One of the items I got at Crisis 2012 is this ruined factory n 10 mm scale. I think it'll turn out a very useful piece, and the main objective for many a scenario. I quickly slapped on some color with my drybrush, models like this don't need much to look the part. The bottom is not very straight though, I might have to look into that, either sand it down to a lesser thickness, or slope the edges a bit with spackle and chicken wire, I'll test it in operation first.
Tuesday, November 6, 2012
Sunday, November 4, 2012
Playtesting v0.51 again
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Everything was about the bridge... |
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The US advance was easily thwarted |
Thursday, November 1, 2012
Making tokens for SSOM
I have been working on som new markers for SSOM. From left to right, here are the fire session counter, with kept rate of fire on the back. Then the pinned / cowered markers. The third ones are not yet clear, and the 4 times 4 on the right are the gun malfunction / broken down counter.
a new test game is planned next Saturday after the Crisis exhibition, and that will be the official relaunch of the development, which has been in hibernation for about a year now. I need the repeat test of v 0.5, because I want to have a clear image in my head, and my notes from last time are not good enough for that.
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Still working on them, but here they are! |
Sunday, October 28, 2012
Current To Do List
After rereading the to-do list on basecamp, here's the items I'm going to be working on first. After getting back into the project of course.
Miniatures that need to be finished:
Trucks and APC6th German Paratroopers
German SS
US army troops
Gaming Aids we still need to improve game flow:
Quick Reference Sheet (in progress)Fire tokens Rudy Boeynaems
Smoke tokens Rudy Boeynaems (demo version)
Movement tokens for vehicles (demo version)
SSOM Manual (CHAPTER - Subject)
UNITS - Heavy team: firegroup of rifle team and LMG/BAR team (2 teams)UNITS - Heavy Squad: firegroup of 2 rifle teams and LMG/BAR team (3 teams)
COMBAT - Mines and minefields
COMBAT - Forward observer rules for artillery and mortars, also on board indirect fire
MOVEMENT - Infantry movement types and influence of terrain on movement
MOVEMENT -Vehicular movement and influence on terrain
MOVEMENT -Limbered artillery, troop transport, tank riders
GAMEPLAY -Weather, wind, effects on smoke, fire
GAMEPLAY - Description of in game effect counters, dice, markers (secondary)
Saturday, October 27, 2012
Preliminary rulebook v0.5 on dropbox
How time flies. After a year of being focused on Rune Quest, I will try to shift some of the loving care back in this direction. Meanwhile, I'll have to ignore the large box full of Call of Cthulhu miniatures still awaiting a base coat.
While slowly getting back up to speed after this one year lapse, I notice I have never put the last version of the rules - that's version 0.5 - online. Here it is, not yet finished, but a lot more complete than version 0.3 that had been published up to now.
http://dl.dropbox.com/u/31342564/r2_DraftComplete_v05.pdf
I will start splitting the effort from today onwards, focusing exclusively on the rules and its effects on game play on our personal game table, rather than putting some of the effort into the effect these rules might have on other people playing with these rules. We have been paying attention at both so far, which definitely slows development down, but it is a good thing that the foundation has been created with the general player in mind. However, we now enter the realm of tiny details, and trying to invent a rule for every eventuality tunred out - and turns out - to be madness. People will have to find their own way of indicating status and so on. Since I have no intention to actually provide - sell or otherwise - game markers, I think this is only sensible. Given the limited number of followers, I think there will be little objection.
I intend to make a set of markers - it's high on the to do list - and I will use small coins with coloured dots, in a later stage I might order custom ones from Litko.
Wednesday, November 2, 2011
Table for the Crisis Demo
Here is the table set up for the Crisis Demo. Table size is 4" square. The terrain is simple, the scenario is as well, purpose is to show the different game mechanics, without getting bogged down in a scenario that is too big for an inexperienced player.
The forest tiles have woodland scenic trees on them, river tiles hand made, roads are strips of rubber, and everything else is scratchbuilt. I might pass by the model shop tomorrow for some more bling for the roads, I'm thinking a bit of track, some trees alongside the road, electricity poles, but that depends on the time left: Friday it's over to Crisis straight from work, Saturday morning we need to finish the set-up.
Thursday, October 13, 2011
Flocking my river tiles
It’s time to start preparing everything for the Crisis demo. Here I’ve been finishing a few river tiles, to be used in the demo on November 5th.
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