RopeCon 1998 Report

Friday

Things start well as it appears that I've been booked to a table that does not exist. Oh well, I claim another table and set my first game:

Surf Napoleon Must Die!!!

It was a four-way battle.Worked surprisingly well, actually. Surf Napo is a 4-way battle using Armorsoft's excellent, simple, fast, and foremost FREE SciFi gaming system. I go about posting ads for the game before the public really moves in, I set the terrain and the minis and then I realize -- I need more d10's! I rush to the dealer area and buy 33d10.

Surf Napoleon, by the way, features a battle between Napoleon, DRS Earthies, Alfs and Robots for freedom, liberty, suntan lotion and the right to surf.

Alf tanks don't seem to be using catalyctic converters... Ok, I convince my first player that yes, the Napoleonic troops do stand a chance. He decides to play the Alfs anyway (and keeps calling them Eldar, for some reason I can not fathom). I recruit three more players, one an avid but open-minded Napoleonic gamer.

DRS Earthies decimate Napoleon's artillery in very short order. The rest of Napoleon's stuff doesn't have much in the way of long range, so he must try a sneaky approach. The Alfs sneak in a few potshots with their Atmo Fighters before getting blown out of the sky. Robots move slowly but surely to exterminate any opposition.

Alfs and Earthies clash, Napoleon is slaughtered and Robots take potshots at people getting too close. In the end, Robots win by default since no one really paid attention to shooting them.

I take my scheduled break to see the con and listen to the guests of honor, and make a mental note to give Napoleon's artillery more cover for the next game.

Neat formation. But for how long? Ok, next time around I give Napoleon the cover he needs. His artillery does survive the entire game, but the rest of the troops don't fare quite as well. After rearranging the map, Robots and Earthies fight a bit and Napoleon manages to rearend some Alf tanks. However, the scenario victory, marginal though it is, goes to Alfs as they scoot away with their replenished supply of suntan lotion. I make a mental note to give Napoleon even more cover if I ever play this game again. Highlights of the game included the Alf player setting a careful infantry ambush for the Earthies, only to be decimated by a couple of Rabid Hamster APCs.

I was already preparing to go home when two players demanded to play. Ok, I set up half of the scenario, Alfs vs. Earthies. The game proceeds pretty much along the same pattern as the two previous ones, ending in a draw as the remaining dregs of both sides decide to run away at the exact same time!

I had made photocopies of the rules and gave every player a copy. Some forgot to take theirs, but every envelope found a home by the end of the con.

Modifications: To avoid the "all your troops ran away on turn 1" syndrome, I divided the troops into units and rolled morale for each unit separately. I also ruled that all the terrain was either normal or hard going (half move for all troops).

Final verdict: Generic Legions is a good con demo game. It takes about 5 minutes to explain the rules, and generally you don't have to explain them again. I could step away from the table to take a photo or peek at the other games, and the game was rolling happily when I got back. However, it may be a bit simplistic in the long run, it uses far too many dice rolls (too many dice per roll, and too many rolls to resolve a single shot) to be truly "big battle". It might be nice if there was more difference between infantry and tanks (i.e. so that infantry is not just weak slow tanks).

Saturday

Things start even better: They don't have clue where my table is. After a bit of haggling, I just take one beside the one I had on Friday (because I had noted that the lights above that table were busted).

Saturday is the big day of the con, and I had a triple event planned for it:

Dawn of the Living Lead - Day of the Living Lead - Night of the Living Lead

Fantasy Rules! demo was the name of the game. I had planned to kit out 5 armies for the players to choose from, but unfortunately Chipco's "ConAid" didn't cross the Atlantic in time, so I had to settle for 3 armies on somewhat crummy cardboard bases.

The armies were:

Lord Helmet of the Undead

Kleb Draak's Evil Conquerors for a Better Tomorrow

Initial lines.

The Feuding Feudals

The are in line... so far.

As you can see, these are all low fantasy armies. I really wanted to avoid the "boom, your general's dead on turn 1", especially with novice players.

The undead dino advances. First game pits Lord Helmet vs. Kleb Draak. I actually get two guys who tried the system at last year's con to play. Having learned from last year, I reduced the amount of obscuring scenery and provided a sample setup for the forces. Going through the rules takes 10-15 minutes and then they take on like real pros. Kleb's morale clock goes down notches as Lord Helmet deals some minor damage from afar, but the nimble Spirits soon go about cracking some bones. Getting the battlelines to clash for the first time in a con game was a really satisfying moment -- this is the way it's supposed to play -- and the players got the idea of keeping their lines together pretty fast instead of charging their units in piecemeal WH-style. The spirits really annoy the Lord Helmet player, causing havoc in his rear, but in the end the doughty undead prevail.

Both players were extremely happy with the lower magic level.

