs.
The intelligence of these beasts is not great, but the Ainduren could never tame these animals, for in captivity it would fight until free or dead.
[attachment=0]Voltoro Beast.jpg[/attachment]
This is the image for the Mandovi-class Frigate.
[attachment=0]Mandovi Class Frigate.jpg[/attachment]
I'm thinking of a approach to the Kaijun type of universe based in two concepts. The “SJG Ogre” concept type of game and the “they are bigger than 10 stores buildings!” concept.
1) So, for one type of game, the Kaijun would have statistics of immense power and capabilities that would allow a solitaire type of game, lots of puny humans versus the beast.
2) In the other type of the game, the kaijun would be the center piece of the players “army” and the other pieces would be sidekicks of importance and relevance.
a) Units that maintain the control of the kaijun: “Try, my dear, try to send the telepathic order so the Fordzilla attacks the Nissanzilla!”
b) Units that draw the attention of the Kaijun: “Run, darling, while I draw his attention!”
c) Units that can attack each other or the Kaijun (doing little damage to the latter). “Don't you understand, Captain, If we kill the woman, they lose control over the Porshezilla!”
3) The kaijun would have several actions per turn, while the “human type” units would have only one.
4) Building destruction, knock-downs, breath weapons, mecha-kaijun, and 6mm minis.
I have this idea. I hope it helps in the TSS quest for the 3th edition. I develop this idea after playing an all strategic TSS game with the rules in the Imperial Starmada Sourcebook. Here it goes:
The Sovereign Stars (Idea)
Strategic game and Campaign System
1. Hex construction game board. Nothing new, but the best “I never get tired of” system yet;
2. Counter ships and units (different counters for each race);
3. Different abilities to each starting race. I'd say at least 10 different races;
4. Different ships (for Starmada) for each race. The ships printed in the book would be at the lowest tech grade of that race. As the players spend money in tech development, they could upgrade their ships. Some races would have a higher tech rate than others at the start of the game. Production, planet capacity would balance the tech advantage;
5. Translation of hull points between the strategic game to starmada game;
6. Hull points would be the important value to ship combats in the strategic game. Cargo and tech could change a bit the odds. I'll explain it in the bottom;
7. A comprehensive way to book keeping this from turn to turn so that a game could go for several weeks;
8. Interesting combats would be translated to starmada;
9. Interesting planet assault combats would be translated to Wardogs;
10. Defense stations, planetary defense systems, and transport rules could be streamlined and justified fully in the starmada system;
11. Fleets in the strategic game would have a hull number and a speed number as basic characteristics. Other traits could be cargo capacity, load (what the fleet transports), light, medium or heavy, and Fighter component.
a) The hull number would be divided by ten to find the attack statistics in the strategic game. The speed number would be smallest engine value the of the ship type the player wanted to add to the fleet divided by two and rounded down. So if the slowest ship had an engine value of five, the fleet would have a speed value of two in the strategic game.
b) The cargo capacity would be divided by 500. Per each 500, the hull number would go down by 1. Example: You have 1500 units of mechs transported in a 17 hull fleet. 3 hull are transports, so you divide your fleet in 10/4/3T. The transports don't fight or in starmada are converted to that race transport ships. The load would be divided by the ships in the starmada game.
c)If your fleet bulk was made of light ships (50% of the ships of 1-6 hull points) the fleet would have (in the strategic game) some abilities: 1+ to strategic speed and +1 to evasion number. The number rolled to intercept or avoid combat in a hex with an enemy fleet;
If your fleet bulk was made of medium ships (50% of the ships of 7-12 hull points) the fleet would have: +0 to strategic speed and +0 to evasion number;
If your fleet bulk was made of heavy ships (50% of the ships of 13+ hull points) the fleet would have: -1 to strategic speed and -1 to evasion number;
d) The fighter capacity would be divided by 500. Per each 500, the hull number would go down by 1. Example: You have 1500 in fighters transported in a 17 hull fleet. 3 hull are carriers, so you divide your fleet in 10/4/3c. The carrier have a modifier in the table below or in starmada are converted to that race carrier ships. The fighter load would be divided by the ships in the starmada game.
