Posts by McGran

    Droids were Undead, as the closest proxy available to mechanical.


    2 Heavy missiles with Pavise (Shield generators)

    2 Light missiles

    2 Light Foot with short range missiles, Emerald & Turqoise magic (Repair & Teleport)

    1 Light Foot with Exploder


    All had cowardly (modelled after Droids in Star Wars)


    The droids did very well defending a fortified position. The defended position nullifying some of the melee advantage of the marines.


    When trying again across an open battlefield they did just enough to get the marines to half strength (due to elites having only 6 strength points) but when the marines got into melee they absolutely smashed everything bar the heavies. With a bit of healing, the marines would probably have prevailed.

    1st draft of figure and weapon costs and stats.


    I've translated Armour into experience (battlefield nous means they're harder to hit, rather than just tanking shots). Otherwise:

    • Bayonets are spears,
    • Swords are Hand Weapons
    • Lances are Dane Axes, but with added benefit of attack first when charging, so heavy cavalry should be more effective unless they get bogged down, at which point they attack last and it basically becomes a spear

    Movement is now based on the weapon carried, then:

    • Pistols can full move and fire twice (I'm assuming a brace of pistols)
    • Rifles can half move and fire
    • Muskets can move or fire

    Not specifically noted:

    • Spearmen and Lancers can't have any other weapons
    • Musketeers can have bayonets (and grenades for grenadiers)
    • Pistoleers and Rifles can have swords
    • Muskets (without bayonets), Pistols and Rifles count as Improvised melee weapons


    Not applied any country specific variations at this point, but there's enough here to make peasants, skirmishers, line infantry, light & heavy cavalry and I've even thrown in grenadiers


    Experience Green Regular Veteran Officer
    Basic 10 20 40 50
    Defence UA SA FA FA
    Melee Weapons
    Improvised Weapon Free Free Free Free
    Spear (Infantry only) 5 - - -
    Bayonet (Musket only) 5 5 5 5
    Sword 10 10 10 10
    Lance (Cavalry only) - 15 15 15
    Ranged Weapons
    Pistol 10 10 10 10
    Rifle 20 20 20 20
    Musket 20 20 20 20
    Special Equipment
    Horse 30 30 30 30
    Banner 50 50 50 50
    Drum/Bugle 25 25 25 25
    Grenade (1) - - 30 -
    Shooting Move Penalty Range UA SA FA Special
    Improvised None 6 6 6 6 +2 to Defence Roll
    Pistols None 6 4 5 5 2 shots per turn
    Rifle Half 12 4 5 5 1 shot per turn
    Musket Full 18 4 5 5 1 shot per turn
    Grenade None 6 3 4 4 3" Burst, -1 to Defence Roll
    Melee Combat Order UA SA FA Special
    Bare Hands 8 9 9
    Improvised 5 6 6
    Spear 4 5 5 Ignore -1 v Cavalry
    Bayonet 4 5 5
    Sword 3 4 4
    Lance (Charging) 1st 2 3 3 -1 to Defence Roll
    Lance (Not Charging) Last 4 5 5
    Move Inf Cav
    Melee Only 8 14
    Pistol 8 14
    Rifle 7 14
    Musket 6 14
    Lance - 12

    Warp Cannon could be managed through the activation roll. Based on Heavy Shooters, roll for activation using a table like this:


    Dice Score Result
    2 Detonation - Gun Destroyed & All units within 6" get 6D6 hits at 3+
    3 Random Hit Friendly unit 4+
    4 Random Hit Friendly unit 5+
    5 Miss
    6 Miss
    7 Hit Random Enemy 6+
    8 Hit Random Enemy 5+
    9 Hit Target 5+
    10 Hit Target 4+
    11 Hit Target 3+
    12 Hit Target 2+


    Translating into more familiar numbers that works out as:

    • 1 in 6 chance that you harm yourself
    • 1 in 4 chance that you'll just miss
    • 1 in 4 chance that you'll hit a random enemy
    • 1 in 3 chance that you'll hit the target unit

    I like the idea of wacky weapons, but I think there are some issues in some cases.


