TheEldarGuy

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  • #188519
    TheEldarGuy
    Participant

    I’ll pass that along. As weird as it sounds, the NZ community for Street Fighter is quite tight.

    I have a YouTube channel (which includes a few episodes on Street Fighter Miniatures Game) and a TV show that does an episode each season (now my third season) on the game.

    Happy to promote your store.

    Thanks.

    David

    #154480
    TheEldarGuy
    Participant

    The single baton/rod arm, is for the Archery Sergeant, one of his arms has the baton.
    The two baton arms are indeed drummer arms, there’s a drum that goes on the back of one guy, and then there’s the drummer behind.
    The sprues are from older molds and must have been related to another game and Warlord have picked them up along the way.

    I’d like to see some real assembly instructions with numbers and such. I think they might include something like that now, but way back at the beginning they didn’t.

    #151134
    TheEldarGuy
    Participant

    I’ve been using 24 cards in a deck chosen and from all expansions; seems to be about right, I calculated 12 was the maximum cards drawn, I can’t remember how I arrived at that figure, but it sounds like it’s right and if that’s OK, then the 24 cards gives enough leeway.

    #150576
    TheEldarGuy
    Participant

    we can have special Kitchener and Churchill models. I’m all for it as long as there’s an Australian cavalry option with a special ‘Breaker’ model; perhaps with a rule: “Shoot straight you…”

    Then again…

    #147455
    TheEldarGuy
    Participant

    I’m currently investigating BRS as a new game (I already have a few on the plate). The Campaign scenarios seem to not take into consideration missions and goals.
    If a squad were to baby sit bombers, then it’s the job of the opponent to knock out those bombers;
    Air to Ground targets are also probably required, if the fighters are supposed to destroy the ammo and fuel depot, success is measured by how much they destroy;
    Then there’s the trench run… oops wrong game (sort of).
    To have a Campaign feel, the Germans (for example) would have a high starting resource value for immediate kites, but a very low replenishment, on the flipside the British (and probably the Japanese) would start low, but have a steady supply to build on and make improvements. The Yanks and Soviets should have a low/no access to Aces (or they have a high Campaign Point value) to reflect their swarm tactics style of management.
    Just some thoughts.

    #142929
    TheEldarGuy
    Participant

    In a Home-Game, however you like it.
    Usually, in tournies, they prefer all the cards to represent the models on the table – I’d imagine ToH tournaments would be no different.

    #141999
    TheEldarGuy
    Participant

    This is why the Germans have the Special Rule. The troops were highly trained, however, forces like the US, would rely heavily on the Veteran Sergeant to bring the squad up. Therefore, losing the Squad Leader causes a massive morale hit to the squad.

    In WW1, this was quite a problem as the Vets would hang around together (knowing the attrition rate), but they would die together instead of passing their knowledge along to the section.

    #141586
    TheEldarGuy
    Participant

    If the token is removed, that is the figure that next activates. If you have no figures, then a figures of your opponent gets to activate in YOUR turn; then the opponent gets to pull out a token from the bag.
    Example: If player 1 has two Commoner tokens left, and Player 2 has only none left. In Player 2’s turn a Commoner token is pulled – Player 1 gets to activate a Commoner; then it is Player 1’s turn.

    Sometimes, the Fate Tokens work with you, and sometimes they work against you.

    As a strategy, this is why single unit Commoners are useful. they take up activations.

    #140484
    TheEldarGuy
    Participant

    Now that there are bombers, there must be something to bomb, otherwise the bombers will be flying from point A to point B, and the Defender will have to knock as many out of the sky fast.

    I imagine, there will be a ‘payload release’ token, or similar. The idea is that the bombers must make it to the assigned location in a disadvantaged position (as they are readying to drop their payload – this makes them vulnerable), then the bomber can deliver the payload (bombs are dropped or torpedoes released), the overall effect of success is irrelevant, the Attacking bombers must deliver the payload, and the defending fighters must stop the bombers. Afterall, the Dambuster runs were the precursor/inspiration to The Trench Run.

    I’m surprised they went Junker over Heinkel, the Transport/Paratroop Ju-52 I get that, that’s reasonable. Seriously, if we’re talking Battle of Britain, it’s Heinkel we want.

    #139938
    TheEldarGuy
    Participant

    Oh yeah… Kensai.

    In the old Forum, there were ideas thrown about for the duelist style character.

    Another option would be The Seven Samurai – either the actual cinematic version (they did it for Kelly’s Heroes) or a loosely based theme box and campaign, for 7 unlikely champions defending humble farmers against a Brigand Captain/Lord.

    #139450
    TheEldarGuy
    Participant

    In keeping with the theme of Test of Honour, moving toward a fantasy style game would detract from the historical element of the game.

    Having said that, looking at the Baby-cart series, there were instances of mysticism in the form of spirits that caused almost a strain style attack aimed at Will.

    In a very cool scenario, two battling forces have to take Tests of Will or suffer loss of activation tokens.

Viewing 11 posts - 1 through 11 (of 11 total)