Wednesday, July 28, 2010


Bikes and chariots are not included in the beta rules.  I do not have much experience feilding them in battle, so would appreciate hearing what players love about them and expect to see in a rule set.


One comment I have had is that players want weapons supported in the rules.

I think that differentiating a mace from an axe from a sword, for example, would be a layer of complexity that isn't needed.  Adding this would limit the miniatures you could field and would add a table to the book- directly contrary to the basic values of the game.  Regardless of what the miniature has been sculpted with, the only consideration you need is how good are they with the weapon they are holding.

I do think weapon powerups are a good idea- being able to find a good weapon in a treasure chest or steal one from a slain enemy is all good fun.  I plan on having weapon cards and counters in the game.  These would simply add a bonus dice to your melee or ballistic score.

Polearms, seige engines and slow loading weapons are something I think that should be factored in though.

First battle report- like eva

The award for first beta battle report goes to Thantsants for his brillaint elf vs. orc reboot on a classic campaign.  Delicious scenery and miniatures here...

Thanks so much Thantsants!

Combat went well, but the initiative system needs revising- looking at the report my gut feeling is that units need to be able to do more rather than having to rely on initiative all the time.  I am thinking a simple system where you choose either 2 free actions system or gamble for initiative by rolling under your initiative of 3 or more- though I am tempted to make it a roll stat number of dice vs game conditions- factoring in morale, if your the last man standing you get more action points, for example.

Do try out the rules if you get a few hours- the core combat system is the focus here whilst I nut out a cool activation system.