Print Page

Sunday, November 24, 2013

Painting WWII again

Aaron's got me interested in Too Fat Lardies' Chain of Command rules. The local group is playing in 28mm, so I'm painting up what little I have and buying a bit more to round out a platoon or two. I had a squad's worth of Germans in greatcoats from Old Glory half painted for a long time and a bag of four MG teams totally unstarted. To that I added a couple of bargain bin packs of Artizan German riflemen in Greatcoats I came across, which adds another 16 rifles. On the other side I had a box of Wargames Factory Chindits and a few Artizan LRDG that I had intended to use someday in the Savage Worlds adventure Day After Ragnarok. Added a few more bargain bin packs of LRDG and Aussies which will give me close to a platoon for North Africa if I paint the Chindits more Khaki and less green. Got the Germans and some of the LRDG & Aussies based last night on my favorite bases, 7/8" fender washers. This morning, they got a coat of thinned Aleene's tacky glue on the bases, a dip in a mixed pot of ballast and stone texture, a blast with a hair dryer to speed drying and some drying time, another coat of thinned glue on the base to lock down the texture, and another blast of hairdryer and some more drying time. Then out to the back yard table for priming. Army Painter white spray for the Aussies, Army Painter Uniform Gray for the Germans and a few Foundry Street Violence figs that tagged along. A bit of respraying laying down to better get the undercuts, and a bit of drying time, and into the shed for stain painting undercoats. The Commonwealth desert guys got a mix of cheap craft paint brown and tan colors and some water and satin finish for extra binder in the thinning water as their stain. The Germans got a mix of Payne's Grey, some of the leftovers from the Commonwealth brown mix, and some green & olive to warm the Payne's Grey a bit towards Feldgrau. With that all drying, I painted a bit of the excess stain onto some Bones monsters to see how it would go and to not waste the paint. This is what they look like at that point, with the stain still drying (the wetness is visible on some of the German bases).
 on :
There's a bunch more of the Germans and Stree Violence guys off to the right out of frame.

And here is what three of the Commonwealth guys look like after about 30-40 minutes of painting. Not done, but pretty good already and could show up in a game as is without embarrassment.  They're jumping the queue like mad on a bunch of pirates and Dark Ages guys, but when inspiration gets the brush working, go with it.


Made a bit more progress, getting the Feldgrau in on a lot of the Germans, during a DSL outage enforced lull in an online D&D game (Barrowmaze shoutout!). When you've been painting a lot of irregular figures like Dark Ages and pirates, its easy to forget how damn fast WWII uniforms can go.

Tuesday, November 19, 2013

More Camp Table Skirmish 10 point builds

Working up several more 10 pointers and then I'll start running them against each other in 5 vs 5 or 10 vs 10 matchups to get a feel for balance.

Slow Shooter, maybe a big arquebus or jezail on a stand
Points purchase
1 figure with 3" move
4 To hit +3
5 Range 15"

Fast Evasive Light Cavalry
Points purchase
1 figure
4 Move 15"
3 Dodge -2
2 To Hit +2

Heavy infantry
Points purchase
1 figure
1 Move 6"
2 Armor Save 5+
2 To Hit +2
2 Morale +2
2 2 Extra wounds

Blob monster - regenerating wound sponge
Points purchase
1 figure, move 3"
4 3 extra wounds
2 Regenerate
1 To Hit +1
2 Morale +2

Mobile Veteran Archer
Points purchase
1 figure
1 1 extra wound
1 Move 6"
1 can attack before move or during move
2 Move full and fire
3 Range 9"
1 To Hit +1

Warrior monk with naginata
Points purchase
1 figure
2 To hit +2
1 Long Reach
1 Move 6"
1 Extra wound
2 Morale +2
2 Dodge -2

Medium Cavalry
Points purchase
1 figure
3 Move 12"
1 Dodge -1
1 Armor Save 6+
2 To Hit +2
1 Morale +1
1 1 Extra wound

Apprentice Wizard
Points purchase
1 figure
1 Move 6"
1 Move 3" and fire
1 Dodge -1
3 Range 9"
2 To Hit +2
1 AOE 1" diameter

Novice Cleric
Points purchase
1 figure
1 Move 6"
1 Move 3" and fire
1 Dodge -1
1 Range 3"
1 To Hit +1
1 AOE 1" diameter
1 1 Extra wound
2 Can heal instead of attack

Sunday, November 17, 2013

Camp Table Skirmish Minimaxing time

So how breakable is this point system? What's the most potent 10 point figure you can make in Camp Table Skirmish?

