Thursday, March 14, 2013

Roll Low Instead Of High?


As we continue to work on streamlining the current rules, Eriochrome and I have started discussing how to make our dice rolling more consistent. Right now we roll low for Ld and Toughness tests. But we roll high for to-hit tests and armor saves. Rolling low to kill a model with a toughness test has confused all the testers to one extent or another. So I was considering making it a roll-high test instead. But Eriochrome had another idea. Which is interesting enough that we should consider it.

Wednesday, March 13, 2013

Some Flyer Thoughts

A-10 Warthog, Lou Drendel
While I've been working on the visibility stuff, I've had some thoughts about how we might handle Flyers in the game. Particularly after dusting off my old Apoc book and noting some general things that I like about that system. Not that we won't massively improve on those rules, of course. :)

Visualizing The New Visibility System

Red Glasses, Mohamed Kahouadji
Today I decided to pull out some models and demonstrate what the visibility bands would look like on-table, and compare it our old system. Let's walk though it.

Tuesday, March 12, 2013

Reworking Visibility/Concealment


I've spent the last couple of days trying to figure out how to make visibility/cover more straightforward in the game than it is right now. Finally, I think I have an answer that works.

Sunday, March 10, 2013

Indy Open Notes: Reserves


The Visibility rules were the biggest issue to come up in testing. But reserves were a close second. This came to a head when testing the Bridgehead mission multiple times. But we also encountered problems with Exfiltration yesterday. Which had been working fine until we upped the number of units per side to 9. One of those new units was a dedicated close-combat specialist (the Paladin Captain). While we also had a tank on the table to worry about.

Indy Open Notes: Visibility & Smoke


The wife still isn't tip-top, and won't be for another week, but I've got time to work on some stuff again. So let's dive into some of the notes I took during the Indy Open test/demo games, and a game I had yesterday at the FLGS.

Thursday, March 7, 2013

Updated Unit Stat Cards (Updated Again)


Here's a PDF of the unit cards that we used for testing at the Indy Open. Download it here.

Wednesday, March 6, 2013

Indy Open Notes: Dust Warfare


Ok, I've caught a breather. :)

I got a lot of good feedback on the game at the Indy Open. My wife's first trip to the hospital kept me away from the tourney Saturday night. Which, unfortunately, would have been the best time to run demos. Since everyone was too exhausted on Sunday to do more than ask a couple of questions before they took off. Not many stayed for the awards.

There was some real interest in WarStrike though, and I got invited to demo the game at a couple of stores and a club in the near future. The club, in particular, might end up being a valuable testing resource.

Monday, March 4, 2013

Chaos Reigns This Week

2000 Yard Stare, Tom Lea

Until at least the end of the week, expect the posting to be sporadic at best. My wife had sinus surgery last Wednesday (her second in a month), and has had complications. She went to the hospital twice over the weekend because of extreme pain. It's only because of the kind efforts of family and friends that I was still able (with her blessing) to attend the Indy Open, and show off the game at all.

Friday, March 1, 2013

Quick Reference Guide (V2)


The Quick Reference Guide has now been updated. Get the PDF by clicking here.

It's nice to see the guide simplify over time. It means we're doing something right. :)

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