Howdy all,
New year, new start and all that... I am working on a couple of new ideas for this site, primarily focussed on the painting side of things and I would appreciate feedback.
To help achieve this I have set up a very short (4 questions) survey over on surveysmart. If you have a spare 5 minutes you can help me out by answering the questions. The link to the survey is here -
http://www.smartsurvey.co.uk/s/98642AEMUK
Thanks in advance to all those who help out.
Chris
Professional full-time artist specializing in painting wargaming miniatures. All scales and periods catered for - 6mm, 15mm, 28mm Available for commissions from a single model to a complete army! Also battle reports, projects, reviews and general gaming news.
Introduction
Thanks for visiting my page. To help with navigation, here is a list of popular pages all about Marching in Colour
* The History of Marching In Colour - who is the man behind the words and service, how did it all come about
* Commissioning Models for Painting - how the process works, start to finish, and what you can expect
* Gallery of Artists Work - with over 20 years experience, here is a small sample of finished commissions
* ITEMS FOR SALE - as well as painting models, I also sell pre-painted models and assorted loose models and scenery on Etsy and Ebay. Links here!
* Trade in your old models for Painting Credit * click here for details
* To see details of all current commissions booked-in and estimated completion dates - click here
SCENERY and TERRAIN - for pre-made, handcrafted items of scenery and terrain, please click here
For TUTORIALS please follow this link - click here
Thursday, 19 December 2013
Sunday, 18 August 2013
The long hot summer...
Seems like forever since I posted anything here. I am blaming the remarkable weather, its been a good summer (well, except for the nights.. I hate hot nights).
Will soon be back to painting, taking commissions again. Here's a few photos I found sitting on my hard drive, to get me in the mood ;)
Some nice 15mm Soviets, for a Stalingrad game.
Plastic Macedonians
Will soon be back to painting, taking commissions again. Here's a few photos I found sitting on my hard drive, to get me in the mood ;)
Some nice 15mm Soviets, for a Stalingrad game.
Plastic Macedonians
28mm Picts
Thursday, 9 May 2013
Planetside 2: Xericor's tactica, 'Infantry Hunter' class Lightning Tank
Xericor's Tactica:
Lightning Tank (Anti-Infantry)
Hi folks, and thanks
for taking the time to check out my guides.
In this guide I will
look at the role of the Lightning Tank in an anti-infantry set up –
how to use speed and battlefield awareness to get into the best
firing positions as well as what to do to evade vehicles that
outclass you.
The Set Up
This build requires two
main components, the 'L100 Python HE' turret, and 'Night Vision'
optics. The 'Racer High Speed Chassis' also makes for a nice addition
to this build giving the Lightning the speed it needs to escape from
danger.
The Tactic
The Lightning tank uses
its speed to move quickly into a flanking position, or to dart
through gaps in terrain to take enemy infantry by surprise.
The Flank Manoeuvre
In every major
engagement it is vital to understand the position of the battle line.
Often this line will be a case of the defender holding an
installation and the attacker moving on the building or buildings. In
which case the flank is either end of the buildings, or as far as the
defender extends.
Where the defender
doesn’t hold a building, and the combat is more open field, then
the two forces will try to use whatever cover they have available,
more often than not this is a large hill or rock formation.
In the example below we
can clearly see where the two effective battle lines are. Our Blue
forces are positioned along the top of a ridge, and while we cannot
see the enemy Red force, we can safely assume that they hold the
position around the large rocky outcrop.
Once we reach our
destination, the majority of the enemy will be unaware of our attack
until it is too late – all their attention will be focussed on the
enemy to their immediate front. The result is free kills!
The Decisive Strike
As we discussed in the
'Flank' section, understanding the battle line is vital to the
success of this tactic. Where an enemy holds a facility, they will
often hold the area in close proximity, and if their numbers allow
it, they will seek to extend their battle line and secure the best
most advantageous firing positions.
Here we can see the
enemy have extended their battle line south of their installation, to
include the rocks immediately below their base, from which they can
step out, let loose rockets at our approaching vehicles, then duck
back in cover.
The choice to engage
here was made AFTER the enemy had fired their rockets and while the
enemy was RELOADING – speed was key, as was 'burst radius'.
Tip - Burst
Radius/Splash Damage
High Explosive shells
explode when they hit anything solid, and anything within a few
metres of the hit will take damage from the explosion. Always try to
aim for targets that are moving against a solid feature, such as a
hill, a tree, or the side of a building so even if you miss the kill
shot you will still damage the enemy and possibly get them on the
next shot, or pick up points for the assist.
