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Post by mattcaron on Mar 27, 2018 19:17:08 GMT
Inspired by , I am about to start work on an armor game. Design criteria: - Simple. My 4 year old can play introductory Battletech: Alpha Strike. He should be able to play this.
- Scalable. Units of measure should work for both large (playing in the front yard) and small (playing on the table) scale.
As such, my current plan is to use the OPR unit creation points system, tell folks to use inches for the table and feet for the yard, strip out any of the rules from the core that don't matter, rescale it to be fewer numbers of wounds.
I might add in some vehicle condition modifiers (immobilized, weapon destroyed, etc.).
Any thoughts?
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Post by Park on Mar 27, 2018 21:41:51 GMT
I can't look at the OPR points system or comment on it's adaptability, but if I had one suggestion to make tanks feel like tanks it would be to have (simple) facing (for both armor and weapons), as well as a movement system that is, for lack of a better word, 'weighty'. IDK how easy or hard that is to integrate into the points system but that is one thing that really helps differentiate between the feel of a heavy tank vs an attack buggy vs a casemate tank destroyer.
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Post by mattcaron on Mar 28, 2018 0:20:51 GMT
It's actually not the "how hard is it to integrate", it's "how hard is it to play with 4 year old kids".
My answer is: I'm not sure. But, I do like it, so I will likely add it as an optional rule, as I've decided the "roll for effects" will be. That way, I can add it in as my kids get more comfortable with the game.
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Tank game
Mar 28, 2018 12:58:47 GMT
via mobile
Post by brutusaurelius on Mar 28, 2018 12:58:47 GMT
Status effects would be fun to implement. I imagine quality should be based on crew quality and defense on tank armor. Upgrades could include crew upgrades, like +1 when trying to repair, or +1 when shooting
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Post by mattcaron on Mar 28, 2018 13:47:40 GMT
Quality is a mix of crew quality and fancy weapon systems.
Defense is based on armor and other defensive systems (the tank being low to the ground, for example).
Upgrades are an interesting concept, but I fear overcomplication. Not sure I would mess with repairs at all. I want a quick and dirty game.
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Post by brutusaurelius on Mar 28, 2018 13:58:37 GMT
If you are going army list style, then upgrades could use list formats tied to specific units, like OPR uses now. If it's just build a bunch of custom units, then maybe upgrades could just me some more special keywords that could be bought during unit creations. As for repairs, I meant for removing effects like immobilization, weapon inoperable, fire, etc.
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Post by mattcaron on Mar 28, 2018 17:29:08 GMT
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Post by parkourwalrus on Apr 11, 2018 20:50:46 GMT
Please post an update once you've worked on them! This is very interesting.
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Post by mattcaron on Apr 12, 2018 19:00:21 GMT
They would have been finished last week except a whole lot of life happened. :-)
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Post by mattcaron on Apr 17, 2018 17:43:21 GMT
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Post by joctao on Apr 17, 2018 21:20:13 GMT
I've just read quickly the rules, thanks for latex credits  I'm wondering how many points/tanks are you planning for a typical game ? One remark is that I never liked the damage table of w40k, and I prefer the new mechanism introduced with v8 : it's like if remaining HP < 33%, then the model has -1 to hit, and half the speed to move. so the target can still do stuff, but is much less efficient, and it's less frustrating than having a tank without weapons in the battlefield. it also prevent a big tank from dying outright from first hit  anyway, I don't have enough tanks to play the game, maybe I should find a 3D printer first ...
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Post by mattcaron on Apr 19, 2018 14:23:06 GMT
You can get a 3D printer that can print these for sub $400 US.
There's a reason why the hit effects are an optional rule. I don't intend to use them with the children - too much status to track and too much variability. The tanks work perfectly until they blow up.
For starters, we're doing around 350 points, mainly because I printed the kids each 2 tanks and 1 armored car. As they get used to it, we'll print more models.
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