Miniature Wargaming Thread

Author Topic: Miniature Wargaming Thread  (Read 32642 times)



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Miniature wargaming is a form of wargaming that incorporates miniature figures, miniature armor and modeled terrain as the main components of play. Like other types of wargames, they can be generally considered to be a type of simulation game, generally about tactical combat, as opposed to computer and board wargames which have greater variety in scale.

While such games could also be played with counters on a table with colored paper to denote terrain types, the visual attractiveness and tactile satisfaction of painted miniatures moving around on a table with model trees, hills and other scenery has such an alluring power to convince many wargamers to prefer model/miniature games over the cheaper and easier board-and-chits alternatives.

The miniatures and scenario items at the core of the model wargaming experience are available in different scales, and many sets of rules are written with the assumption that a particular scale is being used.

So we all know what miniature wargaming is. Wargaming with miniatures, basically. But there are many types of wargaming. For instance: Warhammer Fantasy, Warhammer 40k, Axis & Allies Miniatures, Flames of war, etc. (please let me know if you want me to add to this list)



Warhammer, the Game of Fantasy Battles:


gee wizz another wiki quote how exciting
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The game has been designed with regiments of fantasy miniatures. It uses stock fantasy races such as humans (The Empire, Bretonnia, Kislev), Elves (Dark Elves, High Elves, Wood Elves), Dwarfs, Undead, Orcs and Goblins, Vampires, as well as some more unusual types such as Lizardmen, Skaven and the daemonic forces of Chaos.

Each race has its own unique strengths and flaws; Wood Elves, for example, have the most powerful archers in the game but have poor overall defence and Bretonnia have the strongest cavalry but weak infantry.


Warhammer is a tabletop wargame where two or more players compete against each other with "armies" of 25 mm - 250 mm tall heroic miniatures. The rules of the game have been published in a series of books, which describe how to move miniatures around the game surface and simulate combat in a "balanced and fair" manner. Games may be played on any appropriate surface, although the standard is a 6 ft by 4 ft tabletop decorated with model scenery in scale with the miniatures. Any individual or group of miniatures in the game is called a "unit", whether represented by a single model, or group of similar troops.

The current core game rules are supplied in a single book, with supplemental Warhammer Armies texts giving guidelines and background for army-specific rules. Movement about the playing surface is generally measured in inches and combat between troops or units given a random element with the use of six-sided dice. Army supplements also assign points values to each unit and option in the game, giving players the ability to play on even terms. An average game will have armies of 750 to 3,000 points, although smaller and larger values are quite possible. There are also different rules for movement, shooting, combat and so on, the action usually being dictated by the roll of a 6-sided die or a 'D6', or it can be a 6-sided 'scatter' die used to generate random directions, often used alongside an 'artillery' die, used mainly for cannon, stone-throwers, and unusual variant artillery.



Warhammer 40k:


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Warhammer 40,000 (informally known as Warhammer 40K or simply 40K) is a tabletop miniature wargame produced by Games Workshop, set in a dystopian science-fantasy universe. Warhammer 40,000 was created by Rick Priestley in 1987 as the futuristic companion to Warhammer Fantasy Battle, sharing many game mechanics. Expansions for Warhammer 40,000 are released from time to time which give rules for urban, planetary siege and large-scale combat. The game is currently in its fifth edition, which was published in 2008.

Players can assemble and paint individual, 22-millimeter (.98-inch) scale miniature figures that represent futuristic soldiers, creatures and vehicles of war. These figurines are collected to compose squads in armies that can be pitted against those of other players. Each player brings a roughly equal complement of units to a tabletop battlefield with handmade or purchased terrain. The players then decide upon a scenario, ranging from simple skirmishes to complex battles involving defended objectives and reinforcements. The models are physically moved around the table and the actual distance between models plays a role in the outcome of combat. Play is turn-based, with various outcomes determined by tables and the roll of dice. Battles may last anywhere from a half-hour to a whole weekend, and battles may be strung together to form campaigns. Many game and hobby stores host games, and official tournaments are held on a regular basis, such as the Throne of Skulls.

