#Indie+Alternative Wargaming
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Kinda looks like they just strapped a human torso in there though... Which they totally could have given what ISS does
The celestial guard look notably more 'cop' than they did before.
Yea
Their old design evoked star wars stormtrooper to me
This new one..
These are like, the spooky guys that stand near important people in obscene numbers
Which isn't a bad thing, there's a lot of varieties of military fucker and despite their best efforts, O-12 doesn't have a monopoly on copbrain š
If anything, ISS is the original cop faction
Mm
Hesitate to call them "evil cops"
It's more like uhh..
FBI sort of vibes, where O-12 is a SWAT team
State-Sec vs Conventional Police.
Yeaah that's a better way to put it
O-12 has a lot more like 'Texas Ranger turning up to frontier town'
100%
God I really hope the LongWang gets a points discount when the ISS profiles come out
A friend and I sat there on voice chat when we were getting back into infinity going through O-12 and going 'Oh god, the next one is Even Coppier' like 8 times.
Same!
The person who picked them up during our slow grow even painted them up as Judge Dredd style guys
Like
Really really leaned into it
Bluecoats are literally [specific comic book character I forget the name of]
Gosh thougg
I am
Profoundly happy with the models in that action pack
More than I thought
I was on the fence, but now I'm all in
Oh there he is
Big Boy
By the way!!
That is possibly a thunderbolt!!
(It is otherwise a normal HMG)
I'll admit, it mostly just looks like 'another rifle' but it's good to have some clue about them.
...I do find it very funny that they stress being techie.
When MSV is literally the only thing in that description seperating them from a description of the Scots, one of the least techie groups in the game.
"Behold, our Grand Technology: The Bow."
ISS quite likes their visors, but historically they were very much the opposite of being an infiltrating camo faction
And now well
Apparently they're an infiltrating camo faction
(obviously the Koga is going to be one of those)
I'd have to assume the Palace Guard is an infiltrator of some kind too
Would be hilarious HD though
Yeah, for a while they got basicly all the anti-stealth toys.
MSVs, Biometric Visors etc
Now they'll have that and stealth
But I really vibe with the gameplan of "I see you and I'm coming to get you"
Apparently the dragon lord is an actual trooper and not an HVT
And they've got "a few" other new troops
Oh that's neat.
I love the Pangolin Palace thingy
Huh
This thing
Cutie
Pangolin Raptor gooooooo
Infinity has had a great run of Freaky Lil Guys this past year
Absolutely
The sculpts have been stellar
This action pack and the jackals/magistrate in particular
but these

I almost cried when I saw them
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penny did you mean to post a private key on pilot net
Dbshsv
oh I see
... right, some meme culture thing, I'll just. see myself out.
Sorry
OH. yeah like, uh, maybe put it in a quote block, and say more about what you're posting
Yeah no makes sense
My phone was just taking a while to grab the screenshot haha
Code block makes sense, i usually put it in its own message cause its easier to copy but I think code blocks help with that too
Sorry again for the confusion
But yes this is a list I am playing today
Mid fielding hackers to counter enemy hackers trying to push the unmasking button and then maggie and core to defend the HVTs, remotes help with that too
Group 2 maggie so she can just spend orders doing stuff and can coordinate with the remotes for positioning
Ooo
Unmasking is a fun mission
Careful with that list though, you've got a pretty fragile line-up
Best of luck to you though!
I'll be playing a mission called core enclave today. The objective is to stand on top of a building 
That's literally it
lmao classic infinity player moment
just dropping a army code in
infinity's army sharing is so good though
hewwo
i faced vAriadna
my anti hacking plan was ruined
nahab was able to be fairly annoying just by dodging for a bit but the smg is kinda anaemic
didnt lose any of my core link though thats a plus. sniper zhayedan did some work
had a very tricky time placing hvts and accidentally left a nasty fire lane for my designated and opponent chose it first try. unfortunate but it is what it is! also was LoL round 3 oops
nahab parachutist murdered a pack of dogs and then booped a button it was pretty good
also probably shouldve just developed my board and stripped more orders turn 1 rather than playing the mission. definitely a thing to get used to for missions without turn scoring
https://www.laserforgeminiatures.com/collections/sci-fi-terrain Someone dropped this in another server and given the strong Infinity crowd here:
3D Printed miniatures and laser cut tokens for tabletop wargames and RPGs.
Officially licensed 3D printer for Unit 9, Cyberpunk Mins, Solwyte Studios, Helforged Miniatures, Atlan Forge and Grimdark Terrain.
Stockist for Warhammer 40,000, Infinity, Kill Team, Necromunda, Bolt Action, Kings of War plus more!
those are sick, do you know when they came out?
No clue. They're in stock tho, so.
I'm wondering cause someone in my local area made a table like that out of found acrylic boxes and stuff, using extremely similar light cubes and his table got posted around. Wondering if his stuff provided the inspiration
It's possible, but also possible they took inspo from Tron and other scifi stuff.
Oh very similar. Did they airbrush some colors in a few of the cubes?
The children yearn for the grid
I just wanna run my hexgames in peace
Hahaha
A shame!
No hackables...
We played our game tonight too, almost tabled our opponent on the first turn of the game (which was theirs)
Shindenbutai HI samurai foolishly tried to group up to avoid a rocket launcher shot and they got obliterated
...I also set up turrets and a sniper down the same sight line
I and my opponent very much concluded it was a skill issue
Things were going well for them until they uhh
Well
Stopped trying to slice the pie and instead try to take on all of our defensive pieces at the same time
But uh
Anyways
I have concluded that Kestrel Colonial Force is pretty cool
And extremely good defensively
They seem fun but kinda wild yeah
They're very fun!
Kind of oppressive if your opponent is trying to deal with all your defenses at the same time though
Which is uhh
Fair, because provoking several AROs from around the table is a terrible idea
I didnt realise the super fusiliers are just a new riff on acontecimentos thing
Mm
Varuna's defensive tricks, shock army's skirmishers
And line troops.
PanO TAGs, HI, Remotes
I don't think they're unbalanced, but the way you beat them is by defanging their scary pieces and those pieces are generally pretty annoying to remove
Or defang
And if you get one, there is probably another
OMG yoooo
Obsidian protocol looks so so good
I really hope the whole product comes together in English soon
I still have 3 more mechs to build
The calvary box and the frank ridiculousness of the Glacier HMG railshoulder combo
A bunch of people here are snapping it up ahaha
I'm getting it for models
Using it for Lancer haahhaha
Also huh gonna br a bit oof about the existence of the Kempetai as a unit in Infinity
They're the unfortunate sacrifice to be able to have cool line trooper profiles 
Real, "Yes let's make a German unit named the SS, they're considered an elite historical unit" energy
Kempetai was the Japanese imperial colonial secret police
JSA post-uprising is not a good place. I think the name is intentional and it's not supposed to be because they're cool.
