Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

A break to test Burning Sands

     The summer days normally pass between hot, dried paints and I want to but I can because of the heat... But this days have been a bit differente my challenge "Slorm against the Lead Pile" is working, and two days ago appeared my good friend Criamon with a new rulebook called "Burning Sands", casually during the week we were talking about the great campaign that Alexander Wasberg was playing, it is called "Tale of the wandering Slayer", because it is epic, a hero against the elements, with few scenery and solo gaming.

 Well, and two days later, appears Michael Stocking, publishing this book "Burning Sands", the ruleset that is been used in the campaign... obviously, Criamon caught it and we have tested it.


 The rulebook propose a system to play small heroic scenarios, very solo friendly, with no more than 5 miniatures per side, but you can use more if you have a big control of your dice pool. The actions are solved using a dice pool based in three stats: Vitality (Life points and effort capacity), Prowess (all the task related with the physical skills) and Wits (all the task related with the psychic skills). The Vitality generate a number of vitality points equal to that value, I mean, if our hero has Vitality 5, he will have a pool of 5 vitality points to use each turn. But can't use more points of the pool than his Prowess or Wits indicate.

 It is based on CROM from Mataskishi, but is not the same, here the author explain the differences.

 During the encounters, each time the character wants to do something, will need to stablish if is a Prowess or Wits skill, and them use as much dices as the skill indicate. For example, if the character (V5 P3 W2) wants to bash a door, it is a Prowess action, and he will consume 1 point of Vitality to receive 3 dices to attack the door, for example, if the door requires a damage of 10 to be opened, he can use another Vitality point to ensure that he destroy it. He will roll 3d6 per Vitality point consumed and if he get a number adding the scores bigger than 10, the door will be opened.

 Each time that you suffer a wound,  you lose one Vitality point, and one point of your vitality pool. When you arrive to 0 Vitality points you are dead.

When all the Vitality pool points are consumed, the turn is over. The consumed Vitality pool points are recovered at the begin of the turn.

 In the book you can find a lot of examples, but here I am going to show you the one that I use:

 Our hero is Karl a Teutonic knight who had bumped into a group of Baltic Pagan Barbarians
Here are the stats: Karl V5 P3 W2, and the Pagans V2 P2 W1

 TURN 1
 Roll for initiative:
Karl 1d6 +V5 = 4+5= 9
Pagans 1d6 +V2+V2+V2 = 12
Karl the Teuton
The Pagans

Initial deployment

 The Pagans win the Initiative and decide to advance against Karl.

 One Pagan advances using one point of his pool, so he roll 2d6 (his Prowess stat) and get 3+1, advancing 4cm, far away of Karl. He decides to not use more points, because if he gets contact with Karl, he will be out of Vitality poll points.

 The other Pagan consumes one point, and obtains 5+1 advancing 6 cm.
 The last Pagan does the same than his comrades, 2+1 advancing just 3cm.


 Karl charges against the first Pagan, consuming 1 point, rolling 3d6, and scoring 5+1+1= 7cm, contacting with the first Pagan. And attacks using one point, the Pagan use another to defend. Karl rolls 3d6 and the Pagan just 2d6. Karl gets 6+3+6 and Pagan 6+4, so not only Karl wins but also he produces two wounds on the Pagan a wound, killing him. Each No matter  how many sixes do you get, a six on the winner fighter is a critic and causes 2 wounds. The Pagan is dead.


 Karl continues his slaughter and advances against the second Pagan. 1 point for moving 2d6, 3+3, 6cm advances. Contacting him, he uses another point from the pool to attack, taking to 3, and the Pagan uses another one. Karl rolls 3d6 (4+2+3) and the Pagan 2d6 (3+1), Karl wins, the Pagan suffers one wound so his Vitality is reduced to 1, and has no option to defend in the next attack. Karl attacks another time against the helpless Pagan, consuming one point of his Vitality pool, scoring 4+1+4, so he kills the Pagan.


