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Autor Thema: Beyond the Gates of Antares  (Gelesen 5980 mal)

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macaffey

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Beyond the Gates of Antares
« Antwort #75 am: 31. Januar 2013 - 22:17:50 »

Ich war anfangs sehr gespannt auf das Projekt und hatte die Hoffnung, dass da was Neues, vielleicht auch Revolutionäres auf den Markt kommt. Mittlerweile habe ich den Eindruck, dass dieses Projekt schon so durchgestylt ist und ganz unabhängig von dem Kickstarter das Licht der Welt erblickt..
Der Kick-Starter ist doch ein Promo-Gag. Wenn Warlord Games da mit an Bord ist, haben die sicher auch die Mittel und Möglichkeiten das Spiel so auf den MArkt zu bringen. Ging doch mit den Regelwerken und Figuren von Warlord auch.

Den Hansa finde ich ganz nett, bei einigen Skizzen muĂź ich an Planet der Affen und die Borg aus Star Trek denken. Das brauche ich dann doch nicht.

Aber wenn ich AndreM richtig verstehe, dann will man ja eher Leute erreichen, die sich da sehr stark mit dem Projekt auseinandersetzen und ggf. als Freelancer mitmachen wollen. Mmh, gehen Rick die Ideen aus und jetzt sollen andere dafĂĽr sorgen, dass seine Rente sicher ist?! ?(
Ich glaube da spiele ich lieber weiter das gute bewährte Space Hulk.

Schönen Abend noch.

Regulator

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« Antwort #76 am: 31. Januar 2013 - 22:49:05 »

Zitat von: \'Soldat Ryan\',\'index.php?page=Thread&postID=129529#post129529
Ich sehe momentan auch nicht wirklich ein Konzept. Irgendwie soll es alles sein, aber es erscheint als konfuse Ideensammlung. Aber seit der Modellbauwelt in Hamburg sehe ich das mit etwas anderen Augen. Die haben ja auch 1 Mio von der Bank bekommen. Aber die hatten ein echt gutes Konzept. Aber ich wĂĽnsche den Herren viel GlĂĽck
Die Minaiturenwelt in Hamburg hat aber eine Besucherzahl in Millionenhöhe und ihre Tische sind mehrrere Millionen wert. Die haben 260 Freie-Arbeiter und noch einen Haufen Sponsoren. Da drückt man gerne einen Kredit ab, vorallem wenn dann noch die Sparkassen Autos herum kurven. Nicht zu vergleichen mit dem Projekt hier ...

Stephan
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Soldat Ryan

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Beyond the Gates of Antares
« Antwort #77 am: 01. Februar 2013 - 13:28:41 »

Zitat von: \'Regulator\',\'index.php?page=Thread&postID=129567#post129567
Zitat von: \'Soldat Ryan\',\'index.php?page=Thread&postID=129529#post129529
Ich sehe momentan auch nicht wirklich ein Konzept. Irgendwie soll es alles sein, aber es erscheint als konfuse Ideensammlung. Aber seit der Modellbauwelt in Hamburg sehe ich das mit etwas anderen Augen. Die haben ja auch 1 Mio von der Bank bekommen. Aber die hatten ein echt gutes Konzept. Aber ich wĂĽnsche den Herren viel GlĂĽck
Die Minaiturenwelt in Hamburg hat aber eine Besucherzahl in Millionenhöhe und ihre Tische sind mehrrere Millionen wert. Die haben 260 Freie-Arbeiter und noch einen Haufen Sponsoren. Da drückt man gerne einen Kredit ab, vorallem wenn dann noch die Sparkassen Autos herum kurven. Nicht zu vergleichen mit dem Projekt hier ...

Stephan
Halt! ich redete vom Anfang! Da gab es nichts, keine Mio Besucher und keine 260 Mitarbeiter. Da gab es zwei Leute, die eine Idee hatten. Der Rest, den Du beschreibst, der kam erst Jahre später...
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AndréM

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« Antwort #78 am: 01. Februar 2013 - 15:29:50 »

Hello everyone

Today we have a couple of updates for you, the first one is part 2 of the Boromite Overseer Diorama - thank you to those that pointed out my spelling mistakes!

The Global Club Stretch Goals are rapidly progressing and we\'re well on our way to the next goal!

Thank you to everyone that has taken part so far! Just a quick note: As so many of you have selected The Ronin as your club it\'s not easy to tell if you\'re being counted or not, there are a number of you that have put your backer name down in the forums but it\'s not the exact same as the Kickstarter one, so your pledge is not being counted currently and you\'re not getting your bonuses! The easiest way to check if yours is working is to go into your user profile and select one of the drop down test options (at the bottom of the lists) in either guilds or factions (check no-one else is using it first on the league table) and then hit refresh on the league table. If your selected test appears, then you\'re all good and being counted! If not, check if your KS name is the same with no spaces at the end or the beginning, and PM one of the moderators if you need any help - Thank you!

Onto the Boromite Overseer!

