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Post by: JohnHwangDD
Team Survivor Game 1 has started! Team Survivor Team Survivor ( TS) is a "Survivor" variant that focuses on team play, rather than individual "Last Man Standing" play. Similar to games of "Kill Team", the objective is to have one's team become the sole surviving team on the board. Teammates will need to work together to assist their team, working to destroy enemy teams. Stats Individual units start with 10 Hits, and may lose effectiveness: 3+ Hits remaining = all actions allowed (basic, faction, & role); 2 Hits remaining = no role-specific special action until restored to 3+ hits (basic & faction only); 1 Hit remaining = no special actions until restored to 2+ (basic only); 0 Hits remaining = no actions until restored to 1+, almost dead <0 Hits = removed from game. Locations The Board will have at least 5 Locations, depending on the number of players and factions. Locations are in a Line, and the ends do NOT connect. Deployment Teams will deploy as a group into a single location, and may subsequently move to separate locations. Some Factions will have special deployment rules or restrictions: Scouts ( Sc) - Team starts in Reserve, Leader may select either end location to deploy into on Day 1 Infiltrate (In) - Team starts in Reserve, Leader may select any location to deploy into on Day 1 Outflank (OF) - Team starts in Reserve, Leader may select either end location to deploy into on Day 2 Deep Strike ( DS) - Team starts in Reserve, Leader may select any location to deploy into on Day 2 Units "In Reserve" may not take any actions until moved to a regular location. Actions Players may take 1 action per calendar day: Move (M) - to any adjacent location Attack (A) - 1 hit on any target in same location Days start and end at midnight Zulu Time (GMT) / 5:00 pm CA / 8:00 pm NY If a player does not take their action before 10pm GMT, their Team Leader may make a basic action (Move 1 or Attack 1) on their behalf, and this will count as their action for the day. Roles Each player selects a specific role, which grants them a special ability: 1 Leader (L) - may order one teammate in the same location take an extra action Attacker (A) - may Attack one target for up to 2 Hits Charger (C) - may Move 1, then Attack 1 Fighter (F) - may Attack 1, then Attack 1 against a *different* target Raider (R) - may Attack 1, then Move 1 Sniper (S) - may Attack 1 to an adjacent location Devourer (D) - may Attack 1, then restore 1 Hit to self if below 10 Healer (H) - may Move 1, then restore 1 Hit to self if below 10 Medic (M) - may restore 1 Hit to any unit below 10 Psyker (P) - may take 2 Hits to self, then Attack one target for up to 3 Hits Blitzer (B) - may Move 2 Tank (T) - start with 15 Hits Note that special abilities *NEVER* stack. For example, an Attacker (A2) / Charger (M1&A1) does not get a combined Charging Attack (M1&A2), just the option to use either ability by itself. Leader There are several possible Roles, but only one may be Leader. If the Leader dies, any player may change their Role to Leader, giving up their previous special ability. If there are no teammates in the location, Leaders only have their basic and faction abilities - ordering a teammate to take an extra action is the Leader's special ability. Healer & Medic Healers and Medics, along with Devourer must have at least 3 to restore hits, just like any other special ability. Factions Each player belongs to a Faction, which confers a basic Role, but denies certain other Roles: Chaos Marines ( CSM) - All have Tank, may not select Sniper, Fighter, or Medic; Infiltrate Space Marines ( SM) - All have Tank, may not select Healer, Devourer, or Raider; Scouts Imperial Guard ( IG) - All have Sniper, may not select Blitzer, Charger or Raider Eldar - All have Blitzer, may not select Tank, Healer, or Devourer; Deep Strike Orks - All have Attacker, may not select Devourer, Blitzer or Sniper Tyranids - All have Devourer, may not select Medic, Blitzer, or Sniper; Outflank Players may duplicate Role and Faction special abilities, but they will gain no benefit for doing so. Victory! When only one Team remains, they are victorious, and the game is over. Teams Each player belongs to a Team, and each Team must have a Leader. A Team may start with up to 4 players. It is possible for competing Teams of the same Factions; however, as only one Team may win, at some point, the Teams will have to fight each other for the glory of ultimate victory. Signup Players sign up for a Role and Team of a specific Faction, with a limit of only 1 Leader per Team. Non-leader Roles may be duplicated, further specializing the Team at the expense of flexibility and versatility. Sample Imperial Guard Team: - Creed (Imperial Guard Leader) = Sniper, Leader - Krell (Imperial Guard Tank) = Sniper, Tank - Jones (Imperial Guard Medic) = Sniper, Medic Signup lasts for 1 week, and players may change Faction / Role at which point the playing field is freezes, Locations are defined, and Teams deploy onto the board. GAME 1 - Relic World Gehirn IV Players - (finalized) "Black Templars 33rd Crusade" (Space Marines) - Scouts "Sgt. Neinhalt Krieger" (Leader) = JohnHwangDD "Bro. Teutonio Brutus" (Attacker) = Manchu "Bro. Hein Hacksieum" (Charger) = ihadhq "Strike Team #2347" (Imperial Guard) "Sgt. Kortov" (Leader) = Emperors Faithful "Inq. Hohenheim" (Medic) = n0t_u "PBS Ubi Swank" (Psyker) = UbiSwanky2 "Spc. Jones" (Medic) = Inquisitor_Syphonious "Black Legion" (Chaos Marines) - Infiltrate! "Barathrum the Twisted" (Leader) = Drk_Oblitr8r "Gnarlwock the Balding" (Raider) = Nightwatch "Bon Skrott" (Attacker) = the_ferrett Monster Ambull (A/D) ... 10 - Attacker (A2) / Devourer (A1R1) . If Hits > 5, Attack (A2) 1st character entering location, else Attack (A2) weakest character . If Hits <+ 5, Devouer (A1&R1) weakest character . Never moves Board "Relic World Gehirn IV" 0. in reserve no actions here, except to Move onto board when appropriate 1. AEROPORT RUINS (+B) +B = gain Blitzer (+Move 2) 2. CRUMBLING TOWER (+S) +S = gain Sniper (A1 adjacent) 3. OVERGROWN PLAZA (+F/-B) +F = gain Fighter (A1 & A1) -B = lose Blitzer (-Move 2) 4. ABANDONED TEMPLE (+P/-S) +P = gain Psyker (W3 & A3) -S = lose Sniper (A1 adjacent) 5. UNDERGROUND BUNKER (+M) +M = gain Medic (R1) Starting Positions "Relic World Gehirn IV" 0. in reserve Black Templars 33rd Crusade (Space Marines) - Scouts, deploy either end Day 1 Sgt. Neinhalt Krieger (BT33c SM-T/L) ... 15 Bro. Teutonio Brutus (BT33c SM-T/A) ... 15 Bro. Hein Hacksieum (BT33c SM-T/C) ... 15 Black Legion (Chaos Marines) - Infiltrate, deploy any location Day 1 Barathrum the Twisted ( BL CSM-T/L) ... 15 Gnarlwock the Balding ( BL CSM-T/R) ... 15 Bon Skrott ( BL CSM-T/A) ... 15 NPCs CenoByte (BT33c SM-M) ... 5 - 33rd Crusade uses 1 action to Activiate at Aeroport (1) Bloodletter ( BL CSM-D) ... 5 - Black Legion uses 1 action to Summon at Temple (4) Servo Skull (ST2347 IG-S) ... 5 - Strike Team 2347 uses 1 action to Activate at Temple (2) note that NPCs start at 5, but can heal or be healed up to 10 1. AEROPORT RUINS (+B) 2. CRUMBLING TOWER (+S) 3. OVERGROWN PLAZA (+F/-B) Sgt. Kortov (ST2347 IG-S/L) ... 10 Inq. Hohenheim (ST2347 IG-S/M) ... 10 PBS Ubi Swank (ST2347 IG-S/P) ... 10 Spc. Jones (ST2347 IG-S/M) ... 10 4. ABANDONED TEMPLE (+P/-S) 5. UNDERGROUND BUNKER (+M) Ambull (A/D) ... 10 Timeline Mon 7/19 -- gather Feedback and Interest through Fri 7/23 Sat 7/24 & //25 -- finalize Rules Mon 7/26 -- signup of Teams / Factions through Fri 7/30 Sat 8/1 & Sun 8/2 -- Referee creates the Locations & Board, extended signup Mon 8/2 -- start of game! ____ edit history: 7/19 - initial post, added timeline 7/20 - added hits, deployment; distinguish between Team and Faction; cleanup Timeline, Actions 7/30 - call for players 8/2 - launched game 1!
