Showing posts with label Dinosaur Hunting. Show all posts
Showing posts with label Dinosaur Hunting. Show all posts

Sunday, November 7, 2010

Rules for Steam Vehicles in Saurian Safari

Here are some rules for using Steam Powered Ironclad Vehicles in Saurian Safari - now Sir and Ma'am dont' have to walk, and these new fangled contraptions can provide a means of rapidly getting back for tea!


Movement

Steam vehicles move at a speed of 1D6 per turn. They can move forwards and backwards at this speed but must stop for one turn before changing direction. Any number of turns of up to 45 degrees may also be made during each move at the cost of 1’’ of movement.

A steam vehicle may climb low hills or slopes but steep slopes are impassable. It can travel through any areas of vegetation including forest or jungle without penalty, clearing a path the width of the vehicle as it goes. A steam vehicle cannot cross swamps, marsh, rivers or soft sand. If it attempts to do so it will become permanently bogged down.

Crew and Armament

A steam vehicle has a carrying capacity of four plus one engineer. When travelling by vehicle, one party member must be allocated as engineer and may not use any firearms whilst at the controls, unless the vehicle is stationary. It takes one move to embark or disembark from a steam vehicle. The rules for restarting a stationary vehicle (p14) do not apply.

Vehicle mounted machine guns or light cannon are permitted but may not be removed from the vehicle at any time and require a gunner and a loader to be used. If mounted in a turret they will have a 360 degree arc of fire. To traverse the turret takes one move. Any vision ports in the machine may also be used as firing positions for a single figure with a 45 degree arc of fire and line of sight. When rolling to spot a dinosaur from within a steam vehicle, add a minus 10% modifier due to restricted visibililty.


Malfunctions

At the start of the movement phase, a D100 roll must be made to determine possible malfunctions of the steam vehicle. Only one malfunction can occur in any one turn, so do not roll for malfunction if one is already in effect. Apply effects as indicated on the following chart:

01 – 60% No malfunction, Full Steam Ahead!

61 – 65% Steering jammed (vehicle may not change direction for D6 turns)

66 – 70 % Gears jammed in reverse (vehicle will travel backwards at 1D6 per turn for D6 turns)

71 – 75 % Low Steam Pressure (vehicle grinds to a halt and will remain stationary for D6 turns)

76 – 80% Boiler Leak (crew must abandon vehicle for D6 turns until steam has dispersed)

81 – 85% Turret / Gun Jammed (may not fire or traverse for D6 turns until fixed by crew)

86 – 90% Track or Wheel Thrown (no movement other than a 45 degree turn in one direction)

91 – 95% Piston Valve Gasket Spring Reciprocator has broken (no movement for D6 turns until fixed by crew)

96 – 98% Safety Valve Jam (will blow up after D6 turns unless fixed by a crew on D6 roll of 5-6)

99 – 100% Boom! (roll a D6 for each of the crew: 1-2 Dead / 3-4 Wounded -1D6 strength / 5-6 thrown clear)

To fix a malfunction, one crew member must be tasked with the repair attempt but may not perform any other action during this time.


Dinosaur Encounters

The majority of creatures will ignore a steam vehicle as it looks a lot like a dinosaur.

However, carnivores and pack hunters will attempt to attack a steam machine as they assume it will taste nice (refer to the relevant reaction charts). These attacks will have no effect on the armoured plated exterior of the machine, although pack hunters will swarm all over it and any self respecting carnosaur will attempt to bite and chew bits off. After D6 turns, the dinosaurs will give up and wander off, unless they have already been KO’d or killed by the crew. The steam machine may attempt to crush pack hunters under its wheels or tracks with an automatic chance of success if the dinosaur is silly enough to stand directly in the vehicles path.

