| Pages fixed | | | [07-Mar-2012]
Fixed some of the amber pages. They needed updating to the security measures in the newer php versions so the would display data. Created a new Fate of Amber section. I may be hosting some of the maps for the project to convert Amber to the Fate system here. |
| Tv Tropes | | | [26-Apr-2011]
TV Tropes will be a very important site for the Scion game. |
| Wiki Changes | | | [09-Jul-2010]
Changed the wiki I put of for Kris's dead werewolf game so it can be used for a lot of games in the future. It now has separate tables for each game and cookies and redirects so pages can be duplicated without cross contaminating the games. Created a Spirit of Myth wiki there for my Scion game and started some of the templates. The plan is to only add places and faces as the game goes on and have the players create a lot of the info. All this is under the Tallahasseewerewolf.com domain.
So far there are 2 wikis one for Ron's Dresden game and one for my Spirit of Myth game. |
| Character Creation | | | [20-May-2010]
Except for the supernatural powers and maybe items on the birthrights page the character creation is done. |
| Working on it. | | | [04-May-2010]
Im working on it. Did several pages of the character creation yesterday. Merged #11 and 12 on the Hero list into #11 There are auspicious rumors about the character. |
| Pasture, done painting | | [05-Apr-2010]
Done with the large painting on the the Pasture. Added endzones, bleachers, and ejected players box, reroll/scatter boxes, finished the fencing and put barbed wire up on the insides of the fences. Labled the boxes. Redid the lines properly. Still need to add the gallows where we hung the Skaven.
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| Building a Blood Bowl Stadium | | | [26-Mar-2010]
Last Sunday because it rained and I couldnt go outside and work, I started building a Bloodbowl Stadium. This has turned into a nightmare week long project. The entire thing has been rebuilt at least once because the original size was to small (1in square not the needed 29mm), repainted 3-4 times. The final solution to a lot of the problems was a white paint pen and snap line. Its still not done but its playable.
Features
- Removeable hanging numbers on the score board.
- Fenced in dougouts.
- A pretty logo on the center field.
- Corporate ads.
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| Mordheim is done | | | [15-Mar-2010]
Its too hard to get everyone together at once. We are switching to Blood Bowl. |
| Halloween comes late to Mordheim | | | [05-Nov-2009]
There will be no movement next turn (turn 6). All warbands will play one of several preselected scenarios/warbands all with a undead theme in their current location.
The Undead bands will be attacked by Vampire Slayers. The other bands will choose randomly from 7 warbands/scenarios.
Bring your skeleton, zombie, wraith, ghost, vampire, dreg, necromancer, dire wolf, ghoul, wight, and other undead models. |
| Campaign Pages Update | | | [26-Oct-2009]
Updated the pages for the campaign campign points are now correct and calculated on the fly. Colors are show per alliance. Stats are sorted by the highest campaign points. |
| Better Game | | | [24-Oct-2009]
The gae yesterday went much better. Less stress on me. Got 2 turns done despite starting really late. 7:30 or 8pm would be nice. So would staying in town for the game.
Everyone has 2 warbands now. We dropped a few of the NPCs, but Clayton is going to start playing so we will go back up by 2. There were only 2 fights in 2 campaign turns. The Norse (Riley) vs Dark Elves (Ron). The Dark Elves won. On Campaign 5, the Orcs vs Tomb Guaurdians. Orcs won. Ive got some map problems whose should be fixed today. Dropped the warband rating from the web page. |
| Major changes to Scion/Heroes game | | | [28-Sep-2009]
After playing with the Spirit of the Century rules at Dragoncon this year I ordered a copy. Ive got it now and finished reading it. I will be converting the scion game to those rules. The can be found online Here. The important part to read is about aspects. Character creation will follow my own model, I have finished the worksheet for the character creation process, details will come soon. |
| Mordheim miniatures | | [20-Aug-2009]
Put up photos of a lot of the minis Ive been painting.