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Post by: Nightwatch
Sounds really cool, especially Zulu time. I see you're catering to all those Zulu Dakkaites out there.
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Post by: Inquisitor_Syphonious
IG-Sniper medic ho! That would be quite the character.
It looks interesting, and will certainly benefit team play, though dog-piling will still happen, so, you have to dog-pile, or die.
Perhaps we can have defined goals? Such something like these:
ASSASSINATION
The goal is to kill the opposing faction's leaders. Leaders cannot be reduced below 0 if they have a teamate in the same sector.
HIGH-GROUND
All faction members on the high-ground have snipe (does not stack). If at the end of day three on, if any faction is uncontested in the sector, they win.
I would say a grid wouldn't be a bad idea, if not hard to manage.
Me and my terribad ideas.
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Post by: JohnHwangDD
@NW: Given the demographic, I suspect there are a fair number on Dakka who know Zulu time... ____ @IS: Go for it, tho you don't have to name your character "Jones". This formalizes Team play, with clear advantages (and implied restrictions) for being on a Team Sub-goals I think can be better set by players in game - the basic Victory condition of "no other Teams" is sufficient to keep things focused "High Ground" is more of a Location property, than a Team. I prefer not to have a grid or directed graph, because that's more confusing. I like the simplicity of Survivor format as a basic list. Good suggestions, so thanks for sharing!
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Post by: Nightwatch
Just a point of clarification: each player selects another benefit in addition to the benefit they gain for belonging to a particular species?
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Post by: JohnHwangDD
@NW: Correct. So Jones (IG = Sniper, Medic) has 4 options: - Attack 1 (basic) - Move 1 (basic) - Attack 1 in adjacent location (Sniper) - Restore 1 in same location (Medic) If the IG had an Attacker on the team, his options would be: - Attack 1 (basic) - Move 1 (basic) - Attack 1 in adjacent location (Sniper) - Attack 2 (Attacker) Note that Attacker and Sniper don't stack - Attack 2 in adjacent location isn't a valid action. Also, while Attacker is strictly superior to basic Attack 1, if the player wants to do a small tap for whatever reason, then he can still do so. In the same way, Blitzer (M2) is strictly superior to basic Move (M1), but the base M1 is always a valid action.
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Post by: Nightwatch
This is pretty cool, and I can see it working out pretty well.
Eventually we're going to have the ultimate version of survivor if everyone keeps on adding and making their own variants.
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Post by: JohnHwangDD
@NW: Yeah, in theory, this *should* work more smoothly than Strategic Survivor, given that I got to watch Manchu's game in action. I like to think I learned something from it. I think Team Survivor has a lot of interesting strategy and especially potential tactics, precisely because it's team oriented, and players are designed to complement each other. I don't think we'll ever get to an "ultimate" version per se, although Team Survivor could easily be rethemed as Necromunda or Mordheim or something else just by changing the Faction rules.
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Post by: JohnHwangDD
I'm thinking to kick off Game One in a couple weeks, take a week to gather feedback, then spend a week on signup (I will start a separate thread for TS1 signup).
Timeline
Mon 7/19 -- gather Feedback and finalize Rules
Mon 7/26 -- signup through Sun 8/1
Mon 8/2 -- start of Game 1!
One week, so let's hear what you've got to say!
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Post by: Emperors Faithful
Sounds good. I'm still thinking.
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Post by: Manchu
Count me in, I really like this concept.
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Post by: JohnHwangDD
EF, Manchu: what faction / role are you guys thinking to play?
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Post by: 1hadhq
Interested.
Just a few questions:
-Teams consist of 1-4 players? "Captain" is elected? How?
-Teams consist of 1-4 members of the same faction, so the max number of players of a faction is 4? Max overall = 24?
- Leaders got no special? But may double the same action or a different one of 1 of their "minions"?
- How does this work? Will a player declare he has consent of his leader and act twice? Or does his leader add the players second action
in his own turn?
- how does a 'fighter' attack 2 different units if everyone ( without specials ) has 1 attack?
- 'psyker' takes hits and then dishes out 3? When does this happen? A 1 + A1 = 2xA => attack 3?
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Post by: JohnHwangDD
@1hadhq: Glad to see your interest! Leader can be elected, or just the first person to nominate a Team of a particular Faction. This is why I give a full week for signup, to allow Teams to reform and structure themselves. 3 Guys might want to start IG Teams, but 3 Teams of single IG Leaders won't last very long, so if they want an IG win, they'll have to decide on a Leader and other Team roles. Team Communications is very important - an uncoordinated team won't do as well. Teams are 1-4 members of the same faction, but no limit to duplicate Factions (e.g. Space Wolves vs Dark Angels). Max players will depend on interest levels. Also, I can create new Factions, if there is sufficient interest during team formation. Leader's special is any action of their "minions". In effect, the Leader has the Role of *every* Teammate in the same location. Leaders without Teammates are pretty useless. For example: start Creed ( IG-L) 8 Krell ( IG-T) 3 Jones ( IG-M) 9 Jones' action before Creed Creed ( IG-L) 8 Krell ( IG-T) 4 ++ Jones ( IG-M) 9 << Jones: restore 1 hit to Krell Creed: Jones restores 1 hit to Krell! after Creed Creed ( IG-L) 8 << Krell ( IG-T) 5++ Jones ( IG-M) 9 A 'Fighter' attacks 2 different units like so: before Fighter Creed ( IG-L) 8 Krell ( IG-T) 5 Jones ( IG-M) 9 Ghaz (Ork-F) 6 Ghaz attack Krell & Jones after Fighter Creed ( IG-L) 8 Krell ( IG-T) 4 -- Jones ( IG-M) 8 -- Ghaz (Ork-F) 6 << A 'psyker' takes 2 hits and then dishes out 3: before Psyker Creed ( IG-L) 8 Krell ( IG-T) 4 Jones ( IG-M) 8 Lillian (Eldar-P) 3 Lillian psyker blast Krell!!! after Psyker Creed ( IG-L) 8 Krell ( IG-T) 1 -- -- -- Jones ( IG-M) 8 Lillian (Eldar-P) 1 -- -- << Note that Pskyer can't use their power "safely" without having at least 3 hits... Psyker powers are dangerous to the user. Hope the examples helped!
