Search the web
Sign In
New User? Sign Up
CommandHorizon · Command Horizon
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Want to share photos of your group with the world? Add a group photo to Flickr.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
Messages 708 - 737 of 737   Newest  |  < Newer  |  Older >  |  Oldest
Messages: Show Message Summaries   (Group by Topic) Sort by Date v  
#737 From: "Mike Baker" <mcb19682000@...>
Date: Wed Aug 5, 2009 2:12 am
Subject: Siege of Augusta 2010 is coming
mcb19682000
Offline Offline
Send Email Send Email
 
Siege of Augusta 2010 is coming
Siege XIX
http://www.siegeofaugusta.com/cgi/index.php
Siege of Augusta 2010 is coming.  We are looking for game hosts, sponsors, and
volunteers. While we are billed as an historical miniatures gaming convention
(being sponsored by the Historical Miniatures Gaming Society-Mid South), events
are not limited exclusively to historically-based games. If you want to host a
role-playing, fantasy, science fiction, or other event, you are welcome to sign
up and attend. The only genre that we do not host is live-action role-playing
(LARP) games due to space considerations. We look forward to ALL GAMERS
attending this year's Siege!

HISTORY of the SIEGE OF AUGUSTA
The Siege was the brainchild of Dr. James Birdseye. Jim decided to start the
Siege because he was new to the Augusta area and wanted to meet other gamers.

The first convention was held at the Ramada Inn on Washington Road in January
1992. Because the Siege was too large for the Ramada from the get-go, Siege II
was held at the Landmark Hotel on Broad Street. Although many of the "grognards"
enjoyed the Landmark (could it be due to the "gamier" aspects of downtown
Augusta?), that facility was soon outgrown and for the fifth installment (1996),
the convention was moved to the Augusta Doubletree) where it continues for Siege
XIX (2009).

Although ably assisted by various persons throughout the years, Jim was the
driving force behind the planning, organizing, and running of the Siege of
Augusta. Everyone, whether player, event host, dealer, or guest, owe him a great
debt of gratitude for his vision and hard work to have started The Siege and in
keeping it running through all of these years. Jim has now passed the baton to
others to continue the convention-we hope that the seed he first planted in 1992
continues to grow. We also hope that he will enjoy attending the Siege as a
player as much as he did as it's Director.

Jim's dream was realized as the convention proved to be fruitful. During the
90s, the local gamers met on a monthly basis at Augusta State University; at
times there would be 30-40 gamers attending. Although the group has dissipated
over the past 5-6 years, renewed interest and commitment to reform the group has
begun; many of the locals are now meeting regularly at the 2 locations of the
Augusta Book Exchange in Augusta GA and Common Grounds Coffee House in Barnwell,
SC.

Although the convention is one of the "crown jewels" of HMGS Mid-South (a
historical miniature gaming society), it has never been strictly limited to
historical miniatures, but rather, the convention has been open to a multitude
of gaming genres. We like it this way because regardless of whether you are
pushing around an orc or a fusilier, you are a part of the miniature gaming
community.

For more infomation contact Norman Schwartz at nrmn_schwartz@...

or Mike Baker at mcb19682000@...

#736 From: "Baccus6mm" <baccus6@...>
Date: Tue Jul 21, 2009 7:40 am
Subject: More Updates
Baccus6mm
Offline Offline
Send Email Send Email
 
Just a note to keep everyone updated on what is in the pipeline for Command
Horizon.

Models currently under development

Human Bomber (a Vulcan on steroids)
Human Heavy Walker (biped)
Centaur Heavy Walker (quadraped)
Robo-Worm
Centaur LandShip modules

Rules currently under formulation

Full definitions of the Battlefield, Underground and Sky Combat Zones.
Background and rules for the Worms, including the Underground Combat Zone
Rules for Centaur Landships, Heavy Walkers and the Robo-Worm.
A simplification of Aerospace missions.

Further down the line

Human SkimLifter/Gunship
Human & Centaur Combat Engineer vehicles
A series of bunkers & bases


Just to show we haven't ground to a halt.  :)


Peter & Igor

#735 From: "Bob" <photonred@...>
Date: Mon Jul 20, 2009 11:30 am
Subject: Re: New Player
photonred
Offline Offline
Send Email Send Email
 
Thanks for getting back to us I really like this game and was beginning to fear
that it was slipping into oblivion what a shame that would be!

Looking forward to the new rules and the new models I'm sure the walkers will
turn out brilliantly as all your miniatures are.

Here's hoping that the summer months treat you well and busness continues to be
brisk.

Cheers!

Bob


--- In CommandHorizon@yahoogroups.com, "Baccus6mm" <baccus6@...> wrote:
>
> Hello Chaps,
>
> Sorry for not giving more updates of late, but things have been VERY busy here
at Baccus Central.  There has been a rash of historical releases, publications
and a few housekeeping/general business tasks, all of which have eaten into
available time.
>
> I've got a long stick and prodded Igor repeating the mantra of, 'Add Worms to
rules', until the message seems to have been absorbed.  You'll see some progress
there shortly.
>
> The main problem is that we intended the next update to include rules not only
for the Worms, but also for the Centaur City modules plus some rather nice large
walkers for both the Humans and the Centaurs and the fearsome Roboworm.   The
idea was to coordinate the release of the rules and the models.
>
> Unfortunately we've hit severe problems which have delayed the models.  As
many of you will know we've had problems with a key component of the City
modules which has had to be redesigned from scratch.  This has now been done and
a new set of moulds is being made.
>
> The walkers have also proved problematical.  The original moulds could not
provide decent returns from casting and the models proved too complicated.  This
has also meant a degree of redesign and this is not a speedy process.
>
> We are making progress on all fronts, so Autumn should see the process
restarting in earnest.  What we have decided to do is to the next update to
include the Worms only and then to add the large models in the next update.
>
> Cheers
>
>
> Peter
>

#734 From: "Baccus6mm" <baccus6@...>
Date: Fri Jul 17, 2009 5:10 pm
Subject: Re: New Player
Baccus6mm
Offline Offline
Send Email Send Email
 
Hello Chaps,

Sorry for not giving more updates of late, but things have been VERY busy here
at Baccus Central.  There has been a rash of historical releases, publications
and a few housekeeping/general business tasks, all of which have eaten into
available time.

