Well the core rules are funded and the project is moving toward its first stretch goal. Just over a week to go, so go check it out here:
https://www.kickstarter.com/projects/rottenlead/imperial-skies-wargame/description
Adventures in Victorian Science Fiction & Steampunk with ramblings about Aeronefs, Dirigibles, Land Ironclads, Anarchists, Dinosaur Hunting, Terranefs, Aquanefs, Mad Scientists, electric contraptions and steam conveyances. It may not make sense, but there will be claret and a nice cheese board at the end. Tally-Ho and "Vôtre dans une sauce au vin blanc!"
Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts
Friday, 11 December 2015
Monday, 24 November 2014
For Queen and Planet!
-- Simple Victorian Sci-Fi/Colonials mass combat rules!
I spied this set of rules on the inter web the other day, which like an interesting blend of a Colonial game with VSF options. Haven't gotten a copy (yet) but will write some thought when I do. Here is the spiel from Wargames Vault:
The sweep of the red Sudanese desert, scattered with thorny trees and pierced by black basalt outcrops is the setting for this cinematic rule set. The whirling dervish, the fanatical Ansar and the lonely British foot soldier far from home are the combatants.
With these rules, you can take the role of the British commander tasked by the Queen with maintaining crown rule in distant, inhospitable lands or the local emir, committed to exercising his own free will over the natives who will fight with all their blood, sweat and tears.
Q&P is designed to balance the mass and ferocity of the local peoples against the technology and training of the Colonial powers and to provide a fair and reasonable struggle for both imperial General and local Emir.
http://www.firstcommandwargames.com/home.html
I spied this set of rules on the inter web the other day, which like an interesting blend of a Colonial game with VSF options. Haven't gotten a copy (yet) but will write some thought when I do. Here is the spiel from Wargames Vault:
For Queen and Planet – Core Rules
The sweep of the red Sudanese desert, scattered with thorny trees and pierced by black basalt outcrops is the setting for this cinematic rule set. The whirling dervish, the fanatical Ansar and the lonely British foot soldier far from home are the combatants.
With these rules, you can take the role of the British commander tasked by the Queen with maintaining crown rule in distant, inhospitable lands or the local emir, committed to exercising his own free will over the natives who will fight with all their blood, sweat and tears.
Q&P is designed to balance the mass and ferocity of the local peoples against the technology and training of the Colonial powers and to provide a fair and reasonable struggle for both imperial General and local Emir.
This rule set includes:
- All rules necessary to play either a colonial or VSF version of the game.
- An alternative timeline for VSF genre play.
- Unit lists detailing British, British-colonial, Ansar, Beja and Cephalopod forces.
- A nine-scenario campaign that will allow you to play your way through the Mahdi’s initial rebellion against Egyptian garrison forces all the way through to the siege of Khartoum.
- A blank unit command sheet.
CAMPAIGN SCENARIOS
Each of the scenarios in this rulebook is written to be fought as a pure colonial battle, but it is very easy to add a VSF flare to any scenario or battle you fight with this rule system. I have included an addendum (in italics) to each ‘colonial’ battle to allow you to make it a VSF battle. Play balance will not be affected by converting colonial battles to VSF battles.
The Rise of the Mahdi Scenarios:
1) First Battle of El Obeid - Dec 1881 Egyptian vs. Ansar
2) Second Battle of El Obeid (or Hick's Folly) - Nov 1883 - British lead Egyptians vs. Ansar
3) First Battle of El Teb (or Baker's Teb) - Feb 4, 1884 - British lead Egyptians vs. Beja
4) Second Battle of El Teb - Feb 29, 1884 - British vs. Beja
5) Battle of Tamai - March 13, 1884 - British vs. Beja
6) Siege of Khartoum - ~May 1884 - Ansar sieging British lead Egyptians
7) The Battle of Abu Klea - Jan 17, 1885 - British vs. Ansar
8) The Battle of Kirbekan - Feb 10, 1885 - British vs. Ansar
9) The Battle of Tofrek - March 22, 1885 - British vs. Beja/Ansar
http://www.firstcommandwargames.com/home.html
Tuesday, 19 November 2013
IHMN Review
With the Heroes, Villains and Fiends expansion released today (and my copy en route) I thought it timely to share my thoughts on the core IHMN book and rules system. Note that I have yet to play a game against a live opponent so this is more a list of thoughts vice a proper review.Bottom line up front: I like this game. The 64 glossy page book flows well, is easily understandable and the full colour layout with lots of pics is lovely.
With only four stats per model (Pluck, Shooting Value, Fighting Value and Speed) it is not a complicated game - the strength of the game is in its flavour and theme. Firing is a d10 roll, adding the figure's Shooting Value and any weapon bonuses vs the armour value of the target (7 being an unarmoured target in civilian clothing). If hit the target rolls a save using its Pluck value or is removed. Melee is effectively the same except using the Fighting Value. Figures can 'mob up' to increase the overall power of a shooting or melee attack, which means that a large group of cannon fodder can be dangerous to any character, no-matter how skilled or well armed/armoured they might be.
