Miniatures combat

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\m/_ (>_<) _\m/
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Re: Miniatures combat

Post by \m/_ (>_<) _\m/ » Sun Feb 21, 2010 3:47 am

How would it work by the way, having a Crimson dark Minitures game?

After buying the set and rules from Dave, would we all come here in a Gaming Forum or something at an agreed upon time, and play with printable game board? :?:

How would it work? I've never done anything like this before online. :ugeek:

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Re: Miniatures combat

Post by \m/_ (>_<) _\m/ » Sun Feb 21, 2010 3:48 am

Hey Dave! :!:

What do you think about all of this? :idea:

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see317
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Re: Miniatures combat

Post by see317 » Mon Feb 22, 2010 7:24 pm

\m/_ (>_<) _\m/ wrote:How would it work by the way, having a Crimson dark Minitures game?
After buying the set and rules from Dave, would we all come here in a Gaming Forum or something at an agreed upon time, and play with printable game board?
How would it work? I've never done anything like this before online.
How would it work by the way, having a Crimson dark Minitures game?

After buying the set and rules from Dave, would we all come here in a Gaming Forum or something at an agreed upon time, and play with printable game board? :?:

How would it work? I've never done anything like this before online. :ugeek:
[color]

A miniature combat game would be entertaining to see. Unfortunately, I'm fairly certain that the start up costs to get a line of minis produced is prohibitive. Add in the fact that I doubt there's a concentration of CDers near enough to actually get a game going.

Once rules are written (or an existing rule set modified) it would be cheaper and easier to convert top down views of the ships into sprites to use with Vassal. Players could schedule games on the forum.

Edit: That orange is painful to look at on the light grey box...

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David
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Re: Miniatures combat

Post by David » Mon Feb 22, 2010 7:30 pm

Well, I do dream of being a Game Designer one day, however I have little experience of miniatures rule-sets. Can someone link me some examples I can use as reference?

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see317
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Re: Miniatures combat

Post by see317 » Mon Feb 22, 2010 7:40 pm

I'm assuming this is space-based ship to ship combat we're talking. In which case you'll probably want to start with Games Workshop's Battlefleet: Gothic as a start point.

I don't have a link to their page (work filters) however, Wikipedia to the rescue. Here's a brief, non-detailed overview.
Players take turns moving their ships and shooting, as well as undertaking more advanced manoeuvres such as ramming, boarding, or disengaging. Each player may perform actions with all of his ships before the turn ends. The turns are divided into 4 phases, the Movement Phase, Shooting Phase, Ordnance Phase, and End Phase.

During the Movement Phase, the player can move his ships across the tabletop. Different ships move at different speeds, and turn at different rates. Smaller escorts (frigates and destroyers) are typically the fastest ships in a fleet. Ships can also go into "Special Orders" during the Movement Phase. Special Orders allow ships to move/turn faster, reload their ordnance, or increase the efficiency of their firing, at the cost of being less able to perform other functions later in the turn (or in other turns); for example, if a ship uses a Special Order to increase power to the engines to turn, the ship's firepower is halved that turn.

During the Shooting Phase players fire their ships weapons. Weapons are divided into two broad categories. Weapon Batteries represent massed broadsides that target an area of space, rather than being precision weapons. Lances represent more precise weapons consisting primarily of super energised lasers, and target the enemy ships directly. Ships are protected from incoming fire by shields and armour. Enemy fire stopped by a ship's shields generate blast markers. Blast Markers disrupt shooting, and slow down ships moving through them. They also temporarily bring down the Shields of any ship in contact with them. Once shields are down, incoming shots impact against a ship's armour. Shooting can reduce a ship to a hulk, or cause it to explode spectacularly. It can also cause critical damage, which covers a wide range of debilitating effects. Weapons can be taken offline, engines damaged etc.

During the Ordnance Phase ships use weapons that move and fight independently of the ship. This typically includes Torpedoes, Fighters, Bombers, and Assault Boats. Ordnance must be reloaded between each use by using a Special Order. Ordnance ignores shields, but can be stopped by point-defence turrets mounted on most ships. Ordnance can also be fired on by a ship's main weapons. Although fragile, it is very difficult to hit.

The End Phase is when damage control occurs. Each ship which is suffering from critical damage can attempt to repair itself. A variable number of blast markers are also removed during each End Phase.

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David
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Re: Miniatures combat

Post by David » Tue Feb 23, 2010 10:53 pm

Watch this space.

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Froggy the Great
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Re: Miniatures combat

Post by Froggy the Great » Thu Feb 25, 2010 1:22 am

We are indeed watching. With what further details might you tantalize us?

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see317
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Re: Miniatures combat

Post by see317 » Thu Feb 25, 2010 1:28 am

Froggy the Great wrote:We are indeed watching. With what further details might you tantalize us?
No, it's one of those magic eye things. Stare at it long enough and you'll see a sailboat.

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Re: Miniatures combat

Post by \m/_ (>_<) _\m/ » Sat Mar 06, 2010 5:39 am

Sailboat!? :?

I see a Schooner! :lol:

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Re: Miniatures combat

Post by NefariousDrO » Sun Mar 07, 2010 8:00 am

I'm very impressed by the detailed thinking that you guys are doing on this, and I think it reflects very well on the comic that people are so inspired they want to play in it's universe. If you do get any games up and running, post some pictures, I'd love to see how it's all implemented.

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