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Author Topic: Fallout Mordheim Mod - picture heavy with rules, TNT multiplayer battle 03.2017  (Read 47726 times)

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod - now with pictures and first battle report
« Reply #15 on: December 06, 2012, 07:44:49 PM »
Thanks for your comments, i answered you with pictures at Warseer.

If anybody else wants to see closeups i can post them here too.
Please help me with my Fallout rules, picture heavy!!
leadadventureforum.com/index.php?topic=47609.0


Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod - now with pictures and first battle report
« Reply #16 on: December 07, 2012, 07:00:46 PM »
Next rules update:

https://docs.google.com/open?id=0B7-UBqUOR3sVbk05TDBERThjT1k

i tweaked some weapons, made the document more readable and integrated more skills.

hope you like it

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod - now with pictures and first battle report
« Reply #17 on: December 09, 2012, 02:52:01 PM »
I did another playtesting game and show you some pictures.

Scenario: Treasure of Tenpemmy Tower

The tower and the subsidiary building needs to be searched. Alltogether 7 stories can contain the treasure of Tenpenny. The towers are crowded with ravening ghouls and some nightstalkers

First the pics after deployment:



















Both warband advanced, while the legion searched closecombats the red army was ver sucessful in eliminating the enemy via range combat











The leader of the legion fought hard and took several ghouls OOA, but his troops and wardogs were not so succesfull. Unfortunately he fought an atrcion battle and neede too long to eliminate the ghouls.

The red army was well positioned and started to shot some granades in the legion directeion, while the legion was still fighting with the ghouls. The range combat of the red army was very succeful and several legion heroes went OOA.







Although the mercenaries were able to find Tenpennys treasure they were bitterly disappointed. They only found 9 bc and Tenpenny snow globe (lucky charm )

Lesson learned from the secons battle:

The Mordheim basis works very fine: I adjusted the quickshot rules after the battle, because and assault rifle with quick shot is in a hand of an experienced marksman too deadly. Additionally i will furtheron slightly adjust the energy weapons.

I will build two new warbands, because i learned what would work and what not and i will adjust the rules for the legion to make them a little bit more powerful in close combat.
« Last Edit: December 10, 2012, 07:05:55 AM by SerialMoM »

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod - now with pictures and first battle report
« Reply #18 on: December 09, 2012, 04:08:57 PM »
Next rules update:

Version 3: https://docs.google.com/open?id=0B7-UBqUOR3sVVVotSWJUdzd5aXc

Warband sheet: https://docs.google.com/open?id=0B7-UBqUOR3sVRm5nME9ZbFIwUmM

I would be very happy for critics and comments.

Thanks

Offline Baconfat

  • Librarian
  • Posts: 166
    • baconfatblog.blogspot.com
Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #19 on: December 09, 2012, 08:34:15 PM »
SerialMoM,

You've made some lovely terrain.  What do you use to for that gritty texture paint?

Offline SerialMoM

  • Scientist
  • Posts: 299
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Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #20 on: December 10, 2012, 07:23:06 AM »
Thanks Baconfat.

Unfortunately i can not tell you how the gritty texture paint was made, because i nearly collected every piece of scenery over years.

Offline therepoman

  • Scientist
  • Posts: 297
Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #21 on: December 10, 2012, 08:16:31 PM »
I'm loving these battle reports. If I had more time to actually play games, I'd definitely give this one a go.

Mordheim gives a great base to start with, and converting to post apoc in my opinion.
post-collapse tabletop adventures: www.wreck-age.net

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #22 on: December 11, 2012, 08:50:15 AM »
Thank you,

regarding time or not enough time,  this is also an issue for me.

Especially the job and the family decreases  the hobby time intensively.

But then you have to appreciate the little time you can invest more.

I playtested yesterday a liitle bit more. iwill post some pictures later but currently iam happy how the battle works.

Now i need to find a way to include skills like repair, science and lockpicking more in the games.