 With the last point, Karls decides to recoil to avoid the charge of the Pagan he rolls 3d6 moving 10cm (6+2+2) and the turn finishes.


TURN 2
 The survivors recover all the Vitality Pool Points. Karl 6, Pagan 2. If some of them was has been wounded, they would have recovered as much points as was their current Vitality stat.


Roll for Initiative:
Karl: 1d6+V5: 2+5
Pagan: 1d6+V2: 3+5
 Note: Well, now  I realize that Karl had a lot of possibilities to win this Initiative roll, so the best thing would have been that with the last point to have moved to contact the Pagan, to attack him now at the begin of this turn... Well, everyday you learn something new....

Karl uses one point to assault the Pagan rolling three dices 4+2+2= 8cm, and attack him, using another point. I don't know if is possible to use more than one point when you attack. Dices dance on the board... and Karl gets 2+1+1 and the Pagan 3+2, so the Pagan wounds Karl, so the Teuton loses 1 Vitality Point, and another point of his pool. Karl attacks another time. Incredible! Karl gets a 2+2+2 and the Pagan... 5+3, so Karl receives another wound, reducing his pool and his Vitality in another time, now he has Vitality 4 and the Vitality pool just 1. He attacks for the last time... and the Archangel Rafael come in Karls help because in the roll he gets:6+5+2, without option to save for the Pagan, who suffers two wound by the critic attack. And dies heroically.



 Karl must heal his wounds, and get ready for the next enemies...

 Well, front my point of view, the rule book is very promising, because the action is intrepid, and you never knows what is going to happen, look at the last turn, Karl was in problems if another Pagan had arrived... On the other hand the Stats of Wits and Prowess let you to create various warriors, and the simplicity of the stats let you worry about the action, without having to remember each number. The author offers cards to locate the Vitality and the Vitality pool, but you can put them, like me, next to the miniature.
 The rulebook comes with various enemy stats and outline how to create more creatures or characters. And special rules that you can use with the troops.

 I am sure that it could be used for other periods, adding some rules for fire weapons.

 On the other hand, the wargame is not suitable for competitions, and is centred in epic combat of heroes against villains.

Review: One Hour Wargame by Neil Thomas

Today I have received the new book written by Neil Thomas, titled "One Hour Wargame" this last book is a ruleset ideal for wargamers with no too much time, neither space, neither miniatures.... the battles can be played in a tabletop 3'x3', and with armies between 3 to 6 units. The book contains rules for all the mainstream wargamings epochs: Ancient, Dark Age, Medieval, Pike and Shot, Horse and Musket, Rifle and Sable (1860-1900), American Civil War, Machine Age (1900-1935), WWII. All is written 158 pages!!!

 At first glance, the rules are really very... very.... simple, maybe too much.... the impact are based in rolling a D6 and the score is the number of impacts that the enemy receives... modified by the troops types, o battlefield situation (flanks, or cover).

 The most notable is that everything is simple and you can use the same system for all the epochs, in a similar way than other tittles by Neil Thomas, like Ancient and Medieval Wargaming. Another thing that I like a lot is the army troops creation, you roll 1D6 and you get the number of each that you receive, for example in an army of 6 units if you score 4, and you are wargaming in the middle age, your army will be composed by: 4 Knights unit, 1 Archers unit, 0 Levies and Men at arms unit. There are 6 combinations, what is very suitable for "beer and brewers" battles, of using this ruleset as a filler during long term battles.

 In addition, the book has a short introduction for each period, explaining the way each unit fight. And at the end there are rules for solo gaming with random deployment rules, and Chance Cards that affect your troops or the non player troops.

 The book has 30 scenarios suitables for all the epochs.

 In the other hand, the book doesn't had rules for veteran or green troops, or moral rules, that you can find in Ancient and Medieval Wargaming. Here there are no armylists, and the rules don't have any flavour for the epoch...

