#Indie+Alternative Wargaming
1 messages · Page 19 of 1
yeah munda is one of the ones i found that does
I'd look at Frostgrave/Stargrave too maybe?
If I think of more interesting campaign systems I'll toss em your way.
There are others out there they just escape me at the moment.
Whoever shows up
The too real answer if we're being honest.
Checked it out, no real guidelines there
Genuinely its normally just who is around and wants to play a game
And rotating players
Fallout Factions's rulebook apparently has a shockingly good section on running campaign games; not just for the system, but in general. worth a read!
I ignored that one after Wasteland Warfare but maybe I'll give it a look.
yeah fallout doesn't really do it as an IP for me, just not a sandbox I'm really interested in playing in. The rulebook is pretty well-written IMO so it's good to have in your collection if you like hoarding rulesets :3
It’s a decent game with some very clunky crunch holding it back in places.
I am a pre-Bethesda fallout fan so enjoy that Modiphius gave us some oldies as well as the new stuff.
honestly though who doesn't have clunky crunch holding them back in places?
looks at my knees knowing I have to climb a flight of stairs
Trying to determine which card decks you need to buy in order to play which factions in WW is awful.
this was a great recommendation cosu. ty
Hey guys I'm trying to jog my memory - was there anything sketchy about the BLKOUT guys?
I vaguely remember being told there was so I stopped paying attention to the game
But it's still my favorite take on Infinity
Afaik theyre very open about vet owned/operated and like nothing else
So not really anything concrete
Yeah, they have that « vet owened » branding on the website big time
But I don’t remember anything about them being On Some Shit actual
Seeing how they run their discord might say something but thats more effort than I wanna do
It's the kind of people who go Vet Owned is like hmmm
It’s tough with ultramodern/near future Operators Operating Operationally games because the vibes are so often Like That
They sketched me out with their prior game, killwager
Theyre pretty quiet about killwager now too
Kinda huh okay that's kinda sus vibes
I'd dive their discord to scope out the vibes if someone has a link.
But might be unfairly lumping them in with
They very much infiltrated smaller infinity spaces with a "how do you do my fellow local" vibe only to immediately try to shill killwager
So the OG Guildball approach to marketing.
Very much "you're only engaging with us to shill" and gave me the ick
Oh what was that
Got it, thanks cosu
Blkout 1.0
If you have direct experience with them that's the best scouting possible
Happy to just invest in people who are lovely instead
-# like you
Got one of my local stores to stock Mobile Arms for a reason.
WHEEEE
Stoked for the Gamefound, it's gonna make things so much easier for LGS
My game design brain keeps spinning back to BLKOUT and I may make a game inspired by its core engine sometime. I really appreciate how it handles first player advantage / alpha strike stuff by simply never distinguishing between shooting and getting shot in return
I do find that really fascinating. The only other game I know that engages with that space is bushido
Another incredibly cringe game with excellent systems
My local group plays bushido but getting past the cringe is a lot
And idk if Ill ever get there haha
Might check out the rules though!
Iirc it was mostly just not passing the vibe check and uhhh..
Based on what cosu said we were right ._.
Basically Bushido and BLKOUT both handle attacks like this:
- oh you're attacking somebody?
- OI defender do you wanna just attack back? Like you can spend your activation right now and fucking fight
- eyyy everyone fights
Like there's literally no difference between you running up and attacking someone and them running up and attacking you. It's about the choice to engage in symmetric combat that you think is advantageous to you
Like maybe you wanna do this gunfight because you have cover and they don't
But if you're both out in the open the games just don't distinguish
That's fascinating to me
I feel like AROs in Infinity try to do that but it's clunkier.
Yes infinity does try to do this but it's much weirder and clunkier
There are a lot more variables
But BLKOUT and Bushido just Do This
Like everyone gets some ap at start of round
If you run up and fight someone you spend ap and they spend ap and you have a symmetric roll off to kill each other
Like activation order and initiative is all about picking the fights not getting to shoot first
I kinda love that
WingOut/WingDo when?
Heavy Gear also does this
Oh really? Damn do tell
What's attack resolution like
You declare an attack on someone they can spend their action point to shoot back in a gunfight or you dont spend the action point and you eat the shot
Shooting is simulating a gunfight with a roll off in the dice system
Simultaneous roll off?
Fucking excellent
That's exactly what I'm looking for yes
Eating the shot is also a roll off but like with the Dodge value
You either spend your action point shooting back or boosting the dodge value, or you just dont and hope your base dodge is enough and you can spend the point on other things in your groups activation
https://youtu.be/6491wCsSHyg this game is truly fascinating. Tldr no list building in advance, you can spend credits (victory points) at the start of every round to warp in any reinforcements you want RTS style. Try to maximize return on investment.
Mike Hutchinson's follow-up to Gaslands is here! Let's check out the gameplay for this interstellar fleet-battle game of corporate wars in the year 3000!
Check out the Rulebook Review HERE: https://youtu.be/kmmss9aDaBs
Check it out Digitally HERE: https://www.drivethrurpg.com/product/345697/A-Billion-Suns-Interstellar-Fleet-Battles?affiliate_...
I like aros a lot
Its clunky but it also allows a lot more problem-making
Not to say that burning your activation to react isnt also a decent model
But nothing has the sheer joy of an aro net
Mike Hutchinson just does banger design
agreed, AROs feel right to me
though infinity works for me because it feels like each player is taking turns directing an action movie
orders are "camera time"
I do think burning activations to do reactions feels kind of bad. worse though is only being able to activate a unit once. going back to a really traditional feeling Alternating Activation game like Kill Team after playing a lot of Infinity really feels like you can't really get any work out of any of your pieces, so you just walk them up, roll some dice and see how it turns out.
Its one thing I like a whole lot in Warcrow, being able to chain activate at the cost of stress.
I maintain that there's an infinity adjacent game, where you reverse the order paradigm that would really work.
Your army is ~3 fireteams of ~4 units. You alternate activation by fireteam.
Everyone's order only applies to themselves. NCOs give a Wildcard order that can be used in their fireteam. Lts and Comms/Command models give Wildcard orders that can be used anywhere, but only during the activation of the unit that contributes the order.
infinity has too much balance built around its design to work with a simple change, but i think it would solve the alpha strike/igyg problems, and also feel more like youre leading a cohesive squad than like you had a gang of sacrifices and cool guys
They're not sacrifices, they're 'Extras who don't get speaking lines' 😛
and when that extra hits a Flash Pulse everyone cheers!
