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Author Topic: Colonial Adventure Rules / AAR  (Read 6904 times)

Offline Frank

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Colonial Adventure Rules / AAR
« on: May 30, 2012, 10:33:33 AM »
At the last GLAM I play-tested some rules based on SHARP PRACTICE for a Khartoum / Sudan scenario. After GLAM I made some changes in rules and yesterday we played a second time. Here are some pictures of the last game (If you are interested in the rules, you will find a download PDF at my Blog: http://tabletopdeutschland.wordpress.com/2012/05/30/koloniale-abenteuer-ein-regelwerk-im-test/ )




















Offline answer_is_42

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Re: Colonial Adventure Rules / AAR
« Reply #1 on: May 30, 2012, 11:13:41 AM »
As usual:
 :o :-*
I told you so. You damned fools.
 - H.G. Wells

Offline Aaron

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Re: Colonial Adventure Rules / AAR
« Reply #2 on: May 30, 2012, 12:27:36 PM »
Wow, that is quite a game. The buildings and terrain, the figures, the hats, it is all spectacular!

Offline Dr Mathias

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Re: Colonial Adventure Rules / AAR
« Reply #3 on: May 30, 2012, 12:29:20 PM »
Great looking game! All the small details really set it off. The boats are beauties! The best part is everything looks kind of 'dingy', like it's been lived in and used. I think that's what sold the first Star Wars movie... you could tell the ships and buildings had seen some days. Very believable.

I need to make a dedicated terrain board  :'(
« Last Edit: May 30, 2012, 03:27:16 PM by Dr Mathias »
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Offline Furt

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Re: Colonial Adventure Rules / AAR
« Reply #4 on: May 30, 2012, 01:08:43 PM »
Wow! Can't get enough of those miniatures and terrain Frank - just beautiful.

We play Sharp Practice too and of late have considered tweaking them a bit also - so I'm very interested to read your rules based on them.

And love the hats BTW - especially the chap with the Pith and cuppa' - very proper. Looks like a fun game.
« Last Edit: May 30, 2012, 01:52:16 PM by Furt »
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Offline Republicofalnwick

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Re: Colonial Adventure Rules / AAR
« Reply #5 on: May 30, 2012, 02:43:46 PM »
Looks superb! What a fantastic tabletop!

Offline cram

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Re: Colonial Adventure Rules / AAR
« Reply #6 on: May 30, 2012, 02:54:56 PM »
Fantastic!!  :-*  :-*  :-* :-*

Offline Marine0846

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Re: Colonial Adventure Rules / AAR
« Reply #7 on: May 30, 2012, 03:37:35 PM »
What a wonderful setup. :-*
Do you get a bonus if you wore a hat? lol
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Offline Kingscarbine

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Re: Colonial Adventure Rules / AAR
« Reply #8 on: May 30, 2012, 03:40:01 PM »
It's not that good...  :D I like the SP system so I may have a go at the rules Frank.

Offline Captain Blood

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Re: Colonial Adventure Rules / AAR
« Reply #9 on: May 30, 2012, 04:23:55 PM »
Thanks Frank. I really thoroughly enjoyed playing this game with you at GLAM - thank you  :)
Gorgeous figures, terrain and buildings. And I really liked the rules - they gave a fast and enjoyable game. Simple but effective. So I will certainly take advantage of your kind offer and download the rules. And possibly try to adapt them for my forthcoming Medieval games...  ;)

Richard

Offline Malamute

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Re: Colonial Adventure Rules / AAR
« Reply #10 on: May 30, 2012, 04:53:36 PM »
I was sorry to miss out on playing at GLAM, I somehow got sidetracked by a bottle of port. (Thanks to Loki) ;)
A wonderful looking game, everything about it is spot on, the miniatures, the terrain, the buildings, all WOW! ;D
"These creatures do not die like the bee after the first sting, but go on age after age, feeding on the blood of the living"  - Abraham Van Helsing

Offline Belisarius

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Re: Colonial Adventure Rules / AAR
« Reply #11 on: May 31, 2012, 10:26:49 AM »
Wonderful, this is what war gaming is all about. More pics please. I love the DHOYS - its difficult to get the balance between models and durable gaming pieces right - Well done.

Offline Dr. The Viking

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Re: Colonial Adventure Rules / AAR
« Reply #12 on: May 31, 2012, 10:50:09 AM »
So how did the changes work out? Did you go with your original idea or did you make it a bit easier to die?
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Offline Furt

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Re: Colonial Adventure Rules / AAR
« Reply #13 on: May 31, 2012, 11:20:19 AM »
So how did the changes work out? Did you go with your original idea or did you make it a bit easier to die?

I wouldn't mind asking a question about your rules either (which by the way are nicely done).

In SP units can only move if accompanied by a leader (Big Man), I believe you have omitted this and all units are capable of moving. Is that right?

Offline Remington

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Re: Colonial Adventure Rules / AAR
« Reply #14 on: May 31, 2012, 12:11:09 PM »
Amazing stuff, guys! Wish I were there!

 

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