As we can see from the
photo below the only kill shot here is a direct hit. The target is
very small and we are moving, this makes it a very hard shot. If our
shot hits blue, then its a clear miss, and if our shot hits grey its
unlikely the target will receive any splash damage as the enemy is
placed the wrong side of the hill.
Evasion Tactics
This tank is built for
speed and anti-infantry duties, and it will have a very rough time
against MBT's or Air units. It is therefore vital we learn the
tactics of evasion, and how to use our speed and manoeuvrability to
best effect.
Evading Air
A common tactic used by
veteran air players is to approach from the rear of their target and
use Rocket Pods on the weak armour. A common response by the vehicle
is to power drive away in a straight line. This is the wrong tactic
to use. An air unit needs to line up the vehicle perfectly and
unleash a barrage of rockets. As the air unit is moving forward, the
pilot doesn’t mind if their target also moves forward, as a good
pilot can keep the angle and speed of their approach in check and
still hit the vehicle as it pulls away.
What we need to do is
'zigzag'. Evade left then centre, then right, then centre.
This breaks the air
units line of attack. Its weapons are fixed forward, it cannot rotate
its cannons like a tank can its turret, it must shift its whole body.
What this means is the pilot must adjust their aim for every shot
they take. The more effort we force, the more chance they will fail.
Evading Armour
The key to evading
enemy heavy tanks lies with two factors – speed and distance, and
we must learn to maximise both of these parameters to make it doubly
hard for the enemy to land a direct shot.
A good tank commander
can easily predict, and compensate, for one aspect. If the target is
moving left to right, then they will place their shots slightly to
the right of the target. Likewise if a target is moving away, placing
a shot ahead of them is the best idea to score a hit.
When evading armour
remember these two factors and take a diagonal path away from the
enemy. Give them both aspects to take into consideration when placing
their shots.
Thanks for reading and
good hunting soldier!
Tuesday, 7 May 2013
Planetside 2: Xericor's Tactica, Infantry Assault on a Small Base
Xericor's Tactica:
Infantry Assault (Small Base)
Step One – The
Approach (Minimap)
Instead of steaming
full speed ahead into any fight, take a moment to understand your
location and plan your attack. It is always best to think-out your
moves ahead of time. To help you do this you must learn to extend
(and collapse) your minimap.
The default key for
this is 'H'.
When moving to and from
locations always use the map in its extended format. This allows you
to spot any enemy units ahead of time.
When fighting in close
proximity, knowing what is 100yards away from you becomes less
important, so a collapsed (small size) mini map is better as it
becomes less of a distraction.
The other aspect to be
aware of is what you are actually attacking, what type of base is it,
who holds the territory and who holds the surrounding area.
In this example we are
going to use a small base with two main approaches – one, blue,
which we hold, and the other, red, which the enemy holds, and we are
going to place the base directly in the middle.
Every base has a
capture point (with larger bases having more than one point), and a
'safe area/spawn room' where the enemy can respawn, rearm, and fire
from relative safety. It is key that we identify these areas before
we arrive at the base, then understand how they sit in proximity to
the layout of the base.
In this example we can
see that the capture point is at the base of the tower, in a
courtyard which is closed on three sides, and that the enemy spawn
room is at the far end of the base up a slight ridge.
Attacking into and
through buildings always favours the defender – they can set traps
and have a small target area (the doorway) to cover. People coming
through a doorway present easy targets to a defender hiding in a
room.
We can therefore draw a
theoretical line along which we can expect to meet an enemy defence,
shown on the map as the long red line.
Tip – Attacking
through a Doorway
Always be on guard when
moving into a building where you know, or suspect, there are enemy
agents. The first thing to check for is explosives placed near the
entrance to the room. AI mines and C4 are common weapons employed
here.
The map also shows one
other key point – a section of 'no man's land'. This area is marked
by the letter 'A'. This area is a direct approach from the respawn to
the capture point but it is completely free of cover. Any player
trying to move up or down this patch of land will be shot dead before
they could make it half way. No combat will take place along this
path.
Step Three –
Controlling the Area
In order to fully lock
down the base we must look at what we can and cannot control,
identify where the enemy will be, and what positions we need to hold
in order to restrict their movement and stop any counter-assault on
the capture point.