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Post by: JohnHwangDD
Added the following Stats Individual units start with 10 Hits, and may lose effectiveness: 3+ Hits remaining = all actions allowed (basic, faction, & role); 2 Hits remaining = no role-specific special action until restored to 3+ hits (basic & faction only); 1 Hit remaining = no special actions until restored to 2+ (basic only); 0 Hits remaining = no actions until restored to 1+, almost dead <0 Hits = removed from game. Deployment Teams will deploy as a group into a single location, and may subsequently move to separate locations. Some Factions will have special deployment rules or restrictions: Scouts (Sc) - Team starts in Reserve, Leader may select either end location to deploy into on Day 1 Infiltrate (In) - Team starts in Reserve, Leader may select any location to deploy into on Day 1 Outflank (OF) - Team starts in Reserve, Leader may select either end location to deploy into on Day 2 Deep Strike (DS) - Team starts in Reserve, Leader may select any location to deploy into on Day 2 Units "In Reserve" may not take any actions until moved to a regular location. Factions Chaos Marines (CSM) - Infiltrate Space Marines (SM) - Scouts Imperial Guard (IG) - (regular deployment) Eldar - Deep Strike Orks - (regular deployment) Tyranids - Outflank Teams It is possible for competing Teams of the same Factions; however, as only one Team may win, at some point, the Teams will have to fight each other for the glory of ultimate victory.
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Post by: 1hadhq
Helped, thanks..
May not stop me to ask new ones:
- Fighter is only useful if your'e attacker too, ? => an Ork. ( need 2 attacks to split them...)
- healer or medic can't help themselves if they're down to 2 wounds, correct?
- psykers have to be wounded twice in a day(turn) to use their power.
Could a 'devourer'/'psyker' restore a hit and still claim the 2 hits to dish out 3 attacks? ( like damage = 2, =>attack 3 / restore 1)
JHDD wrote:
Note that Attacker and Sniper don't stack - Attack 2 in adjacent location isn't a valid action. Also, while Attacker is strictly superior to basic Attack 1, if the player wants to do a small tap for whatever reason, then he can still do so.
Sniper (S) - may Attack an adjacent location
Maybe change to: Sniper (S) - may Attack an adjacent location for 1 Hit. ?
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Post by: JohnHwangDD
@1hadhq: no problem - they're good questions that I'm sure others would need clarified, too.
- Fighter has no preconditions. It's not splitting A2, it's simply Attack 1 & Attack 1
- Healer and Medic need to be at least 3 to use their special ability - if they're getting low, they probably ought to start healing themselves ...
- Psykers wound themselves as a precondition / cost of using their power. They are, in effect A2&A3 with the A2 required against themselves and A3 against someone else. Think of it as automatic Perils of the Warp / guaranteed Miscast.
- Devourer and Psyker abilities are mutually exclusive, only one at a time. Special abilities *NEVER* stack, so even if you have both, you have to choose one to use. So a Nid Psyker could use the Psyker ability (taking -2 hits), and then their Leader have them Devour something to regain +1 hit.
I clarified the Actions to specify Attack 1 / Move 1 where it was implied
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Post by: 1hadhq
ok .
Soo 10 days to think about a faction and role.
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Post by: JohnHwangDD
@1hadhq: IMO, you might want to start thinking about faction and role *before* signup starts next week.
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Post by: Manchu
So SM and CSM are on the same team and there is a Xenos team? Forgive me, I still haven't had a chance to give this a thorough look-over and make some substantive suggestions.
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Post by: JohnHwangDD
Manchu wrote:So SM and CSM are on the same team and there is a Xenos team?
Forgive me, I still haven't had a chance to give this a thorough look-over and make some substantive suggestions.
Teams will all be of the same faction, all CSM, or all Nids, or all Eldar. SM & CSM don't get along any more than Eldar & Orks.
No great hurry - I won't finalize rules until the weekend.
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Post by: Emperors Faithful
Does a Leader, apart from being Team Leader, fill out any additional roles? Can the leader also be a medic or a Psyker? Or is a leader a set role like the above?
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Post by: JohnHwangDD
Emperors Faithful wrote:Does a Leader, apart from being Team Leader, fill out any additional roles? Can the leader also be a medic or a Psyker? Or is a leader a set role like the above? Nope. Leader *is* their Role. The Leader has the ability to have a teammate take a second Action, along with backfilling potentially missed Actions between 10pm and midnight. Very important, but on his own, he's nothing special. Only if it's a Faction ability. If a teammate is Medic or Psyker, he can order them use their ability as his action. Yup, tho it's more flexible and team-dependent than the others. BTW: It looks like there are enough questions to warrant a FAQ addendum to the rules.
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Post by: Manchu
Needless to say, I have been thinking about this a lot. The thing that I was most excited to see here was the concept, at least to my mind, that each player would have both a "race" and a "class." I also really like how you can "build your own character," as it were, rather than being stuck with baseline rules. I think that these concepts should be pushed even farther into RPG territory. To that end, I have a couple of comments/suggestions: First, I think that alliances rather than individuals should be the primary "vehicles" of victory to both cut down on game time and encourage player interaction. But I think teams should be able to shift--which I know does not work especially well with the gameplay envisioned here (as per the Leader role). I think this game is staying true to it's roots in Survivor but I'm not sure that's necessarily a good thing. Also, keeping each team to one race is going to result in either fewer teams or fewer players per team. Second, I think it would be cool to make "army creation" a bit more complex by allowing players to take more than one ability. The balancing should pretty much work itself out. (Is there a consistent reasoning behind what certain races are disallowed, by the way?) Finally, I don't think that any deployment method should be barred to any race. In the current scheme, the deployment method of each player should be chosen by the leader before the game starts.
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Post by: JohnHwangDD
Manchu wrote:Needless to say, I have been thinking about this a lot. The thing that I was most excited to see here was the concept, at least to my mind, that each player would have both a "race" and a "class." I also really like how you can "build your own character," as it were, rather than being stuck with baseline rules.
I think that these concepts should be pushed even farther into RPG territory.
To that end, I have a couple of comments/suggestions:
First, I think that alliances rather than individuals should be the primary "vehicles" of victory to both cut down on game time and encourage player interaction.
I think teams should be able to shift--which I know does not work especially well with the gameplay envisioned here (as per the Leader role). I think this game is staying true to it's roots in Survivor but I'm not sure that's necessarily a good thing.
Also, keeping each team to one race is going to result in either fewer teams or fewer players per team.
Second, I think it would be cool to make "army creation" a bit more complex by allowing players to take more than one ability.
The balancing should pretty much work itself out.
(Is there a consistent reasoning behind what certain races are disallowed, by the way?)
Finally, I don't think that any deployment method should be barred to any race. In the current scheme, the deployment method of each player should be chosen by the leader before the game starts.
I broke up that stream-o-consciousness post for you.
The race/class analogue of faction/role was deliberately chosen to allow players to personalize their characters, rather than being generic Eldars, everybody gets to be a snowflake of their own making. I also based the whole thing off of 4E/5E-style USRs, to keep things "clean".