Turn sequence is not IGO-UGO, rather each player activates one figure in turn. I think I would prefer a more random system so you never know who will be activating a figure next, similar to Bolt Action or The Sword and the Flame. I'll definitely give that type of system a try.
There are a range of Talents which gives skills to your figures, and there is a list of Mystical Powers which special characters can use on themselves or others, depending on what it is. Unlike some systems these don't seem overpowering, those I have yet to see many of them in action yet. Weird Science apparatus lend steampunky options to your troops - and this is another area ripe for further expansion in the future.
Finally, the book contains 10 scenarios and 10 Landscapes, which detail terrain set-up, hazards and benefits. Very basic campaign rules are included for character progression.
A highlight of the rules is that they give you everything you need to build your own forces and characters from the ground up. The ten diverse Companies provided in the book are an excellent starting point, backed up by some beautiful minis by North Star for six of them. But if you want to build your own force from the ground up, everything is here for you to do that. Want an Eastern European Anarchist group? that's no problem. Want to field a steam walker or vehicle? The rules are there. One of those new fangled flying contraptions? Sure thing. Vehicle construction rules aren't it there - I'm sure that will come with more time, but there are enough basic models in there to keep you sufficiently amused in the meantime and its an infantry based game in any event.
| My chaps from Scotland Yard: 3 more companies are under construction! |
Curiously, are no Victorian Horror elements
in IHMN which seems a strange omission for the VSF genre. Possibly,
this was in trying to avoid an overlap with West Wind's Empire of the
Dead, but such creatures would be straightforward to include using
some special mystical powers and unique talents, so if this is your bag
you don't have to go without your Vampires, Werewolves, Zombies and Ghouls.
Similarly, this approach would let you transform this system for
Lovecraftian Horror gaming with few issues.
Using the errata is key due to some errors in the initial calculation for machine guns, which then flows onto a number of units. You can get the latest from the downloads section of the official IHMN blog here. Indeed you should go visit that site regardless as there are lots of other goodies to enjoy there, including some great Company lists made by other players.
Overall its a simple skirmish set of rules which are quick to play but neatly include many nuances, the theme is wonderfully integrated throughout, and the inclusion of everything you need to build your own units from the ground up is excellent. I'm now developing a Company List for a Royal Naval landing party, equipped with (patented) armoured Kelly suits and supported by a bomb-toting dirigible - no doubt they will give Johnny Foreigner a good what for!
Using the errata is key due to some errors in the initial calculation for machine guns, which then flows onto a number of units. You can get the latest from the downloads section of the official IHMN blog here. Indeed you should go visit that site regardless as there are lots of other goodies to enjoy there, including some great Company lists made by other players.
Overall its a simple skirmish set of rules which are quick to play but neatly include many nuances, the theme is wonderfully integrated throughout, and the inclusion of everything you need to build your own units from the ground up is excellent. I'm now developing a Company List for a Royal Naval landing party, equipped with (patented) armoured Kelly suits and supported by a bomb-toting dirigible - no doubt they will give Johnny Foreigner a good what for!
Thursday, 17 October 2013
Villains, Heroes and Fiends
This week I have returned from adventures in Her Majesty's name far away. Not only was I excited to find this little number waiting for me in months old, unopened post...
But I then found out that this is shortly to be released!
I have three factions in various stages of preparation (stand by for more on those), it bodes well for the servants of the Empire, and is a time of dread for her foes!!! You can read more about In Her Majesty's Nae at the official blog here:
http://inhermajestysname.wordpress.com/
But I then found out that this is shortly to be released!
I have three factions in various stages of preparation (stand by for more on those), it bodes well for the servants of the Empire, and is a time of dread for her foes!!! You can read more about In Her Majesty's Nae at the official blog here:
http://inhermajestysname.wordpress.com/
Monday, 6 February 2012
Adventures in a Lost Land
I haven't done any Dino Hunting games for awhile, but I came across these rules by 2HW the other day. Anybody tried them out?
Take the shot!
You hear the whispers. Giant creatures from the dawn of time alive and walking the earth. Dinosaurs! How can it be? As a hunter you have to find out the truth so you follow the rumors to this God-forsaken corner of the world, Lemuria!
You've spent days and large sums of money in tracking the Beast and now it's come to this. Your bearer trembles as he pulls back the branch giving you a clear view of the Beast in all its splendor. As you steady your aim it turns, looks you in the eye and at that moment you wonder... Who's hunting who?
Adventures in the Lost Lands, introduces you to a world like no other. A world of giant creatures and prehistoric men where you can Be a Pulp Era hero exploring Lost Lands and searching for valuable treasure. Lead your tribe of primitive cavemen in a fight against other primitive tribes. Be a modern day big game hunter who travels to a pre-historic land that time forgot. Command a Victorian Era expedition bent on discovery and conquest. Be a dinosaur, not only a dinosaur, but THE dinosaur, as you take on all others for supremacy.
In Adventures in the Lost Lands you can do all of this and more. We've included a number of linked scenarios forming a campaign which can be played solo, cooperatively with all players on the same side, or head to head against your friends. It's all up to you!
*Really? Louisiana? Yep, it's a long story.
http://www.twohourwargames.com/adventures-in-the-lost-lands.html
Take the shot!