The place to start is
the place we cannot control – the enemy spawn area.
To do this we must look
at what the enemy can and cannot see from the safety of their area.
In this example I am going to cheat a little and take a couple of
shots from the enemy spawn area.
These two photos show
the view from the enemies perspective.
The following picture
shows the safe approach to taking this building.
Note the front balcony
is marked with an 'X'. While a Light Assault can easily scale this
height, the entire balcony is in clear view of the enemy. Anybody
trying to take this approach will be in clear view of enemy fire.
This path is not recommended. Instead, to take this building, we must
take the roof.
As we can see the area
we can cover extends in relation to the distance to the target. What
this means is that when giving fire, our target has to move further
to avoid receiving damage, while we need only do a small side step to
completely avoid the enemies shots.
This makes the top
barricades vital positions to hold, in unison with allied troops
covering the ground floor entrance/exits.
Advanced Tip – Light
Assault troops should also consider raised structures when selecting
advantageous firing positions. Often these areas have nice concealed
shooting positions where the enemy will never expect to find you!
Step Four – Lock-down
Positions
Often assaulting a base
comes down to remembering 2 key principles -
Restricting the enemy
movement
Intercepting or
blocking reinforcements
In our example we can
mark these paths with the letters, A to E.
B, C, D – These are
the key positions to lock down the enemy base. Positions B and C can
be held by any class of troops. Position C is best taken to Light
Assault troops who can jetpack directly to the roof and avoid the
dangers of attacking through buildings.
E – Represents one of
the Advanced Firing Positions, the type of which the enemy will not
immediately place you. In this example we have the rocky side of a
mountain, a position good for snipers, or rocket armed troops.
Tip - NV Scope
Most scopes are usually xRange to help with aiming and shooting at distance. For situations like this, where the fighting is all close range, consider ditching you regular scope and using a NV scope instead.
In Summary -
Hopefully this guide
has gone some way to helping you better understand positioning when
taking and assaulting a base. Never stand around like a lost sheep in
one area, always consider the possible route of the enemy and get
yourself in the best position you can.
Think ahead and take a
look at the area you are attacking prior to arriving there. Identify
key areas you need to take, and think where the enemy will be, where
they will try and move from and get yourself into the best position
to stop them from doing so.
If you control the
situation you will control the battle.
Sunday, 5 May 2013
Planetside 2: Xericor's Tactica, Tank Support Engineer
Xericors Tactica: Tank
Support Engineer
Hi, and thanks for
taking the time to check out this guide. I'm a big fan of PS2 and now
that I have clocked up over 400hrs of game time I feel I have the
experience to start writing my Tactica.
First up – a
favourite play style of mine, the MBT Support Engineer.
Any faction's Main Battle Tank is a combat winner in itself, heavily armoured with a great mix of weaponry it brings awesome fire-power to the team and a morale boost to those friendly troops stuck in a tight situation. In this guide I hope to show how its life expectancy and its battle strength can be improved by having a good engineer man the secondary weapon position.
Role One – Repairs
Keeping the tank active
isn’t about jumping out once the vehicle hits red and frantically
trying to repair. This only leads to the tank blowing up and killing
you, or the driver panicking and running you down, or more commonly,
reversing away and leaving you in the middle of the field getting
shelled.
The TSE must learn to
be nimble in his/her repairs. Jumping out for small fast repairs,
then hoping straight back in, raining fire on the enemy, then jumping
out again once your Repair Tool has cooled down. Also learning to
stay protected for long repairs when the tank is in trouble is key to
success.
Tip: Use the tank for
cover and keep dancing left and right to avoid snipers!
To start with lets look
at where the game will eject you once you jump out. Generally
speaking you will exit the tank on one side, roughly at the middle of
the vehicle.
For this example we
will use the left hand side Exit, and mark the operational zone of
the Engineer with a Blue line. We will also assume that the enemy
threat lies somewhere ahead of the vehicle.
The Short Repair
Whilst the secondary
weapon can be very powerful, we must always remember that the primary
weapon is the key damage dealer and that our role here is one of
support and maintaining the longevity of the vehicle. The TSE should
jump out for small repairs as often as the situation allows. Keep
close to the tank, use the vehicle as cover, and should you take any
damage – safety is only a quick press of the 'E' key to jump back
on board.
Try to time your
repairs between the enemies' shots. While the enemy is reloading,
jump out and repair the damage.
