Sunday 5 September 2021

Samurai arquebus units painted and some Sci-Fi games

This week a few samurai arquebus units left the painting table. They were a mix of MINIFIGS S-Range and a few Dixon figures. The Dixon figures I bought some 40 years ago and they have been sitting in a box since then. They are slightly taller, only a fraction taller, but they are a lot chunkier. I have kept them on a single base with a standard bearer, which is a MINIFIGS figure but from a later range.

Painted arquebus units. The far base is of the Dixon figures.

On the tabletop the size difference is not particularly noticeable until you get to look closer (see photograph below). I am not too fussed about the size difference and will be including the 30-40 or so Dixon miniatures I have discovered in the armies

A closer view of the size difference.


On the gaming front some of my Warhammer 40K figures made it to the tabletop for a couple of small games. The games were to test out some rules using chance cards to mix things up and also to test out an approach for combat, both shooting and melee, where you look at the advantages and disadvantages of the attacking unit verses the defending unit. Adding the advantages of the attacking unit and then adding advantages for the defending unit. For example:
  • Shooting at close range (attacker advantage)
  • Shooting at long range (defender advantage)
  • Target in cover (defender advantage)
  • Blast weapons (attacker advantage)
  • Armoured vehicles and heavy armour (defender two advantages)
  • Fully armoured infantry (defender advantages)
A unit with two blast weapons would get two advantages.

Once all the advantages have been determined for each unit. If the attacker has more advantages to those of the target unit, then they have an advantage in combat and dice (D6+2). If the target unit has more advantages, then the attacker is at a disadvantage in combat and dice (D6-2). If the advantages between attacker and target unit are the same, then the attack is made with neither advantage or disadvantage and dice (D6).

The size of the advantage, or disadvantage, does not really matter and is ignored. You either have an advantage, disadvantage or neither. As for rapid fire weapons, they are allowed to re-roll their D6 if they want to improve their effect, but must accept the second score.

A few more games will be required to see if the rule ideas work out or the notes get put aside for a later date.

Orks defending a hill against space marines

Ork reserves arrive

Chance cards getting made up for the games


8 comments:

  1. Replies
    1. Thanks, nice steady progress at the moment. Time for a few more mounted samurai I think.

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  2. I like the advantage/disadvantage concept - it was one of the best bits in the WRG 1685-1845 rules, along with small (few factors) morale test for specific causes and the firing by bases.
    I have to admit, if the difference is only 'one' I give EITHER an advantage OR a disadvantage to one side depending on the situation, and only apply both if the difference is two or more (applying both is pretty devastating).

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    Replies
    1. I am quite enjoying the simplicity of just working out advantage, disadvantage, or neither. The dice rolling becomes very simple and memorable.

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  3. Some interestingly simple concepts there Peter. I hope you develop them further.

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    Replies
    1. I am still messing around with listing the advantages and disadvantages. At some point I will get frustrated and pause for a while.

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  4. Advantage/Disadvantage is a major element of Dungeons and Dragons 5th Edition - it simplifies the old mess of adding and subtracting factors by simply having one side roll two dice rather than one, and taking the higher or lower value. There are a few other games using it now.

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    Replies
    1. It does certainly simplify things and the two dice is a clever way giving an advantage. Thanks.

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