You hear the whispers. Giant creatures from the dawn of time alive and walking the earth. Dinosaurs! How can it be? As a hunter you have to find out the truth so you follow the rumors to this God-forsaken corner of the world, Lemuria!
You've spent days and large sums of money in tracking the Beast and now it's come to this. Your bearer trembles as he pulls back the branch giving you a clear view of the Beast in all its splendor. As you steady your aim it turns, looks you in the eye and at that moment you wonder... Who's hunting who?
Adventures in the Lost Lands, introduces you to a world like no other. A world of giant creatures and prehistoric men where you can Be a Pulp Era hero exploring Lost Lands and searching for valuable treasure. Lead your tribe of primitive cavemen in a fight against other primitive tribes. Be a modern day big game hunter who travels to a pre-historic land that time forgot. Command a Victorian Era expedition bent on discovery and conquest. Be a dinosaur, not only a dinosaur, but THE dinosaur, as you take on all others for supremacy.
In Adventures in the Lost Lands you can do all of this and more. We've included a number of linked scenarios forming a campaign which can be played solo, cooperatively with all players on the same side, or head to head against your friends. It's all up to you!
*Really? Louisiana? Yep, it's a long story.
http://www.twohourwargames.com/adventures-in-the-lost-lands.html
Wednesday, 11 May 2011
Conflict on Mars released
The new Mars supplement for When the Navy Walked has now been released as a pdf download:
When the Navy Walked: Conflict On Mars! is a miniature ruleset that covers an alternate history set during the colonization of the Red Planet of Mars by the Great Powers. As the Great Powers vie for control of the planet's few resources and the Red Planet's native Red, Green and White Martians make tenuous treaties with them, something older stirs in the depths of the planet. Something dark and terrible that has been hidden for eons in forgotten creches locked in a stasis of bloody dreams of conquest.
The Overlords are awakening from their deep slumber and returning to the planet's surface once again! The Gray servants of the Skvani are gathering their Tripod War Machines! The future of Mars bears dark days of war!
WTNW is more than just a Victorian Science Fiction game. It is a springboard for imagination and a high-level game of tactics and battles set amongst a 'what if' world inspired by the classic authors of Victorian Science Fiction and Retro Science Fiction. In WTNW, players take the reins and command massive armies of men, fantastic beasts and steam-driven vehicles of leviathan proportions. In the end, the thunder that cascades across the battlefield to settle in the souls of the fighting men will only be assuaged with the assistance of the landship.
This Conflict on Mars supplement is not a stand-alone game. You will require the full version of When the Navy Walked, Second Edition, to play the game. So grab your goggles and your Aethertech, and get ready for a good time filled with steam and adventure!
More here: http://www.wargamevault.com/index.php?manufacturers_id=3206&filters=0_0_0
When the Navy Walked: Conflict On Mars! is a miniature ruleset that covers an alternate history set during the colonization of the Red Planet of Mars by the Great Powers. As the Great Powers vie for control of the planet's few resources and the Red Planet's native Red, Green and White Martians make tenuous treaties with them, something older stirs in the depths of the planet. Something dark and terrible that has been hidden for eons in forgotten creches locked in a stasis of bloody dreams of conquest.
The Overlords are awakening from their deep slumber and returning to the planet's surface once again! The Gray servants of the Skvani are gathering their Tripod War Machines! The future of Mars bears dark days of war!
WTNW is more than just a Victorian Science Fiction game. It is a springboard for imagination and a high-level game of tactics and battles set amongst a 'what if' world inspired by the classic authors of Victorian Science Fiction and Retro Science Fiction. In WTNW, players take the reins and command massive armies of men, fantastic beasts and steam-driven vehicles of leviathan proportions. In the end, the thunder that cascades across the battlefield to settle in the souls of the fighting men will only be assuaged with the assistance of the landship.
This Conflict on Mars supplement is not a stand-alone game. You will require the full version of When the Navy Walked, Second Edition, to play the game. So grab your goggles and your Aethertech, and get ready for a good time filled with steam and adventure!
More here: http://www.wargamevault.com/index.php?manufacturers_id=3206&filters=0_0_0
Saturday, 9 April 2011
Thursday, 7 April 2011
G.A.S.L.I.G.H.T. Compendium
Exciting news - if you aren't already into GASLIGHT, read this:
http://theminiaturespage.com/news/363264/
http://bucksurdu.com/blog/?p=441
Chris Palmer and I recently completed the cover for the upcoming G.A.S.L.I.G.H.T. Compendium. It is ready to go to the printer by the end of the week. We are just giving it the last once-over and review.
The G.A.S.L.I.G.H.T. Compendium meets all your VSF and Pulp needs, from skirmish and roleplaying to large battles and airship fleet actions.
