A new play test

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

A new play test

Post by Wiouds » Wed Jan 11, 2012 7:12 pm

Dark Potential
play test

Play tester: William Edmonds

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 pieces can be used to make a cover group
Heavy cover within 5 units 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 ubit 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 squad is activated. During a phase a squad can have two actions or use the entire activation for one task like entering into overwatch. A squad can only attack enemies once per activation.

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
One member of the squad member will be given the note as squad leader. The Squad leader will be the over watch angle to work with. For power only the Squad leader need to be in range. If the Squad leader is remove from play pick another squad member to become the leader.

Movement:
Unless otherwise told it take one mp to move on unit.

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.

For all rolls:
If the number needed to roll is higher that what is possible then the roll fails every time.
If the number needed to roll is lower than all the rolls then the roll succeeds every time.

Range attack
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
possible hits is the result of the lest step minus defender’s current Defense. This includes the squad defense stat and any cover.
The number of possible hits can not be greater than the size in the squad.
The number of d6 the attack get to roll is equals to possible hits times rate of fire (RoF) of weapon.
hit(s) happen when roll is greater than or equal to target’s armor minus attack’s gun strength.
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.
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.
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
6 is greater than offense squad size of 5 so the value is now 5
The rate of fire of the offense squad’s weapon is 2
Possible hits are 5 * 2 = 10
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
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.
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.
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
2 is greater than offense squad size of 1 so the value is now 1
The strike count is commander’s weapon is 2
Possible hits are 1 * 2 = 2
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
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

Area attacks
Squad that use to area attack have a arcing skill. To use the game the player need to have two easily discernable dice. Pick a die for the core die and the other become the pointer die.

The player that wants to do the area attack will roll the dice. If the roll is higher or equal to the arcing skill then the area attack center does not move. If the rolled number is lower then the distant is the weapon spread time the different from the roll and arcing skill. The center of the attack will move the same direction of the core to the pointer die. Once place any fighter within the area of attack will be attack using the same rules as range attacks but instead of shooting skill you need to used the weapon danger. There is no limit to the number that can be hit

Example
Squad A1 want to do an area attack one Squad B1 and Squad B2 with an area attack. Let say Squad A states are a squad size of 3, arcing 10, spread 3, strength 2, danger 4 and area type is 4 circle.

If Player A roles 10, 11, 12 then the area attack’s center will be where the player aims.

If Player A less than 10 then it in moved the different from 10 times the spread of 3.

Let say the Player A rolls a 7 that mean that the attack center will be the different from 10 (10 – 7 = 3) * the spread (3 * 3 = 9) so the distant is 3. If any force is in that is within a 4 unit circle of the center of the attack then the center of attack will attack it with the current offense (Squad size of 3 and danger of 4 = current offense of 7).

Health:
Some squad will have health greater than one. The total amount of health is the health stats * squad size. The extra health is the different between the total amount of health and the squad size. When squad with health of 2 or greater is attack, their extra health is removed before any squad member is.

Example:
Let say Squad A1 has 3 members and health of 2. This mean total health is 6 and 3 is extra health. Squad A1 can be hit 3 times without removing a squad member. When they get hit a 4th time then Squad A1 size is reduce by 1.

Terrain:
Terrain can be broken up into three groups: cover, terrain zones and placements.

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 unit 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.
The Squad is to use the best cover they can

Terrain zones:
They are area that has affects. They are place at the before the cover and does not affect current defense.

Forest:
This groups of trees reduce the range of weapons. For every 2 unit the range decrease by 1. Squad with in the forest are not affect by the 6” of the forest. It take 2mp to travel one unit

Slopped land:
Slopped land is land raising and lower at a rate that squads need to move slowly over it. It cost 3 mp to move 2 units

Placements
Are object that are not cover or terrain zones. They are place at the same time terrain zones are.

At the moments all placements block 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 if a defending squad member has its front to the attacking squad.

Wounds:
There are times that squad members will be hurt but can continue to fight. These are called wounds. As the number of wounds increase the entire squad will be weaken. A squad can have up to ten wounds.

