I did another playtest

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Wiouds
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I did another playtest

Post by Wiouds » Fri Dec 16, 2011 12:40 pm

I just did another play test with a more complex set of rules. The problem is That I do not know how to get it so you can read the file.

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Kris Knives
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Re: I did another playtest

Post by Kris Knives » Fri Dec 16, 2011 12:44 pm

Can't you just post it up here?

If you have images you can host them on Image Shack so they can be linked into the thread using the Img tags.

Wiouds
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Re: I did another playtest

Post by Wiouds » Fri Dec 16, 2011 12:53 pm

It is a 19 page document.

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Kris Knives
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Re: I did another playtest

Post by Kris Knives » Fri Dec 16, 2011 12:57 pm

Wiouds wrote:It is a 19 page document.
Unless you have some unusual multi-media in that document you should still be able to convert it into forum posts. I've created very long photoblogs before and it is the same thing. Post the text, then upload any pictures and insert the image URLs with the image tags into the posts. Sure it will probably take you a while it is the best way to get it out there for a whole community to see and discuss.

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slaughtergames
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Re: I did another playtest

Post by slaughtergames » Fri Dec 16, 2011 1:03 pm

i don't mind reading a long file, but i can't see where to get it? have you uploaded it anywhere else or something?
"i buy me new deffkopta!!"
"waaaagh!"
"i did research, to find out how to minimize the randomness of the shock-attack gun."
"huh?"
"waaaagh!"
"WAAAAAAAAAAAAAAGGH!!"

Wiouds
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Posts: 644
Joined: Wed Jul 27, 2011 5:21 pm

Re: I did another playtest

Post by Wiouds » Fri Dec 16, 2011 1:29 pm

Where it is:

Dark Potential
play test

Goal:
This play test main goal is to test facing and rear attacks.
It secondary goals is to test the start up.
It is also to study squad splitting.

Play Area:
15 by 34 hex field. For record the for two digits will be the column and the second two will be the hex down. The hex ling that is upward and called 1 and with the clockwise each line will have an incremental value. So squad member at 0613-4 will be the 6 column, 13 down and face downwards

Unit: one hex

Movement rule:
It takes one MP to move one unit to move to any adjacent hex unless other wise told so.

Set up:
Each player will have 2 soldier squads that have six squad members each, one commander and one marksman. Each player will get 10 heavy covers 1x2 hexes and 20 lights covers one hexes.

Start up:
Player 1 will place a piece of cover and then player 2 to will place one too. This will continue until all cover is place follow cover placement. A player can choose not to place cover.
Next both players will roll 2d6. The player with the higher value of the two rolls can pick between having the first phase or which side to play from.
The player that get to pick side will deploy his/her squad at the top or bottom within 3 hexes of the edge.

Cover placement:
There is a limit to the cover can be placed.
• A cover group is made when cover is with limited range to another piece of cover
• A maximum of 5 hex can be used to make a cover group
• Heavy cover within 5 hex of cover then it is apart of the same cover group
• Only two heavy cover can be apart of the same cover group
• Heavy cover pieces in the same cover group can not be place ay an angle to a adjacent heavy cover
• Light cover within 3 hex of another hex is apart of the same cover group
• Heavy cover can not be placed within 6 hex of the top or bottom

Basic Turn
Each player takes turn activating one squad. A squad can only activate once per turn.

Basic phase
A phase is when a single force attack.
The active squad can move or assault an enemy squad
The assault on an enemy squad the offense squad can attack or use suppressing fire on the defending squad
The squad can start to overwatch, that takes an entire phase

Squad behaviors
Controlling a squad with more than on member has some factors to be conceder.
• All member of a squad can not be more than 2 hex from another member of the squad
• The squad will move as a single group.
• A squad member can be facing a different direction than the rest of the squad

Facing
Each member of a squad member is will face one of the hex lines from this point that side will be called front.
A squad member can join the squad shooting and target with in the front or the next to line adjacent to the front.
The hex lines not in the front is in the rear
Changing where a squad member face does not cost anything to change.
Squad Member can be facing a different direction unless they are performing an overwatch.

For example:
A squad member is facing side 1 so side 6 is to its left and side 2 is to it right. This mean the front is of the squad member is 6,1,2. This also means that 3,4,5 is the rear of the squad member.