The Long Repair
Begin the repair as
soon as you exit the vehicle, but this time start moving backwards
towards the rear of the vehicle.
Its safe to assume that the fighting is heavy if you need to deliver an extended repair, so moving slightly behind the vehicle gives you a better chance of cover. It's important to note here the TSE must move beyond the 'jump back in' range, and move as far back as their repair beam will allow.
This allows the vehicle
to withdraw, while still receiving a repair.
If the TSE has
positioned themselves well, as the tank withdraws and the engineers
gun reaches maximum, the tank should breeze past the engineer within
'jump back in' distance. Assuming the tank is not about to explode,
this move will bring the secondary weapon back into play, while the
Engineers repair tool cools down. Your role is now that of gunner
while you wait for the cool down on your Repair Tool.
From here, we have the
option of firing a shot while the gun cools, then jumping back out
and doing either another series of short repairs, or a long repair as
and what the situation calls for, thus maximising the TSE's combat
effectiveness.
Role Two – The
Observer
It can be tricky for
the driver of a MBT to have and retain perfect situational awareness
while moving or in combat. For tanks with turrets, the need to rotate
the turret, and the time it takes to do so is a delaying factor to
spotting danger. This is where the TSE, in a smaller, faster
rotational turret can react to danger quicker than the driver. The
driver also needs to focus and aim his shots down one barrel meaning
they spend most of their time looking at what they are shooting at,
and not the mini map.
Its therefore vital to
the life expectancy of the vehicle that not only does the TSE repair
the damage and assist in fire support with the secondary weapon, but
they also must act as the ever alert observer.
And.. for those who
really don’t know.. the default key to 'spot' the enemy is 'Q'.
Pressing this key while looking at the enemy (or that you suspect may
be enemy), will have your character 'shout out' the danger in
addition to marking the enemy on all friendly units minimaps within
range.
To best highlight the
role of the observer lets look at three real situations taken from
the game – 'Heavy Combat', 'Targeted Engagement', and 'General
Approach'
Heavy Combat
This is a tough fight
around a large facility. The situation is extremely dangerous. We
have marked on the map 4 key areas the observer must keep paying
attention to, these areas are labelled A,B,C, and D.
A - Here we have two
tanks going head to head. An alert observer should note that the
enemy tank is heavy and the friendly tank, in blue, is light. In all
likelihood that the enemy tank will win the engagement and thus be in
a position to threaten our right flank. The observer must keep alert
of this encounter, mark and shout out the threat of the flanking
enemy (and probably shoot the tank once it approaches, unless the
friendly driver is really on the ball).
B – A similar
situation to 'A', the enemy tank is heavy and the friendly is light.
Here however we also have enemy infantry to contend with.
C – The enemy hold
both an infantry spawn and a vehicle spawn. There is a real threat of
more units emerging from this location and the observer must keep an
eye on both infantry and vehicle entry routes.
D – The enemy
Sunderer.. If this is deployed, it can spawn infantry that can take
the hill and hold advantageous firing positions.
Targeted Engagement
Here we have a combat
where, thanks to a great scout by the friendly aircraft, we can place
the majority of the enemy – all behind a hill.
In the role of observer
the TSE must pay attention to three areas.
A – Here is the main
combat. Its here that our main driver/gunner will be focussing their
attention. The observer need only call out real dangerous threats –
heavies taking their time to aim, or again any C4 armed troops moving
from the pack.
B – Represents a high
ridge. The danger here is any clever infantry breaking off from point
A, moving unseen alongside the ridge, then shooing from anywhere
along B. Engineers with turrets are likely to try this as they will
not need ammo packs as a Heavy would for their rockets. Enemy support
vehicles coming to help out are also a threat.
C – This letter is in
a 'box' as it represents the ever present threat of enemy air units.
Enemy air is always a threat, but this time we must note our location
in relative to all the ally troops. We are slap bang in the open
field. Any approaching aircraft will see us from a distance, and we
have no immediate cover to withdraw to.
For this situation its important the TSE doesn’t get too distracted by the main combat. As a secondary gunner you should be looking to land good shots on the enemy and score your own kills, but never get 'tunnel vision' and focus solely on one area. Also, stay very close to the tank and use fast and light repairs. There is a good chance of the TSE getting picked off, so be prepared to use 'E' to hop in and out of the vehicle quickly.
