Friday, January 11, 2013
Testing The Exfiltration Mission
by
SandWyrm
CaulynDarr came over yesterday and we did some testing using the Exfiltration Mission. Which, given it's nature, ensured that we got in enough Close-Combat to finally test the system decently.
Here's what we found...
Labels:
Close Combat,
M42,
Missions,
Sandwyrm,
Testing
Wednesday, January 9, 2013
Rules: The Turn Sequence (Ver. 0.51)
by
SandWyrm
Here's the updated Turn Sequence Introduction. I took out most of the item-by-item outlines, as those are better addressed in each sub-section. Plus they were really more of a way for me to plan out the sequence at the earlier rules stages. Now that we have them more locked down (and in a quick reference guide), I think it best to keep the introduction more friendly to new players by not drowning them in details.
Labels:
M42,
Rules,
Sandwyrm,
Turn Sequence
So... What's Up?
by
SandWyrm
I'm currently working on the updated Movement Rules. But I wanted to take a breather here and ask you, the readers, about something that's starting to bother me. Which has been the general lack of feedback lately.
Tuesday, January 8, 2013
Rules: Comparative Tests (Ver. 0.5)
by
SandWyrm
Here's the rules description for Comparative Tests. Where one stat is compared to another to find out what the required roll for success is.
Monday, January 7, 2013
Mission Concept: Broken Arrow (Ver. 0.2)
by
SandWyrm
Kroxigor raised some good points in the comments to my first version of this mission. So here's a new version with the deployment zones further away from the objectives. I also cleaned up the language/sequence a bit to make it easier to follow.
Friday, January 4, 2013
Rules: Rolling Dice (Ver. 0.5)
by
SandWyrm
I've almost completely re-vamped this section of the rules. Before, it had been a hodge-podge of describing every type of roll that we could think of. But now that our mechanics are getting locked down, I've concentrated on the types of rolls that we actually have in the game. Including how to roll multiple Leadership/Toughness tests together. As well as introducing the Pass-One and Pass-All labels to describe them. Have a look and tell me what you think.
Thursday, January 3, 2013
Mission Concept: Exfiltration
by
SandWyrm
Alert! An enemy force has infiltrated our lines and has kidnapped (insert important person or enemy prisoner here). They must be stopped before they can get away with their hostage!
Mission Concept: Broken Arrow
by
SandWyrm
Somewhere near the battle lines, a light cargo lifter from your side has mysteriously crashed. Unfortunately, it happened to be carrying a highly dangerous strategic weapon prototype, and the crash site is accessible to both sides. This weapon of mass destruction cannot be allowed to fall into enemy hands! Your mission is to find the crash site and secure it before an enemy force can do the same.
Wednesday, January 2, 2013
Mission Concept: No Man's Land
by
SandWyrm
This is the second of the mission concepts I'm working on. It's more complex, in that it lets both sides put down a bunch of obstacles prior to the start of the game. Which will require appropriate terrain such as barbed wire, sandbag (or similar) walls, rocks/trees, and possibly minefield markers of some sort.
Concept: Terrain As A Part Of Your Task Force
by
SandWyrm
As I've been writing up the next mission concept, I found myself getting off on a tangent that I've decided requires it's own post. That being the idea of including terrain as part of a player's army. So that during deployment, you can put down some smaller, tactically important bits to modify the play field; instead of simply being at the mercy of whatever the table layout + mission does to you.
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