I've got a long stick and prodded Igor repeating the mantra of, 'Add Worms to
rules', until the message seems to have been absorbed.  You'll see some progress
there shortly.

The main problem is that we intended the next update to include rules not only
for the Worms, but also for the Centaur City modules plus some rather nice large
walkers for both the Humans and the Centaurs and the fearsome Roboworm.   The
idea was to coordinate the release of the rules and the models.

Unfortunately we've hit severe problems which have delayed the models.  As many
of you will know we've had problems with a key component of the City modules
which has had to be redesigned from scratch.  This has now been done and a new
set of moulds is being made.

The walkers have also proved problematical.  The original moulds could not
provide decent returns from casting and the models proved too complicated.  This
has also meant a degree of redesign and this is not a speedy process.

We are making progress on all fronts, so Autumn should see the process
restarting in earnest.  What we have decided to do is to the next update to
include the Worms only and then to add the large models in the next update.

Cheers


Peter

#733 From: Sven Lugar <vikingjarl@...>
Date: Fri Jul 17, 2009 8:04 am
Subject: Re: Re: New Player
svenlugar
Offline Offline
Send Email Send Email
 
Well, Ray - If you set up a CH scenario & run it at next Enfilade, I'll
let you borrow my CH miniatures (I'm rebasing the walkers btw). Running
it & demo-ing it really teaches you the game. Email me offline & I'll
appraise you with a list of my units.
Skal,
Sven

Ray Sams wrote:
>
>
>
> Hi Igor,
>
> My apologies for the tardiness with this reply. To much work and then
> a vacation kind of interfered.
>
> My comments about the GW feel of the game really revolved around the
> 'buckets' of dice required to play followed by the requisite saving
> throws. Now that I have a little more knowledge of the game, emphasis
> on little, I realise that Sven's Walker stands were a highly unusual
> unit, Sven himself even admitted to this.
>
> Having looked back on your reply I can understand a little more of the
> game mechanics and actually find them quite innovative with the way
> the units and their information is displayed.
>
> I still only have the initial game played at Enfilade under my belt,
> although I have downloaded the rules and fully intend to sit down and
> have a good read of them soon. I will also be placing an order with
> Baccus in the very near future for Infantry and possibly some
> vehicles. The vehicles I'm not so sure on as I have a fair amount of
> the old Fasa line from Renegade Legion, and also have some of the GW
> Eldar which I sort of like. Well at least the ones in the more
> reasonable poses, e.g. rifle and heavy weapon type figs. NOt to sure
> as to what to do with all the ones with wing and swords. Probably
> ending up by just scraping 'em. I also have some of their Epic Space
> marines, Orks and Dwarves. I find them not suitable for my gaming
> tastes, again they'll probably be given away or just junked. And
> before anyone asks, no I never did play any of the games these figs
> came from, not really sure as to how I came into possession of them.
>
> Regards,
>
> Ray, in Calgary
>
>
> To: CommandHorizon@yahoogroups.com
> <mailto:CommandHorizon%40yahoogroups.com>
> From: baccus6@... <mailto:baccus6%40aol.com>
> Date: Tue, 7 Jul 2009 12:21:55 +0000
> Subject: [CommandHorizon] Re: New Player
>
> Ray,
>
> I never stated I'm in love with buckets of dice
> I don't know what you mean by the 'GW feel of it'. I haven't played a
> GW game in 20 years. Theirs is a totally different hobby.
>
> For about 15 years I too was a fan of d100/d10/d20 mechanisms and
> wrote all my rules this way.
>
> However, thanks to involvement with game design theory groups such as
> Wargame Developments, my views changed. The problem with 'metric' dice
> is that there is a tendency to assign 'percentage probabilities' to
> game actions. this almost inevitably leads to a plethora of tables and
> modifiers. I now understand that such mechanisms slow the game down
> and make it less fun.
>
> The use of different coloured dice and the info strip on the bases in
> CH almost eliminates the need to refer to a reference sheet and speeds
> up gameplay immensely. You really can play a game of CH to conclusion
> on a 6' x 4' table in 1˝ hours.
>
> Damage to painted figures? Your dice are too big. Use 5mm d6s (as in
> our catalogue).
>
> Line of sight equals a kill? If we are making real projections for the
> future this may well be true but would make for a very poor game. I've
> no objection to pretty terrain pieces(we have plans to release more)
> but making the game revolve around them would only end up with a
> skirmish level game. We are seeking to present players with the
> command decisions of a Brigadier, not a Sergeant.
>
> There is no ground scale. There is no time scale. This is a fantasy
> wargame after all.
>
> Regards, Igor.
>
> __________________________________________________________
> We are your photos. Share us now with Windows Live Photos.
> http://go.microsoft.com/?linkid=9666047
> <http://go.microsoft.com/?linkid=9666047>
>
> [Non-text portions of this message have been removed]
>
>


[Non-text portions of this message have been removed]

#732 From: Ray Sams <rayofsams@...>
Date: Fri Jul 17, 2009 4:37 am
Subject: RE: Re: New Player
rpsams
Offline Offline
Send Email Send Email
 
Hello Sean,



still not totally understanding everything at this time.  As I mentioned to
Igor, I only have the one game under my belt and would like to play a couple
more before I really make a true unbiased judgemental call.



Ray, in Calgary



To: CommandHorizon@yahoogroups.com
From: imgnomish1@...
Date: Tue, 7 Jul 2009 17:29:55 +0000
Subject: [CommandHorizon] Re: New Player







Hey Ray,

Welcome to Command Horizon. The dice won't be so much under the latest rules for
walkers. I've rolled way more dice playing 40k orks.

So what did you think about the command system, unit activation and
movement/range elements?