Any encounter with a Ceratopsian or Ankylosaur will have more serious consequences. Use the reaction charts to determine if the dinosaur attacks. If it does charge and makes contact, roll a D100, with a 50% chance of the steam vehicle being tipped over on its side. Any occupants will be unharmed but the vehicle will be immobilised and the turret and/or gun will be out of action. The dinosaur will then wander off allowing the crew to bale out via the escape hatch.

If a stampeding Sauropod happens to collide with a steam machine there will be a 75% chance of it tipping over. Other dinosaurs that collide with the vehicle will merely bounce off (and get a headache).

Many Thanks to Jim who posted these rules here:
http://jimswargamesworkbench.blogspot.com/2010/02/rules-for-steam-vehicles-in-saurian.html

Friday, October 22, 2010

Dinoriders now available from Eureka Miniatures

Definitely more pulp than VSF, but I want to spread the word for Nic at Eureka Miniatures.  Plus you could  convert them to Prussian Dinotruppen for service on Venus too!  These are the figs I had the pleasure using during the Jurassic Reich game at Little Wars back in May - great fun!
More pics at the Man Cave here:
http://tasmancave.blogspot.com/2010/06/jurassic-reich-detailed-report.html
 ---------

Jurassic Reich
Dateline - February 1943: the American push into North Africa is met with stiff opposition from Rommel's combat-hardened Afrika Korps. The official histories will tell of great numbers of inexperienced American troops fleeing Rommel’s panzers at Kasserine Pass, but those who were there know it took more than just a few tanks to strike such terror into the minds of so many young American soldiers. The truth was that they had to face a new horror - from another time. Squadrons of flying creatures - Pterodactyls! - armed with anti-tank weapons and bombs, had swooped down and relentlessly pursued the shocked Americans into the Atlas Mountains.




The Allied generals and their political masters were stunned. Where had these creatures come from? Stalin suspected an Anglo-American plot to deceive him created by those “degenerate capitalist tricksters in Hollywood”. Others simply refused to believe it. General Patton dismissed the Pterodactyls as the “Delusional rantings of a load of yellow bellies who need a good slapping!” - until two Pterodactyls strafed his car near Djedjelli. But in London the news struck a chord with British Intelligence who had been gradually piecing together the strange story of an ancient seven-sided archway (dubbed the 'Anubis Gate' because of the hieroglyphics that adorned it) that Napoleon's troops had uncovered in Egypt in 1801. Defying interpretation for almost a century and a half, the artifact had remained, almost forgotten, in a basement of the Louvre Museum. But within hours of the fall of Paris in 1940 a team from Himmler’s Ahnenerbe (the Nazi Occult Bureau) had arrived with a truck and they took the 'Anubis Gate' off to a secret location in Germany.


Jurassic Reich

Sometime during 1941 the Nazis discovered that when ‘energised’ the artifact became a time portal to the prehistoric past. They sent through armed expeditions looking for ancestral Aryan supermen, but they returned with captured dinosaurs. Keen to explore the possibilities further, expeditions were sent to establish research and training facilities back on Cretaceous earth (and thus safe from Allied bombing). By the end of 1942 the Nazis had trained a number of units: the Kriegsclaws – Dinonicus (deinonychus) mounted SS cavalry; and the Pterowaffen – pterodactyls deployed as air defence fighters or in ground attack roles.

After their successful introduction in Africa, Hitler ordered the deployment of dinotruppen across Europe – on the Eastern Front (forcing even Stalin to acknowledge their existence), in the Balkans, along the coastline of Normandy, and in the defence of the Italian peninsula. The mountainous Balkans and the trackless wastes of the Russian steppes and forests became excellent hunting grounds for the Kriegsclaw; in fact wherever the terrain was impassable for vehicles or the distances so great that fuel supplies were an issue – these agile creatures were in their element. Principally used for screening and reconnaissance roles, the Kriegsclaw were occasionally used offensively to assault an enemy's flanks (as in the Kursk encirclement) or to cover infantry withdrawals. Nazi Germany had harnessed the greatest primeval forces the world has known - it was the dawn of Jurassic Reich …






