"Talomir Tales - Joust! Jousting Rules" Topic
8 Posts
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Ed the Two Hour Wargames guy | 30 Jun 2019 2:48 p.m. PST |
Works for Medieval and Fantasy. Designed for solo and co-op play. Playable head to head as well. Here's a Bat Rep. link |
Aethelflaeda was framed | 30 Jun 2019 2:52 p.m. PST |
It would be nice if the conscious choices of aiming target/technique and where/how to block or defend had some sort of modifier based on a matrix. |
PaulCollins | 30 Jun 2019 3:12 p.m. PST |
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Stryderg | 30 Jun 2019 5:09 p.m. PST |
@ Aethelflaeda was framed: Having not seen the rules and taking a wild stab at it based on prior experience with Ed's rules, my guess would be that there are modifiers to the number of dice rolled on each table. ie. If aiming for the head, lose 2d6 (it's harder to hit), now roll to see if you hit. If you hit the head, add 2d6 on the damage table (it's easier to hurt somebody that way). Just a guess, so take it for what it's worth. |
Ed the Two Hour Wargames guy | 30 Jun 2019 5:58 p.m. PST |
It would be nice if the conscious choices of aiming target/technique and where/how to block or defend had some sort of modifier based on a matrix. There is. Aiming can be affected my how many d6 you pass versus Rep. Bonus dice can be used to influence this, but it can influence other tables as well, so the challenge is deciding where and when to use the Bonus Dice, as once that are gone, they are gone. As the game is designed for solo play the challenge with Bonus Dice is difficult as the player must decide how many Bonus Dice are used, before the Non_player Knight rolls for the number to be used. |
Aethelflaeda was framed | 30 Jun 2019 9:10 p.m. PST |
Matrix based? Such as something like before the run, each player picks an attack and a defence that relate somehow. IE I aim high but my opponent erred and blocked low while he used a sweeping lance while I swerved and since my attack was using a point of the lance,my attack is resolved first. The relationship of the attackers particular tactic choice versus the defenders tactic should be crucial. If the result of the tactical choices gives a an extra die or took one away I could see it being a very rock scissors paper sort of choice and a certain amount of psychology enters the game. Taking a high risk might produce high payoff or might backfire. If there aren't any reasonable choices other than when to commit bonus dice, that's not much of a game decision…you would always want to use all of them as quickly as possible because if you lose, unused bonus dice are wasted. No real tactical choice to think about, except maybe whether the bonus die is overkill because the rep of your opponent is too low to merit it. I have several of your games, and the real interesting part of them is getting favourable matchups with other figs and LOS issues. In the one on one nature of a joust it has to be more than the just rolling more successes. It would be too simplistic for my tastes. Maybe too Arkham horror like. Solo play would present a bit of a problem since a random defenders choice would have to be generated. Would like to see more about the game than what your example shows. I am not a solo gamer so it might not be for me. |
Ed the Two Hour Wargames guy | 01 Jul 2019 1:52 p.m. PST |
Email me at twohourwargames@gmail.com if you're interested and i can send you a rough draft. It's such a niche game that making it too complex eliminates replay ability, but too simple puts it on the top shelf of the closet. Definitely can be played head to head. Simple mechanics but still need be strategic. |
Ed the Two Hour Wargames guy | 05 Jul 2019 4:26 p.m. PST |
Here's a step by step Bat Rep. link |
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