Toby Time Part 9 "War Games"
As Toby and the egyptian that calls himself a king go over the rules of "WarHammer", Time Agent Zedmore and I explore the maze and find out some very interesting things.
Time Agent Keith; Hey Zedmore, check this out! The plumbing pipes are fashioned in a way as a power grid. This whole place is arranged to control power.
Time Agent Zedmore; He truly is the king of poo!
Time Agent Keith; LOL! How are we gonna get out of this toilet maze?
Time Agent Zedmore; I got a plan!
Meanwhile Toby and the Egyptian start the WarHammer game.
Warhammer is a competitive tabletop wargame where two or more players compete against each other with "armies" of miniatures, whilst earlier editions contained card-stock figures and counters, the newer models are plastic and White metal miniatures manufactured by Citadel Miniatures. The rules of the game have been published in a series of books, which describe how to move miniatures around the game surface and simulate combat in a balanced and fair manner. Games may be played on any appropriate surface, although the standard is a 6 ft by 4 ft tabletop decorated with model scenery in scale with the miniatures. Any individual or group of miniatures in the game is called a "unit", whether represented by a single model, or group of similar troops.
The current core game rules are supplied in a single book, with supplemental Warhammer Armies texts giving guidelines for army-specific rules. Movement about the playing surface is generally measured in inches and combat between troops or units given a random element with the use of six-sided dice. Army supplements also assign points values to each unit and option in the game, giving players the ability to play on even terms. An average game will have armies of 1,000 to 3,000 points, although smaller and larger values are quite possible.
Game play follows a turn structure in which one player completes all movement for troops, then simulates casting spells (when spell-using units are available), uses all ranged or missile weapons in the army such as bows and handguns, then any units touching fight in melee or close-combat. After finishing, the second player does the same. This repeats for a number of equal turns, generally six, although occasionally to a time limit or until no units are left on the playing surface. The winner is often determined by victory points; earning a number equal to remaining points value of their own surviving units and the value of enemy units killed. Special factors, or "objectives" can add or subtract from this total based on pre-defined goals.
Dice rolls always use traditional six-sided dice (D6), with a high result being desirable (in most cases). For example; an archer unit may be given a statistic that allows it to hit on the roll of a four or more. Various factors can change this number, reducing or raising the number needed. Mitigation of random results is a large part of the game, as well as traditional battlefield tactics.
The current core game rules are supplied in a single book, with supplemental Warhammer Armies texts giving guidelines for army-specific rules. Movement about the playing surface is generally measured in inches and combat between troops or units given a random element with the use of six-sided dice. Army supplements also assign points values to each unit and option in the game, giving players the ability to play on even terms. An average game will have armies of 1,000 to 3,000 points, although smaller and larger values are quite possible.
Game play follows a turn structure in which one player completes all movement for troops, then simulates casting spells (when spell-using units are available), uses all ranged or missile weapons in the army such as bows and handguns, then any units touching fight in melee or close-combat. After finishing, the second player does the same. This repeats for a number of equal turns, generally six, although occasionally to a time limit or until no units are left on the playing surface. The winner is often determined by victory points; earning a number equal to remaining points value of their own surviving units and the value of enemy units killed. Special factors, or "objectives" can add or subtract from this total based on pre-defined goals.
Dice rolls always use traditional six-sided dice (D6), with a high result being desirable (in most cases). For example; an archer unit may be given a statistic that allows it to hit on the roll of a four or more. Various factors can change this number, reducing or raising the number needed. Mitigation of random results is a large part of the game, as well as traditional battlefield tactics.
Keith thinks; So far most if the time bombs are in place. It was good that Toby was able to make it here and distract the Egyptian, but how did Toby get here? Only a few Time Agents know how to "Time Walk" and they are not human!
Time Agent Zedmore; Just give the word and we will let the Egyptian have it!
Toby had the Egyptian completely mezmerized by the WarHammer game, and just before the game was over, Toby was motioned to make a run for it, or in Toby's case, a time walk for it!
Keith; Ready!
Time Agent Zedmore; Fire in the hole!
Then, something went competely wrong! As the time bombs went off as an attempt to take the Egyptian to a Time Agency prison, the pipes started imploding and spraying poo everywhere! Not knowing what to do, Time Agents Keith and Zedmore were frozen and shock and covered in poo, but Toby had a back up plan and grabbed the Egyptian and they disappeared from time and space.
Next Time; Toby Time Part 10 "Arresting Developments"
Peace!
Keith
0 Comments:
Post a Comment
<< Home