Line of Sight
In order for a squad to attack the enemy they need they can reasonable shoot through.

Range attack
1. offense player add his/her roll to the current offense of the squad. That means the player add his/her roll 2d6 + offense squad’s shooting Skill + size of attacking squad
2. possible hits is the result of the lest step minus defender’s current Defense. This includes the squad defense stat and any cover.
3. The number of possible hits can not be greater than the size in the squad.
4. The number of d6 the attack get to roll is equals to possible hits times rate of fire (RoF) of weapon.
5. hit(s) happen when roll is greater than or equal to target’s armor minus attack’s gun strength.
6. The defender then remove the number hits from the single defending squad. If the squad is smaller than the number of hits then the remaining hits does not carry into any other squad.

For example:
A squad of 5 soldiers want to range attack another soldier squad that is behind light cover.
1. Squad soldiers of 5 fires.
• The offense player rolls a 12.
• The soldiers’ shooting skill is 2
• The offense squad size is 5
Total result is 12 + 2 + 5 = 19.
2. Compare to Defending solder squad current defense
• The squad defense state is 10
• defending squad is behind light cover so that is a 3
the possible hits are 19 – 10 - 3 = 6
3. 6 is greater than offense squad size of 5 so the value is now 5
4. The rate of fire of the offense squad’s weapon is 2
Possible hits are 5 * 2 = 10
5. the offense player will then roll 10 d6
• the defender’s armor is 5
• the offense’s gun strength is 1
• the offense player need to roll 5 - 1 = 4 or higher to get a hit
• the offense player roll 1, 2, 2, 3, 4, 5, 6, 6, 6, 6
• since 1, 2, 2, 3 are less than 4, they are remove
the remaining dice count is 6 so the number of hits is 6
6. the defender player need to remove 6 from the defender squad

Melee attack
Melee attacks is handle the same as range attack but:
• both offense and defender use their melee skill to modify the score
• the offense use it strike counts instead of RoF
• offense uses weapon might for the armor roll.

For example:
A squad of 1 commander want to melee attack a soldier squad that is behind light cover.
1. Squad soldiers of 5 fires.
• The offense player rolls a 9
• The commander’s melee skill is 4
• The squad size is 1
Total result is 9 + 4 + 1 = 14.
2. Compare to Defending solder squad current defense
• The squad defense state is 10
• defending squad melee skill is 2
the possible hits are 14 – 10 - 2 = 2
3. 2 is greater than offense squad size of 1 so the value is now 1
4. The strike count is commander’s weapon is 2
Possible hits are 1 * 2 = 2
5. the offense player will then roll 2 d6
• the defender’s armor is 5
• the offense’s weapon might is 2
• the offense need to roll 5 - 2 = 3 or higher to get a hit
• the offense roll 1, 3
• since 1 is less than 3, it is removed
the remaining die count is 1 so the number of hits is 1
6. the defender player need to remove 1 from the defender squad
unless the defender want to melee counter


Melee counter:
If the defending squad has not activated the give turn then the defending squad can choose to attack the offense squad.
If the defending squad chooses to counter attack all squad member that was lost during the offense squad’s attack will remain apart of the defending squad only for the counter attack. After all squad members lost in both attacks are removed from play
If the defending squad chooses not to counter attack then all squad member lost during the offense squad attack will be removed from play

Cover
Light Cover = +3 to Defense and can only protect 1 squad member
Heavy Cover = +6 to Defense and can only protect 3 squad member
The cover must between the attacker and defender.
To use cover a squad member must be at most 2 hex of the cover and the cover has space to be used.
It takes mp equal one haft rounded up to the cover to move over cover unless otherwise stated.
Cover does not affect line of sight.

Rear attacks
Rear attacks happen when a squad attacks as another squad’s rear. This is adding a +4 to the roll. A rear attack will not happen member of the defending squad has its front to the attacking squad.


Squad Splitting
Squad splitting is about having a squad into smaller sub squad for a given amount of time.

If a player has his squad attacks an enemy squad but one or more squad member(s) is unable to attack the target squad. The cause a split of the attacking squad into a sub squad made up of squad member whose can not attack the defender squad and a sub squad made up of the offense squad’s squad member whose can attack the defender squad. The sub squad whose can attack the defender is the sub squad that will attack the defend squad. After the attack the sub squads return to a single squad.

