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Five Kilometers From Leipzig
by Steve [Verified Purchaser] Date Added: 12/23/2024 10:26:44

shows promise. what? fifty characters or you cant post a rating? ok.



Rating:
[4 of 5 Stars!]
Five Kilometers From Leipzig
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Ballad of the Longbow
by Sándor [Verified Purchaser] Date Added: 10/24/2024 10:25:00

Originally published at ynasmidgardnaule.blogspot.com. Based on version 1.01.

Ballad of the Longbow is a medieval fantasy role-playing game inspired by Robin Hood, Wilhelm Tell, Arthurian mythology, and various adventure novels. It's a game about outlaws and heroes fighting a central villain (the main cause of injustice around); it's fairly down-to-earth but never really grim or gritty.

The game first provides a basic outline of its assumptions: d20 roll under or equal skill, explicitly no fail forward or fail with consequence mechanic (as a very traditional GM, I heartily approve of this choice), medieval setting (although it's fairly easy to adapt the system for other adventurous settings), and no magic system of any kind.

Player characters each belong to a character type (Knight, Outlaw, Noble, Yeoman, Clergy, Veteran, Retainer, Scholar, Forester, Entertainer, or Beggar), and each type provides a list of starting equipment and a choice between three Abilities (although more may be gained during play).

Abilities can be used once per session each. They usually work without rolling (although a few of them turn specific failed rolls into successes). Examples include the Knight's Challenge (issue a challenge to another knight or noble; backing down is certain humiliation), the Yeoman's Common fighting (turn a failed attack/defence roll into a success with a quarterstaff), or the Clergy's Long-winded speech (hold up a person for 15 minutes by expounding theological doctrine).

Skills are rated from 2 to 18. There are fifteen of them in total (ranging from Agility and Deception to Religion and Stealth). Their starting values are determined by arranging 15 given scores in any order (keeping in mind character type and background).

Aside from success/failure, the game recognises Finesse and Perfection (rolling a success with a 10+ or 15+ die roll, respectively). Fumbles are explicitly missing.

Applying modifiers, helping each other, and opposed rolls are described succinctly. A really neat idea is the handling of "weak link tests" where everyone has to succeed in order to avoid failure (like group sneak attempts) — in these cases the GM randomly determines which character has to make the test (with regular modifiers if applicable). I like it because it invisibly factors in each and every participant's score without having to compute an average skill value (whereas using only a "best" or "worst" value would disregard every other participant).

A few activities are specifically called out and described in detail (on account of being likely events in a game): picking locks, social interactions, doing physical things, building things, knowing things, searches, and languages.

Nordic Weasel Games is a miniatures wargame publisher first and foremost, so it's no surprise that the combat system is very miniature friendly.

A combat round represents 5-10 seconds of activity. A round consists of five phases: (1) Quick Action Phase, (2) Enemy Action Phase, (3) Slow Action Phase, (4) Ally Action Phase, and (5) Morale Test Phase.

Player characters must make a skill check (Agility if within 10 metres of an enemy, Alertness otherwise) — on a success they decide whether to act in the Quick or the Slow Action Phase; those who fail automatically act in the Slow Action Phase. Enemies and allied non-player characters simply act in the Enemy and Ally Action Phases, respectively.

Succeeding at the initiative roll with Finesse or a Perfect roll grants an immediate half-speed movement bonus (even if engaged in melee!) — a pretty neat reward in an otherwise simple initiative system.

Characters may move and take an action on their turn; the order can vary, but movement cannot be split (i.e. you cannot move-act-move). Characters can also attempt to defend themselves against attacks any number of times — up until they succeed once.

Attacking is a simple Fighting or Archery skill roll. Defending against an attack is either an Agility (evasion) or Fighting (parry) check — the defender must get at least an equal level of success as the attacker. A successful evasion must be represented by 1 metre of movement; a successful parry may be followed by backing down 1 metre. I like this kind of detail a lot; it creates a naturally flowing melee without relying on GM fiat.