Maybe this?
Dervish Mage
1 for figure
1 to move 6"
4 +3 to hit
3 AOE 2"  -- without range paid, this is a PBAOE.
1 extra wound

Might swap the extra wound for another 3" of movement to close faster or for "reach" to get to attack first at contact. Though, if they do the closing on figures that already moved, they would be able to burst without actually contacting for melee on their own location and catch enemies in the edge of the burst.

These would have to fight in a loose skirmish line, as I did not allow for AOEs to exclude hitting friends.
They would be vulnerable to faster ranged attackers, but devastating up close.

If they are too powerful, not excluding self from a PBAOE would probably do it.


I also noticed while going over the table that we accidentally cheated a bit in the playtest game, as written there is a cost to move and shoot in the same turn that I did not pay in the troop buy on the archers. Should put a note into the combat rules, not just the purchase table.

Saturday, November 16, 2013

Camp Table Skirmish Playtest Report

I dragooned my daughter into playing with me. She's played some RPGs before but this is the first minis game I've pulled her into. Haven't run many around home in a long while.

We played in a corner of my overburdened gaming and crafting table. Pushed enough crap out of the way to make a space about 3 feet on a side. Still have a lot of boxes and mess from the packing and unpacking of the convention game, looming at the edges of photos.

She chose the Orc side and decided to keep the first move I had made when I had started to solo before she joined in, rather than reset.

Found a few things to clean up in the rules, and have already typed in part of the fixes.

 The doughty village militia come from my Saga collection. The villains are a mix of old Games Workshop and similar figures from my D&D collection.




 At the end of the first move, the militia archers drew first blood, killing a couple of goblin spears, barely visible below the troll in the distance.


The troll and goblin spears moving faster than the orcs, the melee opened first on the left of this shot


A closer shot of the opening melee. I should have used a smaller figure for the troll or statted him with long reach.


General melee with the orcs getting the upper hand.



Both sides have thinned but the militia more so. Every melee orc that had to make an armor save on a 5-6 succeeded, leaving our hero Squire John quite frustrated with his sword that failed to bite again and again.



The end. Squire John is wounded and retreating across the bridge, just out of the shot to the left. With their spears all dead and enough archers down to reach 50%, an army morale check on an archer failed, ending the game. I didn't keep track, but it was about six or seven turns. It took about two hours.


Camp Table Miniature Campaign and Role Playing Rules

The Camp Table Skirmish Rules provide character design and combat mechanics. Instead of fighting head to head conventional skirmish battles, as a roleplaying game, one player will take on the role of gamemaster and other players will each have a player character or small band of characters. Decide on how many points each player gets to spend initially, and each builds a hero or a hero and some followers out of his points. About 10 points strikes me as similar in power to a traditional first level character.

As an RPG, the gamemaster will set up a map or maps to explore, and provide the challenges and opponents to overcome. As a miniatures campaign, veterans of previous games will get upgraded, and new reinforcements will need to be added as necessary from game to game. I may hack out another page on miniatures campaign scenario generation, but if you are thinking of playing this, you probably know the drill.

Character progression
These character progression rules could be used for either RPG play or miniatures campaign play. Track who killed what value of enemies. Split enemy values as appropriate when its a team effort, either each foe against all that hit it or the whole total value shared among the survivors.

After a battle your character gets experience build points that can be used for buying upgrades or banked for later upgrades.
You get a survival reward and a kills reward.

Survive a battle against a force of at least 80%  the value of your own. 1 point if it was a serious engagement.
Survive a battle against a force > 150% of your own. 2 points.

Kill at least your own value in enemies in the battle. 1 point.
Kill double your own value 2 points.