If a player want to attack as squad that has some squad members behind cover different type of cover. The defender squad is split into a sub squad for those that use the cover and a sub squad for the squad member outside of cover. Since the defending squad is now split into two sub squad, the attacking player can split his squad into two sub squads. The attacking sub squads can be any size the attacking player wants.

For example:
An offense Squad of 5 soldiers is attacking a defending squad of 3 soldiers. The defending squad has 2 squad members in heavy cover and 1 in the open.
This mean the defending squad is made into two sub squad. On sub squad is the 2 squad members in the heavy cover and the other in the 1 squad member in the open.
The offense player can split the offense squad into two sub squad that attack one of the defending sub squads. The offense player can have his/her entire squad attack a single sub squad.

Command Test
1. Roll 2d6.
2. Must roll equal to or greater than Command.

Suppressing Fire
Automatically canceled other preset action which include overwatch and joint fire
1. Roll as for shooting, but ignore cover bonus.
2. hits don't count, but instead are a postive modifier to an Experience test.
3. If target fails Experience test, loses next activation.

Overwatch
1. Squad forfeits movement and shooting.
2. Chooses direction to face. Has 60 degree angle for the center of a given squad member hex. All member but be facing the same direction
3. During an opposing squads activation, if they move or shoot in the overwatch angle squad, the overwatching squad can interrupt and shoot at them (as normal). They can interrupt at any point of the movement.

Units that could be in play test:

Soldier
Squad size: 4-6
mp: 6
Shooting Skill: 2
Defense: 10
Armor: 5
Hit Points: 1
Gun Strength: 1
Gun Range: 18"
Rate of Fire: 2
Melee skill 2
Weapon might: 1
Strike count: 1
Command: 7

Commander
Squad size: 1
mp: 6
Shooting Skill: 5
Defense: 12
Armor: 6
Hit Points: 5
Gun Strength: 2
Gun Range: 24"
Rate of Fire: 1
Melee skill: 4
Weapon might: 2
Strike count: 2
Command: 4
Command Points: 5

Marksman a.k.a. sniper
Squad size: 1
mp: 6
Shooting Skill: 6
Defense: 12
Armor: 4
Hit Points: 3
Gun Strength: 5
Gun Range: 36"
Rate of Fire: 1
Melee skill: 2
Weapon might: 1
Strike count: 2
Command: 5
Notes: suppression (2) - suppression with an additional +2 to command check

Play test start

Player 1 place heavy cover at 0717 and 0817
Player 2 place light cover at 1321
Player 1 place heavy cover at 0316 and 0216
Player 2 place light cover at 0517
Player 1 place heavy cover at 1210 and 1211
Player 2 place light cover at 0325 and 0425
Player 1 place light cover at 0408
Player 2 place heavy cover at 1128 and 1228
Player 1 place light cover at 0519
Player 2 place heavy cover at 0508 and 0608
Player 1 place heavy cover at 0117
Player 2 place heavy cover at 0520 and 0420
Player 1 place light cover at 1305
Player 2 place heavy cover at 0531 and 0630
Player 1 place light cover at 0904
Player 2 place light cover at 0309
Player 1 place heavy cover at 0927 and 1027
Player 2 place light cover at 1111
Player 1 place heavy cover at 0307 and 0407
Player 2 place light cover at 0607
Player 1 place heavy cover at 1105 and 1204
Player 2 place heavy cover at 0422 and 0522
Player 1 place heavy cover at 1420 and 1521
Player 2 place light cover at 0222
Player 1 place heavy cover at 1203 and 1303
Player 2 place light cover at 1002
Player 1 place heavy cover at 1210 and 1211
Player 2 place heavy cover at 1423 and 1523
Player 1 place light cover at 1217
Player 2 place light cover at 1231
Player 1 place light cover at 0912
Plater 2 place light cover at 1022
Player 1 place light cover at 0330
Player 2 place light cover at 1011
Player 1 place light cover at 0230
Player 2 place light cover at 0825
Player 1 stopped adding new cover
Player 2 place light cover at 1131
Player 2 stopped adding new cover

Order rolls
Player 1 rolls a 9
Player 2 rolls a 7

Player 1 wins and choose to deploy from the bottom

Player 1 place 6 soldier squad to 0934-1, 1033-1, 1034-1, 1134-1, 1233-1, and 1234-1.

