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HeroScape General Discussion General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. |
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#805
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Re: NYCG4 - Silent Death - My New Obsession
Well met! chas recently picked up a copy of Silent Death Next Millennium, a miniatures game released in 1995, which I had never heard of. I'm shocked, shocked, that it is so little known, as it is wonderfully elegant. With Taeblewalker, we played it last night, and had a blast! From a review in BoardGameGeek: Silent Death: The Next Millennium is the second edition of the Silent Death game published by Iron Crown Enterprises in 1995. This edition was written by Matt Forbeck. Silent Death is one of my favorite games of all time. I have always had a blast playing this game. The boxed set includes a 168 page rule book, scenario pack, tables and ship display pack, 48 plastic fighters (4 each of 12 types) and stands, 248 miniatures of missiles, torpedoes and asteroids, dice and maps. The size of the rule book may seem overwhelming but the actual rules take up less than 40 pages. The rest cover the universe background, ship displays, and a ship construction system. Silent Death is a fast playing, easy to learn game of fighter combat. Ships range from small one man fighters to large multi-crewed gunboats. To begin play each player selects ships and crew. The game comes with 26 different ship displays but only 12 have miniatures in the box. Metal miniatures for the other ships can be purchased separately. Crew ratings range from 1 to 10. Pilots have two skills: piloting and gunnery, while Gunners have just the gunnery skill. The total skill levels of all crew are added to the value of the fighter. The sequence of play has five steps: 1. Launch Warheads. In this phase you launch missiles and torpedoes. Missiles have a range of ten hexes and require a lock-on roll, but they automatically reach their target. Torpedoes have a longer range but move on the map before they reach their target and can be stopped before reaching their target. 2. Movement. Both sides now determine their initiative. Each side rolls a D10 and adds in their highest piloting skill. The highest total wins the initiative. The player who lost initiative moves one ship using some or all of its movement points. The winner now moves one ship. Movement alternates between each side until all ships have the opportunity to move. Ships typically have 12 to 19 movement points. Each hex entered costs 1 point, turning costs 3 points, sideslips cost 2. During this phase torpedoes move immediately after their targets. 3. Torpedo Results. First any torpedoes that reached their target are dealt with. Ships can either use point defense guns to try and shoot down the torpedoes or they can try to dodge them. Any torpedoes not eliminated damage the target. Torpedoes do between 1D12 and 5D12 damage each. Finally, ships can attempt to eliminate any torpedoes that have not reached their target by using decoys or jamming. 4. Cannon Fire. Now your pilots and gunner can fire their weapons at enemy ships. Fire is not simultaneous. First gunners fire in skill order (highest to lowest), then pilots fire in skill order. The method for resolving fire is my favorite mechanism in the game. Each player rolls 3 dice to determine if they hit and how much damage was done. The first 2 dice are determined by the weapon (either 2D6 or 2D; the third dice depends on the skill of the crewman and range from 1D4 to 1D10. The sum of the three dice (plus any modifiers) has to equal the defensive value of the target. If a hit is scored the damage rating is applied to the same dice roll. Weapon’s damage ratings are typically: low, medium, high, or all. If the rating is low use the lowest of the three dice, medium uses the middle die, high uses the highest and all uses the total of all three. 5. Missile Results. Now all missiles fired at the beginning of the turn reach their targets. Ships can use their point defense guns against the missiles unless they used them against torpedoes earlier in the turn. The missiles roll 1D6 per missile to hit (missiles are fired in volleys of 5 or 10). Damage is equal to the number of missiles in the volley plus the highest die roll. So a volley of ten would do 28 points of damage if three 6’s were rolled. Damage to fighters is simple to resolve. Each display has a series of boxes which are checked off in order. Some boxes have symbols indicating damage to engines, weapons, armor, or critical hits. Critical hits are resolved by rolling two dice and consulting the chart on the ship display. These range from minor annoyances to crew death or ship explosions. We are playing again next Wednesday (9/12), and invite anyone in the area to join us. The rulebook, containing the rules and ship displays, may be downloaded for free here. This and all the expansions and supplemental materials, including a tactics manual, can be found here. |
#806
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Re: The New York City Gang Of Four
Well met! For our 9/19 game day. Quote:
After the second game of Heroscape, we will be playing/teaching Silent Death (see previous post). Last edited by kolakoski; September 10th, 2018 at 08:43 PM. |
#807
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Re: The New York City Gang Of Four
@kolakoski
I'm assuming that Venoc Warlord is not allowed because he doesn't have legs? Your rules allow for Jotun and other bipedal, non-flying unique heroes (Shurrak, Krug, Zetacron, etc.). Is this your intention or do you want to limit us to small and medium? Also, may two people use the same unit? |
#808
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Re: The New York City Gang Of Four
Well met! Quote:
Quote:
Glad to see you're on this! Not even little tiny ones? Then he's OUTTAHERE! I'm good with Jotun and his ilk, but no Zetacron (Valhalla Society rules). It's a draft, so that can't happen. See you then! |
#809
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Re: The New York City Gang Of Four
Wanna tell Sherman we'd love to see him back on the site again?
