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Big fan of these rules. Fast, but technical enough to give an in depth game. I own a few 6mm rules -these are definitely rate as one of my favourites. My only wish is that order markers came with the pdf. Also that they were available in hard copy 8)
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Tusk |
by john b. [Verified Purchaser]
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Date Added: 06/08/2012 13:22:43 |
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This is a fun fun game, the rules are easy to learn and real enough. I got TUSK II for the expanded dino's.
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This is an interesting game system for pirate skirmishes and other black powder era confrontations, with the option of adding some magic and fantasy elements to the mix. Units have a "Salt" attribute that tends to degrade over the course of battle, making them less reliable (and modeling troop weariness and lost morale.) This does mean that one must track the "Salt" of each unit but that's pretty much all bookkeeping. The basic rules take sixteen pages. There are options to add a "light RPG" layer on top of that, which is great for campaigns. I only wish Wessex Games would release the color version to complement this nice game.
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Not very detailed, but it has a great steampunk feel.
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A great game, Fast game play, easy to read and learn rules. I would Highly recommend this to any fan of tabletop gaming or the Steam punk/Airship fandom.
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Tusk |
by Nathan R. [Featured Reviewer]
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Date Added: 05/08/2011 00:21:45 |
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A simple, staight forward set of rules that makes for an entertaining game. This is certainly in the "beer and pretzels" arena, and a great deal of fun. It is also nice to have a set of "wargame" rules that do not pit players head-to-head in battle. While designed primarily for 15mm figures, I can't see any reason why you could not use larger figures if you wanted to. I also really like that rules are included for dinosaurs as well as mammoths, as toy dinosaurs are much easier to get hold of! Overall, a very pleasant evening's distraction.
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Voyages Extraordinaires is a neat miniature battle game that captures the feel of Victorian fiction – whether your particular fancy is H. Rider Haggard, Jules Verne, or Arthur Conan Doyle. The mechanics are simple to grasp, flexible and intuitive (the rules take up a mere 8 pages). The rules are intended for “narrative” games, where all players are working together to tell an entertaining story, rather than beat the daylights out of each other. There is a suggestion that you might use an umpire or referee to either moderate the game or run the bad guys, though there are no rules to guide you. Players take control of one or more characters and each character is defined by their Archetype, movement and Wounds. The important bit is the Archetype, and each character can be a Hero, Stalwart, Soldier or Rabble. The Archetype will determine how easily you can attack other characters, and how easily they can attack you, using a simple matrix.
The majority of the book is taken up with example characters, broken into European Humans, Native Humans, Other Humanoids, Wild Creatures, Prehistoric Creatures, Mythical Creatures and Alien Creatures – some 22 pages in total! As well as their Archetype, Movement and Wounds, many of the characters have special rules that help evoke the right flavour, and were really entertaining.
This is a great, rules light wargame. The variety of characters and creatures described make it a felxible system and a good option, whether you want to play out a Holmes versus Moriarty mystery, a big game hunt in the Lost World, or the exploits of John Carter!
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More a collection of fan-made homebrew rules than a true formal supplement. Good ideas to experiment with without adding too much crunch to an otherwise lite set of rules.
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Aeronef |
by Mark K. [Verified Purchaser]
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Date Added: 10/11/2010 14:27:33 |
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A simple but very good set of rules of the roll a 6 to hit type.
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Es un juego muy original, para partidas de caza de cavernícolas o exploradores victorianos.
Las criaturas tienen su propia tabal de movimiento, respuesta y reacción, por lo que se puede jugar en solitario o "todos contra el animal".
Completamente recomendable.
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"Iron Cow 2103AD: Phase Line Bravo" is an unofficial expansion to the core "Iron Cow 2103 AD" rules, the only issue being that the core rules have been out of print for over a year. However the expanded infantry rules are excellent and will coax players to field footsloggers , the rules for sappers also spice up the game. The "Missiles, Rockets, and Mortars" section is helpful as well, but the "Super Tanks" and "Unconventional Weapons" sections, really add that extra bit of evil genius (fielding a BOLOs for instance) to the game, but it may be better to wait untill the core rules are published as a pdf (fingers crossed, any day now) before reading these expanded rules.
S
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Tusk |
by Doug S. [Verified Purchaser]
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Date Added: 01/29/2010 10:16:40 |
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Awesome!
Awesome!
Awesome!!
Great game!
Takes anywhere from 5 minutes to an hour to play depending on whether you are playing solo or against a competing tribe. I just converted the cm to inches and played with 28mm figures and had a great time using a larger toy elephant as the mammoth!!
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A very interesting set of Air combat rules for modern conflicts. I will be upgrading to the real thing soon.
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Ground side of Aeronef. Easily compatable and esy to learn. Simple rules approach ensures the player will enjoy the game.
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