etotheipi | 11 Feb 2017 1:59 p.m. PST |
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Bashytubits | 11 Feb 2017 4:23 p.m. PST |
Don't let PETA see this or you are gonna be busted! |
Syrinx0 | 11 Feb 2017 4:56 p.m. PST |
Nice work. I like how nothing is wasted. |
Greylegion | 11 Feb 2017 5:29 p.m. PST |
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etotheipi | 11 Feb 2017 9:21 p.m. PST |
The butterflies are from a craft store, probably Michael's. They're usually in the floral aisle because they go into bouquets. I ordered the scorpions on Amazon. <$10 for 50 of them with free shipping. I mounted another dozen on bases just as they are (with a little tail repositioning and will probably do some up in nuclear radioactive green soon. |
Capt Flash | 12 Feb 2017 8:46 a.m. PST |
Good stuff! Now about the 'shrooms…. |
etotheipi | 12 Feb 2017 7:13 p.m. PST |
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War Panda | 12 Feb 2017 7:30 p.m. PST |
These are great: Butterpions! What games to you play must often etotheipi? I've been looking at Traveller recently and your DIY projects are right on the button :) |
etotheipi | 13 Feb 2017 6:45 a.m. PST |
We normally play QILS because we know it, but also because its obscenely flexible (IMHO) and avoids runaway situations. We've used the 'shrooms in scifi and fantasy games, but they were first made for lost world Victorian pulp. They're actually a pretty easy and relaxing project. |
nvdoyle | 13 Feb 2017 6:59 p.m. PST |
What runaway situations are you thinking of? I'm not familiar with QILS, so I'm curious – always ready to learn about a new system. |
etotheipi | 14 Feb 2017 4:56 a.m. PST |
Sorry, I usually link to QILS when I mention it. In general, if you build forces where all the figures are within three or four dice of each other and the points are equal using the rule of thumb, you don't end up with one side having a big tactical advantage. If you want to build uneven forces (say to support a siege/assault scenario where the terrain obviously favors the defenders, or a guerilla strike where the objective is in and out, but not force attrition), the rule of thumb lets you set up whatever force ratios you want. When designing things that are powerful and we don't have real world performance data (fantasy, scifi), it is easy to create unstoppable units (things that can't be killed or things that can kill others so swiftly they can't he targeted enough). The trade space for and nature of assigning defensive and (close, ranged) combat to figures in QILS enforces the rule about trade-offs and won't allow you to build an unkillable figure. |
nvdoyle | 14 Feb 2017 8:29 a.m. PST |
You did link it, I just wanted to read your take on it. :) I'll give them a read, thanks! |