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"Doctor Who - 10mm - Home made rules and models" Topic


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1,308 hits since 11 Oct 2015
©1994-2024 Bill Armintrout
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Vulpine11 Oct 2015 9:08 a.m. PST

Here is some info and link to a game and battle report me and my mate have been writing and models I've sculpted. My mate did the main bulk of the rules, I only co wrote and did the army lists and so far have taken over 3, possibly 4 years to do.

Creating the game and battle report – TIME LORDS Vr DALEKS:
link

How to make your own wargame:
link

It's built around the idia that rules come before models! Meaning were not tied up with the cost and prices and can stick with what we know and follow the law/background as close as possible.

It's also built on squads, not individuals. I would say for example 40k is individual models not squads. Yes in 40k they have to be within a certain coherence and fire at same target but it is, man per man rolling.

In Doctor Who (it's actually called TimeWars, the Doctor dosnt really feature in the game) it's the squad. For example, a character joining dosnt change the stats of that squad, they gain only his Nerve (like leadership) and might get +1 to combat etc. A weapon upgrade for the squad dosnt add a seprate weapon, or have its own stats, it gives a bonus to that squad.

Look at it more as an individual entity. More or less, the number of models is the amount of wounds/toughness that squad has left and how potent it is. So larger squads of usually ten is the key, small squads of five struggle.

[URL=http://s1268.photobucket.com/user/Joel1985A/media/BD910496-DE45-4953-BC60-5F7A182DBE21-16282-00000E44219550EC.jpg.html]

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That adds a new macanic to the game. You use your larger and more powerful squads to weaken the enemy and once the enemy squad is weakened you then finish them off with your smaller/wounded squads. So you have to think what order.

Also, you have two actions per squad. Do you move closer to your target and then fire at closer range? Or fire at range then get out of trouble?

It also grows better, each detachment (like a platoon) has it's own leader, so a platoon could bottle out if it's lossed to many squads. Usually we have one to two detachments. But say you have five detachments. Losing three (over 50%), would meany the army might flee. So it dosnt become a big grid because of the larger game. In some ways it could go quicker. More enemy fire power picking in your weaker detachments might mean an end to you quickly as you commander loses never as his officers flee the feild.

Finally the armies play very different from each other:

•Time Lords: Elite well trained squads, very fast but fragile and also lack heavy weaponry. Time lords guardians and commander (below)
[URL=http://s1268.photobucket.com/user/Joel1985A/media/4F6F231E-BE7C-47F6-8B0A-5577A6526969-16282-00000E43BCB4E7D0.jpg.html]

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[URL=http://s1268.photobucket.com/user/Joel1985A/media/AFE12201-0FEA-415D-903C-80F2CDCC5B8E-16282-00000E47EC0BDC29.jpg.html]
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• Alliance: The humans Very good all rounders. Decent equipment, armoured and armed marines who can all be mounted in transports and with a good mix of with Ellite squads like U.N.I.T, Draconians and Ice Warriors.
[URL=http://s1268.photobucket.com/user/Joel1985A/media/CB2CA663-E634-488E-B1EB-7EEE733B8D3C-16282-00000E441901EB38.jpg.html]

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• Vogans
[URL=http://s1268.photobucket.com/user/Joel1985A/media/9AB8145D-322D-4778-9A7C-29A473B78738-16282-00000E43B7FA8AA1.jpg.html]

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[URL=http://s1268.photobucket.com/user/Joel1985A/media/916E4694-7399-409A-9A64-741EC0EA367D-16282-00000E43AD68B49D.jpg.html]
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The light infantry force. Very fragile but with large squads can take some fire before bugging out. Hit and run tactic and many squads with the ability to call in mortar fire.

• Cybermen
[URL=http://s1268.photobucket.com/user/Joel1985A/media/DE088271-B355-4FBC-ABA0-18A10930669C-16282-00000E43A895AF89.jpg.html]

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With the most Elite basic troops in the game. Good shots, can take enemy fire and won't retreat! Also the Cybermat swarms are like moving minefields. Denying areas and funnelling the enamy into one place, meaning the lack of numbersand ability to cover the entire board is reduced to one killing zone.

Sontarens
[URL=http://s1268.photobucket.com/user/Joel1985A/media/E42BD5ED-F98A-4C6C-B2F1-AD69D4392D01-16282-00000E440B94C364.jpg.html]

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[URL=http://s1268.photobucket.com/user/Joel1985A/media/D2331899-AC59-4B4A-B0A7-F114B0CD91F6-16282-00000E44105CBDE9.jpg.html]
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Half decent armour and can be very well equipped. Very well trained and bread for war!!!

