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Made in fi
Regular Dakkanaut




Thuanlen looked across the field at the target and forced himself to relax. He nocked an arrow and raised the long bow while drawing the string back. Breathing in softly, he watched the target and arrow drift out of alignment. He breathed out slowly, releasing the arrow as it dipped back into alignment. At moments like this he was aware of everything around him; the humming bowstring, the grass around his feet, the trees at the edge of the practice glade. The arrow shook slightly as it buried itself a little off the target's centre.

Thuanlen frowned and pulled another, but a voice in his ear interrupted. It was Fuir'daen.

“Still practising?” her voice held a trace of amusement.

“The elven long bow is considered the finest of all bows and has been protector of our realm for a long time,” his voice relaxed slightly as he loosed the bolt, “It is a noble legacy, just like that sword you carry.”

Fuir'daen smiled in his ear, “I am not that interested in history myself. For me it is about the physicality. Sword-fighting tests your body like little else. That balance of strength and suppleness is hard to find elsewhere. Speaking of which, our orders have come through.

“We move?”

“We move, probably before nightfall. As soon as the Alorien 23rd arrive.”

Thuanlen hummed softly as he walked to collect his arrows.

“The Alorien 23rd? Aren't they mostly new recruits?”

“From what I gather. Straight from barracks, not yet seen combat. I think that's why we're going along. See you in a minute”

Thuanlen thumbed his ear piece off and shouldered his assault rifle. It nestled neatly on his back, next to the antique bow. It was good to remember where you came from.

=======

Since there has been a lot of threads about people thinking of making a game, I thought I could add one more, Rare Earth: Conflict. However I have rules which is "mostly" done. The tech level is equivalent to 1960-1970 level cold war with fantasy races. This is a high command level game intended for 6mm scale. Intended for maneuver based games. There are several new concepts that I haven't seen in other games (such as movement division to distinguish engaged troops from those out of combat).

What I mean with mostly is that there are some open questions in ground units. Air units is less tested and also have open questions. Naval units are untested. There is three factions included of which I've play tested mainly two, third being a later addition. I bunch of fluff made up as well as a kind of timeline how the games current situation has come around.

I have a video showing one play test game.

I'd love to get commets, play testing and/or other help with the game.
 Filename rulebook.pdf [Disk] Download
 Description
 File size 2922 Kbytes


Rare Earth: Conflict - comments and/or help wanted 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

It seems in depth, but quite a few of the sentences seem a bit poorly explained. Judging by your flag, I'll guess English is not your first language. It's very impressive what you've made considering, but it might be worth letting a very good English speaker go through a few clarifications.

For example, this bit here:
Soft Vehicles
All the non armoured and very lightly armoured vehicles larger than a motorcycle belong to this group. For example jeeps and trucks are soft vehicles. A simple rule would be think that any unit which is vulnerable to basic assault rifles belongs to this group.


That really is semantics. I'll be sure to have a good read over the weekend, but I won't be able to playtest. Sorry.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in fi
Regular Dakkanaut




I hope to nail the rules down before spending too much time on correctness of the language. It would be annoying to spend time to fix a paragraph down only to have to rewrite it later due to rules change . Though I admit that that part of the rules are not likely to change, so I'll fix that.

Rare Earth: Conflict - comments and/or help wanted 
   
Made in fi
Regular Dakkanaut




I managed to write down some main design notes for the game. Next stop trying to put down the time-line from medieval times to the "current" time of the game.

Model count

There are many 6mm scale games such as Games Workshops ”Epic: Armageddon”, Dark Realm Miniatures ”Seeds of War” or Specialist Publising three rule sets ”Blitzkrieg/Cold/Future War Commander”. Of these the fastest playing is the Epic: Armageddon. However I wanted to create a game with slightly higher model count, this was my starting point for the game. A game with proper army sizes.

To allow this, I’ve had several ideas to speed up play. First is to create as little multiple rolling as possible. One main principle was to create a system where events can be resolved with one roll. In shooting for example only one roll (except when firing at transports with units) is needed. In many other games there is one or more save rolls done by other player. Second is the Command and Control of which more below. Thirdly a high model count allows and even needs a efficient weapons. This is supplemented by combat efficiency part of morale, which prevents small elements from swamping the table.

Command and Control

Command and control was one main ideas that I had when starting to write the rules. As the model count go up, the time spent on thinking must be somehow shrinked. The main way to do this is to force both players to plan their game at the same time. To do this players need to in most situations to order the forces one turn ahead. Command stack allows this to be done in a simple and straightforward manner. Of course ones plans will change as the game happens, but decision of the order has already been made by that time.

Commitment of the armies

Another idea which was brought in at the early stages of rules was commitment of the forces. My friend who first was asked to comment some very rough drafts for rules. The rules were more or less a set of things which I wanted to do in the rules, such as command and control. He also wanted to see a possibility of armoured breakthrough and troops getting committed to battle. After a bit of though the division of movement values was created to simulate these both.

The Combat and Tactical move simulate both of these. First is that battle move is in general slower of the two thus slowing formation which are within combat situation. This creates the simulation of committing to battle. Secondly the variation between the combat moves allows armoured vehicles to react faster and more aggressively when in combat. This allows more differentiation between units which are designed to direct combat (such as Infantry Fighting Vehicles and other tanks) and those which are not such (as pure transports or artillery units).

Main Scenario

Last addition to the rules was the meeting engagement scenario. To create a difference to normal deployment the rules I went with a running start. This forces again to think about how the army is created as lists need to allow construction of battlegroups. It also creates a situation where the armies in some cases start closer to each others with sensible reasons.

When I came up with the start, I also realised that this method can allow to enlarge the gaming table size and army size very easily without losing the balance. Both which are extremely good for a game which wants to allow larger armies in game.

Rare Earth: Conflict - comments and/or help wanted 
   
Made in fi
Regular Dakkanaut




I managed to write up some of the history. it's not complete but it creates the timeline between normal fantasy world and the this game.
 Filename background-2013_03_09.pdf [Disk] Download
 Description
 File size 44 Kbytes


Rare Earth: Conflict - comments and/or help wanted 
   
 
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