Chipco - WAS: Re: Warbeads@aol.com: GZG Summer Specials. RECOMMENDATIONS wanted.

3 posts ยท Aug 9 2004 to Aug 10 2004

From: Adrian Johnson <ajohnson@i...>

Date: Mon, 09 Aug 2004 17:45:11 -0400

Subject: Chipco - WAS: Re: Warbeads@aol.com: GZG Summer Specials. RECOMMENDATIONS wanted.

I've never heard of these before.

Anyone have any kind of recommendations/comments on their products -
either games or minitures (I'm particularly interested in comments on their
rules,
tho').

Thanks!

-Adrian

> Chipco?

***************************************

From: Robert Makowsky <rmakowsky@y...>

Date: Mon, 9 Aug 2004 17:03:42 -0700 (PDT)

Subject: Re: Chipco - WAS: Re: Warbeads@aol.com: GZG Summer Specials. RECOMMENDATIONS wanted.

Just grabbed their Age of Gunpowder rules. (I am sucker for rules). Will be
reading over the next few days and will comment more after a look.

Magic

> --- Adrian Johnson <adrian@stargrunt.ca> wrote:

> I've never heard of these before.

From: Allan Goodall <agoodall@a...>

Date: Tue, 10 Aug 2004 09:25:52 -0500

Subject: Re: Chipco - WAS: Re: Warbeads@aol.com: GZG Summer Specials. RECOMMENDATIONS wanted.

> On 9 Aug 2004 at 23:00, The GZG Digest wrote:

> Date: Mon, 09 Aug 2004 17:45:11 -0400

> Anyone have any kind of recommendations/comments on their products -

I don't know if Chipco makes miniatures...

Their "hallmark" set of rules is _Fantasy Rules!_. It's a mass combat
system, similar in scale to DBA or HOTT. The rules are longer than DBA, but
they are much, much clearer. I would say it even plays a little bit more
cleanly than HOTT.

Combat is pretty simple. In melee, both players roll a D10 adding and
subtracting modifiers. If your dice roll is greater than your opponent's

roll, but less than twice your opponent's roll, his unit is demoralized.

If your roll is greater than twice your opponent's roll, the unit is
destroyed. If a demoralized unit is demoralized a second time, it is
pushed back. There are modifiers, similar to HOTT/DBA, for one type of
unit attacking another.

One of the features of FR! (as well as other Chipco games) is the "morale
clock". Both sides start with their "clock" set at 9. At the end of each

turn, both players total up their losses for that turn, with a demoralized
unit counting as 1 and a destroyed unit counting as 2. The player that lost
the most that turn subtracts 1 from his clock. Once a
player's clock hits 4, 1/4 of his units become demoralized (player's
choice). The game ends when one player loses all of his points, or when a
player's morale clock hits 0. Points are totalled to see who won the game and
who lost (it's possible to hit 0 but still win the game).

The game can be used with any existing figures.

I have two of Chipco's games: Chrysanthemum Throne (samurai battles) and

_Fantasy Rules!_. I bought second edition a few years ago, and I just
bought 3rd edition because of their sale.

If you have any detailed questions about the rules, e-mail me off the
list.