Player 2 place marksman to 0103-4

Player 1 place commander 0733-1

Player 2 place 6 soldiers at 0301-4, 0302-4, 0303-4, 0401-4, 0402-4, and 0403-4

Player 1 place 6 solduers at 0233-1, 0234-1, 0334-1, 0433-1, 0434-1, and 0534-1

Player 2 place commander at 0902

Player 1 place marksman at 0734

Player 2 place 6 soldier ar 1401-4, 1402-3, 1403-4, 1501-4, 1502-4, and 1505-4

Turn 1
Player 2
Move marksman from 0103 to 0507-4

Player 1
Move 6 soldiers from 0934 to 0928-1, 0929-1, 1028-1, 1129-1, 1130-1, and 1229-1

Player 2
Move 6 soldiers from 1403 to 1007-4, 1106-4, 1196-4, 1206-4, 1307-4, and 1406-4

Player 1
moves commander from 0733 to 1133-1

Player 2
Move 0403 to 0308-4, 0208-4, 2070-4, 0107-4, 0106-4, and 0206-4

Player 1
Move marksman from to 0331-1

Player 2
move commander from 0502 to 0606-4

player 1
move 0534 to 0431-1, 0531-1, 0631-1, 0632-1, 0533-1, 0433-1

turn 2
player 2
move 0208 to 0214-4, 0313-4, 0213=4, 0113-4, 0212-4, 0112-4
squad then attacks marksman at 0331

only 3 member if the squad is in range to attack
0331 is behind light cover

Player 2 squad size is 3 and shooting skill is 2 so current offense is 5
Player 1 squad defense is in 12 and light cover 3 so current defense is 15.

Player 2 rolls 6
Player 2 misses

player 1
move 0531 to 0426-1, 0328-1, 0327-1, 0427-1, 0428-1, and 0529-1
attack at 0214

All player 1 member are within range
Player 2 is in two sub squad 1 is one squad the size of 1 and is in cover and the rest members are the other sub squad is out of cover.

Player 1 choose to have entire squad at sub squad outside of cover.

Player 1 squad size of 6 and shooting skill is 2 so current offense is 8
Player 2 defense is 10 and no cover.

Player rolled a 9

12 possible hits

Player 2 armor is 5
Player 1 gun strength is 1
Player 1 need 4 or higher to hit

Player 1 rolled 1, 1, 1, 2, 2, 2, 2, 3, 3, and 6, 6, 6,.

Player 2’a squad takes 3 hits. 0112, 0113, and 0212 removed

Player 2
Move 1007 to 1010-4, 1009-4, 1110-4, 1109-4, 1209-4, 1208-4

Player 1
Have 0928 go into overwatch

Player 2
Have 0507 go into overwatch

Player 1
Attack with marksman at 0331 at 0213 subsquad outside of cover

Player 1 squad size 1 and shooting skill is 1 and shooting skill is 6 so current offense is 7

Player 2 squad defense is 10 and 0 for cover so current defense is 10

Player 1 rolls: 6

One possible hit
Player 2 armor is 5
Player 1 gun power is 5
So player need to roll 0 or greater

Player 2 remove 0213

Move 0331 to 0431-1

Player 2:
Move 0606 to 1104-4

Player 1:
Take no action with commander at 1132-1

Turn 3:
Player 2:
Move 0213 to 0215-4, 0215-4

Attack at 0327

Player 2 size is 2 and shooting skill is 2 so current offense is 4
Player 1 at 0327 is two sub squad 0327, 0427, and 0438 are a sub squad in heavy cover. 0328, 0428 and 0519 is a sub squad out side of cover.
Player choose to attack out of cover sub squad.

