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Topics - Highland_Piper

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181
Paper Terrain & Models / WWG Chunky Dungeon Secret Door
« on: June 28, 2007, 10:37:34 PM »
Made this kitbash today and submitted it to World Works Games.







Now I'm going to have to make new rules for Secret doors for Mage Knight Dungeons!!

182
Stuff / Ultimate Storage Thread
« on: June 27, 2007, 10:07:13 PM »
What?  No I don't have any answers, however I think we should start posting what we use, what we find.  Submissions should be set up in this Template Format so we can all look at the submissions with ease.

Product Name: Name of the Storage Unit
Company Name: Company Name
Where to purchase: Store name, can be an ebay store, multiple stores
Website: post the link(s) here
Price: Be nice and add approx price conversions for Can, UK, Aus and US
Dimensions: length x width x depth be nice and convert measurements for all.  Is this the external or internal dimensions?
Compartments:How many individual compartments are there?
Compartment Dimensions: Get detailed or do an average

Review

This should tell about the product, is it stackable, protable, interchangeable, sturdy, would it break easily, on average how many miniatures or terrain could it store?  Does it keep the items safe?

What do you like or don't like about this product?  Would you suggest it or warn others away from it.  What is this product best used for.  Some like to just store tons of stuff.  Others like to store individual battle forces.

Copy and paste from here

Product Name:
Company Name:
Where to purchase:
Website:
Price:
Dimensions:
Compartments:
Compartment Dimensions:

Review<br><br>Post edited by: Highland_Piper, at: 2007/06/27 23:35

183
Mageknight Dungeons / Got to play a game of MKD!
« on: June 27, 2007, 08:18:49 PM »


I won! :woohoo: it was alot of fun!

I played Priest Wyndfenner, Chromozar, Phreggs, Geddion.  All at 1st level.

Opponent (my wife) played: Tinker Geely, Sneaky Grook and Autumn. 1 or two where at 2nd level starting out.

Lots of fun!

184
Mageknight Dungeons / MKD Quest Domain Cards
« on: June 22, 2007, 08:01:03 AM »
Ok I've re-made all of the original Domain Cards and I've made a few changes.

First off I changed the design and layout.

Second they are now the size of Business cards instead of playing cards

Now I used the Avery guides for it but I'd like to let everyone know now that no matter what guides you use your printer can always make them not match up.

I've printed all 30 domain cards out and I had to reprint two pages because the paper did not get pulled in properly.

I'm not using Business cards I'm just using standard card stock and it works well.

Now do you all think 30 Domain cards are enough?  Or should there be more?

185
MechWarrior/BattleTech / Mech Warrior Conquest Idea
« on: June 17, 2007, 11:53:58 PM »
Solaris VII will be great but I would hate to see MWAoD to fall like Mage Knight or Mage Knight Dungeons.

So how about Conquest Action Packs? I think they would sell better than the MK Conquest as the terrain for MWAoD is much smaller. All weapons and buildings would have built in dials.

And if you had GF9 make them then please don't make them over charge like they did with that Ugly terrain they made. Way too expensive for a dixie cup. The Mechs are the only bonus to them. Although to GF9 defense the MW counters and dice are cool.

Some ideas could be

Turret Action Packs (turrets about the same size as the Dropship Turrets)
- 1 Laser Turret
- 1 Long Range Missile Turret
- 3 Merc Infantry

Bunker Action Packs
- 1 Bunker with large Turret
- 1 Light Mech

Communication Action Pack
- 1 Satellite Dish
- 1 Communications Building
- 3 Merc Engineers

Wall Action Packs

- 4 Walls
- 4 Buttresses
- 2 Light lasers for Buttresses
- 1 Merc Repair Vehicle
- 1 light or medium mech

Tower Action Packs

- 1 Tower
- 1 Defensive Weapon
- 1 Heavy Mech Merc

Orbital Gun Action Pack

- 1 large Orbital Gun
- 2 Towed Gauss Rifle
- 2 Infantry of some kind.

VTOL Landing Area w/ Control Tower

- 1 Landing pad
- 1 Control Tower
- AA vehicle

Mech Repair Bay Action Pack

- 1 Repair Bay (should be large enough for Ares)
- 2 Engineers
- 1 Light Mech or Recovery vehicle

Field Hospital Action Pack

- 1 Field Hospital
- 1 MASH Vehicle
- 2 Field Medics

Faction Action Packs

- 6 Infantry
- 2 Vehicles
- 1 Artillery
- 1 Transport
- Hindering Terrain defense like sand bag walls or other.