GM awards
The GM can grant additional points as seems fit. Treasures, mission, story, and roleplaying success are all likely reasons to add a build point or two in the course of a session.

Non combat challenges
Resolving challenges outside the scope of the combat rules: Wing it. Seriously. At this level of resolution, if randomness of success seems appropriate to you as a GM, pick a target number that makes sense and who rolls the die. Standardize or elaborate anything you like. Borrow as appropriate from anything at the lower end of the detail spectrum. It would be kind of silly to connect this game up to anything with very much detail to it.



Playtest scenario for Camp Table Skirmish

Okay, so I slapped together a semblance of the game. Now its time to start playtesting. Would love to hear back from anybody else that tries the rules (or even just reads them) as well.

So here's a starting scenario a bit more elaborate than a straight up point out two sides and fight.

The Orc Raid on Millbridge

Most of the village of Millbridge lies off the bottom of this map across the stream. The mill itself is on the map. The villagers are warned of the oncoming raid by the smoke and refugee children from the burning neighboring village Offmap Tragedy to the north and have rallied to defend their homes.




Right off the bat, I'll have to account for some new terrain types.

Road +3" move if all along the road and not flying.
Bridge counts as road.
Woods - standard slowing and missile defense bonus
Marshy Field - slowing only
River - slowing only.
Building - slowing, 2 points of defense vs missiles and melee vs people outside. No combat penalties if both combatants inside. It can be set alight by enemies remaining in contact for a full turn and rolling less than or equal to the number of enemies in contact with the building at the end of the turn. Once alight it can be put out by a bucket brigade of  friends on the outside and in contact with the river, each other, and the building and rolling the same way. If it burns for three turns after the turn it was set alight, it is burning so fiercely that it can no longer be put out and can be considered destroyed. Anyone still inside at that point dies. Torchers and bucket brigade cannot attack and defend at -1.

Orcs will enter from the top of the map.
Millbridge militia will deploy in the bottom third of the map.

The Orc objective is to sweep away the defenders and pillage the village. The militia seek to drive them off.

Millbridge Militia  100 points
10 Human Light Peasant Spearmen 40 pt
Figure +1
Move 6" +1
Long reach +1
Armor save 6 +1
Total cost 4 @

8 Human Light Peasant Archers 48 pt
Figure +1
Move 6" +1
Range 9" +3
Dodge -1 to attacker, +1
Total cost 6 @

Squire John (borrowing stats from Dwarven Veteran and bumping up a step of movement)
Figure +1
Move 9" +2
Armor save 4+, +4
Extra wound +1
+2 to hit, +2
Morale +2, +2
Total cost 12 @

Orcs of the Black Goat  100 pt
Gaghash the Troll Bruiser 23 pt
Figure +1
Move 9" +2
Throw 3" +1, stationary only
+2 to Hit +2
Armor save 4+, +4
4 wounds to kill +4
Morale +4, +4
Regenerate wounds +2
Inflict 2 wounds on a hit +3
Total cost 23 @

6 Choppers - swords and axes  30 pt
Figure +1
Move 6" +1
+1 to hit    +1
Armor save 5+,   +2
Total cost 5 @

8 Goblin Stickers - spear fodder  32 pt
Figure +1
Move 9" +2
Long reach +1
Total cost 4 @

3 Shooters - bows   15
Figure +1
Move 6" +1
Range 9" +3
Total cost 5 @



Thursday, November 14, 2013

Camp Table Fantasy Skirmish Rules

A few years back, I had a big box of D&D prepainted plastic figures and some dice along on our trip to Tuolumne Family Camp, planning to play D&D. One warm afternoon during "quiet time", I hacked out a set of fantasy skirmish rules and my son and I statted up several skirmish squads for it and we played a few  good games. After returning, I misplaced the handwritten version of the rules and don't find a copy on my laptop so I'm going to attempt to recreate them from memory, with a bit of rebalancing, mainly in scaling up costs for extra purchases of some of the powers. This version is currently unplaytested so I'll play with it awhile and edit this post as I adjust the balance.

