Subject:
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Re: LegOz 2000.X - BrikWars
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Newsgroups:
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lugnet.loc.au
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Date:
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Mon, 7 Aug 2000 09:21:56 GMT
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Viewed:
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888 times
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In lugnet.loc.au, James Howse writes:
> In lugnet.loc.au, Richard Parsons writes:
> > Since we seemed to stress the fabric of BrikWars with a 250+ fig battle
> > (regardless, nice work James Howse, Gamemaster and Grand Wizard of
> > Probability)
> Thanks. I had to have a lie down after (2+ dice roll to achieve
> horizontality, 7+ to sleep).
250+ figs? You guys don't mess around! I've never tried a battle of that
scale, it seems like it could get out of hand real fast. If you came up with
any tricks to streamline a game with such large forces, I'd love to hear about
them.
> > We did think a little on how this might go better. IIRC, the plan is
> > something like:
> > Peter White will dream and determine the terrain map-style to cover
> > about 12 baseplates.Prospective players to provide 2 (maybe three)
> > baseplates of terrain.
> > Players to control max 30 figs, max one third mounted.
> > James might have some thoughts as to what other limitations we should
> > place (number of vehicles, number of special dudes, technology levels,
> > points), and my first guess at max 30 figs may be a bit high.
I don't know if you've been following recent adventures of some of the kids in
WAMALUG, but Jason Rowoldt has taken it on himself to create a series of
scenarios in a loosely-structured campaign - you might try something similar.
(For a postmortem of the first scenario, see
http://www.lugnet.com/org/us/wamalug/?n=617 . For plans for their next
scenario, see http://www.lugnet.com/fun/gaming/?n=538 ).
> Perhaps we might say 300pts each, max 3 heroes, plus each side (not player)
> can kit out a commandering kind of guy. Technology level 3 (see rules for what
> that means). No magic. Max 10 horse per player. Carts and wagons, with
> realistic modes of propulsion (Horses come out of the number given above). No
> seige weapons (armies have been on forced march, the baggage train has been
> left behind). And when a weapon is marked two hands, that's what it means.
>
> Of course these are all suggestions and you may disagree (particularly about
> the amusement value of catapults), feel free to posit alternate guidelines.
Rather than going to all the work of hauling in siege weapons from wherever
they were coming from, medieval armies on the move often brought in a
detachment of engineers and craftsmen to build siege weapons once they arrived
on the scene of the battle. It might be fun to try the same kind of thing in
the game. If a player wanted to use siege weapons, he would have to bring in
an engineer and a squad of slaves to build the things from scratch. For
something like a catapult, there would have to be some kind of trees that
could be chopped down for timber, and some appropriately-sized boulders
handy. The engineer would just need to bring a sufficient quantity of rope to
lash the whole contraption together.
- Mike Rayhawk.
--------------------------------------------------
Check out the Official BrikWars Home Page at
http://www.teleport.com/~rayhawks/brikwars.htm
--------------------------------------------------
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Message has 1 Reply: | | Re: LegOz 2000.X - BrikWars
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| (...) Posssibly a bit of exaggeration, more like 200 figs, hmm that's still lots isn't it? Firstly, the game took about 7 hours to play. Second, as you know mortality is very high in the game, though there were around 50 figs left at the end. (...) (24 years ago, 7-Aug-00, to lugnet.loc.au)
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Message is in Reply To:
| | Re: LegOz 2000.X - BrikWars
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| (...) Thanks. I had to have a lie down after (2+ dice roll to achieve horizontality, 7+ to sleep). (...) Much as I hate accounting and budgeting, There is a difference in quality issue here too. 30 nicely kitted heavy knights will go through 30 (...) (24 years ago, 7-Aug-00, to lugnet.loc.au)
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