Magic for ‘Throw Me a 6’

September 13, 2016

I’ve been pondering how to incorporate magic in Throw Me a 6.  I think I have come up with a simple but kind of interesting solution.

  1. Spells, in general cost “points” not unlike other systems out there.  A wizard will have a set amount per game to use.
  2. When a spell is cast, the points for the spell are expended and a success roll is made.  On a ‘1’, the spell fizzles.  On a ‘2’ through ‘5’, the spell succeeds with normal effects.  On a ‘6’, the spell critically succeeds!  ‘Throw me a 6’ right?!
  3. The ‘6’ might be to simply double the effect, or add some other bonus to the spell.  Haste, might allow a unit to move a second time.  A ‘6’ would add +2″ to each move.  Fireball might be 1-3 dice depending on how many points you spend.  A ‘6’ would double the amount of dice rolled.  Fear might cause a unit to retreat as if it just lost a melee.  A ‘6’ would also cause a loss of a stand.

I think there would be a couple of broad types of casters.  Wizard, Sorcerer, Necromancer, Druid and Priest.  Each will probably have about 3 spells to choose from.  I’ll have to give it a few tests to see how it goes.

 

 


Happiness is building a plastic model…

May 29, 2016

…and having no extra parts.  This is a quick review of the Armourfast LEFH18 105mm German Howitzer.  The box comes with 2 sprues and enough figures and pieces to make two complete guns and crews.  At $22 this is not terribly cheap but with todays miniatures prices it is not bad either.  The model has few pieces but enough detail to keep a wargamer like me quite happy.  To build, you will need a hobby knife, sprue cutters, some plastic model cement and (optionally) a cutting surface.  Below is a completed model along side a single sprue and all of the tools used to complete it.  i still have to scrape the mold lines and, of course, paint it.

The completed model and tools used.

The completed model and tools used.

The build instructions are on the back of the box.  There is no text and the actual part locations are not numbered for order of assembly.  I recommend building the carriage and gun shield as one part and the gun mount and gun as a second part.  Finally add the upper gun shield to finish off the model.  The figures are multi-part as well.  This is not a problem as the arms are situated as a single piece and go on really well.  The commander is the only single part figure.

Finished models atop the instructions side of the box.

Finished models atop the instructions side of the box.

There is another plastic model of this gun by Zvezda.  It is somewhat cheaper at about $9 per model but it only comes with 2 crew.  If playing games that require a full representation crew for the gun, you would have to supplement those figures.  I am building these guns for Rapid Fire.  The number of figures required is 4.  So…Bonus!  I can highly recommend this kit for ease of build and versatility.


Throw me a ‘6’ QRS now available!

March 3, 2016

I’ve added yet another page to the rules.  By request, there is now a QRS/Summary Sheet on the last page of the rule book.  Yes!  That’s right folks!  Rules bloat!  6 pages of text!  Enjoy!


Throw me a 6 has been updated.

February 25, 2016

After taking a read through the file recently, I noticed I never wrote in the “advance after combat” rules for Throw me a ‘6’.  I finally got around to updating the rules.  As well as this addition, I’ve updated the design notes to be more reflective of the design of the game specifically.  Find the rules here.

Finally, a little something to try.

Generals are a single stand unit.  They can influence the retreat die roll by +/-1 for any friendly unit within 4″ that has to retreat.  Alternatively, they may join a unit and influence the retreat roll by up to +/-2.  If that unit becomes involved in a melee, the general will add 1 die to the melee dice.  However, at the end of each turn that a general is involved in a melee, the opponent rolls 1 die.  On a 6 the general is killed.  Generals may move without restrictions at the rate of light cavalry.  If they are not attached to a unit and are contacted by an enemy, they will flee toward the nearest unit and attach themselves to that unit.

The ‘General’ rule has not been tried out yet.  If you plan on giving them a go, let me know how they work for you.

John


An Unexpected Party

November 21, 2015

Last Saturday was Jack’s wargame birthday party.  There were 7 kids ages, ages 7-9 at the party.  The craft went well and the kids enjoyed the figure painting.  The challenge came because several were a bit unruly at first so it was difficult to explain the game, as simple as the rules were.  The object of the game was to kill monsters, each other and gain treasure for fighting and searching.  It was a simplified version of Jack’s Rules of war.  The warriors were basic hitting on a 3 or less.  The archers hit on a 2 or less but if they missed, the enemy did not get to fight back until their turn.  The hero hit on a 4 or less and also could take 2 hits before being “defeated.”  I did not use the word “kill” because I did not want them to get the impression that I glorify war and that this was a simple strategy game.  Some pictures below of the action as it unfolded.

There was miniature painting.

There was miniature painting.

 

And the results. Not too shabby!

And the results. Not too shabby!

 

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The table before the carnage began.  The castle is another card model by Toshach Miniatures.  It was originally scaled to 10mm but the image was high res and I increased the size to 1/72 scale.

 

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Me explaining how to fight. Strangely enough, it started around the hobbit hill. And here I thought Hobbits were peaceful! Card model by Fat Dragon Games.

 

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There, of course, was cake!

 

And more fighting. Jack (right) stands with 2 of his friends. The girl won with 3 coins.

And more fighting. Jack (right) stands with 2 of his friends. The girl (name withheld) won with 3 coins.

Several of the kids really enjoyed the game and several others could take it or leave it.  Good times were had by all!  I’d call it a successful day!

 


Jack’s Rules of War

October 14, 2015

The skirmish game my son and I have been playing.  Apparently easy enough for 7 year olds to understand.  Enjoy!

Hold for 20 turns.  The forces of good must hold off hordes of Orcs until day break.

Hold for 20 turns. The forces of good must hold off hordes of Orcs until day break.

 


DF-Like updated to 1.5

July 11, 2015

I finally got around to updating my Featherstone-Like rules.  I’ve changed the way melee is resolved.  Charging units now retreat if they took 25% casualties on the approach.  There is a morale table to resolve melees now.  The loser rolls and applies the result.  There is also an option to recall cavalry that failed a morale check with no move near an enemy.  The latest rules can be found here.