Number of wounds added affect
1 – reduce mp by up to 2
2 - reduce mp by up to 4
3 - reduce attack skill weaken by up to 1
4 - increase command check by 1
5 - reduce mp by up to 6
6 - reduce attack skill weaken by up to 2
7 - can no longer move
8 - reduce attack skill weaken by up to 3
9 - increase command check by 3
10 – squad start turn suppressed
Note: if the number of wounds affect the same stats use higher number.

Example:
Squad A1 has 4 wounds so it has increase command check by 1, reduce shooting skill by up to 1 and reduce mp by 4

Wounding attacks
Wounding attacks are attack that wounds the enemies. They act like normal range attack but there is no limit base off squad size for the 2d6 roll and the end result is wounds

Healing:
Some squads can heal wounds. The Squad can not heal itself unless the ability say it can.

Stealth:
Some squad have the ability to hid itself from the enemies. This is shown by stealth tokens. A stealth token is where the other side think that the Squad is. Stealth have two values with it written like (#/#). The first is the number of stealth tokens place around it. The second is the number that the increase enemies command for command check by.

Lets say Squad has stealth (3/2):
This means that when the squad enters stealth 3 stealth tokens is place
When an enemies squad try to see the stealth unit the command check is 2 higher than normal.

entering into stealth:
at the start of the activation to enter stealth pick a squad member and place the stealth tokens equal to the first number around it and remove the squad. The player must mark the underside of the token that is his/her real location of the squad. A Player can look at the stealth tokens but return them to the field in the same location.

Moving in stealth:
When moving in stealth: no less than 2 stealth tokens must be move. All stealth tokens share the squad’s MP and single stealth token can not use more than haft the squad mp.

Stealth and limited range abilities/power:
Use any of the squad’s stealth tokens as if it is the real squad.

Stealth and attack:
Squads can not attack a stealth token unless by area.

Spotting a squad in stealth:
If a Squad is within a shooting range is a stealth token then the squad and take an action to use command check with the second stealth value. If the squad succeeds at the command check but the stealth token is not the real squad then remove the stealth token. If the squad succeeds at the command check and the stealth token is the real squad then place squad at the squad location. A squad can not try to spot a stealth squad once per activation but it does not count as an action. If a stealth Squad have only stealth token where the real squad is then the real squad is to replace the stealth token.

Example:
Squad A1 with a command of 7 is trying locates a squad B2 with stealth (3/2).

Squad A1 will need to do a command with the check as if the command skill is 9 to locate.

Let say player A rolls a 10. This mean that player B need remove the stealth token and if the stealth token is for where the squad is then Player B will need to place the Squad at that location.

Stealth and overwatch:
If a stealth token is moved within a squad over watch angle then the squad in overwatch will automatically try to spot the stealth squad and it does not cost the squad to act on overwatch. They get a 2 increase to the command check to be including with the stealth change. This increase can be remove if the squad acts on overwatch.

Example:
Lets say Squad A1 is in overwatch and have a command of 7. Squad B2 with stealth (3/2) has two stealth tokens within its overwatch angle. The first token move so the Squad A1 tries to spot that stealth token.

There are two things that player A can do: act on overwatch or accept the increase to command.

If Player A have Squad A1 acts on overwatch then their command value is 9.

If player A does not have Squad A1 act on overwatch then their command value is 11.

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 check
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 positive modifier to an Experience test.
3. If target fails Experience test, loses next activation.

Overwatch
Overwatch is used to hender the enemy’s squads.
Squad forfeits movement and shooting.
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
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).
Both player can only have one squad act one overwatch for squad action
If during the first action of a squad anther squad stop it with overwatch then the squad can still take their second action.
The last in overwatch squad to act will attack first.
If a squad acts on overwatch another squad acts on overwatch durning the same action the first squad overwatch is canceled.

For example:
Squad A2, Squad B1 and Squad B2 are in the overwatch.
Let say Squad A1 is moving for it first action. Then Squad B1 acts overwatch. Next Squad A2 acts on overwatch.
Squad B2 can not act since one squad already act.
Squad A2 will continue to its move

Command points (cp):
Command points are given by the active leader. These command points are used for special action. There is no range to the area that the command points can not be used.
If the roll is not possible to get a roll then the player can pay to undo the attacks. This must be used before the roll happens.
A player can pay to have a suppressed squad to no longer be suppressed. If the suppressed squad have not been activated then player can activate the squad but the squad can not enter into overwatch.
Each faction can have them own command point cost powers.
When the leader is lost a sub-leader can take the place.