 I think that the book worth be bought if you are looking for a ruleset suitable for several epochs, with not too much miniatures and space, and time. But if you are looking for something with flavour and more complex.... I think that this is not your book.

ADDEDUM, ADDING RULES FOR  QUALITY AND MORAL
 As I am a modifier wargamer in essence, I think that this ruleset could get some interest, if you stablish three Quality troops: Veteran, Trained and Green. And when you difference their attacks in this way, when you attack with a Trained unit you roll your dice as is established in the rulest, if your unit is Veteran you roll two dices and choose that with the higher score. And if your unit is Green, you roll two dices and choose that with the lower score.

 About Moral, you can stablish that each time that a Veteran unit receives and impact, it can recover 1/2D6 hits if during a turn it doesn't move and didn't received any attack. In the case of the Green unit, it will add 1/2D6 hits each time that it is hit. The Trained troops continue in their way.

 These are my two cents about this ruleset

Increasing Wildlife and AtH Review

Today there is no Long Rifle AAR because I have been watching The Postman, ATH pure. The film talks about a postapocaliptic world where a man who delivers mails gets back hope to the people living in the post-apocalyptic world by giving them somehing into believe. The film is not very good, but is ideal to start a review about the last THW wargame: After the Horsemen.


 After the Horsemen is a wargame in the THW style based on a near future world where something has happened and all has been destroyed, not more than technology than the last inventions of the last days of 20th century, the arsenal isn't bigger than automatic weapons and bulletproof vests; no mechs, cyborgs, zombies or superpowered weapons. The objective of the characters is survive.



 The characters are divided into three groups: Packs of Wolves, Sheeps and Lone Wolf. This is, groups of people who control another to get their objectives, people who need that somebody tell them what they have to thing, and people who live their life and sometimes the Lone Wolf looks for the help of the sheeps, but normally have problems with Packs of Wolves.


 If we take a look at the film "The Postman", here we can find the three archetypes:

 - The Postman, is a Lone Wolf, who tries to live his life ignoring what happens around, worrying only get his food and survive.
 -  The Holnists, are a Pack of Wolves, they try to control the settlements in their zone, charging in spices what they want.
 - The people who live in the settlements, are Sheeps, they are the workers and john Does, who have the power to change the world but need a leader.


 The most important part of the book, for me, is the Campaign system, because all the other is the same, more or less, than you can find in the "Chain of Reaction Final Version". With this book you get all the things that you need to play a Campaign in the inhospitable future. A lot of new encounters, rules for living everyday day, rules settlements, huntings, bartering, and all that.


 I mean, a complete book for a post-apocaliptic world that doesn't need any other supplement.


 My idea is to use it in a post-apocaliptic medieval setting, where End of the World has arrived, and God and Satan fought and all has been destroyed.


 I have a bunch of Corvus Belli medieval miniatures, and I think that it could be interesting and easy to be adapted, because in ATH there are rules for "Archaic weapons".


 Another idea is to develop the Long Rifle Campaign till the End of the World, and if they survive, Slorm and John will have to try to rebuild the society in the post-apocaliptic age of reason.


 On the other hand, I took the afternoon to paint a few miniatures of animals that had to play a hunting encounter with Long Rifle, as John is in the hospital, and his father has to find food while to pay for the operation.

Here are some photos, al the miniatures are from noch,  N scale, and are ideal for representing the creatures than our guys can find in their walk in the forest. Obviously, the tigers, will be reapainted into cougars.
Animales salvajes de Norteamérica

Cougars atacando a un ciervo


Hoy no hay AAR para Long Rifle , porque he estado viendo "Mensajero del Futuro", ATH en estado puro. La película habla de un mundo postapocaliptico donde un hombre que entrega correos devuelve la esperanza a las personas que viven en el mundo post-apocalíptico dándoles algo en lo que creer. La película no es muy buena, pero es ideal para iniciar un comentario sobre el último juego de THW: "After the Horsemen". (Después de los Jinetes)

 
After the Horsemen es un wargame al estilo THW basado en un mundo en el futuro cercano en el que algo ha pasado y todo ha sido destruido, no queda más que la tecnología de los últimos inventos de los últimos días del siglo XX, el arsenal no es más mayor que unas
armas automáticas y chalecos antibalas, sin mechs, cyborgs, zombies o armas superpoderosas. El objetivo de los personajes es sobrevivir.

