#Indie+Alternative Wargaming
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Here ya go
https://docs.google.com/document/u/0/d/15k120DGjbFHfYP4Sr7Magh3_M7rVU1Wi/mobilebasic#h.46r0co2
https://docs.google.com/spreadsheets/d/1Go2Y-uyU5_mMbjo1oBndbjkS6Q0DuQ-56VL9Mk8qyGs/edit?usp=sharing
月尘·黑曜协议 核心规则书 V0.9.95 绿色代表T0 红色代表再后续文档 Table of Contents 1. Game Introduction 5 1.1 Game Overview 5 1.2 Assembly 6 2.Important concepts 8 2.1 Models and Game Board 8 2.2 Units 10 2.2.1 Unit Size and Movement Type 10 2.2.2 Mechs 11 2.2.3 Drones 16 2.2.4 Projectiles and Deployables 16 2.3 Dice 17...
Most definitely
Ran moonstone today for @fast glade and it reminded me how much I fucking love that game
@latent rover @stray breach would absolutely love excuses to play it more with you guys
It's very fun!
I should really get my Shades together.
I suspect @fast glade is gonna end up with a leshavault or shade list
I've mostly played Goblins, but there's lots of fun lists out there.
Does the TTS mod have the standee art, or did someone scan in the models?
Just standee art
But hot take alert hot take alert
I like standees
I prefer paper dolls to most models
They're just cute and easy to manage and see
It's basically only mechs that I think look better in proper 3D?
For the flailing goobers of moonstone I like the card art more than any model
Fair for TTS though I suppose.
The models are very cool in person for Moonstone which is why I ask.
They capture the character of the art well in the sculpts.
Like look at the Goblin Airship:
It's just spot on to the feel of the drawing.
That model looks like it would probably be asking the opposing model to please kill it
One of it's abilities is to pull models in with the frog's tongue.
“YOU SUFFER WITH ME NOW”

I'm a board gamer
I play chess and ironwood and card games
I don't need super detailed physical dioramas to capture my imagination, and in practice they can kinda take me a bit out of the experience cause of how they depict scenes
It's like pixel art vs people who really want 1080p 3D games
I play pixel art
Do you play chess with standees?
Chess pieces are standees yes
Physical models of kings and queens would suck
Like does battle chess look good to anyone?
My granpa's chess set has "humans", horses, and windmills
Oh yeah.. how are you liking Ironwood anyways Winged?
You've had it for a while right?
Or have been playing it for a bit-
I love it
Played it a bunch and uh
No one will play it with me anymore
I just beat people and then they ragequit
I uh..
Oof..
Ironwood was cool, I ultimately decided it wasn't for me but we're glad to hear you enjoy it :3
I really did yeah
And it got me like, back into card games kinda
Just realized how much I miss tight sequencing fights
Gudnak did that for me, it turns out I had been missing the back and forth for a while
Got very tired of playing games with super long player turns.. with the exception of ones with interruption mechanics that are satisfying to use
Yeah it even got me into like, trying godtear?
I wanna play more tight turn based experiences
Have you ever played moonstone till
I haven't!
I've looked into it a little bit though!
There just uh, isn't a local scene for it so I hesitate to try and jumpstart one myself
And ultimately I don't know much about how it functions as a game-
It’s very cool in gameplay. There are a couple of unique card mechanics that really give it depth
re: models vs standees - I prefer standees to unpainted models, and I like the option. I love miniatures and painting and the whole thing but I also love a good hex and counter game
the modelling hobby and the game hobby are relatively separate things in my head, only really coming together as necessary for one another in specific circumstances
like right now a friend of mine wants to do a big spectacle game of epic 40k, so the painted minis and the diorama nature is half the point - its all building this specfic narrative.
but any given game of infinity sometimes i wish it was just standees and cubes so everything was more clear
It very much depends on the game.
Infinity already works off of a defined volume so standees work fine.
Warhammer would be terrible with them.
gw games having you measure from the model is wild.
im reading through the adeptus titanicus rules and part of it is like "if the model could pose in a way it could be in a spot without a base, just talk about where it is and pretend. measure from that pose"
and im like.... what in the fuck?
One thing I found a little odd about fsd was like, it has base to base measurement and line of sight etc
Or like most things are actually centre to centre which is fine, but line of sight is centre to the whole base
And then also theres like, no base size for any unit. You base as you like
There is a guideline of like, 1” - 1.5” minimum (or its scale equivalent) then larger as needed by bigger models
Basing for advantage
But its basically like. Only actually regulated by the assumption that a group is gonna vaguely agree what base is appropriate or have the same supply of bases etc
Which isn’t necessarily wrong
It’s fine for a local small group or basement meta.
But try defining clear rules for that for everyone at like Adepticon or something
Overall im not actually sure what one would do if you were of a mind to game it
Smaller/narrower bases essentially
Bigger bases do have the advantage when like, changing direction I think
Is ampersand a new keyword for outcasts?
Played tag raid!!!
(Just realised I never actually mentioned it here, I got a huge infinity lot with all of tag raid + many haqqislam goodies including maggie pilot!!!)
But yeah this was really fun actually. Deathmatch board game based on infinity ARO rules
ooh
i like board games 👀
Unfortunately it was a ks only thing 😭
... huh. this reminds me of adrenaline
oh god
it's a wargame
Discover how to play Infinity Deathmatch TAG Raid. Learn the rules while enjoying a 3d demo game.
Kickstarter campaign: https://www.kickstarter.com/projects/corvusbelli/infinity-deathmatch-tag-raid?ref=b63fuy
Finally, you can join the Kickstarter campaign from November 3, at 12pm (CET) until November 17th!
Infinity Deathmatch TAG Raid is a mu...
you actually use measurement tools and everything on a hexmap?

begone, blasphemous creature
a beautiful hexmap and it uses measuuuremeeent
waaah
Its used instead of zone of control from infinity
But tbh thats worse,,, cause it ends up all dissonant
Yw!!!
I could really see it using the hexes but it just doesnt really
The monsters use the hexes though and are really cool. Big worm pops up in holes, big dragon slots in the outside borders of the map, and the funny doggy runs around on tiles without terrain on
Each of their bases are hexes
my current moonstone list
2 lists from @fast glade
Solid. I really should get fancyhat at some point.
@torpid garden has trounced me with him a few times.
Can confirm: Fancyhat is v fancy as he does unspeakable things to opposing models in melee
And he was really fun to paint!
How does list building work?
Pick eight models that work for your faction. You'll play six of them in a full size game, but you get to choose which ones as you're deploying, so you can kinda pick and choose counters to your opponent's roster.
5 in a full sized game
tos are recommended to expand lists to 10 when playing 6v6
I have an offer from a local to play moonstone at some point. I think Im not into the models enough to invest in it personally but tts is less about that 👀
I do like the idea of bunnymancer shenanigans
Evil hell table from infinity tournament today
And we played a PanO mirror match on it-
Pure carnage
I wanna know how they made those highway strips.
I can see thin cork for pavement but like...is that wall trim for the sides?
RE: the Hex Map: it's also used for the roving beast that harries the players. It's on a jiant hex base that interfaces with all of the non-tile portions of the board.
Is that the whole 4x4? That would be insane to play on. Like go in a guide on how not to build infinity tables bad.
that's a warhammer board
definitely played infinity on one of those boards more than once and it was certainly... something lol
This was very very intentional
I'm not 100% sure I agree with it being a tournament board but... It's an interesting exercise to run through as training for when you just have to play on an awful board
What makes it hell?
So, I'm not sure if you know how Infinity works, but there's a reaction system in it and a lot of those reactions tend to be shooting at something.
So Infinity tables tend to have pretty dense terrain so that scary snipers don't reign supreme the entire game.
The hell table, however, has a lot of places where putting a sniper lets them see the large majority of the table.
It's got almost no cover on the ground safe for a couple buildings and a train
And the high ground presents commanding sightlines for anything with long range weaponry
hoooly shit
what a crazy game with @fast glade
she absolutely wrecked me with melee outplays the whole game
until eric the squire, of all people, got 6 damage on joana to tie it
blawawa yeah I think you had the stronger overall deck, or at least straightforwardly strong
I think I technically win sudden death but we're calling ita s a tie daamn
a smarter player than me could probably have done very funny things with Liv
though setting Flintlock's pants on fire on turn one was very funny
@violet sonnet
So which player goes first gets a sniper on high ground and dominates
Even worse than that, both players will likely have some very good spots to deploy snipers in the beginning. Idk that it favors first player or second but I really favors factions and lists that are all about gunfighting and hoses most of the mid range more skirmish-y toolbox factions.
