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WarSpike by Philip Sibbering

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WarSpike | | community.warspike.com Reviews

https://community.warspike.com

WarSpike by Philip Sibbering

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community.warspike.com community.warspike.com
1

WarSpike | Combat – unit conflict overview

http://community.warspike.com/2011/08/combat-unit-conflict-overview

Step 1: Ideas Blog. Combat Basic Rule Set. Combat ‘Initiative’. Close Combat Core Rules. Combat – Zweihänder vs Pike. Attributes removing ‘ARTS’. Combat – unit conflict overview. Combat – Defence Progression. Combat – binds and chainmail. Everything in it’s place. Step 2: Prototype Rules. Concept of the ‘Spheres of War’. Arms & Armour. Turn Sequence: ‘Blocks’. Step 3: Official Rules. Step 4: PDF via P2P. Step 5: POD via Lulu. Great games build great minds. Combat – unit conflict overview. Now that’...

2

WarSpike | Shooting and MOA

http://community.warspike.com/2011/05/shooting-and-moa

Step 1: Ideas Blog. Combat Basic Rule Set. Combat ‘Initiative’. Close Combat Core Rules. Combat – Zweihänder vs Pike. Attributes removing ‘ARTS’. Combat – unit conflict overview. Combat – Defence Progression. Combat – binds and chainmail. Everything in it’s place. Step 2: Prototype Rules. Concept of the ‘Spheres of War’. Arms & Armour. Turn Sequence: ‘Blocks’. Step 3: Official Rules. Step 4: PDF via P2P. Step 5: POD via Lulu. Great games build great minds. May 2nd, 2011. We can draw a circle around the c...

3

WarSpike | Attributes – simple complexity

http://community.warspike.com/2011/08/attributes-simple-complexity

Step 1: Ideas Blog. Combat Basic Rule Set. Combat ‘Initiative’. Close Combat Core Rules. Combat – Zweihänder vs Pike. Attributes removing ‘ARTS’. Combat – unit conflict overview. Combat – Defence Progression. Combat – binds and chainmail. Everything in it’s place. Step 2: Prototype Rules. Concept of the ‘Spheres of War’. Arms & Armour. Turn Sequence: ‘Blocks’. Step 3: Official Rules. Step 4: PDF via P2P. Step 5: POD via Lulu. Great games build great minds. August 15th, 2011. This allows you to make the c...

4

WarSpike | Steps in the Development Cycle

http://community.warspike.com/steps-in-the-development-cycle

Step 1: Ideas Blog. Combat Basic Rule Set. Combat ‘Initiative’. Close Combat Core Rules. Combat – Zweihänder vs Pike. Attributes removing ‘ARTS’. Combat – unit conflict overview. Combat – Defence Progression. Combat – binds and chainmail. Everything in it’s place. Step 2: Prototype Rules. Concept of the ‘Spheres of War’. Arms & Armour. Turn Sequence: ‘Blocks’. Step 3: Official Rules. Step 4: PDF via P2P. Step 5: POD via Lulu. Great games build great minds. Prototype Rules Page -. May 18th, 2009. This is ...

5

WarSpike | Changes

http://community.warspike.com/2010/08/changes

Step 1: Ideas Blog. Combat Basic Rule Set. Combat ‘Initiative’. Close Combat Core Rules. Combat – Zweihänder vs Pike. Attributes removing ‘ARTS’. Combat – unit conflict overview. Combat – Defence Progression. Combat – binds and chainmail. Everything in it’s place. Step 2: Prototype Rules. Concept of the ‘Spheres of War’. Arms & Armour. Turn Sequence: ‘Blocks’. Step 3: Official Rules. Step 4: PDF via P2P. Step 5: POD via Lulu. Great games build great minds. August 31st, 2010. As a defence is combined.

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warspike.com warspike.com

WarSpike Tactical: Weapons & Armour

http://www.warspike.com/Tactical_2-2_WandA_Damage.shtml

Impacts and Damage -. From Tactical: Weapons and Armour. In WarSpike there are no separate 'hit roll' and 'damage roll'. It seems to me that one strike should be resolved with. Roll rather than two. Therefore the two elements are combined into one roll. This greatly speeds up game play (halves the number of rolls needed to resolve an attack), as each strike is a roll of the die. Weapons and Armour still have an effect on the success of a strike, and this is simulated with the 'Impact Modifier'. This modi...

