Unbridled Fury - New Version

Sunday, January 25, 2009 by pete284

Just had notification that the Unbridled Fury rules have been updated to version 0.8.

Changes are:

The new version of the game has a lot of changes that are worthy of mention:

* The entire book has been given a new layout.
* Company Lists are now more open and flexible to better fit with the bigger games we intend to cater for with the revisions.
* New material to make building company lists easier.
* There are no more individual Tds or Cow checks.
* Terrain has been completely overhauled. There are now a variety of terrain types (not just arduous ground) so terrain is now more flexible.
* All of the long lists of things (scenario objectives, properties (including what were called ‘Special Abilities’), terrain examples and the like) have been moved to Appendices at the back of the book.
* Rules are included for Model Properties (ex Special Abilities) and there are some extra Properties in there as well for Combat Weapons, Shooting Weapons, Shields, Armour and Magic.
* There are new rules for Magic (ex Sorcery, not in the rulebook since 0.6.2, and only then in an external supplement). Magic is now divided up into Properties, like everything else. The Properties are for Spells, whether or not the Magic in question is Magic as we know it traditionally, or if it is a product of technology or psionic talent.
* Ambushing is gone as a general rule, and is now restricted to the ‘Ambush’ Scenario.
* Rules have been added for Suppressive Fire when using automatic weapons.

Free Web Graphics Program

Wednesday, January 21, 2009 by pete284

Came across this great free web application that is just like Adobe Photoshop and whats more it is free. Its called SUMO Paint.

Handy if you don’t want to splash out for an expensive paint program or are working on a PC without a graphics program.

Sumo Paint is a powerful web-based graphics editor with a variety of different editing tools. Sumo Paint can be used as a paint program and photoediting program. With Sumo Paint you can save your artwork on your computer but also on Sumo account on web. This allows you to open your images from any computer. All you need is a web connection.

Forge of War

Wednesday, January 14, 2009 by pete284

My good mate Craig Cartmell started writing some Sci fi rules on the old freewargamesrules forum.

These were born out of a frustration of GW 40K rules. He has since moved the rules onto his blog and named the rules Forge Of War. I recently received this message off Craig:

1. Kyle has added prototype force lists and weapons’ stats so that people can get playtesting with their 40K armies.
2. Adam has produced some AT-43 stats and lists and intends to add more over the next week or two.

Interesting Intiative Sequence

Wednesday, January 7, 2009 by pete284

I came across a very good mechanism in a WW2 boardgame the other day called Corp Command: Totennsontag which I think would be very adaptable for tabletop games.

Each unit type is given an initiative number between 2 and 5. This depends on the combat effectiveness of the unit and speed. In the boardgame it equates to 2 for infantry, 3 for artillery, 4 for commonwealth armour, 5 for panzer divisions.

At the beginning of a turn both sides roll one D6. The highest number has initiative for the turn and will move first, however, only units with an initiative of an equal or higher number can move. So if the Germans roll a 5 and the commonwealth roll a 2 the germans will move first but only their panzer units can move. Whilst the commonwealth will move second and move all their units.

In the boardgame you also move a number of hexes equal to the roll. If a 2 is rolled, all units can move but they only move 2 hexes, including the panzers. If a 5 was rolled for initiative only the panzers could move but they move 5 hexes.

Another couple of interesting twists to the sequence is if a 6 is rolled that player misses this turn. Next turn though he may select any number he wants from 2 to 5. So does he activate all his units for a movement of 2 or only his panzers for a move of 5 and probably seizing initiative.

If a 5 is rolled on the initiative next turn the player may add or subtract 1 from his next dice roll if they wish which gives a little more control next turn over what he needs.

Another good part of this mechanic is if you roll low this turn and go second , next turn you may roll high and move first and thus get two moves in a row allowing you to outflank an opponent or such like.

So the higher the roll you are more likely to move first but with fewer units, it also means static units like infantry or very slow tanks don’t get to activate so often.

Corp Command: Totennsontag is available from Lock N Load Games for $27.99

New 2mm Armies Blog

Saturday, January 3, 2009 by pete284

Came across a fabulous blog the other day called Lilliputian Armies.

a website dedicated to historical miniatures, wargaming spanning the eras between the 16th Century through World War II. Here you will find representations and discussion of the smallest of the small, 2mm or 1:900 scale miniatures.

All the tiny armies shown here are homemade and constructed from either single mold plastic casts or cardboard, glue, and styrene strips.

Check it out well worth a visit.