    Warp Lightning Cannon - Unfortunately, I don't think this mechanism will work.

    1. The number of models in the target unit changes the effect (e.g. A one model unit could only ever get hit once)
    2. 1 hit / 1 kill means opponents get no value out of high armour units and you have little incentive to shoot lesser armoured units

    Globadiers


    Like point 2 above the 1 hit / 1 kill means opponents get no value out of high armour units and you have little incentive to shoot lesser armoured units.

    How about something like:

    1. Apply the Venomous rule (6's count as 2 hits).
    2. On Shooting activation roll of <=5 (slightly less likely than rolling a 1 on 1D6) take D3 hits.

    Ratling Guns - I like this one. Might be a little overpowered at 3+ though. Need to playtest to be sure.


    Warp Fire Thrower - This is another one that doesn't really work because of the single model unit option.

    Moreover, the canvas puts paid to the lie that the Spanish had to bring in Irish Navvies.


    Clearly this bridge is a true reflection of Spanish craftsmanship.


    It also goes a long way towards explaining how it was 'built' so quickly!

    A clear declaration of intent from the Spanish. Of all the places along the river they could have built the bridge, they chose the site right in front of the Brunswicker gun.


    The loss of a 'much beloved' officer was a price high command was prepared to pay.


    Ufarte's sacrifice is memorialised in this canvas.

    Capitán Jose Fernando de Sagras y San Miguel commands the Spanish. You may have noticed his heraldry on his personal flag.


    He is Also known by his nom de guerre - El Rey de la Cervezas.


    And, obviously, his donkey is called Eeyore!


    Eeyore's "friend" (and the Capitán's 2ic) is Teniente Julio Iglesias, notable for commanding the successful delaying action at the ruined monastery of St Xavier the Indomitable (at least that's what his men told him when they finally caught up with him "rallying French gun crews" 2 miles from the monastery).

    "He pulls a knife? You pull a gun. He sends one of yours to the hospital? You send one of his to the morgue!"


    Cynfarchwyn didn't know what a gun, a hospital, or a morgue, was, but he understood the lesson his old dancing master, Malone, had taught him. And now he was putting that lesson into practice.


    Only when it was too late did Dai realise that his 'victories' had achieved nothing more than the sacrifice of the few remaining Welshmen that had stayed by his side. Each fight had seen him drawn back into the fray, only for his opponents to melt away.


    "Come on and fight me like a man" cried Dai, in rage and frustration, as time and again Cynfarchwyn's horsemen peppered the old king with Javelin then moved away before they could be engaged.


    "That's the Chicago way!" roared Cynfarchwyn in reply, as he gave the order for a final massive salvo of javelins and slings. Under the darkening sky, Dai knew that he had been beaten.



    Hearing news of German mobilisation, in St Petersburg, the wheels of industry are starting to turn.

    The Russians are filling out:

    3 squads of regular infantry plus 2 squads kitted out with Adriane helmet

    2 cavalry units, spear and sabre

    Maxim MG team

    Schneider 107mm Cannon (pre-cursor to the French 105)

    Schneider-Danglis 76mm Mountain Gun

    Gun crews

    Command team, including an Orthodox Priest to remind the men God is on their side.

    Outrageous slurs against the good name of Priest Diddly!


    For years now, Alt Clud's youths have referenced P Diddly as being instrumental in motivating them to become experts in close quarters evasion.


    And in combat all the young men race ever faster towards the enemy knowing that their favourite tutor is right behind them every step of the way.


    In countless battles, commanders have remarked that such is the zeal inspired by the approach of our beloved Priest, even gravely wounded boys will pick themselves up and hurl themselves, once more, towards their enemies.


    Truly heroic!