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  1. #11
    Super Moderator josta59's Avatar
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    Hmmm....very weird.

  2. #12
    Quote Originally Posted by madman View Post
    How can people be replying to posts of mine that were never posted?
    Sorry about that, madman.... I believe Scott could see your posts because he’s a Moderator, which grants higher privileges to see posts from new members; and we have the forum setup to have the first post of a new members requiring review (moderation validation), and keyed as validated in order for it to show. That’s why you don’t see spammers (like prescription sales and porn) here at WGD After you posted your first post, we should have caught that and validated it so it, and your second post would have shown immediately. You should be all set now and you should see your posting immediately now. Please let us know f you experience any more problems.

    I’ve been away from the site fro a bit and I, and the moderators missed your initial posting...apologies.
    If you can't be a good example, be a horrible warning

  3. #13
    This reminds me of discussions I had with MAGNA in the past, where he explained how Flames of War had a tendency to be a bloodbath, as compared to Fire & Fury’s, Battlefront: WWII.

    I’m not familiar with the rule set you are using but, I am wondering if you can adjust the ‘Hits’ in a way that you have to have several wound results before it moves to a higher hit; or needing a couple kill results to equal a kill. Something along this lines.
    If you can't be a good example, be a horrible warning

  4. #14
    Quote Originally Posted by madman View Post
    Last post on this off topic. I agree completely with holding posts from new members for a couple days. Dish Dash publishing's forum has been awash in spam lately. What was throwing me was a little the delay but mostly Josta's replies when the content wasn't there. As you state he is a moderator so that makes sense now. Glad to be aboard!
    Very glad to have you here, and thanks for your patience with the registration process and comments. Though a small forum, I think one of thee things we have above the competition is lack of spammers. That’s due primarily through our registration process.

    Also, the membership list as a pretty true representation of actual gamers, even if thee majority just lurk and don’t actively participate. On most forums, there may be a hefty number of members in the tens of thousands, but 80+% of them are spam-asshats.

    Quote Originally Posted by madman View Post
    I am newly back into the hobby so my point of view and background may be prejudiced. There is lots more choice now and skirmish barely existed three decades ago. That and the dueling dice mechanic (roll to hit then roll to "save"), as opposed to a two dice roll (or one really big die (say D20)) and a page of modifiers, was just coming in when I left the hobby. It was there but not in the games I played at the time.

    Since I am more familiar with rolls with mods as opposed to dueling dice it has taken a year to both get my head around the concept and make a clear decision. I have come to see dueling dice as actually a two dice roll split out into two actions. That is how I get my head around it. In many systems one or both rolls get modifiers, some vary what die is used, so as I see it the end effect is the same usually with fewer modifiers.
    I wasn’t sure how I felt about the “Dueling Dice” mechanic when I first saw it and started playing it but, I quickly came to appreciate it and then like it a lot. In the majority of games that use it, the mechanic rally works well, and represents the theory of combat within the game system.

    Quote Originally Posted by madman View Post
    The other "new" aspect (to me at least) is skirmish. Yes we had similar stuff back in the day but now it is far and away the norm. My personal preference is a single "combat result" for an entire unit. In my case I like company size actions so a unit would be a squad, fire team, weapons team or command element or, rarely, individual. As a known example think squad leader. Contrast that with Chain of Command where, although similar "units" form a player's forces in CoC each individual gets one or more dice all rolled together. Handfuls (bucketfuls?) of dice are rolled generating nearly the same numbers for saving throws. Chessex and others must be laughing all the way to the bank. Since a unit must operate as a single entity why have gaggles of figures singly based? Many players have gone to group bases so why don't the rules?

    Off my soapbox for now. And stay off my lawn durn kids!
    Yeah, skirmish was a game changer (no pun intended) for me, and I very quickly came to love it! Really gets you focused deep down in the action! I like how it’s more a story-telling feel, as well...at least, that’s what it feels like for me.
    If you can't be a good example, be a horrible warning

  5. #15
    Yeah, you touch on another aspect I am seeing introduced by a few game developers where they want to be somewhat ‘cinematic’, as I’ve heard it called: They try to introduce a Storytelling aspect to the game and scenarios. Mark Walker did a lot of that in hs Lock ‘N Load Publishing days, and has taken that to his Flying Pig Games shop.

    I get it, and in some cases, even like it....but it depends on the game system to really pull it off.

    Apologies, Scott, frr kinda highjacking your thread ....but, this does speak well towards what you’ve been developing with these miniature games you’ve wonderfully brought to us, in that you have a storyline based in a well defined and written story; campaign, if you will. It’s one of the things I like most about your gaming in this style, is each scenario impacts the future scenario on a level even greater than I’ve seen in a typical ‘Campaign’ set of scenarios; where in the norm, it only travels the course of maybe up to 5-10 scenarios at max.... your system could theoretically go on forever!! ...like real life and greater impacts on your little metal warriors!
    If you can't be a good example, be a horrible warning

  6. #16
    Quote Originally Posted by madman View Post
    Yes, apologies to Scott as I was hoping to give him ideas, not steal the tread. I think we have done that and should start a new thread on the present discussion.
    Actually, no need for apologies, madman...in. My previous comment, I failed to note the game Scott played had concluded, so we were well within our common practice of post-game dialogue, which can include the very comments being discussed

    ...it is always a tough call, especially for moderators, where to draw a line between current topic and thee beginnings of a new topic. I lie you ride of starting a new thread on our explorations, however, as it will be easier for folks to find.

    You participation is VERY much appreciated!!!
    If you can't be a good example, be a horrible warning

  7. #17
    Super Moderator josta59's Avatar
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    Quote Originally Posted by Whiterook View Post
    ....but, this does speak well towards what you’ve been developing with these miniature games you’ve wonderfully brought to us, in that you have a storyline based in a well defined and written story; campaign, if you will. It’s one of the things I like most about your gaming in this style, is each scenario impacts the future scenario on a level even greater than I’ve seen in a typical ‘Campaign’ set of scenarios; where in the norm, it only travels the course of maybe up to 5-10 scenarios at max.... your system could theoretically go on forever!! ...like real life and greater impacts on your little metal warriors!
    Sorry guys, don't know how I missed the last few posts here. Thanks for the kind words, Em. But I can't take credit. The main reason I was excited about using the Wars of Insurgency rules is that it's way more than just rules. A deep and satisfying campaign system is half the rule book, which you don't see with most rules. There's more focus on the campaign than on combat, which is pretty simple in comparison. All that detail you saw in my campaign came from Mike Demana, not me. I just gave silly names to things, and pretty bad ones at that, LOL.

    I guess the one thing I can take credit for is converting it into a solo campaign system, but that was easy enough. I just rolled a die for which faction I'd be going up against next, and then I rolled for power levels, political schemes, etc. Another reason I chose these rules is because of the blinded activation order, which is perfect for solo gaming because I never knew which enemy team would activate next. Hopefully other solo gamers will find my reports and be inspired.
    Last edited by josta59; 07-19-2019 at 06:56 AM.

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