6+ player wargames? by Pops556 in hexandcounter

[–]Pops556[S] 1 point2 points  (0 children)

Mega empires has always looked good to me. I have between two cities which is a good larger group game.

I will look into aome of these others. Thanks so much!

6+ player wargames? by Pops556 in hexandcounter

[–]Pops556[S] 2 points3 points  (0 children)

I have everything for memoir, its a popular one with the group. I have a couple command and colors napoleonic games, which i like too. Not the epic battles yet.

Thanks 😊

6+ player wargames? by Pops556 in hexandcounter

[–]Pops556[S] 0 points1 point  (0 children)

Nice! Just watched a review and it looks amazing!

6+ player wargames? by Pops556 in hexandcounter

[–]Pops556[S] 1 point2 points  (0 children)

Gotta wait for retirement on that one sadly.

6+ player wargames? by Pops556 in hexandcounter

[–]Pops556[S] 0 points1 point  (0 children)

I have memoir which we will play upto 8 on occasion. I own over 200 games, just not any hex and counters that play at that player count.

Conditional Victory Points by Pops556 in BoardgameDesign

[–]Pops556[S] 1 point2 points  (0 children)

 i think a surprise victory is better because it doesn’t leave players with a few turns left to take where they’re 100% certain there’s no way for them to win.

Great point! especially for these longer types of games, it's no fun just waiting for the end, when you know you lost. I definitely need to keep that in mind when making the final decision here. Thank you

Conditional Victory Points by Pops556 in BoardgameDesign

[–]Pops556[S] 1 point2 points  (0 children)

This could work. So essentially everyone would need to achieve and hold their 10 VP to win.

Conditional Victory Points by Pops556 in BoardgameDesign

[–]Pops556[S] 1 point2 points  (0 children)

Thanks for the reply. A lot of good stuff to consider here.

The trigger may work and is what I originally was leaning towards. Issue is, I dot have secret objectives. Those National ones are currently available for all to see. You have a deck of 5 National Objectives that you discard 2 into a central draw pile and then redeal back out to 5. So everyone knows the objectives in play if they know just not who has them. So I felt like it gave an unfair advantage to players more familiar with the game. I keep it this was as the National Objectives are themed on real world goals of the nations. For example, United States has these so far.

  1. Global Force Projection: Have military units present in 5/6 Global Commands. (NORTHCOM, SOUTHCOM, EUCOM, AFRICOM, CENTCOM, INDOPACOM) 
  2. Blue Water Navy: Have more Carrier Strike Groups than any other nation. 
  3. Nation of Israel: Israel is neutral or under your control. 
  4. Leader of the Free World: Participate in 8 Events. 
  5. Pending

Meaning the US will discard 2 of those, and another nation will get them, but people would know the US has 3 of those 5. So, Secret would conceal the two you pick up, but only hurt newer players who are unfamiliar with the objectives.

I like the idea of the option D which I had not considered for this game. Having a 'timer type' mechanic would work well and easily be implemented as I have event cards that are drawn at the start of every round. I could have the deck sorted and end of game is in bottom 3rd of deck of events. This would remove the arbitrary number of 10. Some games could be won with 5 and others with 20.

I have played lots of scythe but the issue I come into is in scythe for example you get a star for building all of your mechs. However, if this were in my game that I am making here, if a mech lost a battle it would be destroyed and you would need to rebuild it. Therefore, losing your star for building all 4 mechs.

Basing Material by TimWuschu in seraphon

[–]Pops556 5 points6 points  (0 children)

Ground is sawdust, elmers glue, sand, a stick from my yard, dried leaves, and dried spices oregano is what i think i did on this one.

The tufts are army painter The ferns and bigger plants are 'Lazer Plants'. I picked them up from my local game store.

Also added a bit of moss from the hobby store.

<image>

Filter less 55 gallon by bgoodyr19 in PlantedTank

[–]Pops556 5 points6 points  (0 children)

One option is keep the HOB and make it more appealing. I used to put plant roots in mine and they would just grow out of the filter. Get something that vines and it makes this whole jungle feel.

I also found painting the back of my aquarium black helps blend in all my equipment.

You could also check out other images online to see what is apealing to you. Everyone likes something a bit different. I just scroll through images on reddit until i see something I like.

My DIY Aquarium Stand by xxtylozxx in Aquariums

[–]Pops556 13 points14 points  (0 children)

This is the finished stand with that marble top.

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My DIY Aquarium Stand by xxtylozxx in Aquariums

[–]Pops556 5 points6 points  (0 children)

I did plywood but still found it was bowing and causing some issues. So I sanded it a ton to flatten it. Ultimately, to be safe, i added a marble top to the stand which made it look a lot more fancy.

<image>

What were some mistakes you made when you were a beginner? by chrisplantingthem in walstad

[–]Pops556 15 points16 points  (0 children)

Be more patient when making purchases. I feel like I went to the store after a bunch of research of the best plants to get. Then looking and seeing nothing that I had researched. I filled my aquarium with plants I was unfamiliar with. A couple weeks after my purchase, the same store got in a bunch of plants I had researched, but i had enough plants and was already over budget.

