So, having played a bunch of games of Aegeus with unpainted figures, which I hate doing, I returned to the painting table as soon as I got home. I managed to finish my Minoan Snake Priestess off, a non-combat hero.
Slightly NSFW (dressed in the 'Minoan style') photo for you. The jade is a bit shiny, but Dullcote should sort that out.
In the alternate world of Aegeus, the Minoans are one of the shadier factions, raiders across the sea who maintain blood sacrifices to appease Poseidon. His power over the seas has staved off the downfall off their civilisation. The Snake Priestesses are the Minoan oracles and witches, whose dark powers include summoning mythological allies.
EDIT: and a credit for the manufacturer - she is in fact Helen of Troy from Redoubt's Trojan wars range. Face that launched a thousand ships, is what they say. Definitely the face.
Also a couple more snaps from out sixth(!)* play test, switching sides with me playing Athenians. Here, an entire Athenian force spectacularly bounces off a lone Minotaur. Blame the dice for that one. After which the centaurs go off in search of easier pickings!
*curiously, I don't remember us managing to six games in one weekend in recent memory. The game time is coming in nicely at 60-90 minutes, albeit with small forces and on small tables.
A Hobby blog about wargaming, miniature painting, board gaming and other musings. Why magpie, I hear you ask? Simple: I'm constantly being distracted by new shiny things. Come in, make yourself at home and feel free to leave a comment. Caw!
Showing posts with label Playtesting. Show all posts
Showing posts with label Playtesting. Show all posts
Monday, 4 June 2012
Sunday, 3 June 2012
A slightly different scenario...
This time, using Aegeus for a true skirmish scenario, Theseus and the Minotaur.
Played on a 2' by 2' labyrinth board, the minotaur must kill the Athenian citizens given as offerings and lose Theseus In the twisting maze. Theseus' objective - kill the beast and save his compatriots!
Here, Theseus corners and slays the minotaur, as his honour guard wander lost in the endless labyrinth.
Also, can anyone help me source some fairly specific miniatures? Firstly my Bull Leapers/Taureadors, highly acrobatic Minoan warriors. Think acrobat crossed with a matador. Im after an unarmoured, loincloth only human in a very dynamic pose.
Also, I'm after some double handed axes in this shape for my Royal Guard:
Played on a 2' by 2' labyrinth board, the minotaur must kill the Athenian citizens given as offerings and lose Theseus In the twisting maze. Theseus' objective - kill the beast and save his compatriots!
Here, Theseus corners and slays the minotaur, as his honour guard wander lost in the endless labyrinth.
Also, can anyone help me source some fairly specific miniatures? Firstly my Bull Leapers/Taureadors, highly acrobatic Minoan warriors. Think acrobat crossed with a matador. Im after an unarmoured, loincloth only human in a very dynamic pose.
Also, I'm after some double handed axes in this shape for my Royal Guard:
Aegeus - First playtests
Visiting Gharak, our aim this weekend was to get a few playtests of our work in progress ruleset, under the working title 'Aegeus'. As previously mentioned, we're designing a heroic skirmish game in a world heavily inspired by a Greek Mythology. Over the past few months we've bandied quite a few ideas around and felt we'd worked up a viable and fun ruleset.
I won't go into all the detail (that's for Gharak), but the core concepts are:
-Randomly-drawn command tokens to activate units
-Alternating activation of units/heroes
-Special D6 to determine combat hits, followed by a 2D6 vs armour
-Custom-designed heroes
-Scope to handle everything from hoplites and skirmishers to legendary heroes and a menangerie of mythological beasts, with five factions currently drafted.
-Core rules capable of both skirmish clashes between warbands and Heroic scenarios like Theseus and the Minotaur.
I've started with Minoans, but to my shame, I only managed the paint one single batch of archers, and even they aren't quite finished. Gharak had his Athenians all nicely painted, and very spiffing they looked too. Minoans are designed to be lightly armoured, fast and pull lots of tricks, but weaker in combat. Except of course the Minotaur! Athenians are more about discipline, solid combat characteristics and powerful allies like centaurs.
Game 1 - Minoans vs Athenians
The Minotaur threatens some centaurs, while Minoan archers on the left force the Athenian hoplites back.
You can see the custom dice on the table, made from blank dice. The bronze-coloured tokens are the orders assigned to each unit, with options including move, attack, move and attack, rally, defensive stance and so on. Each race will have a slightly different pool of order tokens, with Minoans having more movement options, for example.
Game 1 - Much later
The wounded Minotaur's rampage continues, he sees off the Athenian infantry on the top right. Meanwhile, a Athenian hero threatens my archers.
Game 2 - Final turn
For the second test game, we added a 'heroic challenge' action, where heroes are able to call each other out in single combat. This is the only combat which is resolved by face-to-face rolls, with a gambling element where on side can opt to bow out after the first (to great shame and VP loss) or could maintain the challenge but risk further wounds. Risky, but I found this 'mini-game' added drama to heroic combat which was fitting for the heroic era we're trying to evoke. Here, the Minoan commander takes a hammering and falls...
I'm happy to report that after four games, we feel it works really well, though we're tweaking things as we go. The command system has a nice mix of randomness and tactical depth and the combat system works nicely. Of course, we would say that, given we've designed exactly the game we both want to play. it remains to be seen if anyone else agrees with us!
Next up, more playtesting, including a very different scenario...
I won't go into all the detail (that's for Gharak), but the core concepts are:
-Randomly-drawn command tokens to activate units
-Alternating activation of units/heroes
-Special D6 to determine combat hits, followed by a 2D6 vs armour
-Custom-designed heroes
-Scope to handle everything from hoplites and skirmishers to legendary heroes and a menangerie of mythological beasts, with five factions currently drafted.
-Core rules capable of both skirmish clashes between warbands and Heroic scenarios like Theseus and the Minotaur.
I've started with Minoans, but to my shame, I only managed the paint one single batch of archers, and even they aren't quite finished. Gharak had his Athenians all nicely painted, and very spiffing they looked too. Minoans are designed to be lightly armoured, fast and pull lots of tricks, but weaker in combat. Except of course the Minotaur! Athenians are more about discipline, solid combat characteristics and powerful allies like centaurs.
Game 1 - Minoans vs Athenians
The Minotaur threatens some centaurs, while Minoan archers on the left force the Athenian hoplites back.
You can see the custom dice on the table, made from blank dice. The bronze-coloured tokens are the orders assigned to each unit, with options including move, attack, move and attack, rally, defensive stance and so on. Each race will have a slightly different pool of order tokens, with Minoans having more movement options, for example.
Game 1 - Much later
The wounded Minotaur's rampage continues, he sees off the Athenian infantry on the top right. Meanwhile, a Athenian hero threatens my archers.
Game 2 - Final turn
For the second test game, we added a 'heroic challenge' action, where heroes are able to call each other out in single combat. This is the only combat which is resolved by face-to-face rolls, with a gambling element where on side can opt to bow out after the first (to great shame and VP loss) or could maintain the challenge but risk further wounds. Risky, but I found this 'mini-game' added drama to heroic combat which was fitting for the heroic era we're trying to evoke. Here, the Minoan commander takes a hammering and falls...
I'm happy to report that after four games, we feel it works really well, though we're tweaking things as we go. The command system has a nice mix of randomness and tactical depth and the combat system works nicely. Of course, we would say that, given we've designed exactly the game we both want to play. it remains to be seen if anyone else agrees with us!
Next up, more playtesting, including a very different scenario...
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