Of course I also think it's not always the best idea to do that sort of thing in a miniatures game where it's somebody's job to make everything seem cool enough that people want to buy it.
Stuff that's a good idea from a writing perspective isn't necessarily a good idea from a "this is a company that sells a product" perspective.
its not the first time that CB has used the name of something deeply controversial cause it seems cool'
hello, Jackboots...
my canto-fluent wife always chokes on her water when I talk about Shasvastii's only remaining heavy infantry
I think since uprising their name is consistent if nothing else
Don't they still have an emperor?
Or some kind of monarchy?
yeah, iirc they still have an emperor and they're really leaned in to the nationalism and samurai revisionism to the point of fascism, though they can't escape the fact that they only succeeded because the megacorps and organized crime families thought they'd be more profitable away from yu jing and financed/enabled the whole thing
They're very...revanchism brand of fascism, as I understand it. 'We will take back everything we owned' (And a lot we didn't).
Good old prelapsarian 'here is the fictional version of our history for When We Were Great'
oppressed rapidly becoming the oppressor
Now both hyperpowers have a reason to hate them lmao
But like by being a playable faction of sci fi dudes people wanna play as they kinda have to be sold as at least somewhat cool
Oh wait deep missed the second para
My LGS is stocking obsidian protocol...
played two back to back 4 hour games of Mindwipe
exhausted
drew 5-5 vs Torchlight and won 5-3 vs Military Orders
Niiice
I uhh
Don't have my list anymore cause I thought I was jank, but won 9-0 in my game against Onyx (playing as KCF)
I Crit with a Feurbach in active turn with a Griffin far, far more times than I deserve to have, and then a Redeye flew across the board and killed everything it saw
I am having a lot of games where I win on my turn 1 :/
But I am also playing hyper defensive lists so I guess it makes sense?
Hoooooly shit
I got news
Tea even
Our local 40k scene has a pretty bad That Guy around
Obviously they've kind of been shunned
They tried AOS, got beat on by a top 10 in the counrty player who just happened to be around, dropped AOS.
So
Now they're here.
Trying Infinity.
And uhh
Man
I never thought the game store owner would be the one to tell us to trounce him
We only hope he's changed his ways, because Infinity's ruleset on its own will absolutely not allow that kind of behavior
Oof
throw Nourkias at 'em
Yeah hit em with the "Welcome to Infinity"
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2 parachutist dz, 2 impersonators. Basically the meanest thing you could do to a new player that doesn't include a notifier ML
See
But that's exactly the kind of thing he would do
We can't stoop to his level
Plus I'm not a CA player (our best player locally is, though)
Also
*not final profile
But uh
This guy can CC through smoke, technically
Or just flamethrower
It is a very, very funny choice to force someone to make
This feels like a good proxy for Daemonist Observant
You are probably not finding many of these standalone is the thing haha
Daemonist is in its own box..
This thing is in a brand new expensive action pack
Throw Morats at him lol
Really dislike when they only release minis in big packs
I can't really fault them for it.
It works, and it's a starter pack with all the cool models in it
So..
It'll sell, at least
Might be able to offload the rest of the box on a local YuJing player
Yeah it does make me a little sad that the daemonist just has a weird demon guy and not a creachur
The daemon looks like a cosplayer
He might be even
Considering who lives on the Bakunin ship, true
WE ARE EATING GOOD!
DOWNLOAD YOUR FREE GRUBHUB HERE: https://drive.google.com/drive/folders/1nuLZf_H2KseFXe43vHDuLHHVgRNCYVRF
The highly anticipated sequel to that last Turnip28 video - the highest effort low-effort battle report you'll see. Will Grubhub sink in the slurry - or emerge victorious?
For more info on TURNIP28: https://www.patreon.com/c/Turnip28
The ru...
TURNIP YES
What the fuck.
How did that end up even being more of a clusterfuck compared to the first one!?
Because Turnip28
Oh yeah
But the accidental surprise attack from the town militia/social workers committee was just fucking hysterical.
GIVE US THE DANGEROUS WEAPONS! GIVE US THE DANGEROUS WEAPONS! GIVE US THE DANGEROUS WEAPONS!
Proceed to accidentally kill the people you were trying to help.
To be fair, said people were dangerous.
It's even funnier if you know the rule that caused it.
Tod's Folly cult rules mean you can flip combat results
So you're actually incentivized to charge dangerous opponents with shit troops
'Misplaced Confidence'
They think they're winning no matter what happens, essentially.
From the Gaslands dev.
BOAT
The 2-Player Starter Set for Corvus Belli's new Fantasy Skirmish game WARCROW contains a pair of 100pt forces ready for the table along with terrain, a gaming mat and all the dice and tokens to play. Today I'm joined by Ben for the first of the three linked Campaign scenarios in the box as we build up the forces of the Hegemony and Northern Trib...
the dev diary was a fun watch
I'm in a weird place right now where like, warcrow looks cool? it's always looked cool and it still looks cool? but damn moonstone just kinda feels more fun for that specific niche of mosh pit melee skirmish play
Yeah I checked out Warcrow and while itās fun it just doesnāt feel unique the way Moonstone does.
warcrow also just feels kinda anemic rn
and CB seems to be pushing for it to be a larger mid-tier skirmish (larger force sizes than Infinity?) when it really should be smaller
they genuinely should've been releasing faction boxes sooner instead of fleshing the orcs and Hegemony as much as they did tbh
we're finally getting a new faction at adepticon?
And dwarves sometime this summer
And yalbadoath released
So.. we'll have 5 by the end of the year
sorta. It's a LE army rn
where's my feudom, CB???
anyway
not pleased with how they're handling Warcrow but the core of the game is so cool
Hoopoe did good
CB has... A lot of trouble communicating with their players, I've noticed
Like
I'm fine with the release schedules and everything, but I'd personally like to hear about why they make certain changes, decisions, etc
Though we do understand their company is very much in a transitional period currently
They just bloody doubled in size
I mean even before they got bigger they weren't great at it.
Yeaaaaaah
The community for Infinity is too great for me to just leave it
But the game makers are uhh
They need to talk about things more, I feel.
It'd make me feel a lot better if I had some insight.
IIRC they are pretty communicative on the official Warcrow discord
Ah.. so
Oof...
I like how warcrow does activations
And legion style group moves are fun too
Gonna check out moonstone thouuugh
Yeah ive noticed theres a pretty large gap between like the suggested game size and what you get in [battle box + beyond] or [action pack] compared to infinity where those are theoretically full size forces
Which like I think also skews the perception of the game a little with the difference between a battle box only demo game and what they want a full game to be
Yup. Lack of resources (like an army app comparable to infinity and a mission pack with smaller sizes) aren't helpingš¤
Well
Warcrow should be getting an app sometime soon at least
Big issue is we aren't fully sure when
I think sometime this year or the next?
