Tuesday, August 25, 2015

Understanding Structural Strengths/Weaknesses

In my last post, I mentioned that I was going to re-outline the WarStrike Assault Phase, with the intention of removing all defensive and supporting fire. This is because after thinking about the game's turn sequence, I decided that both of those mechanics already exist in the Action (Shooting) Phase, and that our double-activation turn sequence would ensure that each side gets to shoot at moving units before the Assault Phase starts. Meaning that the Assault Phase can just be about charges, melee, and fall-backs, without having to repeat actions that normally happen in earlier phases.

Nurglitch has taken exception to this though, and the comments are getting long and detailed enough that I think this issue deserves its own post.

Tuesday, August 11, 2015

Dealing With A Lot Of Crap This Week

Well, the good news is that all the incorporation paperwork (a couple of large blog-articles worth) has been sent off to the lawyer for review. The bad news is that my Dad's Parkinsonian dementia has drastically worsened since early last week, and he's just babbling incoherently and arguing with everyone around him about whatever nonsense pops into his head. It was so bad last Wednesday that the home actually sent him to the hospital for a stroke assessment (thankfully negative).

Thursday, August 6, 2015

Still Here... Doing Paperwork

As much as I'd rather be writing rules and fluff today, I'm busy with incorporation stuff. I have to write up a compelling history of the project/company (which doesn't actually exist yet), answer a bunch of other boring questions like how long board members serve, whether we're succeeding a previous corporation, whether we have more than $250K in company assets (LoL!) and such forth.

At least when I'm done the lawyer will be filing all the papers. :)

Monday, July 27, 2015

New Rule For Casualty Allocation

O_N's grammar correction to a rule that might apply to a combined target unit (because enemy units in coherency are now treated as one unit when shot at), gave me an idea for a new rule to increase the number of allocation dice rolled by the shooter against combined targets. AND... that an officer in a combined unit could be chosen as a casualty in exchange for three 5+ results, instead of the normal 2 for the unit leader.

Monday, July 20, 2015

The New Assault Phase, Part 1

Here's the first 2 pages of the new Assault Phase. It took longer to get started on the writing for this section because I had to re-outline it after the elimination of the separate Overwatch phase. As you can see though, the result is a much simpler sequence. Three of the orders are explained with one rule each. While all that's then left is the explanation of the charge/consolidation procedure, and the final melee combat once every assaulting unit has finished moving or shooting.

Friday, July 17, 2015

The New Action Phase, Last Page

Here's the final page of the new Action Phase. On to Assault!!!

The New Action Phase, Part 6

And here's the rules for removing casualties. Notably, I've removed the burning terrain bits (here and elsewhere), and clarified what happens to a unit that becomes trapped in a building.

Thursday, July 16, 2015

The New Action Phase, Part 5

Happy Birthday to me! :)

Here's the next two pages that cover how to allocate (or not) your saving throws, especially when the target units themselves get complicated. The text didn't actually need much work at all, but all the example pics had to be re-shot due to the previous versions showing D10's instead of D6's.

Tuesday, July 14, 2015

The New Action Phase, Part 4

On to Armor Saves! Here's the first 2 pages, plus a couple of revised pages from the Observation and Action Phase rules. I made some changes to those when I realized that I hadn't covered what happens when you observe/shoot a building section (the section, not the guys inside it) from the inside.

Monday, July 13, 2015

The New Action Phase, Part 3

And... Finally we get past that comparison chart, and on to the next page, where I had room for some nice looking graphics. This is all of the "Rolling To Hit" rules. Next stop... Armor Saves!

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