1

(2 replies, posted in The Admiralty Edition)

Imperial hulls

2

(2 replies, posted in The Admiralty Edition)

Chaos fellas

3

(2 replies, posted in The Admiralty Edition)

Just offering this as we've used it at the shop and it works in terms of pacing and the general feel of the setting.  Some of the rationales behind the math are in the first couple of pages.  And then we noted the results of a couple of turns to show how it played out in one scenario.

We've only touched Imperial and Chaos so far.  But I have converted the Terminus Est, as well, since I'm a Nurgle fanboy and the model just looks so spiffy.

In case someone wants it.  If not, no big

4

(6 replies, posted in Quantum Legions)

cricket wrote:
themattcurtis wrote:

Home early, and on second thought, this is just wasted calories.

Not really. Glad to see the game can inspire some discussion along these lines. I do think some historical (or semi-historical) work can be done with QL.


Hope so.  Got no interest in trying the existing conversions, because I have no interest in recreating Star Wars or other folks' settings that already exist.  Just a matter of taste, but I just don't see the point to that.  The way to show the game's potential will be to take something new -- or at least original to MJ12games -- and run with it.  Hope something is done with the IS universe again someday.  Why not try to represent the land warfare aspects of your ISS sourcebook?

5

(6 replies, posted in Quantum Legions)

It's by Legion wargames.  Operational scale.

6

(6 replies, posted in Quantum Legions)

Home early, and on second thought, this is just wasted calories.

There's about to be a full-blown, fully done game on the RJW at the same scale, done a lot better than I could manage trying to apply it to QL.  Not knocking the set.  Knocking my capabilities at creating a conversion compared to a full blown set of rules.

Sorry to take up the bandwidth big_smile

7

(3 replies, posted in Quantum Legions)

I've come up with a few ideas re: IS sci-fi units to include.  The first AFVs were, in reality, appearing around this time frame without Martian tech.

But...
Armored trucks similar to the Putilov truck that carried twin MGs and a 75mm gun...except I see it firing black gas.

Landships crewed by a dozen or so layered in 47mm guns or the first, semi-suicidal heat rays.

Japanese tunnelers carrying engineers to breach the walls @ Port Arthur.

VTOL aeronefs conducting bombardments.

Big old armored trains.

Sure, concepts ain't that original but they could be modeled in QL.

Tweaks to historic formations....ie, reducing the AD of field arty batteries, seems a lot more reasonable after die tosses.

Need terrain rules for barbed wire, mines.

8

(1 replies, posted in Quantum Legions)

During our game we had some questions about difficult terrain. If entering a hex counts as moving two, how do units with 0/1 speed manage?

We treated it as you spent a cp to issue, one cp to activate, but then have the unit committed for the next two turns conducting that move.  Meaning during the subsequent turn it couldn't do anything else.  That's what I thought when I first read the rules.

9

(6 replies, posted in Quantum Legions)

Pardon the typos.... Having a hell of a time with the wife's ipad.

A friend and I were able to test Ql in regards to how it might handle historic battles. Our counters were way rough but he had a hex mat that looked pretty sharp and top down card stock terrain.

Anyway, it was a hypothetical battle in which the Russians actually engaged the 1st Army's advance guard at the Korean town of Wiju.

On one side, elements of Kashtalinski's 3rd Eastern Siberian Rifle Division:
3 battalions / 9th regiment
3 battalions / 11th
3 battalions / 12th
3 arty batteries (not Qf)
3scout companies from regiments listed above

VS
3 battalions infantry (better quality)
3 cavalry squadrons
2 arty batteries (2.95")
1 engineer co
Slated reinforcements.