Moonstone objective generation is fun
It's as chaoticly weird as most of the rest of the game.
I've had some very odd drops come up playing Moonstone.
@modern snow if you've never played moonstone before I'd love to run a session for you post adepticon. it is a wildly interesting diceless game
all shared decks of cards
I have! It's wildly whacky and I love it quite a bit, I wish I could get it to the table more often
I played it as part of my research when writing Yafsiga
fuck yeah! the shared melee deck and the way higher melee stats let you see more of the deck was really inspiring to me
I wonder if I can figure out some similar gimmick for infinity style two-people-shooting-each-other-at-once moments
like it's slow but I'm okay with slow if there's thinky gameplay happening in that slow and it's not just rote dice processing
I really should get started working on the Shades stuff I picked up for it.
Some very fun models in that faction.
RE: card driven combat systems. Contemplating adding a more blackjack-style resolution to Yafsiga's combat loop
dunno if discussion around this would be better suited for #game-design-discussion or here, but I could use some opinions. 
would love to discuss it over in game-design-discussion to get more eyes on it c:
where can I find yafsiga anyway?
Oops, I dropped this
DIRE SKIRMISHES IN A DWINDLING AGE Riches and Renown await amidst crumbling ruins and an eldritch bloom⦠THE DWINDLING AGE IS UPON US. Yafsiga is a diceless, 32mm head-to-head skirmish game that pits two ambitious warbands against each other in the overgrown ruins of a fallen kingdom. About Products Resources Connect w
It's been extensively FAQ'd and I've been flirting with a 2E for a while now but the book itself is still something I'm super proud of
oooh i'll take a look at it sometime this week, probably not today
Hello! I have a few questions I'd like to ask about Trench Crusade
The first is; is there anything preventing a Desecrated Saint from taking a shield for -4 armour? (They can only take weapons, not equipment)
And the second would be how does the Ophidian Rifle interact with the Iron Sultanate's Cloak of Alamut
Yay
God Damn that's a lot of rules for 27 points. XD
Specialist Operative + that sorta mobility/trickiness to shoot at is gunna do a lot of work
Does this imply that the Iga went with the JSA?
just a 1 wound guy though
bangbombs are very fun but not necessarily super reliable
Hacker is neat
The large majority of the ninja clans stuck with YJ during uprising
Iga and Koga were the federations, not the clans tho
We did not read uprising, unfortunately
So..
We don't know for sure, we're just repeating what we've been told
But
The faction lists do sort of reflect a clear rift in their overall loyalties
(Kunai and Koga being YJ/PanO, YJ/JSA sharing Ninjas, JSA getting Kurayami)
had a week of testing tournament lists and it went quite well
tuesday did supplies and won like 5-3? recovering from a turn 1 loss of lieutenant because a spektr snuck over and dropped a repeater in my deployment zone and guided a bunch of missiles. made good use of smoke launcher and khawarij super jumping doctor to do the mission while opp was murdering all my guys
tonight won firefight 8-1, it was kinda brutal. used the red fury mukhtar for the first time but they just sat in a corner and then scored three classifieds
got the fun but inconsequential grenades on maggie. didnt use them but ph 17 grenade....
so final two lists for tournament, missions are Supplies -> Firefight -> Battleground
list 2s goals are ambiguous LT, restrained specialists, and maggie group 1, mainly intended for firefight
list 1 features the khawarij doctor for supplies, group 2 maggie, and tuareg cause shes cool
then gonna decide what list feels best for battleground
so is there anyone here who plays conquest last argument of kings here, ive been watching the play on tabletop series and thought "HEY thay looks fun especially with my luck"
Link that?
What's the play on tabletop series
should be this (their other stuff is fun too) https://www.youtube.com/watch?v=rpjBHdLhEfc&list=PLOikTOPO5iDe0wxZrfjxShnUPXRwz1w9e
Tycho and Nick face off again and this time it is in Conquest First Blood. The Nords and The Dweghom have come across a caravan and both desire the spoils. In this first play through of First Blood we get to experience the firepower of the Dweghom against the Nords and their giant!
Make sure to find out more about Conquest here:
https://www.par...
@twin mountain this video would also be a good introduction
https://youtu.be/nbXWcGWQY0k?si=GjJsAjHcqWwA7_Lk
Learn the basics of this awesome tabletop wargame by Para Bellum. We go over some rules fundamentals and show off the miniatures in exciting stop-motion footage.
Download the rules here: https://www.para-bellum.com/rules-and-faq/
Buy the miniatures here: https://eshop.para-bellum.com/10-conquest
Build your army list here: https://armybuilder....
thannkkss
by technicality i won and got 6th place in local infinity tournament
Woaaaoagh 
That's awesome
How many people were there? We're curious about the missions as well
there were 8 and i was called in when theres a drop out
in terms of missions CB fucked up with the dates and it was done in a rush so 3 missions
it was B-pong, Mindwipe and Acquisition
Kinda
I goof off with
Conquest looks cool but I can't get over the fact that it's a rank and flank with gigantic models. It just seems so wasteful when it comes to table space and painting time.
yeah thusly the TTS mods so your wallet doesnt need to cry
@gusty basalt was watching some laok with alex and it was a fun watch! cute to share some wargame history and design with her
also omg @fast glade here's another classic warhammer thing:
oyo
I am gonna be super nerd mad for like 2 minutes: I hate this. I hate this standard. it's like a weird thing that has outlived any original design meaning where you had to pack a ton of unit stats into very tiny cards or whatnot, but for some reason to this day most wargames will represent their stat blocks as like
this unformatted table
two rows
bottom row is numbers, top row is single letters
why. why.
yeah if you get used to it I can kinda see it
though I feel like glyphs are better if you gotta do compact
that's move, volley, clash, attacks (this one is NUMBER OF ATTACKS), wounds, resolve, defense, evasion
so
in order
it's
inches, success threshold, success threshold, integer, integer, success threshold, success threshold, success threshold?
like it's 8", 1+, 2+, 4, 4, 3+, 3+, 0+
but no. putting an inch symbol or a + in there would ruin the crusty horror and make it easier to read
you can even see this in dropfleet
@fast glade
like you can see the DNA here, but it has been dramatically improved. like it says "Thrust" and "7""
yeah
Shortened form but still pretty sensible
the G is probably the worst yeah
at least the other short forms are all variations on the exact same thing
Energy Save, Kinetic Save, Backup Save
but like, look at this: https://www.youtube.com/watch?v=YrdXLPs9x_w
A very basic guide to the stats and rules I talk about in the Total War Warhammer videos as they relate to the tabletop game Warhammer.