CP options:
1cp – player undo his/her squad’s attack.

Example:
Squad A1 attack Squad B1 but to get a hit Player A will need to roll a 13 with 2d6 so player A can pay to have the Squad to undo the attack.

2cp – if squad that was in overwatch when enemies tried and failed to suppressed the squad. The player can activated the squad again. The Squad can not enter into overwatch again.

Example:
Squad A1 is in overwatch when Squad B1 tried to suppress it but failed. Player A can pay to be able to activate the squad again but Squad A1 can not do anything that take the entire activation.

4cp – make a squad no longer suppressed

Powers
Powers are better skills only each faction can give. Each force has a base power. The leader and sub-leader have their power(s). The leader power cost is as printed. The Sub-leader is 1.5 rounder up the normal cost.

Units that could be in play test:
For powers:
The power from a squad is set up as #cp (#). The first is the normal cost and the second number is the sub leader cost.

So the cost of 3cp (5) mean the cost is normally 3 but if the Squad is a sub-leader then the cost is 5.

Side A
power
8 cp – the black dove oath:
Increase the current offense by 2 for all squads for the rest of the turn.

3 cp – belief in leadership
This reduce any single command checks 2 used before roll

Joint fire
Allow to squad of different values to act as a single squad.
To do one squad just use an activation to ready for joint fire. When suppressing fire is used on a squad waiting for joint fire, that squad will act the same as a squad in overwatch. A squad can one act on joint fire when squad on the same side attacks a squad when a large angle gap between the teammate squads. Both squads get a plus 2 to current offense for both Squads attack.

Soldier (troops)
Squad size: 4-7
mp: 6
Defense: 10
Armor: 5
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Range weapon: Rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: Knife
Weapon might: 1 Strike count: 1


Side A
Soldier (Fast attack)
Squad size: 4-7
mp: 10
Defense: 10
Armor: 3
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Stripped armor (4) – increase mp by 4 reduce armor by 2
Free run (1):
Reduce the mp cost of moving over cover and terrain zone up to 1mp
Range weapon: Rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Soldier (Heavy)
Squad size: 4-7
mp: 4
Defense: 10
Armor: 6
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
thicker armor (1) – armor is increase by 1 and reduce MP by 2
Range weapon: Big Rifle
Gun Strength: 2 Gun Range: 18" Rate of Fire: 1
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Soldier (mighty)
Squad size: 4-7
mp: 3
Defense: 9
Armor: 5
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Range weapon: monster Rifle
Gun Strength: 2 Gun Range: 16" Rate of Fire: 3
Heavy (3/1) – reduce mp by 3 & defense by 1
Cumbersome (1) If moving this activation then -1 current offense
Delay – can only be use for second action or activation
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Side A
Soldier (raiders)
Squad size: 4-7
mp: 7
Defense: 9
Armor: 3
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Stripped armor (4) – increase mp by 4 reduce armor by 2
Range weapon: monster Rifle
Gun Strength: 2 Gun Range: 16" Rate of Fire: 3
Heavy (3/1) – reduce mp by 3 & defense by 1
Cumbersome (1) If moving this activation then -1 current offense
Delay – can only be use for second action or activation
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Soldier (HQ)
Squad size: 4-7
mp: 3
Defense: 9
Armor: 5
Hit Points: 1
Shooting Skill: 2
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Radio team (2) - Can act as a relay for powers with ranges but at +2 cp
Range weapon: Rifle
Gun Strength: 1 Gun Range: 18" Rate of Fire: 2
Melee weapon: Knife
Weapon might: 1 Strike count: 1