 
Los personajes se dividen en tres grupos: las manadas de lobos, ovejas y lobo solitario. Esto es, grupos de personas que controlan a otros para conseguir sus objetivos, las personas que necesitan que alguien les diga lo que tienen que cosa, y las personas que viven su vida y, el Lobo Solitario a veces busca la ayuda de las ovejas, pero por lo general tienen problemas con las Manadas de Lobos.

 
Si echamos un vistazo a la película "El Mensajero del futuro", podemos encontrar los tres arquetipos:

 
- El cartero, es un lobo solitario, que trata de vivir su vida haciendo caso omiso de lo que sucede a su alrededor, preocupándose sólo de obtener su alimento y sobrevivir.

 
- Los holnistas, son una manada de lobos, que tratan de controlar los asentamientos en su zona, cobrándose en especias lo que quieren.

 
- Las personas que viven en los asentamientos, son ovejas, son los trabajadores y Juan Nadies, que tienen el poder para cambiar el mundo, pero necesitan un líder.

 
La parte más importante del libro, para mí, es el sistema de campaña, porque todos lo demás es lo mismo, más o menos, que podemos encontrar en la "Chain of Reaction Final Version". Con este libro tendremos todas las cosas que necesitaremos para jugar una campaña en un futuro inhóspito. Una gran cantidad de nuevos encuentros, las reglas para vivir el día a día, los asentamientos, las reglas de caza, el trueque, y todo eso.

 
Quiero decir, un libro completo para un mundo post-apocalíptico que no necesita ningún otro complemento.

 
Mi idea es utilizarlo en un ambiente medieval post-apocalíptico, donde Fin del Mundo ha llegado, y Dios y Satanás lucharon y todo ha sido destruido.

 
Tengo un montón de
miniaturas medievales de Corvus Belli , y creo que podría ser interesante y fácil de adaptar, ya que en ATH hay reglas para las llamadas "armas arcaicas".

 
Otra idea es el desarrollo de la Campaña de Long Rifle hasta el fin del mundo, y, si sobreviven, Slorm y John tendrán que tratar de reconstruir la sociedad en la era post-apocalíptica de la razón.

 
Por otro lado, me tomé la tarde para pintar una miniatura de animales que tenía para  jugar un encuentro de caza con Long Rifle, como John está en el hospital,
mientras, su padre tiene que encontrar comida para pagar la operación.Arriba podéis ver algunas fotos, las miniaturas son de noch, escala N , y son ideales para la representación de las criaturas que nuestros chicos pueden encontrar en su paseo por el bosque. Obviamente, los tigres, serán repintados para convertirlos en leones de las montañas.

Paper Armies I: No money, No Space, No Time

(En español al final)

  After the removal, my space for miniatures have been decreased drastically, but the projects continue growing in my mind; to maintain the marriage relationship and mental health well-balanced, I decided to search alternatives in the wargaming world, that let me develop my projects and don't take up the last space of the house.

  After some wandering, and wondering (;-)) I decided that the best way to have miniatures and play with them painted, are the Paper Armies.

 Wandering in Internet I found One Monk forum, a place where amateur and professional artist and wargamers upload their drawings projects, there you can get free miniatures, or you can get the link to visit paper armies shops.