http://nerdhammer.net/wp-content/uploads/2013/01/warhammer-8th-ed-summary-v11-no-bg.pdf
argajldhgalksjkgsdj
M, WS, BS, S, T, W, I, A, Ld
yes!!! DX
I think the modernest version is slightly better
found this 10th edition codex:
you can kinda see the weird clash between like. history? and the need to actually make stuff not terrible to read
I like how Age of Sigmar finally kinda got rid of it
With the critical stats wheel instead
yeah
yeah you can slowly slowly see wargames moving towards like... board game / card game design? which is apex tbh
like basically every card game knocks this stuff out of the water
like this doesn't have any english text but there are 4 stats here
cost, top left, in a big credit chip
memory cost, top left, in a little SATA chip looking icon
power in the big white orb. this one is the worst imo but at least it has the clarity of having the same white power orb as on ice cards, which it directly interacts with
and the influence cost is in this hard to spot column of pips to the bottom right - deliberately hard to spot because it only matters in deckbuilding and has zero mechanical influence on actual play
this is brilliant. and it still has space to like make half the card into art
I love moonstone but once you know this DNA you can see it all over the place and how it can be pretty easily improved upon? ^
yeah
there's so many elements involved in good visual design
so many ways to vary up how you display different things to act as like, reminders, and make things easier to parse and find
meanwhile, shoutout to @modern snow for how they formatted mobile arms
like here's a heavy frame
the hp is a line of boxes for you to cross out. maybe they could be grouped into sets of 5 to make it easier to subitize with the human eye - you can see moonstone do this
each arc has a visual pile of shields to show the defenses there
so instead of "3 2 2 1" it's like, a neat visual
3 big heat token circles for your heat tokens as you activate the unit
some subtle tiny numbers that are hard to spot because they're deckbuilding numbers: weight, power, module slots
heat value is a number, hardpoints is circles, power is a little phone power bar, dice rolled is a visual pile of dice (3 dice), surge cost is 3 lightning symbols corresponding to lightning symbols on the dice
damage is Pow 1, heat threshold is fire 3
"Pow 1" is like the closest thing here to classic wargame stat codes
excellent modern design. when the card overheats, it flips to a red hot "vent! vent! vent!" side
It's funny how in the earliest edition, wargear for warhammer and 40k was on cards, then it got removed for 'streamlining' when 'putting shit you can add/remove from a unit on cards' is basicly the best idea they had/it's great.
Being able to go 'Here is my lord and he's got X and Y' puts down cards next to him is great
anyway time for me to stop nerd sniping myself and go to bedddd
lmao
fun fact! they were originally grouped into rows/columns, but in testing we found that in the process of crossing boxes out, one continuous line was a better experience with landscape blueprints
the columns make heaps more sense when we transition to portrait stat cards
Oh no I mean uh, like a row with breaks for every set of 5 let me find a picture
@modern snow you can see it easier on the models with more circles ^
I can just look at that and go "oh, he's got 11 HP"
Because it's subtly grouped into 5, 5, 1
That's a neat human eye trick
yknow I get the idea but the blue circle, while presumably gameplay relevant, make it very confusing at a glance imo
It's super relevant yeah because those are the HP where you lose action points
Which you'd use blue tokens for
So they have 2 points until that one circle is crossed and then 1 point until their last hp
It's important to be about to just glance at a model and immediately see how many blues they get next turn
Like this lady gets 3 action points and it's hard to deprive her of them
You can kinda tell at a glance
yeah I mean for sure, as I said I was confident it was gameplay relevant, it just kinda negates the splitting up
When I try to count the HP here I have no landmarks to use, I just have to count them one by one. And my eyes can slip from square to square easy
So it's hard
my eyes cannot focus on the divisions with the blue circles
It's interesting to me that HP is being tracked on the card that's kinda different from how I'm used to it
Which is usually little markers or dice near the model
Oh yeah this is a modern trick: you put a unit card inside a plastic sleeve, then you mark damage using a dry erase marker
It works really really well for units with double digit HP and it's incredible resilient to accidents
I usually see markers with the model for easier reference
moonstone has a pretty low model count iirc
Yeah this is specifically for damage
Moonstone players will track damage on the card
But you put action tokens on the model so everyone can see them really clearly
It's about small numbers you decrement one by one vs big numbers you chunk rarely
Like if your guy has 19 HP and takes 7 damage you really don't want a pile of tokens for that
That makes sense
KT is usually tracked on dice by the models but generally HP is a little lower
And damage is pretty punchy so usually like when a 21 wound model takes damage it's probably taking a lot
ooooooohhhhhhhhh
How can you post a Warjack,and not a Warbeast? (Had real issues finding cards to display so a screengrab from the app will have to work)
What on earth
You're right warbeast spirals fuck. But also warjack grids!
Warjack grids are my favorite way to do health when there's more than what is easily tracked on a dice.
@gusty basalt laok looks interesting but also it looks pretty traditional wargamey in terms of how many steps every attack takes. I'm definitely not not interested
if you're ever up for running a teaching game or something I'm interested
oh actually as an addendum to the previous rant I had yesterday about tabletop culture and the terrible "two rows: codes and numbers" thing - relicblade is also excellent
sure, i also dont think i will play the game long term, mabye a gimmick game here or there but other than that eh
@fast glade ^
like just look at that. damn. proper like modern card game style representations of everything. so much info on there and it's broken up in really lovely ways and it's easy to read
cost, move, defense, attack options... and then 5 and 6 don't mean much to me because i don't know the rules at all
but would be pretty readable if I did, probably
bottom left is a health track - that's common semantics for "row of boxes"
you see it in mobile arms and guild ball from yesterday
you can see the wounded hp point
very good for visually representing damage tresholds especially
and then 6 is like... ah yeah
that makes sense yeah, wasn't sure if it was some kinda trait system or what, it all seemed to represent equipment
pig
yeah it takes like 2 seconds to learn it and then you're in
right and the icons on the left of the attack options also mean stuff
i'm guessing Inhuman Aggression is of the Natural Weapons category
you got it
subtle typing system that again takes a few seconds to learn but then you get it
@fallen rune you can see the card + sleeve + marker thing here https://www.youtube.com/watch?v=7ALyNiGJkeY
Sean at MKS has kicked out a brand new two-player Battle Box for RELIC BLADE! This box contains two warbands, each member of which represents one of eight Factions in the game. In addition you get quickstart rules, templates, measuring widgets a pile of cards and an entire card-driven Campaign where your heroes or villains make their way up a mo...
with dry erase markers it's super trivial to mark and unmark the cards and hand cards over etc without worrying about dice being nudged or whatnot
and if the marker leaves a stain it's just a sleeve so whatever
aka how they should've handled enchantments in tabletop gloomhaven
but instead they originally just decided enchantments were permanent, forever, across characters and entire campaigns š
I remember sleeves and dry erase being the go to when I played Warmachine
Essential wargaming tools tbh. Your game is either bookkeeping light enough that you track with a small number of tokens, or you figure out how to make dry erase work.
