Nordic Weasel Games

The blog home of Nordic Weasel Games

Weasel Q&A- Update

An update of an old post:


Instead of a rules Q&A, I wanted to do a round-up of various questions I get that are in a more general or personal sense:

How can I get a hold of you?

Email is always best: nordicweaselgames@icloud.com 

You are welcome to ping me on discord or bluesky, but I am not reachable through any other means. 

If you don't reply, do you hate me?

Honestly, I get so much email I often get lost in it. If you have not heard from me in a few days, just try again.

Can I ask you to look at my <insert game material here>?

I am happy to do so but I must warn that I don't have a ton of free time, so please be armed with patience. I am happy to do in-depth reviews to help clean up rules though these days I must insist on some sort of compensation for doing so.

Can I ask you about something regarding game design or game publishing?

Always happy to help with that.

Can I show you my hack combining one of your games with another game?

Always happy to see what people come up with but I probably can't give really detailed feedback.

Will you ever make a hack of your rules to use another setting?

Probably not. I think that is something best left to fans. 

Can I recommend a book, band, show etc. that is like the ones you list as inspirations?

By all means!

Can I send you a copy of my game because I'd like you to have it?

That would be very kind. 

Will you come to this convention?

I'd like to do some convention stuff this or next year and am happy to do seminars or Q&As. 

Will you endorse my group/movement/hashtag?

Probably not. Even if I agree with you.

Will you join my online community?

I never find enough time to actually do justice to those, so I usually do not.

The near future

I am looking forward to September being "update month" with the first big updates to Mystic Space and SLAM as well as getting two more army lists "done" for Rogue Hammer.

There will also be an announcement about an RPG project. 

History Dad gun and armour ratings

You can spend forever trying to find a reliable source of armour ratings for tanks, then figuring out how much to adjust for sloping and weak points etc.

I don't have that time and the books I have on hand giver very vague and general armour values. 

For History Dad, I basically decided to just rely on the ratings given in the Steel Panthers World War 2 computer game (freely downloadable). Their vehicle stats are pretty well researched and correspond to roughly 1 point of armour per 10mm (with some additions for sloping). 

So the HD combat rules were built to just use those, so if you want to look up a tank that isn't on the tables yet, you can do so.

Gun ratings come from the same place, using the penetration at point blank range (since even a 6x4 foot gaming table is still only going to represent 3-400 metres of distance: Basically knife fight distance for tanks). 

Rogue Hammer army lists proceeding

If you have not checked in on Rogue Hammer in a while, make sure to do so.

The first four army lists (Imperial Legion, Star Knights, Free Traders and Imperial Personalties) are now finished, meaning they have their own upgrades, psionic abilities (where needed) and have been touched up with how they work.

This does not mean they are never going to be updated. Unit tweaks are of course always possible and new units can be added (particularly to the Personalities list) but it means they are basically at a step where I am happy with how they look. 

I am hoping to "finish up" an army list every couple days, which will also mean fleshing out the lists that don't have enough units (or any units, making it somewhat of a difficult to use army list :) )

Now it needs to be said that the points values are perhaps a wide eyed estimate at best. I do not have a count yet, but I would guess we are well past 200 units and counting and with each army list aiming to have 15 possible upgrades (5 for squads, 5 for individuals, 5 for vehicles) it is basically inevitable that some of them will not make sense. That can all be solved by a nice email to my inbox, so I can work on things :)

Do note that things must be seen in context: The same upgrade may be worth more to one army than another, so bear that in mind.


So what all will be in Five Parsecs Planetfall?

It has been a long time since I have talked about Planetfall, as it slowly makes its way through editing and layout. 


So this is a quick run down of key features. I will try to do a more in depth post going into some of the information later.

*The gist of the campaign is that you are landing on an unexplored world to exploit its resources and make your colony self sufficient and successful.

*It features a planetary map. 

*Your characters this time are Unity agents and can be soldiers, scouts or scientists. You can also bring over Five Parsecs characters of course. Each class has its own special abilities and gear is usable by particular classes.

*Enemy lifeforms are randomly generated, allowing you to fill out your own unique planetary encounter table. This will be modified over the course of play.

*You also encounter a strange new hostile alien species. 

*Missions include sweeping for resources, exploring alien ruins and taking the fight to the enemy. There are 12 scenarios (if I counted right).

*Scientific research will unlock new tech, items and upgrades.

*You build a base with facilities that improve your capabilities.

*In addition to new tech, you can also get augmentations for your soldiers and find alien artifacts.

*There is an end game with multiple possible outcomes for your colony. Along the way you will achieve milestones that push the campaign to the next step, unlocking options and increasing challenges. It is self paced to an extent. 