 There are a wide variety of paper miniatures, even though each author has a personal way to draw and color the miniatures; but the main reasons that attracted me were:

 - First one, the miniatures are easily modifiable. With a photo editing software, you can change heads, hands, colors and body positions.
 - Second one, in a long range project, I will be able to paint and create my very own miniatures. The method is very easy, first, draw the miniature, them, outline the miniature with a black wide line.


 When you have printed, or cut-out the miniatures, you can put them away inside a folder, or a envelope, or.... in a box. The miniatures are flat, so, the take very little place.

 When you print them, you get them colored, so you can start to play with them, at the moment.

 Of course, the lead/plastic miniatures are much better, they have 3 Dimensions,  with them you can develop your brushing skill much more, and are much more spectacular; but, I think that the paper armies and lead/plastic armies are comparable to the 2D and 3D films:
 - In both cases we have a wide variety of products.
 - In both cases there are high and low products, the lead/plastic miniatures aren't a sure choice, and sometimes there are paper real jewels
 - In both cases the 3D products are much more expensive than the 2D

 If you want to know more, you can visit these other places:

 Fantalonia:  A devoted paper miniatures blog
 Over Soul: A webpage with miniatures and ruleset for paper skirmish
 Wargames Vault: A shop webpage, where you can get a huge quantity of miniatures for less than 3€, and some of them free!

 And some samples of my ACW paper miniatures





  Después de la mudanza, el espacio para miniaturas ha disminuido drásticamente, pero los proyectos continúan bullendo en mi cabeza; por eso, para mantener la relación de matrimonio y mi salud mental equilibradas, decidí buscar alternativas en el mundo de los wargames, que me permitieran desarrollar proyectos sin tener que ocupar hasta el último hueco de la casa.


 Después de dar vueltas, y pensar mucho, decidí que el mejor modo de tener miniaturas y jugar con ellas pintadas son los Ejércitos de Papel

 Dando vueltas por Internet encontré el foro One Monk forum, un sitio donde artistas profesionales y amateurs cuelgan sus proyectos de dibujo, allí se pueden conseguir miniaturas gratuitas, o visitar los vínculos a páginas que venden miniaturas de papel.

Existe una amplia variedad de miniaturas, tantas como autores que tienen su propio modo de pintarlas y colorearlas; pero lo que más me atrajo de ellas fue:

 - La primera, que las miniaturas son fácilmente modificables. Con un programa de edición fotográfica puedes cambiar cabezas, manos, colores y posiciones corporales, a tu gusto.

 - La segunda, como proyecto a largo plazo, tendré la posibilidad de pintar y crear mis propias miniaturas. El método es muy sencillo, primero dibujas la miniatura, después la rodeas por el contorno con una línea negra y ancha.

Cuando las has impreso, o recortado, las puedes guardar en una carpeta, o sobre, o incluso una caja. Las miniaturas son planas, por lo que ocupan muy poco espacio.

Cuando las imprimes, ya están coloreadas, por lo que puedes comenzar a jugar con ellas al momento.



Por supuesto que creo que las miniaturas de plomo o plástico son mucho mejores, tiene 3 dimensiones, con ellas puedes desarrollar mucho mejor tus habilidades con el pincel, y quedan mucho más espectaculares; pero yo creo que los ejércitos de papel y los de metal/plástico son comparables a las películas en 2D y 3D:

 - En ambos casos tenemos una amplia variedad de productos
 - En ambos casos existen productos de alta y baja calidad, las miniaturas de plástico/metal no son una apuesta segura, y en algunos casos existen verdaderas joyas en papel.
 - En ambos casos, los productos en 3D son mucho más caros.

 Si quieres saber más, visita estos otros sitios:

 Fantalonia:  Un blog devoto devoto de las miniaturas de papel.

 Over Soul: Una página web con miniaturas y reglas para escaramuzas con miniaturas de papel.
 Wargames Vault: Una web de venta de miniaturas donde se pueden conseguir una inmensa cantidad de miniaturas por menos de 3€, y algunas de forma gratuita.

Arriba algunas fotos de mis tropas de la Guerra de Secesión.