And we played a PanO mirror on it XD
So it was uhhh
So many machine gun duels
... this is a surprisingly anemic gamefound page
they're for sure funded though so good for them
Yeah I had my eye on it but.. the scale just wasn't what I was looking for unfortunately
Using their oldhead GW people's names is probably 70% of the marketing strategy here.
Happens a good amount, a big part of the hype of Trench Crusade was “oh shit the guy who made Mordheim was a key developer”
I mean Trench Crusade did a lot more than just that, but it was a big selling point for it.
Oh I know, I didn’t mean it was the only thing lol
Zeo Genesis seems to be selling it on "Andy Chambers and Gav Thorpe were here" and little else.
Andy Chambers tends to make pretty good games. Not perfect and more Warhammer feeling than I usually like but I know I usually like what I'm getting into. Game looks pretty fun but still, I don't love the aesthetic.
Yeah that's another thing that didn't particularly grab me
I'm so thoroughly whelmed by Zeo from its initial presentation.
not gonna knock it if people have fun w/ it though
I just feel like Warcaster thoroughly beat Zeo-Genesis to the punch by every metric
I would definitely say though: Check out Sliprunners. Same universe as Zeo, but it's this cool ship-maneuvering game. It's very neat.
also: Jamie Daggers did some of the painted minis for Zeo Genesis and she's pretty cooooooooool 🤩
Sadly that game got pandemiced hard.
Hopefully Steamforged does something with it eventually
Apparently there's a warmachine crowd where I am and I know... Not much about the game beyond your leader mattering a lot and there a big robots
Is it like.. Warhammer scale or more skirmishy?
Somewhere in between?
I had a period I was into Warmachine (but couldn't afford to buy/play), I think it's between
the Lost Legion army looked so fucking sick
inbetween. older editions got very infantry heavy
I'm a little biased but Warcaster is the superior PIP game. Haven't played the SFG edition yet but I've been assembling the starter for little skirmish games
Also the starter is the perfect size for a game of Yafsiga, woohoo!
MKIV learned a lot from Warcaster.
The movement for infantry is almost entirely lifted from it tbh.
@sand sonnet look what they took from us
I did playtesting for Privateer right around then.
Flying was nerfed because of a game between me and a friend that we reported.
In the OG rules flying just made you immune to melee.
that's a terrible idea
looks at Infinity's vehicle rules
(I actually don't mind them because vehicles can't interact with objectives and such)
sigh
I've just looked and uhh
Yeah this looks like it would've been pretty cool if it took off
Or.. did it?
I'm under the impression that it didn't perform well and got canned
It's kickstarter launched and funded before lockdown, and by the time it arrived we were all quarantining.
It never got the chance to really succeed.
There's still a dedicated fanbase for it, and it's now owned by Steamforged along with most of Privateer Press's other IPs.
Steamforged has stated they're focusing on Warmachine first, but haven't really shared anything other than they want to do stuff for the other games eventually.
I see I see
There's a decent TTS mod for it.
Well, MKIV seems to be doing well, we'll see where things go from there I suppose
I'm probably gonna end up getting into whatever has the local scene with people I like in it anyways
if I do
Steamforged is really making the right business moves that PP wasn't able to to let Warmachine succeed again.
Yeah what you can play locally is usually the best option unless you're willing to put the work in to build a community from scratch.
Oh will do!
... I try to not be a hater for indie games but I'll admit
I found mobile arms while looking around for stuff that was like zeo but that I actually liked
So. Consider this my vote for you
Warcaster i think has very little juice
I think the most interesting things about zeo are in its force org and the continuous activations, rather than rounds
Id be willing to give it a shot but i doubt you get the plan/execute high i look for in minis games
It has some clunk, that's for sure. I liked the force recycling aspects, but the cardplay aspect felt super tacked on and I hope they ditch it in Warcaster 2E
Yes.
It has that in a turn to turn way, not in a build an engine and watch it run kinda way if that makes sense?
I know why
(no offense to Chambers or Thorpe, who have done good stuff in their time, but who seem incapable of moving significantly past whatever they were doing 30 years ago)
Gosh tell me more
Because I'm clearly missing a lot of history and context here
These are just two guys to me
We should godtear @_@
It's got igyg
Chambers and Thorpe got their start with Games Workshop and were hugely influential there in the 90s and 00s. Both were there for about 14 years.
A lot of their design ideas are heavily influenced by their time there so when Suki says they're incapable of moving past their past work, it's because of that.
https://en.wikipedia.org/wiki/Andy_Chambers Like, if you look at Chambers's body of work damn near half of that is GW games.
Huh interesting
I did think zeo genesis had a weirdly... Slow attack sequence
So many steps
Kinda emblematic of GW style of games. Lots of rolling and checking for things to roll against.
Like, an average round of shooting in 40k typically went like this:
- Roll to hit, using ballistic skill as a base and adjusting for any modifiers;
- Roll to wound, comparing strength vs toughness
- Target rolls armor save, if applicable; they may have a cover save, invuln save, or regeneration save either replacing the armor save or on top of it (with regen)
- Roll leadership if enough damage is done; if failed, fall back 2d6"
All of this is just one unit across many and is entirely too many steps. So if you see this sort of thing in an Andy Chambers game, well...
And then there's all the re-rolls and command point spending that happens too, muddles it all up
Yuuuup
Lots of rolling dice for often questionable effect. A whole-ass unit of 50 dudes can fire their lasguns at something and end up doing no damage.
(Now I feel bad because Fulda Rift also has a chunk of steps/is actively designed around the idea that a unit could put a round of fire into another one and do nothing because small arm guns are more about suppression than they are about killing in the game.)
It's kind of dependent on why it has a lot of steps, and also general scale of the game. Skirmish games can benefit from it because you've got less models on the field and each one can be important; in 40k you've got a lot, so it only serves to slow things down.
Fulda Rift is like '3 squads of infantry and 1 real tank' in size.
Oh yeah that's fine.
yeahhh zeo genesis has a whole like. extra step to see if you roll your faction superpower or something?
though also it's a wargame so it has that insane gameflow where they get funding for a game and print and sell it purely on how pretty models are
while rules themselves are still in beta or something
which always throws me for a loop
okay not so bad in the latest playtest thing
Yeah that's pretty pared down it looks like
yeah, I can see how the special superpower step is just part of rolling attack now
the 'combat die'
To be clear im not a huge pure igyghead, though i do suspect id get a bit out of godtear
But more that like. In infinity every turn is a problem you have to solve
Ive been playing netrunner, i get the same high
I think thats what i like out of games
A limited number of tools where you just act with them, for a period
I'm having fun working on Anti-War for Fulda Rift.
Slim did it for me but I'll add that chambers left GW and made Bolt Action, a very competent ww2 game that is just GW's rules with his own personal changes and the numbers filed off
I don't mean to say he's a bad designer but rather that these are very His Thing
Warcaster looked soo cool. And the rules were so dope
but it died before it even started
re: Andy Chambers - he usually brought a lot of new ideas to the GW space. Epic 40k brought a really cool blast marker basted morale system and then Epic: Armageddon made the game AA. Battlefleet Gothic became Dropfleet, both of which were Chambers.
unfortunately he's also kind of married to the Hit - Wound - Save or at least Hit - Save paradigm
in his defense that's like... his thing
I've found largely that I love the 2nd edition of games he worked on. Usually keep the good stuff but aren't afraid to kill sacred cows. DFC 2nd is great. Epic Armageddon is great. I guess that's it but all his other games are Warhammer or Bolt Action, which Bolt Action has an awesome activation system but is also just historical Warhammer which is the complete and utter opposite of what I want in a historical game.
play moonstone with meeeee
First three FSD units done 🥳
Adorable.
In the defense of the hit/wound/save paradigm having no save (chance) to respond to attacks can kinda suck- as much as I enjoy battletech, having to spend a bit watching your mech get torn apart with no chance to "roll back" is unpleasant
If you play very tightly with the alternating shooting actions so that there's a better cadence of "i shoot, you shoot" it can be better but not everyone abides
Yeah, it's why I really like Riposte/Fulda Rift. It's very much about reactions (Hence the name Riposte). When a unit activates, you can attempt to activate one of your own in response (And if you beat them in an init roll, you act first).
US Airmobile Infantry are really annoying to try to melee because A) They have jump packs so they can move quickly B) They are US units so they have pretty decent init. So if you charge them there's a solid chance they'll zip back and hose you down with fire.
there are just tons of solutions to this
you mentioned alternating activation cadence, but there's also like...
