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Post by creyates on Aug 15, 2022 10:28:00 GMT -9
Here's a shot of them all lined up. I'm currently working on my website, and trying to figure out how to set up a newsletter. The struggle is real. I can't wait to get back to making artwork.
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Post by creyates on Aug 10, 2022 5:21:53 GMT -9
Here are some cavalry for today. The single pose looks even worse with all those horse legs moving in perfect unison haha. I want to rework them all a bit, I find the shadows and lines are a little on the heavy side in some areas. I do enjoy how simple they are, and how quickly I can produce them. I'll have to be careful not to overdo it!
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Post by creyates on Aug 10, 2022 4:54:17 GMT -9
alloydog I will be selling some eventually, but these will be offered for free. I'll keep you posted!
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Post by creyates on Aug 9, 2022 6:32:07 GMT -9
Here are some test swordsmen. The single pose is a little more noticeable with these guys when compared to the spearmen. Looking forward to fleshing them out a bit!
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Post by creyates on Aug 8, 2022 12:48:03 GMT -9
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Post by creyates on Aug 8, 2022 9:38:50 GMT -9
Thanks alloydog! Pokémon eh? Interesting! How so?
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Post by creyates on Aug 8, 2022 4:31:23 GMT -9
Hello everyone! I've been lurking of late, while quietly working away in my dungeon. I'm happy to say I finally have something I can show. Behold, some generic 15mm spearmen! I made these as a sort of test run to get a feel for the scale, and readability. I've been working on a set of rules and army lists for a print & play hex based wargame. More on that to come. I will be posting more shots over the next few days. I think I'll make these available somewhere if there's any interest.
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Post by creyates on Aug 2, 2022 9:51:13 GMT -9
Woo!
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Post by creyates on Jul 27, 2022 4:42:48 GMT -9
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Post by creyates on Jul 25, 2022 11:59:02 GMT -9
Very nice collection!
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Post by creyates on Jun 13, 2022 9:02:46 GMT -9
Yeah man, thats awesome! Love seeing paper minis hit the table. Keep it up!
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Post by creyates on Apr 19, 2022 5:32:06 GMT -9
I don't own a cutter, but I would think you could trace the minis in some vector based software like illustrator to create your own SVGs?
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Post by creyates on Mar 17, 2022 5:02:56 GMT -9
Awesome! Thanks squirmydad. Glad to hear it cowboyleland! I have been quietly working away at something in my limited spare time these days. Hoping to unveil soon. Cheers everyone!
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Post by creyates on Mar 17, 2022 4:59:51 GMT -9
cowboyleland agreed! Another reason I love this community so much. Keep up the great work davec64! I like the chonky look your orcs have going on.
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Post by creyates on Jan 13, 2022 9:30:35 GMT -9
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Post by creyates on Jan 13, 2022 4:46:07 GMT -9
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Post by creyates on Jan 12, 2022 10:29:18 GMT -9
Hello everyone! Here are all of my files for the Northmen inspired Paper Armies units going back a few years now. It has been a long time coming. Thank you to all of my past patrons. I hope you don't mind that I've released these to everyone. I must give a special thanks to Toman for helping me recover these files. link
Paper Armies - Berserkers Paper Armies - Mounted Houseguard Paper Armies - Heavy Infantry (with 2 hand weapon options thanks to Toman) Paper Armies - Archers
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Post by creyates on Jan 4, 2022 16:50:51 GMT -9
Wow, they look stunning all grouped up like that! Great work.
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Post by creyates on Dec 10, 2021 5:27:38 GMT -9
Very grateful
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Post by creyates on Dec 3, 2021 5:48:01 GMT -9
Agreed, these are truly awesome! Great work!
