Sunday, 28 May 2017

Stand up Fight - For Glory and Fame!

After Rolf's successful Raid he would have a Stand Up Fight. For this the King gave him two additional units.

The picture shows the Anglo Saxons and Vikings deployed into sections. Movement is by sections and shooting can reach out to the adjacent section. This means no rulers, no measuring, no fidgeting with figures. For this fight I chose to use stand up paper figures. Great Hall Burning can be played with any figures so I wanted to show a fight using them.

Activation Dice are rolled, the Anglo Saxons act first. Rolling 1d6 for each unit on the Non-Player Force Movement Table tells me what they will do. This works great for solo and same side gaming. I will be controlling Rolf, the Star on the Viking side, so even the Viking units will roll to see how they behave. 

The Anglo Saxon Archers can fire and shoot at the Viking Archers. They roll 1d6 for each figure firing (6) and miss!

This allows the Vikings to return fire and they do  - scoring 2 casualties.

The casualties are laid down and the Anglo Saxon Archers take the Will to Fight Test. They pass 2d6 and carry on.

The Anglo Saxon Fyrd (Rep 4) remain in place as they passed 0d6, but the Hirdsmen (Rep 5) advance into section 5 - towards Rolf and his Huscarl (Rep 5) unit.

As the Anglo Saxons have finished, the Vikings roll on the Non-Player Force Movement Table. As Rolf is my Star I can choose what to do and that's attack! The Huscarls charge the Hirdsmen. When units square off each rolls 1d6. If doubles are rolled the Leaders will enter Heroic Combat - individual combat - while their respective units watch. This didn't happen so melee begins. Each unit suffers one casualty to start.

Each figure rolls 1d6 versus its Rep.

Those passing 1d6 roll 1d6 versus the Armor Class of the target. Beat the AC and a casualty is scored. The maximum casualties that can be scored from the difference in casualties is two. In this case the Anglo Saxons score one extra casualty. If a unit takes a casualty roll 1d6 - score a 6 and the Leader is Out of the Fight. Didn't happen this time.

Both units take the Will to Fight Test - pass 2d6, and carry on. When either activates the melee will continue.

Watch for Part Two in the next day or two.

Saturday, 27 May 2017

Great Hall Burning - Step by Step - Rolf's Campaign

Raid.In Great Hall Burning there are two Campaigns. A small one where it's localized and player's choose their enemy and battles and the Grand Campaign where all the work is done for you, battles generated, and enemies actively follow their own agendas run by the game mechanics. I decided to use the smaller one for Rolf, my Viking Star. Here's his stats:
Rep 5
Star
Melee Class
Armor Class
Country of Danish Mercia
These stats I chose.

Social Standing 3. Rolf begins the game with this.

Rolled randomly he is in command of  one Rep 5 AC 4 Huscarl Melee Class unit.
6 Rep 5 Grunts and 1 Rep 4 Grunt for a total of a 7 man unit.

It's Spring 855 AD.
Viking Campaign Morale is 4 with the Conquest modifier.
I rolled to see who the Vikings were attacking - English Mercia. The Anglo Saxons objective is to hold their terrain.

Rolf's first Battle was a Scouting expedition into English Mercia. It was very uneventful, but Rolf gained 1 Fame Point.  Later he went to the town of Skoro - a pre-generated town used in Great Hall Burning that allows your Star to Interact with game run Non-Player Grunts, from King to Civilian and four other Professions in between. Rolf picked up 2 more Fame Points and met a Captain that would allow him the use of a Longboat. Great Hall Burning also has rules for naval combat as well as color counters.

Here's info on Rolf's Raid.



Thursday, 25 May 2017

Memorial Day Weekend Sale

Type in the coupon code

memday

and receive 25% off of your entire order. Offer good through the 29th.

Two Hour Wargames

Tuesday, 23 May 2017

Great Hall Burning - Raid!

"You all know how this works… If you want to be King, you must kill me."


 - Ragnar Lothbrok in Vikings.