I do find it funny that the old LOTR game that GW put out almost literally had that. Where only named characters got 'fate' that let them negate wounds.
Everyone else just fell down and died.
2E is due sometime this year or next, IIRC!
Im designing something like this, actually
Very early stages but very much that "three fireteams of three guys"
I also like aros, I'm good friends with some!
Oh
Wait
Not like that
oh hell yeah
Also down if you ever want to stumble through ABS w/ me on TTS
abs being? 👀
oh! a billion suns!
I'm interested ngl
like, the whole "hey this is a super generic game you can use any of your models, just roll die size = to ship" stuff doesn't spark joy but I'm fascinated by the money economy
faascinated
hrngh
okay
the core combat engine is absolutely not my jam damn
that's... 1, 2, 3, 4 rolls?
"apply critical malfunctions" may also be another roll
so like... if a gunship moves into range of another gunship and then shoots it
that's... 12 rolls?
less if they're not engaged
gunship moves into range of another gunship and nobody is engaged and then shoots it is 9 rolls
hmm maybe you can group the dice from all the weapons systems into one bigger roll
that does compress it down to 6
I think it's just 2 rolls, though the number of dice could be quite high. Depends on the critical malfunctions and how they work.
Still a lot of dice and a lot of processing
Wonder how it goes in practice, sometimes a lot of steps are deceptively simple in practice.
ABS is very much not what I normally look for in a wargame but it looks super interesting as something that could be an all in one box boardgame.
mike has described A Billion Suns as "his weird second album after his smash hit"
and i think thats a pretty accurate description
absolutely agree
Urge to create a wargame rising
Saaaame
I kinda wanna bring back strike trigger and make it a 1v1 wargame
I have the technology
I'd playtest it
Still trying to work on Pokemon as a 1v1 wargame ahha
You guys are sweethearts
I need to actually pull away from depression enough to make a prototype good enough for tts
We'll See
Take care of yourself first, make a thing second
I'm hoping when I finish all the things i need to do in September I can get back to work on creating. Between work and like 3 different tabletop commitments when I have the inspiration I don't have the energy
yeah I for sure have inspiration. I stay up at night staring at the ceiling thinking about dumb dice mechanics
but I also have a day job and i'm taking care of some lovely creatures and i just got shit to dooo
Oh I remember Strike Trigger, would love to be poked if/when you post about it
I also still have that homebrew/expansion character I made and am real proud of
I really like the Guardians of the Mounds.
Normally I think skull face helmets are super played out and boring but these, along with the name of the unit, give them a very Lord of the Rings feel
The mouths seem slightly smiley and I genuinely cannot decide whether I'm okay with it or not
But they do look a lot better than the renders
I think skull helmet to protect like graves is cooler than just punisher vibes yeah
The open beta for A Billion Suns: Second Edition has dropped, sine its been posted about here recently https://planetsmashergames.com/a-billion-suns/abs2-beta/discord
Check out the Planet Smasher Games community on Discord – hang out with 738 other members and enjoy free voice and text chat.
didnt think it would copy all of mike's post
! oooh
More broadly, I want to turn A Billion Suns into the best spaceship miniatures game toolkit available: featuring an awesome, simple and fun core game system, plus a host of different game modes, list-building modes and campaign options to let you play whatever sort of spaceship game you want.
hmmm :/
that is not good code smell to me
I guess we'll see
ill hear it out
I will too but
Limited Mode: You pre-build your lists, but deploy them dynamically. I explored this in Rotvarlden and it’s pretty awesome. I expect this to be the default entry point to the game.
Unlimited Mode: This is the classic ABS1 mode. You have infinite money and requisition ships on the fly.
oof
i guess
it kinda comes down to the culture I suppose. if everyone ends up playing unlimited mode then I'm very interested
but I suspect limited mode is gonna be default play and unlimited mode is gonna be the weirdo mode people don't use as much
i think unlimited should be presented as the Big Boy mode
I want the big boy mode to be the main mode of play
but also to play a mode like unlimited in actual physical space its fucking hard
or positioned as the one getting primary support
if you don't have the physical collection of spaceship figures
that's true but I guess very predictably-winged take: I'm not that interested in the spaceship diorama aspect of the game and frankly if they just went full board game and gave everyone a bunch of generic little tokens to use or whatever that would immediately solve the problem and improve readability for me
as noted unlimited was the default mode in ABS1 and i think part of why it was a weird game
a very cool game
absolutely
i think to de-emphasize it is probably a mistake
but im willing to hear out the design
if deemphasized then... it's just competing directly with dropfleet and stuff
and I dunno if it wins
to be fair its a blue book game
the audience is not precisely the same
i trust mike as a designer and i also think that the open playtest is the time to voice these feelings
makes sense yeah
ultimately I'm just not a wargamer and am basically never gonna buy minis and paint them and put them on a table so I think big picture I'm never gonna be his core audience. I'll leave it to the people who are really into the entire holistic vision of ABS to playtest it with him and they can all figure out what the game is gonna look like when the dust settles
and if that's something I like I'll join in after
hopefully it will stay neat
what does this mean, out of curiousity
I know Osprey books are talked about that way, dunno if this is published by them though
I don’t think I’ve actually played anything published by them (except Bolt Action), but they have a lot of historical and some sci fi/fantasy rule books
Osprey puts out a whole bunch of indie games, a lot of them being minis agnostic and pretty expirimental.
So they're not really targeting your average wargamer that wants to find a game and a group and stick with it.
Yeah from what I’ve seen they’re for a group who wants to find Their Perfect Napoleonic (or at least try other ones)
Or Roman Empire, or English Civil War, or a bunch of niche historical stuff
Or do Stalker
Or do either fleet or star fighter battles
Or weird war I
or post-apocalyptic sci-fi warbands that can decide to either kill each other or kill the eldritch abomination in the middle of the board.
I could see the limited being fun if it's more like build you deck, you have unlimited quantities of these units but only these. Or even build your deck, you can only deploy one of each "slot" at a time but you can take on debt to deploy them or replace them.
Both of which are kind of Warcaster feeling.
But if it's just build your list it definitely removes what makes ABS its own thing. If I wanted a strait up space wargame I haven't found anything that does it better than Full Thrust and that's 35 years old.
don't think that's how rotvarlden worked
it's just "you start with some of your units ain play and then bring in the rest from your reserves over the game"
Yeah, that doesn't bode well. Though it also doesn't match the fluff in the paragraph above it?
