Thursday, March 5, 2015

Representing Units Clearly


Oblivion NecronNinja and CaulynDarr said that we needed some rules to ensure that a unit's models were consistently and clearly represented by the player's choice of miniatures. So here's my first crack at formalizing that.

Wednesday, March 4, 2015

Unit Introduction & Measuring


Another introductory page, this time for units.

Tuesday, March 3, 2015

Models, Basing, & Measuring


Here's the first two pages of the reworked Model/Unit basic rules. What's new here is the rules for model base sizes. Which don't specify any specific size of base, but rather suggest some ranges. Then we set a minimum size, say that models have to fit on their base, and that all of the models in a unit must be identically based.

Moving Forward...


You've seen these rules before, with a slightly different page format and less wording. But I'm re-working the "Basic Concepts" chapter, and so as part of that effort it's been broken off into its own sub-section.

Monday, March 2, 2015

Determinations From Saturday's Tests

Disney's "Big Hero 6"
CaulynDarr and I did some more testing last Saturday to try out the most recent shooting changes. But we also spent a lot of time discussing how Melee should actually work, and how some of the future vehicle rules might take shape.

Thursday, February 26, 2015

Testing Out The New Troop/Weapon Stats


CaulynDarr and I got together for another test game today, where we tried out the new weapon ranges/modifiers, the new (smaller) armor penetration chart, and the new model stats. Certain things felt better, but overall we were missing the range to hit things, and the more compressed armor stats just didn't feel right. On the bright side though, we did finally get into some melee.

Wednesday, February 25, 2015

Infantry Weapon Stats Are Done


Wow! It's not every day that I spend all morning answering comments and shooting emails back and forth about the project. That last post of mine really generated some energy!

Anyway, I've finished stat-ing out all of our initial infantry weapons for the game. These lists don't include every weapon we'll ever have, and not every unit will have access to the stuff you see in these lists, but it gives us a starting good point.

Monday, February 23, 2015

WarStrike: Something Not So Awful?


Over the last week, I've noticed that we've gotten a crap-load of hits from the forums (paywalled) over at SomethingAwful.com. So being a curious monkey, I snuck over to see what the discussion was all about.

Nothing I saw there surprised me all that much. But I realized that it's been so long since the project started, that people who come here for the first time don't understand some of the basic design decisions that we made back then (or what's happened to other competing projects since). So I'll take this opportunity to shed some light on why we're approaching the design of the game in the way that we are, and shed a little more light on where we're planning on going.

How Model & Weapon Stats Will Interact


When I talked about getting rid of the separate "Ballistic Skill" of 40K, and just going with one "Weapon Skill" for both shooting and melee, Johnwhytenz suggested having WS modifiers for weapons. An idea I wasn't so sure about. That's because I'd previously played around with the idea of having a '+BS' stat for weapons to tweak their accuracy up or down, but had discarded it as being too complex.

But in reality a weapon's accuracy plays a huge roll in how easy or hard it is for a soldier to hit their target, and giving them the same chance to hit with a pistol as a shotgun just wouldn't be right. Nor should a human have the same chance to hit a target with both a fist and a sword. So I rethought how a model ought to interact with its weapons. In doing so, I think I've come up with a workable system that not only works for ranged weapons, but melee weapons as well. Without requiring nearly as many special rules to reflect weapon differences.

Friday, February 20, 2015

Weapon Ranges & Controlling The Field


One of the original design goals for WarStrike has been to increase the average range of weapons over that of 40K, but now I'm beginning to wonder if that's a good idea or not. Why? Read on.

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