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Topics - MadDrB

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16
Announcements / HOW TO REGISTER
« on: December 11, 2013, 06:07:51 pm »
Due to increased spam traffic, we've changed the procedure for registering new members.

New registrations require administrator approval.  Please email maddrb(at)yahoo.com to introduce yourself and briefly explain why you want to join ManBattlestations.com.

We apologize for the inconvenience.

17
DWVA / Dystoberfest - Sunday 10/20 Richmond
« on: October 14, 2013, 06:19:46 am »

18
Find a Game! / Eagle & Empire, August 25
« on: August 22, 2013, 06:26:27 am »
I just checked and see the E&E is open on Sunday from noon until 5 pm.  I'm up for making the drive and getting there by noon to play at least 2 games of Dystopian Wars.

19
DWVA / Sunday 8/18 Game Vault
« on: August 15, 2013, 12:08:41 pm »
A strange and powerful artifact has been unearthed by a group of archaeologists on the north coast of Africa.  A message by an ecstatic archaeologist to his research team at the British Museum has been intercepted by several Imperial Bond intelligence agents.  Advance teams of Legion squads have been sent to raid the dig site and retrieve the artifact for their nation while fleets and battalions move into position to support these advance teams.

This is a team-based campaign with linked scenarios for Dystopian Legions and Dystopian Wars with the outcome of each game affecting the others.  Bring a 1,000 point DW list (land, sea, and air) and/or 200 point DL list.  Contact MadDrB maddrb@yahoo.com for more information.

Location:  The Game Vault, Fredericksburg, VA
Time:  Noon, Sunday, 8/18 until 6 pm.


20
Dystopian Wars / Big Spartan Sale
« on: June 29, 2013, 06:48:39 pm »
I just placed an order with Miniature Market for a bunch of Spartan models on sale, specifically Uncharted Seas which are up to 80% off.

https://www.miniaturemarket.com

There are some good prices on DW models as well, and I picked up an Armored Clash brigade box for $66.

21
Uncharted Seas / New Rules for Uncharted Seas
« on: June 01, 2013, 08:50:06 am »
I have the beta test rules for a new magic system for Uncharted Seas and I'm looking for some opponents for playtesting in the next few weeks.  These magic rules build on the same basic Spartan Games system, but it's definitely new and different from how magic worked in the STAR cards; players have more options when constructing fleets to add magic users and plan a strategy for implementing magic into a battle plan.

I'm thinking about hosting a set of games at the Game Vault next weekend, or I may be up for a trip down to Richmond if I can get some of the guys down there interested.

22
Historical Naval Games / Admiral Board Game
« on: May 29, 2013, 10:17:03 am »
New naval board game on KS, featuring big fleet battles in the age-of-sail with simple rules:

http://www.beastsofwar.com/board-games/admiral-takes-kickstarters-stormy-seas/

23
Find a Game! / Richmond: Friday 26th
« on: April 18, 2013, 09:29:57 pm »
"FTW Games at 14:00.  The Coalition versus the Empire: Bloodfeud"

24
Dystopian Wars / Chinese & Australian Factions
« on: April 15, 2013, 07:09:30 pm »
The design pics for the Chinese have been posted:



Including "floating castles":



And an Australian fleet:



25
Historical Naval Games / Kiss Me, Hardy
« on: March 21, 2013, 06:00:00 pm »


I enjoyed wargames featuring random unit activations, usually by pulling chits from a blind draw, but in many of the wargames I played the matter of reinforcements and special events were still determined by die rolls on various charts and tables.  I had noticed reference to card activation systems in tabletop wargames, and I figured they worked the same way, nothing too exciting, until I picked up Muskets & Tomahawks last year and played a game--sure, there is still several tables of random events tied to die rolls, but in addition to shuffling a deck of cards to determine the activation order for all the units on the table, there are also some special cards which determine the timing of special events.  If only there was something more, I thought to myself.

Well, long story short, I started buying some PDF rules from Too Fat Lardies, and I really like their card activation system, particularly in Charlie Don't Surf--the randomized card deck not only determines the sequence of unit activations but critical hits on units, special events which are featured on the cards rather than referred to on a table, special effects which come into play after certain events are triggered with the relevant card shuffled into the deck--and I really liked what I saw.  My subsequent thought--I wish this sort of card system could be applied to an age-of-sail naval game.

I soon discovered TFL had indeed published an age-of-sail naval game featuring a card activation system which also links events like wind direction and changing weather conditions into certain cards.  It's a slightly older publication, compared to Charlie Don't Surf, and the card system is not so dynamic, but I already like what I've read so far, and I'm planning on my first game soon and writing up a full review of the rules on my blog.

Has anyone played a game with this set of rules?