I'm not excited about making an especially-complex RPG, but you're welcome to build off of it and do so. My objective is to start small and simple for game one, then add options and complexity where needed / desirable. So I add small RPG-like things, such as the health/ability degradation, and so forth.
In 40k the only real alliances are Inquisition-led, or Chaos-led. Not really the model I was looking for. I'm modeling after 40k Kill Teams, which are taken from a single army Codex, and inherently work together. That said, if somebody on a Chaos team says they're a Daemon working with CSMs and an Obliterator, or a Daemon Prince leading CSMs, that's fine by me.
I'm not too much interested in shifting alliances, although Teams can make (and break alliances) without restriction. I think you have a very different concept, and Strat Surv does this already. If you want to build Alliance Survivor off this, that's fine, too.
We haven't even gotten to Signups, so the single-Faction Team restriction hasn't reared it's head. I'm not worried, tho. I think it'll shake out in team formation.
Multiple or different abilities could be in the next game. Right now, I tried to keep it simple to start.
Balancing is pretty much inherent, as most Teams can duplicate each other to a very large extent, if the players choose to do so.
The Faction restrictions are based on the fact that 40k armies do some things well, others not at all. It was completely arbitrary at the Referee's discretion.
Deployment rules were set to give flavor to the various Factions, and won't change. Factions have advantages and disadvantages, so I would never grant more options than I have to. I am a big fan of restrictions and limitations, because they do a good job of creating clear distinctions. As before, if you want to do more of a free-for-all, that's fine, too.
Overall, it sounds like you're looking for more of a RPG-like free-for-all based on temporary alliances. I'm looking to play games like Kill Team / Necromunda. Different rules for different goals.
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Post by: JohnHwangDD
One more day until rules "finalize", so please review the OP to see if anything is unclear.
Also, if there are particular factions / roles that you *really* want added for Game 1, please let me know, and I'll see what I can do (no promises, tho).
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Post by: JohnHwangDD
At this juncture, not having seen further questions, I'm prepared to consider the rules more-or-less "done" and ready for game one.
Over the past few days, I've attempted to clean up the rules to clarify where I was unclear or ambiguous, or didn't clearly state an assumption or expectation. Thank you all for your input and questions. I think we have a much better ruleset due to your questions and comments.
As stated in my reply to Manchu, this first game will be a "simple" test game to focus on the basic rules and game mechanics. Afterward, we'll update it to incorporate more features and different themes, based on everyone's feedback and gameplay.
Signup will "officially" start on Monday, although there's no penalty for jumping the gun.
In the mean time, I'll add a poll to track Faction interest to help people see where teams might form.
Enjoy the weekend!
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Post by: Manchu
Imperial Fists, which I would say should be Space Marine Attacker.
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Post by: Emperors Faithful
Well, I'll be the Guard Leader. Designated Strike Team #2347, I want it to be mixed as possible (and not be stuck to any particular regiment) so that other players are alright joining as a 'Tanith Sniper' or 'Catachan Tank'. If more teams pop up that are more specific (such as a Catachan Team) then that would probably change.
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Post by: 1hadhq
Actually offering to join as : Space marine either - Dark Angels / psyker - Blood Angels / charger depending on the team structure
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Post by: JohnHwangDD
@1had & Manchu - you guys might want to consider compromise on Chapter, or declare to be allied SMs
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Post by: Emperors Faithful
Oh dear me, we IG are in trouble...
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Post by: JohnHwangDD
IMO, it's a little early to be all doom & gloom.
But feel free to recruit a team.
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Post by: UbiSwanky2
This will be my first attempt at a survivor game but Mind if I jump in? I can go wherever I'm needed
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Post by: JohnHwangDD
Welcome aboard! It's an open signup, and right now there are IG & SM factions forming. As EF is a little worried about teammates, I'm sure he'd be delighted to have an Imperial Guard teammate. OTOH, you play both Tau & Orks, so I'm sure you'd be welcome as an Eldar (closest match) or Ork player, too. Be a little flexible and I'm sure you'll end up on a good team. BTW, if you have any questions about the rules, now's a good time to ask them.
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Post by: UbiSwanky2
I'm open for Which ever team that's short handed. As for rules I looked over thread Pretty sure I got jist of it. Checked out some of the other survivor games too.
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Post by: 1hadhq
JohnHwangDD wrote:@1had & Manchu - you guys might want to consider compromise on Chapter, or declare to be allied SMs 
Maybe we could:
1) Form a space marine team = chapters in a strike force ( codex + DIY )
2) Form a space marine legion = successors bound by their origin ( IF, BT, CF,...)
3) Form a chapter, but then we would need companies. ( 1-10th ).
I am open for suggestions. Would play any of the 3 variants, and more if asked for.
@ EF:
Guard is screwed? Their lives belong to the Emperor. Just spent them well.
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Post by: Emperors Faithful
Guard always get screwed (For the Emperor). What else would they do with those balls of steel?
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Post by: JohnHwangDD
Now that I'm "free" of the Strat Surv, I'm thinking to play a non-Leader role on whichever team looks like it needs an extra warm body. I probably won't decide until later in the week.
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Post by: JohnHwangDD
Signup status: Factions Active Factions Space Marines (SM) - All have Tank, may not select Healer, Devourer, or Raider; Scouts Imperial Guard (IG) - All have Sniper, may not select Blitzer, Charger or Raider Inactive Factions Chaos Marines (CSM) - All have Tank, may not select Sniper, Fighter, or Medic; Infiltrate Eldar - All have Blitzer, may not select Tank, Healer, or Devourer; Deep Strike Orks - All have Attacker, may not select Devourer, Blitzer or Sniper Tyranids - All have Devourer, may not select Medic, Blitzer, or Sniper; Outflank Tenative Teams Space Marines "Neinhalt Krieger" (Leader) = JohnHwangDD Manchu - Attacker (Imperial Fist) ihadhq - Psyker? (Dark Angel) / Charger? (Blood Angel) "Strike Team #2347"(Imperial Guard) Emperors Faithful - Leader Inquisitor_Syphonious - Medic UbiSwanky2 - Psyker Nightwatch - TBD unassigned referee's notes @Ubi - I'm assigning you to the Psyker role, as I'd like to see how that plays. @NW - I'll temporarily assign you as Imperial Guard to keep the staring health totals similar. All players, please select in-game names for your characters.
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Post by: Emperors Faithful
Sergeant Kortov, Firstborn.
Imperial Guardsmen; state your name, rank and regiment of origin.
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Post by: Drk_Oblitr8r
Can I join as a CSM?
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Post by: Manchu
Brother Teutonio Brutus, Imperial Fists Third Company.
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Post by: JohnHwangDD
Faction update!
Factions
Active Factions
Space Marines ( SM) - All have Tank, may not select Healer, Devourer, or Raider; Scouts
Imperial Guard ( IG) - All have Sniper, may not select Blitzer, Charger or Raider
Chaos Marines ( CSM) - All have Tank, may not select Sniper, Fighter, or Medic; Infiltrate
Inactive Factions
Eldar - All have Blitzer, may not select Tank, Healer, or Devourer; Deep Strike
Orks - All have Attacker, may not select Devourer, Blitzer or Sniper
Tyranids - All have Devourer, may not select Medic, Blitzer, or Sniper; Outflank
Tenative Teams
"Imperial Fists 3rd Cpy" Space Marines
"Neinhalt Krieger" (Leader) = JohnHwangDD
"Bro. Teutonio Brutus" (Attacker) = Manchu
ihadhq - Psyker? (Dark Angel) / Charger? (Blood Angel)
"Strike Team #2347"(Imperial Guard)
"Sgt. Kortov" (Leader) = Emperors Faithful
Inquisitor_Syphonious - Medic
UbiSwanky2 - Psyker
Chaos Marines
Drk_Oblitr8r - Leader
Nightwatch - Devourerer
referee's notes
@Emperors Faithful, Manchu: Thanks!