Dinonicus operate alongside tanks during Operation Barbarossa

Designed by Kosta Heristanidis and Mike Broadbent, these figures are part of our Pulpiations “pulp fiction” range and can be used alongside our “Dogface GI’s” or any number of 28mm World War Two ranges that are out there. Colour schemes are optional. We are looking forward to the heated internet forum debates over the correct camouflage colours to use, and telling us that the number of teeth we’ve given the Dinonicus is more appropriate to an Ausf C rather than an Ausf D.

http://eurekamin.com.au/news.php?newsid=EklZEuEuFATWHHLjGs

Monday, September 14, 2009

A real Land that Time Forgot!



and right on my doorstep too!

http://www.guardian.co.uk/environment/2009/sep/07/discovery-species-papua-new-guinea

Time to load up the Nef with my trusty dino-hunting gear and see if there is any "big game" there...

Monday, January 12, 2009

The Savage Empire

Written for the PC game, Worlds of Ultima, this PC hint gamebook is a treasure trove of Lost Valley/Skull Island/Dino Hunting idea goodness!

http://www.replacementdocs.com/download.php?view.6650

Thursday, January 8, 2009

Dino games

Late last year, Walt at the Lost World Safari yahoo group posted this treasure trove of information:


I'm putting together a free supplement for dinosaur/prehistoric gaming, and as part of that I'm complied a list of RPGs and miniature games focused on theme. I thought I'd share it here. I should point out these are games where prehistoric beasts are a major element, just not filler. That means several games that do have dinosaurs, but only as occasional monsters, were left out.


Adventures in Jimland (MINI)
Jim WrightSelf-published /2003

Free miniatures game about 19th century African exploration. Dinosaurs abound, and players can specialize in paleontology. The rules can be downloaded at http://nagssociety.com/resources/Jimland/Jimland.htm

(Note I advertised these rules in a post here: http://pauljamesog.blogspot.com/2007/11/adventures-in-jimland.html)


Animal Archives: Prehistoric Animals (RPG)
Jesse Mohn and Aeryn RudelSkeleton Key Games/Blackdirge Publishing/2004

Short D20 bestiaries focusing on overlooked prehistoric animals.Blackdyrge's Templates: Primordial Beast (RPG)Aeryn RudelBlackdirge Publishing/2007D20 guide for turning ordinary animals into evolutionary throwbacks.

Cadillacs and Dinosaurs: The Roleplaying Game (RPG)
Frank A. Chadwick and Mark SchultzGame Designers Workshop/1991

Based on the comics by Mark Schultz, Cadillacs and Dinosaurs is set in a post-apocalyptic world where jungles grow over the ruins of civilizations and prehistoric animals rule the landscape. The game uses the same rules system as Twilight: 2000 and has interesting ideas for mounting wilderness expeditions.


The Complete Guide to T. rex (RPG)
Joseph GoodmanGoodman Games/2002

D20 supplement for roleplaying T. rexes as intelligent characters.


The Complete Guide to Velociraptors (RPG)
Joseph GoodmanGoodman Games/2002

D20 supplement for roleplaying raptors as intelligent creatures, mostly as Native American-types for the company's Broncosaurus Rex setting.


Dinosaur Planet: Broncosaurus Rex (RPG)
Joseph GoodmanGoodman Games/2002

D20 space western set on a planet populated by dinosaurs, some of which have human-like intelligence.


Dinosaur Planet: Broncosaurus Rex: Cretasus Adventure Guide (RPG)
Fred Bush, Joseph Goodman, and Mike RobertsGoodman Games

Adventures for the company's Broncosaurus rex setting.

Dinosaur Planet: Broncosaurus Rex: Dinosaurs That Never Were (RPG)
Gregory DetwilerGoodman Games

Bestiary of dinosaurs that may have evolved had they not died out 65 million years ago.


