Friday, January 24, 2020

Re-Discovering In Her Majesty's Name

Finding a bit of spare time yesterday, I decided to play a little game (battle report forthcoming). This time I returned to the fantasy setting I played around with in November (described here). However, I changed up the rules and adapted the sci-fi skirmish rules from earlier this month. My experiment got me thinking more about skirmish rules systems (don't worry, I'm getting to In Her Majesty's Name)

Lately I have been perusing various skirmish rules systems for ideas. I recently picked up Galactic Heroes and have gleaned some ideas from it. Interestingly, I originally shied away from it because it uses card activation (which I dislike). However, I now see that one could easily dispense with the cards and still play the combat system. I have also been reviewing old Osprey sets that I have picked up over the years. I really have an addiction to their rules - the price is right - even if I rarely end up playing the games.

Which brings me to In Her Majesty's Name (I told you I'd get there). This is one of those Osprey rules sets I have on my e-reader. I picked it up years ago because I have an interest in Victorian science fiction (which you can probably tell from my retrospective on Space 1889).


I never bothered to play it, for a variety of reasons. I didn't have any figures and was reluctant to start up a new project. Furthermore, the rules themselves use a D10 and I am firmly in the D6 camp. Thus, it ended up in my archive - until recently.

As I mentioned, I have been perusing various skirmish sets. I took another look at IHMN and was rather surprised by what I read. Despite using a D10, there were quite a few similarities between IHMN and the skirmish rules I have been developing. Both sets give each figure a Shoot (ranged combat) and Fight (melee) values, which get added to a die roll to hit. Any figure that gets hit must then roll to determine the impact - there is a possibility that the hit will do no damage.

One difference, though, is the damage resolution. In my rules, the damage roll results in 0-2 wounds, which get marked off the figure's hit points. Most grunts only have 1-2 hp, so tracking is not too onerous. Nevertheless, I still need to track.

In contrast, IHMN features a Pluck roll. If a figure is hit, it must roll greater than the pluck roll to shake off the hit; rolling under means that the figure is out of the action. At first, this concerned me as it seems that any figure, including a hero, only has 1 hit point. But I just noticed that the Pluck values vary; heroes will have a better Pluck, allowing them to shake off more hits.

Let me illustrate. A typical goon might have a Pluck of 6+, giving the goon a 50% chance of surviving a hit. On average, it will take about 2 hits to take down a goon. A hero with a Pluck of 2+ will require an average of about 10 hits before being out of action. I realized that this system essentially provides differing hit points without having to track wounds!

There is still the problem of a lucky hit offing a hero in one shot. I think this can be addressed by giving the player a pool of hero points that can offset a failed Pluck roll. In fact, I think I read that Thud & Blunder, a fantasy rules set by the authors of IHMN, uses a similar system.

Long story short, I am very intrigued by the possibilities of a Pluck role and am thinking of experimenting with it for my skirmish rules.

Friday, January 10, 2020

Star Rangers

As my skirmish rules progress, I jotted down some ideas for generating heroes and allowing them to advance in ability. I decided to try out the rules by creating 2 new characters.

The Adventures of Ace & Spades
Alan "Ace" Malone and Samantha "Spades" Mendoza are partners in the Star Rangers (a law enforcement / paramilitary organization of the Federation; the Rangers patrol the fringe worlds of the Federation).

Mission 1
Our heroes' first mission is to retrieve some stolen medicines from space pirates who have holed up on the jungle world of Thunia VII.

Ace (blue R) engages a pirate in melee; the pirate flees.
Note: I have introduced morale rules for NPCs. In this case, the pirate was wounded and then failed his morale.

Spades blasts another pirate.

And then Ace takes out a third. The last pirate flees.
He failed morale after seeing all his comrades fall.

Our heroes are victorious!

Aftermath
Ace and Spades return to base with the stolen medicines. They receive an Attaboy from their commander. In addition, they each earn 1 experience point. It takes a minimum of 2 points to improve a stat, so they bank their points for the time being.

Saturday, January 4, 2020

Skirmish in Space

I've been toying around with some sci-fi skirmish rules. Speaking of toys, I picked up some wood playing pieces and painted them to represent sci-fi soldiers.

I am running experiments using my heroes from prior skirmishes, Kate and Kip.

Skirmish 1
Kip and Kate (blue figs, L to R) are exploring an unknown planet when they run into an Imperial patrol. Laser fire ensues.

Kip rushes forward to smash the enemy with his power fist. Kate is wounded and retreats.

Kip knocks out his adversary but is shot from a flanking Imp.

Heavily wounded, Kip and Kate retreat from the field.

Notes
The rules feature a 2d6 roll to attack. Hits require a further D6 roll to determine damage.
Overall, the rules seem OK. As with most 2D6 rules, hits were hard to make so there was a lot of ineffective shooting (Star Wars stormtrooper bad). I'll tweak the To Hit target number in future attempts.

As far as figures go, I placed an order for some of Khurasan's 6mm sci fi. I plan to base them individually.

Skirmish 2
Once again, Kate and Kip have been sent on a mission to an asteroid in the Zirconian system. They are tasked with destroying a communications array manned by 2 Dominion robots.
Notes: 

  • I randomly rolled the mission on this chart that I made up years ago. I rolled a 354 and then chose to fight robots because I had the figures.
  • The brown circle areas are craters that provide cover.


As they close on the array (top) a firefight breaks out. They damage one robot but Kate's rifle loses power.
Kate rolled a natural 2 on her shot. It not only missed but her rifle ran out of ammo. She had to spend a turn reloading.

Kip melees one of the robots. He is injured but knocks it out.

He then rushes the last robot, but Kate zaps it first.

Mission accomplished.

Notes
I reduced the base target number to hit (from 8 to 6) but modify it up it due to range, cover, and the target's Dodge skill. As a result, Kate and Kip scored hits more frequently, but their Dodge skills generally prevented them from being hit.

Once a hit occurs, I roll damage, which is modified down by armor. A modified roll of 0 or less does no damage. During this last experiment I had quite a few shots ricochet off the robot's medium armor (-2 mod).

Overall, the system worked well and I will continue to experiment with it.

Wednesday, January 1, 2020

What's in Store for 2020?

What does the year hold in store for my gaming? Let's peer into the crystal ball.

Skirmish / RPG Boxes
In 2019, I condensed my battle games into pencil boxes.
Boxes for land, air, sea, and alien world games
I would like to do the same for RPG / skirmish gaming. I'm planning to order more pencil boxes for my 10mm fantasy RPG kit (as seen here) and my upcoming 15mm sci fi skirmish/RPG kit.

Consolidation
Shortly after I began blogging, I decided to split my RPG reports to a separate blog, Tales of the Templars. I haven't posted much there lately. Also, I now want to keep everything on one blog. Therefore I will consolidate all my posts, wargames and RPGs, on this blog for future posts. I will keeps TotT around as an archive of past adventures.

Fewer Posts
Despite my new project and my consolidation effort, I expect that the trend from 2019 will continue and I will post even less on this blog. I still hope to maintain a once-a-week average but there is no guarantee of that.

Indecision
I have a project kicking off, but don't expect it to last (my gaming fads never do). Throughout most of 2019 I really did not have any motivation to play any particular period. As a result, I just drifted aimlessly. I have a feeling that the same will happen in 2020.