|Self Portrait; Pablo Picasso|
Wednesday, December 18, 2013
Thursday, November 14, 2013
The blog's been quiet for a while now; and now that I finally have a bit of time to write, I feel like I owe everyone an explanation. Long story short... I'm currently buried in family responsibilities. Forcing me to put the development of WarStrike on hold while I deal with them.
Wednesday, October 16, 2013
Saturday, October 12, 2013
Sorry for the long break in posting, but I've been dealing with some serious health issues that demanded my full attention. I'm having a 'good day' right now though, so I've actually been able to sit down and think about the project in detail. Instead of in little snippets here and there.
As part of that, I've been having a desire to simplify the game some more. Which mostly boils down to simplifying close-combat and shooting. While keeping a bit of the feel that we had in the last game sequence test. Where we experimented with a set of phases that were similar to those in the old Squad Leader game.
Monday, October 7, 2013
|Still from Paths of Glory- Kubrick 1957|
Thursday, September 12, 2013
I was at the local FLGS last week, when I spied a box of the new Dreamforge 'Eisenkern' troopers for sale. The Eisenkern line is widely seen as an attempt to offer cheaper/cooler Imperial Guard options than GW does. At just $21.95 for a 10-man squad, I said "sure", and grabbed one. When unboxing them though, I was surprised to see that they come with (very nice) 30mm bases. Which is 5mm more than the 25mm standard that GW and Mantic use.
I'm not sure what Dreamforge is up to, as buying a $4.50 pack of 10 GW bases to be '40K legal' with these actually erases a little more than half of their price advantage. But it did get me thinking about how much base size matters in the game now. Given that we intend to facilitate the use of anyone's minis with our rules, differing base standards are a potential problem. But how much of one?
Tuesday, September 10, 2013
As I'm going through and re-ordering the rules, I've decided to pull some of the 'advanced' rules (Woods, Buildings, etc.) out into their own sections. In an effort to make the 'base' rules simpler and easier to follow. While doing that, I've had some interesting ideas on how buildings should be treated in regards to their own evasion/armor/toughness. For when you're trying to shoot the building itself, instead of the just the guys inside it.
Thursday, September 5, 2013
Tuesday, September 3, 2013
Sunday, September 1, 2013
Saturday, August 31, 2013
One of the problems I have with creating detailed rules outlines in Word is that eventually I reach the point where I can no longer deal with the volume of info I end up with. Meaning that I can't think about stuff like chapter order, with all of the section/detail info in the way. At that point I always end up abandoning the outline, and writing rules up in full. Before I've completely worked out all the interrelations and dependencies. But then I keep going back to the outline because of how slow that is...
Friday, August 30, 2013
My alternating Action Phase idea didn't gain any traction, so I'm leaning towards continuing on the classic Movement Phase -> Shooting Phase as a replacement for our currently overcomplicated Action Phase. It's the safe bet.
But I keep thinking about something more Squad Leader-ish overall in terms of turn structure, and Oblivion_Necroninja has gotten interested in the general idea (but not my last take). So here's another take on the idea. One that I think Eriochrome might actually like too. Since it's not too different from the current structure, and would go a long way towards simplifying close-combat.
Wednesday, August 28, 2013
We've discussed going back to a traditional movement->shooting phase structure for the game. But I've had another idea. One that might address a few concerns that I've heard voiced and streamline the rules as a whole.
Monday, August 26, 2013
Friday, August 23, 2013
I'm getting slammed with mundane family commitments right now. But Highlander Burial sent in a summary of a faction idea that he and Oblivion Necroninja have been working on. So let's take a look at what they've got.
Wednesday, August 21, 2013
Tuesday, August 20, 2013
|Spoogy Headache, Jorge Riverol|
Monday, August 19, 2013
|Man Writing, Oliver Ray|
Thursday, August 8, 2013
|Target With Body Parts, Jasper Johns|
Saturday, July 27, 2013
Saturday, July 6, 2013
|With My Lethal Eye; Steve Mitchell|
Monday, July 1, 2013
Hey all, just checking in with everyone. All of the project leaders have been busy as hell lately with work, vacations, kids, health, home repairs, or some combination thereof. But the logjam is starting to break. I'll be posting some new rules this week to start finalizing the rest of shooting, and Eriochrome is working on cleaning up the close-combat sequence. Interest in the project is climbing as 40K rots, so we need to make some progress. :)
Thursday, June 6, 2013
Sunday, May 5, 2013
No, I haven't died or been hit by a bus. I'm just working on the LoS/Visibility rules. Which I want to complete all in one go, instead of dribbling them out in disconnected pieces that we hash over uselessly. It's taking some time.
Wednesday, May 1, 2013
Monday, April 29, 2013
Ok, so the new visibility system was all well and good... until I had to sit down and write clear rules for the terrain effects. Block city. If the rules are too weird/complex for me to easily figure out clear rules for, then it indicates a problem. So I'm taking the weirdness down a notch, and de-coupling the visibility of a target more from the terrain Evasion modifiers. In a hybrid of the old and new systems.
Tuesday, April 23, 2013
Sunday, April 21, 2013
I went over to Games 2 Die 4 on the west side for testing yesterday. Where I took pictures of the game we had, so that I could finally (yes finally) make a proper Battle Report for everyone to see.
Saturday, April 20, 2013
Thursday, April 18, 2013
Tuesday, April 16, 2013
Ryjak had some concerns about units being able to shoot through hills/buildings at range. While I'm finding in testing that adding GtG/Firing modifiers to the standard visibility modifiers gets tedious fast. So here's what I've thought up to solve both problems at the same time.
Monday, April 15, 2013
Friday, April 12, 2013
Monday, April 8, 2013
|Explosion of Joy, Amy Giacomelli|
Anyway, here's the rules that I've been working on for Measuring Distances.
Friday, March 29, 2013
Tuesday, March 26, 2013
|Soldiers Playing Dice, Michelangelo Cerquozzi|
Monday, March 25, 2013
Here's the 'What You Need To Play' section of the rules. I'm going to try something different this time, as I'm tired of copy-pasting from the rulebook and then reformatting everything for the web. Instead, I'm going to offer a link where you can download just this section of the rules as a PDF. Which should be easier to read anyhow. We'll see how that goes.
Friday, March 22, 2013
I've been working on the formal writeup of the new Visibility/Shooting rules. Which will get tested today with CaulynDarr. But while I work on that, here's a rough outline of my thoughts for how vehicles should move. I've tried to add just enough method variation between the types to make it interesting, with meaningful tactical differences. But not so much detail that it becomes a naval sim. :)
Wednesday, March 20, 2013
Here's the second half of that email that Ryjak sent me, and my responses. This one's going to be quite interesting, as I compare the result ranges of D6 and D10 dice rolled in series, and why D10 isn't as much of a better choice for a wargame as people tend to think it is.
Tuesday, March 19, 2013
My last re-vamp of the visibility/to-hit system was interesting, but it didn't work out in testing. I'm taking another go at it though. Keeping in mind Ryjak & Eriochrome's suggestions, I've eliminated 2 levels of visibility, axed all range bands beyond the first, and instead instituted standardized Evasion modifiers at long range, based on terrain. With straight modifiers for shooting & GtG, but not running.
Monday, March 18, 2013
At the Indy Open a few weeks back, I was invited to come down and demo the game to a club of 20+ guys that meets on the south side of Indy at a private home. I didn't take any pictures (because it was a private home), but I did get in two good test games with some players at the lower end of the competitiveness scale. They enjoyed themselves, and it was interesting to see what they appreciated the most about the game compared to the more hard core competitive types.
Sunday, March 17, 2013
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...