Warhammer 40,000's space-fantasy setting spans a vast fictional universe set roughly thirty-eight millennia into the future. Its various factions and races include the Imperium of Man, a decentralized yet totalitarian interstellar empire that has ruled the vast majority of humanity for millennia, the Orks (similar to Warhammer Fantasy Orcs), the Eldar (similar to Elves in Warhammer Fantasy Battle), and Daemons (very similar in both universes, although the precise natures of their creation and existence vary slightly), among others. The background and playing rules of each faction are covered in the game's rule books and supplemental army 'codexes', along with articles in the Games Workshop magazines, White Dwarf and Imperial Armour. The game's miniatures are produced by Citadel Miniatures and Forge World.

The Warhammer 40,000 setting is used for several tabletop games, video games, and works of fiction, including licensed works published by Black Library, a subsidiary of Games Workshop. The events and characters are described, below, using in-universe tone.



Axis & Allies Miniatures:


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Axis & Allies Miniatures is a miniature wargaming system including both a rule set and a line of 1/100 scale miniature armor (15 mm figure scale) collectible miniatures. The game is set in the World War II era with units representing individual vehicles and artillery or squads of infantry. The system was first released in 2005 and is currently produced by Avalon Hill, a division of the game company Wizards of the Coast, which itself is a subsidiary of Hasbro.

Aimed at the collectible miniatures game market, the title Axis & Allies drew on that game's historic strength and notoriety. However, the miniature game bears little resemblance to the widely sold board games and other Axis & Allies items. Instead of a game of grand strategy, the miniatures game focuses on the tactical battle, with units fielded on either side of the battle being rarely greater than a company. Each piece is assigned a point value so that balanced matches can be constructed. Tournament play is typically done with 100 points per side, with infantry units usually having values of fewer than 10 points each and vehicles range from less than 10 to 50 or more based on relative strengths. Scenarios may alter these numbers or otherwise determine the constitution of each side. The map board consists of 2" (5 cm) hexes, with different terrain types represented within. Most set-ups are fewer than 20 hexes in either dimension. Combat resolution is done by rolling pools of standard six-sided dice.

Rule books are included in every starter set. For the Ground Sets, Expanded Rules were published separately. For the Naval Sets, Advanced Rules are available online.
The initial release included a broad range of units for Germany, the United Kingdom, and the United States, with a more limited set for Japan and the Soviet Union. Two units each were included of French and Italian forces. The second set added Nationalist China, Poland, and Romania to the mix, while the third set adds a single Australian unit. The fourth set debuted Canadian units, the fifth Hungarian units, the seventh Greek units, and the eighth Finnish units. The ninth introduced Slovakian, Belgian and South African troops.



Flames of War:


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Flames of War allows players to wargame company level battles from the European and North African Theatres of World War Two, using 1/100 scale miniatures (15 mm figure scale) and miniature armour.

In the 1st Edition rulebook basic army lists were provided for the mid-war period (1942–1943), while Battlefront published early (1939–1941) and late war (1944–1945) army lists on their website (subsequently these early and late war lists were removed). The 2nd Edition of the rulebook was published in 2006. The 3rd Edition of the rules was released on March 10th, 2012.

Gameplay takes place over a series of turns, with players alternating movement, shooting and close assault. This simple sequence of play, often called "I-Go, You-go", helps people who are unfamiliar with wargames or who are familiar with other games with a similar structure to quickly learn the rules. The game is optimised for two players, although it can be played by a larger number of players playing against each other or grouped in teams.

Play revolves around company-level tactics, with each stand or element representing an infantry fireteam (half-squad/section), an artillery piece and its crew, or a single vehicle (such as a tank, jeep, or armoured car). Air support is also available, in the form of fighters (like the Hawker Hurricane) and ground attack aircraft (like the Ilyushin Il-2 "Shturmovik"), with aircraft generally being represented by 1:144 scale models.

