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Rob Heath
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Rob Heath commented on a post on Blogger.
Thanks , I hope you enjoy my blog
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March across the felt
After being inspired by a youtube video on a command and colors game i had a flash of insperation , since i have lots of 6mm Baccus napoleonic based in 30mm square bases , got one of my old hex cloths out , cut up some carpet tiles and setup a little game  for me...
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Rob Heath commented on a post on Blogger.
dropbox change for me i cannot share files via that method now but you can click on the picture to get the same info
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just used descent , D&D4e Red Box adventure for a little solo rpg experience , for those who are interested here is the link

Just had a bash at "Tales of the Arabian Nights" board game , which was quite a nice role play experience ,i think this game could be expanded into a more formal RPG using other rpg systems , and with that i finished the game as a "Crippled" "Werewolf" who's final destiny was to become a "Sultan" , bit of a strange one but it was quite fun getting there.

i can now only get mote 1.7 to run if i run this from terminal on my mac first "sudo spctl --master-disable"

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Rob Heath commented on a post on Blogger.
i have finished the rules after another go with them , they will be on wargames vault as a pay what you want , the are called "A Baton in Both Hands" tomorrow
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Mansions of Madness 2nd Ed well i picked up a copy of this game this morning at my local game store , dug out my MoM 1st Ed stuff and proceeded to read and play through the first scenario the game lasted 4 hours but i was reading the rules and playing at th...
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just written an enemy ai for dungeon crawling which will help determine what the enemy does , this is relatively system independent

Here you go see what you think

universal skirmish AI
each figure has a level value and a size value and if it is considered intelligent
level is the level of the figure in game terms ( you might have to fudge this depending on the game )
size is the number of 1” by 1” squares it occupies on the table ( based on 28mm figures )
sequence of play
play using the standard game rules then at the end of the turn determine noise for each of your figures

during the game a player character will generate and remove noise every turn , this noise value will be used to determine what how the enemy will respond to that figure , if more than one figure has the same noise then the closest figure will be the target of that enemy

the noise values are
doing nothin -1
in cover -1
shooting 1
insight of any enemy 1
walking 2
running 3
fighting 4
charging 5

calculate each figure on your sides awareness rating for the turn
to see if a figure is visible add its size to its awareness value and multiply by 2

so a 1“ X 1” base character who is fighting in melee will have a awareness value of 12 and will be noticed up to 12 squares/inches
if a figure is out of sight the awareness is halved for only those figures that cannot see this figure

this means that an enemy is aware of this figure and will determine what it will do with its reaction
we use these values to determine what this figure will do

to find the enemies reaction
each enemy will be stated as a shooter , support or melee type
take the figure level factor and size as a base number
and modify by the following
is this figure wounded -1
each enemy that can be seen by this figure -1
each full move from the nearest visible friendly figure -1

so a level 4 figure on a large base ( 2” X 2” ) will have a base value of 16
take off and negative points

if this value of the figure is greater than the nearest threat the figure will act as its primary goal , each point lower than the target moves the option 1 stage to the right

an unintelligent character will use its primary function if its value is more than half that of the enemy

characters will always try to
a shooter type will try to do these actions in this order
shoot / support / move towards / move away / melee

a support type will try to do these actions in this order
support / shoot / melee / move towards / move away

a melee type will try to do these actions in this order
melee / move towards / support / shoot / move away

Shoot = move into range an shoot , if in range aim and shoot
Support = using the figures best ability , this may mean joining a combat with a friend or buffing a friendly figure ( buffing is always primary
Move towards = take a full move to get closer to a weaker enemy
Melee = move towards nearest enemy and engage in combat
Move away = Move away from as many enemies as possible and take cover
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