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WiP Games and Miniatures
WiP Games and Miniatures
WiP Games and Miniatures
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A place to inform you about the On Bloody Ground series of mass combat historical wargame rules and miniatures ranges produced by WiP Games and Miniatures.
Комментарии
@leadbelcher7248
@leadbelcher7248 25 дней назад
Looks like a great game. I see you have some units is 6 models wide. Others 7 models wide. Is there a minimum/maximum of models for the unit build.?
@wipgamesandminiatures
@wipgamesandminiatures 25 дней назад
@@leadbelcher7248 Thanks! We have a maximum unit size of 15% of the total army points you are using to build the army lists to stop everyone having hordes of very powerful troops. In our standard game we play with 2000 army points so the max size per unit is 300pts. You can make the width of your units whatever you wish depending on their weapons and how you want them to perform. I usually go for wider units when I’m playing aggressive and deeper when I’m using a defensive unit. 🙂
@naz2402
@naz2402 2 месяца назад
These are incredible! Cannot wait to start my collection and hopefully get a few wins along the way!
@NossCalavera1670
@NossCalavera1670 6 месяцев назад
Just received your rulebooks today. Thanks for another battle report!
@wipgamesandminiatures
@wipgamesandminiatures 6 месяцев назад
Fantastic, and you’re very welcome, we hope you enjoy it!
@Gibius1
@Gibius1 11 месяцев назад
To clarify, would this combat have taken place over three full game turns, or do you play the combat out until that final result?
@paintandplayminis1997
@paintandplayminis1997 11 месяцев назад
Hi, the combat can have multiple rounds of combat, even more than 3 sometimes. In the situation in the video the combat would have played out all in one go. This is because the loser kept failing their stand fast test and that is what initiates another combat. Once you lose 3 times your unit is destroyed. If, however, the loser passed their stand fast test the combat is over and you wouldn’t fight again until the combat phase or the next turn, depending on when your combat is being fought
@Gibius1
@Gibius1 11 месяцев назад
@@paintandplayminis1997 Thank you for clarifying. That sounds interesting, no doubt allows for the push and shove of an army's battle line!
@paintandplayminis1997
@paintandplayminis1997 11 месяцев назад
@@Gibius1 that’s exactly it. It makes it even more important for you to decide when you may want to spend some command points to keep a unit around and stop your lines from being pushed back too far
@pauldoyle2554
@pauldoyle2554 11 месяцев назад
Absolutely love the fact the combat is simultanious, always bothered me in some games when one unit would just stand there and get hacked to pieces before attacking back.
@wipgamesandminiatures
@wipgamesandminiatures 11 месяцев назад
We’re glad you like it, we always thought it was a ‘feel bad’ mechanic. There’s nothing worse than putting your miniatures on the table and not actually being able to use them!
@Wyndehurst_Productions
@Wyndehurst_Productions Год назад
why rolling 2 dice? I thought it was 2d6+Movement rate for Cavalry and 1d6+movement rate for infantry?
@wipgamesandminiatures
@wipgamesandminiatures Год назад
Yep you’re right. For this example, we thought there was no need for us to do a video for both infantry and cavalry units, as the distance of the charge move was more important. This video is more to explain how you are able to pivot your unit before a charge roll is made to allow you to avoid terrain, but if you don’t roll high enough to go in the preferred direction, but can complete the charge via a more direct route with the dice rolled, then you must do so.
@naz2402
@naz2402 Год назад
Enjoying the videos, thanks for another informative demonstration!
@wipgamesandminiatures
@wipgamesandminiatures Год назад
We’re glad to hear you’re enjoying them!
@Wyndehurst_Productions
@Wyndehurst_Productions Год назад
I like the simplicity, Especially that skirmishers dont prevent you from shooting the units behind, they just make it more difficult.
@wipgamesandminiatures
@wipgamesandminiatures Год назад
Thanks! Every rule we’ve made is meant to feel like it makes sense in real life terms. Some things are simplified, but that doesn’t make for any less of a tactical game
@onpatrolpodcast
@onpatrolpodcast Год назад
Got my copy of the rules in today. I look forward to trying them out.
@wipgamesandminiatures
@wipgamesandminiatures Год назад
Fantastic, we hope you enjoy them when you do. If you have any questions shoot us a message. Also, you haven’t already, join our Facebook group too for all the latest updates and everything else to do with OBG: facebook.com/groups/2739106046226902/?ref=share_group_link
@onpatrolpodcast
@onpatrolpodcast Год назад
Got my copy of the rules in today. I look forward to trying them out.
@onpatrolpodcast
@onpatrolpodcast Год назад
Interesting choices for movement. I can see how you have gone with simplicity over realism. That might put of some seasoned players but I see real potential for new and young players (my 2 boys specifically).
@wipgamesandminiatures
@wipgamesandminiatures Год назад
Movement is definitely simplified but we have aspects of realism where you’d expect it most. Units in shieldwall can’t manoeuvre at all for example (without breaking out of formation) but can instead shift forwards, backwards, left or right. The basic mechanics of games should be simple for anyone to understand, the complexity is in the list building, where to put your commanders, where you want your units to be placed, as well as lots of other factors that shouldn’t put off either seasoned or new wargamers to the period
@Wyndehurst_Productions
@Wyndehurst_Productions Год назад
thanks for the video. Just to clarify. A formed infantry unit may pivot up to 360 degrees then move and perform another pivot up to 360 degrees after?
@wipgamesandminiatures
@wipgamesandminiatures Год назад
That’s right, it just makes the game flow more rather than having to calculate multiple things just to move back for example. Some units may have more restricted or fluid movement but that will shown in their keywords.
@Yecatsminiatures
@Yecatsminiatures Год назад
Great video guys. Very clear. Can’t wait to get playing some games. Interesting that you went for the central pivot rather than the wheel from the corner. What was the thinking behind that?
@wipgamesandminiatures
@wipgamesandminiatures Год назад
Thanks Grant, it’ll be great to play someone that’s more of a challenge! The reason we chose a singular central pivot is so that it removes minute movements when moving any units. Keeping track of the central point of unit is also easier than wheeling units multiple times.
@Wyndehurst_Productions
@Wyndehurst_Productions Год назад
@@wipgamesandminiatures So you all went with slightly easier for play over more historically accurate. Deffinetly makes it esier for entry level players.
@wipgamesandminiatures
@wipgamesandminiatures Год назад
@@Wyndehurst_Productions that’s right, some formations like phalanx troops or more manoeuvrable units will have different mechanics to give more historical accuracy feel to the game.
@Yecatsminiatures
@Yecatsminiatures Год назад
@@wipgamesandminiatures that’s fair enough, I like the central pivoting mechanic.
@Ridmasta
@Ridmasta Год назад
Aye can’t wait to get my book and plan my army out!
@Yecatsminiatures
@Yecatsminiatures Год назад
Great video guys. I’d let the guy talking read me a story at bedtime. Almost fell asleep. Awful hands. Great rulebook and great game!
@AA-pd7xf
@AA-pd7xf 11 месяцев назад
Great flip thru - the hands to me say "I'm getting a spear and I'm going to gut you like a trout!" which is fitting for the period. haha!