Community Game RULES

Some members of the MiniWarGaming Community wanted to develop their own game; this is the official place to do that! Keep in mind that this is not related to MiniWarGaming's own project, Primal Horizon.
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Jaman
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Re: Community Game RULES

Post by Jaman » Fri Jul 17, 2009 10:20 am

yeah so the more advanced factions would have say 3 battle suits and the ferals would have 15guys and a co (so 16 in total)

ok so i got some of the basics figured out.

(post with suggestions pls on what to change)

ok so every modle has the folowing stats

Mv mouvement value
Ss shooting skill
Cs combat skill
Str strength
W wounds
Sv armour save
L luck (may become fate or might)
Mr moral

luck points are used to re roll failed rolls
and all wepons have the folowing stat line

P power
S shots(number of)
Am the armour modifier it has



ok so theirs going to be initiative movement, shooting, and close combat phases

initiative
roll to see who gets go first in the folowing phases

movement
three options
tactical 1/2 Mv +1 hit roll (ie makes a 4+ a 3+)
normal Mv
sprint 2X Mv -1 to hit roll (makes 3+ a 4+) but also -1 to enemy shooting at that unit, unit may also not charge this turn)

shooting
declare target
check range
roll to see if hit (>= Ss)(>= means greater than or equal to)
roll to wound (>= (P + modifiers))
oponent rolls save (>=(Sv +modifiers))

close combat
declare target
check range (see if they are within Mv range)
roll to hit (>= Cs)
roll to wound ( roll a D3 and add to strength if higher than enemies strength, a wound is caused)
roll armour save (>= (sv-1+modifiers)

(there is a minus 1 to the save as the enemy will be going for weak points)

so yeah that's the basics i will start work on beefing out the rules and weapons after some feed back on this

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Re: Community Game RULES

Post by SageMonkey » Fri Jul 17, 2009 11:53 am

jaman wrote:yeah so the more advanced factions would have say 3 battle suits and the ferals would have 15guys and a co (so 16 in total)

ok so i got some of the basics figured out.

(post with suggestions pls on what to change)

ok so every modle has the folowing stats

Mv mouvement value
Ss shooting skill
Cs combat skill
Str strength
W wounds
Sv armour save
L luck (may become fate or might)
Mr moral

luck points are used to re roll failed rolls
and all wepons have the folowing stat line

P power
S shots(number of)
Am the armour modifier it has



ok so theirs going to be initiative movement, shooting, and close combat phases

initiative
roll to see who gets go first in the folowing phases

movement
three options
tactical 1/2 Mv +1 hit roll (ie makes a 4+ a 3+)
normal Mv
sprint 2X Mv -1 to hit roll (makes 3+ a 4+) but also -1 to enemy shooting at that unit, unit may also not charge this turn)

shooting
declare target
check range
roll to see if hit (>= Ss)(>= means greater than or equal to)
roll to wound (>= (P + modifiers))
oponent rolls save (>=(Sv +modifiers))

close combat
declare target
check range (see if they are within Mv range)
roll to hit (>= Cs)
roll to wound ( roll a D3 and add to strength if higher than enemies strength, a wound is caused)
roll armour save (>= (sv-1+modifiers)

(there is a minus 1 to the save as the enemy will be going for weak points)

so yeah that's the basics i will start work on beefing out the rules and weapons after some feed back on this
Wounds become Hp (hit points), Luck is for commanders and some other elite characters only, Morale becomes Resolve (R).

If you sprint you can't shoot but everything else stays.

Rolling to hit should have a chart, same with to wound.

Only snipers have the minus 1 to armor rule, a normal troop would just shoot.

Thanks,

-sagemonkey

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Jaman
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Re: Community Game RULES

Post by Jaman » Fri Jul 17, 2009 12:26 pm

SageMonkey wrote:
Wounds become Hp (hit points), Luck is for commanders and some other elite characters only, Morale becomes Resolve (R).

If you sprint you can't shoot but everything else stays.

Rolling to hit should have a chart, same with to wound.

Only snipers have the minus 1 to armor rule, a normal troop would just shoot.

Thanks,

-sagemonkey
i take your point about sprinting so thats going to be in V1.2 of the rules

if your comments about hitting and wounding are about CQC then i chose to do it likt taht to make the game a bit more streemlined (ie no looking ata charts its easy to work out)
the minus 1 from movement is to do with the fact that if your moving yourre not going to be as acurate as if your standing still

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Re: Community Game RULES

Post by SageMonkey » Fri Jul 17, 2009 1:23 pm

jaman wrote:
i take your point about sprinting so thats going to be in V1.2 of the rules

if your comments about hitting and wounding are about CQC then i chose to do it likt that to make the game a bit more streemlined (ie no looking ata charts its easy to work out)
the minus 1 from movement is to do with the fact that if your moving your not going to be as accurate as if your standing still
For rolling to hit it should be a straight forward number (like a model would have 4+ written somewhere in their statline as their roll that they need t hit) but to take a hit point away, you should compare the strength of the weapon against the model's armor value on a small chart that is easy to remember. Then the player takes an armor save.