Cheers,

Sean

--- In CommandHorizon@yahoogroups.com, "Baccus6mm" <baccus6@...> wrote:
>
> Ray,
>
> I never stated I'm in love with buckets of dice
> I don't know what you mean by the 'GW feel of it'. I haven't played a GW game
in 20 years. Theirs is a totally different hobby.
>
> For about 15 years I too was a fan of d100/d10/d20 mechanisms and wrote all my
rules this way.
>
> However, thanks to involvement with game design theory groups such as Wargame
Developments, my views changed. The problem with 'metric' dice is that there is
a tendency to assign 'percentage probabilities' to game actions. this almost
inevitably leads to a plethora of tables and modifiers. I now understand that
such mechanisms slow the game down and make it less fun.
>
> The use of different coloured dice and the info strip on the bases in CH
almost eliminates the need to refer to a reference sheet and speeds up gameplay
immensely. You really can play a game of CH to conclusion on a 6' x 4' table in
1˝ hours.
>
> Damage to painted figures? Your dice are too big. Use 5mm d6s (as in our
catalogue).
>
> Line of sight equals a kill? If we are making real projections for the future
this may well be true but would make for a very poor game. I've no objection to
pretty terrain pieces(we have plans to release more) but making the game revolve
around them would only end up with a skirmish level game. We are seeking to
present players with the command decisions of a Brigadier, not a Sergeant.
>
> There is no ground scale. There is no time scale. This is a fantasy wargame
after all.
>
> Regards, Igor.
>









_________________________________________________________________
Attention all humans. We are your photos. Free us.
http://go.microsoft.com/?linkid=9666046

[Non-text portions of this message have been removed]

#731 From: Ray Sams <rayofsams@...>
Date: Fri Jul 17, 2009 4:35 am
Subject: RE: Re: New Player
rpsams
Offline Offline
Send Email Send Email
 
Hi Igor,



My apologies for the tardiness with this reply.  To much work and then a
vacation kind of interfered.



My comments about the GW feel of the game really revolved around the 'buckets'
of dice required to play followed by the requisite saving throws.  Now that I
have a little more knowledge of the game, emphasis on little, I realise that
Sven's Walker stands were a highly unusual unit, Sven himself even admitted to
this.



Having looked back on your reply I can understand a little more of the game
mechanics and actually find them quite innovative with the way the units and
their information is displayed.



I still only have the initial game played at Enfilade under my belt, although I
have downloaded the rules and fully intend to sit down and have a good read of
them soon.  I will also be placing an order with Baccus in the very near future
for Infantry and possibly some vehicles.  The vehicles I'm not so sure on as I
have a fair amount of the old Fasa line from Renegade Legion, and also have some
of the GW Eldar which I sort of like.  Well at least the ones in the more
reasonable poses, e.g. rifle and heavy weapon type figs.  NOt to sure as to what
to do with all the ones with wing and swords.  Probably ending up by just
scraping 'em.  I also have some of their Epic Space marines, Orks and Dwarves. 
I find them not suitable for my gaming tastes, again they'll probably be given
away or just junked.  And before anyone asks, no I never did play any of the
games these figs came from, not really sure as to how I came into possession of
them.



Regards,



Ray, in Calgary



To: CommandHorizon@yahoogroups.com
From: baccus6@...
Date: Tue, 7 Jul 2009 12:21:55 +0000
Subject: [CommandHorizon] Re: New Player







Ray,

I never stated I'm in love with buckets of dice
I don't know what you mean by the 'GW feel of it'. I haven't played a GW game in
20 years. Theirs is a totally different hobby.

For about 15 years I too was a fan of d100/d10/d20 mechanisms and wrote all my
rules this way.

However, thanks to involvement with game design theory groups such as Wargame
Developments, my views changed. The problem with 'metric' dice is that there is
a tendency to assign 'percentage probabilities' to game actions. this almost
inevitably leads to a plethora of tables and modifiers. I now understand that
such mechanisms slow the game down and make it less fun.

The use of different coloured dice and the info strip on the bases in CH almost
eliminates the need to refer to a reference sheet and speeds up gameplay
immensely. You really can play a game of CH to conclusion on a 6' x 4' table in
1˝ hours.

Damage to painted figures? Your dice are too big. Use 5mm d6s (as in our
catalogue).

Line of sight equals a kill? If we are making real projections for the future
this may well be true but would make for a very poor game. I've no objection to
pretty terrain pieces(we have plans to release more) but making the game revolve
around them would only end up with a skirmish level game. We are seeking to
present players with the command decisions of a Brigadier, not a Sergeant.

There is no ground scale. There is no time scale. This is a fantasy wargame
after all.

Regards, Igor.









_________________________________________________________________
We are your photos. Share us now with Windows Live Photos.
http://go.microsoft.com/?linkid=9666047

[Non-text portions of this message have been removed]

#730 From: Gerard Goyette <goyettegerard@...>
Date: Fri Jul 17, 2009 1:58 am
Subject: Re: Re: New Player
goyettegerard
Offline Offline
Send Email Send Email
 
Bob,
 
yes, I saw your post at that time and the lack of any answer from Baccus. It
seems that Peter is very busy these days with historicals, but it as been 9
months since the Worms release and having most of the original Gladiator range I
know tht we should see some more Human for instance, engineer vehicles and IFV
that were released late in the range.
 
Peter has indicated in his 2009 project that we would see some artillery and it
was originally indicted that there are supposedly 2 more races to be released.
 
It would be nice to get an update from Igor on new releases or an updated rule
book including the Worms
 
Let us keep our finger cross that CH is not dead.
 
Gerard  

--- On Thu, 7/16/09, Bob <photonred@...> wrote:


From: Bob <photonred@...>
Subject: [CommandHorizon] Re: New Player
To: CommandHorizon@yahoogroups.com
Received: Thursday, July 16, 2009, 7:12 AM


 



I asked the same question four months ago.