ShadowSea, SBH Expansion

Empezamos por Lo Malo:
Sólo está en inglés, no hay traducción al español.
Y ahora Lo Bueno:
Después de leer todo el material de Ganesha creo que es la mejor expansión que ha salido, como si el SBH y el SGD fueran las versiones Beta del reglamento.
La ambientación que trae es muy interesante y multifacética, une elementos de fantasía típica, con Steampunk, piratas, y cosas así.
Tienes reglas para actividades como Trepar, Saltar, Reventar objetos (puertas, cofres, etc...) con sus niveles de dificultad, etc..
Trae diferentes hechizos: Rayo de energía, Bola de Energía, Andanada (Directed Blast), Paralizar, Controlar, Ilusión. Y ahora la magia se puede hacer en grupo.
 Las armas tienen tecnología, por lo que no es lo mismo disparar un arco que un mosquete o un cañón (de un barco), existen las armas de pólvora y de ether, que pueden ser de Plasma, Magnéticas, o eléctricas; con varios artilugios ya creados como la Lanza disparo (a lo Stargate), o el Repulsor que permite aumentar la fuerza de la criatura en 1 para poder mover objetos, discos de Levitación etc... Además de las armas de Biotecnología al estilo Tiranidos: Pistolas espora, etc...
Dentro de las reglas especailes muchas son iguales a las d SBH, pero se han ampliado y mejorado. Existe una armadura Ligera (Caparazón que funciona como la Heavy Armor de SBH), y la Armadura Pesada ahora te permite ignorar cuando te superan por dos puntos. Regla para lanzar a enemigos por los aires, estilo BloodBowl. Los sacerdotes son letales contra no muertos y contra Constructos (los Warjacks). Una regla que me gusta mucho es Squabble (Riña), con la que al activar unas miniaturas en grupo si sacas algún fallo, no pierdes el turno, pero ellas comienzan a discutir y no hacen nada, parecido a Animosidad de los Goblins. La regla de Resistente ha sido revisada, ahora hay que hacer un chequeo contra tu valor de Combate.
Las reglas de campaña me parecen similares pero el Healer bonifica en el chequeo de superviencia.
El Reglamento en cuestión

Tiene reglas ambientales al estilo SWW, pero centradas en la ambientación.
Trae 7 razas propias con su historia y sus propias tropas:
 - Imperio Axibalán: algo así como indios de los conquistadores (mezcla incas con aztecas). Hombre tigre, hombres coyote, etc... junto con humanos y sacedotisas. No usan Warjacks.
 - Marineros Oscuros: Sería algo así como el ejército del Caos, , hecho a partir de los marineros muertos;
mezclado con Elfos Oscuros. Tienes constructos Biomecánicos.
 - Legión Draconida: Hombres lagarto. Y sí tienen un triceratops.
 - Cazadores de Fortuna: Humanos de tres tipos: Piratas, Conquistadores y Templarios. casi todos pueden usar la pólvora.
 - Orden de Yosoth: Cultistas, Hechiceros y Constructos. Vamos Cthulhu en el Renacimiento.
 - Reinos Sin Sol. se supone que son los bichos que viven dentro de las cavernas de ShadowSea. Trogloditas (Lartos humanos, feos con ganas), Clal-Chk (Hombres insecto) usan la biotecnología, Kobbotls  mezcla de goblins y Kobolds, Garks hermanos mayores de los goblins... vamos Orcos. Aparte luego de multitud de criaturas salvajes, en plan engendro de las profundidades: Dinosarurios, Perro rompehuesos, enjambre de avispas gigantes, Ciempiés gigante, Sapo Goliat....
 - Estigios: Son los hombres serpiente, sin piernas. Tienen Ghouls a su servicio, además de gigantes, arañas abisales y Dragones.

 Aparte, viene unos constructos (warjacks) de Asalto (4), Guardianes (3) y de Mantenimiento (3), para que los uses con lo que necesites si tienes un Animista que los controle.

