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nt i was happy enough to have put all of these miniatures up for a battle some of them freshly painted and others had been painted years and years ago and only now saw their first battle such as this snow troll that i used as a gorger in this game and not to forget these chaos warriors that i had painted up when i had the idea of starting an 8th edition warhammer fantasy army and had to find the army with the lowest model count sadly that never came to fruition i got burned out almost instantly because of the number of models required even for a low model count army such as this so here they are then on the table for the first time as well the initial turn saw us manouvering our flanks and slowly moving our centre towards each other and by turn two we got stuck in i won the roll off for going first in turn two and was already within charge range of most of his units and thus the undead horde shambled to war however i hadn t enough models in any of the skeleton warrior unit to get their bonuses but even then they stood their ground for a turn or two i could easily see how you could completely overwhelm an opponent with these units so it really does require you to think about what kind of experience you want out of the game if you just want to win at all cost you could easily do so but if you want to have some fun pushing around lead plastic miniatures on the board and invent a narrative as you go along then it s just as easy to go for this with minimal fuss with my center slowly falling apart i was doing what i could to get my right flank up to engage his left flank that was slowly coming apart those white lions are pretty great but they couldn t really keep the flank secure unfortunately my chaos mercenaries weren t overly interested in moving forward at this critical juncture which meant that his center broke through my cairn wraith along with some dismounted hexwraiths out there on the far right was doing what they could to get through and start mincing up his right flank but alas the prince joined in on the battle and made short work of the cairn wraith and then with duncan having initiative the next turn he then proceeded to engage the hexwraiths and stalled my flanking meanwhile i tried as best as i could to stall his right flank going forward with my black orc big boss the ogre miniature here taking out a great eagle then surviving a round of fighting the dragon which then proceeded to make mincemeat out of him sad to see him go but then again it was to be expected as great as a orc boss is he isn t really kitted out to take care of a dragon on his own as for the actual game then it was really a great experience so much so that it automatically triggered an idea in my head that i m currently working on it flowed really great and was easy to get into and play but not so easy that it was devoid of any tactical decisions in fact there was a lot of tactical considerations in the game provided i think that you play with balanced armies duncan had a dragon which was basically impervious to most of what i had brought to the table he wasn t himself overly keen on taking it but i did encourage him as he had just painted the thing alas it was a hard nut to crack i simply didn t have any mortal wound causing units around that i needed to take care of it the bloody thing had a save of 4 with a charmed shield meaning that it would re roll any failed saves oh and it had something like 14 wounds as well but all in all i had great fun the game flowed really well and the freedom of choice i e just put some miniatures on the table was really welcomed i m pretty sure that was the main selling point for me coupled with the fact that it was free to play as well i for one welcome this new edition if you can call it that to warhammer fantasy and i m hopeful for the future of the hobby with this new kid on the block there s so much potential in this game for narrative scenarios and provided that you play with likeminded people then there s a ton of fun to be had by simply putting your miniatures on the table and get a game going as for what i m tinkering on well i ll let you know in a week or so posted by torben kastbjerg at 16 45 no comments email this blogthis share to x share to facebook share to pinterest labels 28mm age of sigmar battle report fantasy 19 apr 2015 the start of another new project so i was visiting dragon s lair in odense yesterday with my girlfriend when i stumbled upon a grand clearance sale of all things kings of war and well here s the end result of that haul so i guess that it s fair to say that i m starting a couple of new armies in the near future the above was only 35 retails at around 210 and as fate would have it i had long been considering getting myself some mantic miniatures for fantasy wargaming just so that i could join up with the budding crowd of gob 28 players and easily could convert others to a more fun version of warhammer fantasy etc so now i have some 50 elves 58 orcs and around 95 more undead awaiting assembly and paintjobs i d say that s quite a fair amount to get going for gob games and possibly even for some playtest purposes in the future when i start work in earnest on a fantasy mass battle game that i ve had kicking around but yeah i m still stunned at the volume of plastic i got home for next to nothing posted by torben kastbjerg at 23 13 no comments email this blogthis share to x share to facebook share to pinterest labels fantasy geek life god of battles 1 apr 2015 rosetta skirmish system playtest edition it is my great pleasure to finally be able to share with you the play test edition for the rosetta skirmish system that duncan and i have been working furiously on for the last couple of months this version is designed for science fiction games with either 15mm or 28mm miniatures and is playable on a small board in and around 2 3 by 2 3 the rules can be downloaded here and here s the small blurb from the introductionary text from the document itself so here we finally are the first edition of the rosetta skirmish system that duncan and i started working on so many years ago now this is a system that has been through many revisions and false starts even before it went out to the public tonnes of ideas designs and notes have gone into this thing and what we have so far is what you see before you it is very important to note that this is far from the final look of the game instead what this document is is the final edition of the core mechanics that are going to be used sans the ton of play testing that it needs to go through to work out all of the various kinks that undoubtedly will turn up the end result once we get there will be a complete set of skirmish rules this will then be set to two settings that we ve been working on over the years one a fantasy setting and the other a science fiction setting thus the idea behind the rosetta skirmish system was to create a set of core mechanics that could cover both of these settings and deliver a satisfying game experience even if you chose not to make any use of the settings provided as a driving principle we said that we wanted a gaming system which would be a lot of fun with no more than 10 figures per side which could scale up if needed and with integrated mechanics that allowed for tense pick up battles as well as for narrative driven campaign games hopefully you will think that we ve succeeded in these principles thus here we are then ready to let you the people who come across