Victorian Science Fiction (VSF) gaming is set in the world in which the predictions and visions of men like Jules Verne, HG Wells, and H. Ryder Haggard are true. In G.A.S.L.I.G.H.T., Main Characters and Extras battle in a world of steam-powered vehicles, fantastic weapons, lost worlds, and terrible creatures. Pulp gaming pits steely-eyed, flint-jawed, barrel-chested, two-fisted, deadeye, tough as woodpecker lips, stud among studs, no kidding, stuff-of-legends hero-type guys against colorful, charismatic, egomaniacal, dastardly, nefarious villains and their mindless minions. The G.A.S.L.I.G.H.T. Compendium has rules for the creation of characters, the construction of vehicles and weapons, and the generation of fantastic creatures. This open-ended approach is one of the reasons G.A.S.L.I.G.H.T. has been so successful over the past eleven years.
The G.A.S.L.I.G.H.T. Compendium includes material from four books: G.A.S.L.I.G.H.T. (for skirmishes), Battles by G.A.S.L.I.G.H.T. (for larger battles), Adventures and Expeditions by G.A.S.L.I.G.H.T. (roleplaying), and To Be Continued… by G.A.S.L.I.G.H.T. (Pulp). All the systems are completely consistent, allowing players to tailor their G.A.S.L.I.G.H.T. VSF or Pulp games. In addition, The Compendium includes new rules for airship fleet battles and more detailed rules for aerial vehicles in G.A.S.L.I.G.H.T. or Battles by G.A.S.L.I.G.H.T. The vehicle hit charts have been revised and combined, and there are specific vehicle hit results for walking, driving, flying, and legged vehicles. The record sheets used during game play have been completely revised. The book is 190 pages with color throughout.
We are looking for a July release, in time for Historicon. The book will also be available as a PDF download.
Victorian Science Fiction (VSF) gaming is set in the world in which the predictions and visions of men like Jules Verne, HG Wells, and H. Ryder Haggard are true. In G.A.S.L.I.G.H.T., Main Characters and Extras battle in a world of steam-powered vehicles, fantastic weapons, lost worlds, and terrible creatures. Pulp gaming pits steely-eyed, flint-jawed, barrel-chested, two-fisted, deadeye, tough as woodpecker lips, stud among studs, no kidding, stuff-of-legends hero-type guys against colorful, charismatic, egomaniacal, dastardly, nefarious villains and their mindless minions. The G.A.S.L.I.G.H.T. Compendium has rules for the creation of characters, the construction of vehicles and weapons, and the generation of fantastic creatures. This open-ended approach is one of the reasons G.A.S.L.I.G.H.T. has been so successful over the past eleven years.
We are looking for a July release, in time for Historicon. The book will also be available as a PDF download.
http://theminiaturespage.com/news/363264/
http://bucksurdu.com/blog/?p=441
Thursday, 10 February 2011
WTNW Core Rules Released
The core rules for When the Navy Walked, have now been releasedWhen the Navy Walked is a miniature rules set that covers an alternate history from the 1872 Victorian era to the 1909 Edwardian Industrial Age. It is a springboard for imagination and a high-level game of tactics and battles set amongst the 'what if' world inspired by the classic authors of Victorian Science Fiction and Retro Science Fiction.
WTNW is available now from wargamevault, under the publisher Armchairgeneral, and is on sale for USD$10 until 18 Feb.
Friday, 7 January 2011
When the Navy Walked
Now has a new website here and starts with this smashing intro:
On the shores of a sleepy island in the Mediterranean
Miklos hunkered down in the trench just in front of the tree line. The crashing waves were in front of him and his fellow Crispo's - and riding in on them were the landing boats from the Spanish naval ships sitting off the coast.
'Yes, come you dogs.'He thought. 'Our land forces will give you one hell of a fight!'
He knew that the costal defense ships had been beaten back by the incoming fleet - he only hoped the navy had given as well as it got.
He glimpsed to his right and he could see the precious Gatling gun that the Crispan government had bought from the Confederate States of America. That, along with a few boxes of rifles and a few old cannons was all that stood between the freedom of his home island and the domination of the Spanish conquistadors.
As the boats made the breakers, the cannons behind his position and the Gatling gun opened up, and he could see the Spaniards making for the beach. The hellfire of the gatling cut down many of the attackers before they could even get out of the water.
For a moment, Miklos allowed himself a glimmer of hope that if they could push back strongly enough the Spaniards would be forced to reconsider their desire to make the island one of their territories.With a loud blast that glimmer was gone as suddenly the bunker where the Gatling gun was became an inferno. Loud whistles, followed cannon blasts behind him, suggested that the cannons were also under a barrage of fire.
It was now, as the fight become more fierce, that Miklos noticed a ship which had come in closer than the others. The thought of it broken on the shallows almost made him smile.
Almost.
Until ever so slowly the ship began to rise up out of the water on enormous metal wheels affixed to the hull below the water line. The ungainly and clumsy craft raised itself up above the water and began to advance onto the beach itself. The landship rained down a hellfire of artillery from its heavier guns, as well as sheets of lead from troopers inside the beast firing from the side port holes.
All around him, Miklos could see his compatriots. The fear was evident on their faces as many dropped their rifles and ran away from the mechanical monstrosity. Elsewhere, the dead lay with the same fearful expression permanently affixed.
In his heart, Miklos wanted to take up his rifle and fight for his freedom, for his nations very existence.
His head knew better and he took to flight with the others.