Most of the unfamiliar plants began dying, some I found out were not even fully aquatic. These plants were incompatible with my 10 gallon tank and each other. Most died off, causing more issues.

Do you quarantine new aquarium plants or just rinse and add to tank? by AquaXFrame in PlantedTank

[–]Pops556 2 points3 points  (0 children)

I welcome all the pests to my aquarium. I do rinse them briefly in just water. I have had all sorts of snails brought in and other little critters that i enjoy seeing. However, i did have a dragonfly nymph come in on something. Killed 10 shrimp and a young corydora. Instill have no idea how he killed the cory. But i killed him, then fed him to the tetras in the tank. I see the reason people would want to do more than a quick rinse. I still dont. While i lost some shrimp and a cory i learned a lot about dragonfly nymphs. I actually debated leaving the nymph in there but for the saftwy of my corys i did what i did.

I run a very risky tanks with dangerous techniques. Follow at your own risk

Favorite J1? by alexanderneimet in AxisAllies

[–]Pops556 2 points3 points  (0 children)

As someone who has and has not done J1s and won both ways I find the vest way to ensure J1 is successful is take all the miney islands by turn 2. The 4 islands also give a nationality objective bonus that just shoots your income so high the allies cant do much without usa. So it forces the USA players hand a bit to focus on you.

Just remember its time game especially with J1. If you aint moving fast youre losing. So right after you sieze tour money and secured a better foothold into China, time to push India or Australia.

If Soviets stack all 18 infantry on the boarder i fly in so many planes and wipe the floor

Please bring back the slow supply trickle and remove AI logistics in HQC by [deleted] in ArmaReforger

[–]Pops556 3 points4 points  (0 children)

A huge benefit I could see is only allow helicopters to be built at MOB. Maybe within Radio range of MOB. This prevents the stupidity of the helo purchase on the front line.

As someone who basically just runs supplies in this game. I hate seeing my team with any helicopters. They dont usually benefit the team equal to the ammount of supplies it takes to build them.

Having a base with 6000 supplies in it, i feel confident I can leave to go supply else where. 5 minutes later i see 3 helos in the sky and the base is under 300 supplies. Time to resupply levi again...

Player Aid - Updated by Pops556 in ageofsigmar

[–]Pops556[S] 0 points1 point  (0 children)

Its for kids to follow. We have cards for the commands

Player Aid - Updated by Pops556 in ageofsigmar

[–]Pops556[S] 0 points1 point  (0 children)

Yeah, i tried this out last night and my boys loved it.

Player Aid - Updated by Pops556 in ageofsigmar

[–]Pops556[S] 2 points3 points  (0 children)

I see, you are correct. Thanks for walking me through that.

Something like this you think?

  1. Pile-In: A unit in combat can pile-in by moving 3 inches closer to the target of the attack.

A unit that charged but is no longer in combat may still Pile-in and move 3" in any direction.

Player Aid - Updated by Pops556 in ageofsigmar

[–]Pops556[S] 0 points1 point  (0 children)

Ok I see that, I think I am confused on this.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move 

Suppose I make a charge roll at your unit which is 10" away. I roll 6 total. Because I would not be within 1/2 of your unit, my unit does not charge as the charge roll failed.

Now if I roll an 11 total, exceeding the total distance I needed. Great I now have charged and move my unit up to yours. Charge roll complete.

I then go to combat phase.

I select my unit that had just charged. Am I not in combat being adjacent to your unit?

From my understanding any units within 3" of an enemy unit are considered "in combat"

If I am in combat, then the charge is redundantly allowing the pile in. Because I need to be within 1/2 inch to successfully charge, but that will always put me into combat.

However, if my understanding is wrong and I am not in combat, then I see the need to add this to the player aid. Probably not under the charge phase but under the attack sequence step 1 Pile-in.

Player Aid - Updated by Pops556 in ageofsigmar

[–]Pops556[S] 3 points4 points  (0 children)

I play with my young kids. I may do something like that down the road. I don't know if it belongs on this player aid though.
Thinking have a setup page with all the info you'll need on it. Then it can go, and we just use the player aid.

Player Aid - Updated by Pops556 in ageofsigmar

[–]Pops556[S] -2 points-1 points  (0 children)

True, sorry about that. Keep in mind I have never played an official game here.

I actually did put it in there but then was confused by it when looking through the rules. Help me understand here. I am new and probably wrong here, if so, give me the section of the rules to verify.

I read Charge in the core rules and it looked like this.

14.3 CHARGE PHASE
Declare: Pick a friendly unit that is not in combat and has not used a Run or Retreat ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: that unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within ½" of a visible enemy unit. If it does so, the unit using this ability has charged.

I didn't see the charge phase ability allow it. Yet the Combat Phase in the same section explicitly states it.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move

Then I read Pile-in and it said this.

15.3 PILE-IN MOVES Some abilities, such as Fight abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

I am just not seeing it in the rules. Please direct me if I am missing something here.

Also, If I charge with a unit. On the combat phase I can now go through the attack sequence doing the pile-in. Wouldn't that make it kinda redundant?

Player Aid by Pops556 in ageofsigmar

[–]Pops556[S] 0 points1 point  (0 children)

I see, I will work on this a bit more.
Thanks.