- systems where both players roll at the same time (offense vs defense, face 2 face infinity, etc.)
- systems where players take part in a bigger minigame with reactive components inside like playing cards (everything involving moonstone arcane rolls for example)
- systems where nobody rolls
- systems where people roll but very little?
like the bad feelings are compounded when it's just one person rolling 20 dice, 20 dice, 20 dice over and over while you watch stuff dissolve
and for sure nobody likes that
even "I just roll 2 dice, once" and you move on to the next group can be fine
The area where i feel the hit/wound/save paradigm has the most meat is where you can leverage multiple roll types to add mechanical texture.
Things that are tough but not armoured etc
I think basically any system where you have to sequence through like 3 to 5 rolls with no choice points at any point is... it's just slow
maybe it feels good to older players but to players like me it feels like the game itself kinda stops to buffer and load results
While I'll admit I can often find games that fold things together too much a bit lacking in texture.
I like the distinction of 'this is tough but not armoured' or 'this is high ROF but low power' mechanically interesting/gives a lot of fun hooks to design with.
I guess to me the interesting stuff is like, when it affects your decisions around initiating attacks against what kinds of enemies
That said; I think 40k uses it very poorly these days.
not getting to see the 5 step process of rolling to see bullets ping off armor
As it was clearly a mechanic designed for much smaller games.
there are just. simpler systems that emulate that
do tell
40k games back in 1e/2e were more like '2-3 squads and maybe one armoured vehicle'
They were not these 'massive armies on massive armies'
So there was a lot less 'I need an entire barrel of dice for my turn'
As the numbers of dudes being worked with during a phase were much leaner.
In addition, there's been serious inflation in the scale of weapons. Back in 1e/2e a weapon having 2 attacks base was the sign of being a Very Fast Firing Weapon.
While 40k now has a lot of things just due to power creep where it's 'hey, this is my pretty basic gun. It gets like 5 attacks'
Also back in earlier editions, armour and toughness were much more distinct.
As vehicles didn't have toughness.
they only had armour.
So weapons that were low power, high AP or low AP, high power had a more defined role.
While now where a solid 70-80% of the game is 'Another fucking space marine', vehicles also now have toughness and armour saves.
I disagree about the current game using it poorly, it's just a different abstraction than it used to be in that system.
That said it is a mechanic that is better for smaller games just on resolution times.
I think iterated d6 operations is actually kinda underrated
like I'd rather roll 10 d6, split it into two piles, then roll one of the piles, than roll 10d20
My thoughts on using it poorly is more 'it's a system that has issues with scaling as games get bigger but 40k has increasingly gotten bigger'. There's a reason why Apocalypse treated entire units as single models, it was to make the game a lot faster than going 'well, I have 100 imperial guardsmen here. I will roll for all 100 of them'. XD
I'm with Winged, here. How does it affect your decisions?
it's not about decisions
I can understand how the stepwise sequences tell a story
it's about the speed of parsing results
and some people are more interested in the procedural story
Apocalypse also drops it to two rolls and not everything has an armor roll. Also it makes hitting unlikely but shooting at all effective. Being small scale it captures the mass battle feeling of the 40k world better than 40k ever does, and does it with less moving parts.
like if you roll...
- how many shots actually pass your own skill check for aiming
- then how many shots do the enemy dodge
- then how many shots hit and do damage based on your weapon damageness
- then how many shots actually hurt based on enemy shrugoffdamageness
then that does kinda tell a story
you can track each d6 as a bullet going through a story arc to land somewhere
40k increasing in model count by 10 to 20% across the board in 10th edition sure was something
but also. oh my god that's a lot of rolling while nobody is actually doing anything. and to people like me who are trying to engage with the systems of a game and want to be immersed in the decision space / headspace of commanders etc
it really sucks
Not the first time but since I was watching 9th closely it felt more egregious
(and also like, a lot of these steps can be compressed together. like how you see modern systems rolling armor dice AND attack dice in one big roll)
I do feel pretty strongly that your mechanics should reflect your fiction and your fiction should reflect your mechanics, so I agree here. If there's a difference in universe between something good at punching through armor and something good at dealing a lot of damage I want to see that represented mechanically rather than both being high damage weapons, but in the end it has to be a fun and interesting game so a designer has to choose where they put their abstractions.
There are ways to represent those tradeoffs without three nested rolls
Like to talk about Riposte (Which was designed to be a 'slightly more modern take on what was liked about earlier 40k'. The game does use both 'armour' and 'toughness' because the game isn't really about killing stuff. Models can get taken out but it's more about positioning and morale.
Toughness is used for determining 'Is this a weapon that can kill this unit, or just one that can injure people?', while saves are there to save people from the things that can kill.
riposte just also as a design goal doesn't overly prioritise minimising rolling or anything
I like when systems combine the rolls but keep all of those factors in play. Infinity face to face then save. Heavy gear face to face then margin of success. Silent Death being a very DnD type roll over Defense Value but the weapon tells you which of the dice you already rolled is the damage. Of course sometimes you're subbing out a dice roll for a calculation, which isn't necessarily faster.
but also just stuffs much more stuff into the same amount of rolls
y'know what, gonna roll into this discussion with an excitedly hot take
like there's so much going on even with just the hit roll in riposte
I think a lot of systems I see in wargames are designed to like, tell immersive stories about what is happening in a kind of mind's eye theater in your head - and that's also where stuff like this toughness vs armor and rof vs penetration etc all fit into
... but saves make no sense
Demons and Angels for example are IT 6/WT 6. You can't hurt a demon or angel. You can kill it but if you don't, it won't care.
In contrast, Combat Cosmonaughts are IT4, WT8. They are nearly impossible to kill...but they're not much harder to hurt than a normal human because they're a big genemodded human.
So it does a lot more with 'toughness' than 40k does.
cause it calculates like, range and pinning and target size and shooter skill
like saves are actually sort of a weird fighting retreat into gameism to make people feel good by letting them roll a die in the process instead of the other guy
like if you get shot you die actually
there's nobody doing heroic willpower to push bullets out of their wounds in most of these diegetic settings
In terms of agency the bullet is the one rolling all the dice.
saves are just strictly nonsense in 99% of situations I see them in
yeah
like about the only time it makes sense is when you roll for will saves in psychic contests and stuff
I kinda see the story there
and... maaybe rolling a fortitude or dexterity save kinda makes sense? in a sort of personal virtue stepping in and averting catastrophe sense? but an armor save?
your kevlar vest has agency now?
I definitely prefer systems based on armor pen values and thresholds and margins of success causing better hits rather than an armor save.

I mean, saves are often more about 'does your armour stop the bullet' than 'heroic willpower' or such...I'll admit I'm not 100% parsing this.
Honestly I liked the way infinity last edition had saves be the only roll over. Mathematically the shooter was the one making the roll, and it was a roll under as usual. They just handed the dice to the other player
sure but at that point why not do a luck save for people shooting you instead of them doing a skill check
like there's nothing in here that's a representation of your soldiers performing an action
Like the defender was hoping the attacker failed their "kill check".
So this is more about 'the dice get handed to the other player' than the fact something is rolled?
yeah
like "saves" as a concept are just like "the dice we hand to the defender in our sanctity-of-turn game design"
Of course this is all on the assumption that a dice roll represents agency instead of arbitrarily determining probability, but it does generally hold true for most mechanics.
that's sorta where they started and that's sorta what it still means
you the attacker have total choice at all points in this turn of yours buuut they get to roll this die here so they feel better. and like, valid. feel better is a design goal that is worthwhile
but I've always found it directly competing with the rest of engines that are trying to be super grimy and tell clear stories of how somebody died
to use riposte as an example again save rolls are just like, abstracted hit location
combined with luck (miracles)
This is all sort of why I really liked Heavy Gear 2Es dice system. Despite the multiplication you needed to do. You multiplied your margin of success by your damage and compared to thresholds.
Mulitplication in games basicly always makes me break out into hives 😛
So it really sold the idea of doing more with accurate hits to vital spots
wait I thought heavy gear dropped the multiplication
Or just a big gun overpowering armor with any hit.