Successful attacks are followed by a damage roll — a skill check using the regular attack skill modified by weapon and armour (although non-villain NPCs use a reduced skill value for dealing damage vs. player characters). On a success the attack inflicts a Wound. Grunts are out of action after 1 Wound; Expert characters can take 2 Wounds; player characters and villains may take up to 3.

Non-combat damage is handled very similarly, but instead of the enemy combatant's skill, a Hazard Factor is determined (e.g. 6 for falling from a horse); sometimes even more than one so multiple Wounds may be sustained (e.g. 14/10 for falling off a roof). A successful Agility or Alertness skill check is usually allowed to avoid risking damage in the first place, though.

The rules cover a lot of other action types — from interacting with the environment to giving first aid — but the one I most like is the Bravado action, which covers all sorts of swashbuckling and other dramatic activities (a neat little list of possible effects are provided).

Morale, of course, plays an important role in combat. Unless led by a villain, NPCs must roll against their Morale if they are ambushed and outnumbered, their leader falls, or a quarter of their forces are lost in a single round of combat.

Inventory management doesn't play a big role in the game, and the equipment section is mostly concerned with weaponry and simple goods and services. It's largely okay, and as the text says, suitable price lists are easy to find in other games, like GURPS Low Tech. I personally would've preferred a little more detail here.

Advancement is fairly simple. After each game session, increase a single skill by 1 point (up to 18). After 3 Good Deeds, gain a new Ability (this may be off-type if it makes sense, but only twice). Good Deeds are basically the goals of scenarios: rescuing folks from unjust imprisonment, saving the villagers from bandits, and in general foiling the villain's plans. The game assumes a medium-length campaign, suggesting that a few sessions after acquiring the third Ability is a pretty good time to wrap things up.

Stats (Attack, Defence, Skill, Morale) are provided for a number of NPCs and animals, including a few villain and ally abilities as well. Then guidelines ("The commandments") are laid out in the spirit of the game (e.g. surrenders are always accepted, villager NPCs are rarely traitorous, avoid gotchas, and never assume a fixed solution).

There's some minimal GM advice regarding impersonating NPCs (including a nifty reaction system), handling travel, adjudicating ally actions, considering loyalty, and setting up satisfying combat encounter (with regards to numbers and such). A few pages of optional rules and the obligatory design notes (the coolest recurring feature of NWG publications) end the book.

Overall, Ballad of the Longbow is a neat little game of dashing heroics. The combat system — while simple — shows just enough depth to remain interesting for the duration of a campaign, and the character Abilities help reinforce the genre in a satisfying way. At this stage the book has a bunch of typos, and it lacks a compelling starting setting/adventure. With a robust scenario generator and/or a reasonably detailed mini-setting and its bespoke villains that would facilitate quickly getting it to the table (much like how the character types accomplish the same from the players' side), it could be really good. As it stands, it's just good.



Rating:
[5 of 5 Stars!]
Ballad of the Longbow
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Blade and Lockpick. A game engine for solo and two player games
by Daniel [Verified Purchaser] Date Added: 10/16/2024 22:47:35

Overall I found myself underwhelmed. Sorry but that is why I gave an average number of stars.



Rating:
[3 of 5 Stars!]
Blade and Lockpick. A game engine for solo and two player games
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Five Men at Kursk
by Juan B. [Verified Purchaser] Date Added: 09/23/2024 10:07:27

Excellent game with story-driven mechanics. Probably one of the best WW2 skirmish games out there.



Rating:
[5 of 5 Stars!]
Five Men at Kursk
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Five Klicks From the Zone Chapter 1
by Comic [Verified Purchaser] Date Added: 08/03/2024 18:36:04

Great system, works really well in STALKER type games



Rating:
[5 of 5 Stars!]
Five Klicks From the Zone Chapter 1
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Rogue Hammer. Gothic scifi miniatures gaming
by Jordan L. [Verified Purchaser] Date Added: 07/24/2024 02:56:13

A great way to PLAY!