26
General Discussion / What are you watching?
« on: March 16, 2013, 12:28:58 am »
All right, so all of us have seen the the recent films like Master & Commander along with some classic documentaries like War at Sea.  But I have been watching some documentaries beyond the popular television series "Deadliest Catch" and I just came across this particular one on Netflix tonight and want to share:

DEEP WATER (2006):  (http://www.imdb.com/title/tt0460766/)  this documentary covers the first round-the-world solo sailing yacht race of 1968, and when I started watching I explained to my wife that during one of these races a participant just sort of drifted around the Atlantic while claiming to circumnavigate the world.  She almost immediately lost interest and went to bed, but I was very pleased to realize, upon continued viewing, that this was effectively a documentary about Donald Crowhurst, the sailor who indeed drifted around the Atlantic for months on end while attempting to fake a circumnavigation.  Of course, I learned so much more of the story.  And, although there is limited footage of the race (most of the footage involves interviews with friends and family), it's a moving account of a grueling endeavor and, in particular, one man's grave decision between turning back from a voyage he's not prepared to endure or risk a lonely death in the open sea.

Of course, I developed a renewed interest in around-the-world sailing when all the news about teenage girls attempting circumnavigation hit the headlines last year.  Sure, it might not sound so difficult if teenage girls are doing it these days, some might think, but even with the advanced technology of GPS and composite boat hulls, sailing around the world still requires the better part of a year, and anyone attempting that solo deserves a great deal of credit, even in the 21st century.  This film captured a bit of the endeavor for all the participants, especially considering that only ONE of the original NINE entrants actually completed the race.

In my younger days (early twenties), I attempted to spend a long weekend locked in my bathroom with a pound of beef jerky, some homemade "ship's biscuit" and three gallons of water to see if I could endure a full 72 hours of solitary confinement--it was intended as a crude experiment to discover if I had the fortitude to be a single-handed sailor on any sort of long sea voyage.  Unfortunately, I didn't last more than 17 hours before letting myself out to get at the decent food I had in the kitchen proper, frying myself an egg and drinking an ice cold beer before walking around the city block (after my visit to the living history museum at Jamestown, I still can't wrap my head around how the crew of those 17th century ships managed to maintain their sanity while crossing the Atlantic for months and drinking only WARM beer).  I can't even begin to imagine spending something like SEVEN months at sea, alone--and there is no way a 90-minute film can begin to capture any of that experience, but I still recommend DEEP WATER to anyone with an interest in sailing and the limits of human endurance.

27
Firestorm Armada / Firestorm Armada FREE PDF
« on: January 29, 2013, 12:41:49 pm »
Spartan Games has released an abbreviated version of the latest Firestorm Armada rules in PDF:

http://www.spartangames.co.uk/firestorm-armada-rulebook-download

28
DWVA / DW Tournament 2/23 Game Vault
« on: January 17, 2013, 05:36:15 pm »
Quoted from a post made on the Game Vault forum by Taodark:

The Iron Fist League http://www.ironfistleague.com/Forums.aspx will be running a Dystopian Wars (Naval) Tournament on February 23rd, 2013 out of Game Vault in Fredrickburg.

System: Dystopian Wars (Naval Fleets only)
Point Value: 750 points (Limited Avaliablity 1 in 750 on all Dreadnoughts)
Where: Game Vault, VA (Fredrickburg, VA)
Date: February 23rd
Time: Registration starts at 10 am - First Round at 10:30 am
Admission: $10
Description: Dystopian Wars (Naval) Tournament, using a Single list format and the below
Tournament Scenario Packet:

https://docs.google.com/file/d/0B8Pcu1_ ... VTTHc/edit

Tournament Prizes
Lord of the Sea - Top Winning player (highest Victory Points break any possible tie)
50% of Tournament Admission in Store Credit
King of the Pirates - Person with the highest possible Victory Points (Win/Loss score does not matter)
30% of Tournament Admission in Store Credit
Scow Captain - Person with all losses (lowest Scenario Points break any possible tie)
10% of Tournament Admission in Store Credit
Best Painted - Players Choice
10% of Tournament Admission in Store Credit

29
Uncharted Seas Campaign / Pirate Ports in Uncharted Seas
« on: January 10, 2013, 05:51:16 pm »
The goal of this campaign is to develop a fleet and engage in missions to secure gold by transporting cargo to and from the Old World or simply seizing it by raiding villages or securing valuable cargo from shipwrecks.  The first player to accumulate 10,000 Gold Bars is declared the winner of the campaign.

List of Terms:

* Admiral:  Each player has an Admiral who is the top of the food chain in the respective fleet.  Call your Admiral whatever you want--a Captain, Scallywag, Emperor, or Lord of the High Seas.  For the sake of this campaign, each player has an Admiral which is the representative, in game, of the player--a player's avatar, so to speak, in the campaign.  An Admiral lives a charmed life, always managing to be washed ashore after shipwrecks, always finding the bullet hitting his chest to be stopped by a flask, always managing to escape the shackles in the darkest dungeon of his captors.  Throughout the campaign the Admiral survives.  One thing the Admiral may not do so well with as surviving is managing his funds to keep a fleet afloat and operational.  When an Admiral accumulates 10,000 Gold Bars to his personal treasure he then may declare himself Lord Victor of the Uncharted Seas and retire to a private island.