The battle, like the Island of Crispo's sovereignty, was at an end.
A new Era among the superpowers had begun.
Wednesday, 5 January 2011
Citistates Of Mars
Recently popped into the Services Club for a bit of tiffin with Sir Sidney Ruff-Diamond who had just returned from a stint in Khalabar and we started reminiscing about the funny things the local Burpas tried against our valiant troops including of all things an exploding goat!
Funny thing was looking it up on the old Babbage machine back home on the estate I found a bunch of colonials across the pond have set up an enterprise called Exploding Goat Games. Now I couldn't find any games about exploding goats in their telephoescopic catalogue but they appear to be working on a Little Wars type endeavour called Citistates of Mars.
They say it is full of "martian escapades of the Hero of Mars. Four-armed green Martians, red-skinned Martian princesses, strange beasts… its all here", which sounds a bit like the adventures that Yankee freebooter that Burroughs chappie chronicled.
Whatever, it sounds promising and could be a valuable aid for young officers about to embark on colonial service on the red planet (even if it doesn't include an exploding goat).
Thursday, 11 November 2010
Skyship!
Flagship Games have annouced that they are "currently busy working on Skyship! a set of rules for Aeronef style VSF battles. Designed for smaller actions of 1-12 ships it will feature full 3-D flight rules, boarding actions, heroic heroes, and fantastic newly discovered super-weapons!"
You can join their Yahoo Group here.
You can join their Yahoo Group here.
Wednesday, 20 October 2010
15mm Figures For America's Splendid Little War
From Sculptor/Modeler/Author Chris Ferree, returns his original line of figures for the Spanish-American War in 15mm. First produced by Richard Houston over 10 years ago as part of the innovative "Battles In A Box" miniatures collections, the full line is once again available exclusively from TVAG.
Masterfully cast by Tom Dye of GFI/MiniFigs USA, the figures come from newly mastered molds and are as crisp and full of character as ever.
"Rough Riders!" consists of all troop types actually sent to Cuba, Puerto Rico, and the Philippine Islands by the United States, and as they fought the defending Spanish forces. The Spanish are themselves well represented by the troops (as defined by recognizable uniform types) defending the last outposts of their former Empire.
And as combat with the Spanish ended, new foes appeared. Of these, the most colorful and exotic were Spain's perenial Philippine enemies, the Moros. "Rough Riders!" provides these fanatical warriors and their lethal weapons in spades.
Sunday, 17 October 2010
WTNW Core II Game
The ArmChairGeneral (Rob) well be running a demo of the When the Navy Walked: Core II rules at Borderlands Comics and Games on Wednesday October 20 from about 6:00-9:00 immediately following their Jacksonville Garrison meeting. He will be bringing enough for several games at once. He will also be trying out some of the new rules from the Martian supplement!
Friday, 15 October 2010
When The Navy Walked
When the Navy Walked - Core Rules 2 Note: Thank you for purchasing When the Navy Walked! You have the core book in the ground level of a new venture that I started because I wanted to be able to share my ideas. When the Navy Walked is more than just a game or an idea it is a springboard for imagination. The Victorian Science Fiction genre has always been one that attracted creative individuals. The rules in this book should allow you to have many fun battles using the Great Powers. Look for coming supplements such as scenario and army books that will be designed to expand the alternate universe and add rich elements to the game!
Blog dedicated to these splendid new rules and other items of interest:
Wednesday, 2 September 2009
1871: The Battle of Dorking

It was on Tuesday, the 10th of August, that the fleet sailed from the Downs. It took with it a submarine cable to lay down as it advanced, so that continuous communication was kept up, and the papers were publishing special editions every few minutes with the latest news…. This went on till the Thursday morning. I had just come up to town by train as usual, and was walking to my office, when the newsboys began to cry, “New edition – enemy’s fleet in sight!”.… It was about ten o'clock that the first telegram came; an hour later the wire announced that the admiral had signalled to form line of battle, and shortly afterwards that the order was given to bear down on the enemy and engage. At twelve came the announcement, “Fleet opened fire about three miles to leeward of us” – that is, the ship with the cable. So far all had been expectancy, then came the first token of calamity. “An ironclad has been blown up” – “the enemy's torpedoes are doing great damage” – “the flag-ship is laid aboard the enemy” – “the flag-ship appears to be sinking” – “the vice-admiral has signalled to” – there the cable became silent, and, as you know, we heard no more till, two days afterwards, the solitary ironclad which escaped the disaster steamed into Portsmouth.
- The Battle of Dorking
A cracking read if you havent come across it by now, and now a wargame by Draken Games! Available for download through wargame vault:
http://www.wargamevault.com/product_info.php?manufacturers_id=2492&products_id=63471
"1871: The Battle of Dorking" allows two players to find out what might have happened at the key battle of this fictional campaign. Along with the rules and all the cut-outs needed, full background notes are given regarding Chesney's original book, the context of the campaign and the weaponry, organisation and tactics of both armies. A game should last two hours on a first play, reducing to 90 minutes once familiar with the rules.
Contains:
Rules and Background
2 Piece 8.5"x11" map
57 double-sided counters
28 single-sided counters
Thee you go, I'd be interested to hear form anyone who has played it - cheers!