Stat cards vs army sheets depends on how much you've got going on. Too many cards gets more unwieldy than having everything on one sheet. Warmachine was pushing it back in mk2. Xwing/mobile arms amount of cards is probably the limit. Gets to be a bit messy especially if you go for lots of cheaper upgrades but it doesn't exceed a reasonable ability to keep up with everything or see everything at once without having to flit through cards.
The glyphs could probably be improved but it's another place where Full Thrust was doing spaceship games right in the 90s.
What is the xwing/mobile arms number of cards?
Like 3-4 unit cards that each have 2-5 attached cards. So like avg 10 max 20, but grouped into only a few discrete things that need to be tracked.
This is pretty close to the limit of glyphery for me. I know I'm a bit odd as I tend to think in text more often than not, but after a certain point things become glyph soup.
Learning a new board game is sometimes really painful and I'm sitting there like "things have names! Use your words! What the hell does a cross hair mean? Is that attacks? Accuracy?"
I don't have the problem as much with ye olde spreadsheet stat tables because I learn what the things mean once and that about covers it.
really hard to communicate glyphs as well
like especially if they don't even have official names
(varies based on what the glyphs are actually are ofc)
I think for x-wing equipment type stuff like that it is more intuitive when you're just matching icons on cards tho
I feel kind of the opposite - the board game space has kinda proven to me that glyphs can basically be infinitely scalable and you get very good games that people can just learn
Like everyone complains about the number of glyphs in race for the galaxy but it's also one of the most popular board games ever made, constantly expanded and reimplemented and built upon
Voidfall needs a whole extra manual just for its symbols and people love it
Anyway - I see the value in full English text and stuff, I do. But wargame codes are like the worst parts of both
A3 W4 is really not that easy to read
certainly harder than like, āļø 3 ā¤ļø 4 imo
or maybe š¢ 4 idk what w4 is meant to be
Maybe what im actually saying is the way warcry did it wasnt great
Cause yeah some implementations are so intuitive you dont even really think about it
You were basically correct the first time - hp in wargames where most units have 1 hp are called "wounds"
Which is. A really weird name if you think about it for like 2 seconds
But that's wargames
The carnifex has 3 wounds, sure why not
yeah I know, it's just half the time it's wounds and half the time W means walking movement type
I mean the carnifex can take 3 wounds
Icons obviously translate
isn't that your defensive save or whatever
Yeah exactly
honestly the core loop of the old wargames has always felt real clunky to me
I think wounds must have been something like "wound capacity" in some distant age which got shortened
Yeah you can see the same effect on hp
"hit points"
As opposed to life points or something
Hit points is kinda interesting because the term is IIRC from D&D but is based on a mechanic which used nameless "points" to track damage in Don't Give Up the Ship AIUI
Don't Give Up the Ship is really confusing though
Yeah, that needed a couple passes.
Yes, I play Impetus
impetus is an italian wargame :^)
It's the full old school 'random letters'
except now they're all for italian words
so good luck
oh @native portal I know you mentioned you were potentially interested in helping upload battalion to tts - I have a lot of experience with making decks using the tts deck editor and stuff, I'd just need the card scans
it's sort of boring grunt work
but if you get me the scans I'll be happy to package it all up
The cards are the easy part, I don't know if the tokens will scan well
but yeah I can totally do it on a weekend
well we can always use replacements for the tokens
hell yeah, that sounds super lovely. battalion is nice too in that it doesn't really have a board or anything
now I gotta bully @hollow crypt into uploading undaunted 2200 for me
oh shit no you're right
the tokens are basically cards
yeah
When I backscrolled the conversation I had an initial like 'but I like army sheets and I know what all the letters mean'
and then I thought about how easy battalion was to learn
:P
and I was like 'shit they're right'
yeah literally just grog reflex
musses hair
I've never thought of dry erasing sleeved cards before though
you kids and your new fangled technology
it's super obvious lovely tech when you first try it out
real "why haven't we been doing this for decades" shit
anyway you're right this is a really interesting shape
we'd want to like, be able to click them together too
so yeah no I'll have to think about this some more
yeah it's pretty dope
like we can just make them rectangles I guess

anyway i'll think about this - can't commit to an actually effortful project in the next few weeks because my girlfriend is flying over
exciting time
very busy
The dry erase one I think surprised me since I'm used to die markers for visibility and electronic tracking
But I guess that's sorta unusual
This is kinda neat rules wise even if it's also extremely aged
I haven't read DGUtS very seriously
This is miserable lol
Weapons do damage proportional to poundage and (low) damage pts are compared to total tonnage as a percent
Ship tonnage table
Yeah I think it's kinda neat it's just basically a paleowargame haha
Predates lots of good ideas
sloops vs ship-sloops
genius
does it even have carriers
does this predate carriers
Oh wait nvm there's calculation tables the game is saved
I gotta say this no-diffs every game I've ever read published after 2000 or so for being hard to find rules in
I practically read the whole booklet before finding how ships sink
this has strong late 1890s early technical modelling vibes
the kind of incredibly jank system they used to determine principles of early dreadnought design rather than a game trying to model the ships they actually built
I've also arrived at the proper way to look at HP now
1 HP=1 ton of wood and metal
1 damage= 1 lb of cannonball
sorry, I'm a Boats 3e grognard, we're working in 14" shells only
even for triremes
you lose a bit of fidelity before about 1600
they had a rating system for this
just call them sixth through first rates
yes dear
in all seriousness, yeah, this is clearly a General Quarters style game that is about 33% game and 66% historical modelling tool
I have known serious historians sit down and play somewhat homebrewed General Quarters 3 to get a vague estimate of how a hypothetical historical battle might have gone
this is all well and good until someone (americans) started building stupid shit
Eh true
so I guess just ignore the historical title and grant them honorary rating
historical RN ratings for ships are like the Worm Parahuman rankings anyway - they're there to give you a vague idea of what to do with a given ship and how to approach it tactically, not to designate individual designs
"this is big enough that a frigate needs to run away but not scary enough to fight a ship of the line" is basically the definition of the fourth rate bracket in that period to begin with
I vaguely remember this making them Not Very Useful
what, the ship rankings or the American heavy frigates?
Less american frigates and more like, the remaining british 4th rates
which tended to suck
yeah, they were very much leftovers
often old third rates that couldn't stand in the line of battle any longer so they took the top deck off and called it a Big Frigate to get some more use out of the hull
they didn't build many dedicated fourth rates in that period
in the anglo-dutch wars you did see them in the line of battle but they were too small by the napoleonic period
the anglo-dutch wars are faintly silly because both powers are right next to each other and as such you have these giant nonsense lines of battle with scores and scores of ships in them
as silly as not really paying attention and letting the dutch sail up and burn all your shit down?
