Tuesday, March 26, 2013

Rules: Models, Units, & Strike Forces (Ver. 0.55)


Did some updates to these rules, and described what we have planned for the Strike Force Organization Charts (SFOCs).

Rules: Rolling Dice (Ver. 0.55)

Soldiers Playing Dice, Michelangelo Cerquozzi
Here's an update to the Dice Rolling rules. The pass-all tests will be going away, so they've been removed. I've also defined some things that needed defining. Like Re-Rolls and Salvos.

Monday, March 25, 2013

Rules: What You Need To Play (Ver. 0.55)


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

Testing The New Visibility System


CaulynDarr and I tested out the new visibility system with a straightforward battle today (Meeting Engagement). How did it do?

Vehicle Movement Outline


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

A Very Interesting Email: Part 2


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

Visibility: Re-Vamp II


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

Testing Results From Saturday


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

A Very Interesting Email: Part 1


Ryjak sent me a long email with a lot of heartfelt suggestions/criticisms about the game. The discussion of which I thought would be of interest to most of our readers. So here it is...

Friday, March 15, 2013

Another Visibility Option


Here's another refinement that might strike the right balance for our visibility system. This time, each range band is a multiple of the short range.

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