Eberron: Advanced Dungeons & Dragons (RPG)
Keith BakerWizards of the Coast/2004

Pulp fantasy setting where dinosaurs still roam in many parts of the world.

Forgotten Futures III: George E. Challenger's Mysterious World (RPG)
Marcus L. Rowland/Heliograph, Inc./1994Game setting based on the adventures of Sir Arthur Conan Doyle's scientist-hero Professor Challenger, who discovered a lost world of dinosaurs in South America.

GURPS Dinosaurs (RPG)
Stephen DedmanSteve Jackson Games/1996

Perhaps the most comprehensive roleplaying supplement about dinosaurs so far written. Includes much material reprinted from GURPS Ice Age.


GURPS Ice Age (RPG)
Kirk Wilson TateSteve Jackson Games/1989

Guide to playing in caveman settings, from realistic Ice Age adventures to slapstick.


GURPS Lands Out of Time (RPG)
Steve Jackson Games/200

6PDF supplement for playing B-movie "lost world" adventures, complete with cold-blooded, tail-dragging dinosaurs.

Hollow Earth Expedition (RPG)
Jeff Combos et al.Exile Game Studio/2006

Indiana Jones meets Jurassic Park. Guidebook for playing 1930s pulp "lost world" adventures set inside the earth.


Hollow World: Dungeons & Dragons (RPG)
Aaron AllstonTSR/1990

Campaign setting for the original D&D set inside a hollow world populated with dinosaurs and lost civilizations. Basis for the SEGA Genesis game "Warriors of the Eternal Sun."

Inner-Earth (RPG)
Stephen S. LongHero Games/2000:

Hero System supplement for playing a hollow world adventure.


The Isle of Dread: Dungeons & Dragons (RPG)
David Cook and Tom MoldvayTSR/1981

D&D Adventure set on an island modeled after King Kong's home, Skull Island.


Isle of the Ape: World of Greyhawk (RPG)
Gary GygaxTSR/1985

Yet another Skull Island adventure set in the world of D&D, this one for higher-level adventures than The Isle of Dread.


The Jungles of Chult: Forgotten Realms (RPG)
James Lowder and Jean RabeTSR/1993Short supplement for Forgotten Realms setting describing Chult, a lost world where dinosaurs still roam. The setting is expanded in Lowder's novel, "The Ring of Winter."


Lands of Mystery: Justice, Inc. (RPG)
Aaron AllstonHero Games/1985

Perhaps the most comprehensive supplement ever written about putting together lost world adventures.


Lost Prehistorica (RPG)
Steven Cook and David WoodrumDark Quest Games/2004

D20 supplement for combining traditional D&D gameplay with the prehistoric lost worlds of pulp fiction.


Mammalian Mayhem (MINI)
Chris PeersHLBS Publishing/2000

Miniature safari hunting game with rules for hunting prehistoric mammals.


Primal Codex (RPG)
J.C. AlgerNetherland Games/2001
D20 supplement for playing in primitive settings.


Saurian Safari (MINI)
Chris PeersHLBS Publishing/2002

Rulebook for undertaking dinosaur hunting trips with a Victorian flare.

(Note I advertised these rules in a post here:
http://pauljamesog.blogspot.com/2006/12/lost-world-safari-tours_29.html)


The Savage Empire: Worlds of Ultima (RPG)
Origin Systems/1990Computer

RPG set in the Ultima universe but in a lost valley populated with prehistoric creatures and primitive tribes.


Space: 1889 (RPG) - Naturally!
Frank A. ChadwickGame Designers Workshop/1988

Alternate history game based on the premise that the inner planets of the solar system can all sustain life and are at different stages in biological evolution. Venus is a swamp-covered world filled with dinosaurs while life on Mercury is just starting to make the transition to land.


Sticks & Stones (MINI)
Rob LuskJeff Valent Studios/2008

A miniatures game based on the caveman-and-dinosaur movies of the 1950s and 1960s. Uses the Savage Worlds skirmish rules.