Player 1 defense is 10 and 0 for cover so current defense is 10

Player 2 roll: 9

4 possible hits

Player 1 armor is 5
Player 2 gun strength is 1
So need 4 to hit

Player 2 roll 2, 3, 5, 6 so 2 hits happen
Player 1 remove 0539, 0428

Player 1:
0431 Suppressing fire 0507

0507 choose not to act on overwatch

Player 1 squad size 1 and shooting skill is 6 so current offense is 7
Player 2 squad defense is 12 so current offense is 12

Player 1 rolles: 10

Player 2 command is 5 but suppression(2) increase it by 2 so need to roll 7 not higher to not be suppressed

Player 2 rolls a 4

0507 is long suppressed


player 2:
move commander from1104 to 0606-4

Player 1:
move 0828 to 1428-1, 1329-1, 1229-1, 1129-1, 1130-1, 1028-1

player 2:
1010 overwatch toward 4

player 1:
move from 1132 to 1029-1

player 2:
0507 is not longer suppressed

Player 1:
0327 attacks 0215.

Player 1 squad size is 4 shooting skill is 2 so current offense is 6
Player 2 defense is 10 and cover is 6 so current defense is 16

Player 1 rolls: 7 player miss.

Turn 4:
Player 2:
0215 overwatch toward 4

Player 1:
Has 0426 suppressing fire at 0215

Player 1 squad size is 4 and shooting skill is 2 so current offense is 6
Player 2 defense is 10 and cover is 0 so current defense is 10

Player 1 rolls: 4

Player 1 does not suppress player2’s squad.

Player 2:
0507 overwatch toward 4

Player 1:
1029 ocerwatch toward 1

Player 2:
0606 ocerwatch toward 4

Player 1:
0431 suppressing fire one 1010

0507 is acts on over watch to attack 0431

Player 2 squad size is 1 and shooting skill is 6 so current offense is 7
Player 1 defense is 12 and cover is 6 so current defense is 18

Player 2 rolls: 6
Player 2 miss but player 1 attack is stopped.

Player 2:
1010 overwatch toward 4

Player 1:
Move 1428 to 1524-1, 1424-1, 1525-1, 1425-1, 1326-1, 1327-1
0909 act on overwatch attacks 1428 to stops it at 1426-1, 1526-1, 1328-1, 1528-1, 1428-1, 1329-1

Player 2 squad size is 1 and shooting skills is 5 so current offense is 6
Player 1 defense is 10 and cover is 0 current defense is 10

Player 2 rolls: 7

1 Possible hit.

Player 1 armor is 5
Player 2 gun strength is 2
Player 2 need 3 or higher

Player 2 rolls: 2
No harms.

Move 1528 moves to 1522-1, 1421-1, 1422-1, 1524-1, 1424-1, 1525-1
1010 acts on overwatch
1029 acts on overwatch 1010 over watch is stopped

Player 1 squad size 1 shooting skill 5 so current offense is 6
Player 2 defense is 10 cover is light 3 so current defense is 13

Player 1 rolls: 7
Not hits but 1010 stop act one over watch
Move 1528 moves to 1522-1, 1421-1, 1422-1, 1524-1, 1424-1, 1525-1

Turn 5:
Player 2:
0215 attack 1029

Player 2 squad size is 2, shooting skill 2 so current offense is 4
Player 1 defense is 12 and cover is zero so current defense is 12

Player 2 rolls 6

Player 2 misses

Player 1:
0431 overwatch toward 1

Player 2:
1010 attacks 1421

1 is not in cover

Player split his squad so 2 attacks the one out of cover and 4 attacks those in heavy cover.

Player 2 squad size 2, shooting skill 2 so current offense is 4
Player 1 defense is 10, 0 cover so current defense is 10

Player 2 rolls: 9

Possible hits 4

Player 1 armor is 5
Player 2 gun strength is 1
Player 2 need 4 or high to hit

Player 2 rolls a 2, 6, 4,4

Player 1 remove 1422

Player 2 squad size is 4 shooting skill 2 so current offense is 6
Player 2 defense is 10 and cover is 6 so current defense is 16

Player 2 rolls: 6

Misses

Player 1:
Moved 1421 to 1418-1, 1518-1, 1219-1, 1220-1, 1221-1

Moved 1418 to 1313-6 1412-6, 1414-6, 1316-6, 1318-6

Player 2:
0507 attacks 1317

0431 acts in overwatch to attack 0507

Player 1 squad size 1, shooting skill 6 so current offense is 7
Player 2 defense is 12 and cover is 6 so current defense is 18