* Gold Bars:  These are the measures of wealth, victory objectives, ship building and operations expenses.  1 Gold Bar is the equivalent of a point of a ship's cost.  Gold Bars are collected by delivering cargo (or capturing and selling cargo), ransoming important prisoners, finding and liberating shipwrecks or lost temples of their treasures, or selling prized ships in a neutral Pirate's Haven port (calling it Redport for now).
 
* Pirate's Haven REDPORT:  The main, neutral port around which the campaign revolves.  Redport is an international port, not as large or civilized as the capital cities in the Old World, but it's the last stop in a civilized port on your voyage into the Uncharted Seas and the first stop before heading back to the Old World.  Redport is a ramshackle city built around an atoll which is the remnant of an ancient volcano crater.  Almost no food is grown here, but because of the protected, deepwater port and a concentration of trade and willing labor, not to mention the only collection of skilled shipwrights in this part of the world, Redport thrives by the commerce which flows through this port.  The population is at least five thousand score of souls, and of all nationalities and races.  The city is divided into quarters, each controlled by a different faction.  A half-dozen shipbuilders line the docks, and each day several ships, merchant and warship alike, are christened and crewed by many willing and able hands.  In Redport an Admiral may buy and sell anything, for the right price.

* Borrowing:  Defeat can be a grim reality for an Admiral.  Debt usually follows.  At any time an Admiral may borrow Gold Bars from one of several large banking houses and less scrupulous lenders in Redport.  But these loans come at a price, and if not repaid in a timely manner an Admiral may find his fleet hunted by Imperial warships or simply find himself watching his fleet slowly fall apart for lack of funds for repairs and replacements.  There is no limit to the amount an Admiral may borrow during a campaign to fund repairs, new ships, and replacements.  But if an Admiral accumulates 5,000 Gold Bars in his personal treasure while still owing any amount of debt, then each opposing player receives 500 Gold Bars each Campaign Turn in credit toward repairing and building ships or paying for crew and operations expenses.

* Action:  Each ship in a fleet may perform 3 Actions per Fortnight.  An Action is an abstract measure of time that a ship is generally engaged.  Missions will each have an Action cost.  Returning to a port for repairs costs 1 Action.  Docking in Redport for repairs or to sell or buy merchandise costs 1 Action.  Moving from port to a Mission location costs 1 Action.  Playing a game against an opponent for any Mission objective does not cost an Action to complete, but each ship in a fleet which is deployed for that game and Mission must have spent 1 Action to effectively arrive at the location for the battle.  (As long as a ship has 1 Action remaining after surviving a battle it may spend that Action to return to port for repairs; if the ship has used all 3 Actions during the current Fortnight then it must wait until the start of the next turn to spend 1 Action to return to port for repairs.)  An Admiral may divide the fleet and have different squadrons perform different Actions, but each ship may only perform 3 Actions in any given Fortnight.

* Campaign Turn/Fortnight:  Each Campaign Turn covers 2 Weeks of time.  Each ship in a fleet may perform in 3 Actions during that 2-week turn.

30
Uncharted Seas Campaign / Brainstorming Campaign for Uncharted Seas
« on: January 09, 2013, 12:32:41 pm »
All right, here's the thread for brainstorming a campaign for Uncharted Seas.

I'm referencing the historic state of affairs in the Caribbean during the 17th century for ideas.  I'm thinking the Iron Dwarves are comparable to the Spanish, maybe the IH to the British, and the Dragon Lords are something equivalent to the Mesoamericans with ships and mysterious magic.  Of course, the Bone Griffons are equivalent to undead pirates attacking everything afloat.

A big component I'm working on here is for land operations.  For a campaign I'm thinking in terms of friendly ports so players can have damaged ships repaired for free in friendly ports but need to pay for repairs in neutral or pirate ports.  Also, ports can be captured and forced to change alliances so that the objective of the campaign is not just to sink as many enemy fleets as possible but also to capture and convert ports.

When it comes to land operations, I'm thinking of infantry units rather than actual landships, aiming to capture the feeling of marine operations involving bands of pirates rather than massive war machines.  Maybe a "large" land unit can be an artillery battery--not much movement, and it can either move or shoot but not both.  A medium land unit could be a battalion of grenadiers or line infantry, capable of hardly affecting fortresses or ships but dealing serious damage against other infantry units.  And small land units could be the equivalent of light infantry, skirmishers, and landing parties--they might not be able to attack a medium or large land unit directly, but they might have special MARs which allow them to work as sapper units, blowing up fortress walls, etc.

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