Seemingly endless hordes doesn't sound like what's described in the next bit.
Honestly I would kill for a wargame that just uses little cardboard tokens
Some small corner of my brain is always thinking about my hex-and-chit listbuilder
...for some reason I got the mental image of a wargame about carriers. Where you have like 1 ship and then everything else is just 'Here are tokens for your various plane sorts. If they get driven out of the fight, launch more'.
Also valid.
My ultimate dream is a game where I can use one of those token pushers you see generals have in movies
...dammit, now I'm brainstorming. Basicly set up the various carriers as your 'faction' with some standardized 'Fighter', 'Bomber' tokens and a few special rules per carrier/maybe a special weird plane option for each of them. Bombers are good at moving towards victory as they hurt the enemy carrier good, fighters hurt bombers but don't fight the carrier well etc.
I'm working on one!
I think I'd likely have the plane tokens marked with a 'front', just so they Have To Keep Moving each turn/turning isn't instant...dammit...I have Ponderings.
Mmm..
What would adding AACs to the mix do for the brainstorm?
Airborne Aircraft Carriers? Or am I mixing up acronyms.
Nah, I messed up my acronym actually.
It's actually AAS
https://en.m.wikipedia.org/wiki/Amphibious_assault_ship
An amphibious assault ship is a type of warship employed to land and support ground forces on enemy territory during an armed conflict. The design evolved from aircraft carriers converted for use as helicopter carriers (which, as a result, are often mistaken for conventional fixed-wing aircraft carriers). Modern designs support amphibious landin...
If you wanted ground combat
Also a valid option.
You could do something like the carrier in carrier command too, I suppose
It's a hybrid of both
oh?
Instead of just helis, it also has a main cannon, cruise missiles, and can launch planes. On top of the helis and amphibious vehicles an AAS would already get
That's fun.
If you wanted different carriers, maybe having different amounts/types of craft slots would be something to consider
There's a new osprey carrier game that's pretty cool.
It's basically played with poker chips, so it is very token friendly.
You're also 100% obliged to add the Alicorn to the carrier game/s
Yeah, I was pondering slots and also some bonuses for various types like:
Alien Mothership:
UFOs: Your planes may choose not to move when activated.
Amusing!
I keep wanting to do Warioware hex and chit
Hex and chit wargame built around dexterity games for resolution
It issss
Ooooh, I likey
Possibly have that as a modifier on certain craft rather than the ship?
Imagine combat being a game of marbles
Supply lines are string
You have to run across your hexes
Yeah.
Just make a hover keyword
I was thinking, though it's just pondering right now that by default all Fighters and Bombers use the same stats/mechanics so you just need 2 colours worth of tokens (One for each player) and a given carrier might have a bonus of some sort.
And then ships have guns, lifts, and storage slots, as well as lists of selectable craft
Support is a stacking game
...I could see a ship that has a really good bonus to its planes but has a criminally low number of lifts.
Also, feel free to ignore me, I'm prone to overcomplicate
So it has to play 'small numbers of elite planes'
Warper
It can deploy one craft a round, anywhere on the map
I'm envisioning a normal aircraft carrier, with a Stargate at the end of the flight deck
tron i'm absolutely working on a tts prototype for my dumb wargame idea and yeah tbh it's just gonna be little zero-k or homeworld style tokens
like fuck it. i'm gonna do what I like. i like clear 2D graphics and chess like abstract icons actually
I am really not interested in 3D sculpted models of whatever. it also makes scale hard
like you can't really do a bvr fight or a multi kilometer map with minis without doing some amazing space compression for the minis
dropfleet comes to mind and its bumping rules
Yeah dropfleet’s scale feels very odd at times
It’s also just really not easily legible
I do get that the modelling is a core part of the hobby for a lot people but I also personally think it gets in the way of gameplay rather significantly in some cases
that's how I feel too
it's very much, like, a crafts thing? it's a crafts hobby welded onto a gaming hobby
also there's a weird grey area in between that's technically mechanics but it's entirely in service of the diorama stuff and I also consider that kinda crafts contagion. coherency rules are the big one to me
at this point we're all so mechanically tired of coherency stuff that most games are like
- nominate a single model to be the actual unit
- all movement and measurement from that guy
- after you move that guy, just like. just move everyone else so they are around looking cool.
- oh shit you all got separated? uh. that shouldn't happen. you have to get back together asap. how did you even pull this off?
my hot take is that coherency rules are to wargames what grappling rules are to rpgs
I kinda just look at them and go "you guys should've just had a single object for this unit"
Which is how smaller scale model wargames handle things a lot of the time.
It's only when you're looking at the 28mm stuff you start getting coherency rules for anything that's not rank and flank style.
The visual appeal of models and terrain on the board is important to me, paper chit wargames are still enjoyable but feel like a different experience to me.
It is a craft hobby welded on, but I think it adds something unique and enjoyable to the experience if not the pure game of it.
this is for sure a common tension between like, old fans of a genre that had a lot of different goals blended together vs new fans that are looking for something specific
I get it
diorama stuff is to wargames what combos are to old fighting game vets
@hollow crypt shoutout to godtear for like. fully dropping all space stuff in a way I actually really liked. it's maybe the main reason I keep wanting to go back to it and play it. I wanna maybe introduce it to @distant roost too
aristeia and ember: obsidian protocol have grid movement but still like, line of sight management?
godtear is 100% grid movement 100% grid range that's it. no los. it's just final fantasy tactics stuff. it even has big squads of units with 0 coherency limitations
your squad of 4 little guys can be 1 guy each on each corner of the map
the game does not care
and splitting up can be really useful
Shatterpoint does the splitting up thing without the grid.
I still need to play that sometime
A Unit has a shared activation, but you can have multiple Characters in a unit and they can just go wherever.
Shatterpoint is skirmish scale so all the units are unique.
The 501st and 212th are both clone trooper units, but the models are different and have slightly different equipment.
i'ev also considered bullying you for more ironwood
ironwood. the game none of my friends will play with me anymore
Again I think you should give the Shatterpoint rules a read just to see what ideas it gives you.
cause i just keep winning

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ironwood, my love...
I might
so many cool little games with little systems I love
low key wondering if I can just steal the battlecrest system wholesale for wargame units
Great artists steal. 