Player 1 rolls: 9

Player 1 misses but stops 0507 attack

Player 1:
1029 overwatch toward 1

Player 2:
Moves 0606 to 1104

Player 1:
moves 0328 to 0625-1

turn 6:
player 2:
0215 attacks 0625

Player choose to only attack 0625

Player 2 squad size 2 shooting skill 2 so current offense is 4
Player 1 defense is 10 cover is 0 so current defense is 10

Player 2 rolls: 9

Possible hits is 4

Player 1 armor is 5
Player 2 gun strength is 1
Player 2 need to rolls a 4 or higher to hit

Player 2 rolls 5

Player 1 remove 0625

Player 1:
Move 1412 to 1507-6, 1407-6, 1408-5, 1410-6, 1412-6

1507 attacks 1208

1408 is rear of all but 1208

The three character can have a rear attck
1410 and 1412 will attacks 1208
1507 1407 and 1408 attacks the rest

1410 and 1412 attacks
Player 1 squad size is 2, shooting skill is 2 so current offense is 4
Player 2 defense is 10, cover is 0 so defense is 10

Player rolls 10

4 Possible hits

Player 2 armor is 5
Player 1 gun strength is 1
So player 1 need to roll 4 or high

Player 1 rolls: 1, 2, 3, 4

Player 2 remove 1208

1407, 1507, 1408 attack
Player 1 squad size is 3, shooting skill is 2, rear attack is 4 so current offense is 9
Player 2 defense is 10

Player rolls: 10

6 possible hits

Player 2 armor is 5
Player 1 gun strength is 1
Player 1 need 4 or higher

Player 1 rolls: 2, 3, 3, 3, 6, 6

Player two remove 1109, 1209

Player 2:
Move 1104 to 1406-4

Melee attack 1407
Player 2 squad size 1, melee skill is 4 so current offense is 5
Player 1 defense is 10, melee skill is 2 so current defense is 12

Player 2 rolls: 8

2 Possible hits
Player 1 armor is 5
Player 2 weapon might is 2
Player 2 need 3 or higher

Player 2 rolls: 4, 6

Player 1 remove 1407, 1507

Player 1:
0431 overwatch toward 1

Player 2:
Move 1010 ro 1010-3, 1110-3, 1009-3

1010 attacks 1408

1029 act overwatch

1029 attack 1009
Player 1 squad size is 1, shooting skill is 5 so current offense is 6
Player 2 defense is 10, 0 cover so current defense is 10

Player rolls: 9

Possible hits 1

Player 2 armor is 5
Player 1 gun strength is 2
Player 1 need 3 or hight

Player 1 rolls: 4

1009 was removed

1010 attack was stopped

Player 1:
Move 1029 to 1028-1

1028 attack 1010

Player 1 squad size is 1, shooting skill is 5 so current offense is 6
Player 2 defense is 10 and cover is 3 so current defense is 13

Player 1 rolls: 2

Player misses

Player 2:
0507 attack 1408
0431 act on overwatch and attacks 0507

Player 1 squad size is 1 shooting skill is 6 so current offense is 7
Player 2 defense is 12, cover is 6 so current defense is 18

Player 1 rolls: 5

Player 1 miss but 0507 attack was stopped.

Player 1:
0426 attacks 1010

Player 1 squad size 3, shooting skill 2 so current offense is 5
Player 2 defense is 10, cover is 3 so current defense is 13

Player 1 rolls: 10

4 Possible hits

Player 2 armor is 5
Player 1 gun strength is 1
Player need 4 or higher to hit

Player 1 rolls: 2, 4, 6, 6

Player 2 remove 1010, 1110

Turn 7:
Player 2:
0507 enter overwatch

Player 1:
Move 1408 to 1010-5 0910-6, 1009-1

1010 attack 0315
1009 can not join the attack

Player 1 sqaud size is 2, shooting skill is 2, 4 rear attack so current offense is 9
Player 2 defense is 10, cover 0 so currens defense is 10

Player 1 rolls: 8

4 Possible hits

Player 2 armor is 5
Player 1 gun strength is 1
Player need 4 or higher to hit

Player 1 rolls: 2, 4, 4, 6

Player 2 removed 0215, 0315

Player 2:
Move 1406 to 1110-5

Attack 0910 and 1010
Player 2 squad size is 1, melee skill is 4, rear attack 4 so current offense is 9
Player 1 defense is 10, no cover so current defense is 10

Player 2 rolls: 11

2 possible hits

Player 1 armor is 5
Player 2 weapon might is 2
Player 2 need to roll 3 or higher

Player 2 roll: 4, 4

Player 1 remove 0910, 1010

Play test ends since player 1 has a good chance to win.