@Drk_Obliter8r: Welcome aboard, please name yourself and your team!
@NightWatch: I temporarily switch you to CSM so DO won't be too lonely.
@remaining & new players, please select in-game names for your characters when you sign up.
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Post by: Manchu
Feel free to re-advertise in the StratS 2 thread.
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Post by: 1hadhq
JohnHwangDD wrote:
Tenative Teams
"Imperial Fists 3rd Cpy" Space Marines
"Neinhalt Krieger" (Leader) = JohnHwangDD
"Bro. Teutonio Brutus" (Attacker) = Manchu
ihadhq - Psyker? (Dark Angel) / Charger? (Blood Angel)
@remaining & new players, please select in-game names for your characters when you sign up.
So I am in the 3rd co?
How about : brother Hein Hacksieum ( ASM ) charger?
Should every team have a "healer" of some sort?
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Post by: the_ferrett
I'll join as orks??
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Post by: SagesStone
If it's not too late, can I join?
I guess I would be Eldar considering Inquisitorial forces aren't in this, but if it has to happen I guess I could be IG but "Inquisitorial".
As for names
If Eldar, Seachmall
If Inquisition (ie IG), Inquisitor Hohenheim
Eldar being the prefered role with IG as a back up in case of availability.
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Post by: JohnHwangDD
1hadhq wrote:So I am in the 3rd co?
How about : brother Hein Hacksieum ( ASM ) charger?
Should every team have a "healer" of some sort?
Unless you want to split off, or specifically care to rename things... Manchu was faster about the naming bit. I really don't care per se. Personally, I like Black Templars.
Works for me!
It's not a bad idea to have a healer, Or to hit like a ton of bricks.
____
the_ferrett wrote:I'll join as orks??
Yes, but a 1-man team won't last very long... Better if you join an existing team, perhaps CSM.
____
n0t_u wrote:If it's not too late, can I join?
I guess I would be Eldar considering Inquisitorial forces aren't in this, but if it has to happen I guess I could be IG but "Inquisitorial".
If Inquisition (ie IG), Inquisitor Hohenheim
You certainly can!
As with the Orks, a 1-man team won't last very long, so I'm going to mark you as attached Inquisition to Guard.
Inq. Hohenheim works just fine.
Please pick a "Role", or I'll assign one.
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Post by: SagesStone
Is there a limit to how many of each role can be on a team? Besides leader of course
I guess I would go either Medic or Tank.
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Post by: JohnHwangDD
Faction update! Factions Active Factions Space Marines (SM) - All have Tank, may not select Healer, Devourer, or Raider; Scouts Imperial Guard (IG) - All have Sniper, may not select Blitzer, Charger or Raider Chaos Marines (CSM) - All have Tank, may not select Sniper, Fighter, or Medic; Infiltrate Inactive Factions Eldar - All have Blitzer, may not select Tank, Healer, or Devourer; Deep Strike Orks - All have Attacker, may not select Devourer, Blitzer or Sniper Tyranids - All have Devourer, may not select Medic, Blitzer, or Sniper; Outflank Tenative Teams "Black Templars 33rd Crusade" (Space Marines) - FULL! "Sgt. Neinhalt Krieger" (Leader) = JohnHwangDD "Bro. Teutonio Brutus" (Attacker) = Manchu "Bro. Hein Hacksieum" (Charger) = ihadhq "Strike Team #2347"(Imperial Guard) - FULL! "Sgt. Kortov" (Leader) = Emperors Faithful "Inq. Hohenheim" (Medic) = n0t_u "Pri Ubi Swank" (Psyker) = UbiSwanky2 Inquisitor_Syphonious - Medic Chaos Marines Drk_Oblitr8r - Leader Nightwatch - Devourer the_ferrett - Attacker? (Orks?) referee's notes SM team is "full" with 3 players, IG team is "full" with 4 players @n0t_u: no limit on non-Leaders, so I'll double-up the IG Medics to see how that works. @remaining & new players, please select in-game names for your characters when you sign up. @the_ferrett - I initially assign you to CSM to balance things, but if others show interest, please feel free to start Orks!
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Post by: UbiSwanky2
Primaris Battle-Psyker Ubi Swank of the Scholastia Psykana, Reports as order Sir!
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Post by: 1hadhq
JohnHwangDD wrote:
"Imperial Fists 3rd Cpy" Space Marines - FULL!
"Neinhalt Krieger" (Leader) = JohnHwangDD
"Bro. Teutonio Brutus" (Attacker) = Manchu
"Bro. Hein Hacksieum" (Charger) = ihadhq
Wouldn't our glorious leader need a rank too?
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Post by: JohnHwangDD
OK, "Sgt" will do just fine.
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Post by: Manchu
Okay, let's be Black Templars. I don'y know much about their organization but we're probably not a "company." I'm sticking to the name Teutonio, which strikes me as just as appropriate for BT as IF. Although it could probably use a "von," eh 1hadhq?
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Post by: JohnHwangDD
"Black Templars 33rd Crusade" (Space Marines) - FULL!
"Sgt. Neinhalt Krieger" (Leader) = JohnHwangDD
"Bro. Teutonio Brutus" (Attacker) = Manchu
"Bro. Hein Hacksieum" (Charger) = ihadhq
We are ready to do the Emperor's Will!
@Manchu: "von" would make you Nobility.
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Post by: 1hadhq
Manchu wrote:Okay, let's be Black Templars. I don'y know much about their organization but we're probably not a "company." I'm sticking to the name Teutonio, which strikes me as just as appropriate for BT as IF. Although it could probably use a "von," eh 1hadhq?
BT recrut from a lot of different sources on their way. May also include nobility. Some stuck in the medieval age human cultures could see SM as 'knights in space' and beeing chosen a honor, planetary bound aristocrats may strive to achieve this.
If you want to be a 'von'...ok.
Also, BT aren't codex, crusade is fine, standard unit would be lots of 'paladins' and some neophytes ( trainees ) but no SGT.
Maybe a veterans squad of swordbrethren? They got more wargear and specials like furious charge...
Still, they don't have that many 'officers', just a chaplain, the EC and a 'captain' ( castellan, marshal ).
