Monday, December 19, 2016

WEG Star Wars RPG vs Age of Rebellion RPG

I have been a long time fan of the older WEG Star Wars RPG.  I thought it was a great game system and enjoyed it.  Unfortunately it is long OOP.


Enter Fantasy Flight Games.  They now have the license for most of the Star Wars games.  They have created an RPG system that originally started with Edge of The Empire, and has sense expanded.  I have recently picked up Age of Rebellion RPG and wanted to offer a comparison...


(I know that there was a D20 Star Wars game, but never played that because I simply didn't like the idea of D&D modified for Star Wars!)

Disclaimer...

The first thing that I have to say is that I have played WEG Star Wars several times, but I haven't played Age of Rebellion yet, just read through the rules (and did a couple of play test fights against myself)

Simple Comparison

What I like most about Age of Rebellion is their dice system.  In essence it is a dice pool vs a target number.  However, the target number is determined by the dice.  Also, the dice aren't simple numbers, but rather they are icons.

Below are the dice and their icons (plus there is a conversion table for using "normal" dice.



So, let's say you wanted to do a skill test.  You insert however many dice the governing ability is - usually 2-4.  Then you would insert any proficiency dice which represents advancement in that particular skill.  If the GM determines that there are any advantageous circumstances, then you may get a boost dice (or even more than one!).  The GM then sets the difficulty of the action by adding difficulty dice, and if it is very hard a challenge die or two.  Possibly some setback dice based upon the situation.

You then roll the pull, and you are looking for successes vs failures.  If you get more successes than failures you succeed.  You many also get Advantages or Threats which indicate special successes or failures.  You can also get a triumph or Despair which are extraordinary successes or failures.  In order for those to apply you must have more of one than the other (i.e., more Advantages than Threats)  It is possible to succeed at a task, but also have a threat or even a despair.  This is then up the the GM to determine possible outcomes.

 (For instance you are hacking a computer and you succeed, but with a Threat.  So the GM says that you get the info you need, but manage to set off an alarm while doing it)

Combat uses the same mechanics as skill tests, which is a good thing.

In a lot of ways this is somewhat similar to the old WEG game.  The new dice mechanics though add a good change.

With the old WEG system skills were a dice pool of D6s.  The greater your skills are, the more you have.  The problem with that approach is that after a while the benefits of increasing your skills start to diminish.  The more dice you have, the less likely you are to get an extreme result, so the more average your rolls become.  A character with 10D skill isn't much better than one with 8D.

Combat

Combat is pretty good with a couple of minor issues (in my opinion)

Damage is basically a hit point based system.  Weapons do a certain amount of damage. The damage is modified by extra success dice.  (for instance a blaster may do 9 damage, plus 1 for every success dice that isn't canceled by a Failure dice)  Damaged is then reduced by a "soak" value, which is a combination of armor and physical "toughness".  The total is reduced from your hit points (called Wound Threshold)

In addition, weapons can generate critical affects if they do a certain number of excess Advantages.  The number needed is set by the weapon.  2-4 is the most common range.  So, if you hit, AND you have enough Advantages left over, then you can also do a critical.

Now, most of the critical hits are kind of geared to be used against PCs or named enemies because for the most part they deal long term injuries rather than just extra damage.

In WEG system damage is dealt by D6.  Like a good blaster will do 4D6 damage.  Roll 4 dice and then compare it to the victim's Strength (Usually 2D6-4D6).  If the blaster roll is higher than the Strength roll, then you do damage.  While Age of Empire uses "Wound Threshold"  WEG uses actual wound levels.  You can be "stunned", "wounded", "incapacitated", or "mortally wounded"

I kind of like the WEG approach to injuries better.  I have never liked hit point based systems.
 However the Age of Rebellion system doesn't use a ton of hit points, and they aren't constantly increasing like in D20 games, so combat is still dangerous.  Also for most simple bad guys they have "minions" which are characters with only a few HP, so a good hit will usually kill them.

Both systems handle space combat similarly to ground combat which is great because you don't have to use two different systems to play.  Both systems scale damage to the area of play so that you don't have to use massive amounts of dice to do space battles.  The damage ranges are basically the same as those in character battles, but both give a way to represent the larger guns if they attack characters.
FFG says to add 10 to the damage done by vehicle blasters against people.  WEG adds extra damage dice.

Combat flaws...

The one area that I don't like in combat is that ranges and movement are abstracted.  You have some basic range bands, and movement is basically closing from one range band to another.  It works pretty well for most things, but the one area that I find a flaw in, is the location of characters and enemies within relationship to each other.  

