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Post by aleks on May 11, 2015 0:57:26 GMT -9
Hi everybody. No pictures here.
"What? Wait a minute...this is a gallery!!!" I hear you say...
I'm mainly a modeller, not a gamer, but I feel very stimulated to see wargames army that uses paper models (for vehicles) or entire armies made out of paper and cardboard, so I've started some by myself.
Now I need some motivation to go ahead and complete something because I have the bad habit to start a lot of project without reach any end and I think that share my progress with you will help me in this task.
Project in progress:
1) TAU (troops by Jim Hartmann, vehicles by Patorock). Progress state: something build
2) Ultramarine ( troops by Upsilonman, vehicles by Patoroch, Newobmij and Emass). Progress state: something build
3) Eldar ( Troops and vehicles by Jas-ta, Aaron and Newobmij). Progress state: something build
4) High Elves ( One Monk and Sirrob01). Progress state: something printed
5) Imperial Army/ Vostroyan/ Krieg (Patoroch). Progress state: something dreamed.
I'll try to make weekly update on progress, so pictures are coming.
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Post by alloydog on May 11, 2015 1:30:01 GMT -9
I would say go for it! But take the same approach you would as if you were putting together a GW model army** and by that I mean, start small and add bit by bit. I've done some fantasy wargaming with Dave Okum's figures and they looked great. My mistake at the start was to try and put together lots of figures and scenery before playing. Sure-fire way of not getting anything finished. After trawling wargaming websites, I noticed that in reality unlike what you see in printed magazines, most wargame tables are pretty sparse - some secenery here and there, but mostly blank tables. I started with a couple of small, well, you couldn't even call them "armies", more like sqauds of Orcs and Elves. Though because the plan /was/ to build up to a bigish army, I based the figures five to a base. Starting small means you can take som etime getting some figures, vehicle or two and some scenery looking good and you can start playing almost straight away. I've basically shelves/boxed my plastic figures and am starting over with paper/card Sci-Fi figures: My initial games are bug bashes in narrow corridors - it's playable with less than 10 "good guy" figures and dead beasties get reused. The scenery is also limited to a floor plan and a wall **With paper figures, it is still best to take things slowly and make your figures look good. With GW stuff, you have to take things slowly beacuse selling the kids into slavery and putting the Mrs on the game to pay for a dozen Terminator armoured marines and drop pod takes a while aswell. Plus you need to paint them.
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Post by gilius on May 11, 2015 4:16:56 GMT -9
I agree with alloydog. Been playing mostly with paper minis for the last 4-5 years and I have many uncompleted/dead projects because I would start, then lose interest or find out I should have done things in another way. His suggestion of "build a little bit, then play" is great to avoid this: either you'll feel more motivated or find out early that you have to change something.
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Post by aleks on May 11, 2015 22:19:39 GMT -9
Actually I have no time and no people to play with... I'm living in a really small town where wargames culture is very low. I'm waiting for my sons to grow a little, I started some Heroquest play with them, but they prefer playing with LEGO.
I think I could say I'm preparing for the future.
FOR THE EMPEROR!!!!
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Post by alloydog on May 11, 2015 22:47:16 GMT -9
Actually I have no time and no people to play with... I'm living in a really small town where wargames culture is very low. I'm waiting for my sons to grow a little, I started some Heroquest play with them, but they prefer playing with LEGO. I think I could say I'm preparing for the future. FOR THE EMPEROR!!!! Same story here. My son (9½) is is sort of interested: He likes playing with the figures and stuff and makes stories with them, but the moment you mention rules and pull out the dice, he drifts off. My daughter's (13 23/ 24) idea of role playing is chat threads on her phone with her mates being "depressed Korean boy-band musicians struggle with gender identities". Also because of work and so on, there's not much free time anyway. Small town? I live in a place with just under 5000 people, no wargame culture that I know of and I don't really the local lingo very weel either As far as the LEGO is concerned, check out H. G. Wells' Little Wars. It's all about setting your figures out and chucking things at them to knock them over. Appeals to most boys from age 6 months up and because it's a literary classic, it's OK for a grown-up as well, who is only doing it for educational purposes My wargames are usually solo affairs lasting half-hour or so. But I enjoy making the stuff just as much as playing with them, so I don't mind to much. URAAA!!! FOR THE UNION!!!
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Post by Rhannon on May 11, 2015 23:02:58 GMT -9
aleks ... disregarding WH40K ... why you don't try any solo-rules ? :-)
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Post by alloydog on May 11, 2015 23:33:07 GMT -9
aleks ... disregarding WH40K ... why you don't try any solo-rules ? :-) I use Don Glewwe's Beer and Pretzels Space Marines. Very simple mechanics, though being solo, the "enemy" tends to be mindless attackers. I have tried writing up a table of alternative actions for "intelligent" foes where the you still decide what they do, but you then roll to see if they do what you want or the actions are modified by current events.