:^)
you know I don't say this about historical events very often but that one really was a gigantic skill issue
but seriously, this is too many boats
and this was only just after the Dutch had taken twenty more off the English, the fleets were even more impractically huge earlier on
There's a ton of different ones out there, some smarter than others, but I really get tired of the classic piles of d6 that you keep rerolling successes against different numbers to get your final number of successes gets old super fast.
It's even clunky compared to like rolling 2d6 and looking at a chart imo
If slightly easier to understand on the first go.
Catching up on convo, brikwars uses unit cards with bg influence that imo are really good
Playes it yesterday so irs on the mind
I like the stats bar a lot personally BUT i do think it should be ordered and not different types of stats all over the place
Saves should be at the end, movement at the front
Etc
gotta bully me into buying it first sadly
Oh nooo haha I thought you had a copy
if only
Are fireship losses not counted or did they just not light them up that day?
Unsure, but I would assume not counted, Wikipedia appears to have no standard convention for that after a minute's look through various battles where fire ships were deployed
some list them, some don't
"We need 4 different results, where two of the results are twice as likely as the other two. How should we use six-sided dice to determine this?"
"Two separate die rolls. That's obviously the easiest way to streamline this."
I donāt have the PDF open anymore but I think it makes more sense with the caveat that other parts of the rules let you do aim high or aim low orders to change the odds on the hit location die
OK that makes a little more sense
The rules are generally lackadaisical in layout though and have some funny stuff like shore batteries being immune to high hits
Iām curious, what are the effects for high hits? Trying to figure out if there would be any reason for it other than āoopsā
Like, I guess a shore battery doesnāt tend to have a big olā bridge tower
yeah i probably would be down to do a learning game as i as well need to learn the game do you know when would be a good time for you to do a learning game?
I'm like, pretty free today actually?
Otherwise probably this weekend
oh hell yeah, would you be down to have a game in about 3 ish hours then?
@fast glade any interest in learning laok?
Yeah sure, I should be free around then
I'll tell you if my day gets more complicated
i'd be happy to spectate a learning session, at least
@gusty basalt gimme like 30 minutes
np, im still just getting ready for everything
huh wuh?
let me find a video
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oooo neat i thought it might be based on the book for a second but i guess not
@gusty basalt thinks this looks cool and it's on tts and maybe we can play it on tts I dunno, I'm trying it out
it's like a warhammer fantasy sorta thing
Conquest ā the Last Argument of Kings is a mass battle wargame that has easy to understand basic rules and provides for an escalating and interesting tabletop game experience. Before you can master the complex strategies of Conquest, Tycho will guide you through his basic understanding of the game in this video.
Recently released Starter Sets f...
It's got a pretty cool activation system using cards
I was saying the same thing watching that video with alex
this man has EXCELLENT dwarf king energy
https://www.youtube.com/watch?v=mtClrQJ29RQ @gusty basalt
The Kickstarter-backer and Retail release for GodTear is here! Let's check out one of the Two-Player Starter Sets (Finvarr vs. Titus) in this MOBA-Style Arena Battle game pitting Champions against each-other in search of the shards of fallen gods!
GMG Let's Talk on SPOTIFY: https://open.spotify.com/show/5FtAVzqQzcaPIMlgmMh42v
GMG Let's Talk on...
here's a simple 1 hero vs 1 hero game, and it's still interestingly tactical and deep
lots going on even with no terrain
the full game is 3 heroes vs 3 heroes and it looks like...
these pics were from an excellent game with @queen epoch ^
if this sorta hex mash of armies activates neurons, could definitely use more excuses to play this
it is super neat, and the 2 phase thing is super neat. the big big... what's the word I'm looking for... caveat!
where you have planning and chaos and different guys are better in different phase
the big big caveat is that this is like, kind of a bit more of a subtly abstract board game final fantasy tactics kinda experience than a simulationisty wargame
yeah
- units have movement ranges and ability ranges in hexes
- there's no cover. none at all. it's like advance wars or fire emblem or a final fantasy tactics game - you just pick any enemy in 3 hexes or whatever.
- blocking is a big part of the subtle depth and space control of the game
heroes and big minions are 1 to a hex
small minions can group up to 3 to a hex
no unit can move through any other unit
you can block the big dumb enemy dragon by putting one (1) peasant in front of it
it is incredibly annoying for the dragon
I was fighting jas by like. flying crows into their face
caw caw caw
0 movement speed, teleport 3 spaces away
them you give em da pigeon poop
nice
also hey @fast glade good reference point for modern-ish wargame design vs oldschool wargame design
4 stats in hexes with symbols, though the symbols are kinda garbage and very hard to read
top right is a ring of pip showing how many of the unit you get to deploy
Yes haha, I've played this with you
yes! I remember!
just like, just mentioning DX
just aligning it with the previous stuff
Though only in the introductory format
Okay <34
With you it's best to check sometimes haha
And yeah it is a good case study
ooo just like warhammer
moveblocking was a big there when i used to play
fast chaff units can be so powerful
brains hard
yeah a little but it's a lot more like. abstract? a bit more "I block your fighter jet with my infantry on the ground" advance wars energy?
like I was blocking the grim reaper with tactically positioned pigeons
if you love that, play godtear it's good
if that seems too silly then maybe not
oh that totally worked for a while in warhammer too you could block an actual plane with one guy on foot for a while
if i was less limited in energy i would totally give it a go
but for now i am going to ride the wave of relief about my dishwasher seeming to be not leaking to go and nap
lmao fair enough
Y'know
I do wanna try out conquest someday
The models are awesome
And huge
Like
Their cavalry guys are the size of 40k dreadnoughts
The scale is absurd
i think godtear kinda leans into it so its more interesting while in Warhammer its often just a kinda annoying circumstance that becomes a core part of play
damn godtear partys hard
I think full scale games have you pick multiple heroes
what the 'main' game size like 40ks 2k?
2k
For godtear its 3v3
Oh I misread the question whoops
It still is hillariously
(warcor picture)
Guard creature is too good

They changed a lot....
Also IS profiles are here!
...huh...IS getting some ALEPH stuff was always a big part of it, now they don't get that?
It's just Dakini and Devas now yea
Granted, a lot of the new stuff replaces the old
Sad to see Sophie go though...
I imagine opponents won't be sad to see her leave. XD
Probably!
But uhhhh
Welll
In light of losing that, they now have Shenji Ying
...which has E/Mitter turrets and burst 3 glue turrets
Glad the gopod made it through unscathed for now.
It's probably too good but I didn't want to have to pivot for Adepticon.
Wolfgang going to PS4 on his daccw is pretty wild.
Nourk changes are interesting. He's a better hacker now but losing Cybermask takes a lot of teeth off of him
Yeah, Cybermask is fantastic.