warspike.com warspike.com

WarSpike Tactical: Resolution

http://www.warspike.com/Tactical_3-3_Resolution.shtml

From Tactical Core: Actions. As the Retaliator is 'reactive', and is actually going to be doing something while you are resolving your action, both have to be resolved together. This combined resolution is at the heart of the Warspike system, and allows for dynamic fast flowing battles. The various combinations of action vs reaction are collected below. These are guidelines and in any game common sense should prevail (or if in competition the Referee's sense prevails). Move action vs active Opponent.

warspike.com warspike.com

WarSpike Tactical: Stats

http://www.warspike.com/Tactical_2-1_Stats.shtml

Source: National Library of Medicine. Troop Characteristics [M.A.R.S/ A.R.T.S]. Each Trooper in you army has a set of characteristics for their type. These characteristics describe the Trooper's abilities and will determine how they will perform on the battlefield. Some troops are much better at fighting than others, especially 'elites', and some specialise in a particular battlefield role. Only Stature is currently defined/. ARTS modifier group: Attitude. Posted 20 June 2008. Be seen as the 'power level...

warspike.com warspike.com

WarSpike Tactical: Tactics

http://www.warspike.com/Tactical_3-4_Tactics.shtml

From Tactical Core: Resolution. In most cases the shield is more than strong enough to stop and attack by a similar size opponent using the weapons of the era. In old fashion warfare the shield is a. Important piece of kit, if not the most important piece of kit. It is the one thing that is going to save your life more than anything else (it will even stop arrows). The problem now is how do you overcome a shield wall? As Red 2 pushes back Blue 2, there is a window of opportunity to strike. If Red 2 m...

warspike.com warspike.com

WarSpike Tactical: Set Up

http://www.warspike.com/Tactical_1-0_Setup.shtml

In this Tier of Warspike: Tactical, you will find rules covering massed battles using tactical formations. Warspike is a table top wargame using toy soldiers and like all table top wargames it takes a little time and preparation to set up. Wargaming is not a quick hobby, so take your time and set aside a slow afternoon (rainy days are good! When you can enjoy it without distractions. It's a chance to catch up with old friends and have a few beers and shoot the breeze. So when picking a gaming table the t...

warspike.com warspike.com

WarSpike Tactical: Acuity

http://www.warspike.com/Tactical_2-1_Stats_2_Acumen.shtml

From Psychology (Mentality and Attitudes). Discussion of these stats is over on Anargo, thread: Stat organisation Brainstorming. Posted 20 June 2008. Is the Trooper's natural perception, mental sharpness, reaction time, the speed of their nervous system. Acumen is a measure of reflex due to stimulus, and these reflexes can be trained. Acumen is constrained by the sharpness of a person's senses and they awareness. Reflex response - Ritual [ARTS] ( routine reflex (three 'R'). In Japanese Martial Arts is a ...

warspike.com warspike.com

WarSpike Tactical: Stature

http://www.warspike.com/Tactical_2-1_Stats_4_Stature.shtml

From Knowledge (Reason and Tenets). Discussion of these stats is over on Anargo, thread: Stat organisation Brainstorming. Posted 20 June 2008. This stat the height of the Trooper in feet. It also assumes a human body frame to go with that height. Therefore stature is more accurately a measure of the 'human frame' rather than merely 'height'. From this single stat we can determine the height, weight and frame of the Trooper. It is this 'frame' which serves as a base unto which all the. Either can serve as...

warspike.com warspike.com

WarSpike Tactical: Reason

http://www.warspike.com/Tactical_2-1_Stats_3_Reason.shtml

From Skills (Acuity and Reflex). Discussion of these stats is over on Anargo, thread: Stat organisation Brainstorming. Posted 20 June 2008. This is the power of logical thought and the ability to negotiate through mental models and hypothetical scenarios. It is used to work things out, to understand and construct a working theory. It is the strength of the mind, and the power of the though processes that feed the hunger of the mentality. Tenets, Theory, Technique [ARTS] ( Experiment Knowledge (proof).

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Step 1: Ideas Blog. Combat Basic Rule Set. Combat ‘Initiative’. Close Combat Core Rules. Combat – Zweihänder vs Pike. Attributes removing ‘ARTS’. Combat – unit conflict overview. Combat – Defence Progression. Combat – binds and chainmail. Everything in it’s place. Step 2: Prototype Rules. Concept of the ‘Spheres of War’. Arms & Armour. Turn Sequence: ‘Blocks’. Step 3: Official Rules. Step 4: PDF via P2P. Step 5: POD via Lulu. Great games build great minds. Project Home Page -. October 20th, 2007. Combini...

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