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Post by creyates on Dec 2, 2021 7:06:17 GMT -9
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Post by creyates on Nov 29, 2021 7:01:05 GMT -9
Hello again! After a day of playtesting and several hours of reworking the rules, here's where I'm at with this bit: UnitsUnits in Bloody Banners can represent groups of warriors that fight together either on foot or mounted, terrible monsters that tower over the battlefield, or mechanical contraptions and their crew that hurl deadly projectiles across great distances. **Images of Units*** <<< these will be paper minis of course! Unit ProfileEach Unit in Bloody Banners has a unique Unit Profile consisting of its name, a number of attributes, its cost, and any special rules it may have. **Examples of Unit Profiles** AttributesThere are 7 Attributes listed on every Unit Profile. These are: Speed (SPE): A Unit’s ability to move quickly across the battlefield. Will (WIL): A Unit’s courage and willingness to fight on in the face of poor odds. Defense (DEF): A Unit’s ability to fend off attackers. Toughness (TOU): A combination of the number of combatants in the Unit, and their ability to withstand mortal wounds. Melee Attack (MEL): A Unit’s ability to fight in hand to hand combat. Charge Attack (CHA): A Unit’s ability to fight while charging headlong into the enemy. Ranged Attack (RAN): A Unit’s ability to fight with ranged weapons. Each Attribute has a numerical value assigned to it, that together describe a Unit’s capabilities on the battlefield. StatesEvery Unit has 3 States that apply to it at all times. These are: Momentum: The way in which a Unit is currently moving, if at all. Condition: The degree to which a Unit has been damaged, if at all. Panic: The amount of stress the Unit is currently experiencing, if at all. Each State has a numerical value associated with it that can change throughout the course of battle, depending on the Unit’s current situation. Players keep track of each Unit’s States with State Markers. **Image of State Markers** ---------------------------------------------------------- As you may have noticed, I have changed the "Dynamic Attributes" to "States" and given them simple numeric values. After playing for a day, this is pretty much how we ended up doing it anyway. Thanks again to everyone for the feedback! Its been a great help.
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Post by creyates on Nov 8, 2021 6:33:08 GMT -9
Welcome!
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Post by creyates on Nov 5, 2021 6:04:34 GMT -9
Thanks fellows!
I see what you're saying about too many similar terms. I had at one point called the Dynamic Attributes "Statuses" but it just doesn't give me the right feeling for a fantasy combat game. I will need to continue thinking it over. However, I have changed Movement to Maneuvers; so we now have Maneuvers: Holding, Moving, Running. I Think I will change the Moves Attribute to Speed as well.
Thanks again for the feedback!
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Post by creyates on Nov 3, 2021 6:08:50 GMT -9
haha cowboyleland thanks for having a look! That's good to hear. I've reworked it so many times now the words have all lost their meaning.
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Post by creyates on Nov 2, 2021 6:19:04 GMT -9
Hello everyone, I have been working on a hex based tabletop wargame for some years now. I’m looking for some feedback on a key aspect of my rules. I’ve been struggling with how to lay this out in a clear way. In order to explain how I’d like it to work, I think I need to explain my thought process a bit.
I wanted to keep the play area as free from clutter as possible, while also keeping the bookkeeping to a minimum. This led me to come up with a double-sided Marker system for several mechanisms. Basically there are 3 “Dynamic Attributes”, let's call them, that are state based. Players keep track of these with the double-sided Markers. The default state for each of these “Dynamic Attributes” is indicated by the absence of a marker (I hope you’re still with me); as certain criteria are met, the players place these Markers by their Units, flipping them over as necessary.
Example: Condition (effective hit points); Units start the game Unscathed (no marker), if a Unit suffers a point of Damage, the controlling Player marks it with a Battered Marker; if it suffers another point of Damage, the Player flips the marker over for a Bloodied Marker; if it suffers another point of Damage it is destroyed and removed from the game.
Condition is more or less linear in that it only gets worse as the battle progresses (with the exception of healing). However, the other 2 “Dynamic Attributes” (Movement & Morale) are not.
Every “Dynamic Attribute’s” state has certain effects on the unit’s options/effectiveness throughout the battle, including the default state (no marker). This is tricky too, because the absence of a Marker in each case function as…a Marker.
I’ve rewritten this section of the rules several times now, coming at it from different angles with different wording. Here is my most recent iteration:
BASIC ATTRIBUTES & DYNAMIC ATTRIBUTES
Every Unit has 6 Basic Attributes, and 3 Dynamic Attributes.
Basic Attributes appear as part of a Unit’s Profile. These Attributes are represented by numeric values, and are associated with a Unit’s capabilities on the battlefield.
