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Return, Jim Madsen |
Tuesday, October 30, 2012
Should We Give Each Other The Bird?
Close Combat Sequence Outline
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Sons of the Motherland, A. Marin |
Monday, October 29, 2012
How Should Flamethrowers Work?
Concepts In Pictures: Assault Flow
Friday, October 26, 2012
Videos: Some Close-Combat Inspiration
I thought that I'd put together a selection of great film fights that could inspire us to figure out how to allow their recreation in our rules without exception-this, and exception-that.
Possible Close Combat Sequence?
Wednesday, October 24, 2012
Does This Look Appealing For Close Combat?
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Still From "The Hunt For Gollum", a LoTR Fan Film |
So I found a copy of the LoTR rules and had a look...
Monday, October 22, 2012
Another Great Day Of Testing!
Thoughts: Pistols, Shotguns, & Close-Combat
I've been giving some thought to how Pistols and Shotguns could be more useful. Especially in Close-Combat, which I want to give more character.
Sunday, October 21, 2012
Quick Thoughts On Sub-Factions
Here's some quick thoughts that I've had on our game's factions and their possible sub-factions, as I construct the master spreadsheet. Some of this could be expanded upon if anyone is interested in writing something up.
Saturday, October 20, 2012
Had An Awesome Test Game Today!
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We Get A Star! |
Thursday, October 18, 2012
The Technical Side Of Balancing/Testing
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Gods And Generals, Mort Kunstler |
Tuesday, October 16, 2012
Poll: Should 6+6 Always Succeed?
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David And Goliath, Themiko |
Monday, October 15, 2012
Weapons Balancing Vs. Knights
Saturday, October 13, 2012
Stats On The New Wounding System
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Still From The Movie 'The Hurt Locker', Summit Entertainment |
Following on from my last post, here's some tables and charts of the probabilities that you'll kill a target with a particular toughness with a single penetration using the damage system I'm proposing.
Friday, October 12, 2012
Shooting, Cover Saves, and Damage
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The Trenches, Andrew Howat |
I've been thinking though, on how to revise the shooting sequence in light of last week's testing and the failure of the 'toughness' modifiers for damage to be workable in-game. Here's the basic ideas that I've come up with...
Monday, October 8, 2012
Results Of Last Week's Testing
Sunday, October 7, 2012
Laansarmie Datafiles: The Gruin
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Half Orc by kolokas |
Wednesday, October 3, 2012
Finalizing The Strength Vs. Toughness System
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Starship Troopers, Maronski |
Shooting and Wound Rates
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D-Day, Mariusz Kozik |
Eriochrome here to talk about how fast you should be blowing your enemy to tiny bits. About a year ago, I posted about targets for how many enemy models your small arms should take out per turn. I suggested about 25% is a good target rate for this to make small arms matter but to limit the first mover advantage. The idea is that for balanced units the full fire from my unit will kill 25% of the target unit. So if we set the balance level of 10 Human Troopers to 3 Knights then the troopers should get 3/4 of a knight per turn.
Tuesday, October 2, 2012
Some Very Good Close-Combat Questions
Eriochrome brought up some great questions about how close combat should work. Let's go through each one and discuss them.
Monday, October 1, 2012
Close Combat Thoughts
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Boxing 01, Miki De Goodaboom |