What ideas do you have?

186
MechWarrior/BattleTech / Solaris VII Light Match #1
« on: June 16, 2007, 08:30:11 PM »
Ah the first time playing a new game.  The excitement, the fun, the frustration at trying to understand the rules.

Yeah we made a few mistakes so I will not go into great detail on this one :blush:

First game is a 3 way bash with House Liao (not played by me this time), Jade Falcon and RotS (played by me).

Here is the turn sequence

Each round is divided into 4 Stages:
1. Initiative Phase
2. Move Phase
3. Combat Phase
4. Clean-Up Phase

All players declare actions in a phase before moving to the next phase.

These are the actions you can take during each phase:
1. Initiative Phase:
-- Determine Initiative
---- Roll Dice, lowest roll goes first
---- Re-roll Ties
-- Declare special attacks
---- Charge if possible
---- DFA if possible
---- Pin

2. Move Phase:
-- Walk for no heat
-- Run for 1 heat

3. Combat Phase:
-- Attacker can declare a
---- Close Combat Order
---- Ranged Combat Order
---- Assault Order
---- Dig In Order (if possible)
---- Vent Order (lose heat immediately)
-- If you are a target of an attack you can declare a
---- Defend order
---- Dodge Order
---- Dig-In Order (if possible)

4. Clean-Up Phase
-- Resolve Damage
-- Gain Heat
-- Lose Heat


     


First round

HL moves in on RotS and JF moves for the Reputation Target.  HL and RotS exchange Fire (both missing) JF gets the first Rep Target.

Second Round



HL backs off from RotS and goes for JF (really nice to have jump jets), RotS has the longest movement range and sneaks right into HL rear arc!  RotS is the only unit to avoid damage this round.  JF had the Reputation Target land in the hex right next to it!



Third Round

Fire exchanges between HL and RotS again.  JF only wants the Rep. Target and ignores everything!  Dang crowd pleasers, no love of the game.

Fourth Round

HL and RotS use a Vent Order.  JF got yet another Rep. Target to land right next to it and decides they better get it instead of venting like the other two units.

Fifth Round



Jade Falcon overheats!  Like hungry animals the other two mechs descend on JF killing it!

Sixth Round



HL and RotS exchange fire with RotS getting the short end of the stick.  House Liao wins!  Glory to the Confederation!


Ok so it was a quick description.  We did a lot of things wrong in this game but the next will be done as perfect as possible, and with a more detailed write up.  The players will be the same, the political affiliations will be the same but this time it will be medium mechs not light.

187
MechWarrior/BattleTech / Solaris VII
« on: June 12, 2007, 10:13:13 PM »
It's back Solarisfans, This is Duncan Fischer.....

Solaris VII or Mage Knight Dungeons in MechWarrior Universe?

Yup the game is played on a board with Hexes instead of Squares.  It is like MKD but with Hexes and standard MWAoD rules.

READ IT HERE

Granted I have only skimmed through the rules so far but it does not seem that bad.  Not sure about the hexes.  maybe a way to draw CBT fans to it?

Well the map they give is alright.  I could start kicking a ton of them out.

Any thoughts or comments?

188
Stuff / HELP! Win XP pro x64 and Adobe. OMG Please help!
« on: June 07, 2007, 09:50:49 PM »
no Adobe PDF printer appears

Thats right I can not print to pdf. This is crippling to me. You can't imaging how much I hate this.

Adobe's suggestions dont work, or I'm too computer stupid to figure them out

Support Policy for Adobe Acrobat 7.0.x (Windows XP x64)
What's covered

Known limitations

Support policy for Adobe Acrobat in Windows XP x64 and Windows Server 2003 x64


Quote
Technical Support options

Adobe has tested Adobe Acrobat 7.0 (Standard and Professional) and Acrobat 3D on Windows XP x64 and Windows Server 2003 x64 operating systems running on a 64-bit processor machine. This document describes the known limitations and support options available to users of Adobe Acrobat 7.0 or Acrobat 3D in a Windows XP or Windows Server 2003 64-bit environment. Microsoft publicly released Windows XP Professional x64 Edition and Windows Server 2003 x64 on April 30, 2005. These version of Windows operating system software are the first designed specifically to work with x64 PCs. Visit the Microsoft website at www.microsoft.com/windowsxp/64bit/ for more information.

