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Author Topic: Gangs of Florence?  (Read 5681 times)

Offline commissarmoody

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Re: Gangs of Florence?
« Reply #15 on: 29 September 2023, 03:34:28 AM »
Wish I could take credit for it. But those were ripped from a AAR page. Done by the creater of this game. He gave me permission to use them on discord.
But this is the AAR. https://masterstrokegames.com/battle-report-multiplayer/
"Peace" is that brief, glorious moment in history when everybody stands around reloading.

- Anonymous

Offline Ethelred the Almost Ready

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Re: Gangs of Florence? Thanks. Suggestions for arms?
« Reply #16 on: 30 September 2023, 12:51:18 AM »
Thanks for all the answers so far.
Force of Virtue looks interesting.  All the cards etc make it a little bit of an investment. 
Still unsure about figures.  The Eureka ones are good, but I think the puffy breeches and codpieces make them later than my period, from what I can ascertain.  Still, Valley Boy lives just down the road and has miniatures for the later Italian Wars and so going to this later period may be a better option.

I think the Perry Miniatures would make 1450-60 more viable than trying to do 1360ish, especially for unarmoured combatants.  Civilians seem to have a smattering across all the time periods I'm considering.

In modifying miniatures, especially the plastic ones, are there suitable unarmoured arms (daggers, swords) from other kits or in the various Perry kits?
My main characters will need to be armoured on a horse, on foot, and unarmoured on foot.


Offline commissarmoody

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Re: Gangs of Florence?
« Reply #17 on: 09 November 2023, 02:01:41 AM »
Across the perry late medieval and 100 years war range you should be covered. But to have unarmed sword and dagger you might have to source them some where else if you want alot of the.
I have seen folks take extra swords from many other fantasy and historical kits as well. Be it Gripping beast Irish, Victrix, and oathmark plastics.

Offline MaleGriffin

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  • Posts: 1957
  • Don't bother running.... You'll just die tired....
Re: Gangs of Florence?
« Reply #18 on: 12 November 2023, 04:22:31 PM »
Brilliant! I wasn't sure I'd be interested in this thread, but boy was I wrong! Gorgeous game!
Hoc quoque transibit
Sanguinem sistit semper

Online LouieN

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  • Posts: 1430
  • "Aure entuluva!"
Re: Gangs of Florence?
« Reply #19 on: 12 November 2023, 05:29:45 PM »
A great setup and table. 

Offline commissarmoody

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Re: Gangs of Florence? Thanks. Suggestions for arms?
« Reply #20 on: 12 November 2023, 07:26:25 PM »

In modifying miniatures, especially the plastic ones, are there suitable unarmoured arms (daggers, swords) from other kits or in the various Perry kits?
My main characters will need to be armoured on a horse, on foot, and unarmoured on foot.

I just remembered that TAG, gripping beast might also have some metal daggers and knives in separate kits.

Offline Maniac

  • Scientist
  • Posts: 448
Re: Gangs of Florence?
« Reply #21 on: 13 November 2023, 02:51:26 PM »
No love for En Garde! ?

https://www.ospreypublishing.com/us/en-garde-9781472810748/

It is for 1500s to early 1700s.

It is a cleaned up version of Ronin, which is an excellent 5-12 models per side skirmish game.  It is a highly adaptable ruleset, which we've used from Greek to Medieval (with some modifications where needed).

You could also try:

Fistful of Lead:  Might and Melee

https://wiley-games.myshopify.com/collections/rule-books/products/might-melee-fantasy-trilogy-book-i-printed

It is part of the excellent Fistful of Lead series, and is designed with the Ancient to Musketeer crowd in mind.  There are also expansions and rules for fantasy if you want to meld that in.  In general, FFoL has become my go to skirmish ruleset.  We play Trojan War, Peloponnesian War, Dark Ages, Northern Crusades, Samurai, and Sci-fi using the various rulebooks.  The basic mechanics are all very similar, with only small tweaks for period or scale needed.
On time, on target, or the next one's free

Offline Ethelred the Almost Ready

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Re: Gangs of Florence?
« Reply #22 on: 13 November 2023, 06:21:35 PM »
Hi.  Thanks for the ongoing replies to this thread.  In particular, thanks for the nice photos from Captain Harlock and Traveller.
For the moment I am using a modified Sellswords and Spellslingers since this is designed for solo play.  I have also started a trial of Never Mind the Ruckus.

Maniac: En Garde rules are stated to be for 16th century onwards, but I am sure they must work for 15th.  I have Dragon Rampant, do they follow similar mechanisms for activation?  If so, this might work well solo.  I do have Might and Melee.  I will have to take another look at these.




Offline traveller

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Re: Gangs of Florence?
« Reply #23 on: 13 November 2023, 07:06:28 PM »
I started using En Garde and I like them a lot. Especially the mechanism for melee where each figure has a combat pool of a numbet of attacks defences as well as different attributes. They ate perfect for small bands of swordfighters  ;)

Offline Maniac

  • Scientist
  • Posts: 448
Re: Gangs of Florence?
« Reply #24 on: 13 November 2023, 08:26:28 PM »
Hi.  Thanks for the ongoing replies to this thread.  In particular, thanks for the nice photos from Captain Harlock and Traveller.
For the moment I am using a modified Sellswords and Spellslingers since this is designed for solo play.  I have also started a trial of Never Mind the Ruckus.

Maniac: En Garde rules are stated to be for 16th century onwards, but I am sure they must work for 15th.  I have Dragon Rampant, do they follow similar mechanisms for activation?  If so, this might work well solo.  I do have Might and Melee.  I will have to take another look at these.

En Garde would work just fine for the 1400s.  Activation is similar to Ronin.  You roll for initiative each round, and then activate based on that, with each player activating one model at a time.  That is, player 1 goes, then player 2, then player 1, then player 2, etc. until all models have activated.

Combat, as noted, is rather unique.  Each model has a combat pool from which they select attacks, enhanced attacks, initiative buff for combat, and enhanced defenses.  All models in the fight reveal simultaneously.  This leads to a bit of strategy in how you break up your pool for the fight (a CP 3 model might pick, initiative, attack, and enhanced defense or enhanced attack and enhanced defense, or enhanced attack and attack, etc).  The fight then rolls for initiative, winner going first and then proceeding in descending initiative order.  Spears can be a big game changer, often letting scrubbier models catch up to more elite.  Oh, and I forgot to note, the winner of initiative simply picks the first action, you then run in descending order swapping out every action until all actions are done.  So even if you pick two attacks, you only make one, then the other model does their action, then you make your second attack.  So it isn't like herohammer where the death star rolls up and kills everything in a horde before the horde swings back.  Solo combat, yes it can mean you kill them in the opening move, but in group combat some model will be swinging back, and if you enhance your defence when defending it is challenging to secure an instant kill.

It would work fine for late 14th century forward.  We've used it for Dark Age and Ancient Greek with no issues (modify the shield rules a little, ban firearms, and bob's your uncle).
« Last Edit: 16 November 2023, 04:10:33 PM by Maniac »

Offline carlos marighela

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  • Pentacampeões Copa do Brasil 2024, Supercopa 2025
Re: Gangs of Florence?
« Reply #25 on: 13 November 2023, 08:50:16 PM »
https://manapress.com.au/pages/brutal

Not played them myself but I'm told this Tribal variant is a pretty sound and simple system.
Em dezembro de '81
Botou os ingleses na roda
3 a 0 no Liverpool
Ficou marcado na história
E no Rio não tem outro igual
Só o Flamengo é campeão mundial
E agora seu povo
Pede o mundo de novo

 

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