Building an Army
For a small skirmish, give each player 100 points to buy figures. Most expensive figure not to exceed 33 points, and at least 50 points in figures costing 12 or less each. Ideally figures are costed out to be representative of their fantasy types, and not minimaxed, but gamers will be gamers, so if minimaxing is a risk, stat up several squads and select which squad will be played by each player randomly.

Each figure starts at 1 point. It hits on a d6 roll of 6 and dies to a single hit. It has no ranged attack, and must be in contact to fight. It moves 3 inches per turn. It has no armor save.

They will test morale at the end of the turn and pass on a 5+ on a d6, modified by any morale bonuses. Failed morale rolls by 1 recoil a half move. Fail by 2 and retreat a full move. Fail by 3 or more and the figure will rout a full move each turn until it passes a rally morale check or leaves the table.

Everything else is paid in additional points. Where there are a series of bonuses, the first time you take it has the first cost, the second time for the figure the second cost etc.

Add 3" to movement distance +1, can be repeated up to 4 times
Flight +2 per 3" of movement
Add 3" to combat range, with a missile weapon or magic +1, up to 5 times, stationary fire unless paid below
Add ranged fire combined with half move +1, full move +2
Add the ability to attack before move or during move instead of at end of move +1
Add 1 to the roll to hit, +1, +1, +2, +2, +3
Add  1" to diameter of area of effect of attacks, up to 3 times. +1,  +2,  +3
Add an armor save, starting with roll of 6, then +1 to roll for each improvement,  +1, +1, +2, +2
Add +1 to morale test roll, +1
Add dodge of attacks -1 to attack rolls against this figure, +1, +2, +3, +4
Add a "wound" that can be suffered before death +1, +1, +2, +2, +3, +3 etc
Regenerate or heal a wound on roll of 6 at the end of the turn +2
Heal other figure of 1 wound as attack action +2
Long reach, can fight two ranks deep and front rank can attack first in first round of melee unless opponent is also long reach +1
Inflict additional wound(s) with attack +2, +4

Sequence of Play
Roll for initiative, D6, ties to to the guy that did not have initiative last time.
Alternate movement, winner first, moving individual figures or groups of figures that are within 1" cohesion distance between bases. In group moves, individual figures are only limited by their individual maximum move distances, but cohesion must be maintained for figures to move together.
After both have moved, unengaged ranged characters shoot, tallying any hits before shooters are removed. Newly engaged ranged figures can also shoot at figures that moved into contact with them, but will forego melee attacks this round to do so.
Long reach attackers attack if in a first turn of contact.
All other melee attacks are made.
Take all morale checks and make any retreat moves.
Army morale test if needed.

Movement
Movement to contact must be by most direct route, only wrapping around enough to make room for additional attackers, except for move-by attacks by eligible figures, which can go past a figure and through gaps big enough for the width of their base.


Combat
Dodges or terrain effects may raise to hit numbers above 6. To hit higher numbers, any roll of a 6 is eligible to roll again, adding 5 from the original roll. So if an 8 is needed, roll a 6 and reroll and get a 3 or higher. If a number above 11 is needed, a second roll of 6 will allow 10 to be kept and a third roll added.
Make all melee attacks by figures with long reach in their first round of contact and remove their casualties.
Then make all other melee attacks.

Area effect attackers resolve against each target in the area. If their attack is a multiple wound attack it applies the multiple wound effect to each figure that it hits. Single target melee attackers with a multiple wound effect apply it all to one figure if it takes multiple wounds, or can spread wounds to adjacent single wound enemies. Each would get its own armor save if applicable, and some are harder to hit for reasons of dodge or terrain, it only spreads to them if they would be hit by the attack roll.

Morale tests
Mark all figures that have a friendly figure that costs at least half as much die within 2" and all multihit figures that are freshly wounded this turn. Use a special mark when the lost figure is worth double the figure(s) that will test.

