Showing posts with label DW. Show all posts
Showing posts with label DW. Show all posts

Sunday, November 24, 2013

DW Campaign Season 1 Turn 1

The Tripp's Ottomans battled Huan's Americans.

Mission
  • Ottoman's mission was to break through the American line.
  • American's mission was to capture or destroy the Ottoman's flagship.
Results: The Ottoman broke through, with an intact flagship.
American casualties:
  • Sunk: one battleship, 3 cruisers, 1 scoutship, and 7 frigates.
  • Damaged: 3 cruisers, 2 scoutships, and 1 frigate.
Ottoman casualties:
  • Sunk: 4 cruisers, 2 frigates?
  • Damaged: 1 battleship


The Casey Prussian battled Joe's Antarticans.

Mission: both forces were out to destroy
Results: tie
Prussian casualties:
  • Sunk: one gunship, 2 destroyers, 3 frigates and one escort
  • Damaged: one dreadnought, one Metzer, one gunship, one bomber, and one escort
Antarticans casualties:
  • Sunk:  1 cruiser, 2 destroyers, 2 medium flyers
  • Damaged: 1 battleship, 1 cruiser


The Brian's Prussians battled Eric's British.

Mission
  • Prussian's mission was to sink the Brits.
  • British's mission was to break through the Prussian line.
Results: Minor victory for the Prussians
Prussian casualties:
  • Sunk: 1 cruiser, 1 frigate, 1 corvette
  • Damaged: 1 fleet carrier, 1 scoutship, 1 cruiser, 1 frigate
British casualties:
  • Sunk: 2 cruisers and 2 scoutships
  • Damaged: ?

Monday, November 18, 2013

DW Campaign Season 1 Rules Updated

FORCE ROSTER: 
Each player starts with 3000 points of naval and air units. The player does not need to be able to field all his model on his force roster for the campaign but will need to be able to field what is needed for battles (games).
Force roster format:
Campaign turn #
Each ship: name, class, current hull points and planned Action for the turn
Each player should maintain a copy of each turn force roster for the game records. If desired, they could be hosted on Richmondwarmancers.blogspot.com

ACTION OPTIONS:
Battle. The model is available to field in a table top game against another player. Most games will be 500-1000 points per side. Uneven matches are acceptable and VPs will be adjusted by ratio of opponent's forces to own force fielded.
Convoy. A squadron of 3 small models is assigned to protect the supply lines. 
Port. The model is in port for repair. Depending on available Resource Points, a model can regain lost hull points. Per model: one Resource Point can rebuild one lost hull point per turn, three Resource Points can rebuild two lost hull points per turn, five Resource Points can rebuild three lost hull points per turn.
Raid. A squadron of 2 medium models or one large model is assigned to raid enemy supply lines. The player to be raided must be designated. Multiple raiding squadrons can be assigned against a single or multiple opponents.
Destroyed. The model is permanently eliminated from the campaign. However, the model and its status as destroyed should be maintained on the roster for game record purpose.

REINFORCEMENT: whenever a player's force roster falls below 1500 points, roll a D6. On a "4-5" three small models are added to the roster and on a "6" a 3 small models and 2 medium models; roll another D6. On the second D6 a roll of 5" signifies a large model is added to the roster and on a "6" a large or massive is added to the roster. Reinforcement is the only way new models can be added to the force roster.

RESOURCE POINTS: each turn a player may repair 6 hull points every campaign turn. The total is modified as below:
+2 if the player achieved a decisive victory that campaign turn (100% more enemy points destroyed than lost).
+1 if the player achieved a marginal victory that campaign turn (more enemy points destroyed than lost).
1/2 of prized models' starting hull points 
All tokens are automatically replenished and all critical hits are repaired without resource points expenditures.
A player's Resource points will always be a minimum of one per turn.
Up to 6 Resource points can be saved from turn to turn.