Hunter
Squad size: 3-4
mp: 8
Defense: 11
Armor: 5
Hit Points: 1
Shooting Skill: 1
Melee skill: 3
Arcing skill: 0
Command: 7
Abilities:
N/A
Range weapon bayoneted Shotgun
Gun Strength: 1 Gun Range: 8" Rate of Fire: 3
Wide spread (2) – increase the max possible hits by 2
Melee weapon: bayoneted Shotgun
Weapon might: 2 Strike count: 3


Side A
Grenadais
Squad size: 2-4
mp: 6
Defense: 10
Armor: 5
Hit Points: 1
Shooting Skill: 1
Melee skill: 2
Arcing skill: 10
Command: 7
Abilities:
N/A
Range weapon: pistol
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon: knift
Weapon might: 1 Strike count: 1
Area weapon: grenades
strength: 2 Spread: 3 danger: 4 range: 15
Area type: 4” circle
unreliable (2) – increase arcing skill by 2

Nest gun crew
Squad size: 3
mp: 5
Defense: 12
Armor: 5
Hit Points: 2
Shooting Skill: 3
Melee skill: 1
Arcing skill: 0
Command: 7
Abilities:
N/A
Range weapon: nest gun
Gun Strength: 2 Gun Range: 18" Rate of Fire: 3
Must be set to use
Takes an activation to set up.
Moving the squad mean that gun is no longer set up
Can shoot 60 degree arc
Range weapon: pistol
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon: knife
Weapon might: 1 Strike count: 1


Side A
“Old Man” a X'Lanthos
Squad size: 1
mp: 5
Defense: 13
Armor: 6
Hit Points: 3
Shooting Skill: 4
Melee skill: 2
Arcing skill: 0
Command: 7
Command Points: 13
Abilities:
3cp (5) veteran fighter
Increase the squads with in 12” current defense by 2
2cp (3) healer (2)
Remove 2 * this squad size wound(s) from a squad that is within 6” inches of this squad.
Range weapon: pistol
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon
Weapon might: 1 Strike count: 1

Black Dove Commander
Squad size: 1
mp: 6
Defense: 12
Armor: 6
Hit Points: 5
Shooting Skill: 5
Melee skill: 4
Arcing skill: 0
Command: 4
Command Points: 13
Abilities:
5cp (8) weapon master(6)
Increase a squad weapon range by 6
2cp (3) spread out(2)
Increase the range for unit cohesion by 2
Range weapon: scooped gun
Gun Strength: 2 Gun Range: 24" Rate of Fire: 1
Melee weapon: dagger
Weapon might: 2 Strike count: 2

Side A
Marksman a.k.a. sniper
Squad size: 1
mp: 6
Defense: 12
Armor: 4
Hit Points: 3
Shooting Skill: 6
Melee skill: 2
Arcing skill: 0
Command: 5
Abilities:
When spotting stealth reduce command by 1
Range weapon: Sniper
Gun Strength: 5 Gun Range: 36" Rate of Fire: 1 suppression (2) - suppression with an additional +2 to command check
Melee weapon: blade
Weapon might: 1 Strike count: 2

Meds
Squad size: 2
mp: 6
Defense: 10
Armor: 5
Hit Points: 3
Shooting Skill: 2
Melee skill: 1
Arcing skill: 0
Command: 7
Abilities:
3cp field medic(2)
Take a action to Remove 2 * this squad size wound(s) from a squad that is within 6”
Range weapon: pistol
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon
Weapon might: 1 Strike count: 1

Side B
Powers
8cp - Pack charge:
Once per turn For the rest of the turn all squads’ mp is increase by 6

3cp – unflinching
Once per activation, Prevent one a single enemy’s overwatch from stopping an action. Overwatch attack still happen.

pack attack:
when two or more packs attack the same squad during a single turn increase those are the first current offense by 2

Spack
Squad size: 5-8
mp: 8
Defense: 12
Armor: 5
Hit Points: 1
Shooting Skill: 0
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Free run (2):
Reduce the mp cost of moving over cover and terrain zone up to 2mp
Melee weapon: back spines.
Weapon might: 1 Strike count: 2

Spack (heavy)
Squad size: 5-8
mp: 6
Defense: 15
Armor: 5
Hit Points: 2
Shooting Skill: 0
Melee skill: 2
Arcing skill: 0
Command: 7
Focused Defender (3) – defense is increase by 3 reduce MP by 2
Abilities:
Melee weapon: Large spines.
Weapon might: 2 Strike count: 1

