Saturday, February 9, 2019

Game Testing a Simple 40k Ruleset for Epic

I've got a nice little set of Epic sized space marines.  They're basically painted up as Space Wolves and Emperor's Children.  Since my last post on the topic, I've added some terrain to my collection, as well as Devastator, Assault, Terminators squads, and two Knights.  So, I've got two armies of what would be a "normal" 2,000 point 40k game, but not enough for what would constitute a full "Epic" sized army.

And that's cool by me.  While the idea of huge massed battles may be appealing, my kids are growing up and its tough to get in a hour-long game, let alone three hours.  Plus, I've got enough unfinished painting projects.  While I've perused the Epic ruleset, I just don't have the time to try to learn a whole new complicated set of rules.

So, with an eye towards trying to put together a very, very simple ruleset that roughly replicates a "normal" game of 40k, I pulled a few of the minis out and starting just rolling some dice.  The fact that I had identical sized teams made the issue of "balance" moot, and point calculations unnecessary.

I really just wanted to get a ruleset in which the pace of minis coming off the table felt similar to what you'd see in a normal 40k game, and where, by the end of 6 turns, there would be a decisive winner.

Now, my regular scale 40k collection is very heavy on Space Marines, mainly because I let the kids pick them.  So, I have a pretty good feel for the pace of these marine-on-marine battles.  And keeping both sides the same removes the complexity of points and army building.

So, here's my initial notes on how the game would work:

Basically, the combat mechanism consists of both sides rolling a number of dice based on the type of and, whichever side gets the highest die scores a Hit (ties go to the defender).  Minus one die if attacking into cover.

Initial results had the game resolved in 7 rounds, which is basically what I wanted.  But, it felt a bit slower than I had hoped.  I may change "ties go to defender" to "ties go to attacker", to get pieces off the board quicker.

That said, I'm still trying to work out how the shooting works.   I think both sides will still roll the same dice, but the target can't score hits against the defender.

Below are shots from the game, as it played out.

Round 2

Round 3

Got these skull shaped beads off eBay for pennies a peice, and they make great hit markers.

Round 4

Round 5

Round 6

Round 7

Now, time to sharpen my pencil and get back to the game testing!

Monday, January 21, 2019

2019 Goals

It's been forever since I've posted, and the only gaming I've gotten in is a Warmaster matchup between Undead and Dwarves.  I'm playing against my son, but only a bit each weekend, and its dragged on.

In any event, I thought I'd jot down some goals for the year, hoping to inspire myself to get something done.


  • Remainder of Blood Angels Army (20 or so Space Marines and two Rhinos).
  • Remainder of Warmaster Elves (about half a small army)
  • Battle of Five Armies/Warmaster Armies (both sides)
  • 6mm English Civil War minis - two very small armies
  • Complete Scratch Built Warhound
  • Build up Bolt Action Starter Set
  • Necromunda Terrain
  • Finish the Warmaster matchup between Undead and Dwarves
  • Play Trafalgar battle (GW Historical Rules), using some paper counters I printed up a while back.
  • Play a few Scenarios of Avalon Hill's Panzer Leader
  • Mordheim
  • Write up my very simple Epic 40k rules.
  • Write up a simple English Civil War rules, with DBA-like elements, based on Warmaster standards.
  • Star Wars - Thrawn
  • Dan Abnet's Titanicus
  • Christopher Hibbert's Cavaliers and Roundheads

Saturday, June 2, 2018

Flames of War - Memorial Day Battle Report

On Memorial Day, I broke out my just-finished minis from the Flames of War "Open Fire" set and set up my first battle.  Basically, I just wanted to get a feel for the game.

The German and Allied infantry ran for cover and settled in for some cross shooting.  The Allies took an early lead by using the Shermans to machine gun the crap out of the German infantry.  But, once the StuG Gs and the anti-tank guns had a say, the Shermans started to drop like flies.

Below are some pics and observations of my first play-through.

I set up three farmhouses (foam core with some printed up roofs and windows glued on) in the center of the board, with some Christmas village tree woods around the farm.
Infantry needs to find cover quick, else they get cut to shreds by the machine guns.   
This looks like a long stalemate from the German side, as the rile squads slug it out.
Airborne rifle squads are settled in for a long fight.  
Hiding the anti-tank guns in the woods made them tough for the Shermans to shoot.  The Shermans were no match for a side shot.
The StuG Gs just blast through the Sherman/Fireflys' tank skins.  Not a fair fight at all! 
HQ, is staying in cover y avoid the Stug Gs, but in doing so is unable to assist the infantry.
Blasting away at the Shermans. 
The German anti-tank guns are in the woods at the top right.  The Shermans having exposed their sides was a fatal mistake.   

Thanks for stopping by!

Thursday, May 24, 2018

Battlefleet Gothic Order Cards

Following on my papercraft Battlefleet Gothic order dice, I decided that some reference cards would be nice too.  After a bit of cutting and pasting, I wound up with the following . . .  .



Thanks for stopping by!