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Brigade Models • View topic - New Guy Looking for Advice

New Guy Looking for Advice

Moderator: Brigadier Tony

New Guy Looking for Advice

Postby Canucklehead » Fri Apr 28, 2006 6:53 pm

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Postby Zophiel » Fri Apr 28, 2006 7:36 pm

Mens regnum bona possidet
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Postby Canucklehead » Fri Apr 28, 2006 10:02 pm

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Postby Guest » Sat Apr 29, 2006 12:50 pm

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Postby Brigadier Tony » Sat Apr 29, 2006 1:49 pm

As far as the rules go, the one thing we always do away with is the split move sequence - we simply move everyone their entire move at one go. Other than that the rules are so easy to pick up that they don't need any other tweaks, which makes then ideal for conventions.

Make sure you have plenty of dice - ideally I'd want enough dice for every player to have enough for their largest ship. And sensible dice too, I played someone once who had these tiny 5mm dice which were almost unreadable (BTW, did I mention we sell d6 :wink: ?)

Terrain does make a demo game look great. Steve's pyramid game set on Mars was loads of fun (Phil and I played it at Salute 4-5 years ago) and it's worth looking out the photos of the Battle of Britain game that started it all (I think they are on the Wessex site) - if it hadn't been for that game I may never have made any Nef models, and where would we all be if that had happened ! We have a Monday Knights sea cloth on which I put TSS hills (as islands) and Steve was lucky enough to pick up a load of painted Langtons buildings, so even our club games look good. Phil's kapok clouds make even a simple sky-based game more interesting.

Finally, play the game in the right spirit - Aeronef isn't a massively serious game and not one for the rules lawyers but if played in the right way it's a great deal of fun.
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Postby Tas » Sat Apr 29, 2006 10:37 pm

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Postby Canucklehead » Mon May 01, 2006 6:35 pm

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Postby Vanvlak » Sun May 07, 2006 8:32 am

Hi Canucklehead, and welcome.
Now I've still to play a game, but I'd say a spectacular objective would attract attention - some mega-weapon, or an Astronef, or a palace, or a shipyard to be destroyed.
Oh, and are you the one Canadian I know from elsewhere :D ?
cheers,
John
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Postby Canucklehead » Wed May 31, 2006 6:54 pm

Okay, so after some technical issues, I've finally managed to get together some pictures from the Aeronef game I put on at MayDay a couple of weeks ago. I'm sorry for the delay on that. Just as a side note, MayDay is an annual convention put on by a wargaming group in Edmonton, Canada, for the bulk of you who I’m sure have never heard of it. :wink:

Right then, on to the game, which set a British Squadron against a German Squadron for control of their respective colonial holdings in Central Africa. The British force was centered around the carrier Athena, and the heavy cruisers Agamemnon and Hector, with a number of supporting destroyers and escorts. The German force was based on the dirigible battleship Rhineland and heavy cruiser Derfflinger, and the flotilla of light cruisers Kolburg, Bremen and Nurnburg.

The initial German deployment had the heavy guns of Rhineland and Derfflinger in the centre of the field, with the Kolburg flotilla on the left flank. For their part the British concentrate on the left, aiming to engage the German light cruisers first, before taking on the heavy German ships. The British plan worked well in the early rounds of the battle, with the Germans having difficulty coordinating their manoeuvring between the slow moving dirigibles and their much fast nef cruisers. The opening exchanges definitely favoured the British and the German light cruisers and accompanying patrol nefs suffered badly.

As the engagement progressed, the Germans were finally able to bring the heavy guns for the Rhineland and Derfflinger into action. This added firepower started to turn the tide back from what had been shaping up to be a British route. Several rounds of pounding by the German ships were gradually able to wear down the two British heavy cruisers, while the British were successful in heavily damaging the Derfflinger.

By the end of the time period, the Hector had been sent crashing to earth, while both the Derfflinger and Agamemnon were severely damaged, and the Athena and Rhineland were largely undamaged. Neither side was able to deliver a clear knock-out blow, but overall the British were able to inflict marginally more damage on their opponents so I gave them a slight victory. That being said, both forces would certainly be able to recover and have to go at it again before dominance in the region could be decided.

All and all I was quite happy with the way the game went, and I believe that all of players had a good time. :D

I’ve included links to some pictures I took of the battle, I hope they work out. :?:







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Postby Brigadier Tony » Wed May 31, 2006 7:16 pm

That looks really cool. I'd like to see some more closeups of the terrain features, they look great.
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Postby Vanvlak » Thu Jun 01, 2006 6:39 am

VERY nice table - looks a lot like an aerial view - congrats, it's terrific. :D :D :D
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Postby Tas » Thu Jun 01, 2006 12:07 pm

The pics came out well indeed and the table looks great!

The fields in particular are very effective. May we have some modelling notes on their construction and a closeup pic?
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Postby Canucklehead » Thu Jun 01, 2006 3:53 pm

Thanks for the very positive feedback guys! :D

This was the first time I was able to put out the terrain all together on a real gaming table, so it was nice to see that it all worked out the way I had hoped. I had been aiming to create the illusion of the battle happening high above the ground, so the terrain was all created to support that vision. As a result all of the terrain is very low, almost 2 dimensional, with just enough height to show some depth, but without being tall enough to ruin the idea that it was all a very long way below. This approach also makes it simple for ships to fly right over terrain features, the bases sit nicely on top of all the terrain without problem.

The construction was actually quite simple, albeit a little time consuming. :wink: All of the fields, towns and forested areas are based on of all things....beer mats! I've found that they are great for basing things on because they don't have the same tendency to warp when they get wet I've found with cardstock or the like. For all of them I base coated the cut pieces with black primer, then painted each with whatever colour I wanted....green or brown or yellow for the fields, green and brown for the towns, and green for the forests. At that point I flocked each area with the corresponding scenic ground covering, and for the towns I drybrushed a lighter brown over the dark brown base. After that I took small bits of scenic foliage and glued them down along the edges of the fields (to simulate hedges), all over the forest pieces, and here and there on the town sections. The buildings for the town I made from 2mm square beads with the string holes filled in. I painted them black, then drybrushed white over them, and painted the tops with a red brick colour.

I hope that long winded explanation made some sense! lol If there are any questions I'd be happy to try to clarify things more. :)

Here's a more close up picture of some field and town sections.
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Postby Dale » Thu Jun 01, 2006 9:45 pm

Awesome terrain, man!
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