Maybe i have to work a little more on the different factions, because currently they are pretty similar. The advantage is that the balancing is easier
Maybe i can also include a kind of reputation system. For example helping the NCR as town militia gives you positive reputation so that im later games random encounters like NCR troopers help you instead of fighting you. ( BtB has something i may use as basis)

I also need an monster compendium. Ghouls, dire dogs and nightstalkers are already integrated. I think supermutants i also have covered. I need radscorpions, ants, fire ants, Yuao Guais, cazadors, robots.ikeeyebot Securitons and of course Deathclaws.
I am also thinking about a single player hero variant with an AI system for opponents etc. For such a system you would need to generate lots of scenarios for different levels and maybe an different more detailed level system.

Ahhh too many ideas to less time.

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #23 on: December 11, 2012, 06:28:25 PM »
Next test battle:

I built new warbands for the red army (mercenaries) and the legion:

this time it was a rescue operation for one scout of the red army. He fled on the top of an tower with spy information with an Yuao Guai on his tail. The site who is able to root the opponent will rescue / capture him along with the important data.

red army started with an sniper rifle for the leader one assault rifle and hunting rifle for the champions and shotgun and 10mm pistol for their initiates. Expensive,few people and good weapons

The legion started with an missle launcher (1missle) and several grenades and dynamites for the leader. laser rifles for the champions and only 9mm pistols for the initiates and two wardogs. The legion was focussed on a mix of closecombat, explosive and energy weapons.















After the setup bot side advanced:






the red army decided to use their leader with sniper rifle and the assualt rifle hero to give support fire which was very eefective in the first rounds.


The legion also advanced, sometimes without good cover:





As consequence one Initiate was taken OOA and the two dogs were stunned with crippled limbs. At that point it looked really bad for the legion. Especially as the leader loaded gis missle launcher and aimed at the red army leader. He needed a 3+ to hit but failed.

But this was the bottom, because the shot only deviated for on 1" an took the red army leader one wound. This was better than nothing and the signal to be better. The two legion champs shot with their laser rifles the red army champion with hunting rifle was stunned with a crippled limb.





Then after a very bad shooting phase of the red army (only one wound at the legion leader), the legion advanced



The legion leader threw a dynamite on the red army missed and the deviated explosive took the injured champ OOA.





Then everything went fast. Another Initiate was takenb OOA by laser rifle fire, the second one fell back and also was hit. After another devastating bad shooting phase of the red army the legion stomred the bridge. And only after the legion centurio took the red army sniper OOA the red army fled.
« Last Edit: December 11, 2012, 06:35:36 PM by SerialMoM »

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #24 on: December 13, 2012, 01:38:13 PM »
Today i post pictures from my newly painted car wrecks:









my favorite





Hope you like them.

I forgot to make some pictures with minis, but i promise you, that i will include them in the next test battle
« Last Edit: December 13, 2012, 10:45:04 PM by SerialMoM »

Offline dragonblood

  • Student
  • Posts: 17
  • Gidday Mate
Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #25 on: December 13, 2012, 09:35:02 PM »
awesome rust effects good job :)
WooHoo is it the weekend yet.

Offline emperorpenguin

  • Scientist
  • Posts: 341
Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #26 on: December 13, 2012, 11:06:09 PM »
Great job on those cars
My Fallout Project leadadventureforum.com/index.php?topic=35048.0

Offline zizi666

  • Scatterbrained Genius
  • Posts: 3558
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Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #27 on: December 14, 2012, 01:17:47 AM »
Like 'em ?
Love 'em!  :-*

Do not meddle in the affairs of dragons,
for you are crunchy and taste good with ketchup.

Photobucket: http://s1217.photobucket.com/albums/dd388/zizi666/
BGG: http://boardgamegeek.com/collection/user/zizi666

Offline James Holloway

  • Mad Scientist
  • Posts: 763
Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #28 on: December 14, 2012, 08:46:42 AM »
Rules, models and scenery all look great -- very characterful and very Fallout-like!

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod - picture heavy with rules
« Reply #29 on: December 14, 2012, 06:16:35 PM »
Thanks guys.

Today i dived into FalloutNew Vegas again.

I am really thinking about developing this heroic single player mod

Unfortunately i have way to less radscorpions, giant ants and Deathclaws.

 

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