RAIDS & CONVOY: raids and convoy actions are resolved before the game to be played that campaign turn.
1. For each raiding squadron against an opponent the raiding players rolls a D6: a roll of 4 or 5 is a single hit and a 6 is two and allows an additional roll.  Total the raiding hits. For each submersible squadron raiding a bonus of one additional hit is added to the raiding total (thus a minimum of one).
2. The defending player rolls a D6 for each convoy squadron: a roll of 4 or 5 is a single hit and a 6 is two but does not allows an additional roll. Total the convoy hits. Each convoy squadron gets to defend against each raiding players (raiding players rather than raiding squadron).
3. For every hits the raiding player has over the defending convoy hits, the defending player's total available resource points is reduced by the same amount for the next turn. 

GAMING:
1 v 1 games are ideals, though 2 v 2 games are also acceptable.
2 v 1 games should be avoided and should be played as 3 ways 1 v 1 v1 games instead.

SCENARIOS:
Each player should be dealt 2 cards from a standard card deck. Choose one to play; discard the other. All games will also feature an objective at the center of the table.
Club = cause more enemy hull points damages than loses: Victory Conditions = major win if destroy more than 100% the hull points lost, minor win if destroy more than 50% of the hull points lost
Heart = sink or capture the enemy commodore model: Victory Conditions  = major win if captures the enemy commodore model; minor win if destroy the enemy commodore model
Spade = capture the objective: Victory Conditions = major victory if the player board and hold the objective till the end of the game; minor win the player boards and control the objective at the end of any game turn. The objective has 10 AP points.
Diamond = exit the enemy deployment edge: Victory Conditions  = major victory if the total number of hull points exited exceeds 100% of the hull points lost; minor win if the total number of hull points exited exceeds 50% of the hull points lost
Joker = choose one of the above at the end of the game

CAMPAIGN VICTORY: 
The campaign ends after: 
~ a minimum of 6 campaign turns has passed
~ when the majority of the players decide (which may be longer than 6 campaign turns)
~ when one player has been eliminated

The player with the most Victory Points win (2 for each major victory, 1 for each minor victory). Ties are decided by the player with the largest remaining force roster points.


Raids and Convoy rules are on hold for now.

Saturday, November 9, 2013

DW Campaign Turn 0.5

The Ottomans battled the Americans.

Mission
  • Ottoman's mission was to break through the American line.
  • American's mission was to capture or destroy the Ottoman's flagship

Results: The Ottoman broke through, with an intact flagship.

American casualties:
  • Sunk: one battleship, 3 cruisers, 1 scoutship, and 7 frigates.
  • Damaged: 3 cruisers, 2 scoutships, and 1 frigate.

Ottoman casualties:
  • Sunk: 4 cruisers, 2 frigates?
  • Damaged: 1 battleship


The other game of the night was a 2 on 1 game of Prussians against Antarticans. We have decided this was an inappropriate format and will likely nullify the result. Going forward with we have an odd number of players we will play a 3 ways game instead.

Sunday, October 13, 2013

DW campaign season 1: 2013


FORCE ROSTER: 
Each player starts with 3000 points of naval and air units. The player does not need to be able to field all his model on his force roster for the campaign but will need to be able to field what is needed for battles (games).
Force roster format:
Campaign turn #
Each ship: name, class, current hull points and planned Action for the turn
Each player should maintain a copy of each turn force roster for the game records. If desired, they could be hosted on Richmondwarmancers.blogspot.com

ACTION OPTIONS:
Battle. The model is available to field in a table top game against another player. Most games will be 500-1000 points per side. Uneven matches are acceptable and VPs will be adjusted by ratio of opponent's forces to own force fielded.
Convoy. A squadron of 3 small models is assigned to protect the supply lines. 
Port. The model is in port for repair. Depending on available Resource Points, a model can regain lost hull points. Per model: one Resource Point can rebuild one lost hull point per turn, three Resource Points can rebuild two lost hull points per turn, five Resource Points can rebuild three lost hull points per turn.
Raid. A squadron of 2 medium models or one large model is assigned to raid enemy supply lines. The player to be raided must be designated. Multiple raiding squadrons can be assigned against a single or multiple opponents.
Destroyed. The model is permanently eliminated from the campaign. However, the model and its status as destroyed should be maintained on the roster for game record purpose.