Thrilling Expeditions: Valley of the Thunder Lizard (MINI)
Richard A. Johnson et al.Rattrap Productions/2008

Supplement for .45 Adventure gaming system that allows gamers to play skirmish games in lost world settings. Comes with stat templates for several different prehistoric animals.


Thrilling Places (RPG)
Stephen S. LongHero Games/2006

Supplement for Pulp Hero describing several different locations for adventures to take place, two of them lost worlds.


Thrilling Tales: Dragon Island (RPG)
Walt CeichanowskiAdamant Entertainment/2005

Adventure from the D20 Thrilling Tales system with a giant pterodactyl taking the place of King Kong.


Tooth & Claw (RPG)
JaredSelf-published/2003

Simple rules system that allows players to play as dinosaurs instead of humans encountering dinosaurs.

(Note I advertised these rules in a post here:
http://pauljamesog.blogspot.com/2007/12/tooth-and-clawthe-rpg.html)


Tooth & Claw (MINI)
Chris PeersWargames Illustrated Publishing

A rules system for launching Victorian hunting with prehistoric mammals as the game.

(Note I advertised these rules in a post here:
http://pauljamesog.blogspot.com/2007/11/new-prehistoric-animal-hunting-rules.html)



Torg (RPG)
Greg Gorden and Bill SlavicsekWest End Games/1990

Alternate worlds setting with two worlds based on the lost world genre.


Transdimensional Teenage Mutant Ninja Turtles (RPG)
Erick WujcikPalladium Books

A roleplaying supplement for the TMNT series focusing on time travel and introducing a variety of prehistoric beasts.


Tusk and Tusk II (MINI)
Matthew HartleyIrregular Miniatures/1994 & 1995

Rules for hunting mammoths and other prehistoric creatures.

(Note I made a post about these rules here:
http://pauljamesog.blogspot.com/2008/11/tusk-pics-posted.html


Voyages Extraordinaire (MINI)
Matthew Hartley, Steve Blease and Mike BaumannWessex Games

Rules for playing pulp skirmish games against dinosaurs and other strange creatures.


Many thanks to Walt for his work in compiling this list and sharing it!

Sunday, January 4, 2009

15mm terrror birds

After much searching, I've finally discovered a source for terror birds in 15mm scale:

scroll down to the bottom here:
These will be just the thing to chase those intrepid explorers and hunters!

Sunday, December 28, 2008

Bog-a-Ten battle pics


Pijlie has posted pics from a recent Bog-a-Ten battle here:

lovely terrain and figs - great stuff!

Monday, November 24, 2008

Tusk pics posted


Irregular Minis make the fun Dino hunting game "Tusk", with accompanying figs in 15mm.

Until now, pics of the figs have been rather scarce, but some have now been posted to their site here: http://www.irregularminiatures.co.uk/15mmRanges/15mmTusk.htm


The pack contents are:
Victorian Adventuers Set:
1 x Sir Harry (stout chap he is too! - as seen above)
1 x Colonial bugler
6 x Colonial British infantry
2 x Boers (use as trackers)
1 x Colonial British Gun and crew
2 x Native Guides (gun porters dont you know old boy!)
2 x Animal trap pits
4 x Dinosaurs

The Caveman Pack has:
2 Og the Heroes
2 Cavemen with fire brands
4 Dogs
4 missile armed cavemen
8 other cavemen
4 Mammoths (3 Adult, 1 baby)

Friday, November 7, 2008

Matakishi has been Dino hunting!