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Post by: JohnHwangDD
Update: Board & Locations With 3 Kill Teams on the Board, I'm thinking 5 or 6 Locations will be sufficient. Some of the Locations will grant extra (or deny existing) Special Abilities (e.g. +Sniper for high ground / -Sniper for a pit). Theme As it is shaping up as SM v IG (& Inq) v CSM, the board will be themed as a Relic World. That's plenty reason for Crusaders, a junior Inquisitor, and Chaos to fight for rumored hidden Archeotech. Think of it like Mordheim in Space Relics & Monsters & Drones There will be some Relics to be found, "Monsters" (non-moving NPCs), and "Drones" (friendly NPCs). Details of the board and such will reveal on Monday, however, teams might anticipate the following to be meaningful: - Bloodletter - Servo-Skull - Ambull - Conversion Field - Combat Servitor Formatting In general, the board will be presented like this (using the BT as example): 1. PIT (-S) Sgt. Neinhalt Krieger (BT33 SM-T/L) ... 15 Bro. Teutonio Brutus (BT33 SM-T/A) ... 15 Bro. Hein Hacksieum (BT33 SM-T/C) ... 15 2. MOUNTAIN (+S) ... How to read it? #. LOCATION (+/-x) LOCATIONS are numbered, and in ALL CAPS. In Parentheses is the Role modifier (+/-) Characters are named per their choice, and tagged with: - Team ("BT33" for the Black Templars 33rd Crusade), - Faction ("SM" for Space Marines), and - Roles (e.g. "T/L" for Tank and Leader) Turns I recommend to mark hits with "--" and heals with "++", along with active player "<<" so others can see what's going on. Also, please give a quick summary of the actions, per the original post.
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Post by: 1hadhq
JohnHwangDD wrote:
There will be some Relics to be found, "Monsters" (non-moving NPCs), and "Drones" (friendly NPCs).
NPC 's
Should bring some cenobites to carry the claimed relics.....
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Post by: JohnHwangDD
I see nobody named Grimaldus, but we'll see about those Cenobyte Servitors..
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Post by: Nightwatch
Sorry for not responding earlier-
I'd be happy to play wherever I am needed, be it Chaos or Orks if that's going to get off the ground.
Chaos(or Ork) name: Gnarlwock the Balding
Hrm...I'm set up as Devourer currently....
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Post by: Nightwatch
And if possible I'd like to be a Raider instead.
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Post by: Drk_Oblitr8r
We'll be the Black Legion, and I'll be Barathrum the Twisted.
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Post by: JohnHwangDD
Faction update! Factions Active Factions Space Marines (SM) - All have Tank, may not select Healer, Devourer, or Raider; Scouts Imperial Guard (IG) - All have Sniper, may not select Blitzer, Charger or Raider Chaos Marines (CSM) - All have Tank, may not select Sniper, Fighter, or Medic; Infiltrate Inactive Factions Eldar - All have Blitzer, may not select Tank, Healer, or Devourer; Deep Strike Orks - All have Attacker, may not select Devourer, Blitzer or Sniper Tyranids - All have Devourer, may not select Medic, Blitzer, or Sniper; Outflank Tenative Teams "Black Templars 33rd Crusade" (Space Marines) - FULL! "Sgt. Neinhalt Krieger" (Leader) = JohnHwangDD "Bro. Teutonio Brutus" (Attacker) = Manchu "Bro. Hein Hacksieum" (Charger) = ihadhq "Strike Team #2347" (Imperial Guard) - FULL! "Sgt. Kortov" (Leader) = Emperors Faithful "Inq. Hohenheim" (Medic) = n0t_u "PBS Ubi Swank" (Psyker) = UbiSwanky2 Inquisitor_Syphonious - Medic "Black Legion" (Chaos Marines) "Barathrum the Twisted" (Leader) = Drk_Oblitr8r "Gnarlwock the Balding" (Raider) = Nightwatch "Bon Skrott" (Attacker) = the_ferrett referee's notes @Drk_Oblitr8r, Nightwatch: Thanks very much! @I_S, t_f: please pick character names for your guys.
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Post by: Manchu
So far, I am thinking of TeamS as more of a replacement for StratS than an alternative. It does a lot of things much better, or at least I hope it will. What it really needs are some more players.
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Post by: UbiSwanky2
I'm actually pretty stoked to see how this turns out  It would be nice though to get 4 full teams if possible.
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Post by: Emperors Faithful
Can we just clarify exactly what Inquisitor_Syphonius is doing here? I don't think we'll need 2 medics just yet.
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Post by: Emperors Faithful
As an IG Leader, do I also have Sniper?
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Post by: 1hadhq
Emperors Faithful wrote:Can we just clarify exactly what Inquisitor_Syphonius is doing here? I don't think we'll need 2 medics just yet.
Your a medievac unit then?
Maybe john intended to give you 2 medics to cure your psyker from its emo like self-cutting.....
Emperors Faithful wrote:As an IG Leader, do I also have Sniper?
I think so. Doesnt make you a Vindicare tough.
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Post by: the_ferrett
"Bon Skrott" as a name
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Post by: JohnHwangDD
Emperors Faithful wrote:Can we just clarify exactly what Inquisitor_Syphonius is doing here?
I don't think we'll need 2 medics just yet.
He's on your team, because I thought he'd help
I thought double skills would be interesting. If you don't want him, the SM will gladly take him as our Apothecary.
Emperors Faithful wrote:As an IG Leader, do I also have Sniper?
Yes, per example on p.1
____
the_ferrett wrote:"Bon Skrott" as a name
noted.
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Post by: Emperors Faithful
No, I just want to know if he's picked that role or if you are assigning them.
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Post by: JohnHwangDD
I initially assigned him (per his note about IG Medic), but if he doesn't want to play, that's OK. I think we can freeze teams, and expect to see a new thread for the actual game pope up tomorrow.. BTW, I PM'd him to ask for his name, and as IG Team Leader, you might want to ping him as well...
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Post by: Emperors Faithful
I'll PM all IG members, ask them to review their choices, work out battle plan ect.
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Post by: Emperors Faithful
I should probably also set a "deadline" for when I interevene on their behalf as Leader.
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Post by: UbiSwanky2
That sounds like a pretty good Idea
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Post by: Emperors Faithful
Quiet you! Get back to scrubbing those boots with the Regimental Toothbrush!
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Post by: 1hadhq
 How about a battle plan for us too?
Righteous zeal gets you far, but maybe we could have a strategy ?
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Post by: JohnHwangDD
The servants of the Emperor need no such strategy.
tho we do have secure "PM" radio, you know...