It did. I'm talking about the version from 1998 or so. The new ones you just add the margin of success and it is a worse game for it (though significantly more playable if you aren't really good at your times tables)
gotcha
tbh a lot of systems still secretly do multiplication they just hide it better by dropping remainders and stuff
like I'm a big big fan of @modern snow 's mobile arms and it is secretly a multiplication system
the way it works is:
- you roll once for all your strike symbols
- for every set of strikes = enemy defense, you get a hit
- do weapon damage x hits
The thing was you never had a margin higher than like 3, so most of the mult wasnt bad.
so lets say you roll 5 strikes vs an enemy defense of 3, that's 1 hit. if you rolled 6 strikes that would be 2 hits
Would you tolerate it if the biggest numbers you multiply were, say, 3 times 5?
your weapon has 3 power
so that's 3 damage
or 6 damage if you had two hits
the end
this is... this is just multiply and divide
but with some simplifications
you divide first, drop remainder, then multiply
it keeps numbers smaller and the math much easier
and nobody notices
It makes side and rear angle shots really effective, because they're not just easier shots, they've got a damage multiplier effectively.
yeah
mobile arms just does an amazing job by using very small numbers and never letting the multiplied numbers go over 10
by putting divide first
it's secretly genius
enemy defense values scale from 1 to 4
you roll 6 dice maximum
Part of the armour thing with Riposte is also the fact that 'stuff dying' is not really the goal of the game and armour saves are another gate for 'You must be X high to knock the unit out of commission'.
Like almost no M16 bullet is going to actually kill a Pontifical Guard but it can very much knock him flat on his ass/cause some minor injuries and that's a distinction the game really cares about it. XD
Then you have something like the howitzer ability to reduce shields, and it really makes things interesting, being able to adjust both sides of the equation potentially.
and if you roll 7 strikes into an enemy 1 defense backside
and have to multiply by 3 because you shot them with a railgun
the sheer joy of instantly totalling an enemy will probably make having to multiply 7 by 3 feel easier for you
:P
because everyone has like 8 hp total and you did 21 damage
Yeah at that point you skip the math and say "boom"
yeah I'm a fan of multiply systems honestly I'm just a hater of big numbers
and if you can keep the numbers low it works well
the problem with multiply and divide is like when you ask someone to divide 29 by 7
and they want to die
HG I think the highest damage was 21 or 25. Which was kind of painful but 2x or 3x are still pretty quick. You didn't have hit points, just armor thresholds and light damage heavy damage and dead.
Worked out was faster than Battletech
Because you weren't filling out scantrons every hit.
But did take some getting used to, and was a fiddly game in enough other aspects to add up to kind of an inspired mess.
I can believe it worked well yeah
Look, I go to Battletech when I want to fill out scantrons every hit.
I'd have to see it in practice
I do blame it for why I'm good at mental math. It was the first wargame book I bought when I was 12 or so.
Battletech also sorta has more room for 'Filling out scantrons' when you're working with like...2-4 mechs per side. XD
There's a joy in clunky for clunky sake sometimes.
Each machine is a much higher percentage of your game
Usually yeah.
Heavy Gear 1st and 2nd edition were built for playing a single squad of 5ish.
Wasn't till Blitz that they moved to bigger forces.
Blitz is also pretty close to being great but needs to basically be handed off to someone who can tune it and shape it up without the baggage of legacy setting details and angry old men.
Big numbers and bookkeeping are the two big enemies of smooth gameplay. If you can keep everything on tokens that live on the board, and numbers small and memorable, things generally go really quick.
angry old men do tell
I guess there's this group of old Heavy Gear fans that play in their basement and are chronically offline that get extraordinarily toxic and upset when things don't go exactly how they want.
And sadly they're also very important revenue wise because dream pod 9 is just rob and his casting machines with a few part time contractors doing rules and stuff, so they can't really tell them to fuck off
huh fair enough
and tbh that makes sense, like, why make more heavy gear when heavy gear exists and has its fans and you can just roll up a new mech system whenever you want
and call it... gamma wolves
or whatever
steel legion
💯
wait isn't steel rift literally the latest gamma wolves game
need a markov model to make me mech game names
MOBILE ARMS
looking at you @modern snow
🫵
I love the setting but like I can make something with all the bits I liked and do it my own way.
like the ONE thing I think zeo genesis has going for it over every other mech game I love is that oh my god what a great name

I guess obsidian protocol is like. it's fine. it has obsidian. it has at least one non mech word
but every other game is like
"heavy gear"
"mobile arms"
they all blend like poutine in my brain
Mobile Arms was the working title but we had a few other contenders
It's so hard to come up with what to call a mech that isn't a mech
classic new mecha anime problem
I was a fan of Ferrous Frontier but BSS was like nah
damn that does kinda fuck
we also worked with Venantes for a little while when the theme was mor esoteric/grimdark
Frame
Exo
Acronym that includes tank
Core
Wildcard is going fantasy/myth but those are also played out
Titan
Golem
but yeah I think mobile arms is like. honestly it's surprisingly clean and good I'm surprised you found a spot in core mech word space that wasn't taken
but it's for sure one of those "we need a colon and a subscript for SEO" kinda names
Mobile Arms i sleep
Mobile Arms: Endless Destiny let's goooooo
It's a bit off topic but how's "Night Sky Falling?"
omg that fucks
it really does
I thought night sky falling was SUCH a cool name damn
better than manifold wire even
and I'm proud of manifold wire
Manifold Wire is very good
I'm sitting on Eisentanz as my "other mech game" title when I get around to writing that one
I have a little google keep note of cool names, and my favorite that I've never gotten to use is Cry Wolf
I think that's a sickass name
i'll let you guys steal it
make a cool game, call it Cry Wolf
doesn't matter what the game is about
the name will fuck anyway
Skullforge and I are working on a concept for a game called Interloper
ooooooh
have you played the videogame interloper?
i loved interloper

Interloper is an online multiplayer real-time strategy game with matches that take only 5 minutes. Instead of destroying your opponent, you win by claiming domain. By predicting your opponent's movements, you corner them to claim the entire map.
Interloper distills RTS mechanics to their essence, bringing a focused, stripped down, fast-paced,…
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lol I'll let Jordan know the name is taken
Interloper: SomethingSomething
I think my favorite "invader" word is Irruptor, from the GURPS madness dossier. what a cool fucking word
irruption, the unknown opposite of eruption
in the madness dossier, they're invaders from an alternate timeline where humanity lost incredibly hard against some incredibly scary entities
That you're working with Jordan might be the most exciting news since Adepticon.
We're cookin' 
I showed up late but I think one of the things which made 40k’s laborious resolution kinda make sense is that a lot of stuff used to be more modularized in terms of equipment
Like you kinda need a to-hit roll because anyone can pull a bolter out of the armory
And you kinda need toughness to represent the difference between a very frail and very tough target - but you need armor as an independent variable because anyone can buy power armor out of the armory
Yeah to go with a very basic example:
Scout Marine (Medium Armour, Superhuman Toughness, Medium Skill)
Space Marine (Heavy armour, superhuman toughness, high skill)
Battle Sister (Heavy Armour, human toughness, high skill)
Could all be in the same army and all using a bolter.
But since the universal armory hasn’t existed for 8 editions and faction armories mostly haven’t for 6 it’s kind of just pure historical inertia now
~~Pure Historical Inertia might as well be 40k's subtitle ~~
exemplified most in aos where there's no toughness so every weapon has defined chances for both rolls
Yeah idk why they’re separate
so its about like the lore of different types of buff and also to some extent buffs having different effectivenesses for different units
I guess it means more levers for buffs to pull on?
and also like again would argue that two sequential d6 isn't actually that awful but yeah
Yeah. Riposte has a lot of stuff that modifies accuracy and stuff that affects wound rolls separately.
40k really has just given up on having modular weapons for better and worse
Yeah it’s kind of annoying to me
Like for no given justification Deathwatch bolters hit harder than normal space marine ones
there are reasons for it but there is something to be said for obscuring those reasons in favour of efficient card based referencing
same with like invuln saves etc
there's just not a whole lot of room left to write lore
Yeah I think its probably the right move between the increased size of the game and the pain of WYSIWYG is such a pain in the dick in the community
And the solutions to those are 1) "the game should go back to 1 tank and 20 dudes is 2k points" and 2) "stop being dork ass losers"
I thought ampersand was a new keyword
Oh near it’s the sentient robot town from the through the breach event a while back
Geez that was what, 2017?
That looks like 7 models instead of the usual 6 for starters, I wonder if they’re increasing in size
Funny little guys
i wonder where all the trench crusade people went? i remember we organized a campaign and then it just stopped one day, i hope we can start it up again
Likely waiting for rules 1.0 to pop up?