General Approach
Its never recommended
to move out anywhere alone, so this situation requires the TSE to be
on full alert as danger could come from any of the 4 locations. Its
also likely that our driver will be focused on the base ahead,
avoiding major pit holes of terrain, and looking for any enemy units
amongst the buildings. The observer must pay attention to the
following,
A – The base. Help
the main driver spot any hostile units. Look for areas where troops
are likely to spawn.
B – The two roads and
the flat area to the north could bring enemy units to hit our flank.
It's also worth noting in this example that the friendly infantry in
the base is moving towards B, maybe they have spotted something?
C – This road is
hidden to our view and so poses a real threat. Any vehicle coming up
this road will remain hidden from us until the last moment, at which
they will be in a position to threaten our flank or even rear.
D – Marks the ever
present threat of enemy air.
Hopefully we can see
that riding in a vehicle is more than just playing the gunner and
shooting at whatever the driver is shooting at. The ideal character
class to have manning the secondary gunner position is the Tank
Support Engineer, and that this player should be the eyes and ears of
the vehicle .
Hop in and hop out for
repairs, be fast, alert and agile. Use the tank for cover, and move
to the rear – but not behind – the tank for extended repairs.
Thanks for reading. And
go NC!!
Friday, 12 April 2013
LoM Part 6 - Plans and Paintings
Howdy all,
Its been over a week since the last LoM post so I have plenty to share with you on the progress of the game.
Everything is going smoothly and LoM is looking good. Several games have been played and the basic mechanics have been ironed out. There is still a long way to go, but the ground work has been done. Its all a case of building on this now.
In this article I want to address the point and purpose of ordering your troops into battle, and ask the question - what is your plan? What do you hope to achieve?
I have played many games over the years, countless hours spent with a variety of rule sets, and one common theme throughout them is the feel of 'line up your troops, move them forward', with little more thought than that.
With LoM I want something different. I want a plan. I want to try an create a reasoning behind actions that will reward the player who thinks ahead, and offers little chance of victory to the player who simply marches forward.
To start with we must first understand the stats behind a unit in LoM.
Each unit has 4 basic stats - Weapons, Armour, Training, and Morale. Which range between 1-10, and combine to create a 'Combat Value' between 4-40.
The stats 'Training' and 'Morale' have further in-game effects, but for this example we will be looking simply at the 'Combat Value'.
Units also have a 'type' - Light, Medium, Heavy - which determines how they fare against other unit types. For this example we will use two 'Medium' infantry units, squaring up against each other.
Our Blue unit has combined stats that equal a Combat Value of 20, while our Red unit has a CV of 15.
Basic Combat in LoM (Combat that is not effected by players Commanders), is simple and straight forward. Units deal damage based on their CV and the unit type they are facing.
Here we can see that Blue will inflict 2 points of damage on Red, while Red will inflict 1 point of damage on Blue.
In essence what has happened here is that Red has sent a unit, with below par weaponry, low armour, low training and poor morale, against a foe with better weapons, better armour, more training, and greater willingness to fight.
The question has to be asked - what did Red expect? His unit is inferior on every level. While the men will still fight, and they will still inflict damage on the enemy, they will ultimately lose the engagement.
If it is a case of a straight up fight, then the burden of what to do lies with the Red player, assuming Blue is happy to just win the combat.
So, why would Red do this? LoM encourages the player to think, to plan, to aim to achieve an objective or an effect rather than simply engage units in front of them.
In this example perhaps Red needs to stall Blue, hold his unit in place. Maybe he is after attrition, reducing Blue in strength. There has to be a reason why Red would throw weaker troops at a superior enemy.
Its here that bring us back to the way LoM really works, the key to victory - Command Points and the players decision when and how to use these!
Thanks for reading. I hope this article helped to demonstrate a little more about LoM as we proceed through the play testing phase.
Chris
Oh... this article is called Plans AND Paintings...? Well.. you have seen the idea of plans, so maybe I should show you the first of the artwork for LoM, how about this one, what y'all think?
Its been over a week since the last LoM post so I have plenty to share with you on the progress of the game.
Everything is going smoothly and LoM is looking good. Several games have been played and the basic mechanics have been ironed out. There is still a long way to go, but the ground work has been done. Its all a case of building on this now.
In this article I want to address the point and purpose of ordering your troops into battle, and ask the question - what is your plan? What do you hope to achieve?
I have played many games over the years, countless hours spent with a variety of rule sets, and one common theme throughout them is the feel of 'line up your troops, move them forward', with little more thought than that.
