Sunday, February 27, 2011

Cave Testing

Hello all! Welcome back, and I apologize for the delay in getting this week's update put together. Right, well for this week we don't have much in the way of rules. Instead, I've put together some downloadable PDFs for you to print off and begin your cave life. They include some cut-out cavemen and cavewomen as well as a scale mammoth and a few other things that you should find useful. They are pretty basic, but lets face it, so are cavemen. I'd once again like to thank Sean Goodison for providing the truly excellent artwork!

So this week's instructions is to take these sheets and have some fun creating some new rules. Using the ones we've got here, carry on with a few games and post up some playtest reports so we call all benefit from your latest hunt.

Download File: Caveman vs Mammoth Playtest Pack (PDF)...

I would like to take a moment to post up one rule which should hopefully be enough to get players started: the turn sequence. It goes a little something like this:

Choose a player to go first in the game (pick any method). That player may do one thing from the following list:
1. Gather Meat Pieces
2. Attack
3. Move

Once the player has done that one thing, the next player goes, and so on until all players have done one thing. Once all players have gone, all mammoths now do something.

If a mammoth is not under attack roll a die to see what it does:
1-2: Grazes: Does nothing.
3-4: Moves: Choose a player to move it forward its normal movement. If it reaches a table edge turn it around and carry on.
5-6: Aggressive posturing: Moves directly toward the closest Caveman. If it comes within 2"/5cm of a caveman, the Mammoth immediately attacks.


If a mammoth is under attack roll a die to see what it does:
1-3: Mammoth immediately attacks all Cavemen in its front arc with its trunk weapon.
4-5: Mammoth thrashes all Cavemen in its front arc with its tusk weapon.
6: Mammoth immediately stampedes in a random direction twice its normal movement. All cavemen in its way are trampled and lose two (2) health points.


That should keep you going and ready to take down a mammoth with your friends!

Sunday, February 20, 2011

Blitzing Blitzkrieg

Last week I was finally able to get my first full game that included Early War forces from Blitzkrieg. I've had some interest in the period for a while, but know absolutely nothing about the campaigns in Poland and France. So, in an effort to help bone up on this decrepit area of my knowledge, I've decided to add yet another massive project onto my already quite full hobby bench: I'm going to blitz Blitzkrieg and this is how I'll do it.

Years ago I started collecting the Time Life WWII series. They are an exceptional series filled with large photos and great easy-to-read histories on the topic at hand. I've pulled out Volume II: Blitzkrieg and have started to read through it. The books give you a very general feel for the period, and usually doesn't go into much depth as low as company levels. But this gave me an idea for how I'd like to build up my EW collection. Rather than field specific historical units I am going to build a force that captures the generic feel of the period for each nation featured in the Flames Of War: Blitzkrieg book. These lists will contain everything that is classified in my mind as essential to the story. Basically, I want to sum up a campaign in a single Flames Of War force.

Saturday, February 19, 2011

CaveTech

Welcome back!

This week we will be looking at CaveTech (TM, not really). CaveTech is the general term given to things that your tribe can develop to better hunt Mammoths. Through these advancements your cavemen and cavewomen will be able to harvest more meat than ever before. All it takes is a modest amount of Meat Points and a big brain.

This week we have three advancements that your tribe can purchase for Meat Points. These are all Level 1 CaveTech upgrades, meaning that your tribe also must be a Level 1 CaveSociety in order to use this technology.

There are several types of CaveTech: Personal Tools, Tribal Tools, and Brain Tools.

Personal Tools are purchased for one Caveman alone. You can purchase as many Personal Tools as you like provided they are not unique. However, you must purchase Personal Tools individually.

Tribal Tools are purchased for your whole tribe. Once you have purchased them all cavemen and cavewomen in your tribe are now equipped with the Tribal Tool. Some Tribal Tools are labelled as Tribal Tool (Caveman) or Tribal Tool (Cavewoman). This means that only Cavemen or Cavewomen can be equipped with these tools.

Brain Tools are used to develop your Cavemen's or Cavewomen's brains. They apply to the tribe as a whole and are necessary for furthering your CaveTech levels.

Blunt Rock Tied to Stick
Description: This weapon is very advanced compared to a pointy stabbing stick. By tying a blunt rock to end of a stick, your caveman has discovered it hurts more.
CaveTech Type: Tribal Equipment (Caveman)
Cost: 2x Meat Points for each Caveman in your Tribe
Duration: Permanent
Effect: When rolling to hit a target with a Pointy Stabbing Stick, Cavemen roll two dice instead of one and uses the best result, discarding the lowest result.


Fancy Tiger Cape
Description: Your caveman has killed a Sabertooth Tiger, one assumes, and now boasts of his achievements.
CaveTech Type: Personal Equipment (Caveman)
Cost: 5x Meat Points, or free if this Caveman has killed a Sabertooth Tiger during this game. 
Duration: Permanent
Effect: Adds +1 to this caveman's Clubbing result.

Clan of the Cavedog
Description: Your tribe has mastered the art of cavedog obedience training. 
CaveTech Type: Tribal Equipment
Cost: 3x Meat Points 
Duration: Permanent
Effect: Your tribe may now use Cavedogs.  

