Tuesday, June 30, 2015

Observation, Part 7: Spotting The Enemy

Here's the rules for spotting the enemy, plus a nice little composite illustration to go along with it. That leaves just the cover rules to do before this section is complete. Two pages tops.

Friday, June 26, 2015

Observation, Part 6: The Last of the Visibility Rules

Here's the last 2 pages of what could be called "Visibility" rules, which total slightly over 9 pages. Not bad, really. :)

The final 2-3 pages in this section will deal with the concepts of "Spotting" and "Cover". After that, I'll be able to properly write up the new Shooting section.

Thursday, June 25, 2015

Observation, Part 5a: Tweaking For Clarity

Same pages as last time, but tweaked for clarity.

Observation, Part 5: Buildings In Just 2 Pages

Well, I promised no more than 2 additional pages of building rules, but I was actually able to keep it to just one. So it's 2 pages total with the FoV rules included.

Tuesday, June 23, 2015

Observation, Part 4: Building FoV

Here's the next bit on buildings. If the sections on observation out of, and into buildings takes more than 2 pages total, then I'm going to hack, slash, and simplify those rules until they do! I've already assumed that the players can figure out how to measure 45º angles on their own, and have cut a page's worth of explanations that we used to have for that. :)

Friday, June 19, 2015

Observation, Part 3

I've got company coming tomorrow, so I'll be too busy to work on the game for the rest of the day. But here's the Area Terrain section of the rules. There's a few tweaks here and there, but long time readers have seen most of this before.

Observation: Part 2

I'm on a roll tonight, I guess. Here's the next two pages of the new Observation section.

Thursday, June 18, 2015

Observation: Part 1

Here's the first 2 pages of the new "Observation" section, so-called because the later rules will tell you to "Observe" a target, etc. Basically, this is where I'm putting all of the old visibility rules (polished up a bit) so that they don't overburden the Shooting section.

Movement Phase Revision: Final Part

Here's the final part of the Movement Phase revision. The bits about moving around the enemy got hacked down quite a bit, since you can't actually move into engagement in this phase anymore. There's some new stuff about moving around in contested buildings, and the ability for a unit to use smoke. Which uses a simple 40K-ish status marker instead of laying down a template.

Movement Phase Revision: Part 4

Yes, the building rules will be back in the main rules sections, but more simplified wherever possible. Especially when we get to the Shooting Phase.

Tuesday, June 16, 2015

Movement Phase Revision: Part 3

Here's the next two pages. Not much has changed besides a word here or there in the rules, an extra descriptive sentence or two, and the updated layout.

Movement Phase Revision: Part 2

And here's part 2...

Biggest change is that Slow Going terrain causes a model not to be able to move more than 8" if they touch it during their move.

Monday, June 15, 2015

Movement Phase Revision - Part 1

The kids are all off to camp this week, so a blessed peace has descended on the Wyrm-abode. As such, I'm finally able to get some work done on revising the Movement Phase rules to fit the new outline.

Thursday, June 4, 2015

Spotting the Enemy

In the interests of promoting movement in the game by making it safer under certain circumstances to move a little bit than stand still, I'm working on a spotting system that would make units easier or harder to see based on their actions during the turn. Using a variation on an early idea that we discarded for our visibility system.

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