Great Hall Burning is the upcoming Viking Age rules set coming out next week. Inside you'll find a full Campaign System, ways for your Star to become King - it will be hard, but it IS possible. Rules for unit combat as well as Heroic Combat for smaller games. Units range from 4 to 12 figures and the game can be played with any minis, counters (we've provided over 200 PnP counters if you need them), and even with paper and pencil. Heck, this Battle report is in Power Point!

Click the pics for the full story.










Sunday, 21 May 2017

15mm Sci Fi Buildings - What do YOU want to see?

I've finalized a deal with a manufacturer to produce a line of 15mm sci fi buildings. What do YOU  want to see?

Tuesday, 16 May 2017

New Pricing! All You Need to Get into Star Army - 28mm Minis for Sale

SOLD - I have the following minis for sale, I don't know the manufacturer, but they can be used for:

 Star Army 

 Hishen 

 Exo-Armor Star Army  

PDF or Free Company Mercs  



Wednesday, 10 May 2017

Great Hall Burning - How's the Campaign Work?

Like so many other THW games, we've added a Campaign to Great Hall Burning to tie your battles together. Here's the easy to track map we'll be using.

There are 12 Kingdoms that you can choose from to be your Home. "And I'm the King, right?" Good one! No, you start out as the Leader of one unit of Melee Troops - 8 figures.

From there the King - not you, not yet - decides who's Going to War. Once that's established you move into the opposing country or maybe they move into your country if they declared war on you.

All battles are fought in the country until one side or the other surrenders and is annexed.

"When am I the King?"

All in due time, IF you do well. More to come.

Friday, 5 May 2017

Wednesday, 3 May 2017

Great Hall Burning - More info

"You all know how this works… If you want to be King, you must kill me."

 - Ragnar Lothbrok in Vikings.

Click the image to enlarge.

Friday, 28 April 2017

Last Days of the Spaceships Kickstarter and 5150 Star Navy AAR

Only two days left to grab the Stars Reach Spaceships on Kickstarter. If you pledge for a fleet faction you get a free 5150 Star Navy PDF. Already have Star Navy, then we'll get you another PDF of your choice!

More info

And now, a 5150 Star Navy AAR using these fine ships.








Grab these ships while you can and watch for our Hishen War Kickstarter later this year!


Tuesday, 25 April 2017

Free 5150 Star Navy PDF? Yes! Check out the Kickstarter.

Check out this spaceship Kickstarter. The ships are excellent and can be used with a variety of rules. To thank Travis for letting me use his ships, I'll give a free PDF of 5150 Star Navy to anyone pledging a full fleet Faction or highers.


Friday, 21 April 2017

Edd's Pub - Fantasy Adventures now on Sale!


Whether you play Warrior Heroes - Legends, 2 Hour Dungeon Crawl or any of our other Fantasy titles, you can play it with Edd's Pub. Heck, you can even use it with Large Than Life - Director's Cut our Pulp set of rules.

You can play Edd's Pub with our other games, but it's also a stand-alone game that's great for players of all experience. 

Edd's Pub is the jumping off point to the "Other Side" a world within our fantasy world of Talomir. Check it out here.




Saturday, 15 April 2017

Deadly Dreams now on sale - Happy Easter!

Deadly Dreams now on sale!
Happy Easter everyone and Sweet Dreams!

5150 Spaceships on Kickstarter!



I cut a deal with Travis that will allow me to use his very cool new spaceships in the 5150 Universe. I'll be doing a Bat Rep soon using them as he was kind enough to give me some. That means the ships can be produced quickly! Check it out and grab some before the Kickstarter finishes and prices go up to normal!

Kickstarter

Step-by Step Edds Pub - Part Five - Fizzbo's First Fight

Now that the PEF was resolved as Wererats I roll them up. The Wererats List tells me the maximum AC of the Wererats - AC 4 and their Alignment - Black Moon. 
I roll 1/2d6 and add it to "2". This gives me the Rep of the Leader.
Next I roll 1d6 versus the Rep of the Leader to see what are the Reps of each Grunt, either 1 point less, or 2 points less - but never lower than 3. 
I roll for the AC, their Class.
Here's both parties.