Godtear's got the TTS support right? Or is it a dedicated client
I think the funniest diorama stuff is like... realistic scale rank and file historicals where you have dozens of models the size of a grain of rice on a single base and when you're painting you're just picking hat color, jacket color, pants color. It's sorta neat in its own way but also funny
absolutely
Bless Steam for making mod installation easy and cutting down on the amount of physical dice I gotta throw around
I am also in it for the gameplay, which is one reason I dropped 40k
I got like 54 tiny d6s I scored from a Napoleonic historical wargame kinda deal and I sure am glad they all fit nicely in one container
That little probability reference card is genius
here, @queen epoch and I actually played some godtear, I have some screenshots...
I could maybe find time to lose at ironwood, I’m pretty free for the next week and change, I am just super busy afterwards (school finally starting, and in a whole-ass different country this time)
wales, I'm doing a year abroad
Oooh
Yeees, join us on the right side of the pond
i'll admit having now been to ireland I wish I'd applied for my exchange there, but I am still very excited. My bones desire to live by the sea
Well, Wales has sea on at least 2 fronts
I think the best thing about coherency requiring units is how they give the defender a say in which models are removed
But that’s not something every game needs it’s just interesting texture
which is a problem auto solved by having the unit just be one single token
That gives the attacker full control doesn’t it?
full control of... what? it's an hp bar then
Of what game piece they remove
I'm talking about replacing 10 marines in a coherency blob with one leader you do all attack measurements to and from with a single token that has 10 hit points
they're just removing points then
What I mean is stuff which crops up in 40K every so often like taking casualties on the front to make it harder to charge that unit into melee or weird stuff like evading range with damage order (though that one is dubious sportsmanship)
oh. well. I think you kinda said it yourself: dubious sportsmanship right?
how much is that even intended gameplay
Basically the defender choosing which pieces of the unit blob disappear to change it’s shape
if it's intended high level gameplay then... sure
It was very much legal just kinda mean
Stuff like taking heavy weapons casualties on the front rank so small arms are out of range
I'm not sure what that's supposed to meaningfully represent in the story the diorama is telling. it's sorta arcadey game mechanics and if people are really invested in that at that point that's fair I guess
but if I like run up into melee and then kill the guys I am in melee with so I am technically no longer in melee
then I'm very much playing a video game at that point
might as well last hit and deny
I think the narrative aspect is kind of representing the uncertainty of battle so it’s not like “shoot these 3 exact guys” it’s “shoot that group” and then some of them get shot but you don’t choose exactly who
except the defenders are totally choosing exactly who
so the next squad can't shoot them somehow
It’s more like, as an example you’re planning to charge into melee with a unit which is idk, 8 inches away (relatively easy charge), but you snap off some shots first and the other player has the nearest models die so now that unit is 10” away and a relatively hard charge target
Yeah it’s like some sort of abstract representation of Murphy there
right yeah - that kinda doesn't make sense to me in the cinematic I'm trying to tell in my head
it's very much like. fire emblem style "aha your attack range is exactly move 5 spaces + attack adjacent so I shall stand exactly 7 spaces away" stuff
which is also just video game stuff to me
and don't get me wrong I'm totally making a chess game like right now
I appreciate clarity and quantized space and extremely tight little geometric puzzles
but it's very much not an experience that gets me immersed in the story of it all
which is I thiiink what diorama squads are supposed to be trying to do for me
I think the idea with them is to make it kind of “fuzzy” on the board who has what exactly - like the primary purpose of “defender chooses casualties” is so that special stuff like fancy weapons don’t die first with the narrative being that even if the guy with the machine gun got shot someone else can pick it up (I think 4e 40k actually uses that example almost exactly) but it’s also weird since this also means that like unit leaders usually live the longest and sometimes snipers can choose their casualties and etc
I think it’s interesting texture but I also tend to prefer games without it
nods
I’ve been getting real into Kill Team lately and it’s all just single models which move as they please
as an interesting reference counterpoint: godtear just has attackers choosing casualties. there's actually no unit logic at all for picking targets
you just have single target attacks that take out one model or like, aoe attacks that take out a bunch of models
and the attacker chooses all targets etc
(It's 40k, the intended gameplay is to sell more models)
(ah, you're right)
I mean I think the fact of like 'these 3 guys didnt make it to cover' so thats the exact amount that dies while exposed thats not video gamey
no but in practice it's more like "oh 3 guys didn't make it to cover, by which I mean these 2 guys in range of your next ranged attack, and 1 guy in the back of my squad so I'm still as close as possible to you"
that's kinda how it ends up working
And really the whole models removal thing is just a small consequence of the idea that a larger squad controls a larger amount of space, which degrades as you lose guys
like you're massaging your unit deliberately for optimal striking power and minimum exposed surfaces to future attacks
Which you can replace with abstract things of different sizes or like different engagement ranges etc
... is that even true? isn't it all leader based these days?
like there's often just one guy in the squad doing measurements
And even in those two games its not just leader to leader
You have like individual line of sight checking
And for engaging its like you have to put the bulk of your squad 'somewhere' so even if you face that away from the enemy it still has implications from other angles
the last coherency game I seriously invested in was dropfleet and your whole fleet has facing
so it kinda doesn't have implications from other angles really
the guy in front of the direction all your ships are facing is kinda just the guy
Idr legion that well but in warcrow the space between squad members blocks line of sight too so its very much like squad size is how big a blob you can put in between your squishies and the enemy
isn't it always 2 strides?
isn't this just The Blob Size?
for warcrow?
you can't even spread out
Dropfleet coherency seemed like it was purely to like, simplify how multi-ship units activated to me
warcrow even has like, forced troop leader stuff
so there's like one officer and everyone is hard locked to a 2 stride circle around them
everyone is just like... a tiny starcraft 2 blob
you can't cover anybody with more people or not, not really
Though the more models you have the more youre able to make a circle
I guessss?
Like a 1 model unit blocks nothing
I'll admit this feels super abstract to me
A 2 model blocks only one 2 stride space
You need 3 to make a line, and then more gives you more angles
Which like 5 is the max for warcrow so
I think a lot “casualty management” stuff feels super abstract yeah
It’s one of the spots where wargame “logic” breaks down
Focusing on the “rules to model war” aspect of it more than the “game design” aspect of it
IMO unit coherency is a lot of mechanical fiddling for not a lot of gain in gameplay depth.
It was very game-able in the versions of 40k I played
Scale really is the enemy of minis. I like minis a lot but it drives me up the wall as both a designer and a player.