Spack (fast attack)
Squad size: 5-8
mp: 12
Defense: 12
Armor: 3
Hit Points: 1
Shooting Skill: 0
Melee skill: 2
Arcing skill: 0
Command: 7
Abilities:
Stripped armor (4) – increase mp by 4 reduce armor by 2
Free run (2):
Reduce the mp cost of moving over cover and terrain zone up to 2mp
Melee weapon: back spines.
Weapon might: 1 Strike count: 2



Side B
Acid Thorns
Squad size: 3-5
mp: 8
Defense: 12
Armor: 5
Hit Points: 1
Shooting Skill: 3
Melee skill: 1
Arcing skill: 0
Command: 7
Abilities:
N/A
Range weapon: acid tip thorns
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon: claw
Weapon might: 1 Strike count: 1

Acid Thorns (guard)
Squad size: 3-5
mp: 6
Defense: 14
Armor: 5
Hit Points: 1
Shooting Skill: 3
Melee skill: 1
Arcing skill: 0
Command: 7
Abilities:
Focus defender (3)
Increase defense by 3 while reducing mp by 2
Range weapon: acid tip thorns
Gun Strength: 1 Gun Range: 12" Rate of Fire: 1
Melee weapon: claw
Weapon might: 1 Strike count: 1

Acid Thorns (spread)
Squad size: 3-5
mp: 8
Defense: 12
Armor: 5
Hit Points: 1
Shooting Skill: 3
Melee skill: 1
Arcing skill: 0
Command: 7
Abilities:
N/A
Range weapon: burst thorns
Gun Strength: 1 Gun Range: 6" Rate of Fire: 2
Wide spread (3) – increase the max possible hits by 3
Melee weapon: claw
Weapon might: 1 Strike count: 1


Side B
Long Reach
Squad size: 1-2
mp: 10
Defense: 13
Armor: 5
Hit Points: 3
Shooting Skill: 0
Melee skill: 3
Arcing skill: 0
Command: 9
Abilities:
melee protected (2) - increase current defense against melee attacks by 2
melee: Tentacle claw
Weapon might: 2 Strike count: 1
Long reach (4) - Melee range of 4
Entangle (3) - if a squad member get attack then the entire squad can not move and can only melee attack this squad. A command check with + 3 to get free.

Javelin Shower
Squad size: 3-4
mp: 6
Defense: 11
Armor: 5
Hit Points: 1
Shooting Skill: 0
Melee skill: 0
Arcing skill: 8
Command: 7
Abilities:
Wound master (1)
Wound attack get a 1 to current offense and weapon strength
Melee weapon: claw
Weapon might: 1 Strike count: 1
Area weapon: barb spike gas bombs
strength: 1 Spread: 2 danger: 4 range: 15
Area type: 4” circle
Wounding attacker – can do a wounding attack


Side B
Alpha Raider
Squad size: 1
mp: 15
Defense: 13
Armor: 4
Hit Points: 5
Shooting Skill: 0
Melee skill: 4
Arcing skill: 0
Command: 7
Command Points: 15
Abilities:
5cp (8) fierce leader (1)
Increase the weapon might of a single squad within 12” by 1
Melee weapon: rage combo
Weapon might: 2 Strike count: 3

Shadow Claws
Squad size: 1
mp: 8
Defense: 14
Armor: 4
Hit Points: 3
Shooting Skill: 0
Melee skill: 3
Arcing skill: 0
Command: 7
Command Points: 12
Abilities:
Stealth (3/2)
4cp (6) cover master (1)
For a single squad within 8” increase number that can use cover by 1
Melee weapon: quick jaws
Weapon might: 2 Strike count: 3

Brick
Squad size: 1-2
mp: 3
Defense: 10
Armor: 3
Hit Points: 5
Shooting Skill: 0
Melee skill: 0
Arcing skill: 0
Command: 7
Abilities:
Castle (4)
Give a +4 cover for up to three allies within 2 units
Remain
If killed, remain on the field and give cover


Play test 1
Goal:
To see how hex bases on a non hex grid.
Testing fighters with different set ups.