The main rulebook has numerous scenarios players can use for their games, from a simple all-out battle scenario to objective-taking missions. Additional army sourcebooks contain further scenarios, usually centered around historical events relevant to that particular book. Game play utilizes six-sided dice to pass various skill tests used to shoot at enemies or pass motivation based tests. Movement distances and weapon ranges are provided in both inches and centimeters and are usually measured with tape measures or other measuring aides.

Current army sourcebooks are based on particular campaigns and include lists for the German Wehrmacht (including the Deutsches Afrikakorps, the Waffen SS and Luftwaffe ground troops), the U.S. Army (including Rangers and Airborne units), the armies of United Kingdom and Commonwealth (India, Australia, Canada, South Africa, and New Zealand), the Red Army of the Soviet Union, (including the Soviet 8ya Gvardeyskiy Strelkovy Korpus), the Italian army (including elite Bersaglieri and Paracadutisti, regular Fucilieri, and fascist Blackshirts paramilitaries), as well as nations that played as smaller role such as the Poles, Hungarians, Finns, and Romanians. Sourcebooks have so far been restricted to the European theater and Mediterranean theater; Battlefront has indicated that future releases may include coverage of the Pacific theater, but only after army lists and campaign supplements covering the early and late periods of fighting in Europe have been released.
Flames of War provides players who are interested in World War II wargaming but lack an in-depth knowledge of the period with a "one-stop shop".

The rulebook and sourcebooks provide not only the rules of the game and scenarios to play but also background material on historical forces and battles and simple guides to organising, assembling, and painting miniature armies.


BrikWars:

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BrikWars is a miniatures wargaming system by Mike Rayhawk, created for use with plastic building blocks and figurines. It is designed to be simplistic and flexible, allowing for its players' full range of creativity in creating armies, creatures, vehicles, and worlds out of construction toys. Although targeted primarily at adults, BrikWars is known for its straight-faced acceptance of the kinds of ridiculous scenarios and multi-genre mashups that arise naturally when children dump out their unsorted toybins on the floor. Much of its humor comes from satirizing "serious" wargames and their players, while flouting or deliberately misinterpreting conventions of the genre.

BrikWars uses "minifigs" (usually LEGO minifigures or equivalent miniature figures from other construction toy brands) as small soldiers, and terrain constructed from construction bricks or random objects found near the playing area. While the game can be played with completely non-construction-toy related objects, such as action figures, stuffed animals, or tin soldiers, the rules lend themselves best to figures and structures which can be easily disassembled and reconstructed. These models might represent real or fictional-world forces and situations, but are just as likely to represent exactly what they are - toys engaging in arbitrary battles for toy supremacy.

BrikWars 2005 is the most current version of the BrikWars rules, and is greatly reduced in size and complexity from the BrikWars 2001 rules. The 2001 rules are now considered the "advanced" version of the 2005 rules, containing additional material that covers subjects excluded from the 2005 rules (such as adjudicating superpowers and magic). The 2001 rules version as well as extra units can be found on Brikwars.com's Supplements page. These rules are compatible with BrikWars 2005 and are used by many players to add supplemental unit and weapon types, such as flamethrowers or Mediks.


THIS TOPIC IS NOT FOR THE DISCUSSION OF COMPUTER GAME RTS STUFFS

GO DIE IN A FIRE IF YOU MENTION IT HERE
« Last Edit: June 12, 2012, 11:29:16 AM by Jacob 123456789 »

BattleTech:

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BattleTech is a wargaming and science fiction franchise launched by FASA Corporation in 1984, acquired by WizKids in 2000, and owned since 2003 by Topps. The series began with FASA's debut of the board game BattleTech (originally named Battledroids) by Jordan Weisman and L. Ross Babrooster III and has since grown to include numerous expansions to the original game, several computer and video games, a collectible card game, a series of more than 100 novels, an animated television series and more.