This so much. If you have a need for coherency rules you should have made your miniatures in a smaller scale and multi-based them.
I think this is a big part of why wargames more recent than WW2 are so rare
Yeah, a 6 foot table at 1/300(6mm) is about 400 meters, which is doctrine rifle engagement range. Even at 1/1000 ground scale tanks can easily engage as the table is 1-1.5 km.
Doing a coherent ground scale even with a believable level of compression is really difficult.
And it’s a lot more comfortable for napoleonics at 6mm scale
Warcrow's coherency feels a little silly. Definitely feels like there's a little bit of push-pull in the design between wanting a small gang fight and wanting to represent the big armies that these nations have. Ultimately I don't mind because between it and the way you attach characters it compresses activations to the level where you can play quickly, but it does feel weird that the whole unit of 4-5 guys attacks once. Mechanically it's fine but it definitely differs from the expectation that the models set.
I think its probably been mentioned but its also just like
Cart before the horse
But in a way that makes sense for what ppl are looking for
But like a game isnt necessarily designed just for what its like as a game
Which is like yeah ofc that means someone who cares the most about having a good game and has the experience to know what that is
Those compromises make it less suitable
Like you can say "the point of warhammer is to make you buy unreasonable amounts of minis" but like that amount of minis in that scale is the end and not the means for the target audience
Ppl do this even when they dont have a game to play
My point was that 40k the game is a secondary concern to 40k the hobby
Yeah
So assigning intentionality to the mechanics is giving GW too much credit
But like my point is more that like
Yeah 40k mostly exists as a thing to do with your tuoys
Not that its not true but that its not necessarily pejorative
Well, I meant it in a pejorative way
Though I think from a game design perspective 40k is mostly about herding the large throng of sacred cows into a new pen every few years
Im aware
There’s so many legacy systems kicking around in the game
They did get rid of templates!
Bad! I grognard like templates
I played 40k with the fucking scatter die
Same
40k would be pretty well served to be 15mm, it would make the presence of all the big ass cool toys that lots of people like make any sense.
I missed the ammo dice era though
The what
It is interesting to me that most of the innovation at GW seemed to happen as a lot of their founders and early designers wanted to move past their sacred cows, and then they all left.
My point is kinda like. It doesnt serve when the whole job of the game is to play with the models
Even if that makes it a worse game
You still get some cool things in specialist games, but otherwise it's about meeting expectations, rather than making great games.
Some weapons rolled this fucked up d6 to determine hit count
The lightning bolt indicates a jam
My experience with big 40k is that it's an exercise where two people stand around and argue about their factions "my dad can beat up your dad" style for 2+ hours while occasionally rolling dice (I haven't played since 4th edition so this is just the across the room take)
Or multiple dice
You rolled to hit and then rolled a bunch of them for how many hits that was
And if you rolled enough jams some weapons could explode
(That’s the original gets hot!)
Amazing that Gets Hot represented a significant improvement in mechanics
LOL
I've learned so much
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I was for sure thinking about... what you called them. multi basing? you get a big rectangle and put dudes on it
it's definitely felt like an elegant solution to that push pull between wanting like 1 Thingy for rules but also a diorama for pictures
So there was a precedent for the ammo die in Necromunda17/18?
Yep, it lived on longer in a lot of specialist games
I think strictly speaking it was just never removed in necromunda yeah
But the mental stats are the same
I don't know if that's an official term. Growing up you that was how it was assumed and it was notable if you had miniatures individually based, but my early exposure to miniatures was all based on my dads experience which was the British historical games scene or people who worked at museums and history departments in New Orleans.
So between that and primarily being into mechs and spaceships my perceptions of scale and distance in tabletop games is quite a bit different than what is typical.
When I was testing my space fleet mass battle game I made counters for it and I really liked how it looked.
I still used measure and move because I like it for rank and flank but I have been thinking a lot about grids and things.
And generally all in one box type wargaming. Halo Flashpoint is really quite lovely due to having a grid and also having the complete experience in one box.
I think my favorite scale is like. halfway between grids and bigass regions? like the way undaunted does it
undaunted is both a region map in the sense that you need to be in the -same space- as objectives to do stuff with them and many units can all coexist in the same space and do stuff with each other
but also it's secretly a low resolution hexgrid
so you can still do some meaningfully coherent simple ranged based stuff
range modifiers, units that can attack further than others, etc.
I like it a lot for like. sheer mechanical bang for rules overhead buck
undaunted looks quite good, its on the list for things i'd pick up if i was playing games even a quarter as much as i was thinking about them
these were my tokens for TTS, admirals were attachments to units, which were 3 identical tokens
so casualties could be represented, but more importantly so units could assume different formations and have different frontages
so you'd have more frontage in a line, and thus more stands able to shoot, but in column you had support bonuses and could reroll move orders if they failed
i was really happy with the playtest, but it definitely showed me how much work i needed to put in to make it an a game i'd be proud of.
it does! and I'm living on one of them (I'm headed cardiff ways)
please 🙏 I saw it in the store in the city today and it taunted me
why is it 90 dollars
Every time I try to write a wargame my brain goes
Coherency goes to a bit unit leaders measure everything
Facing also needs to die without bases
Cureent low res diorama game thought is diorama table zones
Like building/ruin? 1 zone, street between em? 1 zone
This is fine as long as you're willing to accept that some players like me will just pile minis into the relative areas without caring about their positioning and maybe arrange them for ease of counting
Like, this is just what board gamers call "dudes on a map" games. It's a very good established game design
Like, a classic example would be War of the Ring
Lots of pretty minis
People even paint them
But they're just piled into regions
Zoned building areas wanna take advantage of it
And because it's regions we get to zoom waaay out and play strategy over entire continents
Yeah 2200 absolutely takes advantage of this
Like, look at this map
It's secretly just a hexgrid
I want 2200 so bad
But it's reframed as construction zoning
We all do
Ah well
Stalingrad is great
Ugh
I need to work on my setting
I think I have all the base mechanics down
I mean like the current trend of having buildings with zone defining bases
Modern 40k has a thing where buildings kinda do true line of slight but if both parties are not in the building, there's a zone that's larger than the building itself drawn around it that is treated as an infinitely high LOS blocking terrain
That defines the building
So there's an entire ecosystem of building terrain made with this in mind
Interesting
Do you measure movement inside the zone?