--- In CommandHorizon@ yahoogroups. com, Gerard Goyette <goyettegerard@ ...>
wrote:
>
> Igor,
>  
>  
> What is happeningon the CH world, we have not seen anything new since fall
2008
>  
> Gerard
>
>
> --- On Tue, 7/7/09, Baccus6mm <baccus6@... > wrote:
>
>
> From: Baccus6mm <baccus6@... >
> Subject: [CommandHorizon] Re: New Player
> To: CommandHorizon@ yahoogroups. com
> Received: Tuesday, July 7, 2009, 8:21 AM
>
>
>
>
>
>
>
>
> Ray,
>
> I never stated I'm in love with buckets of dice
> I don't know what you mean by the 'GW feel of it'. I haven't played a GW game
in 20 years. Theirs is a totally different hobby.
>
> For about 15 years I too was a fan of d100/d10/d20 mechanisms and wrote all my
rules this way.
>
> However, thanks to involvement with game design theory groups such as Wargame
Developments, my views changed. The problem with 'metric' dice is that there is
a tendency to assign 'percentage probabilities' to game actions. this almost
inevitably leads to a plethora of tables and modifiers. I now understand that
such mechanisms slow the game down and make it less fun.
>
> The use of different coloured dice and the info strip on the bases in CH
almost eliminates the need to refer to a reference sheet and speeds up gameplay
immensely. You really can play a game of CH to conclusion on a 6' x 4' table in
1˝ hours.
>
> Damage to painted figures? Your dice are too big. Use 5mm d6s (as in our
catalogue).
>
> Line of sight equals a kill? If we are making real projections for the future
this may well be true but would make for a very poor game. I've no objection to
pretty terrain pieces(we have plans to release more) but making the game revolve
around them would only end up with a skirmish level game. We are seeking to
present players with the command decisions of a Brigadier, not a Sergeant.
>
> There is no ground scale. There is no time scale. This is a fantasy wargame
after all.
>
> Regards, Igor.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> ____________ _________ _________ _________ _________ _________ _
> Looking for the perfect gift? Give the gift of Flickr!
>
> http://www.flickr. com/gift/
>
> [Non-text portions of this message have been removed]
>

















       __________________________________________________________________
Yahoo! Canada Toolbar: Search from anywhere on the web, and bookmark your
favourite sites. Download it now
http://ca.toolbar.yahoo.com.

[Non-text portions of this message have been removed]

#729 From: "Bob" <photonred@...>
Date: Thu Jul 16, 2009 11:12 am
Subject: Re: New Player
photonred
Offline Offline
Send Email Send Email
 
I asked the same question four months ago.





--- In CommandHorizon@yahoogroups.com, Gerard Goyette <goyettegerard@...> wrote:
>
> Igor,
>  
>  
> What is happeningon the CH world, we have not seen anything new since fall
2008
>  
> Gerard
>
>
> --- On Tue, 7/7/09, Baccus6mm <baccus6@...> wrote:
>
>
> From: Baccus6mm <baccus6@...>
> Subject: [CommandHorizon] Re: New Player
> To: CommandHorizon@yahoogroups.com
> Received: Tuesday, July 7, 2009, 8:21 AM
>
>
>
>
>
>
>
>
> Ray,
>
> I never stated I'm in love with buckets of dice
> I don't know what you mean by the 'GW feel of it'. I haven't played a GW game
in 20 years. Theirs is a totally different hobby.
>
> For about 15 years I too was a fan of d100/d10/d20 mechanisms and wrote all my
rules this way.
>
> However, thanks to involvement with game design theory groups such as Wargame
Developments, my views changed. The problem with 'metric' dice is that there is
a tendency to assign 'percentage probabilities' to game actions. this almost
inevitably leads to a plethora of tables and modifiers. I now understand that
such mechanisms slow the game down and make it less fun.
>
> The use of different coloured dice and the info strip on the bases in CH
almost eliminates the need to refer to a reference sheet and speeds up gameplay
immensely. You really can play a game of CH to conclusion on a 6' x 4' table in
1˝ hours.
>
> Damage to painted figures? Your dice are too big. Use 5mm d6s (as in our
catalogue).
>
> Line of sight equals a kill? If we are making real projections for the future
this may well be true but would make for a very poor game. I've no objection to
pretty terrain pieces(we have plans to release more) but making the game revolve
around them would only end up with a skirmish level game. We are seeking to
present players with the command decisions of a Brigadier, not a Sergeant.
>
> There is no ground scale. There is no time scale. This is a fantasy wargame
after all.
>
> Regards, Igor.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>       __________________________________________________________________
> Looking for the perfect gift? Give the gift of Flickr!
>
> http://www.flickr.com/gift/
>
> [Non-text portions of this message have been removed]
>

#728 From: Gerard Goyette <goyettegerard@...>
Date: Wed Jul 15, 2009 2:34 pm
Subject: Re: Re: New Player
goyettegerard
Offline Offline
Send Email Send Email
 
Igor,
 
 
What is happeningon the CH world, we have not seen anything new since fall 2008
 
Gerard


--- On Tue, 7/7/09, Baccus6mm <baccus6@...> wrote:


From: Baccus6mm <baccus6@...>
Subject: [CommandHorizon] Re: New Player
To: CommandHorizon@yahoogroups.com
Received: Tuesday, July 7, 2009, 8:21 AM








Ray,

I never stated I'm in love with buckets of dice
I don't know what you mean by the 'GW feel of it'. I haven't played a GW game in
20 years. Theirs is a totally different hobby.

For about 15 years I too was a fan of d100/d10/d20 mechanisms and wrote all my
rules this way.

However, thanks to involvement with game design theory groups such as Wargame
Developments, my views changed. The problem with 'metric' dice is that there is
a tendency to assign 'percentage probabilities' to game actions. this almost
inevitably leads to a plethora of tables and modifiers. I now understand that
such mechanisms slow the game down and make it less fun.

The use of different coloured dice and the info strip on the bases in CH almost
eliminates the need to refer to a reference sheet and speeds up gameplay
immensely. You really can play a game of CH to conclusion on a 6' x 4' table in
1˝ hours.

Damage to painted figures? Your dice are too big. Use 5mm d6s (as in our
catalogue).

Line of sight equals a kill? If we are making real projections for the future
this may well be true but would make for a very poor game. I've no objection to
pretty terrain pieces(we have plans to release more) but making the game revolve
around them would only end up with a skirmish level game. We are seeking to
present players with the command decisions of a Brigadier, not a Sergeant.

There is no ground scale. There is no time scale. This is a fantasy wargame
after all.

Regards, Igor.

