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Post by aleks on May 12, 2015 0:07:10 GMT -9
aleks ... disregarding WH40K ... why you don't try any solo-rules ? :-) I use Don Glewwe's Beer and Pretzels Space Marines. Very simple mechanics, though being solo, the "enemy" tends to be mindless attackers. I have tried writing up a table of alternative actions for "intelligent" foes where the you still decide what they do, but you then roll to see if they do what you want or the actions are modified by current events. I did a fast internet search... Many seggest to try TwoHourWargames rules, but they are not free. I would try Berr5 and Pretzels SM because, as I mentioned in the first post, I'm mainly a modeller and I tend to use my spare time for modelling. Anyway, every suggestion is welcome. I'm also looking for warband-based game rules, for Mordheim and Necromunda style games...
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Post by alloydog on May 12, 2015 2:00:19 GMT -9
I'm also looking for warband-based game rules, for Mordheim and Necromunda style games... For games where you have blocks of figures, try Chronicles of BloodAgain, quick and easy to get a game going and simple enough for the kids. Here's a squad of Orcs pushing back an Elf raiding party (All figures Okum Arts): (Bit blurry, sorry...)
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Post by wyvern on May 12, 2015 4:28:23 GMT -9
For a wargames army project you can actually finish, try creating armies for the Hordes of the Things rules. An army usually consists of between 9 and 15 bases in total, each base having between 1 and 5 miniatures on it, depending on exactly what your army contains, and with quite a degree of flexibility about how many miniatures you want on many of the bases.
Only downside is finding a copy of the rules if you don't have them. Version 2.1 was published in March 2014, but is already sold out and unavailable - ignore links to free copies of earlier versions on the publishers' Wargames Research Group website, as these have all been withdrawn, and the link from the WRG site to Amazon to buy a copy, as this page simply tells you it's not available and they have no information on when or if it will be again! However, if you hunt a little, you should find a free scanned PDF version or two available somewhere on the Net. [Sorry; not sure if this constitutes piracy or breach of someone's copyright so I haven't given a link here, but it's not that hard to locate, plus the general unhelpfulness of the publishers to keep such a popular title in print or available as a PDF over many years means I've little sympathy. Plus I already have a paper copy of the original rules anyway...]
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Post by gilius on May 12, 2015 7:16:22 GMT -9
There are free versions of Two Hour Wargames modern and fantasy rules: www.twohourwargames.com/free.htmlIt's sort of a "love it or hate it" thing. I'd recommend proceeding slowly through the rules and paying attention to the "Stop!" boxes. +1 also for Chronicles of Blood. Really simple and useful when you want to line up two fantasy armies and have them fighting.
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Post by Rhannon on May 12, 2015 8:31:17 GMT -9
These days I'm talking about solo-game with new user evandro. He suggested to me Fivecore and PulpAlley. I know only a little the first ( I participated in his failed IndieGoGo campaign ) and don't know the second game. But ... FiveCore 1st edition. Skirmish Gaming Evolved. costs only $1.99 while Pulp Alley - Quick Start PDF is free. I think that they should be good to try their own game system. Then if they meet your needs you can switch to other products in the same series. Ciao
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Post by aleks on May 13, 2015 2:43:11 GMT -9
I dig into CHornicles Of Blood and I have a good feeling. I switched immediately to Elf Army project. FiveCore could be a nice choice on sci-fi side. Pulp is not my genre, but I'm always glad to look at soemthing free (and official minis are sweet www.statuesqueminiatures.co.uk/c/4513058/1/pulp-alley.html
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Post by gilius on May 13, 2015 5:20:15 GMT -9
These days I'm talking about solo-game with new user evandro. He suggested to me Fivecore and PulpAlley. I know only a little the first ( I participated in his failed IndieGoGo campaign ) and don't know the second game. But ... Five Core is really cool for 3-10 figures a side. You can get the "least you need to know" PDF for free at WargameVault. It is the game's quick reference sheet and it shows the basic mechanics. It is quite possible to run a simple game with only that (of course, the full rules give you more, such as weapon types, character attributes etc.) www.wargamevault.com/product/144174/FiveCore-Least-you-need-to-knowThe second edition costs more but it already includes info that was previously in at least three supplements (Tactical Primer, Heroes and Horrors, and Heavy Metal) plus a number of optional systems. Solo rules in the first and second edition are in line with Featherstone's ideas, i.e. have a general plan for the enemy forces, so that you can move them consistently. There are a few guidelines depending on the overall plan -- for instance, if the enemy is attacking or defending. There are also some systems to add some uncertainty. The second edition adds systems for enemy morale, priorities and the use of contact markers (like the "possible enemy forces" from Two Hour Wargames.) I have a few posts on my blog about it, still written based on 1st edition and supplements: fantalonia.blogspot.com.br/2014/07/first-impressions-fivecore.htmlfantalonia.blogspot.com.br/2014/08/soldiers-vs-insurgents-using-five-core.htmlfantalonia.blogspot.com.br/2014/08/five-core-data-retrieval-mission.htmlfantalonia.blogspot.com.br/2014/10/five-core-get-to-van.html
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evandro
Initiate
PulpAlley / DungeonSquad2
Posts: 10
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Post by evandro on May 14, 2015 0:01:13 GMT -9
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Post by gilius on May 14, 2015 4:00:02 GMT -9
Thanks for the kind words, evandro. I must take a look at Pulp Alley, this event deck seems interesting...
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