The game is gonna take off big time in June-july
cant wait :D
(though i would love to have like a one off game here or there)
Are there models to go with it yet?
yes
having read the alpha doc- it looks like this interesting mix of Mausritter and Frostgrave
there's a definite skew towards narrative campaign and it feels very sandbox-y
uses d4s and d8s
Sounds interesting, all for more narrative campaign stuff.
So having 5 anointed in my trench crusade campaign is a great feeling
what's not a great feeling is that they're too expensive to field all together
Maybe equipping the heaviest weapons on them wasn't the sly ploy that i thought it was
congrats to the grave trigger guys
Apparently, "cache" is pronounced "/kæʃ/". Thanks, Cambridge Dictionary!
Today, Connor and Doug return for a full-on Astronaut skirmish, collecting resources and shooting each other in the face. On the moon. This is no longer solo or co-op: we're killing each other now! Action! Drama! Buzzwords! Zip! Pow! Shwing!!
Try it out for yourself wit...
Oh hey, someone else who thinks LUNAR is cool!
I’ve been chattering about it off and on for a few years now
@twin mountain Lunar is probably next on the TTS list after MA
it's a toss-up between Lunar, Don't Look Back, and Hametsu
fuck yeah, good luck to the lunar team!

btw the best part about lunar is that this is what people expect out of the game, when instead it's a bunch of punching, shoving, overhead smashing with rocks, and scrabbling for resources
Beanbag guns are a big deal and actual guns are hard to come by and exceptionally deadly.
ISRO gets the closest thing to an artillery piece and it's literally a 50cal on a rover
I only just got around to starting to watch this today
looks dope
Last week I played Trench Crusade with a second friend, this time it was a Highlander New Antioch list vs my Pride Court warband. I won on points, though there werent too many casualties
He laid out a yoke fiend early on, and my Desecrated Saint took out his Cleric, then last turn my Praetor charged one of his yeomen and cut him in half, and then used Light of Samael to disintegrate another one
Yeah, it’s more accurately that “If a astronaut killed another astronaut with a rock on the moon how fucked up would that be?” post
Except it’s like, a rock hammer or a sample drill
@modern snow the way they do math in lunar hurts my soul. like... it can be made so much better by just rearranging the steps ;o;
6 + 4, 6 + 8, difference between 10 and 14
just calculate the success threshold in advaance DX
4 vs 8 means you need a difference of 4 aaskdjafhlsdfhasl
listen, you're in the BSS discord; I would not be opposed to you asking why the Lunar math is the way it is 
I'm just, like, the trivial-UX-optimization girl
"this could've been two fewer steps" is my THING
in a scary, un-optimized world
it IS a scary unoptimized world
imagine adding a bunch of numbers so your final substraction is between two two digit numbers
Just Because
we still talkin about games or 
too real
too real
is lunar still accepting rulebook tweaks?
if not I'm not gonna bother bringing it up, it can just be annoying once stuff is all printed
and it barely matters
It's in 2E right now but I can get you on the horn when they get ready for 3E
oh sure, sign me up
Question about Mobile Arms rule if anyone happens to know. The first step of activating, with free movement action
- Does this NEED to be your first action
- Can you forgo the free move all together
- yes it needs to be your first action
- no you can't.
- actually secretly you can
this is something I've talked to @modern snow about
you can just say "as my first free move action I rotate 0 degrees"
it feels weirdly gotcha-y and gamey to me
What if you use the mobility that has no turn degrees (looking at you all wheels drive)
can you just say "rotate" 0
even if it has no stat for it
I. don't know. Coreyyyy
the mandatory movement thing has always read super janky to me, but I don't really playtest the game much so it's not my place to throw out a lot of gamefeel based feedback on no actual gaming
but yeah I think RAW you just. have to move.
Having to move and having to move a full distance brings the delightful mech piloting clunk to the system.
i agree
having to move a full distance is nice and clunky and good
but having to move, period, is just a bit weird
in practice you don't, I guess unless you're in a vehicle, and then you literally can't stop driving. but it's not even a momentum thing cause you can backpedal?
if you are in the mode for one mobilty, you literally have 0 movement options (entrenched mode)
SO I would assume you just skip
god good point. more feedback for @modern snow I guess
there are a couple bits of clarification being made in the revised rulebook- one of which is around Mobility cards that lack templates for certain Mobility actions. In the case of AWD, for example, you only have Move and Backpedal available so you'd have to choose one of the two as your mandatory Mobility actions. This can lead to some funny Austin-Powers-esque 80-point-turn shenanigans that are inherent to the limitations of this setup, but that's part of the charm I suppose lol
Each mobility card does have at least one Mobility option available to perform as mandatory and Free. Even Quad's Entrenched mode, which is supposed to be the most stationary mode, has a rotation option so you can adjust facing for free.
In the updated rules, though, we address what happens if you try to perform a mobility action and can't due to a lack of clearance: the action fails and you stay put. I'm thinking of adding that if a mobility action would fail, you may instead perform a 90-degree (or less) rotation.
if you're gonna do that, you'll need to assemble some rules structure to prevent people making illegal moves on purpose so they can fail into rotations they may not be able to normally do
just giving you some advance warning
Lunar sounds a lot like dark comedy
Like space force but less goofy
Like, doing the equivalent of having a shoving match escalate into a guy nailing someone with a rock hammer escalating into a guy throwing a det charge at them next week escalating into one crew calling down to Mission Control to “hey, maybe consider sending us up a goddamn gun on next resupply”
A campaign usually ends up kinda representing a scuffle spiraling out of control over the next few weeks or months
that's the highest praise you could give it and I know the BSS guys would love that summary
I do love any game that has postgame "what're the consequences" rules structures
lancer battlegroup has totally tactically irrelevant rules for figuring out how many people survive after you take a ship out
that's good energy
one last question, besides not being to shoot, are there any other actions being in S of an enemy mech prohibit from doing?
That's it
I specifically remember from when I ran it as part of my long-term Lancer campaign that ended this year players tensely rolling to see which ships survived
Most of them were just disintegrated by superheavy fire, though
The opposing fleets (most of which were fairly normal, either in-system aligned with a corpro-state or actual corporate forces) were hulled but out of action, but my players cheered that the big bad ship got annihilated
It had basically been the Boogeyman of the campaign, it had nuked a concentration camp/archeological site the players were liberating, and later took out the UIB command ship they were operating from. It had it coming
oh nooo 
The funny part was only one player took Ace, so I just said that was the player team
So they were sweating whenever an enemy squadron targeted them
https://www.youtube.com/watch?v=13-_Kor078M @maiden ermine
I have played a bunch of Steel Rift this past year and I'm happy to report it is absolutely legit. The rules, the format, the models, the entire experience is terrific from beginning to end. It turned a bunch of us BattleTech diehards into frothing fans. 10/10: the premier skirmish mech game at this scale. Cannot recommend it enough.
Let me kno...
Oh, Death Ray Designs! I've bought some of their MDF stuff in the past.
Steel Rift is very good. I haven't played it in a while but we ran a fair amount of it when it first came out. Clunky in spots but it's got a lot of charm
it's a good alt ruleset to test-drive for a day, and it's in the same scale!
This sounds very fucking cool
Also random aside, I love trench crusade and it fucking baffles me every time I remember it's a skirmish game
In my head I imagine it at a much larger scale
I'm literally counting the days for my TC stuff to come in, I think the creators found a new money printer
It sells scale like warhammer, but at an affordable scale
And you can kitbash whatever you want!!!!
Everything is table legal! Yea! Even that clay abomination that blew up in the oven!
If I ever get into TC
New Antioch
Brightly colored warband
Probably be called something like "The Resplendent Wrath of Heaven"
I mean, its lore sells scale, the game absolutely doesn't
I see trench pilgrims and I'm like 'fantastic, amazing, I'd like 120 of them please'
The prices are also just straight better than 40k
Roberte Guilliman and a Desecrated Saint share base size and the saint's $40 to Rowboat's $70
My Warhammer friends decided we were just going to play Epic: Armageddon and do all our warhammering at a scale where it feels like Warhammer.
Which makes it super cheap.
At least by Warhammer standards. The Legions stuff is kind of pricy but E:A doesn't need nearly as much stuff as Legions. And there's a ton of 3rd party manufacturers and print files around, since it's not an actually supported GW game.
oh what's that? 👀
It's the last version of the tiny scale Warhammer game that Games Workshop used to make. It's been kept alive and refined by the community, who keeps up with balance and expanding the game to have army lists for basically everything
https://www.net-armageddon.org is the main hub but there are a few other communities as well.