Or are units just freely teleported inside
40k measures movements but I kinda want to build a game taking advantage of this existing infrastructure
To do zones
Piggyback on existing 'infrastructure'
Right right
Lol I'm still struggling to define a zone
And how they're built lol
Do i give up and tell people please dont gerrymander
You mentioned them
Hahahaa
And I'm going more boardgamey anyway
Really wanna give players string and an official map
I'm wondering if I do official printed map chunks, that players draft
Oh? Mapmaking is a game phase?
I kinda want to not trust players and design game maps for them lol
Anyway, I'm thinking a battalion level game, so terrain is more...... vibesy, for want of a better word
Loose enough design to allow for customisation
Patch of woods level vibes?
God I wish war of the ring had cardboard tokens lol
The minis are so clunky
Agreed, was just thinking of the most diorama version of this I could remember
Obviously the ironwood solution is just better and sexier
Just gimme little tokens
Or like. Look at battalion
I think TI might be the most egregious "why does this have plastic" game
I was JUST thinking that lmao
How you need to buy additional standees
Just to fit all the dumb minis
Is that what you're supposed to do
do you mean clear plastic things to make them fly or as a storage solution?
The former
Anyway - I think super cheap wargame chits have kinda just given gamers a bad idea as to what tokens can look like
I think battalion is an excellent example of like
Tokens that look very pretty and stack very legibly
They are even shaped to sorta be pushed around like little legions
This is The Shit imo
wait to what end is this for
is it just to give a second hex of space??
this feels overcomplicated
For literally fitting multiple fleets and moving fleets between hexes
Yes
You can just pick up the whole stand
You can stack multiple even on the same hex
This has been the solution for like a decade
Like this is just a whole class of product purely because of ti
now I wanna make snazzy little cardboard tokens for the actual ships
TI4 has an insanely good TTS mod, which works out well
because honestly I adore the infantry and fighter tokens
Two words:
Table Presence
aren't they just 1s and... 3s
actually why is it 3
that's not a good number for the game
Primes?
Because like everything else you can use a mix of different numbers
Yes but you'll note those are extra number tokens you have to attach to a single little mini
Same idea
So like 1, 2, new token for 3
uh
Wait hmmm
wait are you supposed to do that
Yeah
Like how do you represent 10 vs 10 in TI
2, 3
I thought the whole point was you could use the tokens standalone
Same deal as axis and allies
Lol
Tron there's one token for every faction
There are six players
They have the same token
uh
oh right yeah
huh
yknow. that's actually never come up
you're so right lol
Also you can't legally garrison more planets than the number of infantry you have
I'm shocked you never noticed
see here I was under the impression infantry aren't component limited
but they are
but they aren't
that's so fucking dumb
But yeah if you have 10 vs 10
You need to put like
One blue flag mini down
And one red flag mini down
I'm going to make a 90$ third party TI product that makes cardboard ships, infantry, and fighters for every faction
But that's what actual ground war looks like
It's classic x5 Eurogame multiplier token shit
I think we've maybe had 2 meaningful ground combats in our 5-6 games
It works
I don't even think TIs does because those tokens aren't legible from the side
most versions of axis and allies at least (try) to effectively colour code them
Oh, yeah, they be the same size, right?
I think they might be different sizes but that's still not exactly legible
though the axis and allies aren't either because there's not a super clear line between the tokens
As a really funny tangent
Hey guys anyone into wroth
Funniest solution to all of this
In this video, we're going to learn how to play Wroth! If you have any comments or questions, please do not hesitate to post them in the YouTube comments below, ensuring you abide by our Code of Conduct: https://watchitplayed.tv/code-of-conduct.
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It's dice
Everything's dice
yeah dice would be clean
Return to tradition
Dice are love, dice are life, dice ar-
Table gets knocked slightly
...I am pondering a thing for a game. The basic idea is 'Two carriers fighting each other'.
Basicly: Give it two maps. Each one of them is one of the carriers. Then you deploy tokens to either map (Having them back for defence or out for attack). So each player just needs a playmat (Which is both your faction and one of the maps) and a set of coloured tokens.
just to bounce back to this, the art and, for lack of a more precise word I know, UI design for TI looks so much better than the plastic minis
Oooh, I likey
I don't actually want to look at coloured plastic blob #5, I want to look at the awesome planets
and clean sci-fi tokens
But from across the room?
I'm not getting TI advertised to me while I'm playing TI
I agree Tron
Even across the room
I'm already bought in, it doesn't need to convince me it's cool
Fair
I see a massive table with terrain and it's like. I'm immediately turned off. It feels like a car showroom
I see a board like this ^
And I'm drawn in
I don't mind the minis, but mostly because I sorta struggle to see a better solution
I do just gravitate to stuff like that in cons
It's clearly like a game
Stuff is happening
Look at the little units
They have numbers on them ooh
My thoughts (As I mentioned yesterday) is basicly to have 3 types of tokens:
-Fighter
-Bomber
-Unique
Fighter and Bomber are exactly the same for each faction (Though may be modified by your choice of carrier if it's got special rules related to them) with Unique being 'This is the Main Special Trick for your carrier/faction'.
By keeping them to broad categories you don't need tokens per faction as you can just go 'I'm the red player, that's my red unique-class plane'.
And to me
but yeah voidfall is super slick
Voidfall is peak
I see a diorama and I think "oh it's a game I spend hours painting and then it's like 1d20 + modifier vs AC and that's probably the whole game"
I see a billion cards and the game is just punching me in the face
The last time I ran into this was with Conquest laok
Like
Look at this
If I see this in a convention or lgs
It's so clearly fake
I'm assuming the mechanics probably suck
Do the units even have unit cards
You'll love my minis game idea, then, Wimged
This is the Hot Milfs In Your Area of gaming
yeah I mean, how did that big guy end up at the wall, where are those guys on the right going
Quote me on that
It's entirely punch board units
this is clearly trying to sell me on vast quanties of plastic
Fount. You're gonna wanna sit down for this
You just invented hex and chit wargames
From the 60s
Just try to breathe, I know
We'll get through this together
Yeah those exist too
None with great art, though
You're absolutely right
I definitely think battalion is pushing the space
Tokens that don't look like garbage would be cool actually
warchest ❤️
I'm thinking like 2" circles for a platoon
Actually I know this is hex-and-chit and not free-measure, but shout out to the original Ogre mini
or maybe not warchest I don't recall if that's its name
Warchest!!!!