Check out the action (and the lovely figs and terrain) here:
http://www.matakishi.com/news.htm

Wednesday, November 5, 2008

DinoMight Review

In the last few weeks, Jim has posted a review of these rules to TMP. In case you missed it, heres what he has to say about these new rules:

An ‘out of the box' review of the Magister Militum rules for gaming with Dinosaurs, other Prehistoric Creatures and Humans foolish enough to get involved with them. The DINOMIGHT rules consist of a 14 page stapled A4 booklet with a plastic cover and colour front page. A further page is attached and features a blank sheet of play cards to be photocopied for game use and a list of available dinosaur models. In addition there is a separate double sided card Quick Play sheet which includes in a clear and concise manner all the stages of the Game Sequence as a series of tables and charts. My initial impression is that this is a well produced and clearly laid out set of rules which at £3.00 GBP offer very good value for money.

Page 1 of the rulebook provides an introduction to the game and some background notes which provide a useful overview of the thinking behind the system. I was particularly interested to read that the author, Richard Clewer, is intending to produce an expanded set of rules to include flying and swimming creatures etc at some point in the future.

Page 2 covers the object of the game, which is primarily survival, together with details of what is needed to play. This includes a ten sided dice per player, figures, terrain in the form of hills, swamps, jungle and ‘impassable ground' such as cliff edges, a tape measure and playcards for each dinosaur or hunting party. The suggested playing area is a kitchen table sized space i.e. about 4' x 4' and there are some suggestions for simple terrain representation. Given the small scale of the figures I'm sure some very impressive purpose built terrain features could be constructed with very little effort which is one of the advantages that the rules offer over conventional 28mm games.

Page 3 suggests starting forces and describes the concept of a unit in the rules. A unit is basically a 20mm x 40mm base on which an individual dinosaur is mounted. Human hunting parties and smaller pack dinosaurs are also mounted on a 20mm x 40mm base but are represented by multiple figures. This seems a very simple but effective basing system, although larger models will need larger bases. Page 3 also describes the information required for each model, with 6 ratings that need to be recorded on the corresponding playsheet i.e. Panic (used as a reaction test at the start of a turn), Sense (used to detect other dinosaurs in ambush as an opposed roll versus concealment), Concealment (the ability of your dinosaur to hide in ambush), Attack (divided into Close and Ranged attacks), Defence (armour protection) and finally Move (how far or fast it can travel). There is also a Size Rating for each dinosaur which can affect its concealment. Finally, the procedure for initial set up is covered, although these can vary with the scenario being played, including length of each game, objectives etc.

Page 4 deals with the turn sequence, consisting of an IGOUGO format based on a D10 initiative roll at the start of the turn. This is clearly set out in steps from 1 to 15 which sounds long winded but I suspect would be picked up very quickly after a game or two. The turn sequence is logical and consists of a Panic Test, Movement and Combat as a result of Panic, then Perception / Spotting, Movement and Combat. This is repeated by each player until all players have finished their turns. Simple and straightforward!

Page 5 sets out the procedure for Panic Tests which determine whether or not dinosaurs recover from panic as a result of previous combat or charging. This is a simple D10 test with modifiers. The rules clearly explain the outcome of failed or passed tests and include an example in the form of a very clear .labeled diagram.

Page 6 goes on to describe a similar procedure for perception i.e. spotting, for units either intending to attack or trying to detect attackers. This is, therefore, an opposed Sense v. Concealment roll with modifiers due to range, cover etc. Again, a simple but effective system, that is clearly illustrated and explained in an accompanying diagram on p7.
The rest of Page 7 covers movement, which is by straight line with any change of facing at the end of each turn. Measurement is in inches with halved movement when crossing difficult terrain. This could result in some confusion but luckily, another illustrated diagram makes things very clear. There are also rules and diagrams on page 8 to cater for defensive combat by armoured dinosaurs such as Triceratops and different rules for offensive attacks by predators such as T Rex on Page 9.