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Post by: JohnHwangDD
Players - (finalized) "Black Templars 33rd Crusade" (Space Marines) - Scouts "Sgt. Neinhalt Krieger" (Leader) = JohnHwangDD "Bro. Teutonio Brutus" (Attacker) = Manchu "Bro. Hein Hacksieum" (Charger) = ihadhq "Strike Team #2347" (Imperial Guard) "Sgt. Kortov" (Leader) = Emperors Faithful "Inq. Hohenheim" (Medic) = n0t_u "PBS Ubi Swank" (Psyker) = UbiSwanky2 "Spc. Jones" (Medic) = Inquisitor_Syphonious "Black Legion" (Chaos Marines) - Infiltrate! "Barathrum the Twisted" (Leader) = Drk_Oblitr8r "Gnarlwock the Balding" (Raider) = Nightwatch "Bon Skrott" (Attacker) = the_ferrett Monster Ambull (A/D) ... 10 - Attacker (A2) / Devourer (A1R1) . If Hits > 5, Attack (A2) 1st character entering location, else Attack (A2) weakest character . If Hits <+ 5, Devouer (A1&R1) weakest character . Never moves Board "Relic World Gehirn IV" 0. in reserve no actions here, except to Move onto board when appropriate 1. AEROPORT RUINS (+B) +B = gain Blitzer (+Move 2) 2. CRUMBLING TOWER (+S) +S = gain Sniper (A1 adjacent) 3. OVERGROWN PLAZA (+F/-B) +F = gain Fighter (A1 & A1) -B = lose Blitzer (-Move 2) 4. ABANDONED TEMPLE (+P/-S) +P = gain Psyker (W3 & A3) -S = lose Sniper (A1 adjacent) 5. UNDERGROUND BUNKER (+M) +M = gain Medic (R1) Starting Positions "Relic World Gehirn IV" 0. in reserve Black Templars 33rd Crusade (Space Marines) - Scouts, deploy either end Day 1 Sgt. Neinhalt Krieger (BT33c SM-T/L) ... 15 Bro. Teutonio Brutus (BT33c SM-T/A) ... 15 Bro. Hein Hacksieum (BT33c SM-T/C) ... 15 Black Legion (Chaos Marines) - Infiltrate, deploy any location Day 1 Barathrum the Twisted (BL CSM-T/L) ... 15 Gnarlwock the Balding (BL CSM-T/R) ... 15 Bon Skrott (BL CSM-T/A) ... 15 NPCs CenoByte (BT33c SM-M) ... 5 - 33rd Crusade uses 1 action to Activiate at Aeroport (1) Bloodletter (BL CSM-D) ... 5 - Black Legion uses 1 action to Summon at Temple (4) Servo Skull (ST2347 IG-S) ... 5 - Strike Team 2347 uses 1 action to Activate at Tower (2) note that NPCs start at 5, but can heal or be healed up to 10 1. AEROPORT RUINS (+B) 2. CRUMBLING TOWER (+S) 3. OVERGROWN PLAZA (+F/-B) Sgt. Kortov (ST2347 IG-S/L) ... 10 Inq. Hohenheim (ST2347 IG-S/M) ... 10 PBS Ubi Swank (ST2347 IG-S/P) ... 10 Spc. Jones (ST2347 IG-S/M) ... 10 4. ABANDONED TEMPLE (+P/-S) 5. UNDERGROUND BUNKER (+M) Ambull (A/D) ... 10
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Post by: JohnHwangDD
Game 1 has started IG may take their actions and Space Marines and Chaos Marines to move onto board by midnight Zulu (5pm CA / 8 pm NY) ____ fixed link to: http://www.dakkadakka.com/dakkaforum/posts/list/309016.page TY, Manchu
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Post by: Manchu
John, your link redirects to this thread.
GAME ONE HAS STARTED!
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Post by: Drk_Oblitr8r
Do we all get Sniper from the Crumbling tower?
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Post by: JohnHwangDD
2. CRUMBLING TOWER (+S) +S = gain Sniper (A1 adjacent) Yes, you certainly do! Of course, once you leave the Tower, you no longer have the benefit from being able to Snipe from it's height.
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Post by: Drk_Oblitr8r
So, can I use my leader ability to make someone use their sniper attack?
Also, I only get to use one ability a day, don't I?
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Post by: JohnHwangDD
Yes, you could order somebody to make a Sniper attack. Note that, in this case, you have the same effect by making a Sniper attack of your own, because you *all* gain Sniper by being in the Tower.
Also yes, you only get one ability (action) per day.
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Post by: Drk_Oblitr8r
True, but why do something if I can make someone else work twice as hard?
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Post by: JohnHwangDD
Spoken like a true Manager.
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Post by: UbiSwanky2
I'm not sure if I'm understanding what exactly we do with the NPC's....Would it then come under control of leader? or just kind of hang out on board?
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Post by: JohnHwangDD
Yeah, the Leader simply has the NPC take an action, tho I'm not opposed if another teammate has the NPC take an action.
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Post by: JohnHwangDD
Note: I got a PM from I_S, and his IG Medic will be a NPC, as he's going to be away from his computer for a while
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Post by: 1hadhq
Quick question about the NPC:
-non-player characters are controlled by a GM or AI, so who's controlling the NPC's here?
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Post by: JohnHwangDD
NPCs are a bit fuzzy, as they were a late addition. I'm not particularly interesting in GMing the NPCs per se, as I'm also playing, so...
Monster NPCs like the Ambull have an AI routine, so they're simple. They will do whatever they do, per their daily rules. Probably anybody in the game can apply their rules for the day, as their actions are well-defined.
Team NPCs like Cenobyte (or Bloodletter / Servitor, if they ever get summoned / activiated) are under control of the Team. Anyone on the Team in the same location can have them take an action.
How does that work?
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Post by: 1hadhq
So the players just ask the NPC nicely and it acts once per day then?
Or twice, if a leader spends his orders to double the NPCs action.
I assume a NPC benefits like a PC from its location.
Should work.
Maybe leader should mark their "orders" when addressing a NPC. We humble minions know then if were still able to add our own tasks
to the NPC's schedule.
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Post by: JohnHwangDD
1hadhq wrote:So the players just ask the NPC nicely and it acts once per day then?
Or twice, if a leader spends his orders to double the NPCs action.
I assume a NPC benefits like a PC from its location.
Maybe leader should mark their "orders" when addressing a NPC. We humble minions know then if were still able to add our own tasks
to the NPC's schedule.
Yup. NPCs are reliable that way - they'll take orders from anyone on the team, and the Leader can double them, just like any teammate.
Correct, a NPC can shoot from a Tower, just like anyone else.
Sure. Leaders using their Leader power, should explicitly say they order somebody (or something) to take a particular action. I'll show this in the game thread.
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Post by: UbiSwanky2
Sounds Good  Just waiting for first moves now, lol.
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Post by: the_ferrett
This version makes me tremble at moving towards people to use my Attacker ability.
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Post by: JohnHwangDD
@ferrett: ahh, but once you get stuck in, you hit twice as hard as they do!
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Post by: Drk_Oblitr8r
Can I as a leader, make a raider attack then move? (as per the raider rules)
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Post by: Manchu
'Fraid not. Every character gets a default faction rule and a chosen character rule. The CSM faction rule is Tank. Your character rule is Leader. You do not have the Raider rule and so cannot take that action. Also, the Crumbling Tower does not give you that rule. Judging by Sgt. Krieger's example, you can take your one action per day AND use your leadership ability should you have to.
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Post by: Drk_Oblitr8r
I meant, make a raider do it
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Post by: Manchu
Sure, you can "order" one of your guys per day--i.e., take their action for them. As I said, this seems to be in addition to takig your own one action per day. SORRY! I misread which day John used Leader to order me blasting off to the Tower. Using Leader seems to be your one action for the day, after all. This counts as an EXTRA action for them--i.e., they end up taking two actions that day but one of them is decided by you. Third Try: You know, I'm actually just as confused as you. On the second page of the Game Thread, eighth post down, John orders me to the tower and the CenoByte continue self-repairs. I'm not sure if John needed to take the action of ordering the CenoByte to continue self-repairs or not. If he did, then you can use Leader and take one action per day. If not, then using Leader is your one action per day.
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Post by: Drk_Oblitr8r
Well, does it matter which order the raider moves and attacks?
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Post by: Manchu
Raiders move after attacking, I think.
Looks like John is back on to answer what turns out to be *our* question.
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Post by: JohnHwangDD
Drk_Oblitr8r wrote:Can I as a leader, make a raider attack then move? (as per the raider rules)
You can Order your teammate to use Raider.