*Fluff nerds will get some new information about Unity and its various efforts across the galaxy. 

*You also get a bit of fiction from yours truly. 



How do I handle future ideas?

Gamers have no shortage of ideas. Some of them are good ideas. Some of them are workable ideas. The intersection between good and workable is the stuff that might make it into a book some day.

The main difference between a professional (hah!) and a hobbyist I suspect is in evaluating the workable bit, not the good bit. 

One thing to be wary of is to get too carried away with an idea that sounds appealing, but which ultimately you will lose interest in. Not everything is inspiring enough to sustain you through a 20 page game, let alone a 100 page one. Are you going to try to build a hobby empire out of it like the Brutality guy, 2 Hour Wargames or Song of X&Y? It's gotta be an idea you can sustain interest in for months and years.

I use a notepad program to track ideas. If I think of something that could be fun as a project, it goes on the list. You can use anything, I use a little app called Tot which I use only for this purpose and nothing else. But you can just use a document on your computer desktop or a piece of paper and a magnet on the fridge. For me personally, keeping it separately helps compartmentalise a bit mentally. 

Every Sunday I sit down and look back over the list. I sometimes add a qualifier to an entry like "maybe" if I am starting to wonder if its a good idea or if I have changed my mind about some aspect (this SHOULD be a Renegade Scout expansion!). If I am no longer enthused, I delete it. 


It currently had 56 entries on it for consideration. They are not sorted in any kind of order.  The last 5 (you were gonna ask) are:

A skirmish game OR scenario booklet for "Snap haner" (Danish guerillas fighting the Swedes in the 1600s), some sort of Arthurian mythology game (probably a warband game?), an urban fantasy skirmish game with vampires and werewolves and all that, some sort of campaign game based around a space ark seeking a new world and a game or scenario booklet about partisan warfare in WW2 Norway.

Mystic Space feedback

This also went out by email through the Wargame Vault but not everyone receives messages there.


If you have purchased Mystic Space, I would like your thoughts on a few questions. Email to nordicweaselgames@icloud.com if you would be so good

- Have you had a chance to play the game yet? If so, what did you feel about the rules? What rules worked really well and which ones were difficult to use or understand?

-are there parts of the rules that are hard to understand and need explaining better?

- From the factions which seems the most exciting and which do you feel could use some more flavour?

- If you are intending on building an army for Mystic Space, what figure range are you planning on using?

- What do you hope to see in the full version and in the future for Mystic Space?

- How interested are you in other spin-off games in the same world? 

So Deep Below and the Five Leagues Compendium then

It should not be too much longer before the preorders for the Five Leagues Compendium go up (next week?) 

This will combine the first two expansions (which is already a monstrous amount of gaming goodness) as well as a stand alone game titled Deep Below.

Deep Below is a Five Leagues spin off (similar to how Bug Hunt is a Five Parsecs spin off), focused on exploring and fighting within a cavernous underworld. 

The rules feature:

The same combat system you are used to, allowing you to get up and running quickly and even transfer characters back and forth.

Character origins: Adventurer Humans, Derzkan, Windspite Dwarfs, Weaslings and Grey Elfs

A new magic approach (runes)

Randomly generated (and thus unique) enemies to fight.

A new type of mission with exploration and unpredictable encounters in huge underworld caves.

A bit of base building on the side as the settlement you are defending expands over time.

New magic goodies to find.

It is playable 100% on its own as its own experience or as a way to link up with the main Five Leagues game. 

Slam-15 alpha is available

Those of you who have been with me for a while know that 15mm science fiction is near and dear to my heart.

The scene went from a curiosity to a hugely supported contender with multiple manufacturers making excellent figures. It was also supported at the time by games like Gruntz, Stargrunt 2 and, if I may say so, FAD.

However many years on, I think things have gotten a little quiet, so it is time for me to stir the campfire a little bit again.

With that in mind, I am pleased to announce the alpha test of SLAM-15:

https://www.wargamevault.com/product/526734/SLAM15%22%20rel=%22/includes/ajax/tooltip_request_handler.php?products_id=526734

A set of rules written specifically to take advantage of, and be suitable for, 15mm figures. This means capturing a bit of a "hard scifi/hard space opera" vibe in the rules (since this is the most common figures available), ensuring the rules match what people usually want to use in their armies (multiple vehicles, multiple infantry squads based individually) and making sure the game is not excessively fiddly and that any tracking can be done either using simple markers (activations) or dice (vehicle damage).

It is intended for pick up games though it should not be too difficult to solo two-fisted. 

The alpha version of the rules feature everything needed to play, including sample troop profiles and weapons with points values. Buyers will also get a discount on the final version.