Monday, 6 April 2009
Land Ironclad errata
Brigade have posted the official LI rules errata to their page here:
Thanks lads!

Saturday, 31 January 2009
Featherstone Naval rules released
The original classic is back - Huzzah indeed!This book introduces wargamers to the fun of naval games. Using straightforward rules that reflect the period and encourage historical tactics, the rules in the book avoid the overly complex path that some later naval rules took.
This book contains over 15 sets of rules:
Tony Bath's Ancient Naval Rules
Summary of the Fletcher Pratt Naval Rules
Jack Scruby's Napoleonic Rules
Combined arms campaigns
Naval games for tactical training
Summary of the Fred Jane Naval Wargame
Discussion of operational choices
Summary of the Fletcher Pratt Naval Rules
Jack Scruby's Napoleonic Rules
Combined arms campaigns
Naval games for tactical training
Summary of the Fred Jane Naval Wargame
Discussion of operational choices
This revised edition includes:
A new set of coastal warfare rules for 1939-45 by David Manley
A new foreword by David Manley.
A new set of coastal warfare rules for 1939-45 by David Manley
A new foreword by David Manley.
Wednesday, 28 January 2009
Starmarda: Ironstars released
Wednesday, 5 November 2008
DinoMight Review
In the last few weeks, Jim has posted a review of these rules to TMP. In case you missed it, heres what he has to say about these new rules:
An ‘out of the box' review of the Magister Militum rules for gaming with Dinosaurs, other Prehistoric Creatures and Humans foolish enough to get involved with them. The DINOMIGHT rules consist of a 14 page stapled A4 booklet with a plastic cover and colour front page. A further page is attached and features a blank sheet of play cards to be photocopied for game use and a list of available dinosaur models. In addition there is a separate double sided card Quick Play sheet which includes in a clear and concise manner all the stages of the Game Sequence as a series of tables and charts. My initial impression is that this is a well produced and clearly laid out set of rules which at £3.00 GBP offer very good value for money.

Page 1 of the rulebook provides an introduction to the game and some background notes which provide a useful overview of the thinking behind the system. I was particularly interested to read that the author, Richard Clewer, is intending to produce an expanded set of rules to include flying and swimming creatures etc at some point in the future.
Page 2 covers the object of the game, which is primarily survival, together with details of what is needed to play. This includes a ten sided dice per player, figures, terrain in the form of hills, swamps, jungle and ‘impassable ground' such as cliff edges, a tape measure and playcards for each dinosaur or hunting party. The suggested playing area is a kitchen table sized space i.e. about 4' x 4' and there are some suggestions for simple terrain representation. Given the small scale of the figures I'm sure some very impressive purpose built terrain features could be constructed with very little effort which is one of the advantages that the rules offer over conventional 28mm games.
Page 3 suggests starting forces and describes the concept of a unit in the rules. A unit is basically a 20mm x 40mm base on which an individual dinosaur is mounted. Human hunting parties and smaller pack dinosaurs are also mounted on a 20mm x 40mm base but are represented by multiple figures. This seems a very simple but effective basing system, although larger models will need larger bases. Page 3 also describes the information required for each model, with 6 ratings that need to be recorded on the corresponding playsheet i.e. Panic (used as a reaction test at the start of a turn), Sense (used to detect other dinosaurs in ambush as an opposed roll versus concealment), Concealment (the ability of your dinosaur to hide in ambush), Attack (divided into Close and Ranged attacks), Defence (armour protection) and finally Move (how far or fast it can travel). There is also a Size Rating for each dinosaur which can affect its concealment. Finally, the procedure for initial set up is covered, although these can vary with the scenario being played, including length of each game, objectives etc.
Page 4 deals with the turn sequence, consisting of an IGOUGO format based on a D10 initiative roll at the start of the turn. This is clearly set out in steps from 1 to 15 which sounds long winded but I suspect would be picked up very quickly after a game or two. The turn sequence is logical and consists of a Panic Test, Movement and Combat as a result of Panic, then Perception / Spotting, Movement and Combat. This is repeated by each player until all players have finished their turns. Simple and straightforward!
Page 5 sets out the procedure for Panic Tests which determine whether or not dinosaurs recover from panic as a result of previous combat or charging. This is a simple D10 test with modifiers. The rules clearly explain the outcome of failed or passed tests and include an example in the form of a very clear .labeled diagram.
Page 6 goes on to describe a similar procedure for perception i.e. spotting, for units either intending to attack or trying to detect attackers. This is, therefore, an opposed Sense v. Concealment roll with modifiers due to range, cover etc. Again, a simple but effective system, that is clearly illustrated and explained in an accompanying diagram on p7.
The rest of Page 7 covers movement, which is by straight line with any change of facing at the end of each turn. Measurement is in inches with halved movement when crossing difficult terrain. This could result in some confusion but luckily, another illustrated diagram makes things very clear. There are also rules and diagrams on page 8 to cater for defensive combat by armoured dinosaurs such as Triceratops and different rules for offensive attacks by predators such as T Rex on Page 9.
