1

(7 replies, posted in Quantum Legions)

x1.3 or x1.4 sounds more fair.

This would be incredibly useful for a Hammer's Slammers-type setting.

2

(8 replies, posted in Quantum Legions)

Neat and clean.

APC is very understandable.

VTOL I don't quite get, but it stands out and is easy to read.

3

(16 replies, posted in Quantum Legions)

I played this scenario yesterday. Had an excellent time. For our first game, we played a few rules incorrectly (made a few attacks with LOS that traced through friendly units, which is a no-no, and we forgot that the rebels had hard cover from the trench for the first couple of Imperial attacks). It plays very quickly and smoothly. The order system is very intuitive, and made for some really hard decisions when you didn't get enough command points.

Good stuff.

<IMG src="http://www.zeroradiusgames.com/img/ql_hoth_setup.jpg">http://www.zeroradiusgames.com/img/ql_hoth_setup.jpg</IMG>
Here's the set up. We forgot about friendly units blocking LOS, so I placed the rebel troopers right in front of the laser turrets. Good for protection, but you really need those turrets to deal with the AT-ATs.

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The Empire marches forward! The 1/2" counters are the backs of the custom order markers I made. The e-web is really, really slow, and never made it to the battle. You can see the snowspeeders arcing around from behind. We talked about giving them a special rule that if they used an advance order to attack AT-ATs or AT-STs, they rolled an extra die or gained a +1 to hit (to represent the grappling gun) as long as they moved more than one hex adjacent to the vehicle. In the end, they didn't need it.

<IMG src="http://www.zeroradiusgames.com/img/ql_hoth_02.jpg">http://www.zeroradiusgames.com/img/ql_hoth_02.jpg</IMG>
Death of the first AT-ST unit. The dice gods were smiling on the rebels for the most part. Four attack dice, three hits. This is the damage roll that finished off the AT-STs.

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Whoops! Photographic evidence we screwed up. The laser turret has just suppressed the AT-AT unit, but we failed to properly check LOS and didn't discover that until a later turn.

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The Empire Approaches! The empire just blew up the closest laser turret, too. The rebel troops have redeployed in a tactical error.

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Suppressed and under attack. The AT-AT just couldn't wipe out those pesky rebels. The hard cover really hurt, and when the troops did suffer a kill, they usually made their infantry save.

<IMG src="http://www.zeroradiusgames.com/img/ql_hoth_06.jpg">http://www.zeroradiusgames.com/img/ql_hoth_06.jpg</IMG>
An overview of the battle. You can see the snowspeeders coming in for the kill. The far laser turret took out another AT-AT before the snowspeeders swooped in. The Imperial player should have waited for his snowtroopers to catch up.

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Luke Skywalker finally shows up. The AT-AT has just shot down the first unit of snowspeeders. He probably should have attacked the shield generator, but those snowspeeders had annoyed him the whole game.

<IMG src="http://www.zeroradiusgames.com/img/ql_hoth_08.jpg">http://www.zeroradiusgames.com/img/ql_hoth_08.jpg</IMG>
The Imperials are defeated, Hoth is saved! (for the time being) The AT-AT tried to move around the snowspeeders to get a clear shot, but they could not hit the flyers this time. The return shot from the 'speeders was more than enough to finish them off. 5+ armor isn't invulnerable, just tough.

Good scenario. We'll definitely play it again.

4

(4 replies, posted in Quantum Legions)

Yes, outstanding!

How do the tunnels and bug hole work?

I can see the Brain Bug being the objective of a scenario.

I like your icons for Recon and Stealth. More "icon-y" than the ones I used. I may steal them... ^_^

5

(2 replies, posted in Quantum Legions)

Thanks!

6

(2 replies, posted in Quantum Legions)

[size=85]I last watched "Armored Trooper VOTOMS" about 15 years ago, but that doesn't stop me from writing up a scenario and stating some units![/size]

Attack at Dawn
The Gilgamesh Confederation has been at war with the Balarant Union for over a hundred years. An uneasy truce between the war weary powers is under negotiation. The war continues while the two sides negotiate for peace.