Chicago-based FASA Corporation's original, 1984 BattleTech game focuses on enormous robotic, semi-humanoid battle machines called Battledroids. Their name was changed to BattleMechs in the second edition because George Lucas and Lucasfilm claimed the rights to the term "droid". The visual design of the earliest line of BattleMechs were taken from Macross and other anime, including many signature images. In later years FASA abandoned these images, and it was common speculation by fans that the decision was the result of a lawsuit brought against them by Playmates and Harmony Gold [USA] over the use of said images. No official broke the silence until 2007, after FASA had sold the BattleTech intellectual property to WizKids Games. Under license from them, the Classic BattleTech line developer for Fantasy Productions, Randall N. Bills explained that FASA had sued Playmates over the use of images owned by FASA, but received no compensation, even though Playmates was ordered to stop using the images in question. After realizing how the use of licensed images made them vulnerable to lawsuits and afraid that such a suit would bankrupt the company, FASA made the decision to only use images owned by them and them alone. The BattleMechs taken from the various anime sources were then considered "Unseen". When Fantasy Productions licensed the property, these "Unseen" images were expanded to include all art produced "out-of-house" – that is, whose copyrights resided with the creators, not the company. Catalyst Game Labs has continued this practice. On 24 June 2009, Catalyst Game Labs announced that they had secured the rights to the "unseen"; as a result, art depicting the original 'Mechs absent from publications for over a decade, can be legally used again. An update on 11 Aug. 2009 has placed the unseen restriction on several designs once again. This update affects only the designs whose images originated from Macross. Designs whose images originated from other anime such as Dougram and Crusher Joe are unaffected by this change and are still no longer considered unseen. By August 2011, the remaining images that were considered to be unseen were returned to unseen status due to continuing problems with license agreements.

At its most basic, the game of BattleTech is played on a map sheet composed of hexagon-shaped terrain tiles. The combat units are 30-foot-tall (9.1 m) humanoid armored combat units called BattleMechs, powered by fusion reactors, armed with lasers, particle projection cannons, autocannons, and both short and long range missiles. Typically these are represented on the game board by two-inch-tall miniature figurines that the players can paint to their own specifications, although older publications such as the 1st edition included small scale plastic models originally created for the Macross TV series, and the 2nd edition boxed set included small cardboard pictures (front and back images) that were set in rubber bases to represent the units. The game is played in turns, with each turn composed of multiple stages. During each stage players alternate back and forth playing the game. The stages are initiative, movement, attack declaration, attacks, physical attacks, and end phase. Winning initiative actually means the winning player moves second, advantageous because the player can react to the movements and attack declarations of the losing player.

Heat buildup is a major limiting factor of the game, and overheating a unit can have many negative affects such as penalties to weapon accuracy, slower movement, or even detonation of any ammunition carried by the Mech.

Armor is tracked by body location of the mech, such as arms, legs, and multiple torso locations. Combat generally involves a slow attrition of damage over multiple turns of the game.

The game's popularity spawned several variants and expansions to the core system, including CityTech which fleshed out urban operations, infantry and vehicle combat, AeroTech which focused on air- and space-based operations, and BattleSpace which detailed large spacecraft combat. FASA also published numerous sourcebooks that featured specifications for new combat units that players could select from. However, despite the large number of such pre-designed BattleMechs, vehicles, aerospace units and other military hardware, the creators also established a system of custom design rules, enabling players to generate their own units and field them in combat. This engineering aspect of the game, itself expanded by several design and technology sourcebooks, has proven to be enduringly popular and may explain BattleTech's longevity.

FASA launched two additional systems to complement the core game: BattleTroops, an infantry combat system, and BattleForce, a large-scale combat simulator governing the actions of grouped BattleTech units. The Succession Wars, a board game released in 1987, is one of only two purely strategic titles of the series (the other being "The Inner Sphere in Flames" from the Combat Operations book). The Succession Wars is played on a political star map, with players trying to capture regions of space.