Looks like Feudals are up against Evil Conquerors For A Better Tomorrow. Next, it's the Feuding Feudals vs. Kleb Draak. I get two relative novices, explain the rules and off they go. The Feudal player panics when he learns the Fanatics are opposite his knights. He starts a crazy maneuver, trying march his knights in column in front of his entire battleline to the other side. The Kleb player quickly catches on and traps the frontmost unit of Knights. Not a pretty sight... in the ensuing chaos the chaos warriors manage to slip in with minimal missile casualties and the carnage begins costing the Feudal player the game, largely because his knights never really got to do anything useful. This game ends a lot quicker than the two undead games, as nearly every phase someone's morale clock goes down a notch.

It's starting to get late, so I setup the night game -- Feudals vs. Lord Helmet. This time the Helmet commander is a guy who's going to WFB tourny finals. To his credit, he grasps the game very quickly. The opponent is a novice to FR!

Closeup of the action. This game comes to a real close fight. A real close fight. The feudals ran out of morale first, but managed to win on points. I'm getting ahead of things... So, the lines start their approach again, there's a cavalry skirmish on the flank as the feudal player invigorates his knights to charge. This fight, however, doesn't go so well as Lord Helmet himself steps up to fight the knights. On the other flank vampires disable the cannon and mummies shamble along -- as the moomin attack squad is trapped, things look grim for the feudals. However, the undead dino is felled under a torrent of arrows and bolts and the Moomins clear their trap, smashing the vampires. A moment later the battlelines splinter a bit and crash. General melee ensues with troops dying like flies. Moomin attack squad in action. The Moomins never failed to attract a crowd.

Important for convention games: Always have something eyecatching. The Moomins start wading through enemies, putting down the mummies and capturing Herbert West who tries to escape only to be eaten by the ferocious Moomins. The Feudal morale clock hits 4 and all seems lost as units lose resolve and vanish from the battlefield. However Lord Helmet has lost almost all of his better units and he's unable to pull his line together -- separated undead foot troops are crushed one by one until it's the remaining few humans (and their white-furred allies) against one undead cavalry unit stacked with Lord Helmet himself and the Doom Guard. Both sides are so low on morale clock that they dare not issue challanges and the fight goes on for a couple of turns without result... finally Lord Helmet pulls his troops together and demoralizes the Moomins, winning the phase and ending the game. Unfortunately, his losses were higher than the feudal's, despite the 50 point bonus.

Notes: All players liked the low magic system. Spellcasters had an effect but it wasn't too pronounced -- and losing your mage wasn't the end of the game. I could think of taking an entirely no-mage force for a low magic game without any special tricks like witch hunters, magic wards etc. Some players didn't like the clumsiness of single units, but this was a minor complaint. A couple of times the "turn to face the highest base factor" rule caused funny results as it was actually counterproductive to rearend or flank a foe.

I wish I had had something to display for Chipco (poster, banner, rulebook, anything) -- my rules in an old office binder are not very visual.

The most popular question by onlookers: "What are those Moomin trolls?" The answer, ofcourse, was: "Why, they're Moomin trolls."

I'm going to think of something really wicked for next year.

Sunday

I didn't even bother asking where my table was... I just took the one I had last night. No one seemed to mind.

I had thought about which game to run, and I had finally decided to run Sky Galleons of Mars. I love the idea (maybe because I loved John Carter books as a kid), but the rules are a bit cumbersome. Ok, so I had a small aerial battle to remind me just how clumsy the rules were.

Is that 3.99 inches or 4.01? I took a lunch break and cooked up some new rules and the table was full of players. Maybe it was because everything else was winding down in the Sunday afternoon, but I soon got 6-7 players and cooked up a major battle between free Martians and British imperialist pigs. We used playing cards to determine initiative and I changed all boring crew hits to hull hits. This seemed to work relatively well, but I still think the rules need a complete overhaul...

The Brits tried to use their superior mobility to deal with a portion of the martian force first and this might have worked if their Reliant had been worth its name -- as it happened, a lucky hit caused a trim critical immobilizing the Reliant and then followed by a lob gun hit the big gunship was still long enough for the Martian ramships to catch it. What followed was a very ugly boarding fight as two martians rammed and grappled the lone brit -- in the end the British player was complaining that his craft would not stay aloft with so many boarders on board...

I organized this game for RoPeCon as a sort of last minute thing. Meanwhile, a British gunboat made the mistake of sailing over the crest of a hill while being shot at. Damage that would have been mediocre over flat plains caused a crash. The last British boat wasn't faring too well either -- damaged in gunfight and unable to attain higher altitudes, it was mobbed by two martian hullcutters.

Very exciting and despite the Brits' bad luck, everyone had fun. Definitely something I want to bring back next year.

Sky Galleons was close to ideal con game in my mind, because:


Sucks! (2) Sucks by 2 votes Rocks by 2 votes (2) Rocks!

Home | News | Photo | Armies | Articles | Inventory | Rules | Diary | Blog | Reviews | Projects | Videos | Comics | Links | My Account | Feedback | Login | Help

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 2.5 License.
Copyright 2003-2021 Mikko Kurki-Suonio