Type
Class
Rep
AC
Align
Fizzbo
Caster
5
2
RS
Fawn
 Missile
4
2
RS
Squat
Missile
3
4
RS
Percy
Melee
4
4
RS
Maconne
Melee
4
4
RS






Wererats
Class
Rep
AC
Align
Amlick
Caster
5
2
BM
Basil
Healer
4
2
BM
Catick
Missile
4
2
BM
Delk
Missile
4
4
BM
Esrazzz
Melee
4
2
BM






And now the Interaction begins.




I played Fizzbo as a Grunt to show how the mechanics work. I was a bit surprised how the fight played out. If Fizzbo was a Star he'd have used Star Power, etc. and it may have ended differently. Right now, the Wererats have looted 4 Coins and take the two Out of the Fight Grunts - Maconne and Fawn prisoner. Squat ran off. If I resolve a Grunt Dwarf on a PEF I can always use Squat. 

More to come - Watch for Part Six.

Friday, 14 April 2017

Step-by-Step Edd's Pub - Part Four - Adventures on the Other Side



Fizzbo's Band has crossed over. Looking at the map we see that they have landed in the Woods, the only way to come and go between Talomir and the Other Side. They have to resolve 3 + 1/2d6 Possible Enemy Forces (PEFs). They will do this when they arrive for the first time and every time they choose to Stay Put in an area. 

Each of the four areas has their own Who Are They Tables to see what you have run into. When you leave an area you roll to see how many PEFs in that area must be resolved before you reach the new area. As this represents traveling to the new area you use the Who Are They table for the area you are leaving. Let's see what happens to Fizzbo.

I roll 1d6 and score a 2 - Fizzbo must resolve 5 PEFs in the Woods.  I roll 2d6 on the PEF Resolution Table versus the Rep of 4 to see what happens and pass 1d6. "Something's out there". The first PEF is resolved, but future PEFs must be resolved using 3d6. I roll again and score the same result! That's 2 PEFs resolved.

I roll a 3rd time and pass 2d6 with a 4 and 3. This means Fizzbo has met a group with 5 figures in it. The total of your 2d6 score on the Resolution Table tells you the number of NPCs you've met.

I now roll on the Woods Who Are They Table to see what I've met. Wererats!
************************************
Just to be clear, you roll dice a few times each Encounter because you are building the Story. Before each Encounter you don't know what you will meet and how many of them there are! This makes the games much more exciting and insures that they will never play the same.
*************************************

So what now?  Part Five





Wednesday, 12 April 2017

Tuesday, 11 April 2017

Step-by-Step Edds' Pub Part Three - Recruiting and Crossing over to the Other Side

In Part Two we explained what Edd's Pub is about - a jump off point to another world. Want to go by yourself? You can do that as you could recruit NPCs over there. These could be those that crossed over before and can go back and forth, They could be those that lost their Coin and can't get back. Or they can be NPCs from the Other Side, with no desire to leave.

But let's assume you want to start a Star and recruit your first Band to cross over.That's easy. You can automatically recruit 4 Grunts.  

They must be from your own Race and are assumed to have the same Alignment as you do. After the first Band of recruits you will be able to recruit NPCs from other Races and possibly, other Alignements. That's where Edd's Pub comes in  handy as there are four different Races at the Pub.

There are easy rules to generate the stats for your recruits...Rep, Class and Armor Class. Their Rep will always be lower than your Rep and their Class will determine their Armor Class. 

Here's Fizzbo's Band of Recruits that he brought to Edd's Pub.


Type
Class
Rep
AC
Align
Fizzbo
Caster
5
2
RS
Fawn
 Missile
4
2
RS
Squat
Missile
3
4
RS
Percy
Melee
4
4
RS
Maconne
Melee
4
4
RS




 

Each gets a Coin and down the hall they go to the Other Side. First stop is the Woods. Here's the Band entering the Woods.
Figures from Rebel Minis.

Part Four