The Russians had to take the town before Asada's troops were reinforced.  They actually gained a foothold in that burg after crossing the open ground to it's east.  One tweak, though, will be to reduce arty attack dice.  Guns are represented 1-1 if in terms of size.  But our thought was ad should be trimmed down to 2:3.  The Japanese guns suppressed two battalions of enemy infantry, blowing 2 steps off one, before Kashtalinski reached the town.  Then they mauled a Russian battery in record time.  One thing we agreed worked was that the Japanese guns could fire If, which the Russians, to mirror their historical inability to fire their guns from concealment, don't have that.

We also liked the as-yet unpointed  ability of cavalry to "harass" enemy formations....inflicting suppression on a 1 or 2. 

Moving on, riflemen with the 12th finally drove off two battalions of japanese infantry, then held against the cavalry (mowing down Two squadrons).  Russian scouts advanced around the town, and set up on the road behind it, effectively surrounding Asada's troops.  But this turned out to be a stupid move on my part as his surviving riflemen just teamed up with the reinforcements now entering through his map edge and wiped my boys OUT.

The battle ended by mutual agreement with my grunts and his locked in the town and his fresh horsemen poised to hit my arty, already battered by the better Japanese crews.

Scale right now is an infantry battalion at size 4 or 5, representing 750 to 950 men.  A cavalry squadron at size 1 marking 150 or so horsemen and batteries at 1 size step per gun.  There are some house rules/ traits for the various units, which so far feel pretty on target.  As mentioned, I just have to neuter the aty a bit as even their suppression is a bit too much.

Thanks
Matt

10

(3 replies, posted in Quantum Legions)

If the 50 men to 1 Size were applied, and each company is 250 men, you'd have a company with a Size value of 5.  There'd be three companies to battalion, three battalions to a regiment.  So you could represent a regiment with 9 playing pieces.  Similarly, a cavalary squadron would be a single piece with size "3."  Six squadrons to a regiment.  And a battery would be a single piece with a size of "8" -- maybe you'd break them into half-batteries. Sci-fi land vehicles would be marked individually or as sections of 2.

But I don't know what kind of special unit traits could be applied.

Knowing next to nothing about this game to date, would it be a good way to try a large scale land warfare game in the IS universe?

I have a long-standing interest in the Russo-Japanese War o' 1904-1905.  Got books of my own, read others owned by friends. But there are precious few games tackling the time frame.  And I also have an interest in IS.

So I'm hoping there'd be potential to represent battles at Yalu and Nanshan where you not only have riflemen and machine guns and quick firing 76.2mm guns, you also have the first gen, crude warmachines driven by captured Martian tech :-)  ...putting it in the sci-fi realm.

I have orders of battle for all the various battles, along with maps and deployments.  I know the rifle strength of the typical East Siberian company, battalion, rifle regiment and brigade.  I know how many Cossacks were in a squadron and regiment.  I know the number of guns to batteries and how MGs were organized.  Got similar info on the Japanese, as well as some notes on how they fought -- ie, the Russians still tended to fire in volleys, even with bolt action rifles. 

I just think it would be fun.  Historical weapons along with Heat Rays, gas, etc.  And eventually, timeline wise, it could be walked up into WWI.

But I don't know if it's compatible.  I was thinking of individual infantry / cavalry units being represented as companies.  As each company was 250 men strong - and each squadron about 160-170 men, each step of damage would equate to 50 guys?  So a company would be a "5," a squadron a "3."  Batteries would have a value equal to each gun.  Hexes would be 100 metres each? 
Would it be feasible?  If so, I gotta think up of how I would actually rep the units with playing pieces.

Matt

12

(11 replies, posted in Starmada)

And yeah, the human weapons at least are often named after the fictional corp that designed them or are meant to follow the same approach as today's "sidewinder" or "stinger" etc.

13

(11 replies, posted in Starmada)

As the guy who wrote up the H&C setting, I'm thrilled to hear some folks like it  big_smile

Dan had "Janes" style weapons write ups I did for each system -- I doubt they're still in existence.

But from memory:

The Grumm weapons that allow you to keep rolling until you miss are "raking" or continuous energy beam weapons. The longer the Grumm can drag them across an enemy hull, the greater the potential damage.