These combat related movement rules are extended on Page 10 with a system for executing ambush attacks which are clearly and neatly explained in the accompanying diagram. This is one area in which rules sometimes fail to work well but the system described seems to have ironed out the problems associated with surprise attacks very well. The way in which the rules for ambush dovetail with spotting procedures and initiative order should make it easy to determine what the results of an ambush attack would be without too much confusion.
Finally, Page 10 to 13 cover the all important procedures for close and ranged combat. This is a simple system based on Attack Value versus Defence Value modified by a D10 roll and a range or factors such as direction of attack, size of target etc. A successful attack inflicts damage according to the ratio of attack to defence totals with both minor and major critical hits inflicted as a result. The table of critical hits includes negative modifiers to key attributes such as sense, movement or panic. A Dead or Mortal Wound result has the inevitable consequences. The rules for ranged combat work in a similar fashion but are designed to cater for attacks by dinosaur hunters at short, medium and long range.

To round off the rules booklet there are a series of three scenario outlines on Page 14. These provide some variations on the basic theme of competitive dinosaur combat described in the first of these scenarios, The Hunt, which consists of a point based head to head game for multiplayer use. The second scenario, Dinner Time, pits herbivores against carnivores in a test of survival from one edge of the table to the other. The final scenario, Protect the Nest, is based upon just that, with the various combatants trying to protect their eggs whilst destroying those of the opposition. Although simple in outline, all three scenarios offer scope for variety and provide a model for development of other ideas.At the back of the rule book there is a table of dinosaur statistics (Appendix A) for most of the models in the Magister Militum Jurassic and Cretaceous ranges. There are also statistics for dinosaur hunters including tribesmen, rifle armed Victorians and Pulp or Modern era machine gun armed units. It would be very simple to devise additional statistics for other prehistoric creatures based on the data provided, although I suspect that Richard will update and expand the information as new models are released including, for example, the ‘Post Dinosaur' mammals and birds already listed in the ‘Dinomight' range (a list of available figures is included in the rulebook).

Overall, this seems like a well written and carefully designed set of rules which provide an excellent introduction to prehistoric gaming for beginners and a refreshing change from conventional 28mm dinosaur hunting, although there is no reason why they couldn't be adapted for use with such larger scale figures. They are also very good value for money and are supported by an expanding range of high quality 10mm miniatures. It would be great to see the rules developed further to include the both sea and flying creatures and, in particular, to develop the human element of the game. I'm sure such a move would be very popular and would help to encourage many more gamers to try out the Dinomight system for themselves.

The Dinomight rules and figure range can be obtained from Magister Militum via the web at
magistermilitum.com and are also available direct from the Magister Militum stand at many of the UK and European shows.

In a later post, Jim goes onto say:

The base size plays no real role in the mechanics of the game aside from clearly defining the front, side and rear of the unit. So, yes, you could easily scale up to 28mm, and could probably dispense with bases altogether, although that might be a recipe for confusion at times e.g. when determining movement across terrain.

The rules are designed for multiplayer games but would work well as a two player or even solo system. The emphasis is clearly on a 'beer and pretzels' experience, not unlike Saurian Safari or Tusk for that matter. It's definately in the same 'genre' as these established dinosaur hunting games, so if you're familiar with them you'll like Dinomight.

The aim of the rules depends upon the scenario, as described in the rules, but it, in essence, it's to kill the opponent if playing as a Carnivore or defeat the predator if a herbivore. Obviously, human hunters are rated as predator in this respect.

Thanks for the reveiw Jim. You can find the TMP thread here:
http://theminiaturespage.com/boards/msg.mv?id=153767

Thursday, October 16, 2008

The War that Time Forgot

This is totally cool:

WW1...the Imperial German army faces off against the Allied Armies.
This is a new war, a war of mechanisation, new innovation and....dinosaurs!

"Set during the early days of World War 1, the technology of warfare takes a suprising turn asbattlefields quake not with the sound of tanks but shudder to the roars of DINOSAURS!"

http://homepage.ntlworld.com/blaxkleric/

Thanks to Jim of LostWorldsSafari for the link

Tuesday, October 14, 2008

Terror Birds

Perhaps those mysterious warrior monks have been training new adepts longer than we thought:

Terror Birds: Predators With a Kung Fu Kick?
http://news.nationalgeographic.com/news/2005/08/0801_050801_terrorbirds.html

and they may have been bigger than we thought too:

Huge bird-like dinosaur unearthed

http://news.bbc.co.uk/1/hi/sci/tech/6750005.stm


All of which leaves this poor neanderthal in a heap of trouble...