       __________________________________________________________________
Looking for the perfect gift? Give the gift of Flickr!

http://www.flickr.com/gift/

[Non-text portions of this message have been removed]

#727 From: "imgnomish1" <imgnomish1@...>
Date: Tue Jul 7, 2009 5:29 pm
Subject: Re: New Player
imgnomish1
Offline Offline
Send Email Send Email
 
Hey Ray,

Welcome to Command Horizon. The dice won't be so much under the latest rules for
walkers. I've rolled way more dice playing 40k orks.

So what did you think about the command system, unit activation and
movement/range elements?

Cheers,

Sean


--- In CommandHorizon@yahoogroups.com, "Baccus6mm" <baccus6@...> wrote:
>
> Ray,
>
> I never stated I'm in love with buckets of dice
> I don't know what you mean by the 'GW feel of it'. I haven't played a GW game
in 20 years. Theirs is a totally different hobby.
>
> For about 15 years I too was a fan of d100/d10/d20 mechanisms and wrote all my
rules this way.
>
> However, thanks to involvement with game design theory groups such as Wargame
Developments, my views changed. The problem with 'metric' dice is that there is
a tendency to assign 'percentage probabilities' to game actions. this almost
inevitably leads to a plethora of tables and modifiers. I now understand that
such mechanisms slow the game down and make it less fun.
>
> The use of different coloured dice and the info strip on the bases in CH
almost eliminates the need to refer to a reference sheet and speeds up gameplay
immensely. You really can play a game of CH to conclusion on a 6' x 4' table in
1˝ hours.
>
> Damage to painted figures? Your dice are too big. Use 5mm d6s (as in our
catalogue).
>
> Line of sight equals a kill? If we are making real projections for the future
this may well be true but would make for a very poor game. I've no objection to
pretty terrain pieces(we have plans to release more) but making the game revolve
around them would only end up with a skirmish level game. We are seeking to
present players with the command decisions of a Brigadier, not a Sergeant.
>
> There is no ground scale. There is no time scale. This is a fantasy wargame
after all.
>
> Regards, Igor.
>

#726 From: "Baccus6mm" <baccus6@...>
Date: Tue Jul 7, 2009 12:21 pm
Subject: Re: New Player
Baccus6mm
Offline Offline
Send Email Send Email
 
Ray,

I never stated I'm in love with buckets of dice
I don't know what you mean by the 'GW feel of it'. I haven't played a GW game in
20 years. Theirs is a totally different hobby.

For about 15 years I too was a fan of d100/d10/d20 mechanisms and wrote all my
rules this way.

However, thanks to involvement with game design theory groups such as Wargame
Developments, my views changed. The problem with 'metric' dice is that there is
a tendency to assign 'percentage probabilities' to game actions. this almost
inevitably leads to a plethora of tables and modifiers. I now understand that
such mechanisms slow the game down and make it less fun.

The use of different coloured dice and the info strip on the bases in CH almost
eliminates the need to refer to a reference sheet and speeds up gameplay
immensely. You really can play a game of CH to conclusion on a 6' x 4' table in
1˝ hours.

Damage to painted figures? Your dice are too big. Use 5mm d6s (as in our
catalogue).

Line of sight equals a kill? If we are making real projections for the future
this may well be true but would make for a very poor game. I've no objection to
pretty terrain pieces(we have plans to release more) but making the game revolve
around them would only end up with a skirmish level game. We are seeking to
present players with the command decisions of a Brigadier, not a Sergeant.

There is no ground scale. There is no time scale. This is a fantasy wargame
after all.

Regards, Igor.

#725 From: Sven Lugar <vikingjarl@...>
Date: Fri Jun 19, 2009 4:41 pm
Subject: Re: Re: New Player
svenlugar
Offline Offline
Send Email Send Email
 
I too am fond of percentile die - that should come as no surprise since
after all I was also a contributer & playtester to the original
Runequest back in the mid 70's (and its variants such as Call of
Cuthulhu) and that is a percentile based game.

With the Runequest or any RPG model you have lots of decision points
requiring single die rolls & the odds even out over a relatively short
period of time. In comparison Command Horizon requires fewer decision
points so they flatten the "percentile curve" and make things less about
a "lucky roll" and more about tactics. The many dice technique is
probably the most common & least convoluted methods of doing that. Where
as I am not trying to make you love this mechanism, perhaps it helps if
you understand the whys & what-fors.

Also the scenario you played was a bit skewed - Those 4 model walkers
are a real odds buster and will saturate anything in close range. They
have more models on them then are allowed in the current rules. I've
just been hesitant to break those nice bases apart. My bad. Yes, you did
even comment the evening of the game that you felt there were too many
die even for the other types of bases such as Grav-Effect vehicles &
infantry. Additionally it was probably foolish on my part to put walkers
into a convention scenario since they take some experience to figure out
how vulnerable they are & how to crack them wide open.

The problem with a percentile solution to this is you would end up with
too many "Lucky" or "Unlucky" rolls and results that border on certainty
depending on how you model the percentiles, or you end up with weird
kludgey sorts of mechanisms such as the "number of successes" mechanisms
used in games like the unreleased "Black9 Ops". A great game except most
of the playtesters hated the mechanism even though it merely models
large numbers of die being rolled in a percentile. It just is clumsy &
requires rudimentary math in the middle of a game. If you are feeling
particularly sadistic you can ask me to describe the whole mechanism &
how it worked & you calculated results.

I will continue to advocate to the writer for you regarding some sort of
compromise on the numbers of die - perhaps limiting the way gun-die are
calculated by making it 1 die per three light guns, 1 die per 2 medium
guns, 1 die per 1 heavy gun - similar to the classic game Koenig's
Krieg. No promises - I'm not the writer, just a playtester. However Igor
seems a very nice gentleman in my experience & actually listens to
people so keep up some hope for a compromise. I have discussed your
concerns with him from shortly after Enfilade.

