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Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

In Her Majesty's Name - a review

Yesterday I received my pre-order copy of "In Her Majesty's Name".

 Like a bounder I tagged my order on to the shirt tails of those that had blazed their way through the fund raiser when there were only hours left before the fund raiser closed.

 I would have loved to have spent a bit more to secure some of the figures, but there were out of my budget. I didn't want the figure packs on offer, rather the never to be sold figures only for those funding the project with higher payments could get.

Contenting myself with just the rule book I waited with anticipation for it to arrive.

 Enough of my waffle - on to the review.


In Her Majesty's Name

 The book is the same size of the Osprey Men at Arms series, so most readers will be familiar with the dimensions.


In total there are sixty four pages in the book, including contents and reference sheets.

The way the rules are laid out is a bit similar to some military publications, in that each section has a 'chapter' number, and each sub section is also numbered. Thus section one is divided into "1", "1.1", "1.2" and so on.

 As you read through the rules any reference to another rule within an explanation also gives the numbered reference to the other rule as part of that explanation.

For example 3.2.2 Running mentions figures in certain armour types can not run. This sentence also has a reference number to the armour types mentioned by including (5.1) within the rule.

 This makes it very easy to follow the logical progress of the rule and quickly find the following up section to fully understand the rule in question.

The rules are broken down into easy to read and understand sections.

 The introduction includes standard information such as standard gaming conventions describing dice rolls and what you need to play.

 Next comes a description of attributes for each figure within the game.  As the game is not stat heavy this is far from taxing on the brain.

Following that is the core rule system itself, covering movement, shooting and melee.

The remainder of the book covers setting up a game, charts listing all the equipment stats for the game, pre-generated groups of adventurers (referred to as "companies' within the rules... not a business type company, but a band of fellow like minded chaps), scenarios, settings for your games and then the briefest of campaign notes.

As mentioned the rules are very easy to read and understand.  Even though they might appear simple there is plenty of scope for tactics and rewarding clever thinking whilst playing a game.

One really good thing about this game is that each player doesn't need a lot of figures to play a game (between five and twenty figures per side is suggested) and a 3' x 3' playing area (that is roughly 91.5 centimetres for us metric types).

 Designing your companies does have a point value system to prevent players from going potty and fielding 100 steam tanks against five newspaper boys but, unless you are playing against a complete bounder, gentlemen could dispense with the need for the use of points should they be so inclined.  I for one will keep to the point value system, and I am one that normally hates points values.

Within the rules are notes for designing your own armour, weapons and mystic powers. This allows for players to add new aspects to the game.

 What there isn't is a system for designing your own 'weird science' (read steam powered vehicles, weapons of confounded design or simple gadgets).  Hopefully this will come out with the second book planned for the game, or failing that, a third book.

The campaign rules are very brief, but not hard to flesh out should a player feel the need to do so. Within the campaign rules is a system for advancing your intrepid heroes or adding new equipment or adventurers to your company should you feel the need.

 Over all  I think these are a great set of rules with enough flavour to capture the feel of Victorian Science Fiction / Steampunk.

And I think they will work nicely for a play by blog game... but not until I have finished the planned zombie game.

So, if you like VFS / Steampunk or are interested in it, I highly recommend the rules to anyone still wondering if they want to get them or not.

Now to order the figures I need for my first game.......

'Nam project - game rules and VC figures

Of Rules

I have two sets of rules to try out for my Vietnam project: "FNG" by Two Hour Wargames, and "Disposable heroes Point Blank" by Iron Ivan Games.

 The "FNG" (first edition) rules were kindly given to me by cmnash in a figure exchange. This was done with approval from Ed from Two Hour Wargames.


 A big thanks to Colin for sending me the rules - I wasn't expecting this when we arranged to exchange some minis.
 I will give "FNG" a play test, but I am still not sold on the rules.  This might be because I want to play a team of six LRRPs which isn't really covered by the rules.
 I understand that the 2nd Edition FNG rules recently released will have a supplement allowing for the use of LRRPs, but I want to see a review before diving into getting the 2nd ed. rules and the supplements.

 Regardless of whether I use "FNG" for my games or not, there are plenty of useful charts that I can incorporate into my games.


 The other set of rules really lends itself to what I want to do with my Vietnam game: "Disposable Heroes Point Blank" from Iron Ivan Games.


 I own and have played a number of Iron Ivan Games, so I don't need to relearn the majority of the rules as they all follow the same formula (for want of a better word).

 The Good thing about "DHPB" is that it can be used for skirmish games from the early 20th Century to the Present, although I am sure it could be used for any period/setting with very little effort.

 The rules include stats for WW2, Vietnam and Modern (today's conflicts) and mentions that the rules are compatible with all of the other Iron Ivan rules.

 This means I can use them with my WW1, Pulp, and Zombie rules, as well as the supplements such as the Rhodesian Bush War "Man Among Men" book that I want for my planned African campaign.

 As I purchased "The Long Road South" Vietnam war supplement form Iron Ivan at the same time as "DHPB" I have almost every thing I need to play the game I want.

 I am currently reading over the "DHPB" book which arrived in the mail whilst I was busy with my 'military sojourn'. The more I read the rules, the more I like them, and the keener I am to get the game up and running.


 Of Figures

A week after my Iron Ivan books arrived my TAG Miniatures VC arrived in the mail.

 Thanks to the TMG poll prize I was able to get two packs for free, and I ordered three other packs at the same time, including a Mortar and crew pack.
 This gives me a full VC section/squad plus a few extras to play with.

These are the figures I now have:



 




 Having finished experimenting with my RLI I have started to paint my first pack of VC.  Hopefully it wont take too long to paint them up so that I can get a game up and running.

 The fantastic folk at TAG also pandered to my request and sent me the Freebie figure of the Downed Pilot. The Rambo figure also came with the pilot, but I most likely wont paint him up, and might even contemplate selling it or holding a competition and giving it away as a prize. Or even use it as part of a figure exchange is someone has something to swap.

One last bit

 As Iron Ivan games uses counters I ordered four different coloured counters from EM4 games in the UK. They might turn up next week or the week after (most likely).