I think you'd like it Winged just from a game design space, it has a lot of unique elements that make it fun.
The rules also inspired the xyz war commander series which are pretty solid games for large scale wargames (with tiny minis)
A lot more parallel to the historical space too.
I agree. It's not necessarily going to be something you're crazy excited to get into but I think there's some parts that you'll really appreciate from a game design perspective. It does a really good job emphasizing command and control and morale without adding any bookkeeping aside from two types of tokens.
do tell

There are two main core mechanics that differentiate it from similar games. Initiative checks and "Blast Markers".
It's an alternating activation game. When it's your turn you choose a formation, say what order you are doing, and make an initiative test for them. Usually, in a vacuum you either can't fail or only fail on ones. If you pass you activate as normal. If you fail the formstion gets a blast marker, then can either move or shoot but not both. Once you're done you can pass back to your opponent or you can attempt to "maintain the initiative" making a test for another unit, this time at a -1. Which adds an interesting push your luck element. You can't ever activate more than two units in a row.
Blast Markers are the main morale mechanic. Any time you get shot you add a blast marker to that formation even if it didn't get hit. Also any time a unit takes a casualty, fails an initiative test, or a few other situations it can accrue blast markers. Each blast marker on a formstion makes one of its units suppressed and unable to fire, and any time you have as many blast markers as units, the formation becomes broken and has to flee. There are really actions and ways to get rid of blast markers. It adds some deterministic ways to influence the game, and makes keeping fresh reserves something really impactful
There's a few other things that are neat little bits, like adding orbital spaceship support as part of your army where you choose a turn in advance and that's when the ship is overhead and can use its weapons and drop off troops.
You're right that is neat
Epic was also born from Adeptus Titanicus which used to have utterly insane unit cards like this.
Original Titanicus cards are so goofy. The new Titanicus is really slick though.
Epic 1st and 2nd edition are very different games from 3rd and Armageddon. I wish titans had a smidge more detail in Armageddon sometimes but I like that the game is designed to go fast.
Yeah. I get that a lot of people were turned off with 3rd, and for valid reasons, but after looking through 1st/2nd I cannot imagine it playing very smoothly.
Despite seeing a game of Epic being my first intro to the hobby I've never played a single game of it. Maybe one day.
I'm in New England and I've been told there's an Epic community here but I've never seen them.
I’ve heard mixed things about the balance in Epic as well
But I’ve also not played and it’s always hard to tell the difference between “game isn’t balance for real” and “game isn’t balanced when you read archives of grognards talking about it”
Epic 1-2 are also more or less alive in Legions Imperialis. They're not exactly the same but LI heavily borrows from them. I'm not impressed by those rules though.
There isn't an epic community around here but one friend who is very good at organizing things (he runs the infinity and trench crusade scenes at the best store in the area) decided he really wanted to have a huge battle with some titans and he was going to paint it all for like an event game.
Which sort of pulled people who were interested but not aware anyone else was interested out so now there's ~4 of us getting into small scales (and still putting on the big spectacle event game)
LI is fun, but much less creative of a game than EA is.
checks title I played full spectrum dominance on saturday :) 40pt lists
I need to take proper pictures of my force
But yeah it was pretty easy to get into and fun to move around tiny guys. Compared to stuff like epic its more like skirmish equivalent scale / playing a 15mm wargame but shrunk
The dice stuff is really really engaging
Yeah Warhammer thread leaks a lot. Lots of other cool smaller scale games and minis.
What do you like about FSD?
Uh I liked how much depth it felt like it had from relatively simple rules, theyre still contributing a lot
Like the base attack mechanic is like, a dice of x size vs the enemy’s x dice of x size
But if the enemy is rolling two dice it very quickly gets to the point their save is very reliable, so you need to bring ap
But even with ap if your attack dice is smaller than the enemy’s size its also really tough to punch through
We really enjoyed the…rules based line of sight? Its all base to base, and then stuff like the high ground is handled by rules
We had a lot of high ground and having the rule just be the target is either on the edge and in cover or off the edge and cant be seen was really simple but tactically engaging vs just tlos
And then really cool rules for infantry where any terrain like buildings or forests they can occupy by touching it from any direction which is a fun abstraction to have dense terrain and big bases but still have the versatility of infantry
And then similarly they just move through that terrain point to point while bigger units gotta go around
Or fight other infantry across the piece of terrain
Sounds like a game I should look into then.
The abstractions seem to help the game flow from how you describe them.
And then the activation dice stuff is really neat. The game expresses combined arms by engaging your optimising brain and making co-ordinated attacks much more efficient, which means less dice spent activating units and more on getting to slot into the bigger guns
Cause theres a command mechanic where activating a unit by spending on your ~8 dice per round allows you to also activate nearby units without spending a dice
Different units having different numbers of unit you can do that with
Yeah definitely!
We were both playing the same faction, the Tech, which has a gimmick of rather than characters being upgrades for specific units they float around to different units each round, or during the round a limited number of times, and some of the stuff I did with that made my opponents eyes light up and got really into the tactical possibilities there
The dice are also kinda anti-skew somewhat? You can make big forces of a particular profile and it can be really effective but it restricts your dice pool a lot more when you need multiples of the same result. A bad roll can mean that section of your force cant do its thing so you have to alter plans to use your dice efficiently
Didnt massively experience the victory card mechanic cause we did horribly at the mission objective and only got one each, but it does hidden score values to focus just on doing the best you can with the mission. Mission objectives give you cards, which each have different points values and usually some twist, like being able to be played for an immediate game bonus but are worth less points. We ended up drawing the same card, worth 2 points, and then I lost more of those points due to casualties at the end of the game than he did. Which felt very fair as I had lost a lot more units for both luck and tactic reasons
Big fan of clear meaningful tactics over realism fr
Wish this was easily playable on tts, it looks amazing
I thought they had a good demo table up for it? Maybe I'm misremembering, or it's just not a great TTS experience?
Speaking of small scale games, I really want to try Polyversal. It seems like some legwork to get started if you aren't into the sample armies, since a big draw is that it's kind of a build your own units thing a la Full Thrust, but it has really neat command and morale systems and a super cool hex based list building system.
they do have a demo table up, but it's just a demo table
do tell
The unit stats are all on these little hexes, with the company commander in the center. Everything works with the d4-d12 set of polyhedrals. Units have an Effectiveness die based on their training that factors in to most things. As a commander you can adjust your focus, making some units less effective, dropping their die, to make others more effective giving them a larger die. Effectiveness decreases as units get stress or other situations.
Also you issue commands as orders. It a unit gets out of command range you move its hex away from the commanders hex, and you can't issue it new orders, so it continues doing what it was last told to do, so it's not necessarily a bad thing to send a unit off to operate independently but it means you lose a bit of ability to shift their game plan. There are also command range repeaters on units.
They have a web app for making your own hex tiles and calculating points costs and things so making your own forces is pretty easy. They also sell a kit with hex blanks and sticker paper to make decent quality physicals, which seems fun.
Neat!
Overall it's a bit fiddly seeming but also has a bunch of cool ideas. I think its the type of game where a 2nd edition would be really solid if they get that far, but it needs more people playing it to get that all worked out.
huhhhhh so the hexes do matter
Yep. Not entirely clear just how much, as I haven't bought the game or found the rules online, just watched a review and a learn to play. It has some potential but it's kind of in that old school rules selling zone where it's kind of opaque before you buy it.
@modern snow researching steel rift is just making me fiend for mobile arms more
😩
what a problem to have lol
I need to get more mechs to be able to demo it at my local shop.
Got them looking at ordering it in since they already carry BSS.
you are a saint
bless 🙏
"hey kids steel rift is cool cause you just show up with light / medium / heavy mechs, and it's fast and AA and you spec out small squads of like 4 suits with whatever guns makes sense from this big book, and" asfkjahdlfhlhasd
this is a weird thing to say in the lancer discord i know but im getting a bit of mech fatigue, i think
esp mech v mech
theres something to be said for mechs only being meaningful in the context of non-mechs

I do appreciate full spectrum dominance for that tbh
Like I do like combined warfare stuff too
Infinity does a pretty good job with TAGs mixing it up with other kinds of troops too.
yeah infinity is my fave model for mechs rn
partially because szalamandra and i love lizardy mechs
but mostly because they are very small, street scale, and they actually have a meaningful tactical role within that context, being units able to cart huge weapons around while maintaining mobility
they exist cause of genre but they also have a reason to be there beyond that, and they add to the world
FSD looks so rad
i def want to give it a go
But yeah i think mechs are a bit too special and thus kinda lose some of that spark, i think. if a mech is only fighting mechs, as well, what makes it meaningfully a mech?