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| Rileys comments on scenarios | | | [17-Aug-2009]
From Rileys email:
I think that the Breach the Wall Scenario was not as difficult as the
other options. I read over the Scenario before the game started and I
forgot about the rules while we were setting-up the wall. I think
putting in a small NPC warband to Guard any holes or low spots might
be a good way to slow down the war bands and prevent a Warband from out
running the other, or turning the mod into a base to base battle on turn
I also think that the Giant Oak battle was not that over powered, I
think that all of the treeman and dryads attacking one team is too much.
I took down 2 dryads, if Ron had taken down 2 before the dwarves routed
then I would have been facing a much more even match of 1 treeman and 1
dryad.
I think another thing we might want to look at is slowing the Treeman,
and dyriads down. Maybe keep their movement but say the cannot run like the
Undead. Traditionally the lore around Treeman is that they are big,
strong and tough, but slow and less agile. Now in the Warhammer/Games
Workshop lore that might be different.
The King of the Gatehouse looked pretty balanced, but I think that Harry
had a huge disadvantage because his guys are so slow. That is however a
disadvantage of his war band. I also agree that there should be another
way to get the war bands to the other side of the wall so more fighting
can take place at the top of the Gatehouse making it more of about the
possibility that the special rules come into play. Other wise there is
the Gatehouse choke point that would cause teams to battle it out there
and force a route before you even get near the top of the Gatehouse.
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| Campaign Update and Improvements | | | [16-Aug-2009]
We played 4 games on Friday night. All the warbands are settled on where they will enter the city except Kriss Elves who didnt play. There is 1 unplaced NPC warband. Ill roll up a few more good aligned ones so Kris has some randomness and to fill out the entrances.
I need to make sure I have the current warbands printed, even for all the NPCs, and stapled or foldered together or something, it took to long to print them and searching for them during game. I should have done a better job placing the NPCs, evil st evil start, good at good start rather than rolling randomly. We need to ziploc, contain and paint the NPCs that dont belong to me (Dwarves, Sisters) so we can find them. Having something other than proxies would be nice.
The only scenario with real problems was Breach the Wall, through we didnt play some and King of the Gatehouse really didnt get to far.
It worked well to take all the stuff to Rons house Thursday and since everyone was late we could have setup the second table since we really didnt start till Gibson went to bed. Which reminds me once he is out of the picture i can move the laptop and sit down. That will help the organization.
I need to design the campaign sheet to reflect the current rules, and what players need to fill out. Put in lines for OOA enemy, and extra XP.
I think the only real rules questions were about the Lizardmen and those are resolved.
In addition to closing routes Ron asked about destroying/creating locations. I have to think on this. |
| Campaign: Game4: Skaven vs Lizardmen | | [16-Aug-2009]
Players: Shawns Skaven vs NPC Lizardmen (Ron)
Scenario: Breach the wall
Outcome: Lizardmen win.
We added more blocks to the wall so rolls would have to be made in climbing. It didnt get that far. With no terrain on the board the Lizardmen and rats started bases to base. The lizard men ate the rats. Skaven had lost 4 models before they got a turn. They routed.
Scenario improvement discussion: a minimal amount of terrain is required. The tile rules require everyone to bring X number of tiles and a certain number to be placed, I think the same needs to apply to the outdoor terrain. Since most fights will be in the city I'm going to say at least 2/3s have to be tiles with something on them. Players could designate a blank tile in the middle not wait till the end but one player the whole board has to be filled, not stopping because the first player decides not to place anything. The second player should always be able to place at least one terrain piece.
The lizardmen need some discussion: Frenzy does not effect bite attack (treat it as secondary weapon).
The bite attack should be rolled at same time as other attacks, so one model can not OOA a knocked down or stunned model with a later bite attack. I dont know if this means all the lizardmen attacks need to go last in the round or what Im going to post it to the forums. |
| Campaign Game3: Dark Elves vs Norse | | [16-Aug-2009]
Players:Ron's Dark Elves vs NPC Norse (Riley)
Scenario: Breach the wall
Outcome: Dark Elves win
There is no point in describing this in deatil. Both bands ran stright for the wall. The Dark Elves have better movement. They win.