Basic Attributes: Moves, Will, Defense, Melee Attacks, Charge Attacks, and Ranged Attacks.
Dynamic Attributes can change throughout the course of a battle, depending on how events unfold. Unlike Basic Attributes, they are not represented by numeric values. Throughout the battle, players keep track of their Units’ Dynamic Attributes with Markers. Dynamic Attributes, along with the corresponding Markers, are tied to certain ongoing effects.
Dynamic Attributes & Markers:
Condition Unscathed (no marker) Battered Bloodied
Special Condition Markers (only Units with the associated Special Rules will make use of these Markers) Tough 2 Tough 1 Hard to Kill
Morale Steady (no marker) Wavering Routed
Movement Holding (no marker) Moving Running
Special Movement Markers (only Units with the associated Special Rules will make use of these Markers) Flying
It may be helpful to think of Basic Attributes as quantities which the Units possess, and Dynamic Attributes as qualities that describe them. For example; A Unit may HAVE 5 Defense (Basic Attribute Defense), while it IS Holding (Dynamic Attribute: Movement).
Does this make sense? Please let me know if you have any questions. I’d greatly appreciate any feedback. Thanks!
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Post by creyates on Oct 20, 2021 7:02:19 GMT -9
Greetings fellow Cardboard Warriors! I just posted this on reddit: About a year ago I posted my very rough rules for a hex based TTWG (https://www.reddit.com/r/tabletopgamedesign/comments/jqoy8u/hex_based_tabletop_wargame_rules_looking_for/). I want to thank everyone who took the time to read them, and comment! A special thanks to u/Greycompanion and u/malpasplace for their invaluable insight. I've spent about a year working on it and trying to simplify. Here's the current overview: Bloody Banners is a rank and flank tabletop wargame for 2 or more players with an emphasis on tactical movement, positioning, and morale. The first side to break or eliminate all of their opponent’s forces wins!
Each Player fields an army of fantastical characters and creatures represented by paper miniatures. The game takes place on a battlefield consisting of a number of hexagonal spaces, with paper/card terrain.
Over the course of the battle, Players will take turns moving, attacking, and casting spells with their Units in an effort to break or destroy the opposing side’s forces.
Dice (D6’s) play an important role in determining certain outcomes. However, careful positioning and timing are key to ensuring the odds are in your favour.
In Bloody Banners, when a Unit moves, it is marked with a Movement Marker that remains in play and affects the Unit’s subsequent actions.
Similarly, Morale Markers keep track of each Unit’s willingness to continue fighting on. As the battle unfolds and Steady Units suffer Hits, they are Shaken; if a Shaken Unit fails its Morale Roll, it will be Broken and forced to Flee. Units’ morale will ebb and flow over the course of battle.
To keep track of how many Hits a Unit has suffered, Bloody Banners uses a Condition Marker system; Units begin the battle Fresh, and as they suffer Hits they become Battered, and then Bloodied, before ultimately being Slain. A Unit’s Condition affects the difficulty of its Morale Roll; the closer a Unit is to being Slain, the higher the likelihood that it will be Broken.
As the battle is being fought on the field, so it is being fought in the heart of each combatant. Players must keep a careful eye on their Army Resolve Track; as their Units are Broken, or Slain, their Army Resolve decreases. If a Player’s Army Resolve falls below its Breaking Point, all of their remaining Units will be Shaken, greatly increasing the chances of a mass rout.If it sounds like something you'd be interested, here are the current rules: docs.google.com/document/d/1kkQ6SLUfPiutmbRxtdjrYqcFIudPmJEemO8Xh7KeWMQ/edit?usp=sharingI would love to hear anyone's feedback. I am having trouble with the structure of the rules (what comes first & where) and the basic terminology (simple & clear language vs specific & complicated). Thanks!
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Post by creyates on Oct 18, 2021 6:00:33 GMT -9
Awesome stuff guys! Antohammer I love those high elves
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Post by creyates on Oct 6, 2021 5:03:15 GMT -9
Great job everyone!
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Post by creyates on Oct 4, 2021 6:20:22 GMT -9
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