Known limitations

The following are known limitations when running Adobe Acrobat 7.0 or Acrobat 3D in the Windows XP x64 or Windows Server 2003 x64 operating systems running on a 64-bit processor machine.

-- "Warning 20225..." when you install Acrobat and Adobe PDF Printer is not created

Because Windows XP x64 and Windows Server 2003 x64 use 64-bit versions of the system's print drivers, you will receive the error message, "Warning 20225. Adobe Acrobat 7.0 Setup was unable to create a new item: Adobe PDF Port Printer," when you install Acrobat 7.0 or Acrobat 3D. The Adobe PDF Printer will not be created. Therefore you will be unable to print to the Adobe PDF Printer to create PDF files. Additionally, other PDF creation paths that use the Adobe PDF Printer will fail; this includes the PDFMaker functions in MS Office applications and AutoCAD and the Create PDF From Multiple Files option in the Acrobat file menu.

To create PDF files, create PostScript files and open them in Acrobat Distiller 7.0 to convert them to PDF. For instructions on creating PostScript files for use with Distiller, see document , "Install the AdobePS printer driver to create PostScript and printer files in Windows applications."  




But I can make pdf's from the internet. I just can not print to a pdf file. I require printing to pdf so I can open pdf from photoshop so I can texture my custom models. Example is my Chunky Dungeons and Chunky Caverns I've been working on. So until I get this fixed my whole projects are in no mans land.

Suggestions would be great!<br><br>Post edited by: Highland_Piper, at: 2007/06/07 22:51

189
Stuff / Wizkids files Lawsuit against WotC
« on: June 05, 2007, 08:11:44 PM »
May be a bit of old news to most people but here are some links

The Seattle Times

Gaming Report

Civil Action No. C07-0809MJP

WotC Announces CSG Patent

WizKids Sues Wizards Over 'CSG' Patent

United States Patent

Well WotC once tried to file suit to everyone that published a CCG, Too bad WizKids won't file back with CMG and random figure boosters.

I have bad feeling toward WotC ever since they screwed up D&D, AD&D, and all that implies.  

So I'd like to hear what everyone else has to say about the matter.

190
Computer and Video Games / Fallout 3 by Bethesda!!
« on: June 01, 2007, 08:13:31 PM »
Man I love Fallout.  What a great story and game play it had.

From Wikipedia

Fallout is a critically-acclaimed computer role-playing game produced by Tim Cain and published by Interplay in 1997. Although set in the late 22nd century, its story and artwork are heavily influenced by the post-World War II nuclear paranoia of the 1950s. The game is sometimes considered to be an unofficial sequel to Wasteland, but it could not use that title as Electronic Arts held the rights to it, and, except for minor references, the games are set in separate universes. It was also intended to use Steve Jackson Games's GURPS system, but that deal fell through, supposedly when Steve Jackson realized how violent the game was. A sequel, Fallout 2, was released in 1998.

Now it appears Bethesda, praised be their name, has picked up the rights to it.

Look at THIS EYE CANDY

3 days until the teaser trailer!

191
MechWarrior/BattleTech / WizKids to support player written articles!
« on: June 01, 2007, 08:01:28 PM »
Want to Write MechWarrior Articles?

Well it got my attention.  I think WizKids may get tired of seeing my email address.  Yup I hope to send in quite a few so wish me luck!

MechWarrior Article Submission Guidelines

May re-hash the Planetary Attack scenario and start with that one.  I have a few other ideas as well.

This is one of the things I do like about WizKids.  There is a lot of player input and decision making.  Most of the official story line is created by the winners of the MechWarrior tournaments.  The last winner had decided that the new Ares Colossal Mechs would have some kind of agenda against the Republic of the Sphere and who would ally themselves against or with and who would sit and watch.

So if you a BattleTech fan or MechWarrior fan let your voice and ideas be heard, please submit articles.

192
Computer and Video Games / 9 Dragons
« on: May 31, 2007, 08:21:49 PM »
9 Dragons

From Wikipedia
9Dragons is a MMORPG (Massively Multiplayer Online Role Playing Game) published by Korean game company Indy21 and remastered for the Western Market by Acclaim Games. The game features 3D graphics and traditional MMO control schemes. Set in China during the Ming Dynasty, it includes actual Chinese geography and historical features such as the Great Wall of China and the famous Shaolin Temple.

