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Post by andyskinner on May 24, 2018 14:26:44 GMT
Here are some pictures and notes for an upcoming (whenever I can convince my wife to play) game. 1000 Age of Fantasy, using the Warhammer-based army lists for Lord of the Rings figures, and hex rules I added. photos.app.goo.gl/oIMHXNXPBidNH6UE2It is on the table now, so should get it done. andy
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Post by sirgawain on May 24, 2018 14:37:43 GMT
Nice. I'm worried for the Elves too...only 10 bowmen? Hmmm.
A magic storm? Did you make that up or is that an effect from the cards?
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Post by andyskinner on May 24, 2018 16:06:27 GMT
The storm is from the Twist card we draw.
andy
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Post by sirgawain on May 24, 2018 22:36:05 GMT
Okay, thanks. I'll have to check out these cards.
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Post by sirgawain on May 30, 2018 22:04:32 GMT
So, did the battle take place?
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Post by andyskinner on May 30, 2018 22:23:32 GMT
Most of it last night, and still hanging in the balance. Hope to finish tonight.
andy
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Post by andyskinner on May 31, 2018 1:22:33 GMT
I have added the pictures, but not text to explain.
Unfortunately, I didn't remember to take pictures more often. Mostly I took pictures at the end of each turn.
I will go back and add text later, but look at the pictures if you'd like.
Summary, the elves won by destroying the orcs. If we had played another turn or two, there would have been no more orcs, so the elves would have been able to take both of the two objectives. If we had set a turn limit, either it would have been a draw, or the elves would have been in more of a hurry and would have been more vulnerable and lost.
andy
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Post by sirgawain on May 31, 2018 12:16:44 GMT
Thanks for the summary. I was worried about the elves, but they’re better than I thought.
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Post by andyskinner on May 31, 2018 15:18:13 GMT
OK, I have written up the description. Next time I want to take a picture before and after every activation!
I really like the simplicity of these rules (while still having to look up stuff about morale, magic, etc during the game) combined with my hex variation. I love not having to measure. There are a few abstractions, and Fast units don't get quite the bonus they should. Maybe I'll round them up. (In general, divide any inch measurement by 4 and round down. I wrote my summary sheet for units in terms of hexes.)
I need to write special rules and spells on my summary sheets. I gave my wife (and son when he was helping her) their own summary sheets, but eventually I was the one looking things up.
The main things that won the game: * No turn limit (I just don't like stopping "artificially", though it would have added more urgency.) * The ent is a tough plant. * The wizards were very effective, especially with the magic storm. * Better quality rolls than the orcs.
andy
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Post by sirgawain on May 31, 2018 17:28:50 GMT
Hmmm, I agree about the "no turn limit." I only use limited turns about 20% of the time. For Grimdark:Future I only use it if I make up a scenario with urgency involved (get item "A" before "B" happens).
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Post by celtofkernow on Jun 1, 2018 20:51:23 GMT
Nice report, lovely looking table
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