Ever Onward & please keep your thoughts & input coming!
Skal,
Sven

Ray Sams wrote:
>
>
> Sven,
>
> Thanks for the response to my first post on this site.
>
> As the author of the rules states he's in love with buckets of dice.
> Me, I detest this style of gaming. Although I do have to admit it does
> get the young ones involved as they appear to enjoy this particular
> style. There is also an elegant simplicity about it. But I just can't
> stand the GW feel of it.
>
> Still when it all comes out in the wash, I prefer minimal die rolling,
> theres less damage to painted figs' and well formed terrain from
> errant dice and much less clutter. I firmly believe that a good
> wargame should look like a moving diorama. The more terrain features
> out there add so much more to the game both visually and estheitically.
>
> In Sci Fi gaming I think that if you are in line of sight, no matter
> what the range, then you're probably going to end up dead quite
> quickly, whether you're using a laser rifle or the main gun on some
> grav effest vehicle. Sorry can't quite call them a tank, although the
> word does suffice as a description in a pinch. Hence the need for good
> looking terrain features.
>
> However I digress, I think in the long run the game could be better
> served with less die rolling. As I mentioned earlier, I am a great fan
> of percentile dice.
>
> A couple of questions I have. What is the games ground scale? What is
> the time scale? I flipped through the rules and could'nt find a
> reference to either. I see the operational unit is a Battalion, so I'm
> thinking that each turn must be around half an hour to a full hour.
>
> Ray, in Calgary
> ...snip...
>


[Non-text portions of this message have been removed]

#724 From: "Ray Sams" <rayofsams@...>
Date: Fri Jun 19, 2009 3:24 am
Subject: Re: New Player
rpsams
Offline Offline
Send Email Send Email
 
Sven,

Thanks for the response to my first post on this site.

As the author of the rules states he's in love with buckets of dice.  Me, I
detest this style of gaming.  Although I do have to admit it does get the young
ones involved as they appear to enjoy this particular style.  There is also an
elegant simplicity about it.  But I just can't stand the GW feel of it.

Still when it all comes out in the wash, I prefer minimal die rolling, theres
less damage to painted figs' and well formed terrain from errant dice and much
less clutter.  I firmly believe that a good wargame should look like a moving
diorama.  The more terrain features out there add so much more to the game both
visually and estheitically.

In Sci Fi gaming I think that if you are in line of sight, no matter what the
range, then you're probably going to end up dead quite quickly, whether you're
using a laser rifle or the main gun on some grav effest vehicle.  Sorry can't
quite call them a tank, although the word does suffice as a description in a
pinch.  Hence the need for good looking terrain features.

However I digress, I think in the long run the game could be better served with
less die rolling.  As I mentioned earlier, I am a great fan of percentile dice.

A couple of questions I have.  What is the games ground scale?  What is the time
scale?  I flipped through the rules and could'nt find a reference to either.  I
see the operational unit is a Battalion, so I'm thinking that each turn must be
around half an hour to a full hour.

Ray, in Calgary

--- In CommandHorizon@yahoogroups.com, Sven Lugar <vikingjarl@...> wrote:
>
> Hi Ray, it was my pleasure to host the Command Horizon game for you.
> Thank you for your patience in that I had to also host a pick-up game of
> Polemos ACW game simultaneously and was running bck & forth. I won't
> call you "Heathen" for your input on dice because I am a Heathen (in the
> real meaning of the word) and take it as a compliment. Yes, there was a
> lot of die rolling. Partially that is my fault in that I had originally
> based those walkers under the 1st edition of the rules and I have way
> too many models on the bases. The other part is a design goal in order
> to flatten the odds curve and make a game based more on tactics than
> luck. I will reduce the number of models for one, but perhaps we can
> think of a way to moderate the number of die rolled without eliminating
> the "tactical weight" to the game.
>
> Thank you also for your feedback. It is really appreciated & is helpful.
> Skal,
> Sven
>
> Ray Sams wrote:
> >
> >
> > Hello All,
> >
> > I played my first game of Command Horizon at Enfilade a couple of
> > weeks ago. Thoroughly enjoyed the game, even though it was just a
> > quick pick-up demo game between myself and a friend moderated by a
> > Gent whose name slips me at this point.
> > The only real detractor to the game I found on my first game was the
> > amount of dice rolling involved. At on point I had to roll 33 sets of
> > 3 or 4 dice to save one of my units, failed eventually I may add. I'm
> > thinking that this must be an anomaly in the game, as the moderator
> > himself stated that he purposefully built this unit due to it's speed
> > and heavy hitting power.
> >
> > Now admiting that I am a newbie to the game. Has any one else
> > experienced such dice rolling and is there a way around it? Surely
> > everything can come down with factors added in to a mere percentage.
> >
> > Now I think I'll sit back and await the cries of heathan, string him
> > up, what the h@#$#$ does he know, rhetoric.
> >
> > Ray, in Calgary
> >
> >
>
>
> [Non-text portions of this message have been removed]
>

#723 From: Sven Lugar <vikingjarl@...>
Date: Mon Jun 15, 2009 4:35 pm
Subject: Re: New Player
svenlugar
Offline Offline
Send Email Send Email
 
Hi Ray, it was my pleasure to host the Command Horizon game for you.
Thank you for your patience in that I had to also host a pick-up game of
Polemos ACW game simultaneously and was running bck & forth. I won't
call you "Heathen" for your input on dice because I am a Heathen (in the
real meaning of the word) and take it as a compliment. Yes, there was a
lot of die rolling. Partially that is my fault in that I had originally
based those walkers under the 1st edition of the rules and I have way
too many models on the bases. The other part is a design goal in order
to flatten the odds curve and make a game based more on tactics than
luck. I will reduce the number of models for one, but perhaps we can
think of a way to moderate the number of die rolled without eliminating
the "tactical weight" to the game.

