DEPARTMENTS

Tuesday, July 25, 2017

20 Leagues Under My Belt - Living Statue

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While technically not an entire league, I wanted to post this latex adversary paint-up. This is a plastic stone or claw golem miniatures from the Reaper Bones line. I have cut it from its original base to help with an issue in how the plastic legs were positioned and re-based it. This is a simple paint job with a brown base coat, yellow sand wet-brushing, then a washing with brown tone from Army Painter, over which I did a drybrushing of a lighter sand color to highlight. 

Figures such as these are indispensable for Pulp Alley. They can pop up everywhere from tombs to desert ruins or even in the ranks of villainous leagues. They are also great for museum scenarios, art galleries, rampaging through the city after being mistakenly awakened. There just aren't enough uses for an animated statue. This particular miniatures is extra useful as it is quite generic in it style and could easily be placed in any number of cultures.

20 Leagues Under My Belt - Two Curious Fellows

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It's been a bit since I dipped my brush and got some color on my way too big collection of pulp miniatures.

This latest duo is made from a modified Copplestone Miniature and a chimp from a company that escapes me at the moment. These two should look quite familiar to anyone who grew up reading the antics of a certain inquisitive simian and his mustard-hued caretaker. 

The newer Pulp Alley league rules allow players to make leagues as a small as two characters. This is great for players on a budget or looking to get into the game with minimal painting or miniatures purchases. It also allows players to field those famous dues, dynamic and otherwise, that are such a solid part of the genre. I think for this league I'll write the ape up as the leader.




Wednesday, April 5, 2017

Ganesha Games "Star Eagles" - Kickstarter is Live!

Star Eagles Game Box Concept 

I know I sort of trailed off on posting news about the Star Eagle Kickstarter. Life got in the way and I had things that better deserved my attention. However, I have continued ot follow the development of this project and it is now live. 

https://www.kickstarter.com/projects/282429745/star-eagles?token=4cfd13f0

Friday, March 24, 2017

Sunday, March 5, 2017

Ganesha Games "Star Eagles" - Explaining Fighter Activation in Star Eagles

So, it would appear that I missed a few posts on the Star Eagles Facebook while I was attending to some family business. This has led to me posting updates a bit out of order. Things are returning to normal for me, so I should be able to keep up but please enjoy this post regarding how Fighter Activation works in Star Eagles. 

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FIGHTER ACTIVATION

Those already familiar with other Ganesha Games such as Song of Blades and Heroes or Galleys and Galleon will already have some familiarity with the basic of how unit activation works, but STAR EAGLES has some notable differences. 

When a ship activates, it will have an opportunity to move, attack, and perform other special activities such as scanning. Everything a ship does in Star Eagles is called an action. There are three types of actions; free actions, normal actions, and reactions.

Free actions can be performed without using any pilot actions and are primarily just basic movement and basic turning. Normal actions require the use of pilot actions and these include advanced manoeuvres, shooting, launching missiles, scanning and other activities. Reactions are opportunities the pilot may have to take an action outside a ship's normal activation as a result of enemy activity occurring nearby. 

When a Starfighter has an opportunity to activate it may choose to roll dice to get pilot action points to spend during its activation. The number of actions it gets will be determined by the Pilot's quality and the amount of risk the player want to take when activating. The controlling player may choose to roll 1,2, or 3 dice. The players choice. Each dice that rolls equal or higher than the pilots Quality rating provides one action point for the ship. These points will be spent during the ship's activation to perform 'normal' actions. Dice that roll below the quality of the pilot are called an activation failure. If a player rolls two or more failed dice during an activation, the opponent may take the initiative if he doesn't already have it or draw a COMBAT CARD.

COMBAT CARDS are highly useful tools which I will explain in a later post.

Ganesha Games "Star Eagles" - Explaining Initiative in Star Eagles

Ganesha Games continues to shed light on the the system for their upcoming Star Eagles space fighter combat game. Following the coverage of movement in my last post, I wanted to share their own words on how initiative works in Star Eagles. The pic below shows the lovely range of ConStar light, medium, and heavy fighters.

To follow along with their latest posts, visit their Facebook page - HERE

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Today I am going to talk a bit about how initiative works in STAR EAGLES. Tomorrow I will explain what happens during a fighter's activation. 

INITIATIVE 
When a mission is created, one player will start with the initiative as dictated by the mission. The player who has initiative has the power to choose which player will next activate a ship or group of ships. 

Having initiative is important because that player will control the flow of the battle. A player will keep initiative until it is taken away from him by rolling a TURNOVER(explained tomorrow when discussing the activation) or having the non initiative player damage one of the initiative player's ships. 

It is quite possible for initiative to go back and forth during a turn and also possible for a player to retain initiative during the entire game(although extremely unlikely). No matter who has initiative, all ships will eventually have a chance to activate in a turn, having the initiative just allows some control of when they will activate. 

This system creates a very dynamic battle and creates a lot of tension between both players. The Initiative player must decide how aggressive he wishes to be during his activation, pushing his pilots too hard may result in making mistakes and losing the initiative. The non initiative player must be aggressive if he wishes to take control of the battle.

Ganesha Games "Star Eagles" - Explaining Movement in Star Eagles

Hey all,

So Ganesha Games has moved beyond teasing us with pictures of the amazing ship miniatures for their upcoming Star Eagles space fighter combat game and started sharing some of the concepts behind their rules. While these are still in the playtest stages, they are pretty solid and show us how dynamic the system plans to be.

The words and pictures below are from their post on their Facebook group and I have posted the original text to preserve the integrity of their commentary - something I shall be doing with any of their more detailed release information.


Movement and Maneuvers in Star Eagles

When a ship activates it will have a number of pilot actions between 0-3 (See Activation post here for how pilot actions are determined…) it must then builds it maneuver. Maneuvers are built by linking a series of movement sticks to form the flight path of the fighter. Using this method, a wide variety of movements may be made without a great deal of complication or advanced calculation and it creates a visual representation of the flight path.


There are three types of movement sticks;

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NORMAL a 3” move allowing up to a 22.5 degree turn at the end

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TIGHT TURN or SIDE SLIP a 3” move allowing a 22.5 degree turn at the beginning and a 22.5 degree turn at the end.

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REVERSE TURN a 3” move allowing up to a 360 degree turn at the end. It comes with risk as a fighter must make a pilot quality roll at the end. If failed, the opponent may decide the direction of the turn.

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The process is very simple;

1) Take a number of Normal Movement Sticks equal to the ships speed. An average speed is three, meaning it will start with three normal move sticks.

2) ALL movement sticks MUST be used

3) A normal move sticks may be ADDED or REMOVED by spending one pilot action for each stick added or removed. This is called using an action to thrust or burn retros

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4) Advanced maneuvers may be purchased with Pilot actions as follows

a. A SIDESLIP cost one pilot action and replaces ONE normal move stick

b. A TIGHT TURN costs one pilot action and replaces TWO normal move stick

c. A REVERSE TURN cost two pilot actions and replaces TWO normal move sticks

5) Once you have decided how many and what type of sticks to use, just lay them out to form your flight path.
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