Strategic Survivor
This game is inspired by the game called "Survivor," introduced to Dakka by Kid_Kyoto, and especially by JohnHwangDD's variation on it, which he has named "Super Survivor." John has been abbreviating Super Survivor as "
SS" so I will be abbreviating my game as "StratS." Unlike Survivor and
SS, where anyone who wants to can participate in the game at whatever point and have as little or as much to do with it as s/he pleases, only players who sign up to play a game of StratS can participate and it is best--for the sake of his/her own experience as well as that of others--that s/he continue playing until s/he is either eliminated or wins. This is because StratS is not a voting game in the same sense as Survivor or
SS. Instead, StratS is more of a turn-based strategy game. Players select and control one faction throughout the game. It is similar to Survivor and
SS inasmuch as each faction has a number of "wounds" or "hit points" that can be reduced and increased. Just like in Survivor and
SS, when a faction loses all of its "wounds" it is eliminated. In StratS, factions lose wounds by being attacked (or, to use the terminology of Survivor and
SS, "voted against") by other players. They replenish and even gain wounds by "reinforcing." Also unlike Survivor and
SS, StratS factions can "move" from one theater of war to another. Only factions currently located in the same theater of war may attack one another. These are the three possible actions in a game of StratS:
Attack,
Reinforce, and
Move.
The first step in playing StratS is picking a faction. For now, the available factions are: Chaos Space Marines, Eldar, Imperial Guard, Orks, Space Marines, and Tyranids. Each faction has a number of attributes. Attacks, or
A, describes how many wounds an attacking faction can inflict on other factions per turn. Targets, or
T, describes how many factions an attacking faction must spread its attacks across. For example, Space Marines have A2T1. This means they may inflict two wounds on one other faction each turn. Imperial Guard, meanwhile have A3T3. This means that they can inflict one wound on each of three different factions per turn. Note: The A-to-T ratio is not permissive. An Imperial Guard player may not attack one target three times. If only one target is available in the Imperial Guard player's current theater of war, s/he may only attack that target once. Similarly, if two targets are present in that theater of war, s/he may only attack them once each. This ratio is a way of describing the faction's fighting style. The Imperial Guard, for example, can bring a wide range of firepower against many enemies at once but cannot focus that astounding amount of ordnance against a single foe. By contrast, the Space Marines excel at such precision strikes.
Three attribtes deal with the strength (measured in wounds) and endurance of each faction. Starting Wounds, or
Start, describes how many wounds a faction begins play with. Maximum Wounds, or
Max describes the maximum amount of wounds a faction may ever have. For example, Space Marines are a relatively small fighting force. They begin play with ten wounds and may only ever have ten wounds. The Tyranid, however, are more prolific. They begin play with fifteen wounds and may reinforce their faction's strength up to twenty five. Generally, this reinforcement takes place concurrently with a Move Action (see below) at a rate described by the Reinforcement, or
R, attribute. Some factions, such as Orks, can reinforce their strength more quickly than others.
The final attribute is Movement, or
M. Movement describes how "far" a faction can travel amongst the
theaters of war. A theater of war can be anything from a region of space (such as Ultramar) to a particular world (such as Macragge) or even a space-going vessel (like a Space Hulk). In some cases, each theater may have special rules that impart advantages or disadvantages to certain factions when they are present. A game of StratS will typically employ five theaters of war: alpha, beta, gamma, delta, and epsilon. Think of these theaters represented by circles arranged together in a pentagon. The space between each circle requires movement. For example, moving between alpha and beta or between epsilon and alpha requires M1 while moving between alpha and gamma or delta and alpha requires M2. Unless specifically stated otherwise in the faction description, a faction must always move between the theaters in order. The M score is permissive: a faction with M2 may move either one or two spaces per Movement Action. Generally,
a faction may only move or attack each turn. Some factions may move and attack in the same turn. This attribute is expressed by writing "/A" behind the numeric value of their M score: for example, "M 1/A" means "may move up to one space and attack on that same turn."
Any time a faction chooses to move rather than attack, it may reinforce its strength by a number of wounds equal to its R score.
The attribute scores and description (with explanation of special rules where applicable) for each faction are as follows:
Space Marines
A 2
T 1
M 2/A
R 1
Start 10
Max 10
Codex Astartes: Space Marines are the ultimate alpha-strike specialists but have strict limitations on their numbers. Space Marine factions may attack on the same turn as they move, but may only attack after moving. Space Marine factions may not reinforce on the same turn as attacking.