Play Area:
34” x 34”

Unit: one inch any direction


Player A force:
1 – 5 manned soldier (fast attack)
1 – 5 manned soldier (Heavy)
1 – 5 manned soldier (mighty)

Player B force:
1 – 5 manned soldier (fast attack)
1 – 5 manned soldier (Heavy)
1 – 5 manned soldier (mighty)

I am not going to record each movement that takes place.

Afterthought:
I found the forces did act differently when different set up that was used. The might was a bit slow but could nearly whip out a squad with a single attack. The fast lived up to its name.

The fast attack squads easily flank the enemies.

The cover value does seem high.

I was able use the hex bases to see overwatch angle with out any template or marks on the base.

What if cover is in range but target is not in range?

I found it hard to move around cover.

What if:
What about CP and commanders, area attacks and stealth?



Play test 2
Goal:
Test command points
Test the different sides
Test area attacks

Play Area:
34” x 34”

Unit: one inch any direction

Player A force:
Black Dove Commander
4 manned hunters
6 manned soldier (troops)
4 manned Grenadais

Player B force:
Alpha Raider
4 manned acid thorns (guards)
8 manned Spack
2 manned Long reach

Afterthoughts:
When the focus of the two side change, the way the place cover also changed. Player A wanted wide area for good cover placement. Player B wanted to spread the cover out to create gaps to rush through.

At first Player B was dominating the battle. Almost whipping the hunter squad in the second turn. The last hunter turned the tide of the battle.

The area attack work well.

The basic ideal of command points work well for what it needs to be. I found most of the faction flavor came from the command points powers.

When should CP be paid for powers?

Should grenades have a higher value?

With a single hunter rolling a 11 was able to kill Alpha Raider with one attack

Long Reach may need a higher melee skill

Should the target Squad size factor into the area attack?

The hunter shotgun range may need to be reduce

For melee attacks added the rule to attack the attack squad must have member in base to base contact with the target squad, or the attacker need to be base to base contact with squad member in base to base contact with the target squad. If cover between the squad member and the target then that squad member can not attack unless its melee is a ranged melee.

Play test 3
Goal:
Test stealth
Test two commanders on a single side
Test wounds
Testing prepick sides

Play Area:
48” x 48”

Unit: one inch any direction

Player A need to some force after 12 turns. Player A will start on one side and will be able to place a 5 heavy cover and 8 light cover before the true cover placement will start. The cover place before will not count to any cover group

Player A force:
“Old Man” a X'Lanthos
4 manned hunters
6 manned soldier (heavy)
Marksman
2 manned meds
3 manned Nest gun crew


Player B force:
Alpha Raider (active)
Shadow Claws
5 manned acid thorns
4 manned acid thorns
8 manned Spack
6 manned Spack (fast attack)
3 manned Javelin Shower
3 manned Javelin Shower
2 manned Long reach

Afterthough:
Reduce cover to heavy is +4 and light cover is +2.

Reduce rear attack to +3

Played with overwatch being stopped by to area attacks.

The hunter is over powering.

Stealth units moves too slow. For that reason, there is not much that can be said about stealth.

A huge amount of fluff came just form the abilities and powers the two sides have.

The preselected sides change how both side try to place their cover. It did not break the game. Player A was trying to place cover to weaken the amount of protection that cover can give while Player B wants to increase the protection from the cover. Closed to the Player A side.

The game play well. There are some stats problem, but the systems in place seem to be working well.

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LLeRRoux
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Posts: 82
Joined: Fri Aug 19, 2011 6:22 pm

Re: A new play test

Post by LLeRRoux » Wed Jan 11, 2012 10:19 pm

Wow, you really put a lot into unit creation. My only problem with that is it can be pretty hard to balance all the units if you create all o them at once and only use them in one playtest each. I think it would be better to start off with our standard units Matt gave us and gradually add to that while adjusting stats on the new and old units to keep everything balanced as we go along.
I also see you added a lot of new rules that weren't discussed yet. While some are pretty interesting to add to the game, I feel some just have random numbers put in (like for sloped/forest terrain). Or maybe it makes more sense when you play with them.