Al final vienen unas estupendas tablas de referencia para encontrarlo todo muy clarito.

 Y creo que existe la posibilidad de construir tus propias armas, al estilo Flying Lead.

 Tiene dos expansiones:
 Campaign Chronicles: En mi opinión me parece una patraña. Viene un puñado de escenarios, en los que te indica el número en puntos con que jugar y un dibujo del escenario, poco más. No recomendable, a no ser que seas un friky. Es muy genérico, y tiene muy poco que ver con SBH, se peude utilizar con cualquier reglamento.
 Stygian Depths: Si SBH tiene el SGD, ShadowSea tiene las Profundidades Estigias. Libro de Campaña "Dunyonera" con más reglas especiales, más magia y hechizos, nuevos terrenos especial para cavernas con sus propios monstruos, Objetos mágicos nuevos, Alquimia, Nuevos tipos de tropas para las anteriores razas, y "tiles" para jugar en las cavernas.
 Tiene una regla muy buena para potenciar el uso de tácticas agresivas, y es que si consigues activarte con tres éxitos y los usas para combatir o hechizar a un enemigo y consigues matarlo, obtienes un Punto de Héroe, que te da un +1 en una acción que quieras en el resto del escenario.

Para más info, en su web.

NOTA: Me ha comentdo el autor que existe una versión impresa disponible a través de WargamesVault

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A review of stands

'
This morning I received my stands from Magister Millitum.

And I am very taken with them, so much, that I think that they deserve an entry in my blog.

I have used wooden stands from other retailers, but the MM stands are much better. They come with two protective films on each side. And they are perfectly cut. Besides, they are not so high than the wooden stands so, the 10mm miniatures looks better on them.

 Let's look at some photos




 As you can see the Magister Militum stands are half the thickness of the wooden stands, and much harder, because they are made of plastic.

  Congratulations to Militum Magister stands creator.

For the Spanish readers:

 Esta mañana recibí el pedido de peanas, y otras cosas, de Magister Militum, y he quedado muy gratamente impresionado con la alta calidad de su producto.

 Antes había utilizado otras peanas de madera, y no hay punto de comparación las de magister militum son la mitad de altas, por lo que quedan mucho mejor las miniaturas de 10mm, y al ser el corte hecho con láser, todas las peanas tienen las mismas medidas. Además, al ser de plástico los bordes son mucho más resistentes y no se estropean con tanta facilidad.

 Creo que las fotos hablan por si mismas.

 Felicidades Magister Militum, un producto de gran calidad.

Review: Labor of Gods

A few weeks ago I bought Labor of the Gods, a Goal system version for Mythical Greek Skirmish, between heroes and minions.

 The rule system follows titles of the company like SuperSystem, or the range "Chaos in...". The players get better results if they get 4+ in they rolls.

  In this ruleset Scott, the author, uses a simple stats configuration, only three elements: Prowess, Endurance and Spirit. All the other elements of the character stats are obtained adding dices to these three elements.

 The rules present a lot of ways to configure the characters, the player can choose blessings, backgrounds, and equipments that will convert our normal character in a Gods' son.

 I had bought Typhon rulebook from from Alternatives Armies, at it was very interesting because the characters came configured, and it had a lot spells for the heroes, perhaps, too much magic for a mythological world.... in this way LotG works giving to the player the option to have "Special rules", littles bonus, but your heroes won't be Supercharaters, I mean, a group of minions combating your with the same point cost, probably, will defeat your hero, so don't let him alone.

 Now a little AAR.

 Yesterday I-16 and me tried the game, two groups of warriors, leaded by two heroes have heard that in the field there where a god relic and they decided to find it and bring it at home.

Here you can see some photos of the event




 The high configurability of the game let us to deploy orcs, and goblins and troops sent from Hades against the Xyston's Greeks and Persians.