Imperial Guard
A 3
T 3
M 1
R 2/1
Start 15
Max 20
Hammer of the Emperor: Even when dug in, the Imperial Guard can muster an amazing barrage of firepower. Imperial Guard factions may reinforce by 1 on the same turn as attacking. They may reinforce by 2 on the same turn as moving.
Orks
A 1
T 1
M 1/A
R 2
Start 10
Max 20
Waaaaagh!: An Ork army gathers strength with momentum, growing stronger as it charges belligerently across the stars. Ork factions may attack on the same turn as they move, but may only attack after moving. Ork factions may not reinforce on the same turn as attacking.
Eldar
A 1
T 1
M */A
R 1
Start 10
Max 10
The Webway: The enigmatic Eldar slip in and out of their Webway portals, attacking where they are least expected. An Eldar faction can move from its current theater of war to any other theater, disregarding the normal movement order. Eldar factions may also attack on the same turn as they move. They may attack either before or after moving. Eldar factions may reinforce while moving on the same turn as attacking.
Tyranids
A 2
T 2/1
M 1
R *
Start 15
Max 25
The Great Devourer: Tyranids Hive Fleets sweep through the galaxy, assimilating the biomass of their victims into new troops. Tyranid factions may inflict either two wounds on one target or one wound on two targets per Attack Action. The Tyranid faction reinforces on the same turn that it attacks rather than on a turn that it moves. Its R score is determined from attack to attack by how many targets it wounds in a given turn.
Chaos Space Marines
A 1
T 1
M 1/A
R 1
Start 10
Max 15
Legions of the Warp: The predations of Chaos Space Marine warbands are aided both by the denizens and the deceptions of the Immaterium. Chaos Space Marine factions may attack on the same turn as they move, either before or after they move. Chaos Space Marine factions may reinforce while moving on the same turn as attacking.
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To recap, as well as cover some further bases, here is a more structured version of the rules that incorporates whatever may not have been stated before:
+ Step 1: Let a Game Host (for now, only me) know that you are interested in playing StratS so that s/he can organize all the interested parties into a game.
+ Step 2: Pick a faction. You may choose Chaos Space Marines, Eldar, Imperial Guard, Orks, Space Marines, or Tyranids. Other factions may be added in the future (please feel free to post your suggestions on what their stat lines should look like in this thread!), but for now I would prefer to see how these six factions play and whether these rules even work or not. After picking a faction, you need to submit to the Game Host a specific and faction-appropriate name like Space Wolves for a Space Marine faction or Hive Fleet Leviathan for a Tyranid faction. (Names not found in
GW-published or
GW-licensed materials should be submitted for approval to the Game Host. They will generally only be approved if there are no more canonical names available. This is to preserve the recognizability of each faction.) Faction names are unique to each game: there can only be one Space Wolves Space Marine faction or Hive Fleet Leviathan Tyranid faction per game. There is no other limit, however, on how many of the same faction may compete in the same game. In a five-player game, for example, there could be five Eldar players--but each player would have to pick a unique faction name to identify themselves with: perhaps Biel-Tan, Saim-Hann, Ulthwe, Iyanden, and Altaioc. (Names will be assigned on a first-come-first-served basis.)
*Steps 1 and 2 should generally be done in an Interest Thread started by a prospective Game Host and separated from the Game Thread. The Game Host should post descriptions of the special rules for each theater of war in this Interest Thread so that potential players can discuss, constructively critique, and even plan around them before play begins. Alternatively, the Game Host can choose to eschew special rules for theaters of war altogether. (There will probably be no special rules for the the theaters of war in the first game but please feel free to suggest some. A specific theater of war should have a special rule for at least two different factions. For example, Armageddon may allow Imperial Guard factions to reinforce at R2 on the same turn as attacking AND give Orks A2T1.)