The Clans a player may join in 9Dragons are based upon various schools of Kung Fu and are separated into two major factions, The White Clans (loyal to the Imperial Emperor) and The Black Clans (who have no allegiance to him). The White Clans include: Shaolin (male disciples only), Wu-Tang Clan, and The League of Beggars. The Black Clans include: Sacred Flower (female disciples only), The Brotherhood of Thieves, and Heavenly Demon Clan. Each Clan has its own speerate but very similar requirements for admission.


I've been playing 9 Dragons for a couple of weeks now and I really like it.  I'm playing Shaolin (I'm learning Shaolin Kung Fu so it was a personal choice) and it sure has been an experience!

Pro's

    Descent Graphics
    It's Free
    Game Controls are simple
    Combat is fun

Con's

    Allowed to have 3 characters but it only lets you make one
    Some of the abilities are not described well and will take you a while to figure them out
    The Ranking system is not described well
    The video tutorials are in
Engrish so when they say things like Character it comes out Char-act-er sounding like Karrecter[/list]
    Quests can be repetitive go fetch this, go kill 5 of this


I give it three cools and a kiss B) B) B) :kiss:<br><br>Post edited by: Highland_Piper, at: 2007/05/31 21:23

193
MechWarrior/BattleTech / 3 part ladder Campaign - duplicate post
« on: May 30, 2007, 10:58:53 AM »
So I put together a quick three game campaign to take over a planet.



1: Infection-300 points, 10 rounds

Attacker must sneak onto base (2'x2') and upload a virus into the Planetary Satellite Systems.  Attacker must move with passive sensors and move only at half speed.  Any faster and they will be automatically detected.

Once they get to the Satellite they must spend 6 rounds uploading the virus then leave the board from their deployment zone to win.

Defender will have a four point patrol set up in advance of attacker deployment.  Use a counter for each patrol point.  The patrol markers will never be closer than 7" from the Satellite (which is placed in the center of the board) and the patrol will move in a direct straight (as straight as possible) line from and to each Patrol Point.  

Defender can not have more than one Mech or vehicle.  The rest must be infantry.  No VTOL are allowed for the defender.  At least 200 points must be put as inactive and will be activated One Round After Detection of Enemy units.  100 points for the patrol and must consist of all infantry units.

Detection Defender will detect the Attacker on a 5 or 6 on 1d6 if they are within 12".  3+ on 1d6 if they are 6" or closer.  Less than 4" and its auto detection.  Make it harder if you want by adding a +1 to die roll for detecting Mechs.

Not really as difficult as it sounds



Here is the board we set up.  The Satellite is in the center of the board.  And you can see the large 2p (2 pence {penny}) as the Patrol markers.  



Round ONE

House Liao (HL) is the Defender and has a patrol of four Veteran Combat Engineers on Patrol and 2 Combat Engineers with a Towed Gauss Rifle in Stationary Watch.  Patrol gets next to the Mech Hanger wich holds 3 Salamander Battle Armors, 2 Ravager Battle Armor and 1 Wasp Light Mech in reserve.

Attacker is Republic of the Sphere (RotS) and comes onto the board in the far corner.  I have chosen 2 Nyx, 2 Sylph Battle Armors, and one Oni Battle Armor. I move the Sylph half movement, 10 inches, to the Satellite



Round TWO

Damn, I had not thought of Sylph when I thought of this scenario.  But I only said that the defender could not have VTOL not the attacker.  No worries he is within 12" of me so I roll a d6.  I need a 5 or a 6 and I get to roll twice as the stationary watch is also within 12".

I roll a 3 followed by a 2.  I take off the order token.  My turn is done
:(

Well I escaped detection by the short sighted House Liao troops.  The Sylph stays tight while uploading the deadly virus.  I get my first counter, only five more to go. :)

Round THREE

No bid deal.  I move my patrol in a straight line (all 6") towards the next patrol point.  Both stationary and mobile patrol are within 12" of the deadly Sylph Battle Armor.

First roll is...... a one! :ohmy:
Second roll is..... a one! :blink:

NO WAY!  I really fail this time!  I add my order token and end my turn with no clue of the spy in my midst.


Again I avoided detection and recieve my second token to mark the time until the virus has been uploaded.  I fear soon that I may not escape detection.

Round FOUR

Nothing to do but check for detection.  We decided before the mission that pushing would not be allowed before detection.

First roll is...... a one! :ohmy:
Second roll is..... a one! :blink:

I can't belive I repeated those two rolls again!  Dang!  Well I remove the order token off of my patrol.


