BeardedHammer's Fantasy wargame rules

Started by BeardedHammer, 03 March 2015, 03:50:35 PM

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BeardedHammer

Hello, I would like to share this with you guys. This is my first attempt at writing rules for 10mm and would love some feedback and maybe some play testers. Its the first draft so it may be a bit rough.

The rules are based around a random turn sequence where only one section of your army gets activated at a time.

If something just like this already exists, just let me know and I'll give myself a smack to the back of the head  ;D

https://www.scribd.com/doc/257538511/Bearded-Hammers-10-Mm-Fantasy-War-Game-Rules?secret_password=xqtdBpqZvFMwE7hH1O4t

Also let me know if the link doesn't work please

Lord Kermit of Birkenhead

The link works, but wont download cuase you set it as Private....

IanS  :'( :'(
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BeardedHammer


Fenton

I'm only on the tablet at the most and its asking me to download apps so I will look later
If I were creating Pendraken I wouldn't mess about with Romans and  Mongols  I would have started with Centurions , eight o'clock, Day One!

getagrip

Downloaded those; will have a good look later.

Thanks for sharing :-bd
Buy plenty of Matron's sculpts now!

If he keeps using the chainsaw, the value of his work will soon go up.

BeardedHammer

I just ran a test game and I found some balance issues that were dragging out play time. I'll adjust and post a new link tonight.

jchaos79

03 March 2015, 11:52:39 PM #6 Last Edit: 03 March 2015, 11:55:50 PM by jchaos79
My first impresion (in a diagonal read) is:

- Nice organization of the text.

- Really fast to read. But lack of detail.

- Raw material.

- Interesting combat mechanic. But not fully understood by me.

- Would be nice a profile of some stands to fully understand.


Some questions:

When you say in the chart factors, that it mean:

attacker roll 1D6 per stand in charge + mods. How do you apply the factor (multiplying the final score modified by the factor?)
defender roll the same number of dices + mods

Match dice attacker vs defender (from high to low number) and consult a chart with entries 1 to 4.

what do  you enter in the chart, nÂș of dice higher than defender?

the modifiers are extra dices or modification of a single dice roll?


Let me suggest a rule (do not understood me wrong is not a criticisim but is a suggestion):

If I  understood right, the players rolls and the winner activate a section. Once action is over, they players roll again and the winner activate again (but could not choose a section already activated in that turn), right?

I suppose the sequence goes on until all the sections will be activated. Then I suppouse the turn is over and start again.

My suggestion is if both players roll the same number then the turn is over inmediatly. Start next turn so units already activated can now be chosen to move.

This way gives a random "fog of battle". The sensation of in every moment anything can happens and gives chance to activate sections two times in a short period of time (if they are lucky), simulating effort of units in battle, confusion, advantage, missing orders, etc...

hope I could explain myself (sorry for the grammar) and hope it helps.

I like what I read in your text.  :-bd

BeardedHammer

Jchaos, thank you for the reply and  the critique. Many of the questions that you presented are things that I will be clarifying on tonight, so once I post the new link please let me know if it clears up the confusion. I will also include an example/quick reference page at the end of the document.
This is just the first draft of the rules and is purely focused on getting the mechanics and game play straightened out. Once everything runs smoothly I will go back and add in detail work and make it a more appealing read And not just the bare bones rules.
And thank you for the rule suggestion, I will run it by my friend who has been helping me and see what he thinks. With some tweaks I could see it being useful.

Thanks again for the feedback!

BeardedHammer

Alright, here is the new link to version 1.1 of the rules.

Many adjustments and additions have been made and I think I have the damage chart simplified enough to be easily understandable.

I also added the example page to the end with three sample unit profiles and a sample army list.

https://www.scribd.com/doc/257616005/Bearded-Hammer-s-10mm-Fantasy-Wargame-Rules-1-1

As always, comments and constructive criticism are appreciated  :)

getagrip

Quote from: BeardedHammer on 04 March 2015, 07:30:45 AM

As always, comments and constructive criticism are appreciated  :)

Going to hold off and watch it develop ;)

Thing I've found with writing rules is, there's so much in your head that you want the user to assume and, until you're really happy with them, it's not worth putting all of that on paper.

Again, appreciate the shares :)
Buy plenty of Matron's sculpts now!

If he keeps using the chainsaw, the value of his work will soon go up.

BeardedHammer

Completely understandable, getagrip. Tonight I'll be putting them to the test to see if they are clear enough to understand. My wife will be reading them.  ;D

getagrip

Quote from: BeardedHammer on 04 March 2015, 04:29:36 PM
Completely understandable, getagrip. Tonight I'll be putting them to the test to see if they are clear enough to understand. My wife will be reading them.  ;D

Oh, I'm sure she'll be thrilled with that :D
Buy plenty of Matron's sculpts now!

If he keeps using the chainsaw, the value of his work will soon go up.

BeardedHammer

I think she sees it as an opportunity to tell me what I did wrong  :D ;D

paulr

Quote from: BeardedHammer on 04 March 2015, 06:32:18 PM
I think she sees it as another opportunity to tell me what I did wrong  :D ;D

Fixed that for you  ;D ;D ;D
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getagrip

Quote from: BeardedHammer on 04 March 2015, 06:32:18 PM
I think she sees it as an opportunity to tell me what I did wrong  :D ;D

With this specifically or life in general  :D
Buy plenty of Matron's sculpts now!

If he keeps using the chainsaw, the value of his work will soon go up.