Honestly expected more changes.
We'll probably see another balance pass in the summer
Hopefully
Not many big events have actually been run for N5
so I think CB is waiting for all the important data to come in
This is mostly fixes i think
No garuda or sophotect in iss is nuts
One of the biggest issues with their data is people not submitting lists. Which is honestly wild, I figured it was a requirement to play events but I guess not?
It is, last I checked
But a number of event organizers may use a different means of getting lists
It was rhetorical, it's not actually a requirement, as long as you have your printed lists and can produce them for the TO on demand during the event.
I will continue to run a Sogarat until the data skews enough to warrant a sculpt šŖ
what's the beast thing in the center?
Hey who was bringing up Gudnak the other day?
Looks really neat
And concerningly close to a design document I made in 8th grade that I though was really cool XD
@crude pawn and @fast glade and I have been thinking of trying out gudnak sometime
:0
I normally post about it in the card-gaming channel
because it's like kind of a card game?
it's like somewhere between summoner wars and chess
Yeye
Mhm!
We're a fan, have to do more research but if it's anything like our amateur gradeschool game then it's probably getting money thrown its way
New Playtest Rules (v0.7) are up on Zeogeneis.com. Includes rules updates, design updates and and lore/setting for the first time. Plus so much more art, itās really starting to look great.
Dropfleet has always been a game where I've gone "I'm not sure how much I'd enjoy it but I sure would like to paint one of these."
The small amount Iāve played of it was a lot of fun
I vaguely remember it having a small scene locally about...a decade and some change ago.
Yeah itās difficult to find players for
You kinda would have to be the person who crowbars it into your local gaming space
It is very fun though
Even just stuff like the āoh shit restart the engine restart the engineā as one of your ships falls down orbital layers is 
Actually, could I ask for like, a summary of Dropfleet? I'm kind of interested but want to know what I'm getting into vibes/mechanics-wise before I start getting into it
gosh I got a lot of people into it a few months ago, maybe I can find that time in the backlog
Well, itās ship combat (generally) focused around planets and getting troop ships down to drop zones, with multiple orbital layers. You know where the enemy is at all times, but your own sensors for locking-on are limited by how hot theyāre running their ship
Itās unfortunately been a long time since I last played, and theyāve changed editions on me since then
But itās very much a Space Naval Combat game
If winged has played it more recently she can probably give a better description š
I guess my summary:
- it's the best 'traditional' wargame I know of where every unit is like a line of stats and you roll d6s to assign hits and the enemy rolls d6s for saving rolls
- alternating activations, strong objective focused gameplay where you generally win by dropping troops on objectives not blowing each other up. it's about supporting your carriers and messing up their carriers.
- cool rangefinding system where every weapon has infinite range but each ship has a scan range and also a sensor signature. The hotter you burn, the more weapons you fire, the brighter you are in the sky - and then everyone can shoot you
Thereās also cool stuff like having CIWS missile defense ships that can have an aura of protection against missiles/boarding pods for nearby ships so the fleet supporting itself is important
And those CIWS ships (like the Taipei, my beloved) that are absolutely brutal in close in combat since theyāre turning an entire ship made up of missile defense guns onto another ship to turn it into Swiss cheese
Also arcs and positioning is important, since you have certain firing arcs for your various weapons
So like a huge ship-length railgun can only fire in the front arc, but some turreted weapons can fire on the front and side arcs
Also there is, as I mentioned, a neat system of high, medium, low orbit (and also ground but most ships just explode when they reach there because theyāre not meant to be there), which determines what layers you can shoot into
In the physical game thereās a neat base system with dials you move to show where you are, itās cool on-model record keeping
(not anymore)
(it's just orbit and atmosphere)
Wait, really?
Aw man, thatās lame
Iām honestly really disappointed to hear that, I liked that mechanic a lot
(well, some weapons have a specific trait that means they can only fire as far as your scan range, no matter how shiny and lit-up the enemy ship is. Others get a bonus for firing within your scan range and are generally weak outside it. but these are specific exceptions.)
That does sound kind of lame, although I will hold off on judgement until I see what they do with it
Is it free?
hellbrute is clearly speaking from the perspective of 1st edition
I am
2nd edition has done a lot to clean the game up and make it play in like. under 3 hours
eh, orbit and atmosphere feels distinct enough as it is?
I don't see what a third layer would add
because 1st edition had a lot of stuff in it that did not really contribute much to the overall results of games
yeah
4 layers I think alex
the rules are free, the tts mod is free
There was stuff like falling between orbital layers due to engine damage, and making it down to the surface from orbit with troop ships, making it more of a race
you'll have to buy physical models obviously
that's still a thing
now it's just descending into atmosphere
and taking damage in atmosphere
and then climbing back up into orbit
Right but just having one layer is a lot less margin for error Iād say
well. having more layers for it sounds like a lot of extra work that doesn't add very much
And the positioning in orbit was interesting
Do you have a link?
like. 4 layers -> 2 layers is an example of the sort of thing they cut out to make the game 4 times less fiddly for like 2 times less interesting storytelling
OTHER RULES Fastplay Sheets Occupied New YorkĀ Features Civilian Ship Scenarios SCENARIOS (UNSUPPORTED) Core Rulebook Scenarios The Anomaly Ether Drake Rules & Scenario Automated Dreadnought Rules & Scenario Advent Calendar 2019 Scenarios Ā RESOURCES Dropfleet & DropzoneĀ Lore Primer Dropfleet Rulebook Lore Cl
Personally, it really wasnāt much work
yeah
You had record keeping on the flight stands so it was very easy to track at a glance
Were there mechanical effects of being in mid versus high orbit?
the designers talked at length about it being incredibly fiddly in practice
also the entire ground combat system is gone
Yeah, you could fire down into lower orbits but not up
So high positioning was important but also you needed to be low to get your dropships in
right, but that still exists with just atmo versus orbit
if anything the one thing people dislike about 2e is the one layer of additional nonsense they added
the kinetic vs energy saves
But itās missing some of the tactical detail that came from having more layers
there's special weapons that work fine in atmo against other in-atmo targets, there's special weapons that work fine from orbit into atmo, there's much less common special weapons that work fine from atmo into orbit, otherwise attacks between layers do receive significant penalties
https://www.reddit.com/r/DropfleetCommander/comments/1ggtt59/so_is_2_edition_worth_picking_up/ I'll just kinda vaguely point at stuff like this
It's a better version.
There's some people who are determined to stick with the old edition, because they prefer battlegroups and such but it's IMO a much better game.