Thank you also for your feedback. It is really appreciated & is helpful.
Skal,
Sven

Ray Sams wrote:
>
>
> Hello All,
>
> I played my first game of Command Horizon at Enfilade a couple of
> weeks ago. Thoroughly enjoyed the game, even though it was just a
> quick pick-up demo game between myself and a friend moderated by a
> Gent whose name slips me at this point.
> The only real detractor to the game I found on my first game was the
> amount of dice rolling involved. At on point I had to roll 33 sets of
> 3 or 4 dice to save one of my units, failed eventually I may add. I'm
> thinking that this must be an anomaly in the game, as the moderator
> himself stated that he purposefully built this unit due to it's speed
> and heavy hitting power.
>
> Now admiting that I am a newbie to the game. Has any one else
> experienced such dice rolling and is there a way around it? Surely
> everything can come down with factors added in to a mere percentage.
>
> Now I think I'll sit back and await the cries of heathan, string him
> up, what the h@#$#$ does he know, rhetoric.
>
> Ray, in Calgary
>
>


[Non-text portions of this message have been removed]

#722 From: "Ray Sams" <rayofsams@...>
Date: Sun Jun 14, 2009 3:19 am
Subject: New Player
rpsams
Offline Offline
Send Email Send Email
 
Hello All,

I played my first game of Command Horizon at Enfilade a couple of weeks ago. 
Thoroughly enjoyed the game, even though it was just a quick pick-up demo game
between myself and a friend moderated by a Gent whose name slips me at this
point.
The only real detractor to the game I found on my first game was the amount of
dice rolling involved.  At on point I had to roll 33 sets of 3 or 4 dice to save
one of my units, failed eventually I may add.  I'm thinking that this must be an
anomaly in the game, as the moderator himself stated that he purposefully built
this unit due to it's speed and heavy hitting power.

Now admiting that I am a newbie to the game.  Has any one else experienced such
dice rolling and is there a way around it?  Surely everything can come down with
factors added in to a mere percentage.

Now I think I'll sit back and await the cries of heathan, string him up, what
the h@#$#$ does he know, rhetoric.

Ray, in Calgary

#721 From: "Bob" <photonred@...>
Date: Fri Mar 20, 2009 12:39 pm
Subject: New developments?
photonred
Offline Offline
Send Email Send Email
 
Hi guys its been very quiet on the CH front for the last few months I was
wondering if all were going well no updates here or on the  CH website since
last year.

I hope everything is going ok for you guys.

#720 From: "David Lambert" <dlambert123@...>
Date: Mon Feb 2, 2009 6:23 pm
Subject: Re: ACW rules - not entirely off topic
dlambert123
Offline Offline
Send Email Send Email
 
--- In CommandHorizon@yahoogroups.com, Sven Lugar <vikingjarl@...> wrote:
>
> try Polemos in the yahoo search. It is the Polemos@yahoogroups.com



DOH!
tried every combination baccus baccus-6mm I could think of

sorted now

thanks

David

#719 From: Sven Lugar <vikingjarl@...>
Date: Sun Feb 1, 2009 7:10 pm
Subject: Re: ACW rules - not entirely off topic
svenlugar
Offline Offline
Send Email Send Email
 
try Polemos in the yahoo search. It is the Polemos@yahoogroups.com

David Lambert wrote:
>
>
> At vapnartak show, had a chat with Peter about the ACW polemos rules
> and he pointed me at the "Baccus Yahoo group"...
>
> I can't seem to locate such a group? Any clues anybody?
>
> DAvid
>
>


[Non-text portions of this message have been removed]

#718 From: "David Lambert" <dlambert123@...>
Date: Sun Feb 1, 2009 6:17 pm
Subject: ACW rules - not entirely off topic
dlambert123
Offline Offline
Send Email Send Email
 
At vapnartak show, had a chat with Peter about the ACW  polemos rules
and he pointed me at the "Baccus Yahoo group"...

I can't seem to locate such a group? Any clues anybody?

DAvid

#717 From: "fast_g1" <fast_g1@...>
Date: Sat Jan 31, 2009 6:02 pm
Subject: Re: IDing a Miniature...
fast_g1
Offline Offline
Send Email Send Email
 
Outstanding!  Thanks...



--- In CommandHorizon@yahoogroups.com, "imgnomish1" <imgnomish1@...>
wrote:
>
> The tan ones are from SJ games Ogre minis.. the grey ones are from
> GZG.
>
> Cheers
>
>
> --- In CommandHorizon@yahoogroups.com, "fast_g1" <fast_g1@> wrote:
> >
> > Apologies if this has been covered already... but I'm new here.  So,
> hi!
> >
> > And on to the question... Can anyone ID the skimmer models in
> "Sean's
> > Command Horizon Armies" (in the photos section).
> >
> > Thanks!
> >
>

#716 From: "imgnomish1" <imgnomish1@...>
Date: Fri Jan 30, 2009 5:14 pm
Subject: Re: IDing a Miniature...
imgnomish1
Offline Offline
Send Email Send Email
 
The tan ones are from SJ games Ogre minis.. the grey ones are from
GZG.

Cheers


--- In CommandHorizon@yahoogroups.com, "fast_g1" <fast_g1@...> wrote:
>
> Apologies if this has been covered already... but I'm new here.  So,
hi!
>
> And on to the question... Can anyone ID the skimmer models in
"Sean's
> Command Horizon Armies" (in the photos section).
>
> Thanks!
>

#715 From: "fast_g1" <fast_g1@...>
Date: Wed Jan 28, 2009 2:45 pm
Subject: IDing a Miniature...
fast_g1
Offline Offline
Send Email Send Email
 
Apologies if this has been covered already... but I'm new here.  So, hi!

And on to the question... Can anyone ID the skimmer models in "Sean's
Command Horizon Armies" (in the photos section).

Thanks!

#714 From: "Baccus6mm" <baccus6@...>
Date: Sat Nov 29, 2008 10:23 am
Subject: Re: Hello. and a couple of questions
Baccus6mm
Offline Offline
Send Email Send Email
 
Hi Steve,

welcome to the group.  I think you'll find CH a real change of focus
and emphasis from DS.  The rules work from a 'top down' approach
rather than a 'bottom-up' design.

In answer to your question, if you spend on move CP on your lifter :

1) Move the lifter and load to the extent of the lifter's movement.

2) Unload with both the lifter and load then being able to make a move.