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AndréM

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« Antwort #79 am: 01. Februar 2013 - 22:52:13 »

Real-Time Dynamic Gaming Universe

hello again everyone!

Today\'s second update is something to get your teeth into for the weekend, we\'re finally revealing more information on our Dynamic Gaming Universe. Hurrah!

Quick note: The \'read more\' button will link to the second graphic on the KS homepage, but wont work in this update (they don\'t let you for some reason!) so I\'ve included both here for completeness.



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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

Sir Leon

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« Antwort #80 am: 02. Februar 2013 - 00:35:45 »

Können wir eine Regel einführen, dass man in solchen Threads nur noch eine Aktualisierung pro Tag und dann nur als Link posten darf...?
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Schrumpfkopf

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« Antwort #81 am: 02. Februar 2013 - 01:55:24 »

Finde ich nicht schlimm - das findet ja alles in einem Thema statt und wer keine Lust hat muss ja nicht.
Insgesamt war aber auch mir die Frequenz der Posts zB bei Dropzone Commander sympatischer.
« Letzte Ă„nderung: 01. Januar 1970 - 01:00:00 von 1359774900 »
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AndréM

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« Antwort #82 am: 02. Februar 2013 - 03:45:04 »

Was auch daran liegen dĂĽrfte, dass DZC immer nur eine News pro Tag im ersten Monat rausgebracht hat und dann erst mal sehr lang gar nix. Da kommt weniger zusammen.
Und generell haben Kickstarter eine höhere Infofrequenz. Das legt sich nach dem KS dann deutlich.
« Letzte Ă„nderung: 01. Januar 1970 - 01:00:00 von 1359773432 »
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

Schrumpfkopf

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« Antwort #83 am: 02. Februar 2013 - 04:14:22 »

Das stimmt natuerlich, aber meiner Erfahrung nach ist die Grenze zwischen regulaerem Update und Spam duenn. Wirklich gehaltvolle News laufen Gefahr ueberlesen zu werden wenn man zuviel in dasselbe Thema postet.

Letztlich gilt fuer mich allerdings besser zuviel als zuwenig.
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AndréM

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« Antwort #84 am: 02. Februar 2013 - 12:36:27 »

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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

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Beyond the Gates of Antares
« Antwort #85 am: 04. Februar 2013 - 10:33:11 »

Zitat
GETTING A MOVE ON! THE BASICS OF MOVEMENT

When it comes to moving troops about the battlefield we will ultimately have to consider vehicles of all kinds, anti-grav troopers, and various kinds of machines and suspensors – but to start with we are only concerned with ordinary troopers – humanoid fighters and WarDrones. Of course, many of the same rules apply to all – so this is a good place to start.

Move distances

Although we will no doubt wish to include some variation of movement rates, to start with all humanoid troopers and WarDrones move at the same pace – namely a standard move of 6”. Because a manoeuvre action is a double move this means troops can often move up to 12” at a time.

Measuring a move

I’m not going to worry too much about defining how to measure moves– just measure from a point along the base edge and make sure no part of the base moves further than the maximum distance permitted.

Moving round other models on the same side

When a model makes a move, its base cannot move over the base area of any other models belonging to different units on the same side. Models that begin their move in the same formation can move through each other as they move.

Moving round enemy models

When a model makes a move its base cannot come within 1\" of the bases of any enemy models at any point, unless the two units are engaging in an assault – i.e. hand-to-hand fighting.

Turning

Troopers of the kind we are talking about can pivot freely about their midpoint as required as any time – they can pivot as they move and they can pivot to shoot either during an action or reaction. Pivoting in this way does not count a movement and models that pivot and do not otherwise move are counted as not moving (e.g. for purposes of aiming and shooting team-based and static weapons).

Area Terrain

The playing surface can potentially represent different kinds of environments such as crowded urban areas, dense jungles, glutinous swamps, volatile ash-wastes, and much more besides. These kinds of terrain are defined by a delineated areas – for example an area of strewn boulders, an area of scrubland, an area of woodland or jungle, and so on. Players can agree to delineate these kinds of area terrain in anyway they wish.

Different kinds of terrain have different move penalties associated with them, but to start with just treat movement within area terrain as half pace. All movement either wholly or partially made through terrain is doubled – i.e. 1” counts as 2” and so on. This applies to models that are either wholly or partially within the terrain and for so long as they remain so.

Agility check

The kinds of troops we are talking about can make a check to try and avoid the movement penalty for terrain - the test is made as soon as the unit enters the terrain, and then subsequently if the unit begins its move in the terrain. Make the check for the whole unit against its Agility rating. If successful the penalty is waived for that move – if fail the penalty is applied as described. This means troops can often avoid penalties for terrain, but cannot be certain of doing so.

Moving over obstacles

We often include barriers or obstacles such as a wall, wire fence, brushwood stockade, or barricades built of barrels, boxes, or whatever junk is lying around. Such obstacles make excellent defensible positions. In general, a construction of this kind should be no wider that a model’s base, although we have to make concessions to whatever model scenery is at hand and allow up to double a model’s base width so long at these are pointed out before the game so that players are aware.