With LoM I want something different. I want a plan. I want to try an create a reasoning behind actions that will reward the player who thinks ahead, and offers little chance of victory to the player who simply marches forward.
To start with we must first understand the stats behind a unit in LoM.
Each unit has 4 basic stats - Weapons, Armour, Training, and Morale. Which range between 1-10, and combine to create a 'Combat Value' between 4-40.
The stats 'Training' and 'Morale' have further in-game effects, but for this example we will be looking simply at the 'Combat Value'.
Units also have a 'type' - Light, Medium, Heavy - which determines how they fare against other unit types. For this example we will use two 'Medium' infantry units, squaring up against each other.
Our Blue unit has combined stats that equal a Combat Value of 20, while our Red unit has a CV of 15.
Basic Combat in LoM (Combat that is not effected by players Commanders), is simple and straight forward. Units deal damage based on their CV and the unit type they are facing.
Here we can see that Blue will inflict 2 points of damage on Red, while Red will inflict 1 point of damage on Blue.
In essence what has happened here is that Red has sent a unit, with below par weaponry, low armour, low training and poor morale, against a foe with better weapons, better armour, more training, and greater willingness to fight.
The question has to be asked - what did Red expect? His unit is inferior on every level. While the men will still fight, and they will still inflict damage on the enemy, they will ultimately lose the engagement.
If it is a case of a straight up fight, then the burden of what to do lies with the Red player, assuming Blue is happy to just win the combat.
So, why would Red do this? LoM encourages the player to think, to plan, to aim to achieve an objective or an effect rather than simply engage units in front of them.
In this example perhaps Red needs to stall Blue, hold his unit in place. Maybe he is after attrition, reducing Blue in strength. There has to be a reason why Red would throw weaker troops at a superior enemy.
Its here that bring us back to the way LoM really works, the key to victory - Command Points and the players decision when and how to use these!
Thanks for reading. I hope this article helped to demonstrate a little more about LoM as we proceed through the play testing phase.
Chris
Oh... this article is called Plans AND Paintings...? Well.. you have seen the idea of plans, so maybe I should show you the first of the artwork for LoM, how about this one, what y'all think?
Wednesday, 3 April 2013
LoM Part 5 - The practicalities of Fantasy
Hi folks,
In this update I want to address the issue of 'fantasy' within LoM.
The original old LoM stood for 'Leaders of Men', it then went on to include rules for fantasy creatures and came to mean 'Leaders of Monsters', this reincarnation of the rules has evolved into a mix of the both - Men, but in a fantasy setting.
But what do I mean by 'fantasy', and where does it stand against the traditional view of fantasy - Elves, Dwarves, Magic and Monsters?
When I first started gaming as a youngster many years ago, it was enough for me that Orcs were green, and evil was bad. Then as I progressed to historical gaming, the practicalities of logistics became more relevant.
Having a tribe of viscous green savages, living in huts, was fine at first, but then I got to thinking on how that tribe survived. I always saw Orcs as a kind of mix between African Tribal people and the ancient Celts, but there was never any of the practicality of the lifestyle attached to the creatures.
An easier example is perhaps with Dwarves. The traditional image of the Mountain Dwarf, living deep underground, mining amazing dwellings, is fine when it comes to believing they have developed a great skill in underground architecture, but not so when it comes to thinking they have a self sustaining agriculture. Crops don't tend to grow underground.
Somehow the appeal of Dwarves was lost when I thought about the practical aspects. How can you build such amazing underground structures when you are needed up top to plough the fields.
And what good is a high level of craftsmanship, when you cant sell or trade it? Flat packed underground hall anybody?
The other part of fantasy that always amused me was in the variety of creatures and races. In the real world man is dominant and this combined with natural elements has lead to the extinction of numerous species, with many more, from butterflies to giant pandas, under 'protective status', .
Consider then, if a region contains only two sets of mating Trolls. How eager would those Trolls be to line up on the battlefield and get themselves chopped up.
Or how large the world would need to be, or how small the populations, to support such diverse creatures and peoples.
Staying with the Trolls, or Ogres, or other similar large creature. What is the theoretical amount they could bench press? If they were even 5 times stronger than a man, its safe to bet that a simple punch would be enough to guarantee instant death. Yet we often see them swinging whole trees and doing nothing more than knocking the hero 30 feet through the air and causing nothing more serious than a few bruised ribs.
