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New Look To Clubnights There are 17 replies
Original Message posted by Mike H on 01/03/2011 at 11:04:26PM
We are attempting to change (slightly) how we run the clubnights.
The initial thoughts are that we should have at least two games, and more likely three (or more), prepared for each night. The third game could easily be a board game.
The problems we are attempting to address are that it is often difficult to prepare games when we are unsure of numbers, and it is very limiting on the type and size of games an organiser can put on when six or more people want (or expect)to play.
By having more games on there is less pressure on each organiser and also more variety of games.
I have put up a new version of the Game Diary on the website. This is not written in stone by any means, so any alterations and additions can be easily made; just let me know.
Please let us have your thoughts.
 
 Replies To This Post:
 
Mike H
Moderator
on 28/12/2011 at 8:40:43PM
Total Posts: 129
Just to let everyone know. The website is up to date (almost). A couple of days work over Xmas but it was worth it. Now to get on with the pirate ship.
 
Mike H
Moderator
on 15/05/2011 at 6:45:34PM
Total Posts: 129
Quite right Connor. I think some of the older players do need to engage more with the younger ones. Equally some of the younger ones shouldn't always play the games they are familiar with. There is a tendency for junior members to play each week with their friends, but it isn't always possible. Hopefully with more games on there will be more mingling.
 
Connor C
on 14/05/2011 at 10:26:04AM
Total Posts: 3
I think that maybe multipul games should be put on and that you do give a limit to the ammount of players you have, but I belive at least half of those players should be veteran wargamers as that will help increase the knowladge of the younger players and may give them a better focus on the game.

If we do start doing games where it is just adults on one game and kids on another the kids aren't going to learn properly about wargaming and nothing will change. we do need some adults there to guide the kids.

and surely the adults want some wander dice from robert and micheal rock :)
 
Mike H
Moderator
on 03/04/2011 at 8:16:12PM
Total Posts: 129
Just a quick comment. After last nights games I think it is obvious we need a third small game. Even if it's only for two or three players; it would certainly take the pressure of the other game organisers. Both games last night were "over subscibed" and we still had members not really commited to playing in either game.
 
Mike H
Moderator
on 11/03/2011 at 9:53:24PM
Total Posts: 129
No problem, we could do that. I'm also bringing Kingmaker if anyone is up for a game of that.
 
Ssendam
Moderator
on 11/03/2011 at 3:34:40PM
Total Posts: 108
We COULD bring a couple of bits a long to Saturday night and try a mini game for an hour?
 
Mike H
Moderator
on 10/03/2011 at 8:12:14PM
Total Posts: 129
I'll organise as you suggest and give them a try out.
 
Ssendam
Moderator
on 10/03/2011 at 4:17:05PM
Total Posts: 108
Yea my gangs are 8 figures strong. I think that's a good number if you are learning a set of skirmish rules. Because you have to keep track of each figure it's the same as having 8 regiments in a bigger game, (except easier to move!).

I have 2 painted and 2 unpainted Gangs, one of whom are Enforcers, (Police).

However, I have been looking at other post-apocalyptic figure manufacturers ...

As for composition of forces ...

I would suggest using the Chain Reaction 3.0 rules. The 5150 rule have some great futuristic additions in terms of weapons and armour but getting to grips with the system should come first. That said, p7 of CR3 gives the stats to work off, so I would look at a Leader and his 2IC, 2 Rookie types, and 4 Grunts. Weapons just from the table on p14, but limit the number of Squad Automatic Weapons to 1 per side.
 
Mike H
Moderator
on 09/03/2011 at 9:50:11PM
Total Posts: 129
As 3 of us have CR3 or derivatives of it that should be a good start point. Maybe we should try out a small game one clubnight.
The terrain I have from Worldworks is Himmelveil Streets. I've started on a 2' x 2' square to start with.
Ssendam - Are your scifi gangs 8 figures strong? Do you have any thoughts on composition of forces?
 
Ssendam
Moderator
on 08/03/2011 at 10:11:40PM
Total Posts: 108
This is the terrain board I have (Urban Grounds, second one down):

Battle Grounds

The set is all painted and complete.

