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"SoB&H Newbie Question" Topic


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elsyrsyn02 Aug 2013 5:46 a.m. PST

Just got SoB&H, and started reading through it, and wondered – how do you represent a figure that should have a decent missile capacity, but be weak in melee, since the single combat value is used for both? Is there a special rule I'm not seeing that covers this?

Edit – perhaps I'm looking at this the wrong way – instead of looking for a special rule to decrease the combat value in melee, I suppose I could give them a low combat value and the good shot special to INCREASE their effectiveness in shooting? It's only +1 differential, but that might be enough?

Thanks,
Doug

paul liddle02 Aug 2013 6:19 a.m. PST

You can add skills like Legendary Shot and Unerring Aim to your models stats.

ordinarybass02 Aug 2013 7:04 a.m. PST

Paul hit it on the head.

You can also give a unit the "coward" rule to make them a bit less reliable in melee.

elsyrsyn02 Aug 2013 3:37 p.m. PST

Thanks – I think I'll need one of the supplements to get the "coward" rule. I'll probably end up buying all the supplements anyway. wink

Another thing I'm having trouble wrapping my head around is that all movement is strictly linear, which seems weird in that it could take multiple actions to move a figure around quite a small obstacle. I wonder if anyone has considered using flexible measurers for movement, instead of sticks, so that a non-linear movement path would be possible? Or is it not as much of a problem in actual game play as it is in my head?

Doug

aurelianus02 Aug 2013 3:49 p.m. PST

I like the straight line movement. It is artificial, but it keeps things quick and simple. Movement can be such a drag in other games.

Toaster02 Aug 2013 4:13 p.m. PST

Sharpshooter is a special ability that gives +1 missile and -1 melee to combat (unless that changed in the update).

The straight line only rule represents the added delay that getting round those obstacles causes, remember that the base just has to be touching the stick at the start and end of the move so if you place the stick on the right side of the base and lay it hard against the obstacle then place the figure with the left side touching the stick at the other end you get a certain amount of 'wiggle'.

Robert

elsyrsyn02 Aug 2013 4:18 p.m. PST

Ah-hah! Another special rule I don't have. I wish there was a combined catalog of them, but then I suppose sales of the supplements would go down the tubes (and they're only 8 bucks a piece anyway).

Doug

skinkmasterreturns02 Aug 2013 7:24 p.m. PST

Theres a lot of material in the supplements-rules,troop types,etc.Its perfect for me-I've read that some people think the rules dont have enough "crunch",but it yields quick and fun games.For instance,I'm sure Gold and Darkness probably wont give a satisfactory dungeon crawl for a long time D&D player,but I've never done either,so am looking to do my first one,as soon as I can scratch up some tiles.the great thing is,I am teaching my 8 year old the rules too,so we can do some quality games together.

ordinarybass02 Aug 2013 8:56 p.m. PST

We've never played with flexible rulers, but we have always played that you can switch sides of the stick so as to end your move behind an obstacle. Not as variable as a ruler, but it does allow a figure to more easily end their turn in cover. Flexible rulers might mess with the simplicity of the 3-stick SBH system, which works very well in play.

As for the supplements, Skink is right that there is alot of other info in them, but the new special rules are the biggest reason to buy the supplements. The exception would be Song of Deeds and Glory. The Campaign system in their is essential (IMHO) if you're going to run a long term campaign.

That said, there's definitely enough other stuff in there to make them worth their while. I have all of them and don't regret any.

Timotheous02 Aug 2013 8:58 p.m. PST

The fact that shooters are so weak in SoBH is one reason I prefer "Song of Drums and Shakos". The idea that shooting adds to the low combat score (most are 2's) means that shooting is more likely than melee to result in a kill/wound. And the mechanic for loading the musket makes the dilemma between using your actions to load your musket, or run for cover, so much more fun than the tactic of 'dogpiling' we saw in SoBH.

Sorry if my comments come across as snarky. What I'm saying I guess is that I like the OP's idea of giving shooters an extra score for their shooting weapon to make them more viable for the game.

Cheers all

Space Monkey03 Aug 2013 7:19 a.m. PST

I'm sure Gold and Darkness probably wont give a satisfactory dungeon crawl for a long time D&D player
As a long time D&D player I'd be happy to play a dungeoncrawl using SOB&H. Hopefully its simplified combat would take some of the emphasis off of 'character optimization' (army building) and put it back on exploration and dealing with various puzzles and NPCs.

elsyrsyn06 Aug 2013 7:54 a.m. PST

Well, the gods help me, it looks like I'll be taking the plunge and getting into 28mm skirmish with SoB&H. I had sworn off on 28mm for anything but gladiators (being a 6mm mini fan), but they DO have some distinct advantages, the most important being that my wife is excited about playing SoB&H with them (especially since she can make terrain for the games with the Hirst Arts molds I've been buying her for years).

Hmmmm … I see Zombiesmith is having a sale …

Doug

Andy Skinner Supporting Member of TMP09 Aug 2013 7:07 a.m. PST

I'm thinking that all my archers in all armies will have Unerring Aim. That's basically how you'd make the rule change. It is a bit off if you play someone who agrees with Ganesha Games about the game being _about_ close combat.

andy

arabianknight04 Sep 2013 2:02 a.m. PST

@Space Monkey: As a dungeon crawl hybrid between D&D & SoBH I'm planning to use Ganesha's lite RPG system "Tales of Blades and Heroes". This'll give the character's in the dungeon crawl anough extra skills to make the exploration more interesting but still avoiding the min\max peril of D&D (hopefully as it's still in the future project zone!)

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