I think that if a model stayed still for a whole turn and wasn't in cover, the opposing player should receive a +1 bonus when shooting at it.

If a model sprints, it shouldn't be able to shoot at all. If I were to sprint across a street to get to cover, I would be more worried about getting into cover alive then shooting. But if you do sprint, the enemy gets -1 to their To Hit roll.


Thanks,

-sagemonkey

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Jaman
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Re: Community Game RULES

Post by Jaman » Fri Jul 17, 2009 2:05 pm

that make sense to me will right that in to the rules

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Re: Community Game RULES

Post by SageMonkey » Fri Jul 17, 2009 4:52 pm

Alright, sounds good. Oh and do you mind if tyranidsplayer01 also helps us develop the rules? I asked him to help get some ideas for how cover, climbing, and environmental rules will work. When he is done we will look them over and edit them a bit.

Thanks,

-sagemonkey

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Jaman
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Re: Community Game RULES

Post by Jaman » Fri Jul 17, 2009 5:25 pm

no problem with that the more people we hev the less time it should take =]

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Re: Community Game RULES

Post by SageMonkey » Fri Jul 17, 2009 8:41 pm

jaman wrote:no problem with that the more people we hev the less time it should take =]
Alright cool, I'll tell him that.

Thanks,

-sagemonkey

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Re: Community Game RULES

Post by locbot » Wed Aug 05, 2009 1:24 pm

I think cover should have the same universal consept (ie:your CoverSV. is 2+ your ArmorSV. is 3+ so you take your cover save) but also think that we need a unique cover system like in real life were you enter cover(ei: a barracade) but the model gluing himeself(not literally) but being as close as possible to the cover and the model must declare its exiting cover like real people would. My idea's:

I think hoping over cover (like in Gears of War) should have 2 options.

IT MUST BE IN MOVEMENT PHASE AND THE BARRACADE MUST BE AS TALL OR SHOTER THAN THE MODEL.

1. Hope&Shoot: In movement phase, you must move tacticlly over the cover cover if you want to shoot but the +1 modifier is gone.

2. RunForYourLives!: In movement phase, you sprint over cover with a 2" delay.

Another idea i got from Gears of War is were you are taking cover behind a horizontal fridge and you cant hope over it but you can run off the edge.

Rule: If your model was taking cover on something that ends at one point, it may only sprint if it wishes to leave cover in the direction of the people shooting said models. A model hoever can exit cover normally in the direction of his companions and then norally or tacticlly move but cannot sprint as the model has left cover.
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Re: Community Game RULES

Post by Marine » Wed Sep 02, 2009 5:59 am

Levels of Engagement

1st Level: Skirmish
2nd Level: More Like Warhammer with land vehicles
3rd Level: Full scale war, land sea and air
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Jaman
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Re: Community Game RULES

Post by Jaman » Wed Sep 02, 2009 6:16 am

WOLVERINES! wrote:Levels of Engagement

1st Level: Skirmish
2nd Level: More Like Warhammer with land vehicles
3rd Level: Full scale war, land sea and air
1 is what the rule are being written for

2 mabey in the future after the V1 rules are sorted

3 not for at least 2-3 years at the outside

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Re: Community Game RULES

Post by SageMonkey » Wed Sep 02, 2009 7:01 am

jaman wrote:
WOLVERINES! wrote:Levels of Engagement

1st Level: Skirmish
2nd Level: More Like Warhammer with land vehicles
3rd Level: Full scale war, land sea and air
1 is what the rule are being written for

2 mabey in the future after the V1 rules are sorted

3 not for at least 2-3 years at the outside

I think we should just keep it small for now, I mean, we haven't even seen or playtested the rules yet, and it might be another few months before the rules are completely ready (with all the playtesting done and so on).

The 2nd "level" wont have rules written for it for a while, as I think we should focus on getting these rules out there and sculpting some models for it.

Thanks,

-sagemonkey

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Jaman
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Re: Community Game RULES

Post by Jaman » Wed Sep 02, 2009 8:09 am

ah ha logic prevails once more =]

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Re: Community Game RULES

Post by locbot » Wed Sep 02, 2009 12:01 pm

ya id prefer keeping this a skirmish(1st tier thing) game.
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Re: Community Game RULES

Post by Jaman » Wed Sep 02, 2009 12:03 pm

rules up btw

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