Obstacles divide into two types for height – those that are low enough to form a defensive barrier or cover – generally lower than the height of a human sized trooper and therefore low enough to see over – and those that are too high to see over but which are not so tall as to be impassable. Once again, it is necessary for such obstacles to be clearly indicated before the game begins.

Low obstacles form no hindrance to movement. The kinds of troopers we dealing with can move over them with penalty and can draw LOS over them.

High obstructions – these are generally up to about double the height of a man – in these cases a unit can cross so long as –1 the unit is making a manoeuvre action, 2 the unit takes and passes an Agility check when it reaches the barrier, and 3 the unit gives up half of its total move that action (i.e. normally 6”). If the agility test is failed the unit does not cross and remaining movement is lost.

Obstructions taller than this are generally impassable to troopers on foot.

Splitting or Amalgamating a Squad

A unit can amalgamate with another unit by being within 6” of the unit and making a manoeuvre action – the unit can them move 6” so that its troopers form together with the merged unit – the remaining 6” of movement is lost.

A unit can split with a manoeuvre action in the same way – the two parts separating so they are more than 1” apart and moving up to 6”.

Merging units of the same combat status retain that status. If units are different status test courage for the lower status unit (it will be ready as exhausted and broken units cannot manoeuvre) and if it passes the whole unit is now the higher status, if fail the whole unit is the lower status.

On the whole the maximum size a unit can be is 10 models and there is no minimum size. These are placeholder values for now – larger units might need some governing rules to make them less easy to control, but for now it is easiest to set the limit at 10.
REACTION MOVES

The following are moves that can be made as a reaction: dash for cover, go to ground, and withdraw. See Reactions.

Dash for Cover

A dash for cover is a reaction move made in response to an enemy unit shooting from more than 12\" away.

A dash to cover is a move at double the unit’s move rate with the objective of reaching cover. As many of the unit’s models as possible must attempt to place themselves in or behind cover or out of LOS. Models already in cover will not move out of it unless they can reach alternative cover when they move. The move cannot be used to initiate an assault, and the unit must remain further than 1\" from enemy units at all times as is the usual rule.

Go to Ground

Infantry units can go to ground either during a standard manoeuvre action or as a reaction to being shot at a described in the rules for Reactions. Troops that go to ground drop to the floor and find what shelter they can: folds in the ground, street furniture, discarded or broken equipment, shell holes, and such other features as we care to imagine. This reduces the chances of taking hits from enemy fire, but it also makes it harder to move again – as troopers have to get up first!

A unit making a manoeuvre action can go to ground by surrendering half of its total move distance. So, a unit with a Move rate of 6\" can normally make a double speed move of 12\" and can move up to 6\" and go to ground. Once a unit has gone to ground a marker is placed next to it to show this. This marker remains with the unit so long as it remains gone to ground.

A unit that has gone to ground cannot move except by making a manoeuvre action and surrendering half of its total move distance. The unit ceases to have gone to ground status as soon as it moves. The unit cannot otherwise move whilst it remains gone to ground, and cannot make any reactions that allow it to move other than assault (see below).

Once a unit has gone to ground various modifiers apply when shooting at it as described in the Shooting section. In summary:

    Target Gone To Ground = -1 to accuracy
    Target Gone to Cover = +1 to resist
    Hits from Blast Weapons = Total hits halved rounding down.

An infantry unit can go to ground whilst behind cover if you wish – basically ducking back out of sight or keeping a low profile. A unit in this position would benefit from the shooting modifiers that apply to targets behind cover as well as those applying because it has gone to ground.

If a unit is assaulted whilst gone to ground it loses its gone to ground status and takes part in the assault as normal.

Withdraw

A withdraw move is a unit reaction made when a unit approaches to with two of your own unit’s standard moves (i.e. 12” as standard). Note that a unit cannot make a withdraw reaction if the enemy’s action triggers a firefight or an assault – as these are combat reactions and override all unit reactions. This means that withdraw reactions are only likely in situations where one or other side does not shoot.

A withdraw move is up to two standard moves (12”) and cannot bring the unit closer to the enemy unit it is reacting to at any point – i.e. it has to be away from the triggering unit. The withdrawing unit must end its move at least one standard move further from the trigger unit where possible. Where this is not possible the withdrawing unit must move to as far from the enemy unit as it can.
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

nath

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« Antwort #87 am: 13. Februar 2013 - 14:05:18 »

Und gecanceled, damit hat sich das wohl fuer\'s erste erledigt.
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xothian

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« Antwort #88 am: 13. Februar 2013 - 14:35:50 »

vielleicht sogar eine entscheidung zum besten
so ungluecklich wie der kickstarter als projektpitch/finanzierung angefangen hat glaub ich jedoch dass das projekt in der einen oder anderen incarnation das licht der welt erblicken wird

ciao chris
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