____
Manchu wrote:Judging by Sgt. Krieger's example, you can take your one action per day AND use your leadership ability should you have to.
Actually, it's one OR the other. The NPC has its own extra action, which may be confusing.
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Post by: Drk_Oblitr8r
So, can I pick the order?
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Post by: JohnHwangDD
Yes, based on who happens to be around.
For example, right now, Krieger only has the CenoByte, so his Order options are rather limited: Medic, Attack 1, or Move 1.
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Post by: JohnHwangDD
All:
FYI, Manchu and I will be launching Team Survivor Game 2 in a week or two. We are looking for input and suggestions, along with potential interest.
Thanks,
/John
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Post by: 1hadhq
Emperors Faithful wrote:Can we just clarify exactly what Inquisitor_Syphonius is doing here? I don't think we'll need 2 medics just yet.
JohnHwangDD wrote:Emperors Faithful wrote:Can we just clarify exactly what Inquisitor_Syphonius is doing here?
I don't think we'll need 2 medics just yet.
He's on your team, because I thought he'd help
I thought double skills would be interesting. If you don't want him, the SM will gladly take him as our Apothecary.
Emperors Faithful wrote:As an IG Leader, do I also have Sniper?
Yes, per example on p.1
____
the_ferrett wrote:"Bon Skrott" as a name
noted.
JohnHwangDD wrote:Yeah, the Leader simply has the NPC take an action, tho I'm not opposed if another teammate has the NPC take an action.
JohnHwangDD wrote:Note: I got a PM from I_S, and his IG Medic will be a NPC, as he's going to be away from his computer for a while
1hadhq wrote:Quick question about the NPC:
-non-player characters are controlled by a GM or AI, so who's controlling the NPC's here?
JohnHwangDD wrote:NPCs are a bit fuzzy, as they were a late addition. I'm not particularly interesting in GMing the NPCs per se, as I'm also playing, so...
Monster NPCs like the Ambull have an AI routine, so they're simple. They will do whatever they do, per their daily rules. Probably anybody in the game can apply their rules for the day, as their actions are well-defined.
Team NPCs like Cenobyte (or Bloodletter / Servitor, if they ever get summoned / activiated) are under control of the Team. Anyone on the Team in the same location can have them take an action.
How does that work?
JohnHwangDD wrote:1hadhq wrote:So the players just ask the NPC nicely and it acts once per day then?
Or twice, if a leader spends his orders to double the NPCs action.
I assume a NPC benefits like a PC from its location.
Maybe leader should mark their "orders" when addressing a NPC. We humble minions know then if were still able to add our own tasks
to the NPC's schedule.
Yup. NPCs are reliable that way - they'll take orders from anyone on the team, and the Leader can double them, just like any teammate.
Correct, a NPC can shoot from a Tower, just like anyone else.
Sure. Leaders using their Leader power, should explicitly say they order somebody (or something) to take a particular action. I'll show this in the game thread.
@ EF in game thread:
IMHO, these quotes make it really obvious that Jones is a NPC and they describe what a NPC may do.
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Post by: JohnHwangDD
Thanks for collecting the NPC information, 1hadhq I add one new rule, for when PCs abandon NPCs: if a PC isn't present, the NPC must Move toward the closest PC where possible. This means that NPCs by themselves won't use any special abilities (except perhaps, Blitzer) until they are back with a PC present. Fair penalty for abandoning NPC, and pulls the team back together.
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Post by: JohnHwangDD
Now that people have entered all of the locations, I thought I'd spend a post talking about the design of the initial board layout and relic placement. Board Design 1. AEROPORT RUINS (+B) [Cenobyte Medic] This was designed as a rather vanilla location, a semi-secure staging point to enter the rest of the board, with Blitzer to support that. The Cenobyte reinforces this as the nominal Black Templar start point, and suits their methodical approach. 2. CRUMBLING TOWER (+S) This location overwatches most of the board, and was designed as a place that CC-oriented forces could hold against siege, Sniping approaching forces. The Combat Servitor was here to give the IG a reason to move off Plaza 3. OVERGROWN PLAZA (+F/-B) This was designed with Fighter to support a combat bent, and placed so the Tower could support people on the ground with well-coordinated team actions. Blitzer was removed so that people couldn't jump into the Bunker, but would have to go through Temple Being the middle of the board, this was the default Guard start point, and not a bad one - they could Snipe both locations, and had Fighter back against any mass CC attack. 4. ABANDONED TEMPLE (+P/-S) Bloodletter This location was for gamblers, with everybody gaining Psyker - high risk/high reward, messy deaths. Sniper was removed so that people couldn't snip into the Bunker. This is also the nominal CSM start location, with the Bloodletter present. Notionally, the CSM could activate it and charge the Plaza for real carnage... CSMs actually said Tower, which was a surprise. 5. UNDERGROUND BUNKER (+M) Ambull & Rosarius With full Medic and immunity to Sniper / Blitzer, this location was designed as a "safe room", if only one could get past the Ambull. Items The Servo Skull, Rosarius, and Jump Pack were all deliberately placed where nobody would immediately need them, giving teams the opportunity to trade an action now for more options later. By and large, I think the board did what it was supposed to do, so that location mattered and affected tactics.
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Post by: 1hadhq
Liked the current design so far.
Will follow up games have the same: pick first charcter and abilities - see later the board and the locally granted abilities ?
Nice to have something that doesnt come for free ( local ) with Hein (C).
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Post by: JohnHwangDD
1hadhq wrote:Liked the current design so far.
Will follow up games have the same: pick first charcter and abilities - see later the board and the locally granted abilities ?
Nice to have something that doesnt come for free ( local ) with Hein (C).
Thanks, 1hadhq.
TeamS 2 will have similar character / ability selection, but with more possible customization. Please see here for details: http://www.dakkadakka.com/dakkaforum/posts/list/309712.page#1841359 As you can see, in Game 2, abilities can double or stack, so characters can be more specialized than before.
Teams and Characters shouldn't depend on the luck of the board, items, or NPCs, although if something looks grossly wrong in team building, a kindly referee may make some allowances to take the edge off things.
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Post by: Emperors Faithful
JohnHwangDD wrote:
Team NPCs like Cenobyte (or Bloodletter / Servitor, if they ever get summoned / activiated) are under control of the Team. Anyone on the Team in the same location can have them take an action.
I wasn't sure which category Jones fell into. John has already resolved this and I'm DEAD. What is your problem 1hadhq?
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Post by: 1hadhq
Emperors Faithful wrote:
I wasn't sure which category Jones fell into. John has already resolved this and I'm DEAD. What is your problem 1hadhq? 
There is no problem anymore.
Posted in both threads ( game and discussion ) at the same day. Treat is as outdated.
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Post by: JohnHwangDD
Thanks again to everyone for playing game 1. I hope that you all enjoyed it, despite the couple issues with NPCs not being completely clear.
I've attempted to address those issues, and will be giving my thoughts on the game & gameplay in the coming days, prior to kicking off Game 2.
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Post by: JohnHwangDD
from the game thread, 3 questions from the designer:
1. what did you think about the "us vs. them" Team element? Was being on pre-set Teams a plus, or a minus?
2. what did you think about the Leader? would you play a Leader, why / why not?
3. the game finished in 25 days. Was this a good timeframe?
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