War Chest is great
Tactility in gaming, my beloved
Tron if you wanna play a game that looks like bloodstoones but is actually good - sekigahara
holy shit nodes
Warning, though, it's wood, not acrylic
It's even got hidden information
You can't see enemy unit composition
Just how big they are
oh my god that's brilliant
Still awesome tactility, just a different mouthfeel
It's so so so fucking sexy
that's so sick
It's SO sick
80$
I'm remembering why I acquiese to using TTS so often lol
GMT makes some very slick wargames
Ah the Stratego model
dude I fucking love stratego
I had this weird fantasy version that my dad bought when I was a wee lad
I think that's why I'm like this
I like the concept of stratego more than the game
Stratego I think has some issues with the whole bigger number > smaller number focus, but the hidden info part is very cool
Make your own
what if the big number was A DRAGON
Im working on it, ok?
This game is a revision and update of the classic game of Stratego. It is similar to the latter, in which the purpose is to capture the enemy's flag after secretly placing your units; but here are included new graphics, board, components, and rules.
Stratego: Revised Edition has two rules sets: those of Classic Stratego; and the main ruleset i...
(Or in some editions, smallest number wins. It varied)
this game is not good, but it is fun
Yeah nobody likes actually playing actual stratego. But hidden information fucks
it also has like, scouting units
I'm working on a strike trigger wargame right now
it's actually really trying something
So public units with hidden dice on them
Hear me out
D6, with a chit for unit type on top
So you can see 4 unit numbers it isn't
I'm so sorry ash which one is strike trigger
is that the 3v3 moba one
Yeah
Yes
the mech one was... frame... lock? frame perfect?
Frame perfect
I'm gonna grow up and give up on the 3v3 thing
Okay cool I'm up to speed
Which was always cursed
I appreciate that lol
And make it the proper 1v1 game it was supposed to be
strike trigger was really cool
Thaanks
but where am I going to find 5 other people to play it with me
Ugh, for my wargame, I have the bones, now I need the meat
I'm trying to remember the name of the velocity/position phase space spaceship game
I can't make 5 people's schedules line up for boring normal things
Manifold wire
@umbral prawn making a real game out of it. Also @grizzled flint
Both directly inspired and actually going the distance
Huge shout outs
Oh wow, that's hype
Yeah
Night sky falling and radioclad respectively
Two games from manifold wire's engine
That must feel great
Oh! I heard Peri talk some about NSF, missed that it was based on MW
It does
😳
Got interviewed about it too
Like, by a university professor writing a book about people doing amazing dumb shit with math
Apparently phase space for games has literally never been done before
Yooo
Phase space?
Pokémon styled critter battler except it's ideas waging war on the philosophy of it
Lol funniest part is it is fake
Conquest uses movement trays and square ranks and flanks
Vector 3?
A spacial representation of state. In this case, the vertical axis is position and horizontal is velocity
Oh my God digging up my project
I have made two functional prototypes of two unrelated games in the last 7 days. this is too relatable
Oooh, ok
Further than me
It was Manifold Wire, Ashley knew immediately what I meant
Ohh
Of course it's fake
There are no milfs :c
You can't change position directly, you change your speed and then later, everyone moves according to their velocity
Excellent diagram
I love you
I invented the idea and wrote up a doc for it in like an hour as a hold my beer game design thing
But it's really good and I'm glad other people are pursuing it
I just have too many fucking ideas
Moooiod
I demoed it at a con last weekend!
Oh hey, that's similar to what I was pondering with the planes for that carrier game.
Step 1: Players take turns rotating planes and setting speed face down.
Step 2: Flip speed face up.
Step 3: You go back and forward with alternating activations activating your planes and having them take the movement you decided (And then getting to shoot or evade or such if you can at the end of a movement)
With by default, planes not able to go at no speed. They can't hover in place, they have to keep moving.
For info on radioclad - https://t.co/7NE35RRxHg
Check out the ICEBREAKER community on Discord - hang out with 256 other members and enjoy free voice and text chat.
If I may offer a suggestion?
Go for it. Right now I am 100% in Pure Brainstorming Mode
Each token has a movement arc
Say, the forward 90°
On your turn, you move it to a point in that arc between the max and min speeds of the unit, then turn to face in any direction
https://youtu.be/ONIWmlTtEJE oh look at me I'm so clumsy I dropped u:bob
Undaunted: Battle of Britain - BGG How to Play. Candice Harris teaches you how to play Undaunted: Battle of Britain by designers David Thompson and Trevor Benjamin and published by Osprey Games. This episode is sponsored by Osprey Games.
Intro 0:00
The Setup 1:20
Gameplay Overview 2:48
Draw card phase 3:21
Player turns 4:00
Combat Cards 4:44
Co...
Oh, I guess this sorta idea has likely been done a few times. XD
Not as a head to head minis game
Steal it
Steal it steal it steal it
Just do it
Hah. I'll certainly read over it. Right now my general pondering is that since the carriers are the maps too, I'd give each carrier some amount of 'weak points'. So it's not just 'drop bombs wherever', it's 'get bombers to the important areas'. XD
Oooh, ok
I'm liking this more and more, gimme a ping when you want to take it for a spin
Hah. I'll need work to stop kicking my ass so hard before I could put real work into this. XD
Also, if this ever makes it to production
Double-sided tokens, one being Fighter/Unique, other being Bomber/Unique
Makes sense.
Given fighters are only home, and bombers only away
Could have a funky carrier with 2 uniques, one for each map
Oh no, fighters are also away. They fight enemy fighters to buy space for your bombers 😛
Bombers are floating victory points but they need the fighters to turn into those victory points.
Right now I only have one 'carrier' on the brain in terms of Special Tricks but I really want to try and get the Base Mechanics down before I try doing weird things.
This still works, though
That one carrier trick being 'You have an Alien Mothership. Your fighters are foo fighters are thus allowed to nominate zero speed as they just Hover In Place'
So you can Juke Thing Out/Form Defensive walls
Yeah, that's cool
But yeah, I'll look over undaunted and ponder some basic combat resolution stuff. I feel like with this much moving about and manuvering, you really don't want too much Dice Randomness.
Delve into the dark and mysterious world of the Scions of Yaldabaoth in Warcrow! Explore their origins, sinister motives, and the terrifying power they wield on the battlefield. Discover the secrets and legends behind one of the most feared factions in the saga!
Get ready to uncover the Song of the Dormant—preorder yours now and be ready for ...