Such creatures on the battlefield would have, or should have stats so high they make fielding the average spearman a little, excuse the pun, pointless.
All that aside, I LOVE FANTASY!
But its not the kind of fantasy I have envisioned for LoM.
Instead players of LoM can look forward to bizarre and enthralling races of fantasy, but all which hold a common theme - they are based on the reality of the situation.
Horses may come in a variety of colours, suited to a fantasy world, but in the end they all behave like a horse would - some may be faster, stronger, can jump better than others, but none will fly or breath fire.
People may look, dress, act, believe in different gods and wield a variety of weapons, but steel is steel, and a sword is a still a sword.
That's not to say LoM doesn't have fantastical creatures, ghosts, spirits, magic of sorts - it does.
But all races are grounded in reality, and all will field armies and troops that would be found in a bizarre version of the real world.
This allows the rules to be very flexible and if needed to be substituted in places of other reality based rulesets. If you want to fight Rome v Germania you can, if you want to fight Normans vs Saxons you can.
Or maybe, hopefully, you will enjoy one of the variety of fantasy races or people coming to LoM.
Thanks for reading
Chris
In this update I want to address the issue of 'fantasy' within LoM.
The original old LoM stood for 'Leaders of Men', it then went on to include rules for fantasy creatures and came to mean 'Leaders of Monsters', this reincarnation of the rules has evolved into a mix of the both - Men, but in a fantasy setting.
But what do I mean by 'fantasy', and where does it stand against the traditional view of fantasy - Elves, Dwarves, Magic and Monsters?
When I first started gaming as a youngster many years ago, it was enough for me that Orcs were green, and evil was bad. Then as I progressed to historical gaming, the practicalities of logistics became more relevant.
Having a tribe of viscous green savages, living in huts, was fine at first, but then I got to thinking on how that tribe survived. I always saw Orcs as a kind of mix between African Tribal people and the ancient Celts, but there was never any of the practicality of the lifestyle attached to the creatures.
An easier example is perhaps with Dwarves. The traditional image of the Mountain Dwarf, living deep underground, mining amazing dwellings, is fine when it comes to believing they have developed a great skill in underground architecture, but not so when it comes to thinking they have a self sustaining agriculture. Crops don't tend to grow underground.
Somehow the appeal of Dwarves was lost when I thought about the practical aspects. How can you build such amazing underground structures when you are needed up top to plough the fields.
And what good is a high level of craftsmanship, when you cant sell or trade it? Flat packed underground hall anybody?
The other part of fantasy that always amused me was in the variety of creatures and races. In the real world man is dominant and this combined with natural elements has lead to the extinction of numerous species, with many more, from butterflies to giant pandas, under 'protective status', .
Consider then, if a region contains only two sets of mating Trolls. How eager would those Trolls be to line up on the battlefield and get themselves chopped up.
Or how large the world would need to be, or how small the populations, to support such diverse creatures and peoples.
Staying with the Trolls, or Ogres, or other similar large creature. What is the theoretical amount they could bench press? If they were even 5 times stronger than a man, its safe to bet that a simple punch would be enough to guarantee instant death. Yet we often see them swinging whole trees and doing nothing more than knocking the hero 30 feet through the air and causing nothing more serious than a few bruised ribs.
Such creatures on the battlefield would have, or should have stats so high they make fielding the average spearman a little, excuse the pun, pointless.
All that aside, I LOVE FANTASY!
But its not the kind of fantasy I have envisioned for LoM.
Instead players of LoM can look forward to bizarre and enthralling races of fantasy, but all which hold a common theme - they are based on the reality of the situation.
Horses may come in a variety of colours, suited to a fantasy world, but in the end they all behave like a horse would - some may be faster, stronger, can jump better than others, but none will fly or breath fire.
People may look, dress, act, believe in different gods and wield a variety of weapons, but steel is steel, and a sword is a still a sword.
That's not to say LoM doesn't have fantastical creatures, ghosts, spirits, magic of sorts - it does.
But all races are grounded in reality, and all will field armies and troops that would be found in a bizarre version of the real world.
This allows the rules to be very flexible and if needed to be substituted in places of other reality based rulesets. If you want to fight Rome v Germania you can, if you want to fight Normans vs Saxons you can.
Or maybe, hopefully, you will enjoy one of the variety of fantasy races or people coming to LoM.
Thanks for reading
Chris
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