Ranges are "engaged", "short", "medium", "long", "extreme".  Some weapons will only fire to short, or medium, while others can fire even longer.  The problem is with grenade weapons.  They affect everyone within "engaged" range of the blast area.  So it is always up to the GM to determine who is within the blast radius.  The game really doesn't support using miniatures to represent the battlefield very well.  However, you can still use them to give an idea of the picture, so it isn't a major concern.

Another flaw

This isn't really a flaw, just a concern.  The Fantasy Flight Game can be VERY expensive to get into. You can buy a boxed set that has the basics of the game, but to really play it, you need the core rule book.  However, there are three core games.  There is Edge of Empire, Age of Rebellion and Force and Destiny.  The core rulebooks all cost $60.00.  Now you don't have to have them all, you can use only one, but each one gives a different area of play.  For instance, if you wanted to play a group like those in "A New Hope", you would need Edge of Empire for Han and Chewie, Age of Rebellion because of the rebels involved, and probably Force and Destiny, because the other two don't have a ton of info on the force.

Which is better

That is hard to say.  There are a lot of great aspects about both systems.  The one thing I like about WEG is the ability to use WEG Star Wars Miniatures Battles with the system.  It converts over solidly for when you want to do bigger battles.

However the FFG system has some other great advantages with them. The dice system is great, offers a little more variety than just simple dots on a dice.  


Monday, November 21, 2016

Recent Painting Flurry

I've been a bit quiet because I just don't have enough time recently to game or paint, however, over the last few weeks I have had a little time here and there, so here are my latest results!

How do you know when you have to many different eras going on?  This is getting close!

15mm  US 57mm ATG

Captain America and the Human Torch for 15mm Weird War II

Goblins from Battle Valor Games.  My favorite 15mm Goblins yet!

A couple of Battle Valor orcs.  These are also great!

Battle Valor Dwarf Hero

Battle Valor Rangers - Some of the best I have seen.  I love the fact that they have a lot of variants!

15mm ACW from Blue Moon.  This one frustrated me.  I had about 30 of these painted and when I was going to seal them with Dull Coat, I dropped them, thus there are a lot of places where the paint was chipped.  Didn't feel like touching up now!

Battle Valor Dwarves

Monday, August 22, 2016

Battle Valor Games - 15mm Goblins

Battle Valor Games is a relatively new company, but they are rolling out a lot of figures.  I have already compared the Orcians, Dwarians, and Legian Rangers.  Now I have some goblins from them.

Basic review.

I love the quality of these guys.  My pictures (and painting) doesn't do them justice.  The sculpting detail is very good.  The faces have a lot of character for 15mm.  That is pretty rare.

The only thing I'm not excited about is the number of variants.  The ones that I have are from the swordsmen pack and there are 6 variants in that pack.  That is quite good, but all of the other ones have 3 or 4 variants.  If you order the 35 pack you will end up with about 10 of each pose.  The only reason that I complain is that many of the other packs have as many as 10 variants.

Still, they are great figures, and I will get more.

With an orc from Khurasan Miniatures.  These are some great figures also!

One of the Orcians from BVG

One of the Legian Rangers - My favorite figs to date from them!

This is with a Splintered Light Miniatures - Splintered Land Goblin

This is one of the Dwarians from BVG.
Well, I hope that helps!  I am hoping to get a little better camera to get some better looking pictures.

Friday, August 5, 2016

Battle Valor Games - Rangers reviewed

I just got my last batch of Battle Valor Games miniatures.

These are from their Legian range of figures.  They make some great looking rangers.  They will be perfect for Faramir and his rangers.

I have ben very impressed with the BVR range so far, and I have fallen in love with these guys.  The details are very good (which you can't tell from my painting or my pics).  There is a large variety of poses which I very much am happy for!  Most of their ranges have several poses, though there are some that only have 3 or 4 different variants.  Their website has good pictures of the figures available in the packs, so you can see which ones have only limited poses.

The faces are clearly detailed with hair and beards on some.  There are even a couple of bald guys.  I had very little casting problems.  There was a little stub on the bottom of most bases, and most of the guys had the little stubs from the air holes in a few places.  A quick scrape with an Exacto Knife took care of those.

Here is a link to the range
http://www.battlevalorgames.com/thelegian.aspx

The big question though is how do they mix with other figures.  Here are some comparison shots.
Left - Copplestone, center Splintered Light, right - Old Glory and Black Raven Foundry

Black Raven Foundry looks like they mix well, but I don't think they look quite as good together on the battlefield.

