Showing posts with label wargaming. Show all posts
Showing posts with label wargaming. Show all posts

Saturday, January 18, 2014

Quest for style

I've tried to give some thought as to what kind of miniature player I am. Am I a defensive player? Or do I prefer to have all offense? Do I like to mess with my opponents? Every time that I ask myself this question, I always answer with "I don't know."
Here is my attempt at answering this question. I'm going to record my armie's performance using the FIDE ELO ranking system. I'll assume a ranking of 1500 as a baseline and the see what has the better performance. I'll see where I stand after 30 games under my belt.

  • WM Khador: 1485 / 1
  • H Circle of Orboros: 1515 / 1
  • WM Cygnar 1515 / 1
  • WM Protectorate of Menoth 1485 / 1
  • 40k Dark Eldar 1515 / 1
  • WHFB Vampire Counts 1500 / 0
  • WHFB High Elves 1500 / 0

Thursday, August 16, 2012

Wargaming terrain generation

Too many times has terrain generation been a necessary evil in my group. Either there's too much of one terrain type and we run out of ways to model it, or random generation required terrain that we don't have.

I recently found this universal card-based terrain generator inspired by Fantasy Battleground's Kingdoms expansion. I recommend using it as limits the number of terrain pieces that you would require while still keeping with adequate randomness to keep things interesting.

Monday, July 30, 2012

Solo play campaigns

I usually have a couple of hours free while the little one has her afternoon nap so I've decided to keep myself entertained with a wagames solo campaign. Here are my choices:

* 5150 Star Army (pro: have 40k and AT43 figs to use. Con: lots of charts)
* 5150 New Beginnings (Pro: have rezolution figs to use. Cons: need urban terrain and scifi civilian figs)
* All things zombie (Pro: Zombie figs available, terrain choice. Con: Survivor figs missing, urban terrain needed)
* Blitzkrieg commander (Pro: have figs easy rules. Con: no opponent automation)
* Cold war commander (Pro:  Easy rules Con: no figs or terrain)
* Future war commander ( Pro: have figs Con: same a BKC)
* Descent: road to legend solo (Pro: boardgame Con: no opponent automation)
* Battleground: fantasy warfare (Pro: 4 factions available. Con: no campaign rules)
* Heavy Gear Blitz (Pro: giant robots on roller skates. Cons: No opponent automation. Missing Southern minis. No campaign rules)

I *could* adapt the 'de bellis solitarius' unit automation for those games missing such rules so it's not as big a deal as it could be.

Now in making a choice, I absolutely have to stick with it 'till the end. None of this 'try if for a few sessions then switch' since that's what i've been doing recently which has resulted in too many false starts.

I'll have to give this further  thought, but i'm absolutely open to suggestions as well.

Edit: After careful consideration, I'm going to start an All Things Zombie campaign. Time to generate the survivors.

Monday, July 9, 2012

Quickie Malifaux campaign

I'm really smitten by the Malifaux game, so much so that i'm tinkering with a simple campaign system. It would go like this:

* 10 game campaign
* the player with the most accumulated VPs win
* Sudden death victory is awarded to the player who completes 8 different schemes in order (selected at the start of the campaign).
* players must select a faction at the beginning of the campaign and stick with it.

Standard Malifaux rules apply for crew selection and gameplay.

What do you guys think?