Combat Table (example only – it is not tested to see if works)
Combat table (1D10)
(1D10) 1 2 3 4 5 6 7 8 9 10
10 hulls - - - 1 2 2 3 4 5 6
9 hulls - - - 1 1 2 2 3 4 5
8 hulls - - - - 1 2 2 3 3 4
7 hulls - - - - 1 1 2 2 3 3
6 hulls - - - - - 1 1 2 2 3
5 hulls - - - - - 1 1 1 2 2
4 hulls - - - - - - 1 1 2 2
3 hulls - - - - - - 1 1 1 2
2 hulls - - - - - - - 1 1 2
1 hulls - - - - - - - - 1 1
a) Carrier groups add +1 to die roll.
b) light fleets make 1 less damage to the minimun of 1.
c) heavy fleets make 1 more damage.
Evasion Table (example only – it is not tested to see if works)
Evasion Table (1D6)
Intercepting Fleet/Enemy Fleet
Light Fleet - Light Fleet: 4+
Light Fleet - Medium Fleet: 3+
Light Fleet - Heavy Fleet: 2+
Medium Fleet - Light Fleet: 5+
Medium Fleet - Medium Fleet: 4+
Medium Fleet - Heavy Fleet: 3+
Heavy Fleet - Light Fleet: 6+
Heavy Fleet - Medium Fleet: 5+
Heavy Fleet - Heavy Fleet: 4+
a)If the intercepting fleet has at least the double of hull points of the enemy fleet: +1 modifier to the die.
b) If at least 50% of the intercepting fleet is composed by carrier hull points: +1 modifier to the die.
c) If at least 50% of the intercepting fleet is composed of transport hull points: -1 modifier to the die.
d) If at least 50% of the intercepted fleet is composed of transport hull points: +1 modifier to the die.
So, what, seriously do you think?
I never saw that movie. But I'll look for it. With Yvonne Craig!! I love the exquisitive beauty of that Batgirl.
Blackronin wrote:thedugan wrote:And yeah, Dan's slowed a bit since getting married, but you KNEW that was gonna happen.....
If someone doesn't slow a bit after getting married, it's because it didn't get married.
Ya want slow...add kids to the mix.
Ya want even slower... add wife's family to the mix.
Okay! Getting depressing... :shock:
I love my wife.
I had to say this last one or my internet connection would go... away. 8-)
It seems nice that way. I'll collect more information before I make my move.
I am. :roll:
But would you really, really want to know about my personal idea of it? :?
I wonder.
So, it's not "Mars needs Women!", it's "Venus needs Men!"....
heh.... :geek:
I'm always for the shuffle and deal again. If it wasn't for the shuffle and deal again there would be not biological evolution and diversity.
And yeah, Dan's slowed a bit since getting married, but you KNEW that was gonna happen.....
If someone doesn't slow a bit after getting married, it's because it didn't get married.
The to-hit rolls in Wardogs are linked with a target digital signature and not with size and speed of the target, or am I wrong?
From the diary of the Lt-Captain Afonso Miranda Teles, Captain of the Light Cruiser "Cidade de Lisboa" and Commander of the Venus Expedition:
October 06, 1911.
We arrived later than I have desired. I entered in the command deck of my ship and I immediately understood that something wasn't right. As I turned myself and faced Mr. Correia he spilled out his concerns. “A lot of our men are missing, sir. I don't know if they were kidnapped by the blue witches, sir. As soon as I took notion of their missing, I didn't let anyone else leave the ship, sir.” I asked him where was Commander Nogueira, my Second-in-Command and was immediately told that he also was missing. I praised him for his decision and then I softly pointed out that the name of our hosts was Ainduren and not the Blue witches. Mr. Correia looked the other way so that I couldn't see the defiance in his eyes. I left again to see Sa'atia. Now she would have to explain me why I hadn't seen one male Ainduren all this time. Somehow I knew that this was linked with the disappearance of my men.