Copplestone Castings.  Some of the best detailed 15mm figs I have ever seen!  The BVG figs are slightly larger, but not bad.





 Old Glory 15s.  Old Glory has a great range of 15mm medieval and dark age figures.  They mix well.  Old Glory isn't quite as detailed though.

Splintered Light has a great range of adventurers.  Possibly one of the largest in 15mm.  They are constantly growing.  The BVG figs are a bit larger, and have a little better detail, but they still work well together.


 Demonworld has a great range of figures (Now produced by Ral Partha Europe)  This is a witch from one of their ranges.  They mix very well together in style and size. 
 This is another historical range.  It is Legio Heroica range.  They make good figs.  I didn't pose this well because his spear is blocking his face.  However you can still see that they mix pretty well.
 Another Copplestone fig.  Still smaller...
This is a figure from the old TSR Battlesystem range.  Unfortunately OOP and almost impossible to get hold of.  Still, if you do, it is a good fit!


Thursday, February 18, 2016

New 15mm Fantasy Range

There is a new range of 15mm fantasy figs that are being released. From what I can tell, it looks like it will be a very extensive range. I have recently ordered one pack of their Orcian (orcs) range. The swordsmen. I have some pics of these and wanted to do some comparison shots.

I like what I see so far.  The orcs are very detailed and there are many variants in the pack.  Some of the variations are very subtle - Just a head swap or something similar, but still an incredible amount of variants!

The figs are fairly large and bulky.  I would say that they are 1-2mm taller than most other orcs I have, and are slightly broader, but the quality of the sculpts are amazingly good.  I believe that the large size is intentional. They are meant to be the large burly orcs that are common in games now.  I like the fact that the faces aren't that cartoony GW look.

Anyway, you can look at the shots below to make some of your own conclusions.  I don't think that the size difference stands out that much.

Sorry for the poor picture quality.  I couldn't get the lighting quite right for these

Here are the first 4 I have painted
Grenadier, Demonworld, Khurasan, BVG, Eureka Man Orc, BVG, Black Raven Foundry
Same pic
Now for humans.  Splintered Light, Black Raven Foundry Ranger, FVG, Old Glory, BVG, Armies of Arcana(Now Lone Gunman)
More figs.  Copplestone Barbarian, BVG, Old Glory, BVG, Eureka Orc
Now for some big guys!  Demonworld Ogre, BVG, Splintered Light Ogre, BVG, Demonworld Troll

Thursday, January 28, 2016

Weird War II for Battleground WWII


I am still a big fan of Battleground WWII.  I think that it is a game that will work well for Weird War II.  I just have to work on creating the vehicles and equipment that I need.

Fortunately, I am not alone in doing this.  I have found a great website that has a lot of rules already created for Weird War II.  http://www.weirdwwii.com/  One brief warning about the site.  There is some adult content on there because he reviews just about every war movie made, and many have gratuitous sex scenes.

With that said here are the first of the items that I have created for the game.

These are both works in progress, but I wanted to give a preview of what I was doing.



Thursday, November 5, 2015

Battlesystem Castle attack!

I haven't posted anything in a while.  Working 2 jobs causes you to loose a lot of playing time.

I have had some chances to play the new Star Wars Armada game, which was fun, but I don't have any pictures or reports.  (I lost badly, so a report isn't too much fun!)

The Battle

Forces of Good


The leaders are inside, not on the roof!
Lord Gorfus  AD 10/6*,  AR 4, Hits 3, Morale bonus +1
Mage Sandara - AD 4/4*, AR 8, Hits 1, Spell Points 8,  Magic Mis. 1 pt, Fireball 3 pt,
Father Tannor - AD6, AR5, Hits 2,  Spell Points 9,  Bless 1pt, Chant 2pt, Heal 1pt

Heavy Infantry - AD 6/8/6*, AR 5, Hits 1, ML 12
Heavy Archers - AD 6/6*, AR 6, Hits 1, ML 12
All of our defenders







Main Body of the orc army

Forces of Evil

Grog - AD10, AR 4, Hits 3  Morale bonus +1
Shaman - AD4, AR 9, Hits 2  Spell Points 5, Battle Rage(increase AD +1 for 2 turns) 2 pts, Courage(Increase Morale +2 for 1 round) 1 Pt

Light Orcs  AD 6, AR 9, Hits 1, ML 10 - Irregular only.
Med Orcs AD6, AR 7, Hits 1, ML 11
Orc Archers  AD 6/6*, AR 9, HIts 1, ML 10
Western Attack Company
Ogres  AD 8, AR 7, Hits 2, ML 11





Army banner adds +1 to ML
Southeastern attack group - Medium orcs
Army Musician - Doubles Grog's command distance.
*= ranged weapon

Situation
Orcs have recently crushed a relief column bringing troops to the castle, so the defenders are greatly outnumbered. A couple of orc unit have come around from the south to stop the defenders from escaping.