Can you belive how lucky that was!  I'm begining to think I might be able to pull this off yet!  I now get my third virus token. :cheer: Although this next turn may be tricky as the patrol gets closer.

Round FIVE

I move my patrol in a straight line towards my third patrol point.  I'm still not below the 6" mark so it is still 5 or 6 I need to roll.  I did better this time rolling a 3 and 2, but not enough to detect the Sylph.  I add an order token to my squad and silently weep. :unsure:

Boy this is going to be easier than I thought.  I bet I could streak right past them and they would not notice (not that I streak or anything :whistle: ) I now have 4 tokens, two to go!

Round SIX

Stuck here doing nothing.  I get my two rolls and surpisingly I fail both with a 2 then a 3. :angry:
I remove my order token.


:woohoo: What a bunch of loosers!  Token 5 and next round is the last one I need!  Then I can pull out and win the game!

Round SEVEN

I move my blind squad in and make my first roll.  It's a 5! About damn time and none too soon!  I place an order token on the squad of four and bring my two stationary units 6" toward the Sylph!  Not close enough!
He may just pull this off yet.


I can't belive I've been detected!  I run a Nyx up to protect the Sylph and fire two shots at the two Combat Engineers.  I hit and inflict 2 damage on one and 1 point on the other.  I place a marker on the Nyx and give him one heat for the second order.

This is my 6th Virus token and I can move out at my next turn.



Round EIGHT

I may be able to pull this off yet.  My Combat Engineers (all 6) take a pushing and move in to engage in close combat.  Well thats all I can hope for.

He wishes!  I easily break away and remove both my Sylph and Oni Battle Armor off the board.  Nice try sucker! :silly:

Round NINE

Well I know I've lost now but I will try anyways.  I Wasp and my 3 Salamanders out towards my attackers.  Thats my two commands.  One round left.

I smile as I remove one Nyx and the other Sylph off the board.

Round TEN

The Wasp moves in and takes a shot at the Nyx.  I rool an 11, +9 for my attack and I miss by one.  I knew I should have taken a pilot card.  I click up my heat and wait for defeat.

Ha ha.  House Liao can't see and can't hit either.  Could not even hit my Nyx.  Too bad for him I pulled out the last of my troops.  

TOTAL VICTORY FOR ME

I now prepare for the next mission of taking out the Cannon so my Dropship can land on the planet.


Overview

Man I could have done a lot better on this one.  I should have taken infantry with greater speed.  Other than that I can't think of what else I could have done other than use loaded dice.

Everything went according to plan and was all perfect!  I rock!<br><br>Post edited by: rob, at: 2007/05/31 01:54

194
MechWarrior/BattleTech / 3 part ladder Campaign
« on: May 30, 2007, 10:58:44 AM »
So I put together a quick three game campaign to take over a planet.



1: Infection-300 points, 10 rounds

Attacker must sneak onto base (2'x2') and upload a virus into the Planetary Satellite Systems.  Attacker must move with passive sensors and move only at half speed.  Any faster and they will be automatically detected.

Once they get to the Satellite they must spend 6 rounds uploading the virus then leave the board from their deployment zone to win.

Defender will have a four point patrol set up in advance of attacker deployment.  Use a counter for each patrol point.  The patrol markers will never be closer than 7" from the Satellite (which is placed in the center of the board) and the patrol will move in a direct straight (as straight as possible) line from and to each Patrol Point.  

Defender can not have more than one Mech or vehicle.  The rest must be infantry.  No VTOL are allowed for the defender.  At least 200 points must be put as inactive and will be activated One Round After Detection of Enemy units.  100 points for the patrol and must consist of all infantry units.

Detection Defender will detect the Attacker on a 5 or 6 on 1d6 if they are within 12".  3+ on 1d6 if they are 6" or closer.  Less than 4" and its auto detection.  Make it harder if you want by adding a +1 to die roll for detecting Mechs.

Not really as difficult as it sounds



Here is the board we set up.  The Satellite is in the center of the board.  And you can see the large 2p (2 pence {penny}) as the Patrol markers.  



Round ONE

House Liao (HL) is the Defender and has a patrol of four Veteran Combat Engineers on Patrol and 2 Combat Engineers with a Towed Gauss Rifle in Stationary Watch.  Patrol gets next to the Mech Hanger wich holds 3 Salamander Battle Armors, 2 Ravager Battle Armor and 1 Wasp Light Mech in reserve.

