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.

Tuesday, December 31, 2019

2019 in Review

As usual, I take a look back at my gaming goings-on for the year.

Lazy Gamer's Guide
Early in the year I posted a series called the Lazy Gamer's Guide. The upshot is to decide what is important and focus on those aspects of the hobby. That way you won't get bogged down or distracted. For me, playing games is the important objective; I have far less interest in the modeling side of the hobby. The Guide delineates how I, as a lazy gamer, go about focusing on the games. I adopted a strategy that I call the Three S's - keep it small, simple, and short.

MicroBattle Gaming
In accordance with my lazy gamer principles, my gaming settled into a pattern, which I call microbattle. I have all the components I need stored in a pencil box.

Currently, I am playing microbattles with generic 3mm figures with terrain drawn on dry erase boards. The figures are generic and could stand in for troops from ancient days until the 19th century.

I also have microbattle air and sea sets.

With microbattling, I achieve the basic principles of the lazy gamer. I have small armies that can fill a multitude of roles. The rules are simple, easily fitting onto 1 side of a sheet of paper. Finally, game times (including set-up and break-down) are short - in the half hour range. Thus, microbattling has greatly simplified and streamlined my gaming.

The End of the Twelve Games of Christmas
For the previous 5 Christmas seasons, my wife and I embarked on a challenge called the Twelve Games of Christmas. We set about playing 12 games during our holiday time off. It didn't happen this year. My wife worked over the holidays (she only had Christmas off) so we've been watching TV in the evenings instead (far less taxing). I played a few scattered games but not anywhere near a full 12.

A Dubious New Record
2019 was my lowest output ever. The next lowest was 76 in 2016; in contrast my record high was 126 in 2014. I theorize that there are 2 primary reasons why my output is down:

  1. I've settled into a groove (or maybe a rut?) - I tend to post more when I am experimenting (different rules, new figures, etc.). As I settle into the microbattle standard I find that I am experimenting less. Thus, I have less about which to write.
  2. LARP - I spent a lot of free time on LARPing this year. In April - July I was running a full immersion LARP for a few friends. Like a D&D campaign, it involved a lot of preparations. After that fizzled out I wrote rules for another LARP - this time a Christian-themed boffer-oriented LARP. This also took up quite a bit of free time.
My 2019 output is nothing to sneeze about, still averaging to over 1 post a week, but the trend is a tad disconcerting. I have a project for the new year; let's see if that helps.

Prognostication Review
I always begin with new year with a series of prognostications about my gaming expectations. Let's see how things went in 2019 (click here to see my 2019 predictions).
  1. Box Sets - I predicted that I would organize my box sets. As I described above, my microbattle sets provide me 4 box sets (air, land, sea, space)
  2. 6mm roleplaying - I stated that I wanted to get some figures for role-playing purposes. I did (choosing 10mm instead of 6mm though). Ironically, I haven't really played many games since getting the figures.
  1. GADD - as always I've been jumping around a lot
  2. Twelve Games of Christmas - this one's not coming true (as discussed above)

Sunday, December 29, 2019

Free* to a Good Home - 3mm Horse & Musket and Fantasy

SOLD

My purge continues. You can have these for the cost of postage from Ft Lauderdale FL (zip 33351). I take PayPal.

Batch 6 - 3mm Horse & Musket
Magister Militum 3mm figures, organized into 3 generic armies (for imagi-nations games) - blue, white, and red.
For each army, top row to bottom row - line infantry (2 strips per stand), cavalry (3 strips per stand), artillery, light infantry (line infantry figures but only 1 strip per stand), casualties (1 strip glued on its side)

 Batch 7 - 3mm Fantasy
Magister Militum 3mm Late Romans, organized into 2 fantasy armies - evil vs. good.
Army of Evil - from top, first line = death knights (heavy cavalry and heavy infantry); 2nd line = green-faced orcs; 3rd line = light infantry orcs (1 strip per stand), leader (cavalry stand), giant spiders (from Perfect Six's 6mm fantasy line)

Army of Good - first line = knights (mounted and dismounted); 2nd line = spearmen, 3rd line = light infantry and leaders

If you are interested, please DM warwell on Lead Adventure Forum.

Saturday, December 28, 2019

New Project - 15 Sci Fi Skirmish / RPG

Watching the Mandalorian has whet my appetite for some sci-fi skirmish / light RPG action. I have just decided to embark on a project.

The Miniatures
When I did my fantasy RPG project I ultimately settled on 10mm.

I would have liked to use the same scale for my sci-fi project, but I could not find figures that I liked. 10mm and 6mm miniature lines seem focused on battles (heavy infantry a la Space Marines and armor). I need more RPG-y stuff.

I've always liked the retro sci-fi vibe of Hydra Miniatures' stuff, but I don't like the size (32mm).

I thought about using paper minis. I already purchased a bunch from Wargame Vault. I used them for some virtual skirmish games a few years ago but never printed any out.

Yet I prefer metal over paper so I looked into 15mm. I found some good candidates from Alternative Armies's Laserburn line.

It helps that I already have some 15mm sci-fi figures.

Rules
My vision is to run more RPG-like encounters, akin to my Kate and Kip adventures. I want a party of 2 heroes who are members of the Space Patrol and who battle bad guys across the galaxy. I was having trouble coming up with ideas for adventure plots so I did some searching. I found some simple adventures under the Hero Kids line. (Hero Kids is a light RPG, for kids naturally).

What rules to use? I looked into Hero Kids before but dismissed it because it uses a dice pool mechanic. I'm no longer fond of dice pools and would prefer something different. I may use Everywhen RPG, which uses a 2D6 mechanic.

Another candidate, albeit using a dice pool, is Tiny Frontiers. I like it because it seems very easy to set up encounters.

Anyway, stay tuned for more ponderings on this project.