There others were energy weapons designed to punch through shielding -- blast/warhead contained in a "sheath."

Little Death was a anti-fighter weapon -- lots of high RoF turrets with little chance of killing a ship.

The Boer missile weapons were swarmers.

The Denel was just a solid/quasi-generic laser.

The Euro ships Tacnet weapons just saturate their targets with lots of fire.

I'd have to go grab my copy to offer more. But if Dan has those old notes, they might help.

Matt

14

(1 replies, posted in News)

Nice  big_smile

15

(15 replies, posted in Starmada)

I'm pondering forwarding the timeline and adding a new player -- namely the race that created the Grumm in the first place.  What the hell do they look like?  What's their motivation?  Who knows.

16

(15 replies, posted in Starmada)

It's just neat to read about people using the setting :-) 

I'd like to expand the storyline.  It's a matter of energy, free time, and having no idea where to take it.  I need to start brainstorming.

17

(15 replies, posted in Starmada)

I see a couple of folks are playing in the setting.  Just curious what thoughts might be, positive and negative.

If I ever got the energy to further the timeline...and won Dan over into allowing another installment, I'd like to know what people thought worked for them, what sucked, what there should be more of, less of, etc...what struck them as generic, what stood out as different enough that it should be taken a little further.  Stuff like that.

I still haven't bought my own bound copy, which the wife gives me grief about.  I really should do that.

18

(17 replies, posted in Starmada)

I'm just hopin you have fun.  The Grumm ships can hurt you, as well.

19

(19 replies, posted in Starmada)

I keep seeing folks coming in and saying the ships are priced wrong.  They were built using the starship construction file available at the time (Lord knows I checked and rechecked and re-rechecked).  And from what I saw in Dan's reply, the two ships that came up "wrong" actually came up right.

I didn't do anything by hand.  It was all done using Dan's Excel (the supplement, in fact, does not use any weapon mechanics that were not already established when I started writing the book).

'N that's all I can contribute.

20

(22 replies, posted in Starmada)

But I'm not aware of multiple versions of the book.  Did Dan update it at some point to clean up errata, and maybe something happened then?

21

(22 replies, posted in Starmada)

I built the ships using the standard construction worksheet that was already in place for Starmada when I started writing the book.  I dunno why the missile stats are coming off loopy now.  As for the beam weapons, I think we answered that.

I'm getting absolutely clobbered by work and family issues.  I can try to put the missiles through their paces (math wise) again later.  Hope it isn't detracting from your enjoyment o' the setting.

Matt

22

(22 replies, posted in Starmada)

Hey -- I wrote up the Grumm ships.

The difference in the Grumm weapons is just meant to represent different classes of the same sort of battery.  Basic properties of each mount is the same.  It's just that one packs more oomph than the other.

First time I've posted here in months.  Just saw someone was actually writing about the Grumm.

23

(15 replies, posted in Game Design)

Is MJ12 ever going to look at a micro armor game?  I have some rule sets I really enjoy (have some friends I play Cold War Commander with).  But I think there's a market out there for a different approach to modern battles. And it'd get me another means of playing with the one collection that's entirely based, and painted, and ready to go :-)

24

(24 replies, posted in Iron Stars)

It's nice to hear folks like the background established in IS.  Todd's the big brain behind the Spaniards and the Lunar colony.  I can be blamed for the Merchant War and the other plot material in the last two books.  Fluff is the ONLY thing I can contribute to MJ12 projects.  I just don't have a knack fo coming up with actual game play mechanics :oops: 

There's been the occasional bit of talk about doing another book, then it fades.  But I have to admit, with three books and the current counters, I don't know if I would say it's dead or not worth investing in.  The response from the local guys I played with regarding the tent counters wasn't bad at all.

25

(7 replies, posted in Starmada)

I wasn't knocking Dreadnoughts.  There are a couple of camps about point costing in naval games.  I just wondered where folks stood.