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#810
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Re: The New York City Gang Of Four
Well met! As you can see in the pictures above, the torpedo (red) plastic units are ridiculously tiny, and the identifying numbers on them are fundamentally unreadable. Fortunately, I was able to download counters for them (plus missiles and 12 ship types). I had them printed out on card stock at my local FedEx print shop, and we will use the missile and torpedo counters in Wednesday's practice. Also, plastic ships are available for less than $3.00 per dozen that look exactly like those in Silent Death! Even as it is, using my skymat and counters, and my new dice, I could practice for the practice . . . |
#811
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Re: The New York City Gang Of Four
Well met! Played a little solo Silent Death . . . Set up in the spare room The combatants: Deathwind (Lance Electra proxy) 10/7/7, 4 Blizzards - all 5/5. 4 Hellbenders - all 9/9. Numbers indicate Skill levels for the Pilot (Pilot/Gunnery) of each ship, and Gunner(s) Gunnery Skill, for ships that have them. For example, the Deathwind's Pilot has a Pilot Skill of 10 and a Gunnery Skill of 7, and its Gunner has a Gunnery Skill of 7. Similarly to Heroscape, ships and skills are worth points. Each group above is worth 200 points. As we begin . . . Torpedos away . . . Mixing it up Strategic withdrawal Mk 20s pursue . . . Made numerous mistakes, but learned a great deal . . . |
#812
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Re: The New York City Gang Of Four
The counters look very nice! Are the torpedoes hitting more with their turn abilities corrected?
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#813
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Re: The New York City Gang Of Four
Well met! Torpedoes will hit you now! |
#814
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Re: The New York City Gang Of Four
Well met! Final details for our 9/19 game day: A few changes to our Heroscape game: The Map. Blindgate. The Glyphs shall be replaced by Brandar's Chest Treasure Glyphs. Armies. Bi-pedal, non-flying, Unique (not Uncommon) heroes only, snake draft (on game day). Classic/C3V only, except Kha is allowed. Valhalla Society only (no guns). Total points may not exceed 750 per player (4 players) or 500 per player (6 players). Start Zone spaces may be added, if there are not enough (extremely unlikely in this format). Play. 2 games. 1st game: Team game (teams determined after draft, on game day). Note: Please prepare for the draft (now on game day). Have an idea of what units you'd like to draft, and arrange for them to be available (if chas doesn't have them), i.e., bring them if you have them, or otherwise ask Sherman or I (if we have them). Proxies are, of course OK. We have most things, so if in doubt, ask. I will be bringing several of the latest C3V/SoV heroes. 2nd game: Team game (teams determined after draft). New snake draft from all units in 1st game (after 1st game). Special Dragon Rules. Brax begins the game straddling the Void in the center, occupying 4 Start Zone spaces (2 from each side). Only Brax may cross/straddle the Void. Brax is chained such that he must end its movement within 2 spaces of the Void. Brax may not move or attack during the first Round. After the first Round, each player may place one Order Marker per round on Brax. Brax may never be taken over or controlled in any other way. NAME = BRAX GENERAL= Vydar SPECIES = Dragon UNIQUENESS = Unique Hero CLASS = Young PERSONALITY = Menacing SIZE/HEIGHT = Huge 12 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 4 DEFENSE = 4 Double Attack When Brax attacks, he may attack one additional time. Reach If an opponent's figure is within 2 spaces of Brax, and its base is no more than 3 levels above Brax' height or 3 levels below Brax' base, Brax may add 1 to its range when attacking that figure. Victory Conditions. After 10 Rounds: 1 VP per unit killed (not including Brax). 1 VP per unit remaining. 1 VP per Brandar's Chest possessed. Last edited by kolakoski; September 15th, 2018 at 10:25 AM. |
#815
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Re: The New York City Gang Of Four
1. a) How many Brandar's Chests are on the board?
b) Do they replace all the other glyphs shown? c) Are they carried like a Treasure Glyph? 2. So you're telling us players to prepare both a 600 Point and a 750 Point army (which may share heroes)? But if someone drafts one or more of our planned Heroes first, we'd have to replace him/her with another(s) on the spot? |
#816
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Re: The New York City Gang Of Four
Well met!
Quote:
2. That's right. Prepare alternatives. |
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