Version Played : V1.19

One thing you should know going in is that this is a game, not simulation, not a crunch fest of list optimization. It is a place for some simple, over the top, Wagnerian space war fun. It is a great place for narrative fun and random events and captures the thrills, weirdness and semi RPG fun of Rogue Trader era play very well. It is NOT a "chase the meta", tournament game and balance is not geared towards tournament players. It is easy and fun to draft an army list. Do the rules have every all the things you would want to see for modern armies in it? NO. What you have is a very good representation of Rogue Trader types with a sprinkling of 2nd edition-ish content. That said, you can home brew with unit and character upgrades to get "close enough" for the feel lof a lot of things. Two things missing, as far as I can tell, are "Terminator" type armor and "Jump Packs" for assualt troops. Jump Packs exist for heros, just not units so, not sure what's going on there. These are both deeply silly, yet uttely awesome, things that were present in Rogue Trader Era content and set the tone moving forward leading us to a mind space of memes such as tank commanders yelling "Drive me closer, i want to hit them with my sword". It felt odd to have "Teleportation" without Termies, but, you could use it for any sort of reserve deployment and just change the flavor, for example, "bug tunnels" coud get your Crawlers onto the table. You just have to get creative with the rules by changing the flavoring, not the mechnics. I ended up adding some unit upgrades to regular infantry to make them feel a bit more hardcore thatn reular assualt troops and that felt Termie enough.

Loving having creative freedom takes pracitce

Need a Chaos army? Well, there is no "Chaos" list. Not an "OFFICIALLY SANCTIONED VERSION" anyway. One thing that is key to enjoying this game is getting away from needing a big vorporation to tell you what you can do and what you can use in a a game.

So what do you do? Well, you could use the "Star Knights" in a "Traitor Mode" by not allowing them any Imperial allies, but letting them take Orks (a very Rogue Tader era Freebooter move) and or picking from the Rebels & Dissidents list, since that happens to include cultists. Want lesser demons? No problem, you could use the "Ancients" from the hired guns section (Slaan stand ins). That gives them two Psionic Abilities. You could use these unchanged. If you want a minor tweak, maybe pick both powers at the cost of having to deploy by teleporting in on turn two or later. Demonic instability? Sure, hired guns have to test each turn to see if they feel like they are getting too much pain for not enough gain. If they fail the check, they leave battle. I hope you can see that there are a lot oftools here as is and the author is still adding updates as menaingful content buildes up and is tested.

Fun ffor the whole family

I was able to play this with my 11 year old. That is saying something. Tournament crunch does not really interest the child, but the random events, exploration, objectives and campaign options were a thrill. We had a great first game (Crawlers against Galactic Knights) with me playing solo for the first two turnes and the kid being drawn in. Things happen quickly. there is not a lot of grind or down time. Turns tend to have have interesting and impactful things happening all the time. You also have a challenge at hand in that your command and comtrol is limited and your choices are important. A huge army will be harder to manage but can soak some hits that a small elite force might find crippling.

Old school weird and wonderful

I found this game while trying to play Rogue Trader. Rogue Hammer gives me the same energy with less obscure complexity. Rogue Trader is wonderfull but it takes more effort to buiil a list and play. Rogue Hammer is currently a "One Book" game. I did not miss any of the granularity of pulling casualties or being fussy about movement. I embraced the "playing with style" guidance and thres down my hand crafted terrain, weird aquarium plants, and purple dyed moss. It felt so much like how I imagined Rogue Trader woudl play based on the photos of models in play.

"Why the purple bears?"