Scenario improvement discussion:
This scenario needs work. The warbands have to be forced into contact, or slowed down enough one can catch the others stragglers. It also helps if the slower warband has missle weapons which the Norse didnt. |
| Campaign: Game2 Restless Dead vs Sisters | | [16-Aug-2009]
Players: Harry's Restless Dead vs NPC Sisters (Shawn)
Scenario King of the Gatehouse
Outcome Restless Dead win. Sisters band will be discarded and rebuilt starting at a new location.
The bands both setup as close to the wall as possible. Its a rush for the gatehouse and then through it.
Round 1
Both bands move closer. The Sisters fail to cast their spell: Hearts of Steel wich would have made them immune to the Restless Fear.
Round 2
The undead move closer and start shooting, they miss. The Sisters move up, relize that they have 0 missile weapons and fail their spell again.
Round 3
The Restless dead charge the Sisters henchmen which are in front. One OOA, one stuned, one knocked down. A Sister Superior charges and knocks down a zombie.
Round 4
The undead take out the down sisters, and one more for a total of 4. The Sisters route.
Scenario improvement discussion: The wall needs to be more broken, so the warbands arent forced through the gatehouse.
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| Campaign: Game1 Orcs vs Dwarves | | [16-Aug-2009]
Players: Riley's Orcs vs NPC Dwarves (Ron) vs Giant Trees (Harry)
Scenario: The Giant Oak
Outcome: Orcs win and enter city but Giant Oak is still a threat.
Orcs setup to the north behind a hill, Dwarves to the south on a hill.
Round 1
Orcs come around the hill on thier side.
Dwarves start by shooting the oak and saplings.
The Trees retaliate by charging the dwarves who are mostly on a high hill and the squigs
The Giant Oak itself goes after the dwarves in the ground.
Round 2
Most the Orcs continue around the hill, some goblins go up the hill and take position to shoot the saplings.
The Dwarf noble and Troll Slayers charge the Giant Oak, one is intercepted by a sapling. The four dwarves on the hill shoot a sapling.
The Giant oak takes the dwarf Noble out of action.
Round 3
Orcs start having animostiy problems, a fight breaks out.
Despite being close to the saplings only the squigs charge in.
The goblins on the hill all miss a sapling.
A sapling takes a wound from a squig. The Saplings OOA a squig, a troll slayer and stun the other troll slayer and a squig.
Round 4
The shooting dwarfs miss the saplings. The other troll slayer is taken out of action.
The orcs start going mideval on each other getting some bad animosity rolls.
Both prodders charge the nearest saplings, 2 others pout.
One prodder crits a sapling but since its not the last wound nothing happens.
The orcs wound several saplings, and the sapling in return completly flattens a Squig.
A prodder gets hit with 2 simultaneous crits, both take him OOA.
Round 5
The Squigs stun a sapling. The Orc Boss OOAs that sapling.
The Dwarves miss again. The trees dont even try to climb the hill the dwarves are on and change direction heading towards the orcs.
Round 6
Knock a Bigun OOAs a sapling. A Sapling stuns the Orc Boss. The dwarves fail a route check which they have been passing for several rounds.
The orcs choose not to continue fighting the Trees since the Giant Oak and all the Saplings are now focused on them.
Scenario improvement discussion . The players felt the trees were a bit tough, however I note that no one actually died, and they did mange to take out 2 of the trees.
Everyone felt however with some improvements to the warbands the trees could be beaten.
Suggestions were made that they be more susceptable to axes or have lower toughness.
I think the axes is a good idea, along with the existing torch rule. We also need to be careful the trees arnt supposed to attack until someone is within 8in of them. Though the Dwarves did shoot at them immediatly so maybe that counts. |
| Scenarios | | | [06-Aug-2009]
I have started putting up the Scenarios we will use for the game. |
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