The game plays significantly faster than first edition, around the 2 hour mark. More focus is placed on the actual spaceships fighting. Changes from battlegroups to alternating activations isn't "less" tactics as some seem to think, simply different tactics than before. Ships survive a lot longer so there's more room for different playstyles. It's also a much easier game for new players to pick up and learn now its free of battlegroups and that makes a huge difference if you're trying to build a community.
the like, need for atmospheric capability and the tactical finagling around shooting down at ground/atmospheric target adds a lot of meaningful complexity in of itself
like going from 7 hour games to 3 hour games is just. it's just a qol that's hard to capture
yeah each individual interaction is less textured for sure
but the overarching experience has a different feel to it
yeah tbh if your game takes more than four hours I think that's a mark against its quality in the vast majority of cases
š
Im absolutely fine with alternate activations, but I gotta say that the games I was playing were also in the 2 hour mark
Like, I dunno how huge of games youād have to play for it to be 7 hours
Again, Iām sure it works fine in practice, but that specific loss of detail rankles me some
yeah I can see that, I'm a grognard for a lot of things too
but in this case I really don't see what any of the weird extra layers and details 1e apparently had would actually add to the game
Iām a bit confused that alternating activations was controversial though for being āless tacticalā to some people
alternating activations feels a bit like the sbmm of wargames to me
Since itās more tactical and reactive
it's obviously good in the majority of cases, but a lot of people have convinced themselves it's bad for the strangest reasons
ĀÆ_(ć)_/ĀÆ
Youāll never understand everyone
Anyways, Dropfleet is cool, Iām now remembering that I should really finish painting my models I have for it š¬
Iām glad it isnāt dead, since id heard it was going through a real rough patch for a few years
I do think the general consensus is that wargames where you can quickly react to what your opponent is doing (reactions or AA) >>>>> wargames where you have to sit there and take hit after hit until your turn starts
fwiw dropfleet 1e was somewhere in the middle, it used battlegroups? like you'd group a bunch of your squads together
Yeah I remember that
but yeah I dunno, it takes a lot for me to get into a game that isn't just maximally reactive
but it's happened
like - I do enjoy the godtear planning phase
very interesting
godtear: capable of making me like IGYG. kinda. sorta.
How fast are turns in GodTear?
-# funny story I legitimately think legends of runeterra improved on magic the gathering by taking mtg IGYG and making it AA
I will say, if you have a simultaneous planning phase and simultaneous implementation it can be really cool
I do think turns/actions have to be pretty small for IGYG to work, and iirc they are in Godtear
-# and netrunner is kinda AA
yeah they are
so, turns in godtear are very interesting
dusts off Battletech
Eyup
As in, you write down a bunch of orders and then do them all at the same time as the opponent
Thereās some neat historical wargames that do that, trying to focus on the order giving aspect and the whole fog of war
Mhm mhm
- you always have exactly 6 groups always: 3 heroes, 3 retinues. They constantly respawn and shit, you can never have more or less.
- in the planning phase, the winning player first has to perform all 6 planning activations of their side at once. this involves moving into position and some setup actions. it is extremely rare to be able to do damage in this phase but hey some heroes are weirdos.
- then the losing player takes their 6 planning activations together
- then the fight phase begins and you alternate and interleave until everyone's 6 activations are done
it's honestly really cool
āOh no, I thought that cavalry would stay there, now theyāre all the way over there and my own cavalry just charged out into the open for nothing oh duckā
like it uses IGYG as a catchup mechanic
you have to like, show your hand and establish some vague structure to the fight to come
oh right yeah it's split across phases, I remember now
unit cards have two faces - one for the planning phase and one for the tactics phase
yup
IGYG split across phases sorta occupies the AA space in my brain for some reason
and in the vast majority of cases, the abilities on the planning side are movements and buffs and such and the abilities on the tactical side have far less movement.
so like, let's say I have my lovely dwarf boy and his crows
(and then there's the funny Samurai hero/retinue that completely inverts this as its gimmick)
I played a historical wargame once where it was IGYG but if one person got to move first, the other player got to shoot first, which was interesting
and the crows can teleport around and like, reduce people's armor by pecking at them
and then! fight time!!!
You kinda traded off going first on phases based on which one you really prioritize
Bird gun... 
Man, now I really wanna play Dropfleet againā¦
Also, I found out there was a Halo fleet battle game that apparently was also neat but is totally dead now 
Iāve always thought the naval stuff in halo was cool
Also, I never played it but saw some people play it on occasion, how is Dropzone Comander?
Itās basically a battalion level game, right?
But like, sci fi
What are the factions in Dropfleet like playstyle wise?
Okay, Iām going off memory here so anyone is free to jump in and correct me.
So, the humans are pretty I guess āstandardā? They have rather heavy armor and guns, kinda Jack-of-all-trades as I recall.
You have the Scourge which have a lot more boarding/missile related stuff and try to close in.
The aliens I forget the name of are very fast.
And I entirely forget what the PHR does š¬
i'm busy cooking, but if you ask in strategy club there are people who play there
I played the normal human UCM and mostly played against the Scourge
I don't like AA for spaceships, but its not because its less tactical. I just think you do phases so everything moves then everything shoots to better get that feeling of momentum. Within the phases you could do AA or initiative or whatever, I just think it creates a really different feel for movement strategy
I maintain that the best spaceship game on the market is Full Thrust, and it works this way.
They nailed it in one back in like 94. Reading the rules I thought it would be too fiddly, since you literally write down orders on a sheet of paper, but in practice it makes the game massively fast.
I donāt mind having broken down phases, I just overall have come to like AA more
because there's no waiting during movement. both people write everything down, then when that's done, you just go for it, moving your stuff and only have to work something out when ships overlap. then you alternate for shooting but it all takes effect at the end of the phase.
But there can be interesting IGYG phase brakedowns, like I mentioned a historical WWII game I played where going first in one phase meant you went second in the other
it feels more strategic to me than most AA games, because you have to plan ahead, rather than reacting to what your opponent does.
where IGYG honestly feels the most reactive of all the options. One player does their thing, then the other one solves their puzzle and does their thing, and back and forth forever.
I guess the best way to think of Full Thrust rules wise is streamlined space battletech with pre-plotted movement.
fwiw FFG just improved on the full thrust model dramatically
both the x-wing miniatures game and the battlelore wargame had phased movements but you programmed movements using dials
it was much much faster and less fiddly than writing down stuff on pieces of paper and checking each other's pieces of paper
i always felt like the xwing dials were fiddly and it was hard to know your options until you really used a ship a lot
i did play a lot of xwing though
i have considered how to do FT on dials. it works if you play standard rules but if you use the vector movement it falls apart.
I think overall its a false dichotomy and other game design decisions matter a lot more. A bad game is a bad game regardless of what category you put it in
Dropfleet? Ships are so muchbkpre durable
A dial or similar would be as straightforward as full thrust if all units have the same movement options
Rather than some maneuvers not being possible for some stuff in xwing iirc
Getting some art for Fulda Rift homebrew, super looking foward to it.
Ooooooooo