this document on the internet to have a go at the system as it stands right now as said this is by no means a finalized rulebook but it will give a good glimpse into the next big project that we re launching with regular updates available at torben s personal blog http www scatterbrainedwargamer blogspot com so have a go and see if you like them free of charge but we do hope that you d shoot us feedback or comments on our facebook page two knights publishing or on our email twoknightspublishing gmail com may your dice always roll well torben kastbjerg duncan thompson two knights publishing april 2015 posted by torben kastbjerg at 22 24 no comments email this blogthis share to x share to facebook share to pinterest labels game design playtest rosetta skirmish system 21 mar 2015 rosetta skirmish system a quick solo test the reason as to why i ve been so quiet of late is because duncan came by a couple of weeks ago and had some really great ideas for what to do with the rosetta rules that we ve been working on and off for the last couple of years basically the idea was to take some parts of blood bowl some parts of combat zone add a touch of god of battles and blend it all up with a warhammer 3rd edition rogue trader vibe and see what came out and in my humble opinion it s quite magnificent so here s my little attempt to show rather than tell what s up with this system of ours well most of it anyway the devil is in the detail after all why it has really struck a cord with me and why i have been devoting as much of my sparetime and brain power on it these couple of weeks since to play rosetta skirmish then you ll only need the following a board about 2 3 by 2 3 3d6 with 1d6 or more in a different colour markers for snap fire defence strain d10 s out of ammo little d6 s and some tufts of cotton for pinned oh and a measuring tape for this solo test i simply just chose five miniatures from my recently painted 15mm sci fi forces the colonial defence force and the arc fleet infantry to conduct a little wargame the game was set up just for a quick skirmish with no special scenario rules or anything of the sort it was just a straight up firefight to see how things panned out and if there needed to be some changes to the core mechanics and so far so good it really seems like that the system duncan and i have brewed up holds its own and all that we need to do is getting a lot of meat to these bones the first turn went to the colonial defence force and they were rather quick in moving up to the ruins and secure a good solid firebase from the only piece of hard cover on the board i don t exactly envision that what you see here is enough terrain for this kind of game but it worked okay if a little bloody players alternate in having turns that are divided up into an action phase and a tally phase during the action phase then a player activates one of his models and performs a number of actions with it according to its current state typically a model would be steady and have 2 actions during an activation once all of his models have been activated or if a turn over occured you then proceed to the tally phase were you make sure that your strain tally is lower than your breaking point which is equal to the number of models that you started the scenario with after this it then becomes your opponents turn during the very first turn of the game the colonial defence force managed to wound one of the arc fleet troops but then again that is to be expected when you deploy them like a napoleonic line the normal contact scenario would not start by one side having all his troops on the board anyway now if a model is wounded then you immediately add 1 point of strain to that force if they ever reach a total number of strain called the tally equal to or higher than their breaking point then they will immediately withdraw and end the scenario during your action phase then if you activate a model that is wounded it must test to see whether it recovers or succumbs to its wounds and bleeds out in either case it won t perform any actions whilst wounded however during your tally phase of your turn you modify your tally by 1 strain for that phase only for each wounded model that you have lying about making it a dangerous prospect for your morale to just let your wounded men lying about the arc fleet soldier then attempts to avenge his fallen comrade he tried to fire at the cdf marked with an opportunity fire marker but both he and the colonial defence soldier failed to hit with any of their shots which saw the end of the arc fleets action phase while the turn sequence in rosetta skirmish is igo ugo there are a couple of reactions that your models can perform such as snap fire which allows you to fire at an enemy model that moves into line of sight or that targets you for an attack however a model that uses such a reaction is then said to have reacted and cannot perform any actions in your next action phase unless you choose to exert them but we ll get to that the next turn for the cdf went by alarmingly quick one rifleman tried to move up to the corner of the ruin and then attempted to exert himself so that he could gain an additional action allowing him to perform an aimed shot at the arc trooper near the bushes but alas he rolled the dreaded 1 on his exertion test not only did this cause a turn over because it was a 1 but as it was an exertion test the cdf added 1 strain to their tally the arc fleet trooper valiantly dashed forward and attempted to recover his wounded comrade using one of his actions for it instead of the model itself hoping to get him back up on his feet however as the die shows he rolled a four and only gained a brief respite for the wounded comrade meanwhile the rest of his comrades started to move out on the cdf left flank in order to circumvent the ruins but failed to get any good lines of fire established this left the arc fleet with no further option than to activate their wounded soldier you must always activate all of your model if possible during an action phase and models that are wounded must always attempt to recover during their activation and can perform no further actions if they manage to recover unfortunately the wounded soldier only rolled a 2 which meant that he was bleeding out and was out of action meaning that the model was removed from the game this incurred a further point of strain to the arc fleets tally the cdf tried to gain lost ground at this juncture and formed small fireteams that kept the lead flying in the general direction of all arc fleet troops that they could see unfortunately most of them failed to hit only two hits were scored whenever you shoot at an enemy model then you compare your ranged combat rc value against their defence df value if the rc was equal to or lower than the df you only roll 1d6 if however the rc was higher than the df you would roll 2d6 and choose the result as can be seen in this photo the cdf scored a 5 meaning that he hit the arc trooper the white die means that he used rapid fire netting him a 1 rc modifier but also means that he has to roll a wild die the white die if the wild die ends up a 1 or 2 then he has run out of ammo and must spend an action in order to reload his weapon once you have hit the target you then roll 2d6 and add them together to see what the effect of the hit was a score of 2 7 means that the target is pinned 8 10 means that the target is wounded and 11 12 means that the target is out of ...
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