Song of the dormant arrived today. Built up everything and then played first misson of a cute campaign that comes with it
Got like interesting choose your own adventure elements where you can explore sections during the battle and stuff
It was a bit of a slow start remembering all the rules but its such a fun gameee
I hope they do a lot more narrative content for it too cause the campaign was quite fun so far
https://www.youtube.com/watch?v=Wi8JarTMGWg ... @fallen rune @twin turret
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Huh this is kinda neat
is a warhammer board game indie/alternative
not a snarky remark
just genuinely worth thinking about, i think, given how overshadowed they can be
I mean there is a Warhammer And Such thread 🤔
damn I did low key forget that this wasn't just the wargaming thread

it does feel like a "wargaming general" thread sometimes but i do like it best when its highlighting non-warhammer games or games that otherwise wouldnt have a thread
My mental perception is that it’s kinda wargames-other-than-warhammer since it’s the 5e of the space
But the niche tie in games are kinda edge cases
Of the old stuff which is largely unsupported maybe
Is Mordheim indie now?
I mean when the mood is "There's Warhammer and then there's Everything Else™" I get it
It's pretty close to Open-Source abandonware at this point
Yeah, GW Specialist Games, especially the out of print ones probably split the difference.
I expect more people in this thread would be actually interested in playing them, though the Warhammer thread would probably be more interested in the models themselves
Yeah I'm here for r u l e s
Oh cool, I finally know where to post about GorkaMorka
(I do have GorkaMorka books, but not models)
[self-shill time] the cover art for the new Mobile Arms rulebook is looking mighty fine
Saw that in my email earlier and my hype intensified. When can I give you money on Gamefound?
In the same way Classic Necromunda is
I do kinda wish there was a decent rebuild of Mordheim that isn't Coreheim. I have serious issues with Coreheim.
in less than two weeks! soft date is the 16th but we haven't said that formally because we're still working on a few things
yoooooooooooo
yyyyoooooOOOOOO
Congrats!
Been digging into Trench Crusade after some friends mentioned it
Pretty cool! Spent a little while slapping a trench ghosts list together
I’m interested in making a sultanate alchemist list at some point
Alchemists rock
Back when I played court of the seven headed destroyer and Iron Sultanate
I was looking into heretic legions but I dropped the system
Have acquired Song of the Dormant
Will let y'all know if that book contains the rules updates
Classic CB move though
I need to bug folks locally for a demo now that the knights are out
They are working on one, I've confirmed that for sure
No ETA on it yet though
I'm under the assumption it'll be when the first WTS season drops
...which should be the end of this month, ish
@maiden ermine @fast glade @twin turret @toxic trench ember finally has a non-spreadsheet list builder
wouldn't mind poking at this with you guys
This is Ember: Obsidian Protocol?
Ye
Does this look fine?
┣┳ New Mech[M.A.P:242分]
┃┣ torso:RT-15B Lava Assault Core
┃┣ 躯干:RL-03D Swift Steed High-mobility Chassis
┃┣ 左臂:L-320 SMMG + Type 55 Shield + CC-6 Cleaver
┃┣ 右臂:AC-161 SMG
┃┣ 背包:SH-15 Field Repair System
┃┗ 驾驶员: Misty
┣┳ New Mech[M.A.P:287分]
┃┣ torso:RT-15C Glacier Assault Core
┃┣ 躯干:RL-03D Swift Steed High-mobility Chassis
┃┣ 左臂:Type 62 Buckler + CC-20 Sabre (L)
┃┣ 右臂:AH-21 Pistol + CC-50 Pile Bunker (R) (D)
┃┣ 背包:TB-600 Jetpack
┃┗ 驾驶员:Anser
┣┳ New Mech[M.A.P:225分]
┃┣ torso:RT-15/EC Aurora ECM Core
┃┣ 躯干:RL-06MS Support Chassis
┃┣ 左臂:Type 55 Shield + MES Beacon Launcher
┃┣ 右臂:AC-35 Sniper Rifle
┃┣ 背包:MUD-1 Muck ECM Backpack
┃┗ 驾驶员:KeyHole
┗┳ 无人机[无人机:117分]
┗ 无人机:DTG-30M Hyena MG Type
┗ 无人机:DTG-30M Hyena MG Type
┗ 无人机:DTG-30S Hyena Missile Type
it is yeah
clem, would love to play with you sometime and show off ember and/or godtear
they're both quantized space grid games
the stuff we love
I'm glad it finally got going, I think folks were worried about kickstarter hell for a while
@latent rover if you wanna get into ember now is an okay time
it's pretty playable on tts now
it's still physically a mess but that's not so important to me
Sure, I'm good for it - any online resources besides the builder to skim or is the manual in TTS?
I can teach you in tts
I might as well teach a bunch of people
it's good energy for lancer peeps
I might be down if I can find some time
If times line up I'd like to join as well
Oh good, this downloads good on mobile so I can browse on the go
Yeah I'm good any day besides Thursdays (that's Lancer night) after <t:1757369408:t> for TTS scrums
this is something similar to what I have in mind for the eventual MA builder
I'd be interested in seeing how this works.
I might stream it later today then
would be happy to demo it for everyone
I was talking about it in tabletop discussion
how the dice tell cool little stories
Image overview of my squad from earlier
web warriors be hitting HARD
Oh my god are we doing ember here now??
It seems so
Hmmm
If you were to change anything, I'd find a spot to include an HMG to take down dodge tanks?
Is the 2 HMG drones not enough?
They don't have suppressive fire
Or.. sorry
Suppression
This rule
It forces stuff out of mobility stance so they can't use their dodge dice anymore
That seems very mean
How common is melee in E:OP?
It honestly depends on what lists you're fighting and what you're bringing yourself
HMG btw
Really really mean gun
And then you shoot that same mech with a railgun afterwards since it can't dodge anymore
Iirc there's an RDL core that gives you an extra firing pip so you can accomplish it in 1 turn
Ye. I am either replacing the SMG for Misty, or moving Anser's Pilebunker to left arm
It is!
But it's necessary.
UN dodge tanks are much more difficult to deal with otherwise
Like this?
I am still very very new to Ember
It is a very very new game
So thankfully everyone else is also new, myself included
Ember has a lot of weird meta stuff already
RDL is definitely harder to build for than UN too
Hmm, certainly better.
You can probably run with this for a while, but when you're comfy with normal play I'd highly recommend looking into the shenanigans you can get into via the echoes backpack and dune core :3
AKA multiple activations per turn and playing with the order or stuff