Thats all for this week. Tune in next week for a special announcement for CvM!
-M

Saturday, February 12, 2011

Cave Life

This week's update is titled Cave Life for obvious reasons. Today we will look at what happens back at the cave while your cavemen are out hunting mammoths.


Home is where the cave is, and not a truer phrase has been made up in the last few moments. It's all good hunting a mammoth, but what then? Obviously you need to eat the meat and put those proteins to good use.


In this update I've added a few more than just three rules, instead I've limited myself to three "topics". We introduce three new things about cave life, including a two new types of characters: Cavewomen and Cavekids. We also look at putting that meat you've collected to good use.


Topic 1: Meat Points
If your caveman returns to the cave carrying meat pieces, he may deposit them into your tribe's Cavefridge. Meat pieces stored in the Cavefridge are called Meat Points. 
Spending Meat Points: You may spend Meat Points at the beginning of your turn before you take any actions. These points can be spent on CaveTech upgrades, Cave & Garden expansion projects, or Social CaveNetworking.


Topic 2: Cavewomen
Cavewomen are excellent additions to any self-respecting Cave community. They augment the hunter's meat by collecting berries and guard the cave with their lives.You can add Cavewomen by spending Meat Points or going Clubbing. 


Option 1, Meat Points: You can purchase a Cavewoman for your tribe by spending four (4) Meat Points.


Option 2, Clubbing: If your Caveman is adjacent to any Cavewoman, you may attempt to pick her up and carry her back to your cave. Roll a dice. If your strength + dice result is greater than five (>5) you successfully club the Cavewomen unconscious and you may carry her back to your cave. However if your score is five (5) or less, she resists you and you must try again next turn. If your Caveman fails to club a Cavewoman, his ego and prestige are damaged and he immediately loses a health point.

Cavewomen Characteristics & Special Rules
Strength: 0 
Move: 6"/15cm (Cro-magnon), 4"/10cm (Neanderthal)
For every three (3) pieces of meat that a hunting party deposits in the Cavefridge, each Cavewoman adds +1 piece of meat to the deposit. Cavewomen can never deposit more meat than the hunters in a single deposit.
A Cavewoman is Strength +1 (maximum +4) for each Cavekid that is both from the same tribe and within 8"/20cm of the Cavewoman.


Topic 3: Cavekids
Cavekids do all the chores and keep the cave tidy. If you have at least one Caveman and one Cavewoman in your tribe, you may purchase a Cavekid for two (2) Meat Points.


Cavekid Characteristics & Special Rules
Strength: 0 
Move: 4"/10cm (Cro-magnon), 2"/5cm (Neanderthal)
At the beginning of each turn, each Cavekid gains a Growth Spurt token. You may also spend Meat Points to add additional Growth Spurt tokens on a Cavekid (1x Meat Point = 1x Growth Spurt token). When a Cavekid reaches six (6) Growth Spurt tokens, roll a dice: 

On a result of 1-3 the Cavekid becomes a Caveman.
On a result of 4-6, the Cavekid becomes a Cavewoman.


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That's it for this week's update. Next week we'll talk about CaveTech, such as weapons and tools.

Thanks!
-M

Monday, February 7, 2011

Tankodesantniki Forward!

Today Sean and I threw down a game of Flames Of War. I got to use my Step 1 Soviet army, the Tankovy, against his brand new Task Force A. Since it was a blue-on-blue match up, we decided the game we played took place in late 1945 somewhere in the Czech Republic when the US and USSR collided in a fictional battle.

I took some photos of the action. Its a bit late to do a full AAR, but let me just say it was an epically brutal game. We had lots of fun and many lessons were learned on both out parts. So here's a few shot of the forces we used.
Mike's Tankovy

Sean's Task Force A
Note: Sherman 76mm tanks are standing in for M18 Hellcats

Saturday, February 5, 2011

Cavemen vs. Mammoth: Hunting

Hey all,
Welcome back for another CvM update! Sorry I didn't get around to an update last night, but the evening got away from me.

As promised, this week's update focuses on hunting. How do bring down a mammoth? Here's a start:

Rule 1: Mammoths are Scary
Cavemen need to make a Scary Test before they can attack a mammoth. Roll a dice and add any of the modifiers listed below. If the result is at least a 8, the caveman may attack the mammoth this turn. 
Modifiers that make things less Scary:
- Add +1 to your Scary Test for each Caveman or Cavedog within 12"/30cm of your Caveman.
- Add +1 for each previous turn since the last time your Caveman has eaten. 


Rule 2: Thing We Get In End Make How We Did It Good. 
All weapons are Damage +1 if they strike a target from behind.


Rule 3: The Caveman Provideth
When gathering Meat Pieces from a carcass, roll a number of D3 dice equal to the creature's Meat value. A caveman can carry up to X Meat Pieces, where X=Caveman's Strength, not including any bonuses from Weapons.  


Right-o, There you have this week's additions. Next week we will look at Cave life, including eating meat, spending meat points to upgrade your brains, and cavewomen.


Until next week,
-Mike