Daleks
Dalek
[URL=http://s1268.photobucket.com/user/Joel1985A/media/A35D51AB-63F5-46C9-8543-B3D24B312C46-16282-00000E43A2569980.jpg.html]

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Slow but like little tanks. However, with the cheap troopers and Ogrons can have a decent amount of numbers. Also, these troops are expendable so the loss of these squads don't regester to there Dalek masters. Usual tactic is to send in these expendable troops in the first wave. By the time these are dead the Daleks have caught up and can mop up the last of the enamy. A gaming style different to any other I have used.

Characters
[URL=http://s1268.photobucket.com/user/Joel1985A/media/DC5B0C1F-10EC-42BC-AE73-55798C00B678-1974-000002850B201202.jpg.html]

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[URL=http://s1268.photobucket.com/user/Joel1985A/media/D3B3A72F-F746-4AAF-8910-3BAB58465A3C-3479-000003587DD79F8E.jpg.html]
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[URL=http://s1268.photobucket.com/user/Joel1985A/media/BD292FA7-739E-4E23-AE34-4157676EAF7E-3479-0000035A4911907C.jpg.html]
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[URL=http://s1268.photobucket.com/user/Joel1985A/media/E4B81E4C-5DB5-4D2C-AF35-3708B854758E-16282-00000E43C8D6528A.jpg.html]
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Redroom11 Oct 2015 9:23 a.m. PST

nice work, esp for the scale. Minis are easily recognizable for what they are supposed to represent

napthyme11 Oct 2015 11:53 a.m. PST

Wow, what a labor of love…

Vulpine11 Oct 2015 1:09 p.m. PST

Yeah it has been. The rules and playtesting have taken the most time.

The models were the first models I had ever sculpted. They are not amazing, however, they are good enogh to tell one squad from another and give a feel of a battle.

But it really is the gameplay that makes it worth it. I'm bound to say it, but it is a rather good sytem. It's competitive however it's not a wind up or unfair game and any army can beat another if your tactical and clever.

Personal logo StoneMtnMinis Supporting Member of TMP11 Oct 2015 2:28 p.m. PST

Very good work. Do you have a copy of the rules available?

Dave
stonemountainmin@gmail.com

Joe1870 Supporting Member of TMP11 Oct 2015 2:47 p.m. PST

I too have long been a fan of Dr. Who games, and would be interested in a copy of rules if that's possible.

Vulpine11 Oct 2015 3:31 p.m. PST

SMM/Dave, already done sir!

Joe1870, send me a PM with your email and I'll send you the rules.

Joe1870 Supporting Member of TMP11 Oct 2015 4:54 p.m. PST

Vulpine,

I can't seem to send you a PM, which is odd as I'm a supporting member. Is there another way I can get hold of you?

Vulpine11 Oct 2015 11:11 p.m. PST

Email me at Joel.langford@hotmail.com and once I get it I'll edit this lost out ;-)

Vulpine12 Oct 2015 9:00 a.m. PST

Got your email Joe1870 and have sent the rules. I'll leave my email up if anyone would like a copy.

Your email might go to junk so let me know in here so I can keep an eye out!

Joe1870 Supporting Member of TMP12 Oct 2015 4:07 p.m. PST

Thank you very much for the rules. I should be able to look at them this weekend.

Vulpine18 Oct 2015 5:59 p.m. PST

Me and the other writer have Been doing a load of work on the rules this week. Hopefully we will get them put together as a free PDF?

Before then, playtesters are very useful if anyone wants a copy of the WIP rules

Vulpine06 Nov 2015 10:47 p.m. PST

He we go then…

Intro
Me (AKA Joel AKA Vulpine) and my mate Ant have been working on Rules and sculpting models for a Doctor Who Time Wars game.

We have been doing some play testing for the rules over 3 years and although this battle report is old, it's a very stand out game for time wars. Were now at a point were the rules are 'compleat' as in, a version with everything in it and ready for any gamers to take away with them enjoy and give us feed back (please PM me for a copy)

Post Game
So, first up, what scenario, for the Batrep we thought a simple Seek and Destroy! 200pts each, 5 Turns. I would be the Time Lord Alliance (with some human Allies) and Ant would be Daleks.


Dalek Force


Command:
1x Dalek invasion Leader with Retinue of 10 Daleks
Basic:
2x Dalek Patrol – 5 Daleks
4x Dalek Trooper Squad – 10 Troopers and LMG Upgrade
Veterans:
None
Support
1x Dalek squad – 10 Daleks
1x Dalek Trooper Heavy weapons Squad – 5 Troopers

A very strong force, A Dalek Commander means you ignore troopers as army casualty's when it comes to rolling to bottle, also if the troopers flee, the Daleks blast them to make them rally!  With 2 squads of 10 Daleks its got a very strong backbone and with a lot of troopers meaning that this force has numbers also. Finally two squads of 5 Dalkes, fantastic at standing behind Troopers and making sure they know what way to face!