REINFORCEMENT: whenever a player's force roster falls below 1500 points, roll a D6. On a "6" three small models are added to the roster; roll another D6. On a second "6" 2 medium models are added to the roster; roll another D6. On a third "6" a large or massive is added to the roster. Reinforcement is the only way new models can be added to the force roster.

RESOURCE POINTS: each turn a player may repair 6 hull points every campaign turn. The total is modified as below:
+2 if the player achieved a decisive victory that campaign turn (100% more enemy points destroyed than lost).
+1 if the player achieved a marginal victory that campaign turn (more enemy points destroyed than lost).
- Raids and Convoy outcome.
1/2 of prized models' starting hull points 
All tokens are automatically replenished and all critical hits are repaired without resource points expenditures.
A player's Resource points will always be a minimum of one per turn.
Up to 6 Resource points can be saved from turn to turn.

RAIDS & CONVOY: raids and convoy actions are resolved before the game to be played that campaign turn.
1. For each raiding squadron against an opponent the raiding players rolls a D6: a roll of 4 or 5 is a single hit and a 6 is two and allows an additional roll.  Total the raiding hits. For each submersible squadron raiding a bonus of one additional hit is added to the raiding total (thus a minimum of one).
2. The defending player rolls a D6 for each convoy squadron: a roll of 4 or 5 is a single hit and a 6 is two but does not allows an additional roll. Total the convoy hits. Each convoy squadron gets to defend against each raiding players (raiding players rather than raiding squadron).
3. For every hits the raiding player has over the defending convoy hits, the defending player's total available resource points is reduced by the same amount for the next turn. 

CAMPAIGN VICTORY: 
The campaign ends after: 
~ a minimum of 6 campaign turns has passed
~ when the majority of the players decide (which may be longer than 6 campaign turns)
~ when one player has been eliminated
The player with the most Victory Points win (2 for each major victory, 1 for each minor victory). Ties are decided by the player with the largest remaining force roster points.

Thursday, December 6, 2012

Good overview of Dystopian Legions and Hobbit SBG

Here is the link.

Our group has really enjoyed Dystopian Wars, I hope to view a game of the skirmish based Dystopian Legions one day.  There seems to be a great deal of depth ( i.e. complexity...I mean come on, it uses 3 different colors of dice!) especially when cards get involved.  That is not a bad thing but it can put a bit of a barrier between newbs picking up the game when there are none around to give demos.

GW has released updated FAQ's for The Hobbit ( that was fast) as well as the older Army Codices
Here, just click on the left hand side menu.
A couple of interesting things.
Riders of Rohan no longer count toward bow limit!
Same thing for the Rivendell knights.

Still pretty upset over the cost of the new hardcover rulebook.  Smaller than all the other core game systems and really filled with some obvious fluff.  There is a section that is just pictures of minis, no new pics, just copied and pasted into a section.  The hobby section is also really really lacking, nothing about building terrain and a very limited number of painting examples.
$85 for this?  Come on GW.  Your raising prices all the time, while your sales are going down.  Coincidence? I think not.  People are really not seeing the value in your miniatures, especially finecast.  You make great mini's GW, you really do, but the cost of finecast along with it's quality problems as well as the constant price increases on everything else are driving people away from your products.  There is a lot more competition in the table top gaming business.  You will not win in the direction you are going.  Low Price, quality, quantity.....pick two.   I really only see you, GW, picking one.

Friday, August 17, 2012

New 28mm skirmish

And we have pictures, courtesy of Tabletop Fix, Those tanks are quite large! Can not wait to see the walkers.

As many of you do not  know(but it is now revealed!!!) our group has been dabbling in the Spartan Games Dystopian wars tabletop game.  We have found the models to be quite good and the game mechanics to be fun and contain a high level of player interaction.  None of this I get to move/attack/roll all my dice for 15 minutes, then you get to go.  Well, fresh out of GenCon comes Dystopian Legions.  Time will tell at the size of this skirmish game and it's mechanics.  According the the web site the armies will have access to mini-tanks, walkers, grunts and special leaders capable of....something.  If spartan games can pull off a fun mechanic, I am sure they can do the models, then I would bet they have a winner on their hands.