These combat related movement rules are extended on Page 10 with a system for executing ambush attacks which are clearly and neatly explained in the accompanying diagram. This is one area in which rules sometimes fail to work well but the system described seems to have ironed out the problems associated with surprise attacks very well. The way in which the rules for ambush dovetail with spotting procedures and initiative order should make it easy to determine what the results of an ambush attack would be without too much confusion.
Finally, Page 10 to 13 cover the all important procedures for close and ranged combat. This is a simple system based on Attack Value versus Defence Value modified by a D10 roll and a range or factors such as direction of attack, size of target etc. A successful attack inflicts damage according to the ratio of attack to defence totals with both minor and major critical hits inflicted as a result. The table of critical hits includes negative modifiers to key attributes such as sense, movement or panic. A Dead or Mortal Wound result has the inevitable consequences. The rules for ranged combat work in a similar fashion but are designed to cater for attacks by dinosaur hunters at short, medium and long range.
To round off the rules booklet there are a series of three scenario outlines on Page 14. These provide some variations on the basic theme of competitive dinosaur combat described in the first of these scenarios, The Hunt, which consists of a point based head to head game for multiplayer use. The second scenario, Dinner Time, pits herbivores against carnivores in a test of survival from one edge of the table to the other. The final scenario, Protect the Nest, is based upon just that, with the various combatants trying to protect their eggs whilst destroying those of the opposition. Although simple in outline, all three scenarios offer scope for variety and provide a model for development of other ideas.At the back of the rule book there is a table of dinosaur statistics (Appendix A) for most of the models in the Magister Militum Jurassic and Cretaceous ranges. There are also statistics for dinosaur hunters including tribesmen, rifle armed Victorians and Pulp or Modern era machine gun armed units. It would be very simple to devise additional statistics for other prehistoric creatures based on the data provided, although I suspect that Richard will update and expand the information as new models are released including, for example, the ‘Post Dinosaur' mammals and birds already listed in the ‘Dinomight' range (a list of available figures is included in the rulebook).
Overall, this seems like a well written and carefully designed set of rules which provide an excellent introduction to prehistoric gaming for beginners and a refreshing change from conventional 28mm dinosaur hunting, although there is no reason why they couldn't be adapted for use with such larger scale figures. They are also very good value for money and are supported by an expanding range of high quality 10mm miniatures. It would be great to see the rules developed further to include the both sea and flying creatures and, in particular, to develop the human element of the game. I'm sure such a move would be very popular and would help to encourage many more gamers to try out the Dinomight system for themselves.
The Dinomight rules and figure range can be obtained from Magister Militum via the web at magistermilitum.com and are also available direct from the Magister Militum stand at many of the UK and European shows.
In a later post, Jim goes onto say:
The base size plays no real role in the mechanics of the game aside from clearly defining the front, side and rear of the unit. So, yes, you could easily scale up to 28mm, and could probably dispense with bases altogether, although that might be a recipe for confusion at times e.g. when determining movement across terrain.
The rules are designed for multiplayer games but would work well as a two player or even solo system. The emphasis is clearly on a 'beer and pretzels' experience, not unlike Saurian Safari or Tusk for that matter. It's definately in the same 'genre' as these established dinosaur hunting games, so if you're familiar with them you'll like Dinomight.
The aim of the rules depends upon the scenario, as described in the rules, but it, in essence, it's to kill the opponent if playing as a Carnivore or defeat the predator if a herbivore. Obviously, human hunters are rated as predator in this respect.
Thanks for the reveiw Jim. You can find the TMP thread here:
http://theminiaturespage.com/boards/msg.mv?id=153767

Page 1 of the rulebook provides an introduction to the game and some background notes which provide a useful overview of the thinking behind the system. I was particularly interested to read that the author, Richard Clewer, is intending to produce an expanded set of rules to include flying and swimming creatures etc at some point in the future.
Page 2 covers the object of the game, which is primarily survival, together with details of what is needed to play. This includes a ten sided dice per player, figures, terrain in the form of hills, swamps, jungle and ‘impassable ground' such as cliff edges, a tape measure and playcards for each dinosaur or hunting party. The suggested playing area is a kitchen table sized space i.e. about 4' x 4' and there are some suggestions for simple terrain representation. Given the small scale of the figures I'm sure some very impressive purpose built terrain features could be constructed with very little effort which is one of the advantages that the rules offer over conventional 28mm games.
Page 3 suggests starting forces and describes the concept of a unit in the rules. A unit is basically a 20mm x 40mm base on which an individual dinosaur is mounted. Human hunting parties and smaller pack dinosaurs are also mounted on a 20mm x 40mm base but are represented by multiple figures. This seems a very simple but effective basing system, although larger models will need larger bases. Page 3 also describes the information required for each model, with 6 ratings that need to be recorded on the corresponding playsheet i.e. Panic (used as a reaction test at the start of a turn), Sense (used to detect other dinosaurs in ambush as an opposed roll versus concealment), Concealment (the ability of your dinosaur to hide in ambush), Attack (divided into Close and Ranged attacks), Defence (armour protection) and finally Move (how far or fast it can travel). There is also a Size Rating for each dinosaur which can affect its concealment. Finally, the procedure for initial set up is covered, although these can vary with the scenario being played, including length of each game, objectives etc.
