Dragonmech Battles Proxies
Posted: Tue Feb 19, 2008 12:16 pm
A billion years ago I was running a dragonmech campaign 3000 miles from where I know live (one of those numbers is exaggerated).
I was in the processes of developing a rip-off ruleset of the generic DND minis to be applied to dragonmech. I had assembled a bunch mageknight minis to use as proxies. Here is an example of a whole bunch of very dragonmechy figures for way cheap:
http://store.gamingetcstore.com/mage-kn ... 49-99.html
One of the more interesting things I noticed is that while a single normal ork is completely powerless over a mech, you take a pack of 20 of them, all with ropes and grapples, have 19 of them 'aide another', and the leader of the pack has a pretty good bonus to his roll to take the mech down. I introduced squads of 5 men (or orks) as an element to the rules and worked in 'aide another' roles into the squad's overall chance of pulling down a mech.
I even had 6mm scale ork stands from a box of 'epic scale 40k'.
Another thing I noticed is that while an individual steam rifleman had no chance of taking a mech down, if 20 of them are all sniping at the pilot, 1 of them is probably going to get that natural 20 and hit. I attempted to run some statistics and work this into the '5 dwarf steamrifle squad' unit stats.
I completely failed to come up with a simple, satisfying way to handle board actions, so I'm very happy to see that's being addressed.
I'll dig around through my old files and see if I can find my notes and post 'em or send to the 'dragonmech battles' guys.
I was in the processes of developing a rip-off ruleset of the generic DND minis to be applied to dragonmech. I had assembled a bunch mageknight minis to use as proxies. Here is an example of a whole bunch of very dragonmechy figures for way cheap:
http://store.gamingetcstore.com/mage-kn ... 49-99.html
One of the more interesting things I noticed is that while a single normal ork is completely powerless over a mech, you take a pack of 20 of them, all with ropes and grapples, have 19 of them 'aide another', and the leader of the pack has a pretty good bonus to his roll to take the mech down. I introduced squads of 5 men (or orks) as an element to the rules and worked in 'aide another' roles into the squad's overall chance of pulling down a mech.
I even had 6mm scale ork stands from a box of 'epic scale 40k'.
Another thing I noticed is that while an individual steam rifleman had no chance of taking a mech down, if 20 of them are all sniping at the pilot, 1 of them is probably going to get that natural 20 and hit. I attempted to run some statistics and work this into the '5 dwarf steamrifle squad' unit stats.
I completely failed to come up with a simple, satisfying way to handle board actions, so I'm very happy to see that's being addressed.
I'll dig around through my old files and see if I can find my notes and post 'em or send to the 'dragonmech battles' guys.