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"Pride of Lions (Fantasy Mass Combat ruleset) overview" Topic


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820 hits since 18 Dec 2012
©1994-2014 Bill Armintrout
Comments or corrections?

indierockclimber18 Dec 2012 11:44 a.m. PST

link

picture

Scott shows off a game, and talks a bit about the rules.

Enjoy!
link

Personal logo doc mcb Supporting Member of TMP18 Dec 2012 12:25 p.m. PST

Thanks for posting this. If anyone has questions, I'll be happy to answer.

Rubber Suit Theatre18 Dec 2012 12:29 p.m. PST

What's with the poker chips? Morale marker, get out of jail token, expendable attack, or just marking who's moved this turn? Since the elves don't have any, are they mandatory?

I know you can improvise a d16 with a d8 and another die, but where do you get the d14, d18, and d22?

piperider361 Inactive Member18 Dec 2012 1:03 p.m. PST

They are just generic markers for whatever I needed. The red ones in this particular shot were for a blessing my paladins put on the units. The white markers you see kinda in the background were my order chits – whereas the Dark Elf made his on the square wooden bases. I'll probably do some laser etched markers for these purposes in the future.

Theres no d24, 18, or 22. It goes D4, 6, 8, 10, 12, 16, 20, 24.

Personal logo doc mcb Supporting Member of TMP18 Dec 2012 1:47 p.m. PST

I actually saw some neat D14s at Origins, with lettered days of week and am/pm in addition to the numbers 1-14.

But right, dice are 4, 6, 8, 10, 12, 16, 20, and 24. So the bump from 12 to 16 is a big one, which generally gives elites an extra edge. We actually prefer to roll D12 plus another die for 1-12 or 13-24 instead of D24s, which are boulders that can be hard to read unless on a VERY flat surface.

Note that each side in a combat is rolling only a single die, as opposed to handfuls of D6s or whatever. So if you need to roll a D8 plus another to get a 1-16 result, it isn't very much of a hassle. D16 ARE available from various dealers, and roll well and are easy to read.

Movement is simultaneous but phased, by order chits. We do use a lot of pipecleaner-type markers for morale states and special things like the blessings. There are order chits in the rules that can be printed onto a full sheet label, stuck to mattboard, and cut out for use.

boy wundyr x Supporting Member of TMP18 Dec 2012 3:51 p.m. PST

I think Impact Miniatures had a Kickstarter for d16 and 18s recently.

Personal logo doc mcb Supporting Member of TMP18 Dec 2012 4:13 p.m. PST

If players want to add D14s or 18s or whatever the rules can accommodate that easily. As the review explains, each unit begins at a certain die level which can increase or decrease as circumstances indicate. If 14s and 18s are in the game, then a D12 up three levels would go to 14 to 16 to 18, instead of from 12 to 16 to 20 to 24. That would make the scale a bit flatter, making combat a little more predictable. And making elite units a bit less awesome.

However, even a D24 still has a 1 on it!

Personal logo Rebel Minis Sponsoring Member of TMP18 Dec 2012 5:28 p.m. PST

Very cool! Thanks for the Post! It's a great game!

Scorpio19 Dec 2012 9:09 a.m. PST

After a lovely demo at Historicon, we picked up armies and are in process of getting them table-ready. (I blame my slow painting here.)

Personal logo doc mcb Supporting Member of TMP19 Dec 2012 9:36 a.m. PST

There are several supplements/additions to PRIDE nearing completion.

The spell/prayer decks for the Logres Godfearers and for the necromancers are done and will be up for sale any day now. The remaining spell decks from the rulesbook will be available within another month or two.

The first campaign supplement, DARK AND BLOODY GROUND, is almost ready. It is Moonglade's goblinoids led by the dark elves, invading a disputed territory in which Wyldewood's halflings and fauns have built strategic settlements (wooden stockades). The settlements are all on the riverbank and have the support of the dwarven fleet. This is finished and laid out and I am just awaiting the back and front cover layouts, then it will go up as a pdf for downloading.

The second half of the Wyldewood campaign is the nihilistic undead of the Vasty Vault invading WW itself, faced by the sylvan elves and other woodland races. This is 80% done. It will link with DARK AND BLOODY GROUND to make a campaign in which the Archdruid and his advisors and allies must allocate strategic resources against multiple threats.

And more on the way, but those are what folks will be able to get and use this winter and spring.

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