Page 4 deals with the turn sequence, consisting of an IGOUGO format based on a D10 initiative roll at the start of the turn. This is clearly set out in steps from 1 to 15 which sounds long winded but I suspect would be picked up very quickly after a game or two. The turn sequence is logical and consists of a Panic Test, Movement and Combat as a result of Panic, then Perception / Spotting, Movement and Combat. This is repeated by each player until all players have finished their turns. Simple and straightforward!
Page 5 sets out the procedure for Panic Tests which determine whether or not dinosaurs recover from panic as a result of previous combat or charging. This is a simple D10 test with modifiers. The rules clearly explain the outcome of failed or passed tests and include an example in the form of a very clear .labeled diagram.
Page 6 goes on to describe a similar procedure for perception i.e. spotting, for units either intending to attack or trying to detect attackers. This is, therefore, an opposed Sense v. Concealment roll with modifiers due to range, cover etc. Again, a simple but effective system, that is clearly illustrated and explained in an accompanying diagram on p7.
The rest of Page 7 covers movement, which is by straight line with any change of facing at the end of each turn. Measurement is in inches with halved movement when crossing difficult terrain. This could result in some confusion but luckily, another illustrated diagram makes things very clear. There are also rules and diagrams on page 8 to cater for defensive combat by armoured dinosaurs such as Triceratops and different rules for offensive attacks by predators such as T Rex on Page 9.
These combat related movement rules are extended on Page 10 with a system for executing ambush attacks which are clearly and neatly explained in the accompanying diagram. This is one area in which rules sometimes fail to work well but the system described seems to have ironed out the problems associated with surprise attacks very well. The way in which the rules for ambush dovetail with spotting procedures and initiative order should make it easy to determine what the results of an ambush attack would be without too much confusion.
Finally, Page 10 to 13 cover the all important procedures for close and ranged combat. This is a simple system based on Attack Value versus Defence Value modified by a D10 roll and a range or factors such as direction of attack, size of target etc. A successful attack inflicts damage according to the ratio of attack to defence totals with both minor and major critical hits inflicted as a result. The table of critical hits includes negative modifiers to key attributes such as sense, movement or panic. A Dead or Mortal Wound result has the inevitable consequences. The rules for ranged combat work in a similar fashion but are designed to cater for attacks by dinosaur hunters at short, medium and long range.
To round off the rules booklet there are a series of three scenario outlines on Page 14. These provide some variations on the basic theme of competitive dinosaur combat described in the first of these scenarios, The Hunt, which consists of a point based head to head game for multiplayer use. The second scenario, Dinner Time, pits herbivores against carnivores in a test of survival from one edge of the table to the other. The final scenario, Protect the Nest, is based upon just that, with the various combatants trying to protect their eggs whilst destroying those of the opposition. Although simple in outline, all three scenarios offer scope for variety and provide a model for development of other ideas.At the back of the rule book there is a table of dinosaur statistics (Appendix A) for most of the models in the Magister Militum Jurassic and Cretaceous ranges. There are also statistics for dinosaur hunters including tribesmen, rifle armed Victorians and Pulp or Modern era machine gun armed units. It would be very simple to devise additional statistics for other prehistoric creatures based on the data provided, although I suspect that Richard will update and expand the information as new models are released including, for example, the ‘Post Dinosaur' mammals and birds already listed in the ‘Dinomight' range (a list of available figures is included in the rulebook).
Overall, this seems like a well written and carefully designed set of rules which provide an excellent introduction to prehistoric gaming for beginners and a refreshing change from conventional 28mm dinosaur hunting, although there is no reason why they couldn't be adapted for use with such larger scale figures. They are also very good value for money and are supported by an expanding range of high quality 10mm miniatures. It would be great to see the rules developed further to include the both sea and flying creatures and, in particular, to develop the human element of the game. I'm sure such a move would be very popular and would help to encourage many more gamers to try out the Dinomight system for themselves.
The Dinomight rules and figure range can be obtained from Magister Militum via the web at magistermilitum.com and are also available direct from the Magister Militum stand at many of the UK and European shows.
In a later post, Jim goes onto say:
The base size plays no real role in the mechanics of the game aside from clearly defining the front, side and rear of the unit. So, yes, you could easily scale up to 28mm, and could probably dispense with bases altogether, although that might be a recipe for confusion at times e.g. when determining movement across terrain.
The rules are designed for multiplayer games but would work well as a two player or even solo system. The emphasis is clearly on a 'beer and pretzels' experience, not unlike Saurian Safari or Tusk for that matter. It's definately in the same 'genre' as these established dinosaur hunting games, so if you're familiar with them you'll like Dinomight.
The aim of the rules depends upon the scenario, as described in the rules, but it, in essence, it's to kill the opponent if playing as a Carnivore or defeat the predator if a herbivore. Obviously, human hunters are rated as predator in this respect.
Thanks for the reveiw Jim. You can find the TMP thread here:
http://theminiaturespage.com/boards/msg.mv?id=153767
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