Attacker is Republic of the Sphere (RotS) and comes onto the board in the far corner.  I have chosen 2 Nyx, 2 Sylph Battle Armors, and one Oni Battle Armor. I move the Sylph half movement, 10 inches, to the Satellite



Round TWO

Damn, I had not thought of Sylph when I thought of this scenario.  But I only said that the defender could not have VTOL not the attacker.  No worries he is within 12" of me so I roll a d6.  I need a 5 or a 6 and I get to roll twice as the stationary watch is also within 12".

I roll a 3 followed by a 2.  I take off the order token.  My turn is done
:(

Well I escaped detection by the short sighted House Liao troops.  The Sylph stays tight while uploading the deadly virus.  I get my first counter, only five more to go. :)

Round THREE

No bid deal.  I move my patrol in a straight line (all 6") towards the next patrol point.  Both stationary and mobile patrol are within 12" of the deadly Sylph Battle Armor.

First roll is...... a one! :ohmy:
Second roll is..... a one! :blink:

NO WAY!  I really fail this time!  I add my order token and end my turn with no clue of the spy in my midst.


Again I avoided detection and recieve my second token to mark the time until the virus has been uploaded.  I fear soon that I may not escape detection.

Round FOUR

Nothing to do but check for detection.  We decided before the mission that pushing would not be allowed before detection.

First roll is...... a one! :ohmy:
Second roll is..... a one! :blink:

I can't belive I repeated those two rolls again!  Dang!  Well I remove the order token off of my patrol.


Can you belive how lucky that was!  I'm begining to think I might be able to pull this off yet!  I now get my third virus token. :cheer: Although this next turn may be tricky as the patrol gets closer.

Round FIVE

I move my patrol in a straight line towards my third patrol point.  I'm still not below the 6" mark so it is still 5 or 6 I need to roll.  I did better this time rolling a 3 and 2, but not enough to detect the Sylph.  I add an order token to my squad and silently weep. :unsure:

Boy this is going to be easier than I thought.  I bet I could streak right past them and they would not notice (not that I streak or anything :whistle: ) I now have 4 tokens, two to go!

Round SIX

Stuck here doing nothing.  I get my two rolls and surpisingly I fail both with a 2 then a 3. :angry:
I remove my order token.


:woohoo: What a bunch of loosers!  Token 5 and next round is the last one I need!  Then I can pull out and win the game!

Round SEVEN

I move my blind squad in and make my first roll.  It's a 5! About damn time and none too soon!  I place an order token on the squad of four and bring my two stationary units 6" toward the Sylph!  Not close enough!
He may just pull this off yet.


I can't belive I've been detected!  I run a Nyx up to protect the Sylph and fire two shots at the two Combat Engineers.  I hit and inflict 2 damage on one and 1 point on the other.  I place a marker on the Nyx and give him one heat for the second order.

This is my 6th Virus token and I can move out at my next turn.



Round EIGHT

I may be able to pull this off yet.  My Combat Engineers (all 6) take a pushing and move in to engage in close combat.  Well thats all I can hope for.

He wishes!  I easily break away and remove both my Sylph and Oni Battle Armor off the board.  Nice try sucker! :silly:

Round NINE

Well I know I've lost now but I will try anyways.  I Wasp and my 3 Salamanders out towards my attackers.  Thats my two commands.  One round left.

I smile as I remove one Nyx and the other Sylph off the board.

Round TEN

The Wasp moves in and takes a shot at the Nyx.  I rool an 11, +9 for my attack and I miss by one.  I knew I should have taken a pilot card.  I click up my heat and wait for defeat.

Ha ha.  House Liao can't see and can't hit either.  Could not even hit my Nyx.  Too bad for him I pulled out the last of my troops.  

TOTAL VICTORY FOR ME

I now prepare for the next mission of taking out the Cannon so my Dropship can land on the planet.


Overview

Man I could have done a lot better on this one.  I should have taken infantry with greater speed.  Other than that I can't think of what else I could have done other than use loaded dice.

Everything went according to plan and was all perfect!  I rock!

195
Stuff / Thoughts on Forums: Sub Forums
« on: May 29, 2007, 07:16:17 PM »
So far Rob I really like the new forums!  

I do have a question for you.  

Can you create Sub-Forums?  A good example is Mage/Dungeon Quest (or whatever we decide to call it).  Open the Forum and instead of just hundreds of random posts have sub-forum headings like FAQ, Rules, Terrain, Campaigns, etc.

This would also work great under each Wargame Forum where you could have sub-forums of Scenarios, topics about specific factions etc.

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