Lead Adventure Forum
Miniatures Adventure => VSF Adventures => Topic started by: BaronVonJ on November 19, 2024, 07:22:13 PM
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Glorious Adventures in the Age of Steam is a standalone game. People who already own a Fistful of Lead game will notice the core mechanics are unchanged. In this book you’ll find new equipment, weapons and exotic new locations with lists of inhabitants both friend and foe. Your adventures may take you from the haunted back alleys of London to the majestic canals of Mars. Or are you more in the mood for a dinosaur hunt at the center of the Earth? It’s all right here.
You’ll be forming a Detachment. This is a special group of extraordinary adventurers out for glory, gold and whatever services are needed by a world in turmoil. You might be working for Her (or His) Majesty, trying to save the world or conquer it. Are you working for a strange occult society or a scientific expedition? The choice is yours.
Glorious Adventures in the Age of Steam is 3 books in 1:
Book I - Skirmishes in the Age of Steam
Book II - Bigger Battles in the Age of Steam
Book III - Airships in the Age of Steam
available from our store in softcover and pdf: https://wiley-games.com
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Huzzah!
Looking forward to getting my copy.
And of course playing :D
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Excellent! Can’t wait to get a game in!
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Book and deck in hand!
Alas, none of the gang handy to play, so I will be moving figs on my own. Bill would have loved it!
Doug
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Rule set received.
Wee beasties being prepared.
(https://i.postimg.cc/fbg2kgCd/IMG-6470.jpg) (https://postimg.cc/WDg6H8Qp)
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Hey Flatpack those VSF Robots look like the Ironclad Miniatures ones, good choice Ironclad make many of my favourite 28mm VSF figures and accessories!
Re rules happy with what I have but always interested to see how new sets play so looking forward to seeing some AARs…
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Looking forward to it.
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Just purchased mine via Pdf. An amazing value in that for 20 bucks…you get the equivalent of FFOL, BB FFoL, and a brand new aerial game. Three very distinct games!
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Any comment on these rules compared to In Her Majesty's Name?
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Any comment on these rules compared to In Her Majesty's Name?
A good question, i wouldn’t mind hearing some comments.
I have Blood Eagle V1 (which i like) which has a bit more fleshed out game system and more chrome that strikes me as better for RPG like approaches but also has a few weird mechanics that bug me (such as shooting from figures of low skill requires a player to harness extra shooters to support the first roll in a group shot for a +1 modifier each or else there is no way to defeat a heavily armoured foe). FoL doesn’t have that problem. I never tried IHMN when it was osprey, but i am inclined to want to try version 2 now that it is being published by the original company The Ministry of Gentlemanly Warfare. Osprey mostly fall flat in my eyes. I suspect there will be lots of chrome and scenarios. I like FoL’s card initiative system a lot, almost a game in a game balancing speed vs modifiers. I will definitely be using Glorious adventures for Big Battles as I like how easy it is to use FoL with any figures at all and find/create/use traits to match what you think the figs ought to be.
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I have some experience with both, having helped out a bit on GAAS (so there is some inherent bias here!). I prefer the hit resolution of GAAS as opposed to IHMN, as although both have a good range of modifiers, I find GAAS to be less combursome, especially if you happen to have more figures on the board.
One of my favourite things about GAAS is the inter relationship between the small scale skirmish, bigger battles and Neff scales. It opens the door to a lot of narrative and campaign options.
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Any comment on these rules compared to In Her Majesty's Name?
Glorious Adventures is miniatures agnostic. Use whatever you have. This means you can build your own narrative and background and aren't tied to specific force lists. Make it the way you want.
If you want a bold explorer with a side kick who happens to be a werewolf and robot soldier lackeys, or maybe human captain who's gone native and now leads a group of rebellious Martians? Go ahead. You can build that, along with any vehicles you can imagine.
Turn sequence isn't I go/ you go. The card mechanics always leave you strategizing moment to moment. It also leaves you open to play games with bigger games with more players. IHMN works nicely for 1 v1 games, but in my experience bogs down the more players you add. My group regularly plays with 6 players.
Elk101 mentioned that the rule book is 3 in 1. It is. You can play at a skirmish level with each player using 4-8 miniatures, or Bigger Battles scale controlling 4 to 8 units using dozens and dozens of miniatures plus vehicles. You can go even larger with the Airships rules allowing for campaign, fighting at each scale: An air battle to control the skies before the grand land battle, followed by a commando style raid on the enemy base.
So to recap:
1:Use what minis you want/ not tied to specific force list, which means endless variations.
2: Unique turn sequence that's very easy to learn
3: Scalable both in scale of troops involved and number of players.
You can check out any of our videos for how everything works on our YouTube Channel.
https://www.youtube.com/@WileyGames
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One thing that I missed at first was the underwater battles section.
The humans as walking divers was very period, and captured my childhood movie version well.
Got out green felt for kelp forest, long narrow strip of tan to be split into winding paths through, as dragging anchors isn't just for taking out internet cables.
Just before cutting I knew I had better check my figs. Plenty of Mage Knight Deep Spawn 'swimmers', and one Iron Lung for Nemo's crew.
Started to look for substitutes, got discouraged, and waiting for a trip to the daughter's to look for the rest.
Somebody [please] beat me to it!
Doug