Time Lord alliance


Command:
1x Castellan with Retinue of 10 chancellery guard
Basic:
5x Chancellery guard – 10 Guards
1x Marines – 10 Marines with LMG
Veteran:
1x Time Lord Warrior squad – 8 Time Lords
2x U.N.I.T squads – 10 UNIT with LMG and Trucks
Support:
None

I've gone for a fast army list. Chancellery guard are quick but can't take LMGs and don't have incredibly decent weapon stats, so quick but don't pack much punch. Even faster are the Time Lord warriors squad expensive and fragile but they are skilled in combat as well as shooting, Usually TLW are in small squads of 3or4 but I had the points to take one large squad. I took a squad of marines as they have good equipment including a LMG, unfortunately they are slow so once my army hits trouble it will be a turn or two before these guys get in. Last of all I have two squads of UNIT, they have decent stats and a LMG, although they don't have the armour that marines have they have trucks making them very fast indeed.      

Set Up



Well I was very lucky, I got to chose the what side of the field to set up. This did mean the enemy would know the way I plan to deploy. But I do have a trick up my Sleeve… I set up with a UNIT truck on each flank and also my Time Lord Warriors on my Right flank. This making my right flank look heavy. The rest of my army set up quite central with my marines slightly to the left, making them closer to the farm as possible and also helping protect my right. Ant set up rather central, this was quite a shame as I wanted him to go for one of my flanks (either my strong or week), now for my trick, the Time Lord Castellan's ability is to redeploy D3 Squads, I role a 1, however that will do, I moved my 2nd UNIT truck to my left.

Vulpine06 Nov 2015 10:48 p.m. PST

Turn 1 and 2


I role to go first!

First I wanted to take the west and east Hills a job for Chancellery guard and my Marines.  That way I could get good fire power onto the Farm if the Dalek force got to it before me. I sent my Time Lord Warriors up my right, and my two UNIT trucks to my left. I wanted to get parallel with the Dalek force. As your own troops can block your line of sight if they are out of your 'short range' and as Ant had his troops lined wide I was hoping to make sure that only the two units to the far side could fire at me. Finally my two middle units (one containing my commander) made off towards the Farm.

Ant had decided to refuse flank. This is what I wanted, his army is a lot slower than mine, especially if he doesn't want his troopers going too far ahead. Not only slower he was now moving sideways towards my UNIT trucks, giving me time to take both hills and get two units into the Farm and into cover. Ants Squads had started blocking each others line of sight at suck a wide angle. However this wasn't good enough and his squad of Dalek troopers opened fire on a UNIT truck. I was slowing my trucks hoping that the range would limit the effect of his weapons, however I miss judged the hired forces of the Daleks, as they strafed the truck with Machine-Gun fire and laser riffles one of the trucks exploded, the Transported squad inside managed to get out but three were killed by the flames!    


Vulpine06 Nov 2015 10:58 p.m. PST

Turn 4

My West hill rained fire towards the enemy. Thirty Chancellery Gurad now bolstered by UNIT and there LMG.  Although at a long range, the constant barrage seamed to be slowly working. My Time Lord Warriors came from behind picking on a deadly but at this angle, unprotected Trooper Heavy weapons squads. The Heavy weapon squad with five LMGs worried my almost as much as the Daleks them selfs. The Chancellery guard from the East hill had made it to the Farm that was giving out fire. The farmyard echoed with laser fire as the two units managed to whittle a squad of troopers down to five men. The squad went to flee but standing behind them were two Daleks who instantly, without care blasted two of the fleeing troopers, the final three quickly turned on there heal on returned into the fray. As Ant stud as a large block on the horizon and started pounding away at the walls of the farm. Chancellery guard clung to cover as best they could. Although I did take some casualties it was minor thanks to the cover.  

Turn 5


This was it, last turn and the Daleka were still out of short range. My Chancellery guard and UNIT on the west hill managed to take a squad of troopers to half strength and so my men is the farm fired as many shots as possible down on the block and took out a hole squad of troopers. My Timelords managed to take out a small Patro of Daleks on there own and my Marines finally got into range and also took out a Patrol of Daleks.

Now with Victory impossible to gain back Ant held out his hand.

Conclusion

I believe I won due to four major factor, I managed to get the side with more cover, I got first first turn, allowing me to try and get into cover quickly, almost all my men a fast and finally Ant moved his forces west instead of straight towards the farm. However, has has learned his lesson and watches out for me pulls this trick now.

I enjoyed the game however, I ain't that keen on the well polished and drilled Chancellery guard (bloody snobs!), however a Human Marine/UNIT force could be an idea, but I usually go for a cyber army.

So, what's next? The rules are ready and we would love play-testers. Also I have painted 400pts of Cybermen and a boat loa of Vogans, so they will be ready for a Vogan war. Were about to start a campaign so I'm putting together an Ice Lord army for one mate. Helping do a Dalek list for one mate and a Sontaren lost for another, sorting a cyber list out for my self and rebasing the time lord army for Ant to use.

Hope you enjoyed the battle!

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