Sometimes knowing the answer is far worse than the bliss of continuing an ignorant. With the company of Mr. Pessoa, I met Sa'atia. She seemed troubled and defeated. I felt pity and smiled at her while I asked her where my men were. And then she explained it all to us. Mr. Pessoa sat in a chair as if he couldn't stand his own weight. I put it all together then. As the Martians attacked Venus, the foul creatures sent into the atmosphere a gas that killed in a matter of weeks almost all the male Ainduren. Only those who happened to be in cellars escaped, as this unknown substance only activated its awful power with sun light. The number of males was so small after the Martians were defeated that the woman didn't let them leave their underground quarters and all they do since then is, god helps me, impregnate Ainduren women. When we arrived some of the women and men of the Ainduren High Council wanted to imprison us all to have more males. I was astonished with this. Sa'ata and the majority of the Council decided to ask us for help in due time. So, what happened with my men was that they “get romantic” with some Aindoren women and after that the women wouldn't allow them to leave into day light scared that they would die. Sa'atia helped me and after that, all my men, including Mr. Nogueira went back to the ship. After a very tough speech I put them in domiciliary arrest. That would give them time to meditate. I visited some of the Ainduren men and I felt sorry for them, though they accepted their fate with courage. I ordered all the ships to come down. I have a plan to help the Ainduren, as I more and more respect and like these blue Venusians that came long ago from Earth.
[attachment=0]Sa'atia2.jpg[/attachment]
I'd say Aces at Dawn if you want a fun card-based system
Aces at dawn is a card game system? I thought it was more a "Blue Max" type of boardgame. Is it like wings of war from ffg?
As for the masses, I understand that it's a fantasy game where you build units with several minis in a base stand, and though I understand the logic of the system it never was something I particulary liked.
Defiance also has rules for 6mm play. I am struggling against the temptation to try out proper old-school BTech metals in a system where battles are resolved in 2 hours instead of an entire weekend.
So: if you have 28, 15, or Battletech 6 mm miniatures of sci-fi or WW2+ ... go Defiance!
Also: Defiance is very good if you want 20-30 infantry and several light vehicles or 1-2 tanks. It is workable down to a couple of squads and up to double that original 20-30 plus vehicles.
Defiance might be what I'm looking for. I have some 6mm sci-fi minis waiting to be called to the frontlines...
I guess it just depends on what you have the miniatures for.
If you've got some 15mm or 28mm sci-fi models, get Defiance.
If you've got some 15mm or 28mm fantasy models, take a look at ARES.
If you've got any WW I aircraft, go for AaD.
And if you've got some spare Battletech mechs, vehicles, or infantry stands hanging around pick up Wardogs.
Kevin
Hi Kevin:
I have it all. I have sci-fi models and I wanted a good universal system, without unlogic and stupid rules (like the War "banging instrument of labour" 40x720 bytes system).
I have an enormous quantity of fantasy models and I play Fantasy Warriors, but I wanted another system where I could build the stats of my armies and I could play with the same system small skirmishes and large battles without having to base together several of them.
I have a lot of mechs and I'm tired of the battletech engine, It's slow as a game and has several bad aspects in the rules that I don't like. Others I do like and that's the reason I sticked so much time with it. Now I'm looking for something more streamlined without be simplistic and poor in the choices.
I play Starmada, played the Sovereign Stars, and play a lot of Iron Stars. I was thinking of playing another of the MJ12G and the ones that interested me the most are:
Defiance
ARES
Aces at Dawn
Wardogs
Would you please tell me the reason to choose one ot it and why? If you think that another one other than these would be a perfect choise please state wich and why.
Thanks in advance.
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