(also we just need more mechs with fucked up shapes and shit. more legs, tentacles, lizardy, digitigrade)
I mean too far in that direction and we just wind up at Battlebots.
Battlebots was a cool-ass show
I love how they had to keep making the safety glass taller and taller after people kept making more dangerous robots
It's a fun idea, but a lot of the time in practice the most boring bots win.
I mean honestly I just like cool anime battles
Cool anime battles except everyone is a sci fi metal guy is why I like mechs
Replace hot blood with hot reactors, swords with... Honestly keep the swords, have everyone zipping around at crazy speed dodging bullets and stuff
It's just a way for me to have cool anime battles except a single bullet doesn't instantly kill anyone
I've never been interested in battletech style tanks without wheels
Secret Level is an American adult animated anthology series created by Tim Miller for Amazon Prime Video. It is produced by his Blur Studio with Amazon MGM Studios. Dave Wilson executive produces and serves as supervising director. It will consist of 15 stories set in the worlds of different video games. It stars the voices of Arnold Schwarzeneg...
I don't need mechs to fight non mechs to get this ^
-# Also hot take I really really did not vibe with the whole "mechs stepping on people who can't fight back" power fantasy of titanfall
Oh I need other vehicles for context
One of the first things for Lancer I tried was widespread vehicle rules
It's why I never cared for armored core
Obsidian Protocol is set to get more units sometime before the heat death of the universe, but the fact you aren't piloting mechs, it's basically slightly tall robots is interesting
They're mechs :p
My definition of mech at least includes an internal pilot
One faction is controlled by brains in jars, so that counts, everyone else uploads themselves
Heavy Gear was always my favorite for combined arms. Something about that ~4 meter mech size makes them interact with infantry and vehicles in a far more interesting way than being big ol kings of the battlefield
Setting wise that is
I looked into it when the new edition dropped, it seemed really interesting
I don't mind so much when it's mostly mechs when a setting is mostly about space battles. Ships provide their own bit of context, and there's usually fighters and things.
Heavy Gear Blitz is a decent game and has a new edition in playtesting. The new edition of the RPG is probably a better wargame though if you use it that way and a decent RPG in its own right, at least if doing tactical mech battles is your thing (which I assume is at least partially true since we're on the Lancer server).
The other group members that were interested bailed back when drama went down, so I mostly moved into other systems
I'm a bit biased towards HG though. Heavy Gear 2nd Edition was the first RPG or wargame I bought with my own money in 2000 or so. I was a big fan of it and the Silhouette system but there were some ways it was fundamentally broken, mostly in that attributes massively outweighed skills.
I saw the old edition that also had d20 rules in a bookstore once
The current iteration of the wargame has enough issues that I haven't made it my main game, but I keep it on my radar. Haven't got the chance to play the RPG yet but I have a character with art in the book which is a nice little vanity thing that makes me happy.
That would have been 3rd edition. It was largely the same as 2nd other than one thing with skills that was confusing but did help the balance, and adding the d20 system rules,as was the trend at the time.
Sometimes I think people shoehorning DnD 5e into every setting is bad but everything got a d20 version back then. There's an infinite number of shovelware d20 supplements in the world from like 2000-2010
played unmasking
tried this whole khawarij rigamarole and they're quite tricky but damn that mk12 does so much work
when it works. and you dont end turn 1 with 3 models stunned 😅
was playing against oss! Asura LT, Hawkwood link (scaryyyy), andromeda, posthumans, many bounty hunters
I'm gonna continue calling gen:lock a mecha anime
You might as well say mecha aren't mecha if they run on magic
They're genre objects
Same atm, though depending on how infantry are implemented into Obsidian Protocol that could change!
You know a mech when you see it. Id generally agree that a mech is when the operator is inside the mech and it's piloted via controls rather than "worn" but there's close to as many exceptions to that as there are things that fit it that I would definitely call mechs
I like titanfall but its at its best when a non-mech poses a legit threat
But mechs def feel meaningful in it
I suppose I'm less enamored with the anime fight model, at least for war games. An anime moment is cool as shit but i love a team coordinating
Armored core i do think manages to sell the mech as mech feel though, at least in 6
Some combo of scale, the enemies you face, the way you engage with weapons
I'm definitely a fan of team coordination too, and if I want a moba teamfight in a sci-fi setting then I'm looking for mechs
Lancer fights for example are pretty involved with lots of team play and roles while everyone is a giant metal dude
Mechs often also have a bit more room for 'mess up' without 'gone', so there's more ability for back and forward/people to mess up their role without getting immediately taken off the board.
Not always but generally in most games
Yeah mechs have clear mechanical genre these days which includes
- blowing up piecemeal
- pushing yourself with heat
- pilot drift compatibility / link / etc as an internal quality that sorta matches fantasy setting qi stuff
I don't need to position a mech next to a tinier person for them to feel like a mech
If my unit has parts that blow off and a heat track and they can get boost out of fire, they're a mech
#anime #mecha #expelledfromparadise #mechaanime #animewaifu #epicfightscene
https://youtu.be/l1T-ozoNPn8 music separate to avoid copyright strike
Rakuen Tsuihou -Expelled from Paradise- (OST)
29 - Beyond The Galaxy
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One of my favourite jokes about mech theme songs came about by accident in the Super Robot Wars games. A guy in that game, Ratsel, turns up as both boss fight and friendly unit. The devs didn't think about the fact that boss theme music overrides all other theme music and since he's a boss earlier in the game, he's got a lower ID (For tiebreaking). Everyone found the bug hilarious.
So for the rest of the series, whenever he turns up, people keep going 'What the hell is that song?' as his theme music diagetically overrides everyone's comms.
That is very cool music.
I dunno if I can link the full fight here cause it's just the whole movie on Dailymotion with a time stamp
But I'll pm you
Amazing lmao
That reminds me of my favorite tactics music joke, which is weylon's theme and the turn timer in days of ruin
The first couple of times you run into this hotshot pilot dude Waylon, he's just running away from somebody and pouting at you for help
He's just a little guy!
🥺
So when his turn comes up in the turn sequence he immediately passes
So you just hear the first two seconds
[To listen in higher quality, add &fmt=18 to the end of the URL address.]
Download Link: http://www.advancewarsnet.com/?g=awdor&m=aud
From Advance Wars: Days of Ruin
[Waylon:]
A member of the Rubinelle Army who seeks only to fulfil his own pleasures and desires.
Composed by Yoshito Hirano
Advance Wars is © Nintendo
And it's this warbly sad trombone kinda thing
And then when you finally have to fight him, he doesn't pass, and you hear the rest of his song
Hot damn what a fucking play
Hahahah. Suddenly the electric guitars kick in.
It's so fucking good
Check the comments, he's a hard fucking fight too
Days of Ruin Playlist: https://www.youtube.com/playlist?list=PLOeva3nmrCz0yYBqQjDYHI2l_rvHlxH-W
I normally play Fire Emblem like Advance Wars, so I'll be playing through Advance Wars: Days of Ruin like Fire Emblem! I'll try to beat the chapters with as many units alive as possible. I'll be using the units lost tab at the end of each chapter to ...
I'm sad the Advanced Wars reboot did poorly and we won't get any of the later games rebooted any time soon.
They did some great things with the theme songs in the reboot.
https://www.youtube.com/watch?v=OQU8UtAZ-GM&ab_channel=MegaTank Like they updated Sensei's theme to swing music to fit the idea that he's a warrior of a previous era.
Advance Wars 1+2 Reboot Camp Soundtrack - Sensei's Power (menu variant, loopable)
Full AW RBC Playlist: https://www.youtube.com/playlist?list=PLfRFOBVf8C8dgruEoZR6aF1q1487QJ5iZ
Developed by Wayforward Studios
Published by Nintendo
Oh this is hot
Ngl i have seen nothing of AWRC
It kinda just came and went
Like it's kinda lancer but army
I know I'm harkening back to the origin of wargames
Haaha
Last night we played our first game of Trench Crusade on campaign, I mostly won (was winning on VP and forced a morale check, they failed and I won) but my opponent is in a better position than me mostly for game 2
Both of us were able to demolish someone with artillery, his artillery witch absolutely annihilated my sniper Janissary on a miss
I rolled at -1 for the wound and got triple sixes
Next turn I dropped a MURAD directly on one of his troopers, though
MURAD is nasty, I realized that I can use it to force morale checks
this feels a bit no true scotsman because like, I don't actually think battletech falls into this
It's a cluster property, I'm not saying battletech isn't that - I'm saying that stuff that has all those properties makes it mechlike
Battletech kinda invented the heat and parts thing anyway
It just doesn't have high speed armored core stuff
oh sure alright
I wonder if a dial based movement, infinit shooting range, mech game would work
Like xwing style movement?