+ Step 3: PLAY! The Game Host will start a Game Thread, the first post of which will be a description of the theaters of war and their order (whatever the game-specific name of the theaters, each will be assigned a value of alpha, beta, gamma, delta, or epsilon to identify their order relative to one another). Although the Game Host can play StratS as a regular player, s/he cannot take a Move or Attack Action at the same time that s/he starts the Game Thread. This means that the Game Host will never have the first move. S/he makes up for this disadvantage by being allowed to decide how factions are initially placed across the theaters of war as well as how the theaters themselves are arranged. (But note that the first post does not count as the Game Host's turn for the first day. After the first post, the title "Game Host" is effectively meaningless.) A first post should look something like this (except that I am deliberately leaving out the desciption/special rules for each theater of war):
Manchu wrote:Armageddon (alpha)
Steel Legion (IG) 15
Bad Moons (Orks) 10
Craftworld Iyanden (beta)
Iyanden (Eldar) 10
Kraken (Nids) 15
Eye of Terror (gamma)
Word Bearers (CSM) 10
Ulthwe (Eldar) 10
Macragge (delta)
Leviathan (Nids) 15
Ultramarines (SM) 10
Alveus Alpha Alpha Sextus (epsilon)
Blood Axes (Orks) 10
The next post is the first turn of the game. Who gets the first turn is simply a matter of timing. Each player may take one turn each day (beginning at 12:01AM EST). This is to ensure that players have time not only to think about their own moves but also to make alliances with or even betray other players. A player post should begin with a narrative announcing which faction is taking its turn and what it is doing (this is the easiest way to allow other attentive players to check and see if what you are doing isn't breaking rules). Please use colored font to make these notations stand out! Generally
green is good for moves/reinforcements and
red is good to show who you are attacking. For example, let's say that 1hadhq is playing the Steel Legion and wants to move to support the Ultramarines on Macragge. He will take a move action rather than an attach action. Because his
IG have M1, he will only get so far as the Space Hulk Alveus Alpha Alpha Sextus on this turn. But he may also reinforce by 2 on that move. His post will look like this:
1hadhq wrote:Steel Legion. Move to Alveus Alpha Alpha Sectus, Reinforce 2.
Armageddon (alpha)
Bad Moons (Orks) 10
Craftworld Iyanden (beta)
Iyanden (Eldar) 10
Kraken (Nids) 15
Eye of Terror (gamma)
Word Bearers (CSM) 10
Ulthwe (Eldar) 10
Macragge (delta)
Leviathan (Nids) 15
Ultramarines (SM) 10
Alveus Alpha Alpha Sextus (epsilon)
Blood Axes (Orks) 10
Steel Legion (IG) 17
Let's say that JohnHwangDD happens to be online and see the Game Thread as updated by 1hadhq before anyone else--and let's say that he's also playing the Blood Axes! His post might look something like this:
JohnHwangDD wrote:Blood Axes. Attack Steel Legion at Alveus Alpha Alpha Sextus.
Armageddon (alpha)
Bad Moons (Orks) 10
Craftworld Iyanden (beta)
Iyanden (Eldar) 10
Kraken (Nids) 15
Eye of Terror (gamma)
Word Bearers (CSM) 10
Ulthwe (Eldar) 10
Macragge (delta)
Leviathan (Nids) 15
Ultramarines (SM) 10
Alveus Alpha Alpha Sextus (epsilon)
Blood Axes (Orks) 10
Steel Legion (IG) 16
Let us further say that the next person to update the thread is me, playing the Bad Moons. I want to chase 1hadhq from Armageddon and help my fellow Ork JohnHwangDD over on the Space Hulk. I can do all this on one turn because Orks have M 1/A. Here's what my post would look like:
Manchu wrote:Bad Moons. Attack Steel Legion at Alveus Alpha Alpha Sextus.
Armageddon (alpha)
Craftworld Iyanden (beta)
Iyanden (Eldar) 10
Kraken (Nids) 15
Eye of Terror (gamma)
Word Bearers (CSM) 10
Ulthwe (Eldar) 10
Macragge (delta)
Leviathan (Nids) 15
Ultramarines (SM) 10
Alveus Alpha Alpha Sextus (epsilon)
Bad Moons (Orks) 10
Blood Axes (Orks) 10
Steel Legion (IG) 15
You'll note that in this example, John and I only managed to pick off two wounds from 1hadhq's Steel Legion, i.e., he ended up where he began before moving and will be back up to strength 17 by the time he makes it to Ultramar. In other words, factions can be pretty tough. This is why forming alliances and keeping abreast of cooperative strategies will be essential to winning this game. If John and I played our cards right with the Leviathan player (or even the Ultramarine player for that matter) we could soon have 1hadhq in a pretty tight spot. But what are the odds of everyone working in lock-step for long? Especially if you ever want to get to Step 4 . . .
+ Step 4: WIN! Only one player per game will ever make it this far because in order to win you have to be the last player standing. That's why it's called Strategic
Survivor, after all. At the end of the game, an impossible stalemate of cat-and-mouse maneuvers may ensue. In this case, the "last player standing" will be the one which had the most wounds when the third to last player was eliminated.
If you are interested in playing a game of StratS, please let me know by posting in this thread. I also welcome any constructive comments or criticisms. I know there must be a lot of rules glitches that I haven't caught as this post and its edits really are my first pass through this.