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, E-Group: University Roleplaying Group ("LURG") Regular meetings (during semester 1 2006): Fridays 1pm onwardsĭetails posted in the Basement Lounge, Union House Snail Mail: PO BOX 47, 1st Floor Union House, University of Melbourne 3010 Greensborough and Regional Organisation for Table-top StrategyĮltham Senior Citizens Hall, Library Place, Eltham (off Main road)Ĭlub runs every second Sunday from 1:30pm to 7:00pm Regular meetings Fridays from 5pm till lateġst and 2nd Saturday of each month from 11am to 4.30pmĮ-mail: casual board and card game club.ġst Floor (south), 800 Bourke St. Bolwarra St)Ĭontact: David Coutts:, Ph: + 61 (0)4 1931 4819Ĭorner of Sturt Street and Dawson Street North, Ballarat. Only info for them I could find was: D.W.A.R.F.ĮDIT: Found more info on the Mind Games Melbourne website:Īmaroo Neighbourhood Centre, 34 Amaroo St, Chadstone (cnr. Good bunch of guys, one of the main members worked at MilSims (back when they were based in Jedco on Cochranes Rd Moorabbin) - I dare say someone there'd know if they are still about. They were pretty big with PnP RPG, but more so with table top games like Warhammer 40k etc. They are "simultaneous actions" but you do have to resolve both and they might interfere with each other.there used to be a group called DWARF (Dandenong Wargamers and Role Players Federation) that got together in a little school at Noble Park / Waverly Gardens area. One will fire a missile, the other will try to dogfight. For instance, say two ships act simultaneously in the In Sight resolution. Sometimes, rules overlap requiring careful interpretation of the situation to figure out what to do. But then, what do you do when two ships end in the same hex?Ģ. Fighters don't block line of sight, I wouldn't expect them to ram into each other often enough to require rules for this. The rules for ship collision seem, to me, an artifact of the compressed space in the hex map. It all makes sense but it's a lot to manage in a single turn.ġ. Then you have reactions and finally the other side will move, then each side will still have their action phases to shoot and possibly react. For instance, an enemy ship may approach (in the movement phase) causing an in sight, leading to a dogfight, with attacks and damage from both sides. The turn sequence is more complex than in other THW titles. The modified turn system with movement and action phases makes a lot of sense for a ship game.ġ.
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The rules for this and special maneuvers are a little scattered but once you figure them out, they are fun.Ģ. The dogfighting system works well and meets my expectations for a sci-fi fighter combat. without including capital ships) I would highlight:ġ.
#MAPTOOL FOR TWO HOUR WARGAMES FULL#
Simple and safe but, hey, that was my first full battle. I added three Possible Enemy Forces (PEFs) and ruled that only one of them would become a flight of pirate light fighters.
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My first game used a single flight of two light fighters of the Planetary Defense Force, on patrol looking for pirates. With the recent facelift of the RPTools site and the codebase being available on GitHub, I would recommend MapTool over Mote to anyone interested.
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The fact remains that Mote does not show any immediate improvements over MapTool.
#MAPTOOL FOR TWO HOUR WARGAMES SOFTWARE#
I understand that software projects are prone to miscalculations that increase budget, leading to delays or reductions in scope. The project owners admitted they changed plans outlined in their crowdfunding campaign and are now focused on implementing a virtual tabletop service. I cannot say I was impressed by the public release of the Mote VTT. I also created a basic "framework" for future 5150 Fighter Command games. I used MapTool to play the battle, which went smoothly. After a few quick tests to check if I understood the rules well (especially the rules about sensor range and dogfighting), I went on to run my first game of 5150 Fighter Command.
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