I think it would be pretty cool, especially if they were highly mobile mechs. Mobile Arms has some of that, with infinite range and distinct movements but it's not pre-plotted.
To quote the Brazen Bull
"Moo! Rad!"
I mean there's already a dial based rank and flank
It does
Died
Rip fantasy flight
Dial based to me means pre-comitting movement
Vs template based being movement having to follow specific patterns
X wing has both
While gas lands is an example of the latter without the former
Obsidian protocol is dial based actions
Is it time for PNET to make yet another tabletop game?
Am curious what specifically you're looking for, though
I'm not sure beyond like definitely grid based combat I want to avoid doing frog
And like trying to condense the vibes of advanced wars is a bit
Hmmm
Is very vibes so I can't really
I see I see
The big thing i see is that building units would be a pain
Mhm
The way I'd manage that kind of thing is just.. limit the amount that a given unit can be on a table?
To the amount that comes in the box or STL of whatever.
Though that may be a bit too limiting if we're trying to emulate perfectly
This kind of thing may be better as a board game
(that just happens to have minis, potentially)
Like definitely not 1 to 1
More
Vibes
Is the only word I have sadly
Is warioware hex and chit sufficiently vibes?
Bahahaha
Hex and chit with unified units and like commander specific specialisations
Hmmm
🫵 RUNEWARS MENTIONED 🫵
God what a perfect way to describe it
What's the name of that setting
Terrinoth?
Did you know that you can drunk-drive around the street of Gnork? Yep, SPACE GITS features a FULL SET OF VEHICLES, including smashing, crashing and wiping out.
https://www.kickstarter.com/projects/planetsmashergames/space-gits-miniatures-game
SPACE GITS is a dexterity-based miniatures skirmish game about drunk-ass space orcs lootin', shootin' ...
Is this just off brand GorkaMorka?
Oh no.
Please tell me this has an optional drinking game variant in the back of the book.
To be clear that is “Oh no” [Delighted]
excellent
SPACE GITS is a dexterity-based miniatures skirmish game about drunk-ass space orcs lootin', shootin' and scootin' and it is live on KICKSTARTER right now! Let me show you how to play it, and then please check out the Kickstarter page:
https://www.kickstarter.com/projects/planetsmashergames/space-gits-miniatures-game
The success of this Kickst...
Oh boy
👀
If you want one that comes from a more apocalyptic christian bent, could use the title of Babylon from the Book of Revelations.
'Mother of harlots and abominations'
hmmm
It's theorized to be a reference to Jerusalem, the 7 crowns of the dragon symbolizing the 7 hills on which it stands.
And well, that's where this shit is coming from in Trench Crusade
oh huh
It's not certain, there's a few places it's theorized to be.
Rome, the Modern Church, Actually Babylon etc
Another solid one: 'Upon a White Horse'
The introduction to the first of the four horsemen of the apocalypse
famine?
Which is often identified as Pestilence.
ah
And well gestures to Black Grail
Sorry if neither of those are great.
Oh, another possible pair @distant monolith 'Breaking of the Seventh Seal' or 'The Trumpets of Woe Sound'
That's fair. Sorry.
no problem, don't be sorry
you are just suggesting, nothing to be sorry about here
also, i really like the Iron Sultanate and the 7-headed Serpent but like
why that flesh colour
it's look so much worse than raw fucking beef
I’m trying to think of a pun on World War One but can’t
If you mean for the alchemical creatures and the Seven Headed Serpent, I think the idea is that they look gross, ya know? Unless you mean something else
they definitely look very gross
In that case, seems like mission accomplished then
Also, I can’t remember what you’ve all done videos on before, have you done a campaign skirmish game before?
Fair
I’d recommend just if you’re interested in the lineage of this game in particular, take a glance at Mordheim and OG Necromunda a little
ah there we go
Holy War One
there whole setting happened because some guys in first crusade fucked around with shit they should not anyway
so technically it's still the First Crusade because it never ended!
Sorry, maybe should have been clearer, one of the designers on Trench Crusade also worked on Mordheim to explain the link
ahhhh
He didn’t work on Necromunda, but it was in the same design lineage
Also DK: Since I know you love your Fate Jokes. Eire's Berserker is literally supposed to be 'Get a Cu'. I've talked to the devs before and he's expressly you getting a Cú Chulainn for your warband (Which makes technically Eire the only faction that's backed by both Heaven and the Fey)
oh damn, now that's really interesting
#1240361529124192366 message Yeah, he's said that the bersekers keep the ability to use ranged weapons while berserkering because Cu Likes His Thrown Spear and Sling.
Was about to suggest "Go to war with hell on a count of three, not more nor less"
Trench Crusade
Demons, Dragoons, and the Divine
Nice
That's actually really funny
Alright scratch holy war one, it kinda holds an unfortunate connotation anyway
Yeah it's unfortunate
If you're going for a comedic bent, then World War Nun is best
These puns are inflicting blood markers on me
Blessing markers*
The Great War: Hell Edition
Too Trench Too Crusade
these all sounds like if Trench Crusade is a multi sequels movie like Fast & Furious
-# "Family, family, family, family, family, family,
family, family, family, family, family, family, family, Family, family, Family, family, family, family, family, family, family, family, family, family, family, family, family, family
FAMILY, FAMILY, FAMILY, FAMILY, FAMILY, FAMILY, FAMILY, FAMILY, FAMILY, FAMILY, FAMILY, FAMILY, FAMILY"
"Hi, I'm Dominic Toretto, and this is what Trench Crusade really is about."
What my opponent sees when I say my artillery is pretty inaccurate
Dardanelles moment
He’s got that Kentucky Windage down, he just feels it in his bones
Big errata for Shatterpoint today: https://www.atomicmassgames.com/transmission/shatterpoint-2025-update/
Might become a Tunrip enjoyer during the summer.
A couple guys at my LGS told me they've used a 3D printer at the library to print out mini's.
Tunrip
Turnip? More like I'm-Turning-This-IP-Into-Multimedia-Empire HEYOOO
I am a simple man. BSS posts new Whispers of the Deep previews, I post.
Okay the blobs are going to be incredible in the hands of a good painter, and questionable for a lot of other folks.
Robot is great though.
My brain is hankering for underwater mech fights
Never heard of this one, what is it?
An upcoming Narrative Adventure Battle Game under development, heavily drawing from Ghibli influences. Mechanically, it's got a lot of Frostgrave-meets-Mausritter vibes.
I'll post the video overview as soon as it's uploaded :3
They're releasing this in the same window as another game of theirs, We Played God
Cooperative Narrative Survival Horror
with Dinosaurs!
i do like dinosaurs
yoooo exciting
https://www.youtube.com/watch?v=QauK_PBhrFc @toxic trench @twin turret
The camera curse continues....
Pre-order 6 Siege from Steamforged Games here:
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Play the FULL game for FREE on Tabletop Simulator: https://steamcommunity.com/sharedfiles/filedetails/?id=2920905487
Concilium - 6: Siege TBG discord - https://discord.gg/n...
I'm trying to get one of the friends in my group into Trench Crusade and have no idea what he'd likely play
When we tried to get into Killteam he wanted to play Harlequins, and when my friend was trying to get us to play actual 40K is gravitated to World Eaters because he liked the big Lord of Skulls model
Trench Pilgrims or Iron Sultanate, based on that
Backing TCP here
SULTANATE STRONG
https://www.youtube.com/watch?v=IqtVgY672pw Speaking of.
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We can go ever further
Hello errybody, I've whipped up a little something
https://contagonist.itch.io/stars-go-cold the hybrid roleplaying wargame, Stars Go Cold, now has a open beta release!
Stars Go Cold is a hybrid roleplaying wargame that combines an efficient narrative layer, a tactical company-level combat engine, and a modular campaign construction system into a military scifi saga in a galaxy plunging into war.
What faction sylbol is that?
PanOceania. CB's main public speaker, Carlos Bostria, is often quoted saying those words (he likes Yu-Jing, the in-lore direct rival to PanOceania)
I wish there was more Oceania in PanOceania
There's the Bolts and...that's mostly it.
Yeaah :(
...ironically I think there's more Dropbears outside of PanO than inside it.