The author has provided a bestiary influenced by some of the best optons from Rogue Trader and these may show up reandomly in game. There is no need for a GM to handle this as the rules on what each creature does are clear. I have sourced nearly all the critters needed and look forward to having my "zoo" ready. Since I know the Bear listing is from Rogue Trader, I was able to learn that that the Rogue Trader versions are purple and look forward to my very own, very angry, purple bears just wrecking a plan at some point. I don't care if it is my plan, or my oponent's plan. I really don't. That is the mindset you want for this game. You want to be ready to embrace the attack of random Death Bears, Human - Sized Psionic Wasps, and perhaps even Mego-Reptiles (dinosaures, dinosaurs everywhere) with a song in your heart. if you can do that, if you can handle using the army lists as a tool kit and the randomness of dice abstracted into far fewer rolls, you will have a great time.



Rating:
[4 of 5 Stars!]
Rogue Hammer. Gothic scifi miniatures gaming
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Renegade Scout - Bleeding Edge Retro Gaming
by Oscar T. [Verified Purchaser] Date Added: 06/10/2024 17:33:18

renegade scout has easily come to be one of my favourite squad level sci fi miniature game (or even skirmish, given that rules for those and just about anything you can think of are included) . well written, despite being more conversational in tone, it avoids any overly elaborate or unecessarily convoluted explanations of rules, making it easily digestible for anyone who's had some experience in miniature gaming before.

this expertly crafted system injects life into the popular-gothic-sci-fi-wargame of the 1980s to early 90s, as well as offering a really great launchpad for devising your own narrative scenarios in such a gritty and nostalgic setting. the system has lots of well thought out balancing measures for if you want to create your own units, whilst keeping the game fair. that said, of the half a dozen games i've played, all have been down to the wire. never having one side retain a crushing advantage over the other suggests to me, a well thought out ruleset. So well balanced is this game, that i seldom keep track of an armies points any more, rather just pitting a couple of retro-40 000 squads against one another and having (a lot) of fun with a friend. After all as i see it, the game was written with casual and narrative play in mind.

so pick out your old metal guys, set them up in an aesthetically pleasing way, and let the scenario unfold, always to a dramatic conclusion. such well written rules have become a staple of nordic weasel's products, and so i am glad to say that the £15.70 i spent on this all-encompassing ruleset was well worth it.



Rating:
[5 of 5 Stars!]
Renegade Scout - Bleeding Edge Retro Gaming
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Knyghte Pyke and Sworde
by Noel L. [Verified Purchaser] Date Added: 05/01/2024 10:56:00

I've just played a quick five turn game of the starter scenario. This fratures two sides with identical forces of one fighter, three missile troops and three shield armoured troops. I played solo double handing both sides and had themed them fantasy-wise, though I didn't make any use of the prototype fantasy rules. Once I got a hang a rules, which didn't take long, the game ran swiftly and smoothly. There's a nice, elegant system here that feels like it runs itself. Of course this was just the first starter scenario; the consequent scenarios add increasing numbers and types of troops which will add more complexity, but the core mechanisms are no doubt just as simple and elegant. Once you've mastered the introductory scenarios there is a smorgasbord of scenarios and campaign play, including advice for gamemastered play and experience and reward for warbands and individuals. Enough to allow for hours of fun gaming. I haven't had the opportunity to play against another player, but i can imagine that it would be great fun and fairly quick to teach/coach. Highly recommended.



Rating:
[5 of 5 Stars!]
Knyghte Pyke and Sworde
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LaserStorm 2nd edition
by Matthew C. [Verified Purchaser] Date Added: 04/06/2024 09:35:53

This edition is definitely a far more mature game, in that it is better organized and more complete than the first edition. More difficult aspects of the rules, such as air support, were sidestepped in the first edition, but here are completely engaged. And the complete rules for both unit design and campaigns are wonderful, allowing a full range of science fiction unit types from the small to the ludicrously oversized, but without being arbitrarily tacked on. It allows a lot of character in the game, where a lot of designs these days stop at the level of "it's all numbers, what's the difference," different unit types and sizes feel definitively different and there's opportunity for a great deal of variety and flavor that carries over to syles of play that the special rules encourage. At the basest level, too, the rules are much easier to read and the layout is extremely pleasant to look at, an often overlooked part of game design, and the whole book is very well organized. A very good edition and definitely a night-and-day improvement over the first edition.