Recent years have seen a trend of consolidating the expansions into the core products, beginning under FASA's aegis and continued by both FanPro and Catalyst Game Labs. Of the current set of core rules, Total Warfare includes elements originating in CityTech and AeroTech 2 (itself a consolidation of AeroTech and BattleSpace), while Tactical Operations consolidates Maximum Tech Rules and adds new rules for Advance/Experimental weapons & equipment, Strategic Operations includes advance Aerospace rules which include usage of large aerospace units (Jumpships/Warships/Space Stations/Fighter Squadrons) which is remaining half AeroTech 2 left out of Total Warfare as well revised version of BattleForce, and Interstellar Operations is slated to introduce rules to control Clans/Succession Houses/Empires to conquer the Inner Sphere or Clan Space.

Blockland Warmachine and Hordes MEGATHREAD



WARMACHINE players take on the role of warcasters as they lead their titanic forces into battle. Warcasters possess significant martial prowess of their own as well as having hardened warriors and magical spells to bring to bear. Players collect, assemble, and paint fantastically detailed models representing the varied warriors, machines, and creatures in their armies. WARMACHINE is fully compatible with its feral twin, the monstrous miniatures combat game of HORDES.

A WARMACHINE warcaster's true strength lies in his ability to control and coordinate the mighty combat automatons at the heart of his forces—his warjacks. Each and every warjack is a looming ironclad behemoth, a coal-fired engine of destruction with a primitive magical brain in addition to its unique weapons and capabilities. On its own a warjack is capable of only the most rudimentary actions, but when controlled by a warcaster its efficiency and deadliness increase dramatically. Using his warjacks wisely can decide a battle for a seasoned warcaster.

A crucial component to a player's strategy in WARMACHINE is how he uses his warcaster's focus points to boost his army's abilities. Focus points can be used to enhance a 'jack's already impressive combat power or spent on powerful spells to decimate opposing units or provide powerful benefits to a warcaster's own troops. Properly allocated, a warcaster's focus points can turn his army into a momentous engine of destruction.


HORDES players take on the role of warlocks as they lead their wild forces into battle. Warlocks are formidable combatants in their own right, and their armies make use of both hardened and brutal warriors and packs of savage warbeasts, allowing them to contend on equal footing with the greatest armies of the Iron Kingdoms. Players collect, assemble, and paint fantastically detailed models representing the varied warriors, minions, and beasts in their hordes. HORDES is the feral twin of the steam-powered combat game of WARMACHINE, and the two are fully compatible.

A HORDES warlock's greatest strength is not his considerable combat abilities or even his daunting magical knowledge, but his synergy with the warbeasts in his horde. From the unflinching and ferocious trolls to the nightmarish and unnatural dragonspawn, warbeasts are dangerous creatures in any circumstance. Under the control of their warlock masters, they become nigh unstoppable.

A crucial component to a player's strategy in HORDES is how he uses his available fury points to boost his army's abilities. Fury points can be used to enhance a warbeast's already impressive combat power or spent on powerful spells to decimate opposing units or provide powerful benefits to a warlock's own troops. Properly managed, fury points can turn a warlock's army into a terrifying engine of destruction. Generating too much fury can backfire, though, causing warbeasts to frenzy and attack whatever is nearest—be it friend or foe!

loving QUOTE because I am a lazy bastard


hello
« Last Edit: October 27, 2012, 05:39:08 PM by Jacob 123456789 »




BRIKWARS, MOTHERforgetER

do you want me to add it?

YES



also the website is down for some reason so I have to use the wayback machine


Used to play WH40K with the Tau.

I think I was literally the worst Tau player and painter in the game so I stopped playing.

I would start playing WH40k again but it is expensive as forget

bdump

Yes, Warhammer is quite expensive

Which is why I play Axis&Allies, which is like $15 per booster pack (5 models)

all prepainted too (BECAUSE I AM A LAZY ARSE)


Wow Brikwars sounds like something for me.
I already have some sort of armys with pretty nice appearance and guns and stuff.
I should really learn more about it but I heavily doubt that anyone plays it where I live.


YEAH FLAMES OF WAAAAR YEEAAAAAAH!

what scale is flames of war?
i'm pretty sure 40k is 22mm and i wanna know if i could maybe proxy flames of war minis if i so desired

i want to do brikwars in blockland