Were you playing on a grid or on a normal table? It seemed unclear to me when reading your post which one it was. 

I don't really understand what you mean by "undo an attack".

I'm not a big fan of cover only protecting a certain number of models. Can't you just use true LoS?

I don't like the wounds giving negative modifiers to units. It seems like such a hassle to keep trying to remember what modifiers your units have depending on their number of wounds and Matt specifically said he didn't want any tables like vehicle damage in 40k. Plus, I doubt any character will ever have 10 wounds in DP. It's supposed to be a fast-paced game, so there probably won't be too many high-wound models.

Otherwise, everything looks ok except some rules I would maybe change a bit. Nothing huge.

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

Re: A new play test

Post by Wiouds » Thu Jan 12, 2012 1:21 am

LLeRRoux wrote:Wow, you really put a lot into unit creation. My only problem with that is it can be pretty hard to balance all the units if you create all o them at once and only use them in one playtest each. I think it would be better to start off with our standard units Matt gave us and gradually add to that while adjusting stats on the new and old units to keep everything balanced as we go along.
The balance was not of these test. I wanted to test the logic flow and the system. The numbers were not important to the test. Most of the numbers are just place holders so I can test the game systems. With that said the only squad that was over power was the hunter.

I was trying to get an ideal about corporation and beasts. I tried variation of the same fighter. With the system only a few number change the class of the fighter.

I wanted to test the beasts ideal. With the system as is they work with the right numbers.
LLeRRoux wrote: I also see you added a lot of new rules that weren't discussed yet. While some are pretty interesting to add to the game, I feel some just have random numbers put in (like for sloped/forest terrain). Or maybe it makes more sense when you play with them.
Most of the ideals have came from the reading from the game rules board. The area attack system (the core and pointer die) was one ideal.

I did not test the terrain. I went with the ideal they were in the ruins of a city. I have talk about cover, placement and terrain zone. I like the ideal that terrain zone do not increase current defense.

Although I was not worry about the numbers, I did find the commander that give 13 and the 8 cp power work well.
LLeRRoux wrote:
Were you playing on a grid or on a normal table? It seemed unclear to me when reading your post which one it was.
I was playing on a normal table without a grid.
LLeRRoux wrote:
I don't really understand what you mean by "undo an attack".
I mean the player can pay to make it as if they did not declare the attack at the start. You Player A measure and find the enemy is not in range then they can pay CP to have it where they did not use their action for the worthless attack.
LLeRRoux wrote: I'm not a big fan of cover only protecting a certain number of models. Can't you just use true LoS?
I am not a fan of LoS.

One I made it where cover does not block LoS. The board does get filled with cover even with my placement rules in place so I did not want to have smaller models to have unfair advantage.

I made a limit base off the distant they are from the cover since they need to be close to use the cover when they get attack.

As for the limit number that can be protected, I do not like the ideal of globbing the squad behind some heavy cover. I was only thinking in real life only some many can hid behind cover. I do not like the ideal of having a two inch long wide heavy with five squad members behind it.

I found limiting the number that can be in cover also make it positions less defensive perfect. I mean you can not have you entire squad place behind a single piece of cover so you need to spread them out.
LLeRRoux wrote: I don't like the wounds giving negative modifiers to units. It seems like such a hassle to keep trying to remember what modifiers your units have depending on their number of wounds and Matt specifically said he didn't want any tables like vehicle damage in 40k. Plus, I doubt any character will ever have 10 wounds in DP. It's supposed to be a fast-paced game, so there probably won't be too many high-wound models.
I wanted to test it. IT was a bit of a pain to look at the screen for that. I did get something like 5 wounds to a single squad in one turn. The main reason I added it was to have a way for the beasts to weaken the other side without it becoming a range focus force.
LLeRRoux wrote:
Otherwise, everything looks ok except some rules I would maybe change a bit. Nothing huge.
One of the biggest thing I found was that using command points for power did enough to add the fluff to the game. I think between abilities and power they not much needed to make each faction very different.

TO sum it up I like the way I had the command points set up.

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