Pic courtesy of the film 10,000 BC

DinoMight rules

New from Magister Militum!
Several scenarios are possible with this entertaining new game from Magister Militum. Designed to be used with our 10mm Dinosaurs and Dino Hunters you can chose to pay for points, protect your nests or pitch herbivores against carnivores. Easy play and great fun

Jim from the LostWorldSafari group says they are useable for cavemen, VSF or modern/Pulp style characters, so there is lots of potential here!

Jim also reports that: Richard at Magister Milutum has suggested that he's going to expand the rules and figure range to include Victorian hunters mounted on dinosaurs! He calls the expanded rules 'Victoriana Rex', so if you'd like to see more then drop him a line and he might just push them up the production schedule?
So there you have it Big Game Hunter fans, get writing to Richard !

Tuesday, October 7, 2008

Steam Kites and Sabretooths!

I'm away for the next few days, so I'll leave you with some ponderables.

Firstly, some nice eye candy for big game hunting - may your hunters' aim be true if they see this in your Lost Valley! Pic coutersy of the recent film 10,000 BC.


And lastly some great early pics of steam driven aircraft attempts. The site is in German, but that doesnt matter. Link courtesy of the stellar chaps at the Lead Adventure Forum.


Adieu!

Saturday, September 20, 2008

The Lost World - Found!

I happened to stumble across a DVD copy of the original 1925 version which you may recall from here: http://pauljamesog.blogspot.com/2008/01/lost-world.html
It was lying unwanted at a car boot sale for only $5 - Bwhahahah - now its mine, all Mine!

Saturday, February 2, 2008

Jungle Tutorial

A neat article on how to make simple but effective jungle features on old CDs:

Sunday, January 20, 2008

Tooth and Claw scenario

Jim at the Lost World Safari group writes:

For all potential Tooth and Claw gamers...The latest edition of WI has a scenario for Toth and Claw by Chris Peers titled "Into The Jaws of Death":

http://wargamesillustrated.net/shop.asp?sid=0&ssid=0&cid=0&id=428

I haven't had a chance to read through it yet but it looks pretty good, being designed as an introductory game for several players. I'll post a review once I've had a chance to read the scenario through properly.

Thanks Jim!

Monday, January 14, 2008

The Lost World

A copy of the 1925 film - complete and available for free download - a great find by Mssr Vanvlak!
1 hr and 8 min of nostalgic fun:

Explorer Professor Challenger is taking quite a beating in the London press thanks to his claim that living dinosaurs exist in the far reaches of the Amazon. Newspaper reporter Edward Malone learns that this claim originates from a diary given to him by fellow explorer Maple White's daughter, Paula. Malone's paper funds an expedition to rescue Maple White, who has been marooned at the top of a high plateau. Joined by renowned hunter John Roxton, and others, the group goes to South America, where they do indeed find a plateau inhabited by pre-historic creatures, one of which they even manage to bring back to London with them.

http://video.google.com/videoplay?docid=8853771651097696497

Wednesday, January 2, 2008

The Junior General

Zophiel kindly pointed me towards this great site today, which has a bunch of paper models ready to print and cut out for quick easy playing. They may not have the appeal of lead figures, but are cheapoer and quicker to play with, especially if you just want to try a game out without going to the expence of buying the models.

Pretty much anything you can think of is here, from Dinosaurs and Cavemen to Colonial Troopers of varying Nationalities and Regiments. There are also some great pre-dreadnought models which could work very well for Aquanef, such as the Russian Heavy Cruiser Admiral Makarow above, and these US Civil War Ironclads.