Morale test table:
Roll one morale test if marked, additional losses do not require additional tests
Pass on modified 5+
4 - recoil half a move, facing enemy
3 - retreat one move, facing enemy
2 or less - rout full move, face away, test again at end of next turn and rout again unless passed

Modifiers to morale rolls
Morale bonus paid as cost of figures
-1 if wounded
-2 if wounded and next hit will kill the figure
-1 if testing for the loss of a friend worth double own cost or more

A side that has lost more than half its points makes an army morale test at the morale rating of a randomly selected survivor after individual checks and retreats are resolved in any turn in which it has taken additional casualties, losing the battle if it fails the check. If both armies test and fail on the same turn, its a draw.

Terrain
Keeping it minimal with only area terrain to begin with. Areas can either provide cover, -1 to hit targets on edge, block ranged shots at targets more than a base depth in, or slow movement by half, minimum speed is still 3", or both. Height advantage gives a similar defense bonus in melee. Might want to add another cost for skirmish movement that ignores terrain movement penalties.

We played the original on a 3 x 3 foot card table with a few terrain areas in each game up to about 9" across in size.


Example figure costs

Human peasant spearman with shield
Figure +1
Move 6" +1
Long reach +1
Armor save 6 +1
Total cost 4

Human light peasant archer
Figure +1
Move 6" +1
Range 9" +3
Dodge -1 to attacker, +1
Total cost 6

Dwarven veteran
Figure +1
Move 6" +1
Armor save 4+, +4
Extra wound +1
+2 to hit, +2
Morale +2, +2
Total cost 11

Elven elite horsebow
Figure +1
Move 15" +4
Range 15" +4
+2 To Hit,  +2
Armor save 5+,  +2
Dodge -2,  +3
Extra wound +1
Full move and fire +2
Morale +3, +3
Attack before or during move +1
Total cost 23

Troll Bruiser
Figure +1
Move 9" +2
Throw 3" +1, stationary only
+2 to Hit +2
Armor save 4+, +4
4 wounds to kill +4
Morale +4, +4
Regenerate wounds +2
Inflict 2 wounds on a hit +3
Total cost 23

Fireballing Wizard
Figure +1
Move 12" +3
Range 15" +5  but stationary only, all that mystic powering up, so not buying moving fire
Attack Area 3" diameter +6
3 wounds +2
Dodge -4 (mists, mirror images, and nimble) +10
Regenerate +2
Morale +2, +2
Total 31

Goblin with firepots
Figure +1
Move 9" +2
Range 3" +1
Move full and attack +2
1" diameter attack +1
Total 7






Wednesday, November 6, 2013

Event handling difference in Chrome and Firefox

Our QA engineer Oleg found a bug in a piece of Javascript I wrote last week that worked for me in Chrome but failed for him in Firefox. I found the answer quickly on the internet, but I'm writing it up here again to help sink it into my brain.

Event handling is different in Chrome's V8 Javascript engine and Firefox's Spidermonkey Javascript engine. 

In Chrome you can say: 

$("table#organisms_table").on("click","button.organism_copy", () -> 
    clicked_row = $(event.target).closest("tr") 
    .... do stuff with the row ...


and have event work as an implied variable in the anonymous function that handles the click event. 

In Firefox you must explicitly pass in the event to the function. So for Firefox the code must be: 

  $("table#organisms_table").on("click","button.organism_copy", (event) -> 
    clicked_row = $(event.target).closest("tr")

        .... do stuff with the row ...

With the implied version, the handler failed in Firefox with event being undefined and since it happened to be in a form it processed unintentionally like a submit button.

Friday, November 1, 2013

Well, that was a flop

Got to Conquest Avalon early and well enough prepared. Spent the afternoon setting up dungeon scenery and troops. Was satisfied with the look and the map topology being good for a wargame mini-sandbox.

 The minis room was thinly attended. Had a lot of compliments on the look of the game, but no players. Was outcompeted by the Zombiecide game for minis players of a non-historical bent.

It looked really good, and having it all set up, it became evident it would have looked even better with a black or grey groundcloth underneath it all. Will do that next time I set up a table full of dungeon.  

Next time I do a big dungeon convention game, I'm going to do it under the aegis of the RPG part of the convention I think. More likely to get takers that way. 

Soloed a couple turns while waiting around to see if anybody would take an interest, and worked out a few more tweaks to it. Will get some pictures up in a bit.

Bummer...