Cheers


Peter




--- In CommandHorizon@yahoogroups.com, "eastridingmilitia"
<eastridingmilitia@...> wrote:
>
> Hi
> I've just been introduced to the rules and will be playing my first
> game this weekend. I am in the process of converting my Dirtside force
> to Command Horizon basing (next purchase will be CH though - Peter is
> there a link from the Baccus site to the CH site?)and have a question.
> A Skim Lifter with carrying an Infantry Base wants to unload the
> Infantry - how does this work? My best guesses are either you spend
> one movement CP to unload and do nothing else (preferred option) or
> the movement CP allows you to unload and move as normal. Any thoughts.
> Cheers
> Steve
>

#713 From: "Ken Natt" <ken.natt@...>
Date: Sat Nov 29, 2008 9:49 am
Subject: Re: Hello. and a couple of questions
kennattuk
Offline Offline
Send Email Send Email
 
Good q - we are playing our first game tonight and have the same issue -
  any answers greatly appreciated

Ken

--- In CommandHorizon@yahoogroups.com, "eastridingmilitia"
<eastridingmilitia@...> wrote:
>
> Hi
> I've just been introduced to the rules and will be playing my first
> game this weekend. I am in the process of converting my Dirtside force
> to Command Horizon basing (next purchase will be CH though - Peter is
> there a link from the Baccus site to the CH site?)and have a question.
> A Skim Lifter with carrying an Infantry Base wants to unload the
> Infantry - how does this work? My best guesses are either you spend
> one movement CP to unload and do nothing else (preferred option) or
> the movement CP allows you to unload and move as normal. Any thoughts.
> Cheers
> Steve
>

#712 From: "eastridingmilitia" <eastridingmilitia@...>
Date: Wed Nov 26, 2008 10:58 am
Subject: Hello. and a couple of questions
eastridingmi...
Offline Offline
Send Email Send Email
 
Hi
I've just been introduced to the rules and will be playing my first
game this weekend. I am in the process of converting my Dirtside force
to Command Horizon basing (next purchase will be CH though - Peter is
there a link from the Baccus site to the CH site?)and have a question.
A Skim Lifter with carrying an Infantry Base wants to unload the
Infantry - how does this work? My best guesses are either you spend
one movement CP to unload and do nothing else (preferred option) or
the movement CP allows you to unload and move as normal. Any thoughts.
Cheers
Steve

#711 From: "Mike Baker" <mcb19682000@...>
Date: Sat Nov 22, 2008 3:46 am
Subject: The Siege of Augusta XVIII
mcb19682000
Offline Offline
Send Email Send Email
 
The Siege of Augusta XVIII

One of the South East's Largest Gaming Conventions is Coming to
Augusta Georgia.

Siege of Augusta XVIII

Date: 23-25 January 2009
The convention starts at 2:00 P.M. on Jan. 23rd

Where: Double Tree Hotel Augusta
2651 Perimeter Parkway, Augusta, Georgia,
For lodging info, go to our website, www.siegeofaugusta.com

•60+ Events and Games spanning all of
History, Fantasy and Science Fiction
•DBA, WH40K, FOW
Tourneys & Events planned
•Roleplay, War-, Board- and Card games
•25+ Vendor Tables
•GREAT FAMILY FUN!!!

For more information, go to: www.siegeofaugusta.com

or

Contact Norman Schwartz at dragonstoo@... Mike Baker at
mcb19682000@...

#710 From: "Mark Severin" <mark@...>
Date: Tue Nov 11, 2008 8:10 pm
Subject: Game Nov. 22 (Cincinnati, OH)
markericseverin
Offline Offline
Send Email Send Email
 
I hope Peter won't mind...

I'm planning a play test of my own Sci Fi rules called "Steel Crush"
at my place on Saturday November 22. While the rules are mine I will
be using two new armies of lovely Baccus 6mm figures.

In any case if you live in or near Cincinnati, OH USA and want to join
us please drop me a line mark at the-severins dot com

The schedule is Lord of the Rings at 1:00 until dinner, take a break
for grub, then Sci Fi tank-smashing action after. Game ends when
everybody's smoking and wrecked!

#709 From: "imgnomish1" <imgnomish1@...>
Date: Fri Oct 31, 2008 1:20 pm
Subject: Re: New to the forum
imgnomish1
Offline Offline
Send Email Send Email
 
The rules are great. I enjoy this game so much, I gm games of it at
the local cons.

I think that the modern stuff you have would work fine. Just make up
some bases that you can stick your modern stuff to and play a game.

I have a mix of models from Baccus, Steve Jackson, Scotia and GZG.

--- In CommandHorizon@yahoogroups.com, "cptmpope" <cptmpope@...> wrote:
>
> Hi Guys,
>      I'm brand new to the group. Just downloaded the rules which
look
> great, but haven't played yet and don't have any minis yet.
>      In perusing the pics of others' armies it looks like there is a
> healthy mix of modified GHQ and CinC minis. Is this the case, or
just
> my imagination? I have several thousand modern micro armor vehicles
> that I may be able to convert if this practice is commonplace. It
> might be a quick way to get a significant unit together too.
>      BTW – any players in SoCal?
>
> Thanks.
>
> -Mike
>

#708 From: Sven Lugar <vikingjarl@...>
Date: Fri Oct 31, 2008 8:37 am
Subject: Re: New to the forum
svenlugar
Offline Offline
Send Email Send Email
 
They are great rules, but I believe you are incorrect in regards to the
minis. All the pictures I checked out are al Baccus Command Horizon
minis, pretty much straight from the box. Too bad, I used to live in
SoCal but have moved to greener pastures (well greener yes, due to all
the rain , but not so much pastures as lots of very tall trees)
Skal,
Sven

cptmpope wrote:
>
> Hi Guys,
> I'm brand new to the group. Just downloaded the rules which look
> great, but haven't played yet and don't have any minis yet.
> In perusing the pics of others' armies it looks like there is a
> healthy mix of modified GHQ and CinC minis. Is this the case, or just
> my imagination? I have several thousand modern micro armor vehicles
> that I may be able to convert if this practice is commonplace. It
> might be a quick way to get a significant unit together too.
> BTW -- any players in SoCal?
>
> Thanks.
>
> -Mike
>
>


[Non-text portions of this message have been removed]

Messages 708 - 737 of 737   Newest  |  < Newer  |  Older >  |  Oldest
Advanced
Add to My Yahoo!      XML What's This?

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help