Rating:
[5 of 5 Stars!]
LaserStorm 2nd edition
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Rogue Hammer. Gothic scifi miniatures gaming
by Torsten B. [Verified Purchaser] Date Added: 02/28/2024 06:11:33

This review is based on v 1.12.

I've never played Squad Hammer, but here are my thoughts and feelings about Rogue Hammer: Basically, it's a game with straight-forward and easy to pick up rules and it plays surprisingly quickly too. Even though you have to keep count of morale and mana and stuff, that is. Unfortunately, the quick and easy nature of the game also means it will sometimes feel a bit basic - even with random events and exploration events. I like how ranged combat was fleshed out with three ranges and a dynamic "melee" style firefight in which the enemy can (and will!) shoot back. All the random event possibilities and exploration markers are much appreciated. I really like the basic and easy to use armylists. They all feature one special rule for each army's infantry and one for its vehicles. This helps make the game feel less standard and more individual without you having to double-consider each choice or look up a unit's special rules. I do think the game could profit from some more in-depth rules concerning weakened units and weapon profiles though. Possibly also a more dynamic or less rigid cap on the total number of controllable units per side could be a good thing. If that's not beside the game's point. In my games, damage dealt tended to be on the lower side, so units rarely got destroyed and that felt a bit unsatisfying, actually.

As it stands, Rogue Hammer is in a bit of an odd place for me - limiting you to play with 4 units per side, fighting skirmish style battles, but with groups instead of individuals. Gameplay is nice and quick and the additions to the rules keep rolling in. All in all, I would say it feels a bit basic and limited at this point in time, but it does have cool capabilities of further individualisation through narration and events.



Rating:
[3 of 5 Stars!]
Rogue Hammer. Gothic scifi miniatures gaming
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FiveCore Brigade Commander
by Aubertin L. [Verified Purchaser] Date Added: 09/14/2023 15:16:26

Excellent rules. Simple and effective. Well done.After also purchasing 'Not Just a Brush War', which is just as good for your campaign, I ended up also purchasing 'FiveCore Company Command' to be able to play my campaign at multiple engagement levels. And I think I could use 'FiveCore 3rd edition. Skirmish Gaming Evolved' to resolve my special ops attacks.I finally found my Holy Grail.Thank you Mr. Sorensen.



Rating:
[5 of 5 Stars!]
FiveCore Brigade Commander
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Clash on the Fringe Revised Edition
by jerry W. [Verified Purchaser] Date Added: 02/09/2023 15:08:06

A Review of Clash on the Fringe (CotF)

Bottom Line Up Front: Get this game.

This is a highly recommended purchase if you have never played CotF and enjoy up to platoon level sci-fi action, or if you have the original version and enjoy playing it as the improvements to navigation alone improve readability and the overall experience of interacting with the rules of the game.

Inside this product you will find 159 pages of sci-fi goodness in a wonderfully laid out and illustrated package and well bookmarked throughout with rule sections linked and available from the PDF readers bookmark menu or from the PDF’s table of contents. This is a major revision in the packaging and presentation of CotF with some added clarity to the rules themselves. This is not a major revision to the CotF rules.

The core rules for game play are fitted into about 52 pages of the manual. Playable factions are presented in 26 pages of the rules. Factions are top level descriptions like Hulkers, Swift, and Bots - easily fitting your sci-fi miniatures collection into one the fourteen factions presented. If you are familiar with Five Parsecs from Home - these will be mostly familiar to you.