Gilgamesh forces are launching a dawn attack to catch the Balarant VOTOMS off guard. Meanwhile, a mercenary force hired by the Balarants is detected on the approach.

Force List
Gilgamesh Confederation (Player 1)
1x ATM-09-HC Berserga Imitate
1x ATM-09-LC Light Scopedog
1x ATM-09-SSC Purple Bear
3x ATM-09-ST Scopedog
1x ATM-09-SC Scopedog Dogman Custom
1x ATM-09-SA Scopedog II
1x ATH-14-ST Standing Tortoise
1x ATM-09-STC Strong Bacchus

Balarant Union and Mercenary Allies (Player 2)
Set up on turn 1:
1x B-ATH-XX Ecrevisse
2x B-ATM-03 Fatty
1x B-ATM-03-DT Fatty Land Type B
1x Infantry

Entering on a later turn (see special rules)
2x ATH-Q58 Berserga DT
1x ATH-Q64 Berserga WP

Deployment
Player 1 is the first player and sets up on the south side of the map.

Player 2 sets up on the north side of the map. Place two suppression markers on each of the Balarant Union units (except the Infantry). Place an HQ marker on three adjacent hexes in the Balarant Union set up area.

Special Rules
* The Mercenary allies are not set up on the map. They show up at the end of the turn after a Balarant unit has been destroyed, or at the end of the Player 2's fourth turn, whichever comes first. Mercenary units are set up in any unoccupied hex on the edge of the north side of the map.
* Balarant HQ markers have armor 5+ and are destroyed with 1 kill. They cannot move or attack. Units cannot enter an HQ marker hex.
* A superior Balarant reinforcement force has been dispatched. Starting the turn after the arrival of the Mercenary force, roll 2d6 at beginning of Player 1's turn. Add 1 for each destroyed Balarant and Mercenary unit. If the result is 12 or higher, the Gilgamesh player must withdraw by the end of the following turn. Any Gilgamesh units on the map at the end of the following turn are considered destroyed. Once the Gilgamesh player has withdrawn, check for Victory. The Gilgamesh player cannot withdraw until all three HQs are destroyed or until forced by the reinforcement roll.

Victory
The Gilgamesh player wins if they destroy at least two of the Balarant HQs, and destroy more Balarant units than destroyed Gilgamesh units. Mercenary units do not count.

The Balarant player wins if they destroy more Gilgamesh units than destroyed Balarant units, and at least two Balarant HQs survive.

Any other result is a draw.

Counters and Force List
Available from here:
http://www.zeroradiusgames.com/BGG_files/ql_votoms-v1.0.pdf

7

(16 replies, posted in Quantum Legions)

Lucasfilm is fairly open to fan created content these days. You can see lots of amateur movies set in the SW universe as one example. As long as you don't try to sell anything or claim the material as your own, you're fairly safe. Note that I am not a lawyer, but that's my understanding of it.

LEGO is nice to fans as well. See http://www.irregularwebcomic.net for an example.

Naturally, if either party complains, I'll happy remove the file from existence.

I put together a spreadsheet to calculate unit points and the Star Wars units here come out very odd. Consistently odd, so they are still balanced with each other, but they are undercosted compared to the units in the book:

Unit    Listed VP    Calculated VP    Difference
AT-AT    21    87    66
AT-ST    9    17    8
Snowspeeder    16    36    20
Rebel Infantry    7    8    1
E-Web    6    7    1
Luke    2    6    4
Laser Turret    8    27    19
Snowtroopers    11    13    2

The points for the units in the book come out a little different, too, but for the most part the differences are minor (and probably due to the changes mentioned in the three questions thread).

Is it okay to share the spreadsheet?

8

(16 replies, posted in Quantum Legions)

Here's a set:

http://www.zeroradiusgames.com/BGG_files/ql_battle_for_hoth-v1.1.pdf