Monday, December 31, 2012
Here's the updated Model Characteristics descriptions. You'll notice I've dropped 'Push Back'. It was a clumsy stat that never quite fit, and I think that we can get along without it using a combination of Close Combat hits received and a special rule for models and equipment that should boost the combat result.
This is the first of the Mission Concepts that I'll be writing up over the coming week, and is what I would consider to be the 'Standard' M42 mission. In that it doesn't require any special terrain bits to work, and can be played by anyone who's new to the game pretty easily.
Sunday, December 30, 2012
Well, my holidays were an exercise in controlled chaos. Nasal surgery for the wife so that she could breath again without pain. The annual stomach flu for everyone while she was recovering (oh so fun). A trip out to a state park to visit with family. Busy busy... It's really been a roller coaster ride from utter exhaustion to energetic fun and back again. :)
Friday, December 14, 2012
Christmas parties... childrens' programs... house reconstruction... surgery for the wife... a tourney...
It's frustrating, but I'm just too busy with other commitments to post much right now. You might see one or two new things before the new year. But don't expect much before then. :)
Wednesday, December 5, 2012
The numbers themselves aren't final, but what do you think of the format itself? I had been combining the model and weapon stats together, but that made you look things up every time. This way you see a standard model profile, standard weapon stats/bonuses, and you can quickly add them up before doing the comparison test. Over time, you (hopefully) can memorize the numbers/bonuses, and if you do need to reference them, it's all in one place.
Monday, December 3, 2012
We don't have a full rulebook yet (working on it), but I've compiled a Quick Reference Guide to use for testing that outlines everything in the current rules pretty simply. As such, it's the most up to date version of the rules so far, and is probably good enough for anyone familiar with our discussions to sit down and do some simple testing with. Though I still need to re-vamp the mission(s) and work up a proper unit reference sheet. Which will both be coming this week sometime.
Sunday, December 2, 2012
Spaguatyrine, our local 40K tournament champ, called me up yesterday and wanted to play a game. So I went over to Games 2D4 and let him tryout M42. DaemonJohn, another very good local tournament player, was also pretty interested. So I had them both fight while I watched. Having two really good 40K players do their best to game our system was a great way to find some flaws!
Thursday, November 29, 2012
Wednesday, November 28, 2012
After far more work than I expected, here it is. A concept for what our Force Organization Charts might look like. This one's more crowded than what we would probably launch with. But I wanted to show what sort of fluff-driven options might be made available as the game matures.
Tuesday, November 27, 2012
Monday, November 26, 2012
Sunday, November 25, 2012
|The Trenches, Andrew Howat|
Friday, November 23, 2012
|The Real Jackalope, Leah Saulnier|
|Firing Line, Shimmering-Sword|
Wednesday, November 21, 2012
French Line Of Infantry, lathander1987
By doing that, I also think that we can now reconsider an idea that Eriochrome had been suggesting, but that I had avoided due to fears of over-complexity. That of Flanking Fire. Or, as the more studious military types would say: Enfilading Fire.
Been pretty busy this week, with holidays, birthdays, and all. But Farmpunk and I did get in a test game on Monday night. In contrast to our previous games, we ran into some serious problems. But they're good problems, as they're helping to clarify just what kind of game we're making and where the complexities should be.
Monday, November 19, 2012
Sunday, November 18, 2012
Friday, November 16, 2012
Wednesday, November 14, 2012
Whew! Been busy lately! My 6 year old had hernia surgery yesterday, which went well, but was pretty draining because he was in so much pain afterwards. We also had family in town to help out since the weekend. Combined with the disruptions from the living room flood, well... I just haven't had much time for updates that, like the Prophet-Speech, I couldn't work on 15 minutes at a time between other stuff that I had to do.
Monday, November 12, 2012
Friday, November 9, 2012
Thursday, November 8, 2012
Tuesday, November 6, 2012
Monday, November 5, 2012
|What's Wrong?, John S. Cheung|
Friday, November 2, 2012
Thursday, November 1, 2012
Tuesday, October 30, 2012
|Return, Jim Madsen|
|Sons of the Motherland, A. Marin|
Monday, October 29, 2012
Friday, October 26, 2012
|Kung Foo Panda (an example of "Push")|
Sandy here. Eriochrome sent me a detailed description of a possible sequence for close-combat. So I thought that I'd post it up and respond to his ideas inline.
Wednesday, October 24, 2012
|Still From "The Hunt For Gollum", a LoTR Fan Film|
So I found a copy of the LoTR rules and had a look...
Monday, October 22, 2012
Sunday, October 21, 2012
Here's some quick thoughts that I've had on our game's factions and their possible sub-factions, as I construct the master spreadsheet. Some of this could be expanded upon if anyone is interested in writing something up.
Saturday, October 20, 2012
|We Get A Star!|
Thursday, October 18, 2012
|Gods And Generals, Mort Kunstler|
Tuesday, October 16, 2012
|David And Goliath, Themiko|
Monday, October 15, 2012
|Iron Man Concept Painting, Disney/Marvel|
Saturday, October 13, 2012
|Still From The Movie 'The Hurt Locker', Summit Entertainment|
Following on from my last post, here's some tables and charts of the probabilities that you'll kill a target with a particular toughness with a single penetration using the damage system I'm proposing.
Friday, October 12, 2012
|The Trenches, Andrew Howat|
I've been thinking though, on how to revise the shooting sequence in light of last week's testing and the failure of the 'toughness' modifiers for damage to be workable in-game. Here's the basic ideas that I've come up with...
Monday, October 8, 2012
Sunday, October 7, 2012
Wednesday, October 3, 2012
|Starship Troopers, Maronski|
|D-Day, Mariusz Kozik|
Eriochrome here to talk about how fast you should be blowing your enemy to tiny bits. About a year ago, I posted about targets for how many enemy models your small arms should take out per turn. I suggested about 25% is a good target rate for this to make small arms matter but to limit the first mover advantage. The idea is that for balanced units the full fire from my unit will kill 25% of the target unit. So if we set the balance level of 10 Human Troopers to 3 Knights then the troopers should get 3/4 of a knight per turn.
Andreas Cellarius; Map of the Constellations of the Northern Hemishpere; 1708 SandWyrm here. This week I'm going to put out a series...
Ok, so here's some thinking on when, under the new "I go, you shoot" system, we should test leadership to clear suppression...
Tyranid Hive Ship by Zen Master Rafael Paiva here, and I want to start a little discussion about Space Bugs in this new system.
G. Marchenko. On the outskirt of Stalingrad. I've been asked a question privately about how shooting will work in M42. So here'...
Watchwood has asked that I post some sort of list of design subjects that we'll be discussing and when. Here's a preliminary list...
My alternating Action Phase idea didn't gain any traction, so I'm leaning towards continuing on the classic Movement Phase -> ...
Ryjak's been wanting to talk about grenades, so let's talk.
A.Mikhailov. Bitter bread Can you feel it? There's a palpable sense of dread befalling 40K these days. A sort of unconscious col...
In a very unfavorable comparison to the US Postal Service, the Royal Mail managed to deliver my large Anvil Industries miniature order (...
I'm going to wrap up my thoughts on the galactic setting, as we've already hashed out a lot of the background I'd intended to...