I also have Streets of Ledgend and the Armoury (Terrain X) from here:

Worldworks

I hve only printed and assembled a few test pieces of this though.

I too like a multi-age set of rules for skirmish. Maybe we could trial a set next session? (I favour Chain Reaction 3, I know Kevin has a copy of those too).
 
Mike H
Moderator
on 08/03/2011 at 7:32:16PM
Total Posts: 129
I forgot I has a copy of the Chain Reaction 3 rules (free download from Two Hour Wargames) and have just got a copy of Unbridalled Fury. I like the idea of having shared game mechanics for various periods which some of these publishers would give us.
I'll have a read through and see what they are like.
BTW I was also looking at a small street terrain board. We need to talk about this.
 
Ssendam
Moderator
on 08/03/2011 at 4:18:04PM
Total Posts: 108
I have Necromunda and Urban War, as well as Unbridled Fury (Free) and Chain Reaction/5150.

I'm looking to do a sci-fi skirmish game and have a 3'x4' modular board of city streets and I'm working on buildings and terrain. I've 2 forces (Necromunda Gangs) and have 2 more being painted up.

I've not decided on a set of rules yet but Necromunda seems a bit simple and the others have a bigger learning curve. Neromunda is an IgoUgo system but the others are all more of a reaction style.

If you need a copy of any, let me know.
 
Mike H
Moderator
on 07/03/2011 at 9:18:53PM
Total Posts: 129
On the alternative rules thread, I have been looking at a variety of scifi skirmish rules; Urban Wars, Savage Worlds Showdown, Rezolution and Necromunda. For the horse & musket period (including pirates)Sharp Practice, Bilge Rats & Song of Drums & Shakos. So any thoughts on this subject would be most welcome.
I don't see the point of starting to develop rule sets from scratch when there are good ones out there that we can use or amend.
 
Mike H
Moderator
on 07/03/2011 at 9:10:09PM
Total Posts: 129
I think the idea that we should show how many players we can cater for is a sound idea. It also helps us to get an idea of the number of games needed for each clubnight and relieves some of the pressure on game organisers  to cater for too many players. If this results in more games per night then so be it.
I would say it is good to see Michael R & Connor putting on more games - though we shouldn't assume that these are just for junior members.
 
Agent expendable
on 03/03/2011 at 7:42:39PM
Total Posts: 16
I agree that several smaller games are easier to control than a big one. Smaller games also have less downtime between turns and add varity.

I like the idea of a club/pub meeting. a few pints would inprove my signal close action convey tactics I am sure.
 
Mike H
Moderator
on 02/03/2011 at 8:46:54PM
Total Posts: 129
Good points.
I'll give a more considered reply in a few days (when I've more time to think).
 
Ssendam
Moderator
on 02/03/2011 at 10:39:22AM
Total Posts: 108
My humble thoughts ...

I can't help feeling that people who run games often end up running them for an unreasonable number of players which has a detrimental effect on the game in both controlling it and reaching a conclusion by the end of the evening. Not only that but a game with lots of the younger club members is a much harder one to control (and frankly enjoy).

I believe that if you put on a game you should say how many players you can cater for and realistically few games can handle more than 6 players. This is especially true when using a rules set with which some players are not that familiar.

Board games are a good solution to take up the slack on a particular evening but we should look at longer term solutions. For example; encouraging the younger players to put on their own games, organise a club project or two, Perhaps produce a newsletter every 3 months with the schedule and objectives for the next 3 months.

In addition to Board Games there are some great skirmish games in the club like Wild West, Zombies, Bugs ... etc. which are easy to run, (but please can we beef the rules we use up a bit?).

Looking quickly at club projects, Kevin made a very astute comment about the possible Sudan project ... He pointed out that rather than give everyone a unit of Mahdists to paint, work a system so that participants paint a unit of Brits/Egyptians AND a unit of Mahdists. That way members won't be left with a unit that they can only use in a group game. Instead they will have enough for a skirmish game.

When is the next club meal/pub night out? :)