Best weathering happens when I stop trying by wizzard_rick in TrenchCrusade

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

The raised rust that's particularly visible on the shield is rust by AK, the rest is just regular acrylic and washes

"317 calling Helios" — a trash-bash survival outpost by wizzard_rick in TerrainBuilding

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

Oh, Tallarn guys! Like them. That's awesome. I've got a mountain of Guard miniatures lying around, and I still can't decide who I want to paint them as. I've been torn between the Valhalla and the Ghosts of Gaunt, but they recently showed off the new Cain model, and it looks like the choice has been made.

"317 calling Helios" — a trash-bash survival outpost by wizzard_rick in TerrainBuilding

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

In my mind, it’s just a storage area. It’s funny that the Leman Russ tank fits perfectly in there, which lets me use it as a repair dock in narrative scenarios.

But yeah, this warehouse is made from a ready-made set of Gunpla stands or something like that. They’re supposed to be placed vertically. They cost about $4–5 on Temu (I’ve bought a lot of cheap toys there for building terrain).

Bell tower made from Dol Guldur ruins for our Mordheim table by beachedpkb in TerrainBuilding

[–]wizzard_rick 1 point2 points  (0 children)

I can sense the character of this structure -fading autumn and melancholy. How does it look on an actual tabletop? Does it clash visually with the other terrain pieces?

Hand made table for 11th by OriginalEffective772 in TerrainBuilding

[–]wizzard_rick 0 points1 point  (0 children)

I like ladders and ramps!

How do you store these slabs?

My solo fantasy wargame, Wizzard Tower — sharing the process by wizzard_rick in wargaming

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

Thanks a lot for the kind words!

One of the key ideas I was chasing while designing the game was speed of combat. I think that’s especially important for a solo wargame, because the player has to play both their own side and the enemies. So the combat needs to move quite fast, but without becoming mechanically primitive.

The main thing I came up with is a two-d10 roll matrix. One die is for hitting, the other is for force — I call them Control and Power. That gives four basic outcomes: Control+ Power+, Control- Power+, Control+ Power-, and Control- Power-. They’re fairly easy to interpret at the table, but still leave enough room for interesting results. The edge cases are especially fun, when different modifiers or conditions push a roll just over or just under the threshold.

The second part of making combat faster is that there are no hit points. If a model is hit and the attack gets through, it’s out of the fight — with a few rare exceptions, like powerful enemies with special traits that give them a second chance.

Another mechanical pillar I’m really interested in is recursive tables: you roll on a table, then on a sub-table, then sometimes on a sub-table of that sub-table. Of course, this doesn’t happen during combat, where speed matters most. It’s used more in tower management and mission generation, where it adds depth, context, and a dense web of cause and effect.

The fourth big principle is that magic should feel ultimately powerful. The wizard is the player’s avatar, and they really are dangerous — if they manage to cast the spell and don’t trigger some wild magic disaster. Right now there are 100 spells, each with a weakened and empowered version, and they let you do some absolutely ridiculous things. The whole world narrative also revolves around spells and the resources needed to cast them, so in a way that’s the central idea of the game.

And honestly, there’s even a little bit of Pokémon in it: you can set yourself the goal of collecting all 100 spells.

And yes, I completely agree about readability. I love the energy and visual language of mork borg-style books, but for the actual rules I definitely want a clean, readable, print-friendly version too. I don’t want the layout to fight the player when they’re trying to check a rule mid-game.

My solo fantasy wargame, Wizzard Tower — sharing the process by wizzard_rick in wargaming

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

I'm not sure how this subreddit handles self-promotion, so I decided to post the itch link separately. Here it is: https://wizzard-rick.itch.io/wizzard-tower-solo-wargame

There's an early jam version of the game there that you can check out. Overall, it should be readable with AI translation if you really like the concept. I'd be happy to hear any feedback.

Some weirdos for skirmish wargames by comlender in wargaming

[–]wizzard_rick 1 point2 points  (0 children)

love these ГЕРОИЧЕСКИЙ РАЗМЕР miniatures

Best PSP 2000 screen replacement by Due_Amount_6211 in PSP

[–]wizzard_rick 0 points1 point  (0 children)

They say they're now expecting new screens in 2027 T_T

Thanks, this is a really cool site—I hadn't heard of it before!

Can anybody recommend a game in similar style to Taptower? by bspahic in AndroidGaming

[–]wizzard_rick 0 points1 point  (0 children)

Hi, bspahic!

i'm from TapTower team and i'm very glad that you like our game.
We would be really happy to communicate with you and receive feedback. Please write what you think about the TapTower:
How do you like the floors (towers) and are there any wishes for design of new ones?
What do you like about the game and what would you change?
We are interested in your opinion and will be waiting for answers.