Tuesday, 15 June 2021
Jungle Troops, a Dinosaur and a Spider Mech walk into a desert...
Monday, 14 June 2021
Let's Write Some Rules - Playtest 1
So here we are, a week or so since deciding I want to write my own rule set and here I am, having a first playtest of the combat mechanics, initiative system and morale system. There are no objectives, there is no story. Just some things plugging away at each other to see whether or not it is tedious, too easy, overpowered, or if it just plain doesn't work. I am not sure how to organise this.
Team Blue:
4 squads of regular infantry
2 heavy tanks
Team Red:
4 squads of regular infantry
1 heavy tank
1 very light tank with an MLRS rack on top.
Infantry:
Move 6"
Attack 3D6 under 12". 2D6 over 12".
Defence 3D6
Morale 3D6
Count as a V. Light gun vs vehicles.
Heavy Tank:
Move 6"
Defence 1D6
Heavy Armour
Heavy Gun 5D6 under 20". 4D6 over 20".
Light Tank MLRS:
Move 10" (Which I forgot about.)
Defence 1D6
V Light Armour
MLRS 5D6 at all ranges.
Rule notes:
All D6 rolls are successful on 5+. There are no modifiers at all to this. There are no crits or special fails.
So the MLRS did nothing vs the tank. I wonder if I should have some kind of area of effect mechanic for something like that. Like the hits are all vs all units in an area?
One hit. Failed defensive roll. Failed to get higher than 8 to penetrate heavy armour with a heavy gun.
This time the penetration roll is higher than 8 so penetrates. Penetration means instant kill. I have no between mechanics. No disabled but reparable. Nothing like that. Just penetration = kill.
Here the MLRS successfully killed the heavy tank.
One hit. Failed defensive roll. Managed to get a 12 so penetrates. Lovely.
Heavy tank vs squishy light tank. It was easy and to be honest should be expected if you get in the gun sights of a heavy gun.
Here are the rolls. Penetrated with all three hits. Maybe there is something there, where multiple penetrations are needed? Not sure. if the Light tank had been equipped with improved PDCs it could have stopped some of the hits coming through. But upgrading vehicles is something I need to look at and consider making rules about how many of each unit you can have or how to purchase upgrades. Not there yet.
Killing a suppressed unit was easy. I feel like that was the right way for it to be. If your squad can't defend itself and only allow one hit through then they sort of deserve to be knocked out.
So it is rare, but it is something that is technically possible. I liked that. I mean many systems have the critical hit system. In Horizon Wars if I score a critical hit against light infantry then they are instantly killed because I choose where the damage goes and I put it on their 1A score.
Some sort of area of effect rules for MLRS and perhaps other explosive ordinance. There are no artillery rules as such.
Sunday, 13 June 2021
Black Gold - Curtesy of Iliada Game Studios.
Wednesday, 9 June 2021
Let's Write Some Rules
Rationale
I was sitting, trying to decide which miniatures to base up in multi-figure bases for Horizon Wars (instead of repairing my damaged stands that the kids at school were too rough with). I ended up with a Ferret, some AMX tanks (can’t remember which ones), some pickup trucks with figures shooting from the back, and an assortment of random Sci Fi figures from various manufacturers. I pondered. I thought. Finally I decided to just leave it as I really wanted to make a rag-tag militia but also have them fight like one. Horizon Wars doesn’t really have a built in mechanism for that (other than just knocking stats down, but that doesn’t feel right. It just makes them more squishy/less offensively effective). I got thinking about some of the offerings from Nordic Weasel Games, but I don’t really have any of his rules that are geared towards multi-figure stands. Wait, isn’t Laserburn an NWG game? I have had it for ages but haven’t used it because it calls for so many stands of infantry and vehicles. Could I just use Starport Scum, or Blast Pistol, or Clash on the Fringe and just fudge it so the stand of figures counts as the one character? Not sure.
So, let’s write some rules.
What do I want?
Simple combat mechanics but still a handful of cubes (polygons)
Minimal book keeping.
Morale.
Some sort of troop quality system that links into morale.
I might steal the Battle Rating (BR) system from the Battlegroup rules. This is the mechanic whereby your army has a numeric value (BR), and after unit loss or objective loss you pull chits. Each chit has a number, and once you hit your BR the game is over. You have lost.
The past
A couple of years ago, in an attempt to help the students who struggled with literacy, yet who had chosen to do the wargaming activity, I wrote my first set of rules. It was a sort of amalgamation of elements of Horizon Wars, aspects of Flying Lead, and probably some thoughts I had had to come up with quickly, in order to write them and have them ready for the next day. They were one side of A5, and were a very bare-bones set of combat mechanics. They are devoid of morale, win conditions, unit costs, unit quality. Here they are:
Combat rules.
Each unit will move then shoot, OR shoot, then move, OR sit still and shoot.
At the start of each round, each player rolls 1 dice. The person who rolls higher chooses who goes first. You then take it in turns to activate ONE unit until all of your units have been activated. Then repeat this whole thing.
Infantry
Move distance – 6 inches.
Firing – Roll 3 dice.
Range – 12 inches.
Defence – roll 3 dice. (2 hits kills infantry)
Vehicles – tanks/armoured cars.
Move distance – 10 inches
Firing – roll 5 dice if sitting still. Roll 3 dice if you have moved.
Range – 15 inches
Defence – roll 1 dice. (3 hits kills a vehicle)
Mechs
Move distance – 8 inches
Firing – roll 4 dice if sitting still. 3 dice if you have moved.
Range – 13 inches
Defence – roll 3 dice (3 hits kill a mech)
How to do shooting!
Measure the distance in inches between attacker and target.
If the target is within the range that is good. If it is outside the range then roll one less firing dice.
If the target is in a building or behind cover, then you roll one less firing dice.
If you roll 5 or 6 you get a hit. The defender rolls their defence dice. Any 5 or 6 they get cancel your hits.
If someone has been hit, then they stay hit until the end of the round. This means you can gang up on a unit to get lots of hits, in order to kill it. When the round finishes, if a unit has a hit and is still alive, get rid of the hits and start again.
Analysis
There is no room for morale here. I like the idea of a handful of cubes where you add or remove them based on certain criteria. Long range? Remove 1D6. Target in cover? Remove 1D6. Is there room for troop quality here? Perhaps. This is perhaps reminiscent of NWG’s Starport Scum where Goons cannot roll more than 2D6 in an attack, whereas Heroes can roll 3D6 or more, and that also goes for armour saves. Troop quality might be represented here. But then if I go with the idea of a unit being pinned, it needs to be unpinned. And then if it is double pinned it is KIA? Not sure.
Here is an idea for some infantry stats, and possible abilities, if that is the route I want to go. I get strong Starport Scum vibes from this though.
So regular infantry can move 6 inches. They roll 3D6 while attacking under 12 inches, and only 2D6 for anything over that. They also get to roll 3D6 defensive roll. If they are pinned, you can unpin them on a roll of 4+. If they are double pinned then 5+? Can I spend a resource to get it back to 4+? Man, now I am thinking of this, it is harder and harder to keep it simple.
My issue is that my brother said that game designing is playing a crap game hundreds of times until it becomes a good game.
Well. Here goes nothing.