The main body is coming in from the north.  They have 1 catapult and 1 ballista to aid in the attack.

Round 1

Western group crossing river
The evil side moves first.  All of the orcs advance, but are out of bow range.

 The catapult loads with small rocks and hurtles them at the tower.  They completely miss.
The good side has no targets as they are all out of range.

Main force advances
 
The defenders on the western wall looking for targets!



















Round 2


First blood of the battle, and the start of a bad day for this unit!
These guys would hold their position for the rest of the night!
Evil moves again.  The catapult reloads
Good moves next.  The orc band to the west is now in long range.  The defenders fire and manage to get two hits, and one is a kill.  First blood is drawn!  The archers on the main tower fire at the orc archers and one of them also falls!

















Round 3

One archer down!
Evil moves first again!  The orcs continue to advance.  Now the ballista fires.  It scores a hit, but the walls of the tower saves the defending archer.  The catapult fires again, and this time some of the rocks strike.  One archer falls to the blow.  The advancing orcs unleash a battle cry!
When the good side activates, they find a lot of targets in their range.  The archers on the tower fire again, and the lightly armored orc archers have two more fall!
A particularly bad round of fire for these guys!
To the west a round of extremely good dice rolls kill 4 more orcs.  Amazingly they manage to make their morale check!














Attack the tower!
Round 4

This time good activates first.  On the west they fire on the orcs once more, and 3 more fall.  They make another morale test.  This time they fail miserably, and find themselves fleeing in complete disorder across the river.  The archers on the tower manage to miss every shot!

They are getting closer!
When the evil side activates they continue to swarm forward.  The ogres are now moving past the archers and crossing the stream.  All of the orcs are now making their way across the river.
The broken unit to the west can't rally, and continues to flee.  One more failed rally will see them disperse!  The archers fire, but all miss.  The ballista fires but it too misses.  The catapult is reloading.
The defenders are now getting very nervous!


Round 5

The attackers view!
NE group crosses river.
Good activates first again.  The archers on the towers fire at the ogres as they cross the river.  They get three hits, but the ogres simply shake them off.  However the wizard fires a magic missile at the ogres and manages to actually kill one!  They make a morale test but succeed.  On the east side of the castle, several archers now can fire at the orc unit coming out of the stream.  They get two hits and both kill.  They make a morale check and succeed.
Getting across the river
The defenders on the west now turn to face the orcs crossing the stream to the northwest.  They fire and kill one orc.  The orcs easily pass their morale test to keep moving.

These guys rally, but are still shaken
When the evil activates the orcs are crossing the river as quickly as possible.  The orgres cross and move rapidly towards the gates.  The orc archers continue to blast arrows, and by sheer blind luck, they actually strike a defending archer and the man falls dead!  The orcs to the west of the castle manage to rally, and are now shaken, but not fleeing.







Round 6

Evil activates first.  The ogres rush the gate and start bashing at it.  They do 4 points of damage, so the gate has 6 left!  The defenders are now worried that the gate would soon fall!  All of the orcs are now across the river and preparing to rush the walls.  The orc archers continue to fire, but all of their arrows go too far or bounce harmlessly off of the walls.  The unit to the west tries to rally again, but can't, so they stand still.
The most devastating moment came when the catapult fired again.  This time it's rocks struck down with deadly effect.  Two of the archers fell, leaving only one left on the tower!

When the good forces activate, the last archer on the wall fires as quickly as he can at the ogres below.  He gets off two arrows, and both hit home!  One ogre falls!  The wizard fires yet another magic bolt, and gets a hit, but only wounds one.

With the gate shuddering Lord Gorfus decides to move some soldiers to the courtyard to defend the gate.  They also shift the others around.

The soldiers on the west wall fire again at the orcs who are getting close to the walls.  They land 6 solid hits, but the lightly armored orcs manage to deflect all but one arrow, so only one kill.  That was a heartbreaking moment for the defenders.


This report will resume this weekend when the battle comes to an exciting conclusion!