Troop types are infantry, vehicles, and monsters. Troop types are formed into units which may be a squad of infantry or crew served weapons, individual characters like leaders and heroes, vehicles, or individual monsters. All figures in the game are intended to represent individuals with the intent that each player will have 3-8 units fitting CotF into a platoon or platoon reinforced ruleset, a couple of small five man squads with a leader is a great start. A squad can be mixed and may have three riflemen, a leader, and heavy weapon support.

The mechanic. For each figure attempting an action, roll a d10 and score equal to or under figure’s modified characteristic relevant to the action being taken. There are five characteristics for units and all of them are important.

Units act on one of five orders which define movement and firing capabilities during their activation. This is the general stance or attitude of the unit. Leadership is exercised again when a unit leader or an individual leader activates and may issue additional commands to specific figures which may allow additional firing, movement, or rally opportunities. The unit order and leadership mechanics of CotF shines through and offer a player relevant choices that will impact success or failure.

There are no rules forcing cohesion within a squad, cohesion is emergent from the leadership rules which are critical to the game. Squad members too far away from a leader will be able to act, but will be significantly less effective overall and more brittle.

Fire and close combat will produce pins called Heads Down or may result in figure removal as a casualty. Casualties force Morale checks which may result in accumulated Stress hits on the unit. Stress will degrade the overall effectiveness of the unit until eventually they quit the field.

CotF finishes up by offering several additional features including:

1. Force point buy structure allowing the player to fully stat their own factions and units from the ground up for scenario design. 2. A scenario generator containing several d100 tables that quickly establish objectives, participants, and added twists. 3. Mechanics for solo play 4. A section for Campaign play including the earning of points that may be spent to improve forces in linked scenario play.

CotF is easy to learn as the game concepts are not complex and it uses a unified mechanic, it is the interaction of the subsystems that create interesting decisions for the player with the order, leadership, and unit status mechanics being gems. For the rules tinkerer, CotF is easily hackable within the sci-fi genre, or to any era featuring squads, leaders, gun play and vehicles. This ruleset contains a ton of sci-fi wargaming fun.



Rating:
[5 of 5 Stars!]
Clash on the Fringe Revised Edition
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Chrome Hammer Ascension
by Teemu H. [Verified Purchaser] Date Added: 09/07/2022 11:46:25

This is currently my favorite miniature game. Very "your dudes" heavy with many customization options, special actions and random events during campaign turn. Sneak and reinforcement system makes balancing during scenarios fun. Do I risk exposing myself and giving more reinforcements to my enemies or should I play more carefully and miss additional loot/lose time/risk things elsewhere? I can heartily recommend this solo experience.

My only gripe (and reason for 4/5 instead of 5/5) is that rulebook is a bit fiddly to use and rules could be written more "solid". Still, best cyberpunk miniature game action I've ever had!



Rating:
[4 of 5 Stars!]
Chrome Hammer Ascension
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Squad Hammer Core - ORC Edition
by Marco R. [Verified Purchaser] Date Added: 05/17/2022 05:34:44

Imagine to wake up and be a kid again. Not simply going back in time, rather being able to feel again the awe and wonder of seeing the world for the first time, but with the full consciousness of the experienced adult you are now. You would get with a friend and play a game with toy soldiers together. A joyful, simple and intelligent game that feels profoundly "yours". That game would be Squad Hammer Core.



Rating:
[5 of 5 Stars!]
Squad Hammer Core - ORC Edition
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October Hammer. RCW gaming on the cheap!
by Daniel A. [Verified Purchaser] Date Added: 03/04/2022 17:44:29

I played a solo game tonight to figure out the rules. Very easy to pick up and fast paced. It took around an hour and a half to play through 6 turns (rear guard scenario from Trench Hammer using Friekorps vs Baltic Nationalists) with a bit of paging through the rules. It seems like it will be very easy to scale up from the 4 units per side that I used - going to give this another try soon with some more troops and players but so far I'm impressed.



Rating:
[5 of 5 Stars!]
October Hammer. RCW gaming on the cheap!
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