Afterthought:
Setup:
• It was strange setting up the board not knowing which side that my forces will deploy from. This lead to a strange mixture of how to place the cover. I wanting to place cover in a way that can help my force use them, but at the same time I did not want them too strong weaken cover so the other side’s forces will not have perfect cover.
• The cover placement rules were weakened for the deployment areas. This was because of the amount of space and the amount of cover being place on the field.
• The cover groups work well. The limits on cover groups keep power defensive from being made. It also created a natural limit to the amount of cover they could place. There was open areas that naturally were made. The rules need to be more details about what makes a cover group.
Playing:
• What if two cover applies to a single defending squad?
• What about two side with unequal number of squads? How is the phase set up then?
• What if a squad is behind another squad?
• The squad splitting works well and made moving more challenge for larger squad to move and still stay in cover. Using it as apart of combat was more simple as the game went on instead of trying to make use of some strange math. It also lead to a interesting action by the players like leave a few out in the open in hope the other player attacks them instead over use the phase on another squad.
• The cover limit for the number that can use it and the area it protects work out well. It made it clear who is in cover and also keep the groups from lining behind heavy cover.
• I found there was no problem with the automatic hit with the sniper gun strength of 5 against soldier armor of 5.
• Overwatch is important. When I first moved my squads, I did not use overwatch. I found that my forces was easily attack and nearly wiped out. After a while, I would only advance my squads when they a friendly squad overwatch on them. If I could not get an overwatch for the squad then I could go onto the defense. This lead to the used of suppressing find a number of times.
• I made a few rules for overwatch:
o When overwatch is acted on a moving active squad the active squad only move haft desire distant.
o Even if the first part of the phase is stopped by overwatch, the active squad can still take the second action. So if an active squad first part is a move and another squad acts on overwatch to haft it, the active squad can move or attack for the second part of the phase.
o For each part of the phase a player can only have one squad acts on overwatch. This mean each player can only have one squad acts on overwatch during the first part be it move or attack but can they have a second squad acts on overwatch for the second part of the phase.
o Overwatch automatically stop an attack, other squads acting on overwatch, and haft the movement.
• I found suppressing works well to stop overwatch.
o Should it also a bit better against overwatch?
• I had it that suppressing fire affects the entire squad.
• What about breaking up movement distant up to get around cover.
• I made it if a squad want to change where its members is facing, the squad need to move but the changing face does not cost mp.
• Can squad members stand on cover?
• Is +3 for suppressing command test too low for the sniper?
• Rear attacks works. It encourage to move the squads for a better angle to attack. It also cause squad to split fire range when surrounded.
o Should rear attacks also increase weapon’s might?
• The basic ideal of Facing works. I played if some members are facing the enemy and the rest are not then two sub squads are formed.
o Should member facing the enemy stop or weaken rear attacks instead of making sub squads?
• I found that the hex grid works well with this game. Moving is easy to count when moving around cover another action that are not straight lines. The angle of cover can be a bit limited. The hex handle the 60 degree overwatch angle well too.
• The larger squad that have low skill values become very weak when they lose a good number of their members.

What if
What if the game was played on an octagon battle grid?

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Kris Knives
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Re: I did another playtest

Post by Kris Knives » Mon Dec 19, 2011 10:40 am

Hmmm looks like this test play brought up a lot of areas where the rules are vague or non-existent. I think there is too much to just discuss here. Why not break out some of you conclusions from the test play into separate topics so they can each get the attention they warrant. Some points like the octa-grid could probably use a little further